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Category: Steel-Realms

Angelic Souls on Helca

Posted on September 12, 2026 in Steel-Realms

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On Angelic Souls on Helca, the gods use the power of “Angelic Soul“. This does not violate The Godspeak Accord, though it is a technicality and not really in accord with the spirit of the decree.

The Lightbringers gods impart an Angelic Soul to their servitor Angels of The Radiant Spirit. The strength of the Unified Pantheon of Light allows them to offset this by bolstering each other in time of need. It is said these radiant angels have also temporarily imbued agents and servitors with a sliver of their own spark as well.

The gods of the Church of Darkness have been known to impart an Angelic Soul to their servitors, but those they gift it to typically die and it takes a millennium for that divine essence to return. They once did it freely, in an attempt to secure victory, but this caused a loff of essence they could I’ll afford, since the did not operate in a unified way.

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

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Cossra-Anter Ford

Posted on September 5, 2026 in Steel-Realms

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The Cossra-Anter Ford had a rope bridge that spanned a rocky escarpment where the Hafinaille Creek drops 10m to its southern strand as it goes through the Southern Edgelands of the Forest of Rhyl.

On the west side is a 4m tall earthen ridge that runs about 400m west-north west. This ridge is a strange feature, but is overgrown. The grants are no longer active or claimed, and the original markers are long gone.

Cossra: On the west side is the old Cossra Grant, the family evidence and settlement are long overgrown.

Anter: On the east side is the Anter Grant, in a similar state.


Chronicle/Facts of the Locale

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; 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. Specific Lores may increase the chance of knowing specific elements.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Rumors About the Locale
Rhyl Formative Events

See the Herald's Quarterly for world updates.

Rhyl Formative Events

CY 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, armaments, and manpower flow into the north to fight the Lich Lords.

CY 6514 The Grand Duchy of Rhyl is created by the High King. In exchange for the resources and organization that can be brought to bear against the now organized undead armies, the lands become part of the High King's domain.

CY 6909 The Fall of the Grand Barony of Altair from a curse by the Lich Lords. The main passage of troops and supplies from the hinterlands and nfar north to the The Grand Duchy of Rhyl is sacked by an undead army led by a ghoul king.

CY 5980 The Kingdoms of old Rhylan united settled as a single Kingdom of Rhyl to fight the Lich Lords drive south. After centuries of warfare between territories and races, the common cause of the threat to the north secures a lasting peace.
> For 3000 years, the Kingdoms of old Rhylan was the primary form of Rulership in the territory of the current Grand Duchy.

CY 5580 Fall of Dundaria in the North - Frostfang spreads, the Lich Lord power rises. Hordes of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.

CY 2330's Fall of East / Rise of the Dark Lands (Orrishai Abandoned); Refugees flee - some cross the Tolkisson Mountain Range into the 'Lands of Rhylan' that would become the Kingdoms of old Rhylan and finally.

CY 1000 (Approximately) The Dragon of Rhyl is killed and its influence ends in the area around the Great Forest of Rhyl and the surrounding territories.


Simple Outcome / Easy Difficulty & Common Knowledge

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Minor Outcome / Average Difficulty & Uncommon Knowledge

A rough carving marks a place where a ‘Place of Peace’ once was recognized – an ancient Pine Tribes custom.

Scarce Knowledge / Hard Difficulty

It was once a Pine Tribe Gathering site – long ago stripped for archaeology research or historical art.

Rare Knowledge / Very Hard Difficulty

Old Lands: What makes the Cossra-Anter Ford remarkable is that both of the ancient grants were originally granted by the ancient Muncaster family in their old lands; The grants were on the SW edge of an early “kingdom” as the contested area was being settled. These descendants settled there were pine tribesmen ‘civilized’ through trade as the Kingdoms of Old Rhylan were being fought over and developed.


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

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The Kundari (Knights of Old Rhylan; Rhyl)

Posted on August 27, 2026 in Steel-Realms

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The Kundari were an ancient brotherhood of knights in the time of the Age of the Kingdoms of old Rhylan. They vanished around the time of the consolidation of the Kingdoms when the Lich Lords appeared around roughly CY 6000.

