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Knight’s Retinue

Posted on December 1, 2025 in Steel-Realms

Steel Realms

Knight’s Full Retinue: A Knighthood is typically granted to those with peerage titles, a vassal knighthood reward for great deeds for a peer of the realm, long service in a Knightly Order, and and those who have worked in service as a page, then squire for another knight. Those with lands in addition to their title are entitled to impose och knights typically have and/or travel with a full retinue. n others and pay tax to their liege in return for protecting the land. One of the signifying elements is the Knight’s Retinue

  • Major Retinue = 2 squires (1 is usually a Herald as well), 4 pages, groomsman, 2 teamster, quartermaster

Hedge Knight Retinue: Unlanded Knights don’t have land to generate wealth from. They make their money in hiring out, tournaments, or as a committed bannerman, and some even turn to pure mercenary work.

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

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Rivermen Enclave of Solavia’s Landing

Posted on December 1, 2025 in Steel-Realms

Steel Realms

A Riverman enclave exists in this locale. They are typical of their kind – close knit, insular, and professional in all their dealings. Like most, they venerate Elancil to appease the Sea-Queen and have a Shrine with an Altar for worship, but keep it out of sight to reduce any difficulties or resentments.

This locale has a Riverman enclave of approximately 8 families; They are known for their efficiency and willingness to manage all sorts of normal and hazardous cargo and work in hazardous conditions.

Rivermen Enclaves in Rhyl


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.


Rhyl General Events

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 The Grand Duchy of Rhyl.

CY 5580 Fall of Dundaria in the North – Frostfang spreads, the Lich Lord power rises. Horses of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.

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 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 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, and manpower flow into the north to fight the Lich Lords.

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

The Faith of Elancil in the Grand Duchy of Rhyl

Posted on December 1, 2025 in Steel-Realms

Steel Realms

Appeasement vs. Pleasing: When the winter storms come in the Tolkisson Mountain Range to the east, pulling some of the chill of the Lich Lord‘s domain, it brings winds and storms of Lake Caolite. It is at this time that many sailors and coastal dwellers make offerings to the Queen of Storms – to appease her and drive her wrath elsewhere.

Elancil in The Grand Duchy of Rhyl: Although the goddess does not have a large presence this far inland, she has some. The Riverman Culture still venerates her and sacrifices to her, though few are actual Followers. The merchant captains of the Northern Merchant Cities due the same, though there is more of a formal obligation for business, not personal purposes. Lake Caolite is a massive inland lake though, and gets its fair share of storms and odd weather with cold blasts that come from North Gate Garrison to down The Red March, and the Tolkisson Mountain Range to the east.

Renewed Interest: The Long Summer of Elancil brought more interest and higher rates of appeasement in recent times.

Elancil’s Holy Ground & Sacred Places in Rhyl

There is no holy ground for her, although you may find a shrine to her in Rivermen enclaves.

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

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Lightbringer’s House of Light

Posted on November 29, 2025 in Steel-Realms

Steel Realms

The typical Sacred Places of the Lightbringers – a House of Light – is colored with whites and yellows, has many candles and braziers, few shadows, and everything is clean and smells pristine. Statues, sculptures and icons are everywhere. There is always some formal Altar, even in the most basic Shrine. All maintain a larger kitchen for bread-making to give to the poor.

Every constructed edifice of holy ground for the Lightbringers has an Illuminated Vestibule – the entrance room is lit with a soft light that never goes out. It is here that those who seek redemption and forgiveness recite the “Liturgy of Unburdening” as they enter.

Mostly uniformly throughout all The Noble East, a House of Light marks the presence of Church of Light for one or more of the Lightbringers in a settlement.

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

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Green Vault (Green Church Holy Ground)

Posted on November 28, 2025 in Steel-Realms

Steel Realms

The Green Church’s typical Sacred Place of the Wylden, no matter the measure of the States of Grace (holy ground) or size, consists of natural colors, textures, patterns and geometry. IT is referred to as a “Green Vault“, reflecting a natural cave habitat, or the den of an animal. It often is domed, and typically smells of rain and earth, and plants are everywhere.

They are often beautifully painted, with the specific themes and motifs changing each year or two (reflecting the changing season cycles) with new paint work both outside and inside. There is always some formal altar, even in the most basic shrine. Each of the main three deities has their own small chapel. All maintain a large garden, allowing those impoverished to harvest from it or eat from the soup made daily.

The largest Green Vault‘s sit on a larger patch of land, and may have a Beastwood or Briarwood. As well, the Beastwoods and Briarwoods within within towns and cities will often have these integrated in them – these edifices are for housing the clergy and supplies & services for their followers.

More Common in Central and Southern Heartlands: In the Central Heartlands and Southern Heartlands, the Green Vault is found more often to mark the presence of the Green Faith in a civilized settlement, not a Briarwood or Beastwood as is more likely in the Northern Heartlands and Hinterlands.

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

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