Home - Page (Page 50)

Tag: srlm

Myth of the Winter Elves

Posted on May 5, 2026 in Steel-Realms

Steel Realms Logo

A few Faerie elders of the Steel Realms (mostly Ynthian) and Green Speakers know the legend of the Winter Elves. A kingdom amidst overcast skies, in snowy mountain tops like the syphym – the Flying Elves that were long gone. These elves are said to pre-date the coming of the Blood of Saemon on the Aelfpaths of the Steel Realms, and watched the from afar as calamity after calamity has befallen the world, staying silent, powerful, and reserved – nudging and setting things in motion with an unseen hand to help the forces against evil for tens of thousands of years.

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

Tags: ,

Rock Elven Weald of Archaezeon (ruins; Altair)

Posted on May 5, 2026 in Steel-Realms

Steel Realms Logo

The Elven Weald of Archaezeon (ar-kay-zeon) was a rare Elven Weald in a remote mountain gorge in the Altain Mountain Range with little forest or meadows. A massive underground river spilled out in a basin on its edge – this eventually flowed into the Blood River. Irrigation was carved and the meadows grew food. The dwellings were all carved into cliffs and natural caverns they found.

When Altair fell, their valley was flooded and stone pillars and doors smashed. The exact location lies buried still – though many an adventuring band has tried.


Chronicle/Facts of the Locale

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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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.

Rumors About the Locale
  1. The spirits of the rock elves are said to continue to inhabit these lonely hills where their homeland was – angry that the living never came to rescue them.

Simple Outcome / Easy Difficulty & Common Knowledge

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

They were a folk of grey eyes and grey and earth colored skin that had been there for thousands of years, growing at a slow pace.

Minor Outcome / Average Difficulty & Uncommon Knowledge

After the Weald fell, no young or adolescents were ever found by anyone who sought out the remains of the weald. It is believed they were all turned into undead soldiers of the Lich Lords or buried in a cavern to prevent it.

The elves here dwelt in peace for thousands of years, away from the rest of the world on purpose (though what that purpose was, was never discerned).

The Rock Elves had a good relationship with the dwarves later, after the Fall of the East and migration to the area began in earnest. The dwarves were believed to have carved the Rinal Valley‘s Doorstep defensive works.

Scarce Knowledge / Hard Difficulty

One of the last societies openly venerating The Rimbus.

The Ducateon and Rock Elves did not get along – there is a record of several encounters as the Ducateon sensed rare gems in their territory. They were rebuffed each time.

Rare Knowledge / Very Hard Difficulty

These folk were said to be allied to the mythical and hidden Winter Elves.


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.


The elves of Ilyndria rescued all the young of the Altainen Rock Elves and eventually some three dozen of the petrified statues of the last defenders of the The Battle of Bosin Run were found and brought back to Ilyndria Frostshine in the hopes they could be revived some day.

The faerie and specifically the Ilyndrian elves were transfixed with agony when the Altainen Rock Elves were nearly all killed in the Fall of the Grand Barony of Altair.

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

Cults, Orders and Sects of Frenyr (Sovereign of Elk)

Posted on May 5, 2026 in Steel-Realms

Steel Realms Logo

This spirit – Frenyr – has only one large sect devoted to it.

Sovereign of Elk

– This is the dominant order of the faith. The primordial animal archetypes are diverse in their very nature – animistic and their worship is highly localized and specialized as well as incorporated into the Wyld Faith itself, from which it derives any Group/Institution elements.

Cleric (for the Green Church), Druid (for the Wyld Faith) – These are archetypes dedicated to serving and representing the faith in iconic roles as part of their function; Others may be available as Followers at GM discretion – serving as institutional officers, community officers, or simply through Conviction and shared liturgical beliefs.

The Common Face of Faith: Like most Faiths of the Steel Realms, there may be a multitude of denominations that make up Cults, Orders and Sects of Frenyr . These share the common Workings of Faith, promoting worship to prove the truth of the Divine Principal's ideals and tenets, and allow Followers a means to prove worthy to wield power and secure a place in the promised afterlife. Frenyr has a Dominant Presentation of their faith, clergy, and institutions that the folk of the realms look to.

