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Rumein (city of Cerran’s Grant)

Posted on October 24, 2024 in Steel-Realms

Steel Realms
Rumein
Realm's Aptitude Powers: Divine, Occult, and Psychic

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Sect, Cults, and Orders of Mizras (The Final Cut)

Posted on October 23, 2024 in Steel-Realms

Steel Realms

Aspects Known/Common Associations

Major Aspects: War, Courage, Command, Victory (at any cost) ; These are common knowledge; Other aspects/symbols/emblems may vary by specific sect/cult or institution.

Minor Aspects: Leadership, Might, Military

Symbolized Role(s) and Value(s):

Credo: Combat is the greatest contest and through it one’s power and merit shine forth; honor the foe that honors you; nothing says the edge of war cannot be blunted by the path of peace; peace is a temporary state of non aggression. Bend the wind of war to a just cause and the foes will line up like wheat for the harvest.

Emblem:

Sacred Observances: (These are reflected in the faith’s General Liturgy.)

  • Sacred Events: [Sacrosanct festivals and milestone celebrations] >
  • Sacred Places: [Sacrosanct locations and Pilgrimage sites] >
  • Sacred Dates/Days: [Sacrosanct times of the year, recurring days of celebration or rest] >
  • Sacred Times: [Sacrosanct period of a day, week, month, season, or year in a cycle] >
  • Sacred Life: [Sacrosanct plants, animals, monsters, and entities] >
  • Sacred Forms: [Sacrosanct colors, shapes, material (minerals, fabric, etc. )] >
  • Sacred Works: [Sacrosanct documents, books, jobs/activities] >
  • Sacred Items: [Sacrosanct utensils, tools, machines, clothes, armaments] >
    • Sacred Armor/Defenses:
    • Sacred Weapon/Offenses:

Pilgrimages and Sacred Places/Places:

Followers of the Faith

Favored Followers:

For for information on Roleplaying a character of faith, see the Divine Follower guidelines.

Expectations & Obligations: Good Standing in relation to their faith’s tenets reflected in Liturgical Observations tenets. Nominally, the Tenets of the General Liturgy are followed by the Laity of Congregations and those of higher Grace and the few Institutional Ranks alike.

Belief Made Manifest – Beyond the General Litany

Manifestation and Favor

Connexion Range = Varies (enhanced through the Rite of Offering) > Conviction Limits = None; Elan Building is allowed (if used).

Favored Avatar: black skinned with white hair, strong, strong, lithe, like a caged lion. Impatient. Sword, hand axe, dagger, always in chain shirt

Minions and Servants

Armaments of the Faithful

Typical Elemental Divine Weapons; More powerful Magic/Mystic items are typically Singularly Bound if not Institutionally Bound.

Offerings:

  • Average:
  • Major:
  • Extraordinary:
Realm's Aptitude Powers: Divine, Occult, and Psychic

Africa (Numinous Elephant great spirit)

Posted on October 23, 2024 in Steel-Realms

Steel Realms
Africa (“off-ricka”) – /The Beast Bringer; The Numinous entity of the Wylde Horde of natural world cycles, predator and prey, fertility, ecosystem and balance, cycles, and associated beast and animals as well as the symbols associated with them.

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which the entity plays a tertiary part (mostly guided by Darupet).

Role: Finder of ways (Predator & Prey); Secondary foe of those who wish only to conquer and destroy and/or corrupt nature.

Numinous Elephant Spirit – “The Shielding Mother”, “The Guardian of the Herd”; Invoked mostly as/for: Protection, Wisdom

Common Wyld Rites: This Great Spirit and their followers have access to all the common Wyld Rites practiced by followers of the wyld faith(s).

