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The Double Vision Inn (Rhyl)

Posted on December 19, 2025 in Steel-Realms

Steel Realms

The Double Vision Inn is the only settlement in Oreshalk. It is a welcoming large inn with a stable, some fenced in fields, a well and some out buildings. A pair of old warehouses stand empty most of the time, available for use with a large retinue. There is no claim of fiefdom from any of the nobles of Rhyl – it is considered an autonomous territory, though the culture and attitudes here are no different.

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.

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.

Services and Facilities

Three families (besides the Innkeep) make their home here – a wood cutter, a hunter (and does tanning), and a potter & seamstress. A few huts exist for workers and seasonal or project based populations, one would hardly call it a village though.

Seeking the Fate Weavers

The inn is a place of welcome and activity. All those seeking to petition the Fate Weavers of Oreshalk stay here – it is acknowledged by all in the area. There are few safe refuges in the area, so there are always a few peddlers and travelers. On any given night, a bard or troubadour is likely to be entertaining with music, story, and/or song. The innkeeper’s family can share the standard knowledge of petitioning the Fate Weavers.

Rumors/Conversations About the Fate Weavers of Oreshalk

These are commonly bandied around the inn. The family of the Innkeeper has been here hundreds of years. They may know more than what they let on, but it won’t serve them to dissuade anyone from coming. They will say that they themselves have never needed to seek the truth of the Fate Weavers. They might be able to be talked into revealing that when trouble has come to the area, their dreams always forewarn them, and that they have fled into the area to seek refuge and felt they were watched over (the inn has been burnt and wrecked a couple times in its history). They will not traffic in rumors they cannot confirm – though others in the inn might.

The ultimate source of power for the Fate Weavers is unknown. Evil spirits? Dark gods? Unknown powers? Arch-Fey?

These might be true or not:

  • Smallfolk faerie spies on travelers
  • Wolves prowl the forest seeking to take down stragglers
  • They may send you away without an answer

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
  1. The Fate Weavers require blood sacrifice.
  2. There are giant spiders in the woods.
  3. Sometimes lightning flashes even in clear skies.
  4. The more important the answer is, the harder the trek.
  5. No one knows for sure the truth of the answers they give, but seekers keep coming.

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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The Fate Weavers of Oreshalk (Rhyl)

Posted on December 19, 2025 in Steel-Realms

Steel Realms

The Fate Weavers of Oreshalk are “oracles” that can be sought out for answers. Those seeking them find safety and a starting off point at the Double Vision Inn.

Some of the History of the Fate Weavers is part of the History of Oreshalk.


Interactions with Others

Individual circumstances around Social Dealings will override any absolute predisposition. Interactions may not be known by outsiders.

Unwelcome/Ostracized

Encounter Reaction predisposition is Rejection by default.

Fate Weavers: Despite the Fate Weavers of Oreshalk acknowledging the Pledge of Rhylan the Living, the Druids of Rhyl are known to dislike the area of Oreshalk and do NOT consider the Fate Weavers allies or cooperate with them.

Tolerated/Accepted

Encounter Reaction predisposition is Neutral by default.

Welcomed/Embraced

Encounter Reaction predisposition is Acceptance by default.

Petitioning the Fate Weavers

Adventures: PCs CAN COME HERE TO JUMP START STALLED ADVENTURES.

The innkeeper’s family at the Double Vision Inn can provide all the knowledge needed to seek the Fate Weavers for an answer.

  1. The Fate Weavers can lead you to the right path to seek for answers. They have a reputation of changing those who seek them. It is said they look deep into the eyes and the soul as part of the price of asking them a question.
  2. Everyone comes with a question; A large group must have a but a single answer they seek.
  3. Every journey to the Fate Weavers is different – there is no road, and no guaranteed destination in Oreshalk.
  4. You may search for days and never encounter anything, if so your answers probably lie elsewhere.
  5. Only one person or group may seek an answer from them at a time; In the past multiple groups have come into conflict.
  6. Each person can only experience ‘the gift’ of the Fate Weavers of Oreshalk answer once in their life. The larger the group with a single mind/purpose, the narrower the answer. The answer will be, as if they in their group focus the beam of light that reveals the answer to their question.

