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Glorianna Tarly’s Ring

Posted on August 30, 2022 in Steel-Realms

Steel Realms
Value: 0 silver crowns (10,000 estimated materials) – cursed?

Glorianna Tarly was wedded to Lord Wendel when she was 16. Wendel’s rumored fortune and his building of a fortune. After 4 years of building, her depression was so great and Wendel was desperate. He gifted her with a ring he found in the north. The ring – silver and rubies – was worth a fortune, and possessed some unknown magic that made the rubies sparkle in the moonlight. This is a Notable Item of the Steel Realms.

Ghoulish Transformation: [Originally it was placing the ring on which triggered this.] After a year, once the ring is bonded to the wearer, if it is taken off there is a chance it will permanently and immediately turn its wearer into a Ghoul.

Animation Concealment: To simple undead/dead animations, the wearer appears as one of the dead. They still notice the results of their actions, but sense no life and perceive the wearer as another animation or undead.


Incarna d20™ Glorianna Tarly’s Ring Details

This content is part of the i20™ Variant for the d20 System™.

Ghoulish Transformation: DC = 2x the Proficiency Bonus of the ex-wearer.

iCore Glorianna Tarly’s Ring Details

About/Chronicle of the Ring

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.

Common Knowledge / Easy Difficulty

It was cursed. It was theorized that it was a trap, by the Lich Lords, for treasure seekers. After a year, her transformation was complete – into a ghoul. Wendel could not kill the women he loved. He kept her locked in a cell, well fed and looking her best. She was chained and prevented from escaping.

Uncommon Knowledge / Average Difficulty

She tormented Wendel until he sealed himself away in the deepest of caverns. She was forgotten about when Lord Wendel left his people and locked himself away. Eventually the keep fell to ruins, and all left the lands. She escaped her crumbling cell with her feral strength and fed on local animals, regaining a modicum of her psyche. She has wandered the ruins for centuries, unable to move beyond the grounds – still attached to her husband by an abiding love. Her mind has long given up most of its connections to the real world. She still dresses as a Lady of the castle in tattered clothes and insists on treating visitors formally – before she tries to eat them.

Ghoulish Transformation: [Originally it was placing the ring on which triggered this.] After a year, once the ring is bonded to the wearer, if it is taken off there is a chance it will permanently and immediately turn its wearer into a Ghoul. It triggers immediately if the wearer is not bonded or 1 essence can be paid by bonded wearer to ensure it does not trigger; They will turn into a ghoul in 24 hours, killing their betrothed or promised partner first.

Rare Knowledge / Very Hard Difficulty

The few who have reported meeting her in the ruins, say that she engages in conversation. Conversation will consist of how much she misses her Wendel’s visits for many decades now, how she has no new clothes, the beautiful ring he gave her, and a burning thirst she has – right before she attacks!

Obscure Knowledge / Near-Impossible Difficulty

Note: Secret Knowledge is information not available in any known references; It is not necessarily Forbidden Knowledge.
Steel Realms - Dunstrand Rising (A Living World Campaign) – Geraldine Aelishan had the ring identified properly in the Merchant Cities. The curse was too powerful to be removed, but it could be altered. It was bound to her bloodline.

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

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The Thought Tenders (bardic order)

Posted on August 10, 2022 in Steel-Realms

Steel Realms

These are bards who believe in the mission and are either averse or unable to practice magic. They are rigorously trained to high mental standards and are formidable in their own way. They are a sub-sect of The Winding Wind collegia in the Heroes Hall, and have a special room of study in the Library of Gaoliath. Members of the order uses script – magical or otherwise – in a cypher known only to their members and those senior bards of the Heroes Hall.

Bardic Mysticism

These bards are nominally without true and powerful magical powers – they are all devout followers of the Divine Principle of Phelaedea, Meri and/or Delleth as a source of their mysticism. They can ritualize certain things, can draw upon their internal vitality to fuel into anima to effect Echoing Message and their captivating inspirations. Their clarity of mind and divine communion provides them with expert Meditation and the ability to accurately tell time, asses direction, and recall recent information with high precision.