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

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Dorn’s Fist

Posted on October 23, 2024 in Steel-Realms

Steel Realms
Dorn’s Fist is a single bracer that can fit any humanoid arm when the clasp is unbolted and opened. It is said to grant its wearer the ability to hit harder, among other rumored powers. It magically resizes, the metal fatiguing and groaning as it does until the bolt that secures it is slid into place – sizing itself when it touches the metal of the bracer.

the Legend of Dorn: Dorn Emishkir (called “Dorn Hide-Breaker”) was a dwarf well known in the central heartlands of the Steel Realms for a hundred years from roughly CY 8900-9000. He and his dwarven band operated in the T’yendi Hills of Dunstrand and the far east Tollkisson Range, hunting Orrish and Dorn had a penchant for skinning them and leaving their corpses in the dark for their brethren to find. He would taint their bodies too, so they could not even be eaten for sustenance – it only served to strike fear in them. Dorn was known to wield a large 2 handed ax and have immense strength. He did not die, but retired, and his ‘fist’ passed on to his family, who keeps it today.

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


Chronicle of Dorn and Dorn’s Fist

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

Knowledge is broken down by ease of discovery/accessibility. If nothing is indicated, assume it is Pervasive.

Pervasive Knowledge / Very Easy Difficulty

Dorn’s Fist is a single bracer that can fit any humanoid arm when the clasp is unbolted and opened. It is said to grant its wearer the ability to hit harder, among other rumored powers. It magically resizes, the metal fatiguing and groaning as it does until the bolt that secures it is slid into place – sizing itself when it touches the metal of the bracer. The symbol of Madr, the Ducateon all-father, is upon it.

Common Knowledge / Easy Difficulty

Dorn retired in CY 9012, battered and with many tales. Dorn died in CY 9047 in Redlaen. His youngest brother, Duine Emishkir, inherited the magical bracer known as “Dorn’s Fist”, but he chose not to continue his brother’s career – instead he was focused on his community and family of stonemasons in the Dwarven Enclave of Redlaen, in The Saelish region of the Earldom of Bar-Innis in the Duchy of Dunstrand.

It made the wearer stronger, and used that strength to block blows as though it were a shield – freeing up both hands to wield his massive ax.

Item Purpose: Protect its wielder

Lesser Attunement (1 Essence total)

  • Damage Dealer: +1 Strength or +1 Damage with melee weapons – choose when attuned.
  • Unending Bracer: It functions as a Bracer; 1 Resilience can be repaired for 50sc – it never becomes fully useless and responds to repair attempts, aiding a proficient armor in its repair.

Greater Attunement (2 Essence total)

  • Unending Bracer – Improved: 2 Resilience
  • Deflection: Using a Reaction, The wielder gains +1 AC

Greater Attunement (4 Essence total)

The wielder must be higher than 6th level.

  • Blood Berserker Bound: If a Ducateon or Dwarves Attune to it, it can be used for Resilience and Deflection even in Reckless attacks.

i20™ Dorn’s Fist Details

iCore iCore™ Dorn’s Fist Details


Estimated Value: ? (Silver Crowns)

Item Source: i20™ OR iCore™ #YYYY

Uncommon Knowledge / Average Difficulty

Making: Dorn’s grandfather (a full Ducateon from the Varstock Holt in Dunstrand) and father worked to forge a bracer made from ancient broken pieces of Toprag Beryllide found in ancient ruins of the Bronzemen in western Dunstrand.

Scarce Knowledge / Hard Difficulty

Duine is said to have passed it on to his son Demis Emishkir, the nephew of Dorn, as he chose to seek his fortunes in ways like his uncle.

Rare Knowledge / Very Hard Difficulty

Dorn was a berserker, he drew upon the sacred resonance of Madr – “Him” of the Ducateon folk – deep in the earth to claim his berserker spirit. He broke many of his teeth from this effect, and his mouth was said to be a terrifying spectacle of jagged and broken large dwarven teeth when he laughed – making his smile sinister even to his friends.


