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Blacknail the Hag, the Child-Sacrificer of Rhyl

Posted on December 24, 2025 in Steel-Realms

Steel Realms

Blacknail the Hag is a Steel Realms Timeline Tale; recorded knowledge.

Blacknail the Hag is one hag’s tale from the many A Plague of Hags in the Great Forest of Rhyl.


i20™ Entity Details

Green Hag; Warlock 5th; Archfey Patron; Pact of the Tome

iCore iCore™ Entity Details

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


Chronicle/Facts of Blacknail the Hag

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.

Blacknail the Hag is one hag’s tale from the many A Plague of Hags in the Great Forest of Rhyl.

Over 29 years, she got more prolific, even for one of her kind. In one year, she stole 20 children total from both sides of The Giants Steps. Finally, the tribesfolk of The Wyldes put together a hunting party to put an end to her in CY 8948. In the previous month, 4 little girls had been stolen.

Common Knowledge / Easy Difficulty

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

The Wylden Hag Hunters of The Wyldes of the Heartlands form a primitive Wylde Bond with the northern forests. From this they can smell the blood of the Hag’s Hatred of Rhyl and those bonded to them from a mile away.


It was assumed she was either sacrificing the kidnapped children to some dark entity and/or eating them. Only the early signs of age and her hag ancestry were beginning to show the few times she was glimpsed, she was still young and beautiful (though quickly fading) and this also allowed her to hide from authorities.

Uncommon Knowledge / Average Difficulty

No one knew what she was doing with the children, none would turn up elsewhere – normally they sought a new generation of hags and returned them to human society after ‘turning’ them to be raised by those they would eventually be inflicted on.

She was only as capable as she was, because she had decided to make a permanent home in The Giants Steps – though this increased the chance of her being found over time. It was a bold step, one most hags avoid – they have devices and items that give them fast locomotion and hide them usually. She initially kept her base fortified and hidden, but she was evil, and felt no kinship to life, only death, scoffing at the notion of her own demise. In the valley in the hills she chose to make her home in, she made sure its animals forgot where and who she was. This conspicuous forgetfulness was the thing that allowed a confrontation at the end. She knew that her fate was likely sealed, though her inner demons compelled her to keep stealing babies.

Groups Sent to Slay Her

Multiple groups of Elves of the _ Weald were sent after her, the first couple times to kill her, then to simply harry her to the area of the Weald.

Soldiers of The Rhylan grants and Meargensdale Vale.

Tribesfolk of The Wyldes.

Human northern Mercenaries from the city of Karolak were sent in CY _; They set off from _ in the south. They were led by a wizard of the Halas Blaze School who claimed he could find her. They were not heard from again, though their heads were found on a tree in Five Sticks Village.

Abersand’s Sickness

There is a short period of illness (Abersand’s Sickness) in newborns in Rhyl and The Wyldes, but the midwives of the north rally to stamp it out within a few years. The newly chartered House of Childsend combines Aerna and Ezrilus midwives to gain a chapter house in City of Klybenin CY CY 8953 (with Tea House sponsorship – first act in the Tea House Revival), protecting their knowledge, services and rights.

As part of this, notes were found that indicated a horse plague was being engineered that would have even affected the Klaurians (centaurs; and pulled them from their patrols on pass to kaald), and increased prices of transport by 5% to 10% and 10% – 20% for mounts (up to 100% for specialty breeds).

Scarce Knowledge / Hard Difficulty

She began her real reign of terror in CY 8919. She would steal an infant every few months, and get tracked down and chased over The Giants Steps. Months would go by and the thefts would begin there. Back and forth from the Grand Duchy of Rhyl and The Wyldes.

She began to leave an offering in the place of the child she had stolen from its crib or bed – a long black fingernail – this is how she earned her name. Perhaps she thought it was a fair trade. Eventually it was discerned that the fingernails would grow into a homonculus in enough time – a sad parody of life to replace that which was stolen.

After her prolific spree, the Pipes of the Kur-Authba were played – the next hunter was born and the hag they were hunting was given notice to depart or be hunted to death (few ever chose the former). This is rare, for the cost to those who blow the pipes is great and not done lightly.

The Final Hunt for Blacknail

The Pipes of the Kur-Authba guarded by one of the Dryads of the Wyld in The Wyldes of the Northern Heartlands has always been the bane to A Plague of Hags when it gets out of control.

Rare Knowledge / Very Hard Difficulty

The Foothound Origins: The head dog from the breeding program of Blacknail the Hag gets sold and eventually a descendant gets to be part of the Har Cunetha Pack that patrol the areas on the edge of The Valley of Sighs and the strange things that come from the shattered walls between the worlds. Honeystone Kennels started off as a way to handle the excess hounds.

There were surviving ‘Children of Blacknail‘.

Origins

In CY 8913 the Elves of Ostravelaugh Weald of Rhyl tracked a scream from deep in the Great Forest of Rhyl – a scream of pain of the forest giving birth to a particularly evil hag, who tore through the veil of The Faeywyld. Within a year, small folk faeries started to be preyed on by her. The elves were not able to capture her, but drove her from the deep reaches of the forest, into the borders of civilized lands. She was young, barely had she become a hag when she started her horrific spree.


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

Quizman’s Shieldhand (formulae)

Posted on December 24, 2025 in Steel-Realms

Steel Realms
Quizman’s Shieldhand is a spell designed by the Occult order of Quizmans Magusterum to provide rudimentary protection to the magus. It follows the normal provisions/requirements of Formulae and Rituals of Quizman’s Magesterium unless noted.

