Posted on April 29, 2026 in Steel-Realms
Nearly every year, the locals field the Raukhaven Millers Rauket team that plays in Rhyl and the Merchant Cities. The team usually brings in slightly more than it costs, and its a tradition that makes the local proud. Some years, the tough rural team way out performs and brings money for improvements and maintenance in. Its a huge boost and complication when they host local games.
The team is located in the village of Millhaven Heath in the South Reedland Stretch territory.
The location of Millhaven Heath hosts the Rauket team of Raukhaven Millers. As with most teams, it is part of regional and local contests with arrangements being made by the factions of their home territory; Matches are arranged both for bragging rights as well as purses arranged by sponsors.
Play Field: The team has both a practice field or fields with different terrain, and their operating play field. This is sometimes transformed once a decade into a new configuration.
Team Composition: Though many teams are human-centric, competitiveness opens up options for non-humans unless the locale of origin is very homogeneous or biased. Non-humans ARE NOT present here.
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.
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.
See the Herald's Quarterly for world updates.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
Posted on April 28, 2026 in Steel-Realms
Although Hartbaten House is seen by many locales as nothing more than a jumped up knight’s reward for some political service or bribe, it is a rallying point for control on times of trouble. There is no absolute formal rulership of South Reedland Stretch; Sir Cecil of Hartbaten House is a knight and the highest individual ranking of the area, wielding power loosely in times of turmoil. The family claims Icen Churnidz as part of their domain when there is money to be made from it.
Rulership/Governance: {Integrity ***} Sir Cecil of Hartbaten House
Population: The knight’s family of about a dozen; a half dozen mercenaries; + Approx. 140 attendant workers, farmers and tenders
The house is really just a fortified manse with a junior smithy & mason, and several tenant farmers in fields and gardens surrounding it. It is about 400 years old, and made with thick walls and older style fortifications that are more designed to withstand a siege than provide quality shelter. The manse proper has been expanded over time. It can hold 300 or so in times of siege.
See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.
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.
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.
See the Herald's Quarterly for world updates.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
This settlement was terrorized and an attempt was made to sack it as part of the War of Rundleman’s Revenge in CY 9041. The inhabitants locked all doors and survived the sacking though the locale was damaged. It was quickly repaired. The knight never rode forth to fight or actively defended the lands.
Posted on April 27, 2026 in Steel-Realms
A tension/animosity between Faerie Smallfolk and the Lightbringers developed over the ages. The Faerie Smallfolk have traditionally used Faerie Vexation collectively as one of the means to keep folk away from where they live. The strange and often humorous (to the Faerie Smallfolk) effects lean heavily into odd time effects and a break in the natural order – the antithesis of the ordered and structured world the Lightbringers work for. The intensity of the personalization that the clergy and devout perceive as a flagrant flaunting of their world order is seen as odd by most. Facing a vexation is a form of spiritual reckoning for many followers of the Lightbringers and the victory of those with Conviction through repetition of challenge with symbols of order (especially chanting and incense and offerings) is considered the equivalent of a Pilgrimage.
Posted on April 27, 2026 in Steel-Realms
Rhylian Wall Maille is named after The Autumn Wall, this light ring mail Armor of Note is designed to keep its wearer warm, and provide maneuverability. It is a specialty Armor of the Steel Realms, initially forged in the northern Kingdoms of Rhyl. Stylistically, it has its origins in Dominion Armaments – ideas were carried down from ancient armor of Fallen Dundaria.
Its metal rings like washers, quenched using headwater water from one of the rivers of The The Grand Duchy of Rhyl and pine resin from the Great Forest of Rhyl. Its properties vanish outside the border of the Grand Duchy of Rhyl and it becomes a heavy suit of light armor typically not well suited for use compared to other light armors It is a bit stiff and creaky, and unsuited to stealthy approaches – unnecessary for fighting the Undead of Helca on a dug in line of defense in the advent of the rise of Lichrya (Fallen Dundaria). It is highly adapted to the strength of its wearer’s physicality, but requires a degree of kinesicism above those serving in the common Realms Levy.
