The Common Experience: Most Characters of the Steel Realms – including Commoners – have some knowledge of the larger world, legends, and history. Common tales serve to buoy the morale and instill awe, with local traditions the center point of focus and productivity for communities. There is a robust trade in stories and news from bards, skaalds, rangers, troubadours and travelers, many of whom are part of a World Watchers community. There is no universal formal education system in the realms (though education & knowledge is valued); Bards, Heralds, and World Watchers spread common cultural elements through their purposeful efforts. Over time, species have found their niches or died off. A few were exterminated or went extinct. Some are currently being driven out. At several points, populations have been devastated (sometimes globally) by natural disasters and mystical events, and cooperation or tolerance begins anew…
GRITTY REALISM: PC’s are not inherently exceptional or heroic; they rise above their origins through their actions to become that. PC types are common in the sense that many from every place in the realms, in every walk of life seek and all genders to make a fortune for themselves – leaving friends, family, home and hearth… Most die early in their careers, as one small mistake is lethal. Items of power, adventure, perilous travel, political & institutional animosity, and violent encounters are the kind of thing most adventurers seek out are something commoners wish to avoid. Some PC’s may have a Patron (a Lady or Lord, or Institution; see Factions of Power) which give them authority and respect to avoid such local animosity. NPCs generally assume less risk and operate over longer time-frames to gain power; Stability means a more resilient society in a world with The Calamitous History of The Steel Realms.

Through lore and knowledge, most peoples of the realms and the world refer to the planet they are on as HELCA; Generally it is understood to be a sphere, that it revolves around a sun, has a native pair of moons and an unnatural, broken moon, called “The Interloper”; All this and that there are others like it in a larger cosmos and in the solar system; At least 2 other planets are visible in the night sky understood to revolve around the same sun, with the ‘solar system’ sometimes referred to as “Ostus”. Beyond this, most PC races (and many NPC) have a basic understanding of tidal and wind currents, navigation, vulcanism, basic helio-centric cosmology, and weather are understood (to a degree), by learned people – though it is couched in mysticism, religion, and myth.
Larger Context: The system and planet Helca (system brief) are known to the inhabitants of the The Gohrmliht Imperium, but the system is interdicted and nothing enters or leaves it.
With the right Character Stories anything may be possible – consult your Game Master!
Others may be available at GM discretion.
Others may be available at GM discretion.
There is not a super diversity of species; Interactions are almost all initially Unwelcome. Regardless of what is allowed, all characters are still subject to the stigmas and prejudices defined in the Species Relations. Humans ( ‘Faelen’) are the Dominant Species – roughly 75% of the humanoid population.
| iVerse Name | d20 Name | Base Adj. | Steel Realms Perspective | |
|---|---|---|---|---|
| Celestine | Aasimar | Divine 1 CHA +1 INT -1 |
Dominant Experience: Troubled Wanderer @2% of the humanoid population
2% of the population carry the ‘god-children’ blood | |
| Dragon Born | SAN -1 INT +1 |
Dominant Experience: Scale-Bearer @.1% of the humanoid population
Extinct; All non standard newtlings were hunted down after the dragons returned to slumber. Any remaining live far away and in fear – quietly; In most places they would be killed on site for their extreme Otherness. There is serious (rightful) fear around this race as harbingers of dragon-kind. | ||
| Faet m’un | Drow | SAN -2 | Dominant Experience: Shadow Dweller @.1% of the humanoid population
The drow have no direct correlation in the Steel Realms, other than the Faey, as well as the fallen ones that dwell in the underlight and persist by blood – Faet m’un. In their fall though, they typically become infertile. Madness consumes almost all of them eventually, and they will shun the light and heat of the sun – driven by the ritual in which they sunder their soul gems and pledge themselves to the shadows. | |
| Ducateon 3% of the humanoid population |
Kinetic 1 STR +1 CON +1 CHA -1 INT -1 |
Dominant Experience: Outkaste Wanderer @1% of the humanoid population
Caste society of under earth dwellers. | ||
| Dwarf | Dwarf | Kinetic 1 STR +1 CHA -1 |
Dominant Experience: Stalwart Wanderer @2% of the humanoid population
“Dwarf” is a mix of Ducateon( caste) and a Human or half elf – they gather unto themselves in Enclaves. A Ducateon/Human mixed breed. Over time, pockets of these have bred true and produce Dwarf offspring. | |
| Faerie races in the Steel Realms | ||||
| Wyld Elves | Wood Elf | Kinetic 1 DEX +1 STR -1 |
Dominant Experience: Ardent Pathfinder @3% of the humanoid population These Sylvan elves dwell in all the wild places… |
|
| Ynthian Elves | High Elf | Occult 1 INT +1 STR -1 |
Dominant Experience: Skybreak Seeker @2% of the humanoid population
Ynthian elves only dwell in the forest of Ynth |
|
| Goliath | Kinetic 1 STR +1 SAN -1 |
Dominant Experience: Bridge Builder @.5% of the humanoid population
Nearly Extinct; Goliath are the offspring of human and the ancient builder-giants of the south that are long extinct. Misunderstood and hunted to extinction except a few in the wyldes of the far north. | ||
| Skraeling | Gnome | CHA +1 INT -1 |
