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Dwarven Stone Hoppers of Sun Stone Top

Posted on April 16, 2026 in Steel-Realms

Steel Realms

The Stone Hoppers are dwarven scouts and rangers of the The Grand Duchy of Rhyl are all from Sun Stone Top. Their training is with the The Hornguard of Rhyl, specializing in the craggy mountainous terrain of the Tolkisson Mountain Range. They typically serve about 5 to 10 years, gaining their skills and trade. Beyond that, they can enter service formally as a World Watchers or return to the community to pursue other paths. They get their name from their ability to move like a mountain goat (typically with the aid of specialized gear and sometimes Barents Burning Harvest).

  • These scouts, if they have an animal, will always have a mountain goat.
  • The Stone Hoppers typically wield 2 special light-weight climbing picks for travel and melee, and a short bow ranged attacks.

Stone Hopper Boots

These are specialty hobnail like boots used by the Dwarven Stone Hoppers for aid in climbing. If the surface is not sheer, they Grant added movement and help with traction in adverse conditions.

Stone Hopper Picks


i20™ Item Details

Requirements: Race = Dwarf, Class = Ranger

D4 light weapons; Used in both hands and get full attack and damage bonuses without any feat or style. Like all picks, they are Armor Piercing. They can be thrown, but only have a range of 10/30′.

When climbing, they add +5′ to the movement of the wielder or grant them a climbing movement rate equal to their normal movement rate when used with the Stone Hopper Boots, and grant a +2 bonus as well as Advantage to any climbing activity check for the wielder.

iCore iCore™ Item Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.

Realm's Aptitude Powers: Divine, Occult, and Psychic

Stoneforge Weapons (Rhyl)

Posted on April 16, 2026 in Steel-Realms

Steel Realms

The giant-kin crafters of Stoneforge Valley are known for their skill in forging large weapons – mostly those of requiring strength to wield and 2 hands. These are known as Stone Forged Weapons.

Giant’s Bloodvein – Blood Bonded Giant Kin Weapons

Though they are renowned for their crafting of large weapons, the Goliath of the The Grand Duchy of Rhyl also make weapons only their kind may wield effectively – the Giant’s Bloodvein swords and axes. They are heavy, and when wielded by someone who possesses the blood of giants in their veins, the weapon’s balance shifts and flows to allow the wielder to effectively use one of these weapons in one hand that might normally require two. This requires a special bonding process that uses blood of giants and the blood of the wielder in the quenching process that leaves a pattern like veins of blood in the steel. Only a single one of these are normally made for any individual in their lifetime.


i20™ Forgeworks Details

“Stone forged” = +1 damage and +1 Resilience; Min Str 16 / Size Large for a lot.
> Pulverize type weapons is also a specialty…

Giant’s Bloodvein Weapons

Battle Axe and Long Sword; both normally do d8/d10 2 handed. They will do d10 one handed. These weapons also gain 1 extra resilience; When both resilience are used, the item is not broken, but becomes a normal item of its kind – any use of it does one less damage and if used to block it will shatter. Restoring resilience requires 1hp worth of blood from the wielder per use of Resilience.

Repairing: Cost is 15% of the weapon per Resilience; plus 1 Health in damage that can only heal back through normal bodily healing processes.

Starting PC’s: A PC desiring to start play with one must have a good story to account for it, and a DC 10 Charisma (Influence) check. It takes no starting money as the acclaim of their story/service and persuasive charm is the source in acquiring it.

iCore iCore™ Forgeworks Details

Realm's Aptitude Powers: Divine, Occult, and Psychic

Honeystone Kennels (Ten Stacks)

Posted on April 2, 2026 in Steel-Realms

Steel Realms

The famous Honeystone Kennels of Ten Stacks in county Dunaine of the Grand Duchy of Rhyl breed top notch ‘witch-smeller’ – dogs known as The Foothounds. These dogs are all for World Watchers, though a few are sold to noble houses each year. The Kennels do all the early training and facilitate the bonding.


