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Herald’s Culture in the Steel Realms

Posted on November 28, 2025 in Steel-Realms

Steel Realms

The Herald’s Culture in the Steel Realms is one of tradition, knowledge, and protection of their Peerage Lord/Lady or institution. Heralds are especially well versed in the Campaign Chronicle of the Steel Realms and Entities, Individuals, NPC’s of Note in the Steel Realms. The heralds of the Noble East all use the Steel Realms Grey Feather Calendar.

Heraldsmein: This Titles is often a qualifier – “Good day Sira Heraldsmein Jones”. Bards, World Watchers, Heralds, and generally those who seek and carry information from one place to another in service to a liege or not.

A herald’s office or hall is where those seeking business or company with the Lord or lady will come to ask for an audience, favor, judgement, or a meeting. The schedule to the Lord or lady is partially managed by the heralds they have. Majordomo, seneschal, steward, bailiff, etc. are all a form of non-itinerant Herald; These types deal more with the day-to-day operations of attendants and facilities. At the Ducal level, they are required to give a Sworn Oath of Loyalty.

Office of the Herald

Any Baron or higher peerage titled is going to have a office somewhere in their castle, keep or Manse. It will consist of at least an outer chamber for waiting, and an inner one for meetings. In most, it will consist of added chambers for additional staff, storage, and specific work. Potentially there can be:

  • Magistrate (even more familiar with Laws and Codes of the Realms) and clerk to assess & adjudicate
  • Scribes & 1-2 assistants per; An accountant for larger realms
  • Junior herald(s)
  • Guards (soldiers, not mercenaries)

Notable Herald’s Offices

This Locale has a Office of the Herald representing the local Lord/Lady.

Herald’s Quarterly

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

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The Declaration of Dominion (CY 191; start of Age of Dominion)

Posted on November 27, 2025

Steel Realms

The “Age of Dominion” refers to the Declaration of Dominion (also called ‘Promise at Ahmfiphae’) in CY 191. Here it is proclaimed…

The dominion of the east shall initially be centered on the Far East, in the lands first encountered by the Blood of SaemonDundaria to the north and Osteni to the south and in between is the Valley of Sighs. This will preserve the Near East from settlement and desecration and contain the dwellers of Orrishai.

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

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Dwarven War-Singers of the Steel Realms

Posted on November 27, 2025

Steel Realms
Dwarves of the Steel Realms have some, but not all, or the vocal capability of their parent Ducateon kin. The Dwarven War-Singers undergo a surgery to get some of the deep resonant sounds of their kin, to replicate some of their sound based magic and technology. This is a prestigious office to hold, and they have all their needs taken care of.

As the Ducateon gradually withdraw from the surface world at large, these War-Wingers can step in to replace them in the maintenance of Ducateon created mystic and technological elements employed by others.

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

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Highpoint Garrison (of Rhyl)

Posted on November 26, 2025

Steel Realms
Highpoint Garrison is a Ducal enclave at Amstred’s Wish that was built to stand watch over the approach to the South Reedland Stretch and against the aggression of the North Merchant Cities after the War of Rundleman’s Revenge in CY 9041. It is a walled Garrison, with a wooden 3 story tower atop the barracks with a pair of ballista for standing vigil and a Gatehouse facing east to the town of su_permalink id=”50103″]Amstred’s Wish[/su_permalink]. While not kept fully staffed, 10 Ducal Guards and 5 teamsters & a groomsman are kept here. The gate is typically shut.

It never stands empty, but it is mostly a supply depot and forward base against any incursions from the North Merchant Cities. It is used as a training facility for the Ducal Guards. With its history of the Ducal Guard holdouts that help turn the tide of Rundlemans War, it is a morale boost.

It has a stable with room for 10 horses, a barracks for 60 along with 20 light crossbows, supplies for a month (including its own well), an assembly hall and several officer and administrator rooms.

“The Green Box”

This is a stone building with a full wooden roof in the SW corner. It is off limits normally, and a safe haven for the enigmatic Rhylander Green Conjurists.

The conjurers will have worked to develop a chemical that they would conjure that would react to another chemical (including salt form the Saltshore) to make explosions launched from a ballista holding a ceramic jar. They only use it and store it at the garrison.

This place is a Safe Haven for members of the Rhylander Green Conjurists.

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

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Giants of Fire and Passion in the Steel Realms

Posted on November 26, 2025 in Steel-Realms

Steel Realms

The Giants of Fire and Passion in the Steel Realms sided with the unholy trio after the days of war. Over time though, they proved too independent, and often took orrish away from the armies in their own desires for conquering and treasure. Eventually, the unholy trio waged war upon them, rewarding loyal shamans of the Orrish to turn their followers against them, hunting them to extinction.


Chronicle/Facts of Fire Giants

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; 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. Specific Lores may increase the chance of knowing specific elements.

Pervasive Knowledge / Very Easy Difficulty

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

These giants sided with the unholy trio after the days of war. Over time though, they proved too independent, and often took orrish away from the armies in their own desires for conquering and treasure. Eventually, the unholy trio waged war upon them, rewarding loyal shamans of the Orrish to turn their followers against them, hunting them to extinction.

Common Knowledge / Easy Difficulty

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Rather than hunt them all to extinction, many were left to scatter and become problems in the lands of light. Over time, most have died, and only the most remote or fortified lairs have been raided and wiped out. It is said their king G’Rets Dahl-krhunz was never brought low, and still lives – seething with hatred in some remote refuge.

Scarce Knowledge / Hard Difficulty

The events related to the Flame of the Fallen King are thought to be the true and current state of their existence.

Rare Knowledge / Very Hard Difficulty

Since then, the fire giants have spread, but remain deep underground. Only the Ducateon know of the presence of Fire Giants. They have vowed to continue taking territory. They take a spark from the Flame of the Fallen King and make outposts and small family units. They are very long lived and harbor a deep hatred of the Orrish who betrayed them and humans who mostly hunted them, destroying them wherever they found them.


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.


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

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