Exploring Dormu’s Peak (getting closer)

Steel Realms

The peak itself is an obviously dangerous and unnatural place. It has become a confluence of primal forces of chaos and law. Anyone getting closer has encountered an eerie feeling that they have forced themselves to overcome.

From a Distance (mostly replicated)

What You Notice: (From a 2km Distance) The mountain seems like most others. There are no safe beaches of any kind, the shores are rocky and dangerous. Like everywhere else, random winds and tides cause the path of boats to twist and be pushed in directions they have no immediate control over. Sludge and debris patches are pushed around and caught by swift eddies, denoting the possibility of the debris holing a hull of unwary travelers. Low rumbles come from the north, where dark clouds ae pushed by swift winds. Lightning flashes, seeming to reach for the top of Dormu’s peak from a couple kilometers away. The entire picture is ominous, making you question the wisdom of exploring any further. You feel a twinge of trepidation… like someone is looking over your shoulder, whispering in your ear. Its wording cannot be made out… but its intent is clear: ‘go no further’.

Perception > Despite the high winds and swift tides, there do seem to be animals – birds at least – which catch the drafts and seem to expertly move in what would otherwise be daunting to those finding themselves in such. Swarms of insects in the distance seem to collectively resist the buffeting, and fish and other things lunge at them as they normally wood for food.

The animals that are “indigenous” to the area have accumulated part of an aura from the “God Break” over time. They move with the fierce winds and tides, seen like a sped up film. If the explorers ask directly, they will eventually notice this.

Getting Closer

Crossing the 2km ‘barrier’ (just about 100m beyond the tip of Blue-Snake Ridge) exposes the character to the initial Entrophy effects of “The Speaking Sphere”.

  • There are no mystical auras that are detectable from a distance.

Getting Closer: Standing off and circling the peak you can see tendrils of hazy mist flowing down from the peak. The collar of mist surrounding the peak at a certain point seems to be filled with moving creatures – or rather something must be causing the mist to flow and swirl. The winds seem like it should dissipate such a dense mist at that height. In your ear is a constant buzzing – faint and subtle. The sun is momentarily obscured by the clouds and the entire area becomes permeated with frost – as if an eye of darkness had opened and was looking directly down upon you.

[ i ] > DC 16 Wisdom (Perception): (North Side Only)

Looking along the bank, you see unseasonal ice clinging along the bank, then it breaks away and and slowly sinks. Looking down, you can see some of what the debris is – melting chunks of ice floating amidst the sludge. Clear in the muck, they can barely be seen but are of such small size they cannot do anything besides knock against the hulls of crafts, doing no damage.

Exploring by Flight: The winds accelerate, battering and buffeting you, seeming to push back against you.

There is no real way to reach the peak by flight. Ultimately any flier will be either killed (possibly by Spiritus) of forced to the water level by 1km away. If they allow them to, the winds will carry them to the tip of Blue Snake Ridge.

  • Winds will increase in speed and fervor, slowing speed and driving fliers into the sludge around the peak. Small fliers may get torn apart.
  • Lightning will begin to shoot down, from a long distance. It will electrocute, slightly at first, then with bigger impacts.

Exploring by Water: Approaching closer, you feel as though you have disturbed something slumbering. The entire area goes quiet for just a moment as you pass some unseen threshold. Then the wind, insects, and debris knocking around in the current begins making noise again. The suddenness of it causes you to become dizzy. As you grip the rail or window ledge to steady yourself, you feel frost on your fingertips.

[ i ] > DC 20 Constitution: [Failed] 1 level of Exhaustion.

You have chosen to pursue a point of landing beyond ‘the threshold’. The quiet moment ends and the currents pick up, grabbing your craft suddenly like a giant’s hand. The whole craft lurches sideways, sending gear crashing and those not ready go tumbling.

[ i ] > DC 20 Dexterity: [Failed] 2 Fatigue Damage.


The Undead: A jolt like a lightning bolt runs through you! You feel like you are being pulled apart in many directions and you can feel the disrupted tissue knitting back together. Something feels like it has put weight on your shoulders, like it is pulling you down. All around you you are aware of every insect, every lizard, snake, bat, bird, and strange creature hid from your senses by mist or cloudy water. You can feel their eyes upon you, and the hunger slowly boils in you, threatening to spill over into a frenzy of feeding!

[ i ] > DC 5 Sanity: [Failed] Frenzy to feed on nearest creature; or shift 1 Constitution to counter.

The undead will feel the pull of chaos and law, between the Entrophy and the Equitas Helca.

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