The shieldhand appears holding a light, small wicker shield w/institution’s symbol emblazoned on it. Colors, styles, etc. all reflect the order. Its base movement rate is the same as the occultist that cast it, but it cannot move any faster than the base rate. Its effects are only useful if it can keep up and be next to the occultist.


i20™ Effect Details

1st Level Conjuration; 1 hour; Ritual; No concentration; Requires Attuned Arcane Focus of the Order.
> This is a proprietary version of and requires the occultist to know the formulae Unseen Servant & Mage Hand.

The duration is 1 hour. It grants +1 AC that protects the magus. The magus can use their Reaction to interpose and sacrifice the shield using its 1 Resilience. It only works on sources of an attack the magus is aware of.

As with all the Quizman’s “ShieldX” spells, it vanishes when struck or any attempt is made to remove its Quizman’s vestments or marketing.

iCore iCore™ Effect Details

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

Incorporeal Undead of Helca

Posted on December 21, 2025 in Steel-Realms

Steel Realms
Incorporeal Undead of Helca have the standard properties of Non-Corporeal Undead of the iVerse.

The Winter Host no longer uses Non-Corporeal Ranks due to the difficulty of their control with the Cold Bargain.

Non-Corporeal Ranks of The Winter Host

Corporeal undead are far more easily controlled with the power of the Cold Bargain. Long ago, the Lich Lords tried to fill ranks of The Winter Host with specters, ghosts, and wraiths, but too many times these non-corporeal minions were able to slip from their grasp, even betraying their former masters in various ways. All specters were destroyed. The few ghost servitors that remain are kept as close guardians of the Lich Lords themselves.

b>Wraiths: Wraiths were long ago unchained and released upon the human lands – most were destroyed but a few haunt remote places; The wraiths created by the Lich Lords were powerful enough to command Will-o-Wisps, specters, and other spirits themselves, several keeping the eldritch pacts made that they went to their grave with, regaining them when they were risen as undead with the Cold Bargain.

Wraith Era of Kaald

CY 7000-7500 approx The “Wraith Era of Kaald” – Technically, the Wraiths driven out of the Lioch Lords realm in this time afflicted the lands of Kaald, the Grand Duchy of Rhyl, a few other NE areas of the Kingdom of Gladnor, a few eastern settlements of the Merchant Cities of the North and some of the Northern Hinterlands. The Lich Lords unchained the the majority of Wraiths and specters they can bound with the Cold Bargain, due to the attempt by these non-corporeal creatures to take control of other minions and rebel/betray their masters.

The Breath of the Wraith

The Lich Lords built a powerful ritual, incorporating the Cold Bargain and drawing from their victims all their breath, transforming it inside themselves with void magic, and breathing their transformed breath of undeath into them, sealing the Cold Bargain pact. They were next to impossible to kill, but generally weak in impact.After time passed, their Necromancer, warlock, and witch powers – along with their personal motivations – returned to them for some unknown reason. Perhaps an imperfect or hasty ritual? Regardless, with this came the will to break the chains of binding.

The Plague of Wraiths

The “Wraith Era of Kaald‘s” (500 years beginning around CY 7000) legacy drove out the acceptance of Necromancers in the Hinterlands. Kaald and Rhyl were hit the worst as these unbound spirits sought revenge on the living. The empowered Wraiths were initially next to impossible to kill, and a few had to be held in Silverstone Tower until a means of killing them forever could be found. Most of these were powerful Necromancers, warlocks or witches already, and their embrace of the void amplified their power with the Cold Bargain in strange ways. The Necromancers of the north gained a lot of knowledge in fighting these types of udead, though many of them succumbed to the Lich Lord’s Wraiths themselves and were lost to undeath.

Theodrose was a specter, a servant of an incorporeal warlock wraith transformed by the Cold Bargain of the Lich Lords. Theodrose rebelled and somehow consumed the master that spawned him – taking all his power in turn. It was the breaking of this domination that began the “wraith rebellion” of the Lich Lord’s minions.

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

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The Chalktop Hills (Oreshalk; Rhyl)

Posted on December 19, 2025 in Steel-Realms

Steel Realms

The Chalktop Hills part of the territory of Oreshalk, running roughly north-south with a ridge line about 650′ at their peak. They are so named because of the constant dusting of snow that they get every few days, pulling it away from The Autumn Wall. Hollow Stump Butte sits at the north end of the ridge, rising to 850′. The tributary Urane River runs on their western border.

The History of the Chalktop Hills is part of the History of Oreshalk.

The Sugar Mage of Oreshalk commands creatures that scan and attack from the sky at any point, having a commanding view of all from the top of Hollow Stump Butte.


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.

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 Locale

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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Hollow Stump Butte (Oreshalk; Rhyl)

Posted on December 19, 2025 in Steel-Realms

Steel Realms
Hollow Stump Butte sits at the north end of the Chalktop Hills in the territory of Oreshalk, rising to 850′, about 200′ higher than the ridge line. The butte, like the hills, gets a dusting of snow every few days as part of the magic that pulls the freezing cold magic of the Lich Lords away from The Autumn Wall. It is said to be the refuge of the Fate Weavers of Oreshalk.

The History of Hollow Stump Butte is part of the History of Oreshalk.

The Sugar Mage of Oreshalk commands creatures that scan and attack from the sky at any point, having a commanding view of all from the top of Hollow Stump Butte.


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.

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 Locale

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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