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Wellbelt (Rhylan Grant; Rhyl)

Posted on January 11, 2026 in Steel-Realms

Steel Realms

Rulership/Governance: Unique Peerage Title: Established Rulership of the Old Rhylan Kingdoms Lineages are: The honorable Grand Vicount/Countess through the The Rhylander Compromise.
> Administrative Center (“Capital”):

Population:

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). All citizens in the north take the pledge of Rhylan the Living.

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.

The Rhylan Grants are not divided into any further peerage hierarchy. There are no baronies, just sheriffs and knights now. The hamlets, village, town, and city Settlements are all ruled by locals. In many cases, there are one or more knighted families possessing large tracks of land and resources. A couple of these grants moved the administrative center to the lands of their personal manse, and not part of a city.

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

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The Rhylander Compromise (document/event; Rhyl)

Posted on January 11, 2026 in Steel-Realms

Steel Realms
The Rhylander Compromise was the actual document and event that marks the transition that was negotiated into the Kingdoms of old Rhylan to the eventual establishment of The Grand Duchy of Rhyl in CY 6514. The families that ruled these kingdoms were given the title of Grand Viscount – technically granting them equal or slightly more authority than a count in some

Grand Viscount Titles

All the previous “royal” families of the Kingdoms of old Rhylan were given this title. It is hereditary. The custom is the eldest, regardless of gender) of the “most noble and ancient family of”…

Legitimacy

The Kingdoms of old Rhylan were shrunk and re-apportioned as the The Rhylan Grantsin the Principality of Rhylan. Populations and “capitals” were moved and it was a time of much confusion, revolt, and negotiation. The tracts of the grants were granted self governance with the stipulation of alliance in the time of the consolidation Kingdom of Rhylan and then the Grand Duchy of Rhyl. Under The Rhylander Compromise, much of the old lands were freed to become new lands granted by the new Ducal authorities of the High King.

Old Kingdom Resources

The Kingdoms of old Rhylan were shrunk and became the The Rhylan Grants, and much of their old lands were freed to become new lands granted by the new Ducal authorities of the High King. Many resources, such as quarries, logging, and more became shared resources that the old families were allowed to administer. The administration was swapped and moved around after set time periods, to literally ‘spread the wealth’ as was required by The Rhylander Compromise.

List of Administered Shared Resources of Rhyl

This is far from complete. There are small resources and even just agreed upon % of profits administered by other new peerage or even institutional authorities granted by The Rhylander Compromise – such as the 1% of all profits from Klyben, for example.


Nominally, the Council of Rhylan is the body that tries to settle disputes in the clashes between the the ancient Old Rhylan Kingdoms Lineages on the council and the administration of the shared resources granted in The Rhylander Compromise doctrine.


Chronicle/Facts of the Event

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.

Pervasive Knowledge / Very Easy Difficulty

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 Event

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 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.

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.

Common Knowledge / Easy Difficulty

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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Krastivir’s Orblivat

Posted on January 9, 2026 in Steel-Realms

Steel Realms
Krastivir’s Orblivat is an item designed to produce good will and positive feelings to those around it. A boost to festive occasions – originally for the nobility of Dundaria (The Fallen North).

The Orblivat appears as a full perfect sphere, cut in half. The bottom of the flat side is rough and streaked. When light is shone on it, there appears to be small motes that dance around inside it.


Chronicle/Facts of Krastivir’s Orblivat

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.

Pervasive Knowledge / Very Easy Difficulty

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.

Common Knowledge / Easy Difficulty

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

It pulls the attention of the viewer. After several seconds it starts to hum and vibrate slightly.

Item Purpose:

Lesser Attunement (1 Essence total )

i20™ _ Details

iCore iCore™ _ Details


Estimated Value: ? (Silver Crowns)

Item Source: i20™ OR iCore™ #YYYY

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.

Uncommon Knowledge / Average Difficulty

Krastivir was a magus of Dundaria before the fall. When the Lich Lords swept out of the capital of Odekrik, Krastavir went with the general Lord Heatherguard, and was wounded defending him. He tried to escape over the Tolkisson Mountain range and died somewhere in there where he met a World Watcher and told his tale before succumbing to the infection of the Lich Lords power. The World Watcher brought the tale forth, and adventurers have been searching for it since.

