Posted on October 23, 2024 in Steel-Realms
Dorn’s Fist is a single bracer that can fit any humanoid arm when the clasp is unbolted and opened. It is said to grant its wearer the ability to hit harder, among other rumored powers. It magically resizes, the metal fatiguing and groaning as it does until the bolt that secures it is slid into place – sizing itself when it touches the metal of the bracer.
the Legend of Dorn: Dorn Emishkir (called “Dorn Hide-Breaker”) was a dwarf well known in the central heartlands of the Steel Realms for a hundred years from roughly CY 8900-9000. He and his dwarven band operated in the T’yendi Hills of Dunstrand and the far east Tollkisson Range, hunting Orrish and Dorn had a penchant for skinning them and leaving their corpses in the dark for their brethren to find. He would taint their bodies too, so they could not even be eaten for sustenance – it only served to strike fear in them. Dorn was known to wield a large 2 handed ax and have immense strength. He did not die, but retired, and his ‘fist’ passed on to his family, who keeps it today.
Item Powers (common and Attuned) can be found under Common Knowledge tab.
Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore
Knowledge is broken down by ease of discovery/availability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these.
Dorn retired in CY 9012, battered and with many tales. Dorn died in CY 9047 in Redlaen. His youngest brother, Duine Emishkir, inherited the magical bracer known as “Dorn’s Fist”, but he chose not to continue his brother’s career – instead he was focused on his community and family of stonemasons in the Dwarven Enclave of Redlaen, in The Saelish region of the Earldom of Bar-Innis in the Duchy of Dunstrand.
It made the wearer stronger, and used that strength to block blows as though it were a shield – freeing up both hands to wield his massive ax.
Item Purpose: Protect its wielder
The wielder must be higher than 6th level.
Estimated Value: ? (Silver Crowns)
Making: Dorn’s grandfather (a full Ducateon from the Varstock Holt in Dunstrand) and father worked to forge a bracer made from ancient broken pieces of Toprag Beryllide found in ancient ruins of the Bronzemen in western Dunstrand.
Duine is said to have passed it on to his son Demis Emishkir, the nephew of Dorn, as he chose to seek his fortunes in ways like his uncle.
Dorn was a berserker, he drew upon the sacred resonance of Madr – “Him” of the Ducateon folk – deep in the earth to claim his berserker spirit. He broke many of his teeth from this effect, and his mouth was said to be a terrifying spectacle of jagged and broken large dwarven teeth when he laughed – making his smile sinister even to his friends.
Posted on October 23, 2024 in Steel-Realms
Ghost Keeper is a slim sword that is obviously of elven make, though it lacks any identifying prestige mark. The blade is mentioned only a few times in records, and only as a side note that “it was wielded by an individual at the time of X event”. It is a weapon that lives up to its name by protecting its wielder against spirits and non-corporeal undead.
The blade itself is not known for its presence in any battles of note, and vanishes from all records several hundred years ago. The records of its sightings indicates it changed hands several times, until it ended up with a collector in the far south who seemed intending on putting together a band of adventurers in some foolish notion of collecting relics from the fallen Tower Lands of the south. They, and the blade, were never heard from again.
Item Powers (common and Attuned) can be found under Common Knowledge tab.
Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore
Knowledge is broken down by ease of discovery/availability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these.
The blade itself is not known for its presence in any battles of note, and vanishes from all records several hundred years ago. The records of its sightings indicates it changed hands several times, until it ended up with a collector in the far south who seemed intending on putting together a band of adventurers in some foolish notion of collecting relics from the fallen Tower Lands of the south around CY 8600. They, and the blade, were never heard from again.
The few historians who have ventured to comment on its origins, even evlen sages in Port Towne, find no known exact matched style.
It seems to have come out of the north, the Rhyl forest area contains some of its first mentions (in old records compiled in the Merchant Cities of the North) when it was carried out of the ruins of a ghostly castle hidden on the edge of the woods in the Vale of Meargensdale area. It is at least two thousand years old by evidence of the styles it was made with, though it looks freshly forged. It gleams and glitters, and water coalesces on the blade as it moves through the air – leaving a faint mist behind its path.
Item Purpose: The silencing of spirits.
SPIRITS = Spiritus or Non-Corporeal Undead
If it kills or banishes any SPIRITS, the wielder gains a measure of SPIRITCHAIN.
This sword can be wielded proficiency as either a rapier or a long sword.
Scourge vs. Spirits: When the blade is within 5m of SPIRITS, the blade is +1 Attack, +1 Damage, +1 Initiative, and the wielder gains a +1 AC. All manner of resistances against Ghostkeeper by SPIRITS are negated, and immunity is reduced to resistance.
SPIRITCHAIN: As an action, The wielder may use 1 measure (reducing the total by 1 permanently) and cast the Spirit Guardians spell.
Estimated Value: ? (Silver Crowns)
Item Source: i20™ 2023
Posted on October 21, 2024 in Steel-Realms
The Riverdan “Asked and Answered” Militia headquarters is located on the eastern edge of the Riverdan of Glois, on the road to Rumein of Cerran’s Grant, at the base of the foothills along the main trade road.
The militia was formed in CY 8604, and has openly partnered with the League of the White Lily to advance the culture and cause of the Riverdans.
It was formed as a common resources for the impoverished Riverdans to halt ‘banditry, theft, mercenary bullying, profiteering, and the plundering of shared resources by forces of low character’ – this covers quite a bit and it has found itself on the opposite side of the twin River powers more often than not (of course must understand that this was intended). They have worked hand-in-hand with the Tonnesbridge Vanguard of Monaides in activities in which they share a common cause over time.
