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Curse of the Grimm (the Grimmdowns)

Posted on October 5, 2024 in Steel-Realms

Steel Realms

The Grimmdowns is the name given to the Athla Hill Country during the time of the Curse of the Grimm. It is ongoing, and is strongest deep in the hills. It has led to the abandonment of a dozen smaller and half dozen larger settlements and trade has to go around the area now.

Dunstrand Rising Living World A n c i e n t   Blood – A Living World storyline
Set in the Grand Duchy of Dunstrand of the [Fantasy] Steel Realms.


Dew Gate in the Grimmdowns

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

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Armaments of the Steel Realms

Posted on September 27, 2024 in Steel-Realms

Steel Realms
Armaments of the Steel Realms can be purchased everywhere. Often, Battleworn items can be found for cheap, and repaired later. Technology has created a myriad of choices beyond natural weapons, including treatments like Ducateon Weathering.

Hand Crafted: Every suit of armor has a personal touch in the Steel Realms. Many amrament producers have their own ‘assembly lines’ for armies, but many are hand made for individuals and fitted to them. Heavy armors that are fitted and well articulated are cost prohibitive, but this is offset with the benefits of less encumbrance and weight. Local variants will often achieve the equivalence through layering or material substitution by the smith.

The Culture of Armaments

War is a central feature of the Steel Realms. The factions, faiths, nations, and cadres of various sentient beings, monstrous creatures, the undying Lich-Kings of the north, and the unending war of light and darkness create a need for the smith with the ability to make Armor and Weapons. This knowledge and craft is called upon daily to defend and carry the fight to enemies. Smiths are paid well for this service, and held in high regard.

Crafter’s Mark: The use of an item made by a famous and recognized crafter (or their guild/trade/school) may also be the equivalent of a Prestige Marker. Local criminal enterprises are involved in currency, trade, items of all kinds, even local banking (money keeping/lending) and in some cases controlling crafters and their goods production. Marks are usually found on Notable Items with long histories.

Armament Policies of the Steel Realms

The following places only allow the sale of armor and weapons through approved/permitted sellers: Beryl, Northern Merchant Cities, Southern Merchant Cities, Northgate Garrison, Southgate Garrison, and Umbak. Also, none of the towns or villages near the Pacification Garrisons of the High King will sell without clear cause or permission.

The following places DO NOT restrict the sale of armor and weapons during time of war: Northern Merchant Cities, Southern Merchant Cities (including Ados). Availability gets scarcer though.


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

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Pareado (city of Glinthill)

Posted on September 24, 2024 in Steel-Realms

Steel Realms

The City of Pareado is the home of one of the three primary Dunstrandian army smithy’s in Dunstrand and close to one of the High King’s Garrisons.

Burning Stone Forge

One of the few sacred forges of the Lightbringers outside of Umbak. Burning Stone Forge is forge that radiates light day and night. The light is the source of the heat, and it burns without wood, coal or oil. It does not operate at all times, but it was built to be resistant to the privations of resources should it be needed to craft armaments. Many Followers of the Lightbringers come here to have their weapons blessed, or repaired, or re-forged. There are many odd practices and processes at work, and the priests of light keep their mysteries close to their chest.

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

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Lichryan Sanatives

Posted on September 16, 2024 in Steel-Realms

Steel Realms
Lichryan Sanatives are for the protection and healing of the undead and undying forms employed by the Lich Lords. They have worked extensively to collect a volume of lore in these regards. Much of the recorded information about these Exanimate Items are covered in the forbidden The Brush of Death of Rastilion’s Diabolique.

Undead: Undead of the iVerse™ and Undead of the Helca.

Undying: Half vampires, half ghouls, thralls, etc.

