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Cults, Orders and Sects of Frenyr (Sovereign of Elk)

Posted on May 5, 2026 in Steel-Realms

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This spirit – Frenyr – has only one large sect devoted to it.

Sovereign of Elk

– This is the dominant order of the faith. The primordial animal archetypes are diverse in their very nature – animistic and their worship is highly localized and specialized as well as incorporated into the Wyld Faith itself, from which it derives any Group/Institution elements.

Cleric (for the Green Church), Druid (for the Wyld Faith) – These are archetypes dedicated to serving and representing the faith in iconic roles as part of their function; Others may be available as Followers at GM discretion – serving as institutional officers, community officers, or simply through Conviction and shared liturgical beliefs.

The Common Face of Faith: Like most Faiths of the Steel Realms, there may be a multitude of denominations that make up Cults, Orders and Sects of Frenyr . These share the common Workings of Faith, promoting worship to prove the truth of the Divine Principal's ideals and tenets, and allow Followers a means to prove worthy to wield power and secure a place in the promised afterlife. Frenyr has a Dominant Presentation of their faith, clergy, and institutions that the folk of the realms look to.

While not a true ‘sect’ in the strict sense, the fearsome Ker-Sabohr of the Klaurians are tied to this divine entity through a deep bond that creates their fierce kinetic aura.

Options for PC’s in the Steel Realms

i20™ Faith Details

Clerics in service to the faith have the callings (subclasses) of Nature, Life, and War; Others may be available at GM discretion or through other cults, sect, or orders.

Druids in service to the faith have the callings (subclasses) of Land; Others may be available at GM discretion or through other cults, sect, or orders.

Rangers in service to the faith have the callings (subclasses) of Beast Master and Hunter; Others may be available at GM discretion or through other cults, sect, or orders.

Paladins in service to the faith are RARE, but usually in the capacity of militant defenders and have the callings (subclasses) of Ancients and Vengeance; Others may be available at GM discretion or through other cults, sect, or orders.

iCore iCore™ Faith Details


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

Rangers of The Suddahk

Posted on April 27, 2026 in Steel-Realms

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The followers of The Suddahk are a loose collection of outdoorsmen are considered among Those Who Range of the High King’s rangers, but are often withdrawn unlike many of the typical World Watchers. They are much more clear loners – at best working in a small group that seeks to confront issues that destabilize or threaten the realms stability and peace. They are always seeking the ability to defend against forces that imperil the Dominion of the High King Lands but not seeking any notoriety or renown personally. The reporting to the agents of the High King of the Steel Realms is done, minimally, but the integration and larger information exchange is mostly ignored.

Tradition of The Suddahk

Origins: The Suddahk is a set of guiding principles and perspectives that bind the follower to nature and the earth especially when accomplished. It is old, but one of the more recent traditions that form an actual cadre of rangers. The Suddahk was discovered by Dwarves, was developed for Dwarves, and seems to only attract and be suited to Dwarves and (even rarer) Ducateon. The first of the dwarves to unlock this perspective foreswear all connections beyond the earth and elements was known as Odannerdun, in CY 6488.

Ancient Connection: Odannerdun became so free from fear and all things in such a remote place that his own death had become imminent. So remote and having shed all attachment to anything else, the spirits of The Rimbus that had gone quiet for the most part, perceived him as he lay upon the hard stone of the mountain top. Seeing that he had shed all other bonds of society, leaving only the deep bond to the earth embedded in his mixed DNA of Ducateon and human, the spirits moved to claim his pure spirit.

The Bond of the Mountain Goat: Alive with power of the earth infusing him and making his vision clear, life became an option for him once more. Using the spirits of the earth, he reached out to find a means off the peak, to return and serve the will of the spirits of the earth. Then, the spirit of Ratuk answered and sent Bha-dinahdah who intruded on his remote silence and brought him down from the mountain. Now the bond of the mountain goat is a critical part of the path of The Suddahk. The companion is called from a lonely mountaintop. They are known to lead the way, and are often equipped with a harness (only the ranger can ‘convince’ them of this!) to carry the minimal elements of the ranger.

There is a set of meditations and even pictorial elements that is considered to be sacred from The Suddahk. These are a reality of self preservation and a manifesto or protecting the communities of dwarves and their allies to preserve order and peace – the mountain is the symbol of stability and power. In The Suddahk, the loneliest peaks are sought in meditation each year for a Long Rest.

The Cave of Contemplation

In most dwarven settlements, there is a cave known as B’dan Matalun. Here these concepts carved in stone may be contemplated and the path of The Suddahk pursued to produce its followers.

Strongholds of Contemplation


Chronicle/Facts of the Order/Tradition

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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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.

Simple Outcome / Easy Difficulty & Common Knowledge

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

Rare Knowledge / Very Hard Difficulty

It is said that the Druunad folk consider this tradition sacred and will help them in great times of need; The followers ability to keep their people’s location a secret is core to this relationship.


