Home - Page

Tag: srlm

Hard Progress

Posted on May 19, 2025

Steel Realms
_____ – Hard Progress is a….

CHRONICLE > Hard Progress is a Living World campaign set in The Northern Hearthlands of the [Fantasy] Steel Realms. The Heartland Spark has re-shaped the realm and new opportunity beckons the brave and bold to the north. Brought together by trauma, bound by camaraderie, looking to find fortune in the conflict of the northlands…

GM: Kelly Berger
> Formulated in May 2025, born of the ashes of the Dunstrand Rising campaign…

Campaign Dates: CY 9185-????

Campgaign Style Vote

Epic – interconnected campaign adventures, multiple themes, plots and story arcs – i.e. ‘living world’ play
= HIGHEST VOTE

Basic – serial adventures in the same area, a linear plot with a couple simple themes – classic ‘campaign’ (multi-module) play

Episodic – mostly battles, little politics or social elements; episodic – no necessary connection between ‘adventures’ – i.e. stand alone ‘module’ like play

Hack n Slash – Just a bunch of chances to kill things and take their stuff!

Tags:

Divine Manifestation & ‘Death’ on Helca

Posted on May 12, 2025 in Steel-Realms

Steel Realms

There are provisions that govern Divine Manifestation & ‘Death’ on Helca; Gods cannot truly die on Helca, unless slain by a similar divine force. Those divine entities choosing to break the The Godspeak Accord and physically manifest as an enhanced avatar/agent and wield divine power directly run the risk of the compact creating vulnerabilities in them for being forsworn, and the other gods may manifest in order to expressly stop their actions or take limited action to dissuade them. The physical manifestation of a god can be massive if they so desire. It can do colossal damage to the area around it. It is accompanied by storms, earthquakes, and strange natural events. The anger of the gods can manifest as blood rain, vortexes of annihilation, wind storms that tear flesh, and the like.

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which it plays a significant part.

When a God ‘dies’ on Helca

Each God has a godsbrand that appears on the spine of the character and is permanent. Any character within 100km of the physical death will receive one from the divinity who ‘died’ – there is no way to resist such an effect. Those within 100km are also suceptible to physical alteration, madness, and a renewed wonderment.


i20™ Divine Dirge Details

D4-2 attrib change resist
Wonderment scope
Temp madness resist
1km = Background change/add/remove (d3) > DC 10 resist
5km = madness DC 20; attrib change DC 25; wonderment 1 year
10km = madness DC 15; attrib change DC 20; wonderment 6 months
25km = madness DC 10; attrib change DC 15; wonderment 3 months
50km = madness DC 5; attrib change DC 10; wonderment 1 month
100km = ; attrib change DC 5; wonderment 1 week

iCore iCore™ Divine Dirge Details

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

Tags:

Iseum, Tree of the Sky

Posted on May 10, 2025 in Steel-Realms

Steel Realms
Iseum, Tree of the Sky is one of the Guardian Trees of Dunstrand Vale and sits in a high crag in the headwaters of the Nanford River.

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

Tags:

Top

Guardian Trees of Dunstrand Vale

Posted on May 10, 2025 in Steel-Realms

Steel Realms

The Guardian Trees of Dunstrand Vale are three mystical trees located in Dunstrand Vale that mark basically symbolized the headwaters, end waters, and midpoint as the Nanford River once flowed through Dunstrand Vale ProperDunstrand Vale – the Grand Duchy of Dunstrand. These are roots of the World-Tree, manifesting where there is great life or death, and the memories of the world coalesce.

Headwaters:

Iseum, Tree of the Sky is one of the Guardian Trees of Dunstrand Vale and sits in a high crag in the headwaters of the Nanford River.

Midwaters: Whisperer of Secrets, also known as The Hangmans Tree, is one of the Guardian Trees of Dunstrand Vale.

Endwaters: The Hanging Tree (formerly known as the ‘Tree of Tears’) is one of the Guardian Trees of Dunstrand Vale.

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

Tags:

Top

Toprag (Bronzefolk Weapons)

Posted on April 8, 2025

Steel Realms

The secret to making the specific Toprag weapons of Beryllide is long lost. Even to the remnants of the Bronzefolk in The Saelish of the grand Duchy of Dunstrand. They had secret knowledge (a ‘spark’ of bronze) of fabricating their bronze items from their unknown homeland which made them stronger, and when fighting against steel, the damage to their weapons and armor was said to ‘heal’. Hard as steel, resistant to acid and heat, non conductive or magnetic, and no sparks when they met other metal. The sacred fire of the forges of Bronzemen was said to come from lava, stoked by the genies of the earth. The truth of these rumors seems unattainable now – and a few have sought it out to no avail.

A History of Toprag Armaments

Blood Bronze Blades: These swords were made with powerful natural dweomers of anima, metallurgy, and blood magic. Once the Bronzemen discovered their deepest secrets, no more were made for the outside world.

The Bronzemen of the north edge of the Fahyl Forest were known for their bronze-beryllium weapons that were prized as much as Ducateon made weapons. The coloration of bronze was especially prized due to its luster and color compared to plain steel. The elite units of any military got the majority of these weapons that were found – the folk used them against the encroaching Sea-King empire making its way up the rivers from the sea. Umbak long wanted the beryllium mines in the Fahyl Forest that the bronzefolk were assumed to have mined, but every attempt to scout or divine its source failed – like it did for every ally and foe of the Bronzemen at the time. This was a major motivation for Umbak’s [failed] attempt to seize the lands they left behind when the Bronzemen marched north.

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

Tags:

Top