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Nurthish (modern)

Posted on April 25, 2024 in Steel-Realms

Steel Realms
Nurthish is high and punctuated with high pitched chirps and pips of their own creation to communicate without their one-time Orrish masters understanding. What little written communication they have are nothing more than drawings of hand-sign, and only serves to communicate up to level 4. Characters without a 4 PER (hearing) suffer a -2 CS in using it/understanding it. It is a languages of the Steel Realms, but it is far from prevalent.

Many Orrish are multilingual, speaking both Orrisha and Nurthish. Nurthish allows them to communicate within their own ranks and their allies in a language not commonly understood or taught outside The Dark Lands and Nurth communities in the Underlands.

Nurth-Hand

All Nurth must learn the Sign of The 2 underground rivers (twined fingers) – it is the universal greeting for them. They communicate silently in the dark by forming their long fingered hands into shapes and pressing them into the palm of the one they are communicating with or carving them in relief backwards for others to “read”. Little deep communication can come of this (maximum level 2); and it is easily hidden on rough walls and nearly invisible to non-Nurth (PER -4 to notice even).

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

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Cultural Experience of Emirate Horse Clans

Posted on April 23, 2024 in Steel-Realms

Steel Realms

The people of the Doolun Emirates are hard-working and known for their gentleness and focus. The people have a great love of family and story-telling. The horse is the sacred animal of the people.

Common Names:

Human: This regional experience is limited to humans (Faelen).

Horse Clan Rider

Clan Riders are born and bred to horse warfare. They are expert scouts, roamers, and messengers. Characters must seek out The Ceremony of Seeking if they are leaving the clans and wish to carry the benefits of the cultural experience.


i20™ _CommonTitle_ Details

Background: Horse Clan Rider

i20 [specific] Requirements: Strength & Charisma = 10
/ Cost _ CP/_ Essence

i20 Text

iCore iCore™ _CommonTitle_ 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

Toothed Wormme (children of the worm)

Posted on April 22, 2024 in Steel-Realms

Steel Realms

The Toothed Wormme are the origins of the Rock Worms of the Dark Lands.

Transformation: A holy Rite of Mog Creoch for the Shadran faith… The great hunger of the Worme Feast for the victim to be transformed – they must devour all they can as they slowly transform from the top/mouth down. The more they devour, the greater will be their reward in the cool darkness beyond. They cannot speak after, but can understand Nurthish.

They can can sense magic because they are repulsed by it so cant get close.


i20™ Nurth Details

iCore iCore™ Nurth Details

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

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Deeping Hollows of the Steel Realms

Posted on April 22, 2024 in Steel-Realms

Steel Realms

These sites known as Deeping Hollows are where the local Deeping spills out into the world into a small mountain valley or canyon. It is never very big, but its almost as if the geological feature cups and holds a miasma of the Deeping. It twists all growing things – makes them droop, makes smoke heavy (fires can smother), and repulses natural creatures in the area though it draws the Druunad, some corrupted elves, Nurth and even Orrish who make sacrifices to the Unholy Trio. This miasma seems to protect the denizens that congregate around it.

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

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Tiernan’s Roost (city of Pelmon Riverdan)

Posted on March 27, 2024 in Steel-Realms

Steel Realms
Tiernan’s Roost is an ancient fortress city in the Riverdan of Pelmon that guards the major entrance to and passage through the Seagrass Valley. It was once a shining holdfast fortress built by the ancient Riverdan lords with the help of dwarven miners. Its renowned undercity, river passage and walls are crumbling now, a bare shadow of what it once was.

Characters coming of age in/from this locale will shape their perspective to the primary experience of Cultural Experience of the Riverdans.

Undercity: The city was built atop a set of sewers and holdfast warrens with a river diverted and controled through it. It once emptied into a lake around which farms and a small town encircled. The undercity has fallen into disrepair over time and with several earthquakes. The river barely runs through it, and it is used only as a sewer these days.

The Town of Tiernan’s Basin: This once thriving town is a ghost town now. An ancient and crumbling inn and stables, and squatters are its only inhabitants. The lake around which was built is about half its size and subject to the floods and rains of the hills nearby – nearly going dry each summer.


Chronicle of Tiernan’s Roost

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.

Knowledge is broken down by ease of discovery/accessibility. If nothing is indicated, assume it is Pervasive.

Pervasive Knowledge / Very Easy Difficulty

Tiernan’s Roost is an ancient fortress city in the Riverdan of Pelmon that guards the major entrance to and passage through the Seagrass Valley. It was once a shining holdfast fortress built by the ancient Riverdan lords with the help of dwarven miners. Its renowned undercity, river passage and walls are crumbling now, a bare shadow of what it once was. The city was built on a leveled plateau in the foothills of the Blue Cardinal Hills . The walls suffered massive damage from the earthquake of CY 8844.

Rumors

  • It is rumored that the ancient paths of the undercity lead to old hold-outs of the nobility, filled with treasure.
  • It is said a beast or beasts prowls the ancient undercity – never coming up, but hunting those that seek the ancient warrens for treasure.

Undercity: The city was built atop a set of sewers and holdfast warrens with a river diverted and controled through it. It once emptied into a lake around which farms and a small town encircled. The undercity has fallen into disrepair over time and with several earthquakes. The river barely runs through it, and it is used only as a sewer these days.

The Town of Tiernan’s Basin: This once thriving town is a ghost town now. An ancient and crumbling inn and stables, and squatters are its only inhabitants. The lake around which was built is about half its size and subject to the floods and rains of the hills nearby – nearly going dry each summer.

Scarce Knowledge / Hard Difficulty

The Rat Plague: The lake nearby got a reputation for giant rats prowling its area. When the fort was built, and after an earthquake in CY 8844, they swelled out of the city and began eating a lot of local fauna. They were hunted and population decimated, but not before a disease outbreak and depopulation of game.

Rare Knowledge / Very Hard Difficulty

The ancient stone plateau the warrens and fort was built on was once a dragon ‘nest’.


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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