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

Dwarven Stone Hoppers of Sun Stone Top

Posted on April 16, 2026 in Steel-Realms

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The Stone Hoppers are dwarven scouts and rangers of the The Grand Duchy of Rhyl are all followers of The Suddahk ranger tradition, and all from the Sun Stone Top settlement. They also train 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 along side the remote patrols of the guard, 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 (mostly remote scouts). 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).

  • Sun Stone Top will have about a dozen of the followers of The Suddahk scouting remotely outside the community at any given time.
  • These scouts, if they have an animal, will always have a mountain goat; The animal is large, but not suited to riding. It assists with rescues and scouting.
  • 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

The Stone Hopper tradition is to use a pair of small picks when moving, like modern ski poles. When fighting, they also tend to use them. In the northlands, specifically the Grand Duchy of Rhyl, smiths know how to construct ones that the order uses. The dwarves themselves have smiths that specialize in making quality ones on request for those that have achieved notoriety and renown in the duchy.

Stone Hopper Material Stats


i20™ Item Details

Stone Hopper Pick

Requirements: Race = Dwarf, Class = Ranger

Pick Wielder: D4 light weapons; Used in both hands and get full attack and damage bonuses as per 2 Weapon Fighting Style. Like all picks, they are Armor Piercing. They can be thrown when on natural stone/earth, but only have a range of 10/30′.

Pick Climber: 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.

Goat Pet

The ancient bond to Ratuk manifests as a Mountain goat animal companion through a journey into the mountains and a Ritual that calls it similar to the Find Familiar spell. This is true especially if the character is a Beast Master. Mountain goats are territorial but easily placated with offerings of food. Their stubbornness makes them difficult to domesticate and they should not be considered to be domesticated but will obey the simple (2-3 common words) commands of their bonded ranger to the best of their limited understanding.

iCore iCore™ Item Details

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


Chronicle/Facts of the Order

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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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.

The Suddahk tradition founded by Odannerdun, in CY 6488. This is close to the initial founding of the Grand Duchy of Rhyl, and deemed to be not a coincidence – it is seen as a required preceding event for the Stone Hoppers.

The Stone Hoppers are founded in CY 8302.

Follower Perspective: The followers of the tradition feel that the positive connection to the nearby faerie races to Sun Stone Top was significant in the spirits of The Rimbus to spreading the tradition to the north.


Rhyl General Events

CY 2330’s Fall of East / Rise of the Dark Lands (Orrishai Abandoned); Refugees flee – some cross the Tolkisson Mountain Range into the ‘Lands of Rhylan’ that would become the Kingdoms of old Rhylan and finally The Grand Duchy of Rhyl.

CY 5580 Fall of Dundaria in the North – Frostfang spreads, the Lich Lord power rises. Hordes of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.

CY 5980 The Kingdoms of old Rhylan united settled as a single Kingdom of Rhyl to fight the Lich Lords drive south. After centuries of warfare between territories and races, the common cause of the threat to the north secures a lasting peace.

CY 6514 The Grand Duchy of Rhyl is created by the High King. In exchange for the resources and organization that can be brought to bear against the now organized undead armies, the lands become part of the High King‘s domain.

CY 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, and manpower flow into the north to fight the Lich Lords.

Simple Outcome / Easy Difficulty & Common Knowledge

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

Rare Knowledge / Very Hard Difficulty


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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Cults, Orders and Sects of Karhu (Sovereign of Bears)

Posted on September 25, 2025

Steel Realms Logo

This spirit – Karhu – has only one large sect devoted to it.

Sovereign of Bears

– This is the dominant order of the faith. The primordial animal archetypes are diverse in their very nature – animistic and their worship is highly localized and specialized as well as incorporated into the Wyld Faith itself, from which it derives any Group/Institution elements.

Cleric (for the Green Church), Druid (for the Wyld Faith) – These are archetypes dedicated to serving and representing the faith in iconic roles as part of their function; Others may be available as Followers at GM discretion – serving as institutional officers, community officers, or simply through Conviction and shared liturgical beliefs.

The Common Face of Faith: Like most Faiths of the Steel Realms, there may be a multitude of denominations that make up Cults, Orders and Sects of Karhu. These share the common Workings of Faith, promoting worship to prove the truth of the Divine Principal's ideals and tenets, and allow Followers a means to prove worthy to wield power and secure a place in the promised afterlife. Karhu has a Dominant Presentation of their faith, clergy, and institutions that the folk of the realms look to.

Options for PC’s in the Steel Realms

i20™ Faith Details

Clerics in service to the faith have the callings (subclasses) of Nature, Life, and War; Others may be available at GM discretion or through other cults, sect, or orders.

Druids in service to the faith have the callings (subclasses) of Land; Others may be available at GM discretion or through other cults, sect, or orders.

Rangers in service to the faith have the callings (subclasses) of Beast Master and Hunter; Others may be available at GM discretion or through other cults, sect, or orders.

Paladins in service to the faith are RARE, but usually in the capacity of militant defenders and have the callings (subclasses) of Ancients and Vengeance; Others may be available at GM discretion or through other cults, sect, or orders.

iCore iCore™ Faith Details


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

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Cults, Orders and Sects of Yhis ‘tk (Sovereign of Lizards)

Posted on December 22, 2024 in Steel-Realms

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