Farolds Wall (Legendary Shield of the Steel Realms)

Steel Realms

It is an ancient weighty shield imbued with earth elemental power. It can take hits and keep on going, and has the remarkable ability to heal itself.

Item Platform: iCore 5.0
Value: ? silver crowns
Farold’s Wall is a shield about 3.75′ tall by 3′ wide and half inch think in most places – apparently made up of petrified solid oak plank wood, a steel rim and a stone boss! It looks like it should weigh 40-50 lbs. It is dark in color. It has no adornment or symbols, and looks completely normal and worn. It is also known as “Crellwans Ward” in ancient tales. It is believed to be sacred to those of the Wyld Faith. It is known that the wielder is much more difficult to move off-balance. It is the shield that the hero Farold Oshman found on his travels.

Item Powers (common and Attuned) can be found under Common Knowledge tab.


Chronicle of Farolds Wall

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

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

Pervasive Knowledge / Very Easy Difficulty

Common Knowledge / Easy Difficulty

The item is a binding object for and bound to a slumbering titan of earth – a greater earth elemental. It was bound there by an elder Ducateon priest of their one-god. It was created as a gift for a priest of the earth spirit of Germaena in Ados in 8204. This priest had served under the mountains fighting the Orrish with them for 2 years, and stayed behind to collapse a tunnel on the Orrish. The priest, Crellwan, was spared by Him, who created a pocket he was dug out from a few days later. The cross in interest of the earth goddess and Him made Crellwan a revered figure. For his service, and item was made that could contain the power of the greater earth elemental. Unfortunately, Crellwaan did not live long after. He died, assassinated by a follower of Gloombringer. The shield was taken, and eventually dumped as the assassin could not carry the increasing weight of it. It was found and treated as an oddity, passed from one to another until it was too heavy. It traveled with a circus troupe until CY 9128 where it’s nature was discovered in Mev, of Bar-Innis in the Grand Duchy of Dunstrand.

Item Purpose: Protect the Wielder; none of its functions can be used to assist any target other than the Attuned wielder.

Common Requirements: The wielder must be possessed of average (non penalty) Charisma or greater, OR Iron Will to wield; If not, the Encumbrance of the shield is as normal, growing each day, or each time it is hefted, by a factor until it is tenfold (x10 Enc), and can barely be dragged.

Common Properties: The object is the equivalent of a Medium, Heavy Shield. , if a follower of the Wyld Faith, and meets the requirements. No matter its Resilience, it cannot be completely sundered – even if reduced to zero. If the item is Attuned (must meet the requirements), it has the following properties:

  • Regeneration: The shield “heals” damage to itself overnight, if placed flat on rock or earth, or buried/embedded into it. If it would have been “sundered” it will slow the healing time by half until it is returned to full status, and cannot be used before.
  • Bulwark of the Wyld: A follower of the Wild Faith/Green Church can energize it with their own life force for a measure of Resilience.
  • Bulwark of Will: If the wielder has Iron Will, they resist being knocked back down, or prone.
  • Bulwark of Wyld Will: If the conditions for #2 and #3 are met, the item has the encumbrance of a Small, Light Shield as long as the wielder is not in the air; Any power or ability that does extra Resilience damage is negated – the shield can only take 1 Resilience damage in any given attack/blow – no matter how big or powerful the effect is.

i20™ Farolds Wall Details

  • Regeneration: 1 Resilience per Long Rest; Short Rest if wielder is a follower of the Wyld Faith/Green Church.
  • Bulwark of the Wyld: The wielder can expend 2 Essence to impose one additional measure of Resilience per hit; it returns at 1/day.
  • Bulwark of Will: The wielders Iron Will can be used to resist all effects (DC 10 check; average = 5’/major = 10’/extraordinary = all).
  • Bulwark of Wyld Will:

iCore iCore™ Farolds Wall Details

  • Regeneration: 50 points per night; PV = 120, PR = 400; ENC 20
  • Bulwark of the Wyld:
  • Bulwark of Will: The wielders Iron Will can be used to resist reducing its Resilience or PR below 1.
  • Bulwark of Wyld Will:

The earth elemental is a slumbering greater elemental named Oohmn (unpronounceable otherwise).

Dunstrand Rising Living World CHRONICLE > Dunstrand Rising is a Living World campaign set in Grand Duchy of Dunstrand in the Steel Realms of the [Fantasy] Steel Realms Setting (planet of Helca).

It was thought to be buried with Farold, but was passed on to his son, and thought to be interred with him in his grave, but was passed on the the Gallants.

“Farold’s Conquest” This is the now famous tavern, established around CY 9144. It is a hub for story telling and those who seek fine drink and eat when visiting the Companions Library at Braddon Bog in the Lowlands of the earldom of Bar-Innis. Security is overseen by the Gallantine Order, to ensure that no “loose lips” occurs from the library’s visitors. It is named after the famous member of the Brave Companions, Farold Oshman. The sign of the establishment of Farold’s Conquest is a picture of the renowned shield of the realm, Farold’s Wall.

Scarce Knowledge / Hard Difficulty


Dunstrand Rising Living World CHRONICLE > Dunstrand Rising is a Living World campaign set in Grand Duchy of Dunstrand in the Steel Realms of the [Fantasy] Steel Realms Setting (planet of Helca).

It was carried by Chot’la, who left the Gallantine Order and returned it to them, sending it through the clergy of Merkaine in the north to Braddon Bog.


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