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Chapter House of the Frostborn (Juniper)

Posted on December 1, 2025

Steel Realms

This is a chapter house of the Pledge Makers of the Frost Born.

Order/Guild Chapter House/Preceptories

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

Lightbringer’s House of Light

Posted on November 29, 2025 in Steel-Realms

Steel Realms

The typical Sacred Places of the Lightbringers – a House of Light – is colored with whites and yellows, has many candles and braziers, few shadows, and everything is clean and smells pristine. Statues, sculptures and icons are everywhere. There is always some formal Altar, even in the most basic Shrine. All maintain a larger kitchen for bread-making to give to the poor.

Every constructed edifice of holy ground for the Lightbringers has an Illuminated Vestibule – the entrance room is lit with a soft light that never goes out. It is here that those who seek redemption and forgiveness recite the “Liturgy of Unburdening” as they enter.

Mostly uniformly throughout all The Noble East, a House of Light marks the presence of Church of Light for one or more of the Lightbringers in a settlement.

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

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Sacred Places of the Lightbringers

Posted on November 29, 2025

Steel Realms
Sacred Places of the Lightbringers
Realm's Aptitude Powers: Divine, Occult, and Psychic

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Trolls of the Steel Realms

Posted on November 29, 2025

Steel Realms
Trolls are the larger Dumastorian cousins of Kobolds and Ducateon.

These are the ancient descendants of the Tru-Oll who sided with the gods of darkness when the Blood of Saemon crossed over into Helca. They are under the Sun Bane. Enslaved and used nearly to extinction by Orrish and hunted by the humanoid races of Helca (especially the Ducateon after the Troll Wars), they retreated to far, far under the hills. In the last thousand years, their population has regained a foothold and now number about 10,000 – existing in clan family units.

Enslaved Miners: The Orrish of today never has good tunneling tools. For thousands of years they have used most of the tools found in the Fallen East of the Steel Realms (Osteni). They are not good miners, they mostly use enslaved Kobolds and Trolls, though the later are huge and hard to control with their bloodlust and short fuse.

Secret Recovery: The Ducateon have secretly been organizing them for the last thousand years. Their real population size is greater than what is believed. Ducateon have taught them to organize themselves and seek greater concessions from those that would use them. Their violent nature cannot be curbed, but their faith of the Unholy Trio has gradually been replaced by pacts with the gods of Mizras and Malek.

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

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Green Vault (Green Church Holy Ground)

Posted on November 28, 2025 in Steel-Realms

Steel Realms

The Green Church’s typical Sacred Place of the Wylden, no matter the measure of the States of Grace (holy ground) or size, consists of natural colors, textures, patterns and geometry. IT is referred to as a “Green Vault“, reflecting a natural cave habitat, or the den of an animal. It often is domed, and typically smells of rain and earth, and plants are everywhere.

They are often beautifully painted, with the specific themes and motifs changing each year or two (reflecting the changing season cycles) with new paint work both outside and inside. There is always some formal altar, even in the most basic shrine. Each of the main three deities has their own small chapel. All maintain a large garden, allowing those impoverished to harvest from it or eat from the soup made daily.

The largest Green Vault‘s sit on a larger patch of land, and may have a Beastwood or Briarwood. As well, the Beastwoods and Briarwoods within within towns and cities will often have these integrated in them – these edifices are for housing the clergy and supplies & services for their followers.

More Common in Central and Southern Heartlands: In the Central Heartlands and Southern Heartlands, the Green Vault is found more often to mark the presence of the Green Faith in a civilized settlement, not a Briarwood or Beastwood as is more likely in the Northern Heartlands and Hinterlands.

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

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