In CY 9130 the Order of the Black Gorgon looking for Krastivir’s Orblivat. Somehow its return to the settled lands of the Noble East was leaked to them.

Scarce Knowledge / Hard Difficulty

Krastivir was a diviner and one of the Far-Speakers. They were a collection of independent magi that were once apprentices of a powerful mage named Archusea. When he died, the apprentices went their ways but remained in contact. Krastivir’s son was a young herald in the king’s service assigned to the Lord of Heatherguard.

True Origins of its Escape from Dundaria

Krastivir’s son took the powerful item and some of his fathers’ works and fled over the Tolkission mount range using the _ trail. The Frostfang nipped his heels the entire way. He hid the Orbivlat somewhere along or near the trail, thinking he was going to die and be found by the agents of the Lich Lords. He dragged himself out the far side into the _ stretch. He recounted the tale before dying. Since then, adventurers have sought the item and never found it.

Rare Knowledge / Very Hard Difficulty

All of the apprentices of Archusea settled on the edges of the Valley of Sighs, in south Dundaria. They all sought an object their master had spoken of, a powerful object that was left upon the battlefield of the godsrage plain the The Valley of Sighs. Each of them pursued it, a race to find it, secure it, and return with it. For decades they sent mercenaries, spies, strike forces, and adventurers. Many died in this ‘friendly’ competition. Until, in CY ___, right before the Fall of Dundaria, a group sent by Krastivir managed to find it. Somehow the others found out, and the race to secure it was on. Several groups were hired and sent, attacking each other, only to be ambushed by another. Krasivir finally went himself, despite the personal peril. He managed to wrest it from one of his competition’s groups and return north out of the valley.

As part of the efforts of the Tea House Revival, CY 9129, the remains of Krastivir’s Orblivat goes into a snow globe lamp in the Tea Lodge of Sheffet the county of Dunaine. There, it goes to serve in swaying a group of women connected to the Old Rhylian families.


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 ‘Children’ of Blacknail the Hag

Posted on January 6, 2026 in Steel-Realms

Steel Realms

The Children of Blacknail is a Steel Realms Timeline Tale; recorded knowledge.
THIS IS HIDDEN KNOWLEDGE >

There are several humunculi of Blacknail the Hag still alive. These special creatures can detect a hag by smell, at a distance of over 100 feet, probably even double that or more directly downwind.

The highly useful ‘children of Blacknail’ still have a connection to the Faeywyld, and can sense both its energies and creatures that dwell there by smell. Their small bodies have a human face of the child they replaced when stolen. They speak the faerie tongue of Feyloise in addition to Gladnorian. They can touch & wield a cursed item, sense that it is cursed (though not its details), and remain unaffected by it. All of these were once examined by the Rhylander Green Conjurists & Quizman’s magi, as well as priests of Darupet and Gaia in order to see if their connection to her could be revealed and tracked. Instead of killing them, they were ‘rescued’.

Hidden Knowledge > One of the Children of Blacknail is a helper to the pine tribes of The Wyldes at the Village of Wickern.

Hidden Knowledge > One of the Children of Blacknail is in The Schan-Karr of Haivelaugh.

Hidden Knowledge > One of the Children of Blacknail serves the Rhylander Green Conjurists at Ten Box Chemists in the city of Klyben.

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

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Death Benefits of the Realms Levy

Posted on January 6, 2026 in Steel-Realms

Steel Realms

The Death Benefit for the Realms Levy is for widows or orphan siblings only. It must be registered when the character starts service and can be updated only by them. It uses the same monetary factors as Mustering Out; The The Bank of the Silver Stacks handles the processing and payment of Death Benefits of the Realms Levy. This is audited by the Office of the Exchequer – a Viscount office vassal of the High King.

Value: Cost Portion x2 + 10% compensation value of any stashed gear or items.

Non-family or institutional heirlooms and artifacts (returned) are assessed at a quarter their market value for Death Benefit. The gear stays on the site and is adapted for new recruits. The Rhylander Green Conjurists have apprentices serve in the armories along the wall to clean armor and weapons using minor magics and find mystical auras. This also exposes them to the horrors of the wall, weeding out those not intent on serving their mission.

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

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