While not a true ‘sect’ in the strict sense, the fearsome Ker-Sabohr of the Klaurians are tied to this divine entity through a deep bond that creates their fierce kinetic aura.

Options for PC’s in the Steel Realms

i20™ Faith Details

Clerics in service to the faith have the callings (subclasses) of Nature, Life, and War; Others may be available at GM discretion or through other cults, sect, or orders.

Druids in service to the faith have the callings (subclasses) of Land; Others may be available at GM discretion or through other cults, sect, or orders.

Rangers in service to the faith have the callings (subclasses) of Beast Master and Hunter; Others may be available at GM discretion or through other cults, sect, or orders.

Paladins in service to the faith are RARE, but usually in the capacity of militant defenders and have the callings (subclasses) of Ancients and Vengeance; Others may be available at GM discretion or through other cults, sect, or orders.

iCore iCore™ Faith Details


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

Top

Ker-Sabohr (Klaurian elite warriors)

Posted on May 5, 2026 in Steel-Realms

Steel Realms Logo

The Ker-Sabohr are the most revered and experienced of the Klaurians warriors. They are said to possess an aura the exudes primal force. They wear the skins and wield an antler dagger from those that have fallen in their ranks.

The Ker-Sabohr consider all of the area of North Pines as part of their charge of defense, and their own tactics and strategy will dominate any who need to work with them in its defense.

Every year Klaurians warriors (male and female) make their way to The Autumn Wall to hunt the undead that make it over – they track and use their swift movement to hunt and strike single handedly. They are said to operate in a few places that defend against the Dark Lands of the Orrish; A large group operates as the most kineticly destructive unit that is fielded in the Blood Forge Plain east of the The Grey Woods… then they all rotate until they have experience of three years and return. They are branded on their back with the mark of Frenyr and the mark of Darupet. Some are even rumored to send these candidates to Kaald and the Hinterlands as well.

Rumors persist that they train with the Faerie folk of the Steel Realms as well, and there are rare mentions of a small band appearing with the Har Cunetha in the north.

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

Top

Blood Mongers of Ados (Adosian Necromancers)

Posted on May 4, 2026 in Steel-Realms

Steel Realms Logo

The Blood Mongers of Ados can be found in the home of their Adosian Order – the feared Hall of the Hanging Dead; They are considered part of the Culture & Tradition of the Adosian Brotherhood, they come and go outside most of the order’s documented transits and projects. Adosian Brotherhood Necromancers that do damage to bleed themselves to cast their spells in a form of Blood Magic. Within the ranks of the blood mongers is a secret ritual they undergo to enable this. It is unknown by any but the masters of the order how this ritual is promulgated to potential initiates. This ritual reaches out to a dark blood spirit – some believe it to be _ – that teaches them the way in exchange for Essence. It forever changes their aura, deeply lashing them with a Black Mark and a taint of evil and the pollution of their blood forever. This pollution makes them slightly useful in dealing with undead, though it is no assurance of safety and not considered worth the sacrifice by many.

Operating on the Fringes

Outsiders Within the Adosian Order: The Blood Mongers are considered extreme even by the standards of the masters of The Hall of the Hanging Dead in Ados – they do not walk the same path. While they are considered ‘brethren’, they are given a wide birth by the normal mages of the order. Outside the order, they generally cannot be differentiated on sight – they follow the same conventions of dress and etiquette.

Hunted Abominations: The necromancers of House Narcosa teach that Adosian Necromantic Blood Magic is an abomination. They will actively destroy them – despite the Proclamation Against Inter-Order Violence of the Occult Traditions by the Sisterhood of Dohar Jaideen. While no pronouncement against the Blood Monger sect has been made directly, no sanctions or reprisals have been attempted by the Sisterhood or the members of the Adosian Brotherhood when one of the Blood Mongers are killed.


Chronicle/Facts of the Locale

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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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.

CY 6407 Founding of the Adosian Brotherhood.

Rumors About the Locale

Simple Outcome / Easy Difficulty & Common Knowledge

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

Minor Outcome / Average Difficulty & Uncommon Knowledge

Some say it is these among the order have a means of creating and writing using Skelosian Ink, using dark rituals.

Rare Knowledge / Very Hard Difficulty


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

Tags: ,

Top