Origins: This was first developed as a set of armor that provided connection points and integration for heavy winter wear, but distributed the weight to make it more bearable in the war against the forces of Lichrya (Fallen Dundaria). As the Autumn Wall was built and the magical effect that transfers heat from the Great Forest of Rhyl came into being, the heavy maille with its heavy cold winter gear fell out of favor.
The Yetimen Rangers: The Yetimen Rangers of the heartlands and hinterlands once wore this exclusively when the order was active and defending the lands of the living (some of the first to pledge of Rylan the Living. Once the order fulfilled its initial charge of exploring the kingdom of Dundaria after its fall to the Lich Lords, and the Autumn Wall was built, the armor’s protection from cold was no longer needed and fell out of favor – quickness and reaction emphasis overrode the strength based approach or its brethren.
Tradition of Rhyl: Rhylian Wall Maille became more of a traditional armor for its symbolism, rather than usefulness. It is no longer produced en-masse as it once was, though the non-traditional suits of armor based on its initial Dominion Armaments design are still made. It is often worn by the Ducal Guard of Rhyl and some members of Rhylian Ducal Retinue in ceremonies. It is still made in the
Studded Leather that reduces any source of cold damage by 1 & imposes Disadvantage on Stealth type checks; Any wearer with the Defense Fighting Style gains an additional +1 AC and +1 Resilience.
Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.
Posted on April 27, 2026 in Steel-Realms
The followers of The Suddahk are a loose collection of outdoorsmen are considered among Those Who Range of the High King’s rangers, but are often withdrawn unlike many of the typical World Watchers. They are much more clear loners – at best working in a small group that seeks to confront issues that destabilize or threaten the realms stability and peace. They are always seeking the ability to defend against forces that imperil the Dominion of the High King Lands but not seeking any notoriety or renown personally. The reporting to the agents of the High King of the Steel Realms is done, minimally, but the integration and larger information exchange is mostly ignored.
Origins: The Suddahk is a set of guiding principles and perspectives that bind the follower to nature and the earth especially when accomplished. It is old, but one of the more recent traditions that form an actual cadre of rangers. The Suddahk was discovered by Dwarves, was developed for Dwarves, and seems to only attract and be suited to Dwarves and (even rarer) Ducateon. The first of the dwarves to unlock this perspective foreswear all connections beyond the earth and elements was known as Odannerdun, in CY 6488.
Ancient Connection: Odannerdun became so free from fear and all things in such a remote place that his own death had become imminent. So remote and having shed all attachment to anything else, the spirits of The Rimbus that had gone quiet for the most part, perceived him as he lay upon the hard stone of the mountain top. Seeing that he had shed all other bonds of society, leaving only the deep bond to the earth embedded in his mixed DNA of Ducateon and human, the spirits moved to claim his pure spirit.
The Bond of the Mountain Goat: Alive with power of the earth infusing him and making his vision clear, life became an option for him once more. Using the spirits of the earth, he reached out to find a means off the peak, to return and serve the will of the spirits of the earth. Then, the spirit of Ratuk answered and sent Bha-dinahdah who intruded on his remote silence and brought him down from the mountain. Now the bond of the mountain goat is a critical part of the path of The Suddahk. The companion is called from a lonely mountaintop. They are known to lead the way, and are often equipped with a harness (only the ranger can ‘convince’ them of this!) to carry the minimal elements of the ranger.
There is a set of meditations and even pictorial elements that is considered to be sacred from The Suddahk. These are a reality of self preservation and a manifesto or protecting the communities of dwarves and their allies to preserve order and peace – the mountain is the symbol of stability and power. In The Suddahk, the loneliest peaks are sought in meditation each year for a Long Rest.
In most dwarven settlements, there is a cave known as B’dan Matalun. Here these concepts carved in stone may be contemplated and the path of The Suddahk pursued to produce its followers.
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.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
It is said that the Druunad folk consider this tradition sacred and will help them in great times of need; The followers ability to keep their people’s location a secret is core to this relationship.