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Amstred’s Wish (Rhyl)

Posted on November 6, 2025 in Steel-Realms

Steel Realms
Amstred’s Wish is a village in the South Reedland Stretch. Although it is just a village, it is also the location of the holdout fortress of “Highpoint Garrison” – a Ducal enclave that was built to stand watch over the approach to the South Reedland Stretch and against the aggression of the North Merchant Cities after the War of Rundleman’s Revenge in CY 9041.

Rulership/Governance: {Integrity ***} Hetman

Population: Approx. 340 humans + 80 in surrounding farms.
> Due to the shrine’s presence, there is a watch force of 12 to handle visitors and travelers and a pair of Ducal Guards in training are usually stationed here.

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.

Structures & Places

Owl’s Home Stopover

This is a small Inn and boarding house. It gets many visitors because of the history of the region. IT once held the Shrine of the Owl.

Shrine of the Graefstone Owl

This once held a talisman of The Moonstone Owl and a shrine to Gorlyth – the great owl spirit of the Wyld Faith. During the War of Rundelman’s Revenge, it was sacked and the talisman lost. Some say it was eventually re-captured and moved, but it it never returned. Though the Shrine itself was desecrated, the family of northern Owl’s that once lived here did return. They continue to stay to this day, it is unknown for how long this has happened but at least a thousand years. The Owl’s that live and breed here mostly fly away, but the largest always returns and continues the line.

The Shrine was built using the styles of Kaaldian lands to reflect the marriage of the original Duke of the Graefstone bloodline to his Duchess from the nobility of Kaald. It has since been a pilgrimage site (for Green Church/Wyld Faith) that cements and reinforces the shared commitment to peace and support between the two lands – however small it may be it is of great symbolic importance. Each year feathers are collected for the Ducal Bloodline and one of their number comes here to pledge safekeeping of the sacred Owl’s – a symbol of the Ducal family and Rhyl.


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.

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.

This settlement was terrorized and sacked as part of the War of Rundleman’s Revenge in CY 9041. It was used as a rally point to try and stop the advance of the Northern Merchant Cities. It succeeded in stopping the advance of Rundleman’s ‘army’. The delay caused a larger host to be brought up by the Duke of Rhyl, and the army turned back northwest and sacked the Monastery of Ablocris on the edge of the forest.

Uncommon Knowledge / Average Difficulty

Although the tower was stacked as part of Rundleman’s War, the Moonstone Owl was saved and hidden. The shrine was later restored after the war and operate to this day, its fame only increased after the success of the Ducal Guard’s last stand.

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: ,

Tillran Village & The Boot Break Inn

Posted on November 6, 2025 in Steel-Realms

Steel Realms
Tillran Village sits at the edge of the South Reedland Stretch territory claimed by the Grand Duchy of Rhyl against those claimed by the North Merchant Cities.

Rulership/Governance: {Integrity ***} Hetman

Population: Approx. 220 humans + 40 in surrounding farms.
> The Inn has a working population of about 30 that manages a stable and small caravanserai.

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.

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

The Boot Break Inn


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.

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: ,

Ferrywood Logging Camp (Rhyl)

Posted on November 6, 2025 in Steel-Realms

Steel Realms
Ferrywood Logging Camp in the South Reedland Stretch is the primary camp for harvesting wood from the Great Forest of Rhyl for the Ducal naval ship yard at Arbenants Port.

Rulership/Governance: {Integrity ***} Foreman

Population: Approx. 410 loggers, cutters, and teamsters; about another 100 transient population during warmer months.

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.

Initially this had a scattered camp/town as part of its processes. The smallfolk of the great forest of Rhyl were prone to many of what they perceived as pranks and inhabitants found to be lethal attacks in a few cases. The Monastery of Ablocris was eventually set up to provide a refuge against the minor magics of the Faerie smallfolk of the forest of Rhyl.

Camp Services

  • Cartwright
  • Tavern
  • Whorehouse
  • Mule Trader
  • General store

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.

The truth is no logger has ever been genuinely hurt from the antics of the Smallfolks. The Lightbringers just used it as an excuse for the monastery’s creation.

After the War of Rundleman’s Revenge, and the burning of the monastery and a portion of the forest by the marauders, the extended camp was rebuilt.

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.

This settlement was terrorized and sacked as part of the War of Rundleman’s Revenge in CY 9041. The vast majority of the anger of Rndleman’s ‘army’ was taken out on this logging camp (that supplied a lot of the wood for the naval ship building at Arbenants Port, and the Monastery of Ablocris on the edge of the forest nearby.