Chronicle/Facts of the Agency

Dog Powers (common and Attuned) can be found under Common Knowledge tab.

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these. Specific Lores may increase the chance of knowing specific elements.

Pervasive Knowledge / Very Easy Difficulty

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Rumors About the Agency

Common Knowledge / Easy Difficulty

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.


i20™ Foothound Details

creates a bonded pair loyalty and bond; Attunement = 1 Essence; Trained to be at the feet and work with the bonded pair’s movement and create a distraction without risking their lives. Against 1 target within 10′:

  • +1 initiative
  • -1 to be Attacked
  • Once during a combat 1 use Resilience if bond has Animal Handling (base 4)

Persistent Effects

  • Sense when the other is hurt within 120′
  • Detect (smell) Hags 120′
  • Detect (smell) Magic 30′ 3/day

iCore iCore™ Foothound Details

Uncommon Knowledge / Average Difficulty

The Kennels were founded in CY 8950.

Rare Knowledge / Very Hard Difficulty

The Foothound Origins: The head dog from the breeding program of Blacknail the Hag gets sold and eventually a descendant gets to be part of the Har Cunetha Pack that patrol the areas on the edge of The Valley of Sighs and the strange things that come from the shattered walls between the worlds. Honeystone Kennels started off as a way to handle the excess hounds.


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.


Realm's Aptitude Powers: Divine, Occult, and Psychic

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Ten Hands Blade

Posted on April 2, 2026 in Steel-Realms

Steel Realms

The Ten Hands Blade is named so because its real name is forgotten. The blade has been held by a set of ten hands (10 owners) and not brought fortune to any of them. For 100 years, the Ducateon have tried to sell the Ten Hands Blade at the Perennial Plinth of Ten Stacks – it has become local legend that it always ends up back with the Ducateon. Now it is a local legend.


Chronicle/Facts of [Thing]

Item Powers (common and Attuned) can be found under Common Knowledge tab.

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these. Specific Lores may increase the chance of knowing specific elements.

Pervasive Knowledge / Very Easy Difficulty

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Rumors About the Locale

Common Knowledge / Easy Difficulty

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Item Purpose:

Lesser Attunement (1 Essence total )

i20™ Item Details

Weathering. +1 damage. -2 init. Pommel with oil, pull sparker bonus action and reaction. +1 resilience. Long sword.

iCore iCore™ Item Details


Estimated Value: ? (Silver Crowns)

Item Source: i20™ OR iCore™ #YYYY

Destroying the Item: As an item with inherent mystic nature, it is deeply bound to The Pattern – mere mundane efforts cannot destroy it. It must be melted, disintegrated, or shattered – not merely made Useless.

Rare Knowledge / Very Hard Difficulty

The real name of the sword is “Rundlemans Fury” – A known sword belonging to the Merchant City Rundleman family.. It has been stripped of nearly all identifying signs. The family picked it from the battlefield in the War of Rundleman’s Revenge and sold to the Ducateon in secret so that it would not be known that the Rundleman family worked against the peace of the grand duchy of rhyl. The city of Ten Stacks is where the Ducateon will try and sell it. They gave a ‘mysterious’ history to obscure its real origins. It has become a fixture there for almost a century.


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.


Realm's Aptitude Powers: Divine, Occult, and Psychic

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Scent-Release Pottery (Klaurian)

Posted on January 5, 2026

Steel Realms

The Scent-Release Pottery are one of the Klaurian Items of the Steel Realms – output of the unique Klaurian Craft & Artistry in the Steel Realms. All the scent-release items are triggered with heat – either hot liquid or a heating of the item itself. A few of these items make their way to

Tea-Mugs

Tea Sets

These are more high end, often combining a more finely polished and sculpted and glazed product along with Kalurian Horse Hair Artistry. These are individualized and can be done in sets as well.

Realm's Aptitude Powers: Divine, Occult, and Psychic

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