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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Ghost Keeper

Posted on October 23, 2024 in Steel-Realms

Steel Realms
Ghost Keeper is a slim sword that is obviously of elven make, though it lacks any identifying prestige mark. The blade is mentioned only a few times in records, and only as a side note that “it was wielded by an individual at the time of X event”. It is a weapon that lives up to its name by protecting its wielder against spirits and non-corporeal undead.

Ghost Keeper

The blade itself is not known for its presence in any battles of note, and vanishes from all records several hundred years ago. The records of its sightings indicates it changed hands several times, until it ended up with a collector in the far south who seemed intending on putting together a band of adventurers in some foolish notion of collecting relics from the fallen Tower Lands of the south. They, and the blade, were never heard from again.

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


Chronicle of Ghostkeeper

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

Knowledge is broken down by ease of discovery/accessibility. If nothing is indicated, assume it is Pervasive.

Pervasive Knowledge / Very Easy Difficulty

Ghost Keeper is a slim sword that is obviously of elven make, though it lacks any identifying prestige mark. The blade is mentioned only a few times in records, and only as a side note that “it was wielded by an individual at the time of X event”. It is a weapon that lives up to its name by protecting its wielder against spirits and non-corporeal undead.

The blade itself is not known for its presence in any battles of note, and vanishes from all records several hundred years ago. The records of its sightings indicates it changed hands several times, until it ended up with a collector in the far south who seemed intending on putting together a band of adventurers in some foolish notion of collecting relics from the fallen Tower Lands of the south around CY 8600. They, and the blade, were never heard from again.

The few historians who have ventured to comment on its origins, even evlen sages in Port Towne, find no known exact matched style.

Common Knowledge / Easy Difficulty

It seems to have come out of the north, the Rhyl forest area contains some of its first mentions (in old records compiled in the Merchant Cities of the North) when it was carried out of the ruins of a ghostly castle hidden on the edge of the woods in the Vale of Meargensdale area. It is at least two thousand years old by evidence of the styles it was made with, though it looks freshly forged. It gleams and glitters, and water coalesces on the blade as it moves through the air – leaving a faint mist behind its path.

Item Purpose: The silencing of spirits.

Common Properties

SPIRITS = Spiritus or Non-Corporeal Undead

  • Detection: Ghostkeeper vibrates silently in its wielder’s hand when SPIRITS are within 20m if they Concentrate for a moment.
  • Revealment: Invisible/incorporeal or Ethereal creatures attacking the wielder do not gain surprise, advantage or any other benefit – the mist the blade radiates coalesces into a light frost on them and they can be sensed and targeted as normal until the end of the round.

Lesser Attunement (1 Essence total)

  • Scourge vs. Spirits: The blade is especially wrathful to SPIRITS.
  • Spiritus Ward: The wielder is immune to all manner of Spiritus menace – they are treated as if they were fully warded.
  • Possession Ward: The wielder is immune to possession.
  • Fear Ward The wielder is immune to any mystical sources that can cause the effect or conditions of Fear/Frightened/Terror.

Greater Attunement (2 Essence total)

If it kills or banishes any SPIRITS, the wielder gains a measure of SPIRITCHAIN.

i20™ Ghostkeeper Details

This sword can be wielded proficiency as either a rapier or a long sword.

Scourge vs. Spirits: When the blade is within 5m of SPIRITS, the blade is +1 Attack, +1 Damage, +1 Initiative, and the wielder gains a +1 AC. All manner of resistances against Ghostkeeper by SPIRITS are negated, and immunity is reduced to resistance.

SPIRITCHAIN: As an action, The wielder may use 1 measure (reducing the total by 1 permanently) and cast the Spirit Guardians spell.

iCore iCore™ Ghostkeeper Details


Estimated Value: ? (Silver Crowns)

Item Source: i20™ 2023

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.


Ghost Keeper is a relic from the Elven Kingdom of Ilyndria Frostshine. In the hands of an Illyndrian elf, its frost defense does damage to all SPIRITS in a near radius.

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

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