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Saison Ale

Posted on August 27, 2024 in Steel-Realms

Steel Realms
Saison Ale, though technically now a “type” of ale, the Saison region of Umbak has been home for thousands of years of the origins of the traditional Umbakian drink of the farmstead and traditions of the hearth – the Amarata. The Saison Fields in the NE of Umbak, where the original yeast and pears and apples are originally from in, is the uplands of Falcon Reach. With every calamity, with every natural disaster, with every war, afterwards it is a priority to stabilize, preserve and tend to the ancient orchards and grains to preserve the tradition. The Automata Brigade of Virtue and Reason is one of the care-takers of the materials, despite it not being a strictly military charge.

“Saison” Tradition

for Umbakian families, the local making of this type of ale is a traditional family practice and event that is part of their shared culture. Families and regions are known for their specific implementations of this. These are just ‘family saisons’.

“Saison” Brand

Although many ales will call themselves ‘Saison’, only the original is considered “authentic”; It is made with the secret recipe that gives it its crispness and injects it with bubbles. The bubbles are mostly lost in transport, so it cannot be shipped far. Normally it is only sold on site, or regionally in the kingdom. It is said that the Automata Brigade designed the mechanisms that inject the bubbles in a heavily guarded process.

The brewers have been known to get the finest hard glass firkins from the glassblowers of Ruary to ship their materials in to Umbakian nobles. These are send to be miraculous works that convey great wealth and station.


Saison Technology

The secret to the production of the blissful drink is well guarded by the Automata Brigade of Virtue and Reason and the knight and soldier Order’s of Umbak. They have created the Spunding Valve that enables carbonation.

The valve container is a strange metal pressure vessel about the size of a large modern bar keg – just like the wooden ones made everywhere. In Ruary, they brew carbonated drinks but without such a valve, they don’t last long and sometimes rupture. The valve allows for a more safe and longer lasting carbonation. They ferment in the pressure vessel and the valve lets off a set amount of pressure so the carbonation is maintained without the risk of blowing a seam or exploding; As it developed (and others tried to copy it) there have been many deaths and maiming. Any tours never include these operations or expose the technology to outsiders.

Mostly it is the nobility of Umbak that enjoys the benefits of their technology and crafting. It is said the Umbakians are working on a means of chilling (using Elemental Hearth Magik of Umbak), and other drinks (wines, etc.) using special glass containers from the Glassblowers and Bottlers Guild of Ruary that use the sacred waters of the Spring of Pristos.

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

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Saint-Étienne-du-Rouvray

Posted on August 24, 2024 in Steel-Realms

Steel Realms
Saint-Étienne-du-Rouvray is part of Pavecia and the North Border Principality of Umbak. On the western edge of Falcon Reach, it is on the west side of the bend in the Falcon River, but considered part of the principality. It is a town of about 800 and a commune of Aerna.

The further into the Eastern reaches of Umbak, you go, the tone gets softer with more holy places of Aerna and Whelm than of Ikribu and the patron of the kingdom – Balthazaar.

Population: 800 permanent residents (all human) + 60-80 in farming settlements outside of town.

Rulership: Maire (Mayor)
> Mayoral offices houses 5

Defenses: 20 town watch, stable + barracks for Silver Talents; can raise 60 militia in 1 day.

Services: Smithy, Stables, Bathhouse, Legal Adjudication, Inn
> Sundry: clothiers, leather work, agriculture/foodstuffs

Known For: Saison Fields and the ales that come from the region.

Commune of Aerna du Belle Guérison

The Commune of Aerna the Beautiful Healer is a large walled complex in the midst of a settlement. It houses about 300 and occupies over 2 acres. It is a training center for healers of Aerna, not the White Sisters (though they do teach here) but normal medics and priestesses. In addition, there are servitors of Whelm that are trained to cover the healers in battle, fending off attacks and and take down attacks on the battlefield.

A long and adorned (a few 1m tall statues) pathway leads up to it, with painted white rocks framing it.