Dominant Experience: Verdant Wayfarer @1% of the humanoid population
Gnomes never existed; Skraeling are the strange diminutive folk of field and grass. Always laughing, possessing a child-like wonderment which, as reality chips away at it, causes them to age and wither. These creatures are different culturally [mechanically nearly the same] but they never live underground, only in the outdoors. | |
| Grollen | Gnoll | CHA -1 INT -1 CON +2 |
Dominant Experience: Dog Soldier @3% of the humanoid population Grollen; The dog-men, powerful and chaotic warriors. There may be a few Grollen mix breed, but they do not generally exist beyond a single generation. They have given up their evil ways in service to the moon goddess. | |
| Half-Elf | Half-Elf | SAN -1 | Dominant Experience: N’lokrhian Wanderer @3% of the humanoid population Half-Elf (mixed Faerie) – their alien angular features, odd coloration’s and temper make them pariahs in most places. They generally stick together in their own large communities. An edgy mixed breed that make good loners due to their volatile temperament. Some of the best scouts into the Darklands are of this stock. | |
| Half-Ork | Half-Ork | SAN -1 | Dominant Experience: Dark Land Heritage @2% of the humanoid population
Social Outcast: Goods and Services are often more expensive for them, and they may be outright forbidden, shunned or attacked where they go – depending on the place. Half-Ork (mixed blood Ork); hated worse than half elves for their violence, stench, and abrasive personalities. They generally stick together in their own small households or as wards of faiths or individuals owing a debt. When the Orrish are raiding, more half-orks result. Generally not accepted in many places, tolerated at best. These hulking mixed breed is the only one that can stand toe-to-toe in raw power against a Grollen.
| |
| Halfling | Halfling | SAN -1 | Dominant Experience: Story Seeker @3% of the humanoid population
Lightfoot Halfling (3 tribes across the realms) A Skraeling/Human mixed breed. Over time, pockets of these have bred true and produce Halfling offspring. | |
| Sangire | Dhampir | -1 SAN | Dominant Experience: Fringe Dweller @.01% of the humanoid population
Because the Lich Lords of Dundaria have total control of undead (through The Cold Embrace) these cannot be a PC race. | |
| Kobold | CHA -1 | Dominant Experience: Shadow Worker @.05% of the humanoid population
Their meager population and affliction of the Sun-Bane make them exceptionally rare. | ||
| Tiefling | SAN -1 | Dominant Experience: Shadow Masque Heritage @.001% of the humanoid population Never existed (feral or not); Extreme Otherness – they would never be accepted. | ||
Merovin exist in few small families north of the borderlands, most are organized by tribe in Nakria.
| D20 Base Class | iVerse Pathway | Steel Realms Perspective |
|---|---|---|
| Barbarian | Wyldling | Steel Realms Barbarians are limited by race & place |
| Bard | Bard | Steel Realms Bards are vary by race & place A [true] Bard is a sacred calling and Bound by Duty to the High King and to the world itself as World Watchers. Bards serve as heralds, news gatherers and bringers, dispute settlers, legal advocates for the common folk and entertainers. They have their Academies at the Hall of Heroes, Malorian Collegia (Bardic School/Tradition). |
| Cleric | Cleric | Steel Realms Clerics vary by race & place |
| Druid | Druid | Steel Realms Druids are limited by race; Druid is a calling and is Bound by Duty. Only the Order of Davros learns to be the Circle of the Moon. More… |
| Fighter | Warrior | Limited by race & place |
| Monk | Aesthetic | Limited by race & place There is no Monk available for PCs except the simple (1st level) teachings of The Bronzemen or the Ghosts of Conscience of Aerna. Only the Orrish train in the Way of the Shadow, though a renegade Half Orc could work. |
| Paladin | Paladin | Steel Realms Paladins are limited by race & place; The Paladin uses Wisdom, not Charisma and their magical abilities are Divine in nature (they must choose a deity). |
| Ranger | Ranger | Steel Realms Rangers are limited by race & place Unearthed Arcana rules A Ranger is a sacred calling and Bound by Duty… |
| Rogue | Rogue | Steel Realms Rogues are limited by race & place |
| Sorcerer | Sorcerer | Steel Realms Sorcerers are Not Available These art are long lost to the realms and their ways mostly forgotten. |
| Warlock | Warlock | Limited by race & place Warlocks are Bound by Duty to their Patron and owe them everything. |
| Wizard | Magus | Steel Realms Wizards are limited by race & place |
The Divine: [Pervasive Level of Establishment] The gods take an active role, and are a bastion against the great foes of the Unholy Trio and Lich Lords. It is the most accessible means of transcending the fears and pressures of the dangerous world. The Godspeak Accord prevents the deities from direct confrontation and ruination of the world of Helca.
The Kinesthetic: [Aware Level of Establishment] This is the world and thought-space most live in. Constant warfare and vigilance demands a strong emphasis on physical materials and practices to support it.
The Occult: [Prevalent Level of Establishment] The average folk are aware of and fear the Occult – it is mysterious and dangerous and its practitioners suspect. It takes a brave soul to command such forces outside of alliance with a god, and they are to be feared.
The Psychogenic: [Hidden Level of Establishment] Witches and Warlocks are the name of such – Seers, and truth-tellers who bargain with nefarious powers. Those capable of pure thought-magic were long ago run to the ground and continue to be feared and hunted.