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Cultural Experience of The Riverdans

Posted on October 8, 2024 in Character-Experience Steel-Realms

Steel Realms

Although each Riverdan is slightly different, the Riverdans of the Grand Duchy of Dunstrand all share much of the same values, traditions and values that form to make a defined Cultural Experience of the Riverdans (known as “Reiverdanian“; rie-ver-dan-ian). This is in addition to the common cultural exposure of Steel Realms characters and the soft cultural aspects of the Culture, Education & Traditions of the Riverdans. Characters from The Riverdans are NOT required to accept the specific Cultural Experience, though must accept all elements if they do chose it. A group of characters with the same cultural experience can come together to form a shared Cultural Bond.

Story Hook ++

This presents a good opportunity for adding Character Story elements to the Character.

Character Facets

Cost: 1 Essence for the Basic Cultural/Regional Experience

Attribute Emphasis: Aggression over fortitude.

Racial Composition: Human (dominant), half-elf (10%), dwarven (10%), Grollen 5%; Due to the connection between the ruling families and the Fallen East, you will never find hal-Orrish of any kind in the Riverdans – they are not tolerated.

Communication: The folk of The Riverdans are not known as good communicators. Their tight cultural bonds leads them to make many assumptions and speak less than most folk of the realms, relying on cultural values and minute visual prompts and clues. That aside, they do have a formal Education in the Riverdans and 80% are literate to some degree.


i20™ Character Facet Details

iCore iCore™ Character Facet Details

Perspective: How they see Themselves

COMMON NAMES: Masculine > Rhemaxos, Sodasa, Hagamasha, Madyes; Feminine> Artimpasa, Tirgatao, Tabiti, Zarinaea

Common Cultural Perspectives of the Character Concept

  • Behaviors/Mannerisms/Traits:
  • Values/Principles/Ideals:
  • Motivations/Goals/Bonds:
  • Faults/Weaknesses/Flaws:

Prevalent Cultural Themes of the Character Concept

Reiverdanian vs. Easterling: The folk of The Riverdans are aware of their ancestry from The Fallen East, but have made a very acute and specific distinction of their culture from their ancestors. One is anchored in the past, the other is looking to the future. They know their deep (but mostly forgotten) ties to the conquering of Dunstrand Vale; And resolved to find their own modern way forward that does not rely on the weight of their people’s past accomplishments. In this, they are similar to the Cultural Experience of The Saelish.

Independence and Honor:
Their legacy faith of Osten-Paullus (brought from The Fallen East and a slowly vanishing part of the Faith of the Riverdans) yet persists in many places here, though tempered with the powerful feminine free spirited Elemental Consorts and Gaia of the Wyld Faith.

Family Honor and Loyalty:

Purity of Bloodline:

Perspective: How Outsiders see Them

Insular, quick to anger, prideful, passionate; Traditions are strong in The Riverdans. They rise to the occasion of combat and defense of the innocent and are brave to a lethal fault. Diehard traditionalists do not venerate the Lightbringers – they feel they failed them when the east fell to darkness, and are not generally orderly enough for the Green Church. Their strange ancient faith of Osten-Paullus (brought from The Fallen East) is seen as heretical by outsiders who are devout to the current major churches.

Races: The Riverdans are VERY human-centric in the sense that there are no non-human leaders because bloodline purity descends from human only, though many other races are welcome (especially because the population levels are barely staying current). Although the elves live in forests, they are wild elves and not Ynthian; They are a bit xenophobic and chaotic, and viewed with distrust and not generally tolerated in positions of leadership as are most of their kind in the Steel Realms by other humanoids. Any of faerie ancestry are seen this way, and half-bloods are outsiders. There are no local halfling settlements, although isolated families may exist they are generally outside the main cultural experience. The Ancient Hatred prevents Orrish ancestry characters (goblin, ork, etc.) from participating in the cultural experience. The alien Ducateon have no enclaves in the Riverdans. Grollen and Dwarves are welcome and are seen as sharing of the same independent spirit of the region. There are a couple Dwarven settlements in the Riverdans. The Grollen have a few smaller settlements in the region – trying to escape their bloodlust and population decline through remoteness.

