Posted on July 23, 2024 in Steel-Realms
There is much supplemental information that is common to all Orrish of Helca.
The selling of Orrish made goods/loot follows normal guidelines for Selling Items/Loot within the Dark Lands. outside the Dark Lands is generally not possible; All Orrish goods are generally of lesser quality and are befouled with a stench and stain for days or weeks afterward. Metal armaments (armor and weapons) and mundane metal items can be metaled down for 10% of their normal Steel Realms Item value, but if used by dark-spawn other than briefly or casually, it often makes those who use it afterward queasy. Besides, much of it’s usefulness is lost if turned on or wielded by other than dark-spawn.
Posted on July 15, 2024 in Steel-Realms
The Places, Locales and Features of Cerran’s Grant are all built to facilitate the storage and movement of trade from the other Riverdans through the East Cut which borders Cerran’s Grant on the north.
Geo-Location: Grand Duchy of Dunstrand
Hawktail Hills Reach: The Hawktail Hills are part of a large uplifting that the Nanford River used to flow south of. They span multiple territories in the Riverdans that include Cerran’s Grant, Tuflim, and Glois, but are primarily located in Pelmon.
Posted on July 9, 2024 in Steel-Realms
The Vale of Dunstrand (that is, the entirety of the watershed of the Nanford River) is inhabited by a primal, animist, typically female spirit. Nandhe (naan -day) is one of the names given to this spirit. It is one of the great Numinous Mundi of the Wyld Faith.
Her sacred tree is the oak – her skin looks like oak bark.
Her most powerful elemental association is water and earth.
Posted on July 9, 2024 in Steel-Realms
Core to the powerful Animist spirits of the Wyld Faith, the Numinous Fauna are the natural animals/beast spirits that are archetypes of a universal primordial form. They are often guardians of the Beastwood of the faiths. They can be called upon by the spirit of Awakened Helca, and can travel upon the Aelfpaths of Helca to deliver succor and assistance.
Follower Expectations & Obligations: Good Standing in relation to their faith’s tenets reflected in Liturgical Observations tenets. Nominally, the Tenets of the General Liturgy are followed by the Laity of Congregations and those of higher Grace and the few Institutional Ranks alike.
Posted on June 21, 2024 in Character-Experience Steel-Realms
Dwindor Goblins are a sub set of Goblins of the Steel Realms. They comprise the vast majority of Orrish of Dwindor and are only found there. Their society is unique. They are generally cleaner, less violent, and more knowledgeable than their Dark Land cousins.
Cost: 1 Essence
The Dwindor Goblins use the cultural elements of the Orrish of Dwindor. They are both the dominate racial composition AND fill the highest hierarchical positions – unlike Dark Lands Orrish culture. The goblins have been organized and follow human multi-tiered hierarchies that spread out through tribes (chief, shaman, Ur-Chief visionary/war leader), towns (mayor), and steadings (hetman). Characters from Dwindor are NOT required to accept the specific Cultural Experience, though must accept all elements if they chose it. A group of characters can come together to form a shared Cultural Bond. All Orrish of Dwindor are taught the dark history of their Dark Land counterparts, in order to give pride in their progress and differentiate themselves.
COMMON NAMES: Masculine > Abye, Anaruz, Idder, Mehari, Sahlu; Feminine > Ichimi, Khensa, Nehyireg, Sura
Modern Pride: The Goblins of Dwindor are aware of their ancestry, but have made a very acute and specific distinction of their culture from their ancestors in service to the Unholy Trio. They looks to the future, where they may one day openly coexist peacefully with the Dwindorians. It is a vision that the visionaries of their people maintain and foster, and one that past Witches of Dwindor have worked towards as well.
Beyond the Tribe: Although tribe is everything in typical Orrish culture, the combined tribes and Dwindor culture is the focus. The three tribes exist to more easily designate regional rulership, but gatherings, projects, and large efforts always span tribes.
Insular, stand-off-ish, sneaky, distrustful, secretive; They are viewed with suspicion and the general preference is simply to not even acknowledge they exist (easy with the issues that come with the Sun Bane). Despite many lost while fishing, or along the foggy Black Shore being rescued by them, the inhabitants of Dunstrand prefer to not acknowledge it. There are a few who try and encourage trade with them, but through strictly filtered and guarded access. In recent decades, the war with Gwinn has revealed many a strange bedfellow as allies to Dunstrand, paving the way for better relations. All characters outside of the Dwindor Orrish settlements will suffer Cultural Stigma.
While their leaders encourage some interaction, it is through very select channels. Most are seen as absolutely not to be trusted, and all Goblins are suspicious. That said, they have been taught from a young age to be receptive to outside overtures and shaking of the violence and worst of their reactive natures. The Sun-Bane means they mostly do not interact with the “Sunlanders”. Some are trained as “emissaries” – knowledgeable of local human culture and history. There have been a few cases where either an Off-Spawn or pure Goblin emissary have been sent on missions or out into the world. By default, all outsiders are seen as a potential threat to their culture and way of life, and must overcome this.
Attribute Emphasis: Brute strength is the way of the past.
Communication: Dwindor Goblins speak both Gladnorean and Orrish (both with their own unique accent), Emissaries also speak rudimentary Mercat, and are literate in Orrish.
Emphasis on Obfuscation: The Goblins prefer indirect confrontation, stealth, and subterfuge. They are not openly violent, nor are they confrontational or back-stabbers like their Dark Land brethren.
Gender Roles: Other than emissaries, there is some strict hierarchical divisions between genders – typical of Orrish culture but without the domineering oversight. Females are definitely seen as the default care-takers of the young, but horrific forced breeding is not practiced. The Goblins learned from the druids of Pranin to produce offspring in conjunction with what their resources can support.
Goblin Mixed Blood: Technically, a goblin half breed would degenerate over generations as an Off-Spawn of the Steel Realms. Dwindor ‘Half-Goblins’ are half human, and they will not be allowed to breed with anything other than goblins if they wish to stay in the tribe.