Chronicle/Facts of the Fate Weavers

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
  1. The Fate Weavers are believed to be immortal.

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.

Weaver’s First Claim ~ CY 8035 The Fate Weavers first were known in the area in CY 8035. When game started to return to the area, hunters followed. They appeared as apparitions, a ghostly presence. Seven tall, slim women with brown skin and yellow metallic eyes – and alien countenances by all accounts. They define the places to place way stones, they claim the plain of Oreshalk as theirs, and claim to all to have control over the butte and the surrounding lands.

Uncommon Knowledge / Average Difficulty

The price is NEVER spoken of! Those who do, quickly find their mouths unable to speak, and have raved of millipedes, centipede, insects and spiders taking their blood and Essence, though nothing consistent and all seemingly the stuff of nightmares in what few coherent ravings that have been recorded. This too may have specifics recorded in the Boreal Tradition.

Scarce Knowledge / Hard Difficulty

Weaving Begins ~ CY 8036 The Herald of The Duke of Rhyl travels to the area, and is stopped at the future site of the Double Vision Inn and told to “come no farther”. They claim to be able to see the threads of The Pattern and the future, though the herald is skeptical. They are warned to leave the area, or they will be dealt with ultimately as all others who have come before them. They warn him of an encounter he will have on the road. It turns out to save his life, avoiding brigands (hired by Merchant City forces).

The Tradition of Seeking: The herald returns and acknowledges their power – as long as they claim no further, collect no taxes, and cause no trouble, the claim upon the area will be officially made and accepted. Compensation is offered for the herald’s life and the unraveling of a plot – this is refused. The Weavers decree a tradition for each new senior Herald of the Duke, a glimpse of danger shall be given, and so shall it be recorded in Boreal. Compensation is for others.

Pledge Against the Lich Lords: While none have witnessed the Fate Weavers individually take the Pledge of Rhylan the Living, the Fate Weavers are known to have acknowledged it to the Boreal, and agreed to its basic idea – going so far as to state, “The Lich Lords are the enemies of all that live, and they number themselves among their enemies”. Despite the Fate Weavers of Oreshalk acknowledging the Pledge of Rhylan the Living, the Druids of Rhyl are known to dislike the area of Oreshalk and do NOT consider the Fate Weavers allies or cooperate with them.

Believed Origins It is widely believed that they fled from the Chain Lands of the north.

Rare Knowledge / Very Hard Difficulty

Hidden Alliance: Some time around CY 8850, it is determined that some sort of alliance exists between the and the Rhylander Green Conjurists. The nature of this is kept secret, the alliance is only known because one of the conjurist’s members is given priority over others at the Double Vision Inn, happening again iaround CY 8979, revealing their presence and some ongoing agreement.

The Fate Weavers of Oreshalk and Followers of the god Delleth share in the view that for them, knowledge is a gift as opposed to seeing knowledge as a tool and a weapon.


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.


Actual Origins It is widely believed that they fled from the Chain Lands of the north.

Ancient Origins of the Fate Weavers

The Fate Weavers were known by another name in the past. Long had they dwelled in the fog shrouded Valley of Alloret in ___. It was a place of mystery and due to the cool temperatures and wet environment it was avoided. There they were known as The Mist Clearers for 4000 years – an allusion to making things clearer, revealing what’s underneath.

The Gwinnish forces pushed inland in CY ___ in search of a rumored gold strike in the river that flowed out of the valley. They were forced to flee under assault from the priests of Elancil and the brunt of the military of Gwinn, and came to Oreshalk.

In the days before the coming of Blood of Saemon, the Celestine of Helca sought them out The Mist Clearers (now known as the Fate Weavers of Orechalk) and they seemed to be able to completely negate Celestine power – this was another reason the Celestine avoided the north and hinterlands of what is now known as The Noble East. They had dealings with the ancient Ur-Ducateon, the Druunad, and the Aelves of Illyndria Frostshine.

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

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Urane River (Rhyl)

Posted on December 19, 2025 in Steel-Realms

Steel Realms

The Urane River is one of the many tributary Rivers of the Great Forest of Rhyl. It flows past the mysterious area of Oreshalk deep within the forest, where a couple of small creeks fed into it as it traveled south.