Perspective: How they see Outsiders

Ancient Hatred: Individuals of Orrish (goblin/ork) ancestry is going to have a hard time of it (negative reactions). The Riverdan bloodlines and culture come from The Fallen East – where the Orrish drove them from and is now claimed as The Dark Lands.


Only those with a Cultural Experience of the Riverdans can become members of the Asked and Answered Riverdan Militia.

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

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Mountain Ranges of Helca

Posted on October 7, 2024 in Steel-Realms

Steel Realms
Mountain Ranges of Helca. The Orrish try and tunnel under all of these places, connecting the Underlands of the Steel Realms to use as a weapon.

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

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Curse of the Grimm (the Grimmdowns)

Posted on October 5, 2024 in Steel-Realms

Steel Realms

The Grimmdowns is the name given to the Athla Hill Country during the time of the Curse of the Grimm. It is ongoing, and is strongest deep in the hills. It has led to the abandonment of a dozen smaller and half dozen larger settlements and trade has to go around the area now.

Dunstrand Rising Living World A n c i e n t   Blood – A Living World storyline
Set in the Grand Duchy of Dunstrand of the [Fantasy] Steel Realms.


Dew Gate in the Grimmdowns

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

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Armaments of the Steel Realms

Posted on September 27, 2024 in Steel-Realms

Steel Realms
Armaments of the Steel Realms can be purchased everywhere. Often, Battleworn items can be found for cheap, and repaired later. Technology has created a myriad of choices beyond natural weapons, including treatments like Ducateon Weathering.

The Steel Realms is an ancient place. Going back, even before the arrival of the Blood of Saemon, there have been armaments of magical and fantastic nature in the Celestine Time. Before that, when the creatures lost to memory fought, they too wielded and wore exceptional armaments, though few in number are known or survive from these early times. These fall under the Standard Notable Items/Goods auspices.

Hand Crafted: Every suit of armor has a personal touch in the Steel Realms. Many amrament producers have their own ‘assembly lines’ for armies, but many are hand made for individuals and fitted to them. Heavy armors that are fitted and well articulated are cost prohibitive, but this is offset with the benefits of less encumbrance and weight. Local variants will often achieve the equivalence through layering or material substitution by the smith.

The Culture of Armaments

War is a central feature of the Steel Realms. The factions, faiths, nations, and cadres of various sentient beings, monstrous creatures, the undying Lich-Kings of the north, and the unending war of light and darkness create a need for the smith with the ability to make Armor and Weapons. This knowledge and craft is called upon daily to defend and carry the fight to enemies. Smiths are paid well for this service, and held in high regard.

Crafter’s Mark: The use of an item made by a famous and recognized crafter (or their guild/trade/school) may also be the equivalent of a Prestige Marker. Local criminal enterprises are involved in currency, trade, items of all kinds, even local banking (money keeping/lending) and in some cases controlling crafters and their goods production. Marks are usually found on Notable Items with long histories.

Armament Policies of the Steel Realms

The following places only allow the sale of armor and weapons through approved/permitted sellers: Beryl, Northern Merchant Cities, Southern Merchant Cities, Northgate Garrison, Southgate Garrison, and Umbak. Also, none of the towns or villages near the Pacification Garrisons of the High King will sell without clear cause or permission.

The following places DO NOT restrict the sale of armor and weapons during time of war: Northern Merchant Cities, Southern Merchant Cities (including Ados). Availability gets scarcer though.


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

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Pareado (city of Glinthill)

Posted on September 24, 2024 in Steel-Realms

Steel Realms

The City of Pareado is the home of one of the three primary Dunstrandian army smithy’s in Dunstrand and close to one of the High King’s Garrisons.

Burning Stone Forge

One of the few sacred forges of the Lightbringers outside of Umbak. Burning Stone Forge is forge that radiates light day and night. The light is the source of the heat, and it burns without wood, coal or oil. It does not operate at all times, but it was built to be resistant to the privations of resources should it be needed to craft armaments. Many Followers of the Lightbringers come here to have their weapons blessed, or repaired, or re-forged. There are many odd practices and processes at work, and the priests of light keep their mysteries close to their chest.

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

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