Common Experience of the Noble East

Steel Realms

The Common Experience of the Noble East is a NPC type character of the realms that lives in a physical world. Humans (‘Faelen’) are the Dominant Species – roughly 65% of the ‘civilized’ humanoid population. Though formal education does not exist in most places, there is generally an attempt by most to stay informed of local events, avoid ignorance, and be decent. While not terribly liberal or progressive, the Steel Realms values women and men equally in many aspects, including some land ownership and there is wage equity within the same job. Meritocracy is not completely absent, and it is not a overtly feudal world, granting a certain measure of optimism to individuals and families.

Assessing Encounter Reactions, @Roleplay, and Narration elements.

Individual circumstances around Social Dealings will override any absolute predisposition.

Defining Experience: The dominant, pervasive culture of the race/species that evinces it's common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with characters in absence of consciously ridding themselves of them (and their benefits).

Point of View (POV)

Encounter Reaction predisposition is Rejection by default.

Unwelcome/Ostracized

Encounter Reaction predisposition is Neutral by default.

Tolerated/Accepted

Encounter Reaction predisposition is Acceptance by default.

Welcomed/Embraced

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Citizenship

The benefits for a Commoner of having formal “Citizenship” include the ability to be identified as such for the benefit of claiming protection under the laws of a locale in the homeland they claim to be a citizen of. The right to petition a local ruler stems from citizenship as well. This is also verifiable through mystical or truth-telling means. Whereas the flow of populations is not strictly inhibited in any way, it is easy to claim such a label without formal records in many places. Those families and individuals with forethought will register births and official residence with local authorities, which will eventually make their way to some hall of records – in most cases a Herald’s Hall/Office of a Peerage baron, count, or duke, religious authorities, or a local institution that provides Meticulous Record Keeping. It also grants the responsibility of being drawn from their home by their liege to serve in the Realms Levy.


The threats of the Lich Lords, Unholy Trio, and disaster creates some broad bonds that unify in the face of common adversity. Due to the many things trying to kill the commoner, there is a certain level of practicality in gender roles and valuations.

Typical Non-Combat Behavior/Mannerisms: Avoid Danger, Be Inoffensive, Endure Hard Work, Work as a Team

Typical Combat Behavior/Mannerisms: Run-and-Hide, Band Together, Preserve the Herd (protect breeding stock and young first – humanoid and/or flora and fauna)

Typical Armaments: no worn armor, make-shift weapons and armor; club, knife, walking stick, throwing rock, leather gloves/punch bar
> thugs and vigilantes may have access to Basement Armories and Basement Weaponry.

Available as a Character Experience

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