Cultural Overview & References for the Grand Duchy of Rhyl

Rhyl Culture | Territories & Fiefs | Features | North Gate Garrison | Map

Defining Ideal: The Grand Duchy of Rhyl has been "The Shield of the North" in the wars of The Noble East vs. The Broken Lands for thousands of years as well as stradling the crossroads of many powers and maintaining a tense peace. The Chronicle of Rhyl shows it first as many fiefdoms of 'The Lands of Rhylan' (CY 5500's), then a united kingdom (CY 5980), then as a duchy of the High Kings' kingdom of Gladnor (CY 6514). Citizenship in The Grand Duchy of Rhyl requires both pledges of Rylan the Living + Oath of the Day Watch.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all have shared culture - languages used, Character Experience, institutions, Law, etc; Most Settlements includes the basic experience of Characters of the Steel Realms.


i20™ Yhatuu Details

The Kundari were all Paladins -Oath of the Ancients, and Lawful Good.

The Blades of The Kundari

Each Kundari made their own blade using a Virtue of Battle from Sleight Summons and bound 4 Essence permanently.

  • +1 Resilience (regained during a Long Rest > Short Rest Kundari oath ONLY)
  • +1 all saves
  • reduces all fatigue damage taken by 1 (min 0)
  • +1 Conviction (Kundari oath ONLY); +2 Synergy

iCore iCore™ Yhatuu Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.


Chronicle of the Kundari

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; 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. Specific Lores may increase the chance of knowing specific elements.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Simple Outcome / Easy Difficulty & Common Knowledge

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

The Kundari were wiped out fighting the Lich Lords servants as the kingdoms consolidated. Their last stand was at a place called “Danithae’s Bridge” where they fought side by side until the last fell and their flesh was consumed by the horde they fought against.

Minor Outcome / Average Difficulty & Uncommon Knowledge

They were not a chartered order by the High King, but rather an elite brotherhood empowered by an agreement of the Kings of each of the Kingdom Lands of Old Rylan.

Their power was centered in The Great Forest of Rhyl itself. They were bound by Wylden power to the north in some forgotten ritual.

Scarce Knowledge / Hard Difficulty

Each member swore an oath upon the Silver Laey (an exposed vein of silver in the Great Forest of Rhyl – lost to this day).

The Kundari were an exclusive group recruiting by invitation only.

The Kundari numbered no more than 2 dozen at any given time.

The Kundari were all male, and all of noble blood.

The Kundari all rode powerful bred mounts with a green glint in their eyes, belying great intelligence. It is unknown where and who managed the breeding stock.

Kundari Blades – The Kundarinae

Their combined blood, sweat, and tears was collected and brought forth in a ritual under high noon by the Silver Laey – “where all secrets fall to truth”. The ritual called forth a shining green flame – the Sacred Fire of the Silver Laey, of which they were the keepers. Some of the Silver was used to make a silvered long sword – The Kundarinae. All the blades were the same, shaped by their tradition. A Virtue of Battle of the Sleight Summons type was bound into the blade.

The ritual has phrases such as ‘Whenever there is chaos, someone will stand against it’; ‘You and the truth I bind’; ‘I call forth the sun from the fire of life’.

When the Kundari were all slain, all their blades were lost or destroyed – none have surfaced in thousands of years.

Rare Knowledge / Very Hard Difficulty

Uncompromising Discipline: In swearing their oath of loyalty and service on the Silver Laey, they gave their blood, sweat and tears through pursuits of monastic mysticism – denial, fasting, chanting endlessly bound by harsh discipline. Passionate, grueling confession of even the slightest potential transgression.

Final stand: The Kundari entered into their final battle knowing they would all die. The power of The Wylden gave them a sense of their own death and fate. They went willingly, also believing that same power would see to their soul’s passage and not be bound to undeath. When their corpses were eaten by the undead, it infected those who consumed them with a rotting disease – eventually bringing final death to hundreds.


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

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The Yhatuu (warriors of the coven of Yog Thuul in the north)

Posted on August 27, 2026 in Steel-Realms

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The Yhatuu were the warriors of the Coven of Yog-Thuul, in service to the dark entity during the time known as “The Thousand Years of Hunger” as it tried to exert influence in the The Northern Hearthlands. They served the coven witches of the cult. Their exact numbers vary by account, but their countenance was always haggard, evil, and each had an aura visage that left their exact race and gender uncertain.


i20™ Yhatuu Details

The Yhatuu were Warlocks – Pact of the Blade.

Weapon Properties: These weapons can only be wielded by The Yhatuu or Sorcerers in service to Yog Thuul, undead, Hags or powerful divine beings.

  • +4 anima of choice
  • +1 attack
  • +1 initiative
  • +1 damage of fire

iCore iCore™ Yhatuu Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.

Weapon Properties:


Chronicle of the Yhatuu

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; 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. Specific Lores may increase the chance of knowing specific elements.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

The Blades of the Yhatuu

Each Yahtuu made their own blade using a fiend from Sleight Summons and bound 3 Essence permanently, also losing 1 Health permanently in the process. Some of the more powerful cultist had named weapons, such as the weapon of the cultist who took control of the group after their leader died – his name is forgotten, but his axe Windrazoir is chronicled in obscure texts.