All candidates must come from an accepted Cultural Experience of the Riverdans. No others are accepted into the militia, only die-hard traditionalists. The militia does not take Cerrans’ Grant applicants.
Time in Service: The militia asks for an initial service of 3 years. The first 6 months s non-combat training. Then you become a militia guardsmen. Many of those coming through this program go on to lead town militias, local watch groups, and become sheriffs or deputies – though most prefer the rural countryside smaller settlements over the larger (and generally more corrupt in their eyes) urban ones.
Housed on site, a group of about 80 militia. This is the only full time staffed and ready ‘unit’ of the militia. It consists of about half life-time veteran trainers, administrators, and commanders and the other half trainees or refresher recruits. The cadre can call upon its ‘graduates’ to form a larger band swiftly, assuming it has the funds to do so (food, logistics, etc.).
The herd of cattle, with the bulls sacred to The Shrine to Haedorn the Vigilant is managed by the inhabitants of Boulderwick. The blood from the bulls is used in the dying process of the Asked and Answered militia red markings. Those of the cadre all carry a replica of the warning horn at the shrine.
Bonus two lores.
Veterans pledge self bow tabard dagger,
Arms: war dart, dagger, club
Armor: padded
Equipment: uniform (boots, cloak, brassard – left arm, cloak pin, leather cap); torch x3, candle x3, hand saw, 3 canvas bags, trowel, flint+tinder, bedroll + canvas cover, 20m cord, tarp, 1m poles x4, sm. mirror, wood mess kit
Service Experience of the Riverdan MilitiaAnswering Reach: Each year a branch is cut from Lemrins Woodyard to make a spear, which is fashioned by the elves of the Saivelaugh Weald. The elves make straight the jagged branch, pulling some of its life-spurring magic into their own weald to fuel their extraneous growth for the logging resources they share with the humans of the local area. These are returned having a little residual magic, but a resilient weapon for use by elites of the militia. These are known as Spears of the Answering Reach.
The Answering Reach is always a Long Spear (2 handed only; 10′ reach). It is thin and light though (deceptively so, its true constitution remains hidden), with no requirement to wield.
The spear is d8, but its average is 5, not 4 (5/8/16 damage).
3 Resilience; Can be repaired by elves or using water collected from the tree leaves in the woodyard and the Mending Cantrip. Either will cost 50sc. Using the last 1 WILL sunder it, making it useless forever. Any time the wielder is struck by an attack with a electrical/lightning source and they are grounded, they automatically make a simple save or apply a free use of Resilience to reduce the damage.
Posted on October 12, 2024 in Steel-Realms
In the before-times, Faith on Primordial Helca consisted only the great Anima spirits of beasts, plants, and the elements were worshiped by the beings of Helca, and little to no formal religion was observed. No accessible record exists of these far off moments, but it is said several attempts of civilization came and went within the Nakrian peoples. The dragons of Helca seem to go back to before even the time of Nakria. They were venerated as sources of power and knowledge and the most ancient myths have a story of them protecting Helca from ancient forces from the far reaches of the the stars. They took as they saw fit, but mostly lived in harmony with the other creatures of Helca. Strangely, no record of their animosity of later times is recorded in any of the before-times – unlike after the Celestial Epoch, and the time of the Blood of Saemon. After this event, the modern age began and the Faith in the Steel Realms formed as it is today.
These represent primeval memes, concepts of such unfathomable depths, non-euclidean geometry, and refined ideals as to be meaningless or without possible exact definition. They ARE given names, and manifestations for the sake of explaining, but do not respond to supplicants meaningfully on Helca.
Kauket: The silent dark, the fluid without form, the cold refuge of night; the Place-Without-Seekers; genderless or all genders, the yawning gateway to infinite possibilities and dissolution. Sometimes associated with The Void.
Oru/Ushu: The Path-of-the-Seeker, the infinite point of clarity and illumination. Where all things converge and merge.
Posted on October 12, 2024 in Steel-Realms
Common Powers of the Lightbringers represent specific powers used by the Divine Principals and entities of the Lightbringers as well as their followers.
State of Grace: All powers granted by the faith are available as the rules allow, assuming they are in good standing with their Divine Principle. The exception to this is if the character has powers granted by an institution of the faith and his not in similar good standing there.
Blanket of Warmth
Bathed in Light
Glorious Radiance
Surge of Glower – An almost imperceptible aura of light outlines a target. Attention is drawn to the target; any activity requiring targeting towards the glower victim is given a +1. This could be spells, weapons, skills, or even grant a bonus to reactions towards them in cases where disposition is already friendly and the effect is not feared.
Words of Wisdom – Calms the listeners and gives them a +1 on any check to solve an issue?
Fire of Fascination – uses CHA of adjurer
Eldritch Infusing
Bewitchment –
Comfort of the Mother
Lure of Day – charms
Rollback the Darkness
Banish the Night
Pure Light – raises illumination instead of setting it to something + make the sun bane do damage = illumination levels.
True Light
Find the Way +4 to any checks to remain on target or prevent from getting lost
Surge of Bliss
Inner Radiance GF of all those in effect is added to STA, WPR for the next hour
Arc of Radiance – one of the few damage dealing powers, its main intent is to heal. It can affect conviction in number and heals all companions in 30m. To all enemies it acts as a glower. It deals Conviction in damage to all things of shadow. Those with shadow bonds take an additional amount equal to that rating.