The river was only a stream at one point, before The Autumn Wall was created to move the cold ice and water from the Lich Lord‘s magic that assault it constantly.

Some of the History of the Urane River is part of the History of Oreshalk.

Encounters & Dangers in the Area

See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.


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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Oreshalk (home of the Fate Weavers; Rhyl)

Posted on December 19, 2025 in Steel-Realms

Steel Realms
Oreshalk (‘or-eh-shalk’) is an area in the Great Forest of Rhyl. It is a forested raised plain that drops to the south, with the tributary Urane River running on its western border. It runs past the southern end of a run of hills known as the Chalktop Hills; These run north-south to a tall butte on a ridge line about 650′ at their peak. Hollow Stump Butte sits at the north end of the ridge rises to 850′ – named because it looks like a giant stump.

Way markers with clear warnings stand on the edge of the approximately 9+ square miles of territory. The Oreshalk Road comes in from the SE to a small clearing with the Double Vision Inn clearly visible – advertised as a place for visitors seeking the Fate Weavers of Oreshalk. The only settlement in the area is the Double Vision Inn.

Rulership/Governance: {Integrity *****} Fate Weavers of Oreshalk

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.

Oreshalk Road

This is a spur road the ends in the Double Vision Inn for those seeking the Fate Weavers of Oreshalk.


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.

The larger area became uncomfortable to visit as time passed before the Fate Weavers of Oreshalk came, and the atmosphere of the place was oppressive to normal folk and domesticated animals as well. Echoes of what folk believed the area had endured were reported by all those traveling nearby and who tried to move the broken stones of the dungeon under the butte or settle in the area. Any seeking to settle the ruins of the butte (Orrish, Magi, a few merchants, would-be knights or nobles-in-waiting tried) were seemingly corrupted by its dark history of violence and became violent, striking out at nearby lands and eventually defeated in combat.

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.

By CY 8000, the area was regarded as a wound that cannot be healed, and it was abandoned. Then came the Fate Weavers. Oreshalk has been home to the Fate Weavers of Oreshalk for a thousand years. They designated the area of the Double Vision Inn as a safe place to come and seek for them, the inn and surrounding buildings grew up over time since about CY 8060.

Weaver’s First Claim ~ CY 8035 The Fate Weavers first were known in the area in CY 8035. When game started to return to the area, hunters followed. They appeared as apparitions, a ghostly presence. Seven tall, slim women with brown skin and yellow metallic eyes – and alien countenances by all accounts. They define the places to place way stones, they claim the plain of Oreshalk as theirs, and claim to all to have control over the butte and the surrounding lands.

Hollow Stump Butte

There have been several general attempts to attack the Fate Weavers and secure this as a base of operations to control the entire area and more beyond.

  • Attacked by Orrish in CY 8287.
  • Attacked by adventurers in CY 8310.
  • Attacked by mercenaries (hired by Merchant Cities) in CY 8369. A band of close to a hundred was hired.
  • Attacked by adventurers in CY 8671.

Uncommon Knowledge / Average Difficulty

Hollow Stump Butte

CY 1001 It was a fortress of followers of the Dragon of Rhyl, and sieged as part of efforts to kill the dragon in CY 1001.

Orrish Base ~ CY 7290 – 7329: It sat abandoned for many generations, until the Orrish occupied it and used it as a raiding base. Its many dungeons and passages were rediscovered in the ensuing siege. The Orrish had extended them, but the lost chambers and corridors became a launch point for Orrish raids and its power was broken in CY 7329 after decades of raids. Deep in the heart of the complex was found an altar to Gloombringer, and mysterious carvings of unknown origins. With the destruction of the altar, the spirits and nightmares returned. The passages were sealed.

Haunted: Long was it said to be cursed after the Dragon of Rhyl was laid low, inhabited by spirits of those that died there in the cataclysm. As a highly defensible place, which looked out far over the Forest of Rhyl in all directions, it was fought over by a few local lords in the era of The Kingdoms of Rhylan. It became a symbol of division, and resentment. When the Kingdoms were unified, it was decreed that no one would have a claim upon it.

