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Wyld Elf of the Weald Experience

Posted on October 28, 2024 in Steel-Realms

Animal Bond
Plains Elves: Wolf

Wyld Elf of the Weald Experience

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The Battle of the Light’s Embers

Posted on October 27, 2024

Steel Realms

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 > The Light’s Embers

Dunstrand Rising Living World

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

Linnis Faer’s (ruling family of County Faer of Dunstrand) golden-haired middle son Gerald, leading a host of 60 cavalry, and Count Badgericus’ (of East River Run county in Dunstrand) nephew Sir Leon Badgericus leading 100 infantry and a skirmishing force of combined Riverdan warriors, met a host of Orrish in the uplands of the Riverdan of Pelmon. A large battle was fought against a host of abominations and beasts. It is said they were taken captive – the prize of nobles both of the Lightbringer faith was too much to resist. Nobody sure where they are at now. Other captives were killed and their bodies mostly eaten and remains left for all to see. Especially gruesome were the 40 dwarves that had been brought as sappers and miners to collapse the caverns the Orrish were coming from – the few captured were flayed alive. It seems the old Orrish-Dwarven/Ducateon enmity is alive and well. Folks are calling it the Battle of the Light’s Embers – as the 2 Lightbringer’s forces have ‘diminished the light in Dunstrand’. Many Orrish were killed as well, and a new Ork leader among them has risen up and is building another host. The Riverdans is assembling their own local army, though it seems delayed by their fractious political nature.

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

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Vaide’s Escape Exlixir (for ghouls)

Posted on October 27, 2024 in Steel-Realms

Steel Realms

Although Lichryan Sanatives are for the protection and healing of the undead and undying forms employed by the Lich Lords, some that are not their servants have developed items accomplish the same or more. Clavel Vaide weas a ghoul of immense age and power, a thousand years old or more. He worked extensively to collect a volume of lore in these regards. Some of the items he recorded his experiments for are Exanimate Items.

Ghoul’s Change Elixir

The ‘ghoul’s change elixir’ (Vaide’s Escape Exlixir (for ghouls)) is a potion that was made by Clavel Vaide that can roll back the physical hunger characteristics and hunger of a ghoul that is not yet feral for a day cycle. It also has the effect of changing the countenance of the imbiber for the same time – a completely physical restructuring so they can mask their identity and aura perfectly – Clavel used them to escape several situations. It has no effect on already feral ghouls. It changes the physical appearance, so that a hungry ghoul may blend in for a moment or escape detection. Upon the living it wreaks a terrible cost, though in rare instances, the living may experience a permanent body change that is not accompanied by a toxic reaction or violent physical wound and alteration. A double dose upon the living ensures a violent physical change that is permanent and reduces the Essence of the imbiber. Over time, some have show taints of marks – though never where it can be seen casually.

This particular elixir works upon the the Undying, the undead, and even the awe-cursed Celestine heritage – it relieves their hunger for 3 day cycles and suppresses their nature (vs. Detect and Protection).

  • On the living, it will cause permanent disfigurement. It can kill.
  • Upon the Undying, it can cause permanent disfigurement. It can only kill on the worst possible outcome.
  • Undead will benefit as normal, though only ghouls will gain a new visage.
  • Celestine drinking these can die, can reduce or enhance their awe-curse slightly – permanently in a bad outcome

Where there is a scale, use the Save result: Success +1, Fail -1, Dire -2, Major +2, Devastating -4, Extraordinary +4.

= TAINTs and MARKS were seen in many (not all) cases of a normal person or Undying drinking one.

  1. Looks; DC 12 Constitution save > Success = +1 category / Fail = -1 category
  2. Decrepitude: Delayed vs. Accelerated
  3. Appearance: Youthful vs. Wizened
  4. Vigor (constitution, endurance, vitality)
  5. Reactions (speed, dexterity)
  6. Strength (muscle, might)
  7. Appearance Feature
    1. Hair, Bald vs. Body Cover, Long vs. Short, Wire-like vs. Soft & Silky, Beard/Mustache/Goatee color and fullness
    2. Skin, Dry & Irritated / Scales / Slimy; Patchy vs. Complete
    3. Eyes Color, Shape, Position
    4. Height
    5. Weight
    6. Handedness Switch; # Fingers
Realm's Aptitude Powers: Divine, Occult, and Psychic

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Blue Willow Basin/Valley

Posted on October 27, 2024 in Steel-Realms

Steel Realms

The Blue Willow Basin/Valley is framed/surrounded by the The Hawktail Hills in Pelmon.

Characters coming of age in/from this locale will shape their perspective to the primary experience of Cultural Experience of the Riverdans.

River Basin

The river valley once was a major tributary to the Nanford River, now its a fen ridden flood plain. The river is known as the Marshsail River – for the broken chunks of marshland that float down it.

Willow Uplands

Around the basin, and up into the hills that surround it, many trees grow. These include beech, birch, willow and others.

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

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Tallow’s Deep

Posted on October 26, 2024 in Steel-Realms

Steel Realms
Tallow’s Deep is a fortress of the Orrish in the south of the Tolkisson range, in the Grayjag spur. It is east of the duchy of N’lokrha. It is debated as its full disposition, though it it is definitely part of the Underlands of the Steel Realms. At times, the effect of The Deeping of the Steel Realms is seen and felt – even at times the full shadow of a Deeping Hollows. The entrance(s) to the legendary fortress are in turn guarded by the forces at the edge of the Black Hillz.

Originally it was carved out by the the goblin king Mogoglub as his personal domain and fortress. The numerous sons of dark one threaten to crush the hill, mountain and valley dwellers in the Grayjag spur range, east of the duchy and bring the protective evil shadow of the Curtain of Night over the mountains.

It was so resilient and indefatigable initially, it was believed by the greatest and wisest of sages that it was protected by the magic of the Murkenstone, relic of Everdark.

History

Call to Arms: In CY ????, the need to capture the underground fortress of Tallow’s Deep to occupy it and keep the hordes from overrunning the outnumbered forces of Ynth and Rockholm. King Arfenon of Ynth was personally in charge of the defensive force. King Arfenon desperately awaits the aid of the heroes of the realm. The forces of Arfenon cannot hold out unless the forces at Tallows Deep are crushed so that the soldiers of Gladnor can secure and occupy the fort for defense. The armies will clash in the foothills, and the heroes are needed to enter stealthily, and kill the goblin king. This will close the gateway forever, as the king has tied his life force to the Curtain of Night. After this, the twin “Towers” in the Black Hillz were built to keep the Orrish in check.

= FAILED! Mogoglub is now a lich?

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

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