Simple Outcome / Easy Difficulty & Common Knowledge

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

The weapons of the Yhatuu were NEVER swords.

Scarce Knowledge / Hard Difficulty

These warriors all began as Warlocks in service to the coven and the evil entity Yog Thuul.

Despite their adherence to chaos and violence, they enslaved a clan of demons to ensure their warlock blades would operate the same. Sacrifices were made, souls were given, the altar of Yog Thuul ran red.

The Heart of Yadivuu

The warlocks bound the fiends into “burned blades” with the Ritual of Yadivuu’s Heart where light and dark collide; Several crude weapons (mostly battle axes) were made from the iron heart of the slain chief of the demon clan of Yadivuu. The crude weapon, lit on fire, is driven into the ground where the shadow of the sorcerer or warlock plays out – and the warlock’s shadow is burned away. A fiend’s spark pulled from the slain shadow of the Yhatuu follower and is bound into it as a Binding Object with the shadow.

The ritual led by the The Coven of Yog-Thuul has phrases such as ‘The lie of the self, I lay low’; ‘The fire of life is bound to darkness’; ‘The call of the night pulls stars from the sky’; ‘The loss of the Yadivuu brings power, and power arrives with pain’.

When the Yahtuu were all slain, all their weapons were lost or destroyed – none have surfaced in thousands of years.

Rare Knowledge / Very Hard Difficulty


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

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Hatusha (Elfin village; Rhyl)

Posted on August 24, 2026 in Steel-Realms

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The Elfin village of Hatusha – called the Sunrise Glen by its inhabitants – is part of the protected faerie region of Ba-shin-draey (sometimes known as the “Faerie Edgelands” to outsiders”) in the Southern Edgelands of the Forest of Rhyl. It is about 2.5 miles into the Edgelands from the Forests edge. The village of Hatusha is not on any map. It is a small village of the smaller slight elves (elfin).

  • The area is currently associated with the Ablocris Edgelands of Rhyl due to the strange happenings that seem to end in this area and go no further into the forest of Rhyl. Hatusha though, being the source of the Flames of Manat, has its location utterly undiscovered by outsiders.

Authority: There is no centralized authority except in times of war, other than a Green Speaker. And these folk often feel they are at war with other humanoids – even if the others don’t realize it. All its leaders have a Faeymark tattoo of Ba-shin-draey – their home.

  • Redvoice: The male war-speaker (speaks for warriors). These all have a distinctive Faeymark tattoo in Feyloise. The war speakers speak Draconic to communicate with the Hydrae of Rhyl.
    > “Tree Top-Red Step”
  • Greenvoice: The female war-speaker (speaks for warriors). These all have a distinctive Faeymark tattoo in Feyloise. The war speakers speak Draconic to communicate with the Hydrae of Rhyl.
    > “Red Willow Bark”

Flames of Manat

The flames of Manat are the protective green flames that rise up each sunrise and flicker over the village up to the tree tops. Manat is the earth-spirit bound to a Laey Line that empowers some of the Smallfolk protections for the entire area of Ba-shin-draey – pulling its power each day at sunrise into the earth. These flames can be seen as a sort of shadowy witch-flame of bright green at sunrise for a moment. It rises in different parts of Ba-shin-draey each day. It pulls energy from the Faeywyld; It can ring the village and transport it out of time so it cannot be found for 1 week.

Elfin war-speakers and the Green Speaker can control elemental like full elves.

The Faeywyld Borderlands of Manat

Due to the powerful Laey presence and earth elemental reverberations, the Faeywyld borderlands take on a flickering dream-like glow; Like a wound that runs in the earth, this mist hazed witch-light covered area is a cliff face when looking down with the right vision and angle. The cliff can be climbed down into the Faewyld and the Faewyld climbed out of. It is a harrowing journey of gusts, obscured vision, wet mists & slippery surfaces. Time dilates and stretches – 1 day here sees 7 pass on Helca.

Faeywyld Portals & Borderlands on Helca

i20™ Power of Manat Details

@ will 1/round: Speak with Animals

Sun-Rise Powers:

Lair Actions: 2 per round at Initiative 20 and 1; Create Bonfire, Control Flames, Gust, Mold Earth, Shape Water, Druidcraft, Earth Tremor

Sun-Set Powers: Dancing Lights, Faerie Fire

iCore iCore™ Powers of Manat Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.

Sun-Rise Powers:

Sun-Set Powers:

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

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