Bardic Learning

Communication: The Thought Tender bard character is literate in all their starting languages, and any language they learn.

Lore Bonus: +2 High Kings Law, Elvish History, Human History, Orrish History, Monsters; +4 Guilds and Orders of the Steel Realms and Heraldry of the Steel Realms.


Incarna d20™ The Thought Tenders Details

This content is part of the i20™ Variant for the d20 System™.
THIS BARD IS A COLLEGE OF LORE BARD (Modified)

Bardic Mysticism

The bard is given a cyphered Spellbook, and can cast as a Ritual: Echoing Message (see hereafter), Comprehend Languages, Detect Magic, and Illusory Script. All last 3x the normal amount of time. Their clarity of mind and communion has given them the Keen Mind feat.

Echoing Message: It cannot be cast as a cantrip as normal, though it can be Ritualized; the bard of the order can speak for 5 minutes (like the Incarna bardic ability, it is still only a single direction sending, though it does not require the whisperer to point).

Inspiring Actions: They get double (x2) the number of Bardic Inspiration uses.

Inspiring Rest: In addition to regaining HP, a level of Exhaustion is dispelled as well.

iCore The Thought Tenders Details

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

Library of Gaoliath

Posted on August 10, 2022 in Steel-Realms

Steel Realms

From the Alcove of Echoes (located within) comes the Echoing Messages (special magic used by World Watchers to send messages across the world to the ‘alcove’), and all information collected by the World Watchers goes into this carved out, multi story, multi-chambered cave system. It is a massive archive of knowledge containing Books, Scroll, and Maps (and related materials). The Library of Gaoliath is guarded without fail, and without end by the most accomplished and valorous bards of the order. It is named after the sponsor of the order, the wizard named Gaoliath of the Long-Step. The Sisterhood of Dohar Jaideen provide the magical protection using means only known to them and a few senior bards. Rumors have it that it is the same sort of crystals said to be used by House Malor of Dunstrand. Any Lore can be found within its environs. The strange order of The Thought Tenders (a sub-sect of The Winding Wind collegia) is also trained and retire here after a career of World Watching.

Recording Information

The scribes of the library take any sources they are given for cataloging and storage. There are a sub-set of the scribes guild that ONLY function to maintain and find entries swiftly in the “Gaoliathian Index”.

Scribes are working non-stop, day and night all year round to copy and catalog. In addition to paper, which is vulnerable to many war and environmental factors, there are masons using stone and metal, papyrus and custom paper, and paper and bark from elven living trees of Ynth. The elves supply a flow of resin from Ynthian trees, which coats surfaces and is absorbed and hardens + preserves.

Remnants of Olde

The orignal library was built from the remnants of Highstrap Library in the city of Sorleque of The Fallen East. That great library’s contents was taken and scattered when darkness covered the land. Much survived but much lost. It was rebuilt in the grotto of the new library in the Heroes Hall. Upon this foundation was laid all the contents and methods of running the library. The great River Lords of Dunstrand contributed copies of all that their once great houses of the east had brought with them as well.

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

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Zoology

Posted on August 10, 2022 in Skill

[ Feature Impact ] > Positive

Type: Life Science (Ecology)
Focus: Beasts (wild), Ranching (domesticated) [choose 1 for +1; -1 all others]

Zoology: The character has studied prevalent natural creatures and knows where they live, what they eat, their breeding habits, social organization, and their physical properties (including rudimentary knowledge of toxins they use).

When a character wants to know the game statistics of a natural creature / natural fauna.

It takes a zoologist to safely identify and extract poisons from creatures. They understand the basics of animal behavior and the niche(s) they may fill. They have basic knowledge of physiology and anatomy, metabolic processes, and physical appearance, but not any cultural, historical, or locale specific knowledge. Competent knowledge may provide an opportunity and/or bonus in training and healing familiar creatures. Actions which call for a zoological component at a cost portion can be manufactured for half cost (on a successful check).

