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Urban Upbringing Experience of the Noble East

Posted on June 19, 2026

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An Urban Experience is one of the Upbringings of The Noble East. The experience is a core part of the identity of dwellers in The Noble East of The Steel Realms. Nearly every fiefdom or territory in the setting as an Urban Experience.

Basic Urban Roots: The character grew up amidst the town and city culture reflecting the Feature of Urban Upbringing Experience. They have knowledge of roads and services in the region they grew up in. They understand politics, peerage, bureaucracy and protocols, can at least recognize most prevalent languages (though they do not necessarily understand them), and understand the basic currency and valuation of goods & services in relation to it.

  • Social Ease: Influence +1
  • Urban Survival: Streetwise +1 applied to any urban environment that conforms to the common city/town centers of the setting.
  • Locale Knowledge: Lore: {Place} +2 – anything listed in the Basic Urban Roots in regards to surviving & knowing something in the specific named Urban Environment the character grew up in.
  • High Educational Propensity: The character has a +20% gets access to the formal education of Arlaign’s Board & Letters.
Urban Upbringing Stories

This Character Chronicle element is purely OPTIONAL. Each character participating should roll a d% and check the result below (lower % checks are ignored); Players may simply choose the no risk ‘Basic Urban Roots‘ experience for their character.

d100% < 76-85% > Harrowing Urban Accident: In addition to the experience of their Basic Urban Roots, the character suffers an Urban Accident:

d100% < 86-95% > Victim of Upbringing Happenstance: In addition to the experience of their Basic Urban Roots, the character participates in an Upbringing Happenstance in which they are left scarred in some way:

d100% < 96-100% > Witness to Upbringing Happenstance: In addition to the experience of their Basic Urban Roots, the character participates in an Upbringing Happenstance in which they survive unscathed but inured to their events:

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

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Sworn Word Upon The Dawn of Hela

Posted on June 15, 2026 in Steel-Realms

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Sworn Word Upon The Dawn of Hela: “I swear upon the dawn of Helca” = typical sworn word in the Steel Realms not made to a divine/principal entity; If the swearer breaks the oath, the Living Helca will put the sign of the oath breaker for sworn word – on the bottom of the feet the sideways mouth.

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

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Bloodbrook Floodlands

Posted on June 13, 2026 in Steel-Realms

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The Bloodbrook Floodlands are a silt filled shallow floodland made by Errha to grow blackroot plants[/su_permalink] to feed the armies of the Dark Lands. The brooks & streams in the area are all diverted from the flow of the north fork of the Ogskill River[/su_permalink] coming out of the tolkisson mountains[/su_permalink]. The Spinebreak hills [/su_permalink]are a stretch that were torn and shaped to channel the river and brooks using dark magic.

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

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Throatwest

Posted on June 13, 2026 in Steel-Realms

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Throatwest is part of the Sundown Watchpoints territory in the Dark Lands and ruled over by the evil entity Errha for his masters, the Unholy Trio.

From the fort comes a yawning maw of pure malice and silence. It engulfs you and you feel as though you are falling endlessly, swallowed by an impersonal will.


Dwarven slaves were used in its construction at its foundations. It is said echoes of their corrupted song and blood that split the stones to tunnel into the hard rocks, linger there still. Errha himself is believed to have killed the dwarves and drank their blood.


Chronicle/Facts of the Locale

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 ‘fortress’ is part of the Sundown Watchpoints territory in the Dark Lands and ruled over by the evil entity Errha for his masters, the Unholy Trio.

Rumors About the Locale

Simple Outcome / Easy Difficulty & Common Knowledge

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

The fortress is unwalled, but all its buildings’ entrances face inward to its center – there are no doors that face out.

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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Bloodwest

Posted on June 13, 2026 in Steel-Realms

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Bloodwest is part of the Sundown Watchpoints territory in the Dark Lands and ruled over by the evil entity Errha for his masters, the Unholy Trio.

This fortress stands at the foothills of the east side of the Tolkisson Mountains, occupying a key position that overlooks the north fork of the Ogsgill River as it comes out of the mountains – the south fork being the primary source of fresh water for the defenses of the ___ pass. The Bloodbrook Floodlands grows the strange blackroot plants, with their vitality bred from blood sacrifice (taken in part from Redpit) to the strange entities of the outer dark.


Chronicle/Facts of the Locale

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 ‘fortress’ is part of the Sundown Watchpoints territory in the Dark Lands and ruled over by the evil entity Errha for his masters, the Unholy Trio.

Rumors About the Locale

Simple Outcome / Easy Difficulty & Common Knowledge

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

The fortress is unwalled, but all its buildings’ entrances face inward to its center – there are no doors that face out.

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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