Uncommon Knowledge / Average Difficulty

Icen Churnidz is a Frost-Melded Icescapes not far (5 miles) from the Monastery of Ablocris ruins in the lands south of the forest. It is only a couple miles from Ferrywood Logging Camp at the forest’s edge.

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: ,

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South Reedland Stretch (Rhyl)

Posted on November 6, 2025 in Steel-Realms

Steel Realms

The South Reedland Stretch is a length of shoreline and land in the Reedbed Principality on the south side of the Sabarmati River that consists of a trade road leading to the ancient city of Saltmarch, a few villages and steadings, and a logging camp on the edge of the Great Forest of Rhyl that supplies the naval yard at Arbenants Port.

The area is mostly a pastoral landscape with rolling hills and slope down to the Beyne River to the south. The roads in the area are mostly secondary roads, though an older primary road exists it is not well maintained. There are no ports in the area along the Beyne River, so travel and trade is overland through the area. A small but steady flow of goods and travelers ensures most settlements have at least a bed-and-breakfast or boarding house, though few large Inns to speak of.

Rulership/Governance: {Integrity ***} 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.

Population: Thousands of almost all humans scattered over multiple locales + a few hundred isolated human subsistence farmers.

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.

Cultural Mix: Culturally the area belongs to the The Grand Duchy of Rhyl, but it mingles with a little of the Merchant Cities of the North due to constant struggles over thousands of years displacing and moving people – such as the recent War of Rundleman’s Revenge. The more remote places have a strong independent streak in them.

Rauket Culture: Because the South Reedland Stretch region has been subject to fluctuating borders, raids, and contests the cultures of the the Merchant Cities of the North and the The Grand Duchy of Rhyl mingled and the game of Rauket holds more significance – despite the small population and sense of remoteness for the ducal citizens. Teams in the smaller settlements play to visiting teams and in winter they travel west to warmer areas. The best team in the region is almost always Raukhaven Millers from Millhaven Heath.

Orrish a Distant Threat: Most of the settlements here are small and remote, and lack any of the mountainous or covered terrain necessary for the Orrish of Helca to make a base in to target the area. Historically, there have only ever been a few dozen raids in thousands of years, and nothing in a few generations.


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

Tags: ,

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Whitescale Bridge (South Reedland Stretch, Rhyl)

Posted on November 6, 2025 in Steel-Realms

Steel Realms
Whitescale Bridge is an ancient stone bride that spans the Sabarmati River about .5km from its mouth. It is a massive edifice constructed before Common Year reckoning by the servants of the Dragon of Rhyl. Its sides are carved into ornamental scales, painted white (still, by locales) in honor of the dragon. Its 10m wide and 40m long. It is truly something to behold. The bridge is usually covered in mist. There is a Frost-Melded Icescape named “Whitescale Arch” that continues to persist on the north side.

Rulership/Governance: {Integrity *} None – Lt. position in Gatehouse when occupied.

  • Recognized Administrative Center/Seat of Power: None (Gatehouse when occupied)
  • Primary Settlement Upbringing Experience: Rural

Population: The gatehouse can hold about 100, but remains locked and empty most of the time. The farmsteads that are mostly subsistence comprised of approx. 150 humans

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.

On the south side is South Reedland Stretch and the walled ship-building compound of Arbenants Port, and on the north side of the river and bridge is the ancient city of Saltmarch.

Whitescale Arch: On the north side of the bridge was a battle between the ancient Dragon of rhyl and druids. The druids caused the trees to form an arch over a road. The dragon breathed and created a Frost-Melded Icescapes. The bodies of warriors and druids were all individually frozen and removed later, but the frozen arch and vegetation around it has persisted. No animal, bird or insect will pass under it, but travelers do on its short 220′ stretch where the temperature drops by 20 degrees.

Whitescale Gatehouse

On the south side is an ancient Gatehouse. It stands locked up and unoccupied. There is said to be a tunnel between Arbenants Port and it. It is only manned in times of war or unrest. It could normally house up to 30 soldiers (up to 3x if it had to), and contains a massive ancient portcullis that can block the bridge.

Whitescale Farms

There are a few farmsteads that are subsistence normally, but could be expanded to support a garrison. The are collectively known as the “Whitescale Farms”. There are about 4 extended families that have farmed here traditionally for hundreds of years.

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

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