Home - Category: Steel-Realms (Page 36)

Category: Steel-Realms

Navels of the Wylden (“The Great Hart”)

Posted on November 7, 2025 in Steel-Realms

Steel Realms
Navels of the Wylden have a form of sentience brought on by the anima fount at its core and the anima of all the living beings that inhabit it. There is always a World-Tree of the Wyld in the Navels of the Wylden. Normally, at the deep heart of all The Great Forests, in the Navel/Hart where the center of power is, is a mated pair of Unicorn protectors.

Anima Manifest: The Numinous Mundi of Helca manifest strongly in all the Navels of the great forests of Awakened Helca. A Laey line of power always flows directly through the the Navels, where they offer succor and health to those of who have taken the “Green Passage” (such as Druids, Rangers, and their associated World Watcher presence in the Steel Realms. Elven Wealds of the Steel Realms within a Great Forest with a Navel extend their benefits to Druids within the Weald.

  • These places have a tendency to form a Dew Gate in the navel, drawing elementals, malicious small folk of the Faeywyld, and the child-thieving hags of lore in search of easy mortal prey.

Wylde Empowerment within the Great Forests of the Steel Realms

Navel Bound: Those who have taken the “Green Passage” may bind themselves to one of the Navels. This is not automatic. Druid defenders may prevent it, have stipulations around it, or the Navel do the great hart may reject a character if they are deceitful, harmful, or contrary to its best interests.

i20™ Power Details

Navels of the Wylden in the great Forests amplifies a Druids of the Wyld‘s power for the FOREST Circle of the Land.

  • + Proficiency Bonus Natural Recovery when you rest in the climate/terrain/habitat of your circle
  • Barkskin grants 2 Resilience as well as normal AC.
  • Leather & Hide armor made for/by Druids of the Wylde also have 1 use of Absorb Element (Fire)
    – this can be recharged.
  • A Quarterstaff cut from wood from the navel keeps it 1 Resilience when it transforms as a Shillelagh; If it is used in this form, it regenerates when it changes back into a staff.
  • Navel Bound: 2 Essence

iCore iCore™ Power Details

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

Navels of the Steel Realms

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

Tags:

The Moonstone Owl

Posted on November 6, 2025 in Steel-Realms

Steel Realms
The Moonstone Owl was originally made to honor the Ducal Lineage of the bloodline from Kaald in CY 7717. The bloodline has become thinned enough that it no longer functioned as a Call Stone of the Realms. The Moonstone Owl was housed in a shrine at Amstred’s Wish when Duchess Henveria Graefstone died in CY 7758. The white marble statue has moonstone eyes that seem luminous, and is 1m high and weighs about 13kg.


i20™ Item Details

Attuned by Bloodline: 1 Essence > Call Stone of the Realms to the Duke and the Order of the Black Gorgons of the High King. Cast Alarm 1/Day; & AS PER OTHER ATTUNED.

Attuned: 2 Essence > 3 subjects get +1 on knowledge checks (or 1 @+2/1 @+2 + 1 @ +1 = total 3) gains Dark vision 60′ but only at night.

  • Vision of Gorlyth: As part of the Attunement process, the character must undergoes a vision of Gorlyth attacking them.

    In Situ for 2+ Years

    Attuned: A mana battery holding 4 mana and can cast Light cantrip from its eyes 4/day which cannot be negated by the 2nd level darkness spell.

iCore iCore™ Item Details

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


Chronicle of the Item

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 Moonstone Owl was originally made to honor the Ducal Lineage of the bloodline from Kaald in CY 7717. The bloodline has become thinned enough that it no longer functioned as a Call Stone of the Realms. The Moonstone Owl was housed in a shrine at Amstred’s Wish when Duchess Henveria Graefstone died in CY 7758. The white marble statue has moonstone eyes that seem luminous, and is 1m high and weighs about 13kg.

Common Knowledge / Easy Difficulty

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

Cements the goodwill of the Kaaldian regions with the Duke of Rhyl.

Uncommon Knowledge / Average Difficulty

The inspiration was used by the Duchess several times and was never able to be repeated once she passed.

Scarce Knowledge / Hard Difficulty

Followers of Darupet and/or the Great Owl Gorlyth may make a pilgrimage to it 1/lifetime and gain a Divine Blessing.

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

Tags:

Sir General Hadmiren (dead)

Posted on November 6, 2025 in Steel-Realms

Steel Realms
Sir General Hadmiren was a general on The Autumn Wall of North Gate Garrison for 17 years, and had a reputation for tactical traps and absolute ruthlessness against the undead. A follower of Mizras from the Mizras Temple of the Bone Breakers. He retired and without the fury and stimulation of battle, he passed away in seclusion within a year. It is said Sir General Hadmiren‘s bones are buried in the blessed soil of his homeland of Rhyl at Home Garden at North Gate Garrison – an honor afforded a rare few in thousands of years.


i20™ Item Details

Hadmirens Crest: This was a crimson kerchief he kept tied around his neck. It was originally a signature grey with red stripes and a war hammer embroidered on it. After he was inflicted with an evil spirit of vampirism his throat wound leaked blood and the kerchief was made by Netheb the Aged of House Narcosa to absorb its tell-tale signs. It absorbed some of his power and vitality to keep the spirit within from taking it.