Lore: {Species} adds specificity to the basics of Zoology, improving chances to learning critical resistances, immunities, and vulnerabilities.

Frame of Reference: All Skills are bound by the character's Setting (physics), and the details that their culture/society's Science (gathered by Technology), direct experience, and/or collective Records are capable of revealing. A character may not be able to apply their full measure on a different world, with different species and tools. With a common frame of reference, multiple specific Lores can stack.

Elements of this may feed into or be leveraged by: Alchemy, Biology, Chemistry, and Physics. It is usually practiced with a kit of typical equipment in a lab of some sort (if available). A character may gain a Toolkits and Work Stations by purchasing them in-game (depending on availability) or at the time of Inception using Assets.

Specialties

Each specialty has its own specific set of materials and tools. Some are shared with other related specialties, but the exact Utility Set is unique.


i20™ Skill Details

i20 Skills REPLACE d20 skill proficiency: Add the skill level + modifiers to the check ( Proficiency Bonus not used).

A single Result Check to assess Success or Failure AND quality which may be impacted by conditions which indicate a Lack of Capability (Unfamiliar, Unproficient, etc.). The GM can { } Narrate it, and players may request an appropriate impact when anything other than a basic outcome is indicated. Character Points are Rewarded by the GM to improve Skills (and other Features).

[d20-check-note]

iCore iCore™ Skill Details


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Botany

Posted on August 10, 2022 in Skill

[ Feature Impact ] > Positive

Type: Life Science (Ecology)

Botany: The character has studied natural plants and various processes around air, soil, and climate as it relates to them.

When a character wants to know the game statistics of a natural plant / natural flora.

They understand what may be poisonous or edible, what grows most efficiently, and what uses plants and crops can be put to. It requires a botany skill to safely identify and extract poisons from flora. It can provide a small set of materials that will improve healing in minor measures; curatives will vary by setting and availability. Note that without the ability to preserve the botanical creations, GM’s may rule that they will lose their potency or even become poisonous. Assume a character can have preserved their skill level in number of any particular item without such measures. This (or the cost to preserve) prevents a massive stockpiling of botanical creations in most cases. Assume simple creations will cost a simple cost portion, and advanced creations a major cost portion. Actions which call for a botanical component at a cost portion can be manufactured for half cost (on a successful check). A successful check indicates (assuming availability) the ingredient can be found for cooking to increase the sustenance value of a meal by 1 for Recovery purposes.

Frame of Reference: All Skills are bound by the character's Setting (physics), and the details that their culture/society's Science (gathered by Technology), direct experience, and/or collective Records are capable of revealing. A character may not be able to apply their full measure on a different world, with different species and tools. With a common frame of reference, multiple specific Lores can stack.

Elements of this may feed into or be leveraged by: Alchemy, Biology, Chemistry, and Physics. It is usually practiced with a kit of typical equipment in a lab of some sort (if available). A character may gain a Toolkits and Work Stations by purchasing them in-game (depending on availability) or at the time of Inception using Assets.

Specialties

Each specialty has its own specific set of materials and tools. Some are shared with other related specialties, but the exact Utility Set is unique.

Agriculture

Domesticated botany – farming, etc.

Herbalism

Wild botany

Toxicology


i20™ Skill Details

i20 Skills REPLACE d20 skill proficiency: Add the skill level + modifiers to the check ( Proficiency Bonus not used).

A single Result Check to assess Success or Failure AND quality which may be impacted by conditions which indicate a Lack of Capability (Unfamiliar, Unproficient, etc.). The GM can { } Narrate it, and players may request an appropriate impact when anything other than a basic outcome is indicated. Character Points are Rewarded by the GM to improve Skills (and other Features).

[d20-check-note]

iCore iCore™ Skill Details


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