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

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Travel in the Steel Realms

Posted on August 18, 2024 in Steel-Realms

Steel Realms
Travel in the Steel Realms is mostly safe. Most inhabitants of the realms do not travel far from their local area. Certain cultures and places are an exception to this, as well as higher social classes in general. Individuals and small groups as well as Parcel Services can sustain the best movement rates. Most people walk about 3-8 miles per day incidentally as part of their job or daily activities. Roads are most often placed with Place and Boundary Markers.

Time and Distance Rates

Movement rates represent comfortable rates and all individuals and animals involved are proficient at doing their jobs to achieve normal travel rates. In most cases this means the character and/or their mounts will not be fatigued or injured, and have opportunity to rest, relax, and stay healthy as they go. Jeopardizing this could result in malaise, fatigue, or Exhaustion, putting characters at risk if attacked.

Large Groups: Large groups must have a logistical support mechanism in order to travel. Generally, they must bring their own sustenance, accommodations, shelter, and security. This generally slows down the movement rate by a %, depending on the desired comfort.

Average Daily [Casual] Movement Rates
Movement
Method
Primary
Roads
Secondary
Roads
Unbroken
Land
Horseback/Mount 24 18 12
Walking
(Encumbered)
12 10 8
Walking
(Unencumbered)
18 14 12
Transport/Baggage 12 10 8

Pushing the Limits

Travel may be pushed to 150% of normal rates. This will automatically result in Exhaustion for mounts and/or riders/individuals. Those Who Range and some of the World Watcher members can travel at unencumbered travel rates even though they are personally encumbered by gear. They know the land and roads well enough to travel more efficiently.

  • Unskilled Riders: A character without skill can increase their movement by riding, but they will automatically suffer a Fatigue or Exhaustion for a number of days per day of riding. Movement rates in excess of normal result in real damage AND exhaustion. The maximum increase that can be sustained is 25% of normal.
Realm's Aptitude Powers: Divine, Occult, and Psychic

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Womac Tower

Posted on August 7, 2024 in Steel-Realms

Steel Realms
Womac Tower has long been a bastion of power and strength for people of The Saelish. It is a thriving fortified and walled city located in Braenz Dale of The Saelish. It is the home of the Ethereal Saelisnean Order and Golden Branch who stand watch against the terrifying Orrish fortress of Hungerdouse.

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

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Sect of the Golden Branch of The Saelish

Posted on August 7, 2024 in Steel-Realms

Steel Realms

The Golden Branch is a sect of the Ethereal Saelisnean Order, where many get their start. They have no limit, unlike their titled parent order. They also share a home at Womac Tower in The Saelish with them; They have their own extended compound outside of the walls of the city proper (“Caelisti House”), though a barracks for their order in the knightly order was were they began. Additionally, this brotherhood (having an almost equal number of men and women despite its name) espouses the same principles as their parent order, and over the last few hundred years has increased in its own membership and focus. They are a quasi-police group of protectors and investigators of the Landsmen Council of The Saelish. They hunt Orrish, Nurth, and bandits. They work to discover and close entrances to the underearth where The Deeping would exert its influence, and put down those that came to The Saelish seeking to stir up trouble by looking for ancient and forbidden knowledge of the long dead Bronzemen. They also guard the cultural library of Brayfhayl.

Symbol: A golden colored branch that has a spear point on its tip cuts diagonally to the right and up. Bar sinister is an open eye. Bar dexter is a burning sun.

Membership: Their character states that they shall number no more than 240 standing forces. The Golden Branch does not turn away anyone, although homelanders of The Saelish are always given preference. Members are known as “Brothers” and “Sisters”. Those wishing to avoid genderization are referred to as “Kraslai” (reference Gender Roles in the Realms). It generally follows the membership in martial orders of the steel Realms.

