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Category: Steel-Realms

Boulderwood (Clayfoot clan; Montwold/Rhyl)

Posted on May 7, 2026 in Steel-Realms

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Boulderwood is one of the larger Settlements in Claybottom Meadows of the Montwold Pass Protectorate. It is managed as part of the Clayfoot 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. 900 Halflings in agriculture and ranching (free roam) + 1250 in freesteadings nearby

Menloppoy Field

About a mile west of town is the famous Menloppoy Field. It is only marked by a large (2m above ground) stone with a name and a tally of those that died there in some ancient battle where humans, dwarves and halflings stood together.

The Boulderwood Inn

The Inn is a small Inn by human standards, but it is human sized. Theres no formal stables, but covered areas facing away from the north winds with hitching posts and hay are available. The Inn itself is meager but tasty fare, and only accommodates about 10 humans (maybe 15 in a pinch!). They make their own ciders and a strange earthen-green bean flavored tea.

Boulderwood gets its name from the boulders that have rolled down from the north in some calamity about CY 8710. It is the northern most large settlement of Claybottom Meadows. The “town center” is a place that is framed by three boulders, though there several on the outskirts of town. Often these boulders become part of a dwelling, with trees planted around it – adding to its name. The town has a stream that passes NW of it, and 2 small ponds that mostly dry up in the summer were it not for a irrigation ditch that pulls from the stream.

The Clayfoot Clan of halflings has several crops here, but is mostly domesticated free range/roam flocks that they guard.


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.

Scarce Knowledge / Hard Difficulty

CY CY 8140The Battle of Menloppoy Field. There was a Frost-Melded Icescape that finally melted away about CY 4000, much earlier.

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

Riverstrand (Meadowfoot clan; Montwold/Rhyl)

Posted on May 7, 2026 in Steel-Realms

Steel Realms Logo
Riverstrand is one of the larger Settlements in Claybottom Meadows of the Montwold Pass Protectorate. It is managed as part of the 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) + 900 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

Strawmore (Meadowfoot clan; Montwold/Rhyl)

Posted on May 7, 2026 in Steel-Realms

Steel Realms Logo
Strawmore is one of the larger Settlements in Claybottom Meadows of the Montwold Pass Protectorate. It is managed as part of the 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. 750 Halflings in agriculture and ranching (free roam) + 1100 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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Myth of the Winter Elves

Posted on May 5, 2026 in Steel-Realms

Steel Realms Logo

A few Faerie elders of the Steel Realms (mostly Ynthian) and Green Speakers know the legend of the Winter Elves. A kingdom amidst overcast skies, in snowy mountain tops like the syphym – the Flying Elves that were long gone. These elves are said to pre-date the coming of the Blood of Saemon on the Aelfpaths of the Steel Realms, and watched the from afar as calamity after calamity has befallen the world, staying silent, powerful, and reserved – nudging and setting things in motion with an unseen hand to help the forces against evil for tens of thousands of years.

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

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Rock Elven Weald of Archaezeon (ruins; Altair)

Posted on May 5, 2026 in Steel-Realms

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The Elven Weald of Archaezeon (ar-kay-zeon) was a rare Elven Weald in a remote mountain gorge in the Altain Mountain Range with little forest or meadows. A massive underground river spilled out in a basin on its edge – this eventually flowed into the Blood River. Irrigation was carved and the meadows grew food. The dwellings were all carved into cliffs and natural caverns they found.

When Altair fell, their valley was flooded and stone pillars and doors smashed. The exact location lies buried still – though many an adventuring band has tried.


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
  1. The spirits of the rock elves are said to continue to inhabit these lonely hills where their homeland was – angry that the living never came to rescue them.

Simple Outcome / Easy Difficulty & Common Knowledge

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

They were a folk of grey eyes and grey and earth colored skin that had been there for thousands of years, growing at a slow pace.

Minor Outcome / Average Difficulty & Uncommon Knowledge

After the Weald fell, no young or adolescents were ever found by anyone who sought out the remains of the weald. It is believed they were all turned into undead soldiers of the Lich Lords or buried in a cavern to prevent it.

The elves here dwelt in peace for thousands of years, away from the rest of the world on purpose (though what that purpose was, was never discerned).

The Rock Elves had a good relationship with the dwarves later, after the Fall of the East and migration to the area began in earnest. The dwarves were believed to have carved the Rinal Valley‘s Doorstep defensive works.

Scarce Knowledge / Hard Difficulty

One of the last societies openly venerating The Rimbus.

The Ducateon and Rock Elves did not get along – there is a record of several encounters as the Ducateon sensed rare gems in their territory. They were rebuffed each time.

Rare Knowledge / Very Hard Difficulty

These folk were said to be allied to the mythical and hidden Winter Elves.


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.


The elves of Ilyndria rescued all the young of the Altainen Rock Elves and eventually some three dozen of the petrified statues of the last defenders of the The Battle of Bosin Run were found and brought back to Ilyndria Frostshine in the hopes they could be revived some day.

The faerie and specifically the Ilyndrian elves were transfixed with agony when the Altainen Rock Elves were nearly all killed in the Fall of the Grand Barony of Altair.

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

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