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Mrallin Styled Weapons

Posted on May 7, 2026 in Steel-Realms

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The Smithy of Dar-Gallin at Mrallin Cheq on Sun Stone Top within the Grand Duchy of Rhyl make a remarkable blade known as Mrallin Styled Weapons that is stylized and has a wavy edge that is often referred to as “mist carved” due to the shapes in the steel and the edge. They are only ever made by request. These are only smaller weapons – short swords, scimitars, hand axes, and daggers; All of the weapons have the same properties.


Chronicle/Facts of the Item

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

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 Item
  1. These blades can strike spirits & ghosts.
  2. The dwarves have made larger type weapons just for themselves.
  3. The weapons attract spirits.

Simple Outcome / Easy Difficulty & Common Knowledge

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

Item Purpose:

Lesser Attunement (1 Essence total )

When wielded, the weapon is impressive and its wielder gains +1 Prestige Signifier.

i20™ Item Details

All weapons have the Finesse property; Weighted +1 Resilience (50sc to repair), +1 Initiative, +1 attack if used as Finesse, +1 damage wielder has a Strength of 15+ already. The blade has a Phantasmal Presence and when it is wielded, wispy tendrils of mist drift off it.

iCore iCore™ Item Details


Estimated Value: 7,000 (Silver Crowns)

Item Source: i20™ 2026

Destroying the Item: As an item with inherent mystic nature, it is deeply bound to The Pattern – mere mundane efforts cannot destroy it. It must be melted, disintegrated, or shattered – not merely made Useless.

Minor Outcome / Average Difficulty & Uncommon Knowledge

There is a quenching container that, when a weapon edge is quenched in it, it creates a strange wavy edge and a wavy pattern on the steel as it almost ‘crinkles’.

Scarce Knowledge / Hard Difficulty

The dwarven smiths work exclusively with the witches & warlocks of House of Mannachaim to create the strange wavy blades, dividing the profits between them.

Rare Knowledge / Very Hard Difficulty

This style came about from a raid into the Dark Lands and returned with an alien fluid substance that was liquid but weighted and made water boil. The witches of House of Mannachaim replenish its heat every year by calling it up from the depths of the earth.


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

Smithy of Dar-Gallin (Sun Stone Top; Rhyl)

Posted on May 7, 2026 in Steel-Realms

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The Smithy of Dar-Gallin is part of the dwarven Settlement of Mrallin Cheq in the highland area of Sun Stone Top within the Grand Duchy of Rhyl. The smithy is one of many at Mrallin Cheq that makes Armaments of the Steel Realms.

Here, they make the famous Mrallin Styled Weapons.

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

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House of Mannachaim (Sun Stone Top; Rhyl)

Posted on May 7, 2026 in Steel-Realms

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The House of Mannachaim (also called the “Blood of Mannachaim”) is a human line of witches that are advisors for the elders of Flat Peak Ridge and the watchers of Metvan’s Mound and the spirits that sometimes walk from it. Each generation one of the children either volunteers or is chosen to “meld with the spirit of the earth”. They are the sacred protectors fo the people and watchers of the dead spirits of those that could not be returned to the earth.

The hill folk of Flat Peak Ridge do not go around Metvan’s Mound, they are superstitious about it and claim there are ghosts nearby. The bloodline of the House of Mannachaim both wards away the spirits and rare mystical creature that comes their way from the Valley of Sighs.


Chronicle/Facts of the Family

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 Family
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.

Rare Knowledge / Very Hard Difficulty

The tribeswoman Nolaim Mannachaim first reaches out to the spirit manifesting as Vaaurouch (of The Rimbus – a mostly forgotten sect of earth/faerie worship).


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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Blackstitch Armor of Claybottom Meadow

Posted on May 7, 2026 in Steel-Realms

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Pervasive Overview: The Blackstitch Armor was found by the halflings of the Clayfoot clan of Boulderwood in Claybottom Meadows. The armor itself looks like a smaller suit of black leather that has scale shapes cut onto the surface. There are no real legends around it, and it was found in the Great Forest of Rhyl by an expedition from the Montwold Pass Protectorate. Nothing like it is mentioned, and its true origins remain lost to time, as the Halflings don’t record much things for posterity.


Chronicle/Facts of the Item

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

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 Blackstitch Armor was found by the halflings of the Clayfoot clan of Boulderwood in Claybottom Meadows. The armor itself looks like a smaller suit of black leather that has scale shapes cut onto the surface. There are no real verified legends around it, and it was found in the Great Forest of Rhyl by a halfling expedition from the Montwold Pass Protectorate. Nothing like it is mentioned, and its true origins remain lost to time, as the Halflings don’t record much things for posterity.

Rumors About the Item
  1. The halflings actually made the armor, an experiment gone wrong.
  2. The item causes a rash.
  3. Those who wear it are cursed to never leave Rhyl.

Simple Outcome / Easy Difficulty & Common Knowledge

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

An adventuring band pulled it from overgrown ruins somewhere in the Great Forest of Rhyl in CY 7710. The faint charnel death smell that comes from it means it rarely gets used and mostly sits out of the way (of smell!). Its usually kept on a sealed chest.

Item Purpose: Protect the wielder

Lesser Attunement (1 Essence total )

+1 Prestige Signifier when the item is wielded (wearing)

i20™ Item Details

Leather Armor, 1 (extra) Resilience (150sc repair); has 6 points of armor deflection (1 per blow; 35sc per point to repair @1/Short Rest or 400sc to repair all in a single Short Rest); It smells like burnt flesh within 30′; Within 120′ for a Long Rest when its repaired ( Disadvantage on Influence Activity checks except Intimidation).

Gets +1 on hiding in shadows; a Stealth or Camouflage suit will go over it.

iCore iCore™ Item Details


Estimated Value: 8,000 (Silver Crowns)

Item Source: i20™ 2026

Destroying the Item: As an item with inherent mystic nature, it is deeply bound to The Pattern – mere mundane efforts cannot destroy it. It must be melted, disintegrated, or shattered – not merely made Useless.

Minor Outcome / Average Difficulty & Uncommon Knowledge

It sits in a sealed chest, and no one looks in on it as no one has wanted it for thousands of years. Each time someone checks on it though, it does not look any worse for wear, but the smell grows more intense the longer it sits unmoving.

It seems to handle being repaired well, and is slightly better than normal leather armor.

Its been passed down a few times, and worn in battle at least twice (including once in The Battle of Menloppoy Field).

A small thread from the armor was examined by the Narcosa order of Necromancers of Rhyl, and found to be non-contagious in any way. The smell is NOT known to be passed on to the wearer once the armor has been doffed and the wearer has washed.

Scarce Knowledge / Hard Difficulty

Originally records indicate 3 suits of this armor were found, one has been destroyed according to some sources but never verified 100%.

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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Windbreak (Clayfoot clan; Montwold/Rhyl)

Posted on May 7, 2026 in Steel-Realms

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Windbreak is one of the larger Settlements in Claybottom Meadows of the Montwold Pass Protectorate. It is managed as part of the Clayfoot Meadowfoot clan and has several farmsteads around it. As one of the larger settlements, it has a basic smithy, miller, and mason; most of the Halflings have some wood and cloth crafting skill and cottage industry is strong in these parts.

Rulership/Governance: Hetman – Halfling Leadership has no centralized government or formal “fiefs” and does not use peerage titles.

Population: Approx. 800 Halflings in agriculture and ranching (free roam) + 1050 in freesteadings nearby


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.

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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