  • Pledged Brother/Sister: Trainees, minor functionaries, warrior ranks.
  • Shield Brother/Sister: Senior members of the order.
  • Sergeant Brother/Sister: Senior members, with much experience.
  • Commander Brother/Sister: “The Stems” – Each one will have 1-3 civil assistants that do not stay in the compound.
    1. Master of Training: Training the new and current ranks.
      Current > “Tereza”
    2. Master of Administration: Paperwork, records, contracts, face to the larger populace.
      Current > “Jan”
    3. Master of Logistics: Quartermaster and field logistics management.
      Current > “Cyril”
    4. Master of Facilities: In charge of buildings and maintenance, security.
      Current > “Adela”
    5. Second Spear: The greatest warrior of the normal ranks.
      Current > “Bruno”
  • Eagle Brother/Sister: “The Root” – First Spear, Head of Order – all required to have studied the old ways of Rempheros.
    Current > “Natálie”

The Golden Branch produce skilled fighters and holy warriors pledged by oath to the Caelestia (defined in the ancient faith of Rempheros). Each warrior is pledged to one of the Caelestia (one of the Celestine of Helca). They also train watchmen, sheriffs and militia.

  • Holy Warriors: These take binding oaths to the ideals, swearing upon the elder faith of their parent order. Each warrior will be bound to one of the Caelestia.
    TITLE = “Knight of the Golden Branch” – they are unlanded (‘hedge knights’) and while they can claim the title of “Sir”, they are not peer vassals and cannot command any peers of the realms or command the monetary or honorifics benefits of their parent order. As such, they often go untitled in introductions. They generally do not possess squires or pages as fully chartered orders do.

The parent Ethereal order handles any administration of lethal punishment, hunting those who betray the brotherhood, and those seeking Atonement for their actions.

Caelelsti House – Home of The Golden Branch

The scattered extended city of Womac Tower sprawls outside its gate. There is a cleared area 75m beyond the walls for defense. Just on the east main road into the city, at the edge of ‘the Sprawl’ (the area outside its walls) on the north side is a building that stands almost out of place. This is a brightly painted yellow and white 2 story building with a stone foundation and walls of the first story. A low 1m wall encases it and surrounds a 2 acre plot, with multiple small building in it. There is little adornment or pageantry, though everything is clean and organized. A ragged banner is draped over the entrance showing the symbol of the Golden Branch of The Saelish. A single of the pledged brethren spearman guards the open gatehouse.

A second story was added later, it includes two fortified overlooks for bowman. A low walled training yard, and three training barracks sit on the opposite end of the yard from the Bright House – their headquarters and armory. Their records are kept in the reliquary in Womac Tower, though they keep copies of their last hundred years in the local headquarters. Any member of shield rank or higher is announced by a distinctive horn blast upon entry to the compound.

Sun Gazers of The Saelish

These are the elite spear-men of the the Golden Branch. They have their own barracks at Womac Tower. It was rebuilt after the last Umbakian siege by funds from the Landsmen Council. They specialize in spears and javelins. They have their own traditions and they are dedicated to their region and its peoples – “Once you have gazed at the sun over The Saelish, your home is forever illuminated.”

Upon gaining entry into the group, the inductee is presented with three spear tips, coated in a special bronze alloy, one weaker than the fabled bronze of their ancestors. These have the legendary light weight and durability though not the edge, and can only be repaired or replaced by Saelisnean smiths. The have their own style of long spear and buckler that they use, trained on their technique with a specific balance of their equipment and movement. Light and highly mobile, these fearsome warriors wear gold and white colors with bronze accents and a crested helm.


i20™ Sun Gazers Details

i20 [specific] Requirements: Strength 12+, Dexterity 14+, Cultural Experience: The Saelish, Hardened Upbringing > Spear wielded Versatile (2h) + heavy buckler

The benefit of the Defense (+1 AC) Fighting Style; Spear is treated as a Finesse weapon, Superior Technique: Ambush (d6x1 for Golden Branch maneuvers). @4th level, they gain Superior Technique: Riposte (d6x2 for Golden Branch maneuvers). * If the character is a Battlemaster already, they use the type of maneuver dice they normally get.

The durable bronzed spear tips grant +1 Resilience.

Feat: The benefits can be taken as a Feat without having to meet the other Requirements.

iCore iCore™ Sun Gazers Details

Impacted by Attribute 1: None | Attribute 2: None | Lore(s): None

iCore [specific] Requirements: / Cost _ CP/_ Essence

iCore Text

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

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