Attuned: 1 hour / -1 hp while wearing it. Relentless Endurance > When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Afterwards, you can use your Reaction to make an attack on the attacker that would have killed you. You can’t use this feature ever again.

iCore iCore™ Item Details

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


Chronicle of Sir General Hadmiren

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.

Sir General Hadmiren was a general on The Autumn Wall of North Gate Garrison for 17 years, and had a reputation for tactical traps and absolute ruthlessness against the undead. A follower of Mizras from the Mizras Temple of the Bone Breakers.

He fought off multiple assassination attempts, including one from a vampire! The last one drained him to the point of retiring, not even the masters of House Narcosa could restore him. He retired and without the fury and stimulation of battle, he passed away in seclusion within a year. It is said Sir General Hadmiren‘s bones are buried in the blessed soil of his homeland of Rhyl at Home Garden at North Gate Garrison – an honor afforded a rare few in thousands of years.

Common Knowledge / Easy Difficulty

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

His signature belongings (ascot/kerchief, cloak, and boots) were buried with him.

Rare Knowledge / Very Hard Difficulty

He was actually laid to rest at the cemetery of his order at the Mizras Temple of the Bone Breakers. There he rose from the grave as a vampire! The order was prepared for this, as though they could not cure his affliction, House Narcosa ascertained this potential outcome. Netheb the Aged was able to contain Sir General Hadmiren‘s undeath and lay him to rest. He extracted the evil spirit inhabiting him and bound it to himself before passing through the orders’ doorway to the House of the Dead and releasing it – though he kept some of memories it imprinted from the general.


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

Tags: , ,

Top

The Hamlet of Almyth (Rhyl)

Posted on November 6, 2025 in Steel-Realms

Steel Realms
The Hamlet of Almyth is a multi-farm steading west of Millhaven Heath.

Rulership/Governance: {Integrity ***} Hetman; No central – collection of eldest family members.

Population: Approx. 120 approx + 25 at harvest time.

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.


Encounters & Dangers in the Area

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

  • Normal Settlement Encounters > Patrols | Recruiting | Sellers | Begging | Crime
  • This location has an amateur and vibrant set of Rauket games.

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.

This settlement was terrorized and sacked as part of the War of Rundleman’s Revenge in CY 9041.

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

Tags: ,

Top

Millhaven Heath (Rhyl)

Posted on November 6, 2025 in Steel-Realms

Steel Realms
Millhaven Heath is a large village in a large open area in the South Reedland Stretch territory with a pair of creeks forming a giant meadow to its north. The village is somewhat split by a small ridge that runs almost 80′ long and is 10′ high and 25′ wide at its widest point. There is a stone base watch tower on the ridge that can keep watch in all directions – it rises 2 stories with a roof post for a watchman and a horn to warn locals if any force approaches.

Grain Mills: There are three streams that move through the area, and a small mill is on two of them – giving the area its name. All the grain in the local area that is ground on a large scale is done here. A mason also lives in the area, handling mill stones and foundations. The three streams all flow south, where they eventually slope down to the Beyne River far in the distance.

Rulership/Governance: {Integrity ***} Hetman and a council that represents surrounding areas and steadings when large representation is needed.

  • Recognized Administrative Center/Seat of Power: Millhaven Hall
  • Primary Settlement Upbringing Experience: Rural

Population: Approx. 665 humans + 50 in immediate surrounding subsistence farms.

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.

Under Tunnels: There is said to be a stone walled room under the mound on which the watch tower stands – a place of refuge for non combatants and children in times of crisis. Rumors persist of tunnels that lead off to points outside the village for escape.

Professional Rauket Team: Nearly every year, the locals field the Raukhaven Millers that plays in Rhyl and the Merchant Cities – Rauket Culture is important to the area. 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.

Structures & Places

Tiche’s Smithy

This is a basic blackmith; no armaments are forged here.

Millhaven Hall

This is a central place for community gatherings. It is also the only place where local records are stored safely.

Kelloway’s Tavern

The tavern is a local gathering place that serves mostly local beers and ciders made by locals.

Kelloway’s Gulley

The back overlooks a small gulley that they have races down, comedically disastrously, in winter.


Encounters & Dangers in the Area

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

  • Normal Settlement Encounters > Patrols | Recruiting | Sellers | Begging | Crime
  • This location has an amateur and vibrant set of Rauket games.

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.

This settlement was terrorized and sacked as part of the War of Rundleman’s Revenge in CY 9041.

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

Tags: ,

Top