Posted on January 10, 2025 in Steel-Realms
The Darkland Scout is a specialist at survival in the brutal and cold Dark Lands of the Steel Realms. They are not an official World Watcher order, but do serve some of the functions, just specializing in the Dark Lands or any Orrish presence from there really. The are trained from an early age to endure the terrible conditions of the sunless world of the lands under the rule of the gods of darkness under the Curtain of Night. They are a dour, pessimistic lot usually after exposure to the harsh, drab environment and its inhabitants. Unlike the full Darkland Rangers, they only stay at the fringes of the blighted lands in and west of the Tolkisson mountain range and report in frequently using means established for their region to specific authorities (Rangers, Druids, local authorities, etc.). It is not taken lightly, as it has serious potential negative effects. Many times those worst affected are sent deep into the lands of light and away from the Dark Lands and Orrish encounters. It is said the the White Sisters have been able to help a few recover.
The Darkland Scout Background is a character Background; It follows their common conventions. It is only available as a Background Option for the Steel Realms. It is a form of Time of Service and adds +4 years (equivalent for character species) to the starting character age @Character Inception.
Signifying Element: Darkland Scouts have the druids mark upon them – a Wyldsign symbol that minor mystic powers can trigger if the character lets it. This is placed upon the palm of a hand of the character’s choosing. This can work to give a character additional Prestige in some situations.
It is assumed you are familiar with the 2014 Background List. Check with your GM to see what is supported in your Setting.
There is no Background vocational ASI option for this.
Revealing the Signifying Mark: Thaumaturgy or Druidcraft.
Time in Service:
i20 Skills REPLACE d20 skill proficiency: Add the skill level + modifiers to the check ( Proficiency Bonus not used).
A single Result Check to assess Success or Failure AND quality which may be impacted by conditions which indicate a Lack of Capability (Unfamiliar, Unproficient, etc.). The GM can { } Narrate it, and players may request an appropriate impact when anything other than a basic outcome is indicated. Character Points are Rewarded by the GM to improve Skills (and other Features).
Equipment: Stalker’s Kit but its fully weatherproof; 5 doses of Mydrinate.
Posted on January 10, 2025 in Steel-Realms
Background Options for the Steel Realms adds new or alters existing fantasy type Backgrounds for Characters of the Steel Realms.
Posted on January 9, 2025 in D20 iCore Trait
Observant is a trait that makes the character more prone to noticing subtle details and making deductions from them. It improves both Investigation activity and raw Perception uses. Generally speaking, an observant character can also process a scene as if they had taken greater care and time in a normal time frame.
The character gains a across-the-board +1 to all Investigation and Perception activities for each Measure of the trait. Unless a race or class grants it, characters can naturally only take a single Measure.
Posted on January 9, 2025 in Steel-Realms
Steel Realms Timeline Event; recorded knowledge of the Riverdan fiefdom of Bondeu – History and Tales of Bondeu > The Arvban Rebellion of Bondeu in CY 8375.
The Arvban family was a family of Dunstrandian settlers that married into one of the oldest families of Bondeu – the Cunaigh family in about CY 8100. After hundreds of years, they also married near the ruling Burren family. Palacus, son of Palacus had a daughter, Celia Arvban who became niece to the Burren family ruler – Lady Sarukê Burren (Burren had become the Gladnorian version of their last name by then). In CY 8375, the Arvban family attempted a coup, using recent Orrish incursions as a distraction. They had been found to have multiple caches of weapons and armor and were planning an armed takeover and assassination. But they were betrayed by one of their own.
Due to the fact that it was especially egregious since it was during a time of great Orrish incursions and raids, the Arvban family was ripped out, root and stem for their betrayal. Tortured by the Burren family, they took the names of any conspirators with them to their grave. Suspicions abounded everywhere, but nothing could be proven. Even the children were killed – at least painlessly and by poison was what was publicly recorded. Most of the caches of equipment were found, rumors abound of a few more yet out there. Lands and titles were confiscated and their houses and business looted and dispersed.
Posted on January 8, 2025 in Steel-Realms
The Rite of the Interloper’s Defiance is a rite of the Unholy Trio/Church of Darkness that calls upon the power of the Interloper Moon to empower the followers of the dark. More specifically, the Orrish of Helca are greatly empowered. The moon itself is controlled by the Unholy Trio, who cast its light down like a beacon and can bathe an area in it at night the empowers their followers. This takes a great amount of power, and none of the trio can manifest on the planet of Helca itself, even if they should wish to violate the Godspeak Accord. If the rite fails, the followers of the gods of darkness lose Connexion powers for a fortnight, and cannot petition their gods. These rites cannot be enacted at the Time of the Cold Moon.
Dire Outcome: The save DC and Attack bonus of the followers of the Unholy Trio are increased by 1. All Orrish gain a Resilience Reservoir of 1, resetting each sunset, assuming they are hale.
Disastrous Outcome: The save DC and Attack bonus of the followers of the Unholy Trio are increased by 2. All Orrish gain a Resilience Reservoir of 1, resetting each sunset, assuming they are hale. Stealth checks by Orrish in darkness have Advantage, and all Orrish gain +5′ movement.