Healing Sanatives

Major Sanatives:

Minor Sanatives:


i20™ Healing Sanatives Details

  • Major Sanatives: 16 pts of healing (undead and undying) + dispels ALL malaise and fatigue; recover from feral/staves off ‘the hunger’ for 2 day cycle
    > Living = Constitution save DC 15; on fail it turns the healing into malaise (Long Rest cycle) AND fatigue damage.
  • Minor Sanatives: 8 pts of healing (half for The Undying); staves off ‘the hunger’ and any malaise/disease ravage for 1 day cycle, dispels 1 exhaustion.
    > Living = Causes Poisoned condition for a day; DC 10 Constitution save or 4 hard damage instead of healing.

iCore iCore™ Healing Sanatives Details

  • Major Sanatives:
  • Minor Sanatives:

Protective Sanatives

Death Lords Armor

This is a specialty of the ranks of liches themselves. They are vulnerable physically, and the armor is a cream they spread on to create a hardened barrier of their skin. It has a duration of 4 hours, or until a damage threshold is met. Any armor worn on top of it will rub it off in 10 minutes of activity. Upon the living, it will dry and crack the skin, causing bleeding fissures that are aggravated. Experiment on the Undying or Undead:

Draped upon your nearly-undying skin, it burns as it goes on. Although searing at first, you push through the pain, as the skin slowly hardens. It takes a few tries to get the dose right, but eventually it reaches a glistening state and hardens, like a clear coat. Then it turns white. Eventually, after enough damage, it cracks and breaks into fragments.


i20™ Death Lords Armor Details

Add +2 to AC or a base AC of 13. Each time it is struct, it absorbs 4 points of damage of any type that is physical. Once it absorbs 40 damage or the time limit is reached, it hardens completely and breaks off.

iCore iCore™ Death Lords Armor Details

12 pts natural armor for 4 hours; 12 damage when 4 hours ends or 120 reached.

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

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The Shielders of Pomata

Posted on August 29, 2024

Steel Realms
Source: Herald’s Quarterly

Hear-Ye! Hear-Ye! Read all about it! The Herald’s Quarterly. A semi-regular quasi-quarterly journal of events in The Steel Realms published by the World Watchers.
Herald’s Quarterly 9169, 2nd Quarter CY 9169 Month 4 – 6

Dunstrand Rising Living World

Heartlands Spark > Set in Duchy of Dunstrand of the [Fantasy] Steel Realms, as a Living World storyline.

The Shielders of Pomata is an adventuring band operating out of Pomata in the Southern Merchant Cities.

Current Members of the Band

  • Huel, priest of Mizras (cleric, war, 15)
  • Byrin Cordan, magus of Ados (wizard, necromancer, 15)
  • Krut (fighter, champion, 16) and Garul (barbarian, berserker, 14), dwarven axe-brothers
  • Weston the Shieldman (paladin, ancients, 15)
  • Sven the Darktreader (rogue, swashbuckler, 15)
  • Zoltani the Darkhunter (ranger, Gloom Stalker, 15)

Exploits of the Band

In 9141 The band first made a name for themselves tearing up renegade bands of plains elves that were raiding between Ynth and Pomata.

They put to rest the Torgul war band by infiltrating them and killing its leaders.

They tracked down the poisoner of the Setlands of N’lokrhia.

With a host of mercenaries they formed a shield against Agbant the Merciless and his orrish horde in the battle of Olrans Narrows. They killed his general, the demon-knight Phalfahr.

They tracked down the kidnapped daughter of high mayor Uruja of Pomata.

They awakened the mummy of Gareath Moon heart and caused the Eye Plague in the Tolkisson range and bordering lands SW. However they quested for a cure in the south Tower Lands. Eventually, they assaulted the lair-become-city-of-the-dead the priest of the self-sacrificed mummy, they stopped his Eye Plague and drove him east into the Dark Lands.

When the lightning serpent broke from the Valley of Sighs, and started fires on The dry tall grass of the Pale Plains, they worked with the elves to track it down and kill it.

They took down an awakened stone spirit rampaging through the Stormfront Shield Eastlands.

Raising a force against the Necromancer of Vale Evander

The Necromancer is said to have an attendant now, someone named The Silt Man. He has laid siege to a couple of the ancient towers in the Vale Evander, the combined might of the wizards of the Vale Evander has held firm and defenses have not yet been breached, though many have died and clouds of residual corrupt magic roll across the land for days before dispersing.

They coordinated and lead a force of High Kings soldiers and stormfront hillfolk in a three way attack with the Merchant City Coin Riders mercenary band and Hadzyhn Greenshimmer the elven general of Ynth with an army of spear and bow.

They plan to converge on the broken dam of Turtleback. It is said the necromancer has amassed an army of skeletons and zombies. Also with him is an army of blights that his powers have drained of life from Ynth. The Silt Man commands these blights.

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