Magus’s Lair > CY 7599 – 7634 The butte was once again occupied in CY 7599 by the enigmatic wizard known as The Memory Mauler. He was somehow able to suppress the haunting spirits. For several years, his summoned creatures and minions collected tribute in all the civilized lands around it. Several attempts were made to dislodge and dissuade the magus, but to no avail. Finally, Ducal Guards along with mercenaries and a band of adventurers laid siege to it, killing the small army that had occupied it and their leader, the magus. The site was evacuated swiftly as nightmares spread throughout the ranks of the besiegers after the magus was killed.


Scarce Knowledge / Hard Difficulty

There was once Frost-Melded areas from the Dragon of Rhyl in the area (mostly on the butte and hills), but by CY 4000 the last had faded.

Rare Knowledge / Very Hard Difficulty

Hollow Stump Butte

Ancient Tower: The top of Hollow Stump Butte was originally crowned with a taller summit. There are rumors of a tower that was carved into it long ago. Whoever the inhabitants were, perhaps Celestine followers, perhaps faerie, or even Druunad, when the Dragon of Rhyl originally conquered the area (before the time of the Blood of Saemon), the tower was brought down by it, making it the butte it is now.


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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Pipes of the Kur-Authba

Posted on December 17, 2025 in Steel-Realms

Steel Realms

The Pipes of the Kur-Authba are a set of large magical pipes known to be sacred to the Tribesfolk in The Wyldes of the Northern Heartlands. These are played to imbue some of their warriors with supernatural power when fell times fall upon the region.


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.

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.

The Pipes of the Kur-Authba are a set of large magical pipes known to be sacred to the Tribesfolk in The Wyldes of the Northern Heartlands. These are played to imbue some of their warriors with supernatural power when fell times fall upon the region.

This is the common understanding of the items and their reputed powers.

Common Knowledge / Easy Difficulty

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

Playing the pipes requires a single massive breath to be taken and expelled while doing it. To this is added the Essence life force of the player, willingly given to awake the dead giant’s enmity. In exchange for the life force, the player of the pipes would be able to give name to the life of the hag they sought. That hag would know that life had been given for life and that theirs was soon to end. Kur-Authba’s spirit would guide the hunter to them eventually. This was meant to instill fear and dread in the evil creature.

Item Purpose:

Lesser Attunement (1 Essence total )

i20™ Item Details

Sacrifice of 10 Essence; The effect triggers three things.

  1. Commune with Nature > Locates the target
  2. Locate Person > Leads the hunter
  3. Augury > Defines the best moment to strike

iCore iCore™ Item 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

The Pipes of the Kur-Authba are a set of giant’s bones carved into pipes and played only by those willing to awaken the hatred of the giant Kur-Authba. The giant Kur-Authba was one of the Giants/Colossi of the Steel Realms who served as a guardian and guide of his people in the retreat to the The Sky Stair Peaks and eventually to founding their community of Skyhollow (giant-home) in the north.

Scarce Knowledge / Hard Difficulty

Coming through the Giants Steps hills in CY 4055, a hag (part of the Plague of Hags) stole a giant baby! Kur-Authba hunted the bold hag down and killed her, though she poisoned him. He knew he might survive if only he lay and let the poison takes its course over a week.

Instead, he chose to save the rescued baby and return it to his kin. His increased heart rate and activity brought about his demise in the end. Initially one of the Dryads of the Wyld discovered his wheezing near-dead form. She said she could use the children of the wind to change his wheezing to a pleasant whistling and draw help, but that she was afraid of the tribesfolk. He was found by tribesfolk of The Wyldes as he lay dying, drawn by his death-whistling. With his last breath granted by the children of the wind, he told his tale. The tribesfolk were moved, and ensured the baby was returned to his kin. The giants told the tribesfolk that his bones held deep enmity for the hags that sometimes plagued them, and what to do with the bones to ensure that there would always be a guardian against the worst fo their kind.

Rare Knowledge / Very Hard Difficulty

Wylden Hag Hunters use bone needles made from left over splinters of giant bones from the sacred grove where the Pipes of the Kur-Authba are stored to push pieces of cold iron under the skin while breathing the fumes of burning Witchwood.

The Dryad watched all of this from afar, and given the tribesfolk’s actions with the giants, came forward and offered to assist the tribesfolk, and that she and her daughters would forever keep them safe and bring them forth when needed – for her folk were especially viciously preyed upon by the hags. The agreement was struck.


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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