Posted on July 9, 2024 in Steel-Realms
Core to the powerful Animist spirits of the Wyld Faith, the Numinous Fauna are the natural animals/beast spirits that are archetypes of a universal primordial form. They are often guardians of the Beastwood of the faiths. They can be called upon by the spirit of Awakened Helca, and can travel upon the Aelfpaths of Helca to deliver succor and assistance.
Follower 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.
Posted on June 21, 2024 in Character-Experience Steel-Realms
Dwindor Goblins are a sub set of Goblins of the Steel Realms. They comprise the vast majority of Orrish of Dwindor and are only found there. Their society is unique. They are generally cleaner, less violent, and more knowledgeable than their Dark Land cousins.
Cost: 1 Essence
The Dwindor Goblins use the cultural elements of the Orrish of Dwindor. They are both the dominate racial composition AND fill the highest hierarchical positions – unlike Dark Lands Orrish culture. The goblins have been organized and follow human multi-tiered hierarchies that spread out through tribes (chief, shaman, Ur-Chief visionary/war leader), towns (mayor), and steadings (hetman). Characters from Dwindor are NOT required to accept the specific Cultural Experience, though must accept all elements if they chose it. A group of characters can come together to form a shared Cultural Bond. All Orrish of Dwindor are taught the dark history of their Dark Land counterparts, in order to give pride in their progress and differentiate themselves.
COMMON NAMES: Masculine > Abye, Anaruz, Idder, Mehari, Sahlu; Feminine > Ichimi, Khensa, Nehyireg, Sura
Modern Pride: The Goblins of Dwindor are aware of their ancestry, but have made a very acute and specific distinction of their culture from their ancestors in service to the Unholy Trio. They looks to the future, where they may one day openly coexist peacefully with the Dwindorians. It is a vision that the visionaries of their people maintain and foster, and one that past Witches of Dwindor have worked towards as well.
Beyond the Tribe: Although tribe is everything in typical Orrish culture, the combined tribes and Dwindor culture is the focus. The three tribes exist to more easily designate regional rulership, but gatherings, projects, and large efforts always span tribes.
Insular, stand-off-ish, sneaky, distrustful, secretive; They are viewed with suspicion and the general preference is simply to not even acknowledge they exist (easy with the issues that come with the Sun Bane). Despite many lost while fishing, or along the foggy Black Shore being rescued by them, the inhabitants of Dunstrand prefer to not acknowledge it. There are a few who try and encourage trade with them, but through strictly filtered and guarded access. In recent decades, the war with Gwinn has revealed many a strange bedfellow as allies to Dunstrand, paving the way for better relations. All characters outside of the Dwindor Orrish settlements will suffer Cultural Stigma.
While their leaders encourage some interaction, it is through very select channels. Most are seen as absolutely not to be trusted, and all Goblins are suspicious. That said, they have been taught from a young age to be receptive to outside overtures and shaking of the violence and worst of their reactive natures. The Sun-Bane means they mostly do not interact with the “Sunlanders”. Some are trained as “emissaries” – knowledgeable of local human culture and history. There have been a few cases where either an Off-Spawn or pure Goblin emissary have been sent on missions or out into the world. By default, all outsiders are seen as a potential threat to their culture and way of life, and must overcome this.
Attribute Emphasis: Brute strength is the way of the past.
Communication: Dwindor Goblins speak both Gladnorean and Orrish (both with their own unique accent), Emissaries also speak rudimentary Mercat, and are literate in Orrish.
Emphasis on Obfuscation: The Goblins prefer indirect confrontation, stealth, and subterfuge. They are not openly violent, nor are they confrontational or back-stabbers like their Dark Land brethren.
Gender Roles: Other than emissaries, there is some strict hierarchical divisions between genders – typical of Orrish culture but without the domineering oversight. Females are definitely seen as the default care-takers of the young, but horrific forced breeding is not practiced. The Goblins learned from the druids of Pranin to produce offspring in conjunction with what their resources can support.
Goblin Mixed Blood: Technically, a goblin half breed would degenerate over generations as an Off-Spawn of the Steel Realms. Dwindor ‘Half-Goblins’ are half human, and they will not be allowed to breed with anything other than goblins if they wish to stay in the tribe.
Posted on June 10, 2024
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
Heartlands Spark > Set in Duchy of Dunstrand of the [Fantasy] Steel Realms, as a Living World storyline.
STATUS: PUBLISHED (in Oerdney)!
In all directions, dark storm clouds emanate from the Vale Evander area. It is June and there is unexpected rainfall all over the Noble East of the Steel Realms – the entire heartlands.
Weariness and sickness sweep across the lands. The oldest and new born fall victim to the creeping death of malaise. Roughly another 1-2% of the population is affected, with the same populations that seemed resistant before remaining resilient.
A few in the realms have terrible dreams. Nightmares and waking visions of terrifying vistas of decaying corpses. Some fall prey to madness. Marks begin to show on them, and they are driven from settlements. Scholars think this may be some affliction of the Lich Lords seeking new mortals to make their Cold Bargain with.
The The Shielders of Pomata begin to gather their forces as the “War of the Soul Scourge” gathers steam.
The relative peace of The Long Summer of Elancil is officially acknowledged as having ended.
Storm’s Harbinger: One night there is a storm over Dwindor Swamp. Black clouds and torrential rains fall, and a cold wind blows in from Scar Flow for a full day and night. Dwindor Swamp and the edges of Scar Flow become strange with odd lights and sounds for a week – hunters and fisherman along its boundaries are afraid. Drums are heard, Orrish drums. There are the sounds of a low dirge-like hum coming at different hours of day and night. After several days, those fiefs along the black shore of Richfield and Bar-Innis are forced to send soldiers in – whatever is happening is affecting the livelihood of many. There are several encounters with Orrish and the normally meek goblins are now prone to fight back. Something is agitating them. Just when a major expedition is to be mounted, the tension dies down and things return to normal – though there persists a call to finally eradicate the Orrish of Dwindor. Some believe a precipitous event among the Orrish has taken place and the call for this gathers support.
A haze and a fugue are spreading outwards from the Hawktail Hills in the Riverdan of Pelmon and out the basin plain of the Blue Willow Valley and confusion is sitting in all around Pelmon and radiating outwards into Cerran’s Grant and Monaides and Tufflum and Bondue. A great battle (Battle of the Light’s Embers) has happened in the Riverdans of Dunstrand and the World watchers seek to gather more information.
It is like a growing sickness and a wave of pressure that is pushing and pushing and will soon explode. Outwards, causing Neplanta keep to fall and it to become a fortress of darkness and evil. Areas in the heartlands are feeling the spreading chaos and confusion of The Deeping.
The Orrish’s Quest of Black Tears is in full swing again.
The Peace Talks between Imperial Gwinn and the High King (through his agent the Duke of Dunstrand) continue, though several events seem aimed at agitating the participants have slowed it down. There is a greater crackdown on the Earldom of Bar-Innis, and movement is restricted. Many refugees are attempting to leave Tarmysia, but the Gwinnish insist on turning them back with military vessels.
Storm’s Clash: With the peace talks as the backdrop, and waters off the coast of southern Dunstrand turn turbulent. Storms of red-black clouds with fire in them, more like an ash-plume cloud, come out of Scar Flow. They clash with the dark storm clouds coming from the shores of Loamwold and the Pranin Moorswood. The great bats of Dwindor fly over the lands along The Black Shore of Bar-Innis, known to be the eyes and ears of the Witch of Dwindor. Something has stirred the anger of factions that call Scar Flow and Dwindor Swamp home. The druids of Pranin, the Witch of Dwindor, the Orrish of Dwindor… perhaps even the storm queen patron of the Gwinnish. The folk of Dunstrand are growing tired of it and there are calls for the Duke to eradicate these threats once and for all. Sea trade comes to a halt during this time.
The Raiding Larks (with support from a local band named the Pin Feathers and a couple mercenaries) under the auspices of the Duke of Dunstrand are organized to hunt down and eradicate the evil warlock Mendollin and his strange familiar. A great deal of expense and power is exerted to accomplish this. They had recently ramped up their kidnaping and murdering of locals to enact what was believed a ritual to summon some fell being of evil power. Western Dunstrand had seen this escalate over the last couple years, and the World Watchers believed it was coming to a culmination if he was not stopped. The realm could ill afford yet another distraction in the many existing problems the High King is tending to. Those involved were rewarded, and the remaining Raiding Larks retired for good this time.
Storm’s Landfall: Amidst all of this, there are more and more sightings of Orrish in southern Dunstrand. Raids are getting more frequent. Land trade begins to slow, and become more expensive. The wave of rainfall rippling out from the Soul scourge battles is added to the storm clouds over western Dunstrand.
Troglodytes are now one of the main creatures seen as allies to the Orrish in many places. They are found all over – bogs, fens, marshes and the Underlands of the Steel Realms. They are being hunted now regularly be they allies or not. This is making The druids very angry because it is indiscriminate. Also on the rise are accusations of darklings and betrayals and promises of power for men who would betray their own kind. But the druids don’t judge all humans for that… but this is likely to bring trouble.
Posted on April 23, 2024 in Steel-Realms
The people of the Doolun Emirates are hard-working and known for their gentleness and focus. The people have a great love of family and story-telling. The horse is the sacred animal of the people.
Common Names:
Human: This regional experience is limited to humans (Faelen).
Clan Riders are born and bred to horse warfare. They are expert scouts, roamers, and messengers. Characters must seek out The Ceremony of Seeking if they are leaving the clans and wish to carry the benefits of the cultural experience.
i20 [specific] Requirements: Strength & Charisma = 10
/ Cost _ CP/_ Essence
i20 Text
Posted on April 22, 2024 in Steel-Realms
These sites known as Deeping Hollows are where the local Deeping spills out into the world into a small mountain valley or canyon. It is never very big, but its almost as if the geological feature cups and holds a miasma of the Deeping. It twists all growing things – makes them droop, makes smoke heavy (fires can smother), and repulses natural creatures in the area though it draws the Druunad, some corrupted elves, Nurth and even Orrish who make sacrifices to the Unholy Trio. This miasma seems to protect the denizens that congregate around it.