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Category: Steel-Realms

Arbenants Port (South Reedland Stretch, Rhyl)

Posted on November 6, 2025 in Steel-Realms

Steel Realms
Arbenants Port is on the south side of the Sabarmati River mouth in South Reedland Stretch. It is a walled compound that contains a natural deep water bay and built up breakwater that is the primary ship building facility of The Grand Duchy of Rhyl. There is a constant flow of goods by barge and cart from the ancient city of Saltmarch on the other side of the river mouth.

Rulership/Governance: {Integrity *} Mayor and some merchant organizations

Population:

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.

A naval barracks of about 40 marines is always on muster. About 80 naval personnel inspect, refit, and train for the Ducal Navy. Few ships are kept here – the primary naval portage is in Solavia’s Landing.

Ship building lumber comes from the Great Forest of Rhyl and the Ferrywood Logging Camp in the South Reedland Stretch.

Quality items from the Inderood Bronzeworks in the City of Fortun are made for ships built and repaired on the Rhylian ports on Lake Caolite.

Initial Description:

This is…

1-5 Services: {services} | Comforts: {comforts} | Friendliness: {friendliness} | Law/Order: {laworder}

Greater Sovereignty: {part of larger territory?}

Type: {type} (see Settlement Planning and Design in The Realms)

Governance: {model} (see Titles and Honors of The Realms)

Population: {total perm} / Transient:
Demographics:

Groups/Factions:

Primary Hospitality/Accommodations:

  • {place} > Housing (long or short)/Entertainment (type)

Commerce: {commerce} (see Trade Organizations/Institutions of the Realms)

Institutions: (see institutions of The Realms)

Founding: {approximate year/age and culture of origin}

Primary Surrounding Habitat and Weather:

Roads, Streets, & Thoroughfares:

  • Waste: Runs/Bins > Collection | Minor Sewers or Major Sewers

Defenses: {defensive works, fortifications, garrisons, holdouts}

  • Police/Watch: | Officers:
  • Constables & Detectives:
  • Elite Tactical Forces: | Officers:
  • Militia/Volunteers: | Officers: > War Time Only?
  • Military:

Office of the Harbor Master:
> Launches x | Tenders x | Pinnace (armed) x | Cutters (armed) x

  • Sr. Harbormaster:
  • Jr. Harbormaster:
  • Dockhands:
  • Teamsters:
  • Muletenders:
  • Custom Agents/Inspectors:
  • Marines:

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

Clallums Cross (Umbakian Haven in Rhyl)

Posted on November 3, 2025 in Steel-Realms

Steel Realms

The town of Clallums Cross is technically the only city/town of pure Umbakian design in the north, it is also Umbakian operated by the oldest family in the Grand Duchy of Rhyl. Its on the red route on the The Rhylian Plane that runs from The Red March to the High Temple of Aerna in the capital City of Rhylan. There is a Lightbringer shrine here. Umbakian home presence for those serving when they have time off/leave – like Home Garden in North Gate Garrison. It is based on typical Urban Planning and Architecture in Umbak.

A series of small aggregate quarries on the Bronzed-Edge Tableland are operated by the Kuernsi Umbakian family out of Clallums Cross.

Rulership/Governance: Mayor {Integrity ****}

  • Administrative Center/Seat of Power: Clallums Hall, east side of town

Population: 99% human, total 8,840
> Note: There is an official census provided each year; The Umbakians are allowed a population of no more than 7,000 + workers; All are Rhylian citizens, but maintain strict Umbakian cultural identity.

Culture

Although located in the Grand Duchy of Rhyl, it is Umbakian by culture.


Tower Keep

Dunstrand Rising Living World CAMPAIGN CHRONICLE >> Dunstrand Rising is a Living World campaign set in Grand Duchy of Dunstrand in the Steel Realms of the [Fantasy] Steel Realms.

Built in CY 9183, this is a sparse and unadorned vertical keep with only slit windows meant only as a refuge in time of emergency, and could hold up to 400 with supplies for a week. It is mostly left empty and uninhabited.


Encounters & Dangers in the Area

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

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

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Nightgaunts (corrupted world watchers & rangers)

Posted on November 3, 2025 in Steel-Realms

Endless darkness is the silenced brook. Nightgaunts are renegades of evil. World watchers and rangers working in the Dark Lands that grew hopeless – denied the sunrise for they could not make themselves watch it fade away any longer. They found the cool darkness promise of the stability and assurance. The draw of the deep dark. Errha searches four candidates and manages the corruption and missions of the Nightgaunts.

Nightgaunts become a quasi-lich where they feed on their will power until their body is lean and dry. Then they become a vampire. These are sent into Fallen Dundaria and can mingle with other undead and not be detected. Spies for the unholy trio in the north. Eventually sun sensitivity causes them to have to return after a hundred years – then sent to watch borders of curtain of night in Tolkisson Mountain Range – where inhospitable weather makes no difference to the walking dead. Sometimes they have a chance to feed on rangers and world watchers roaming the area. Nightgaunt have been through the door of night, shadow bond and not detectable as living creatures.

Nightgaunts no longer sleep; gaunt and withered, they are only comfortable in darkness. One every 10 years is made. Eventually they cannot go out in sun, like Orrish under the Sun-Bane, so they are used. All Darkland Rangers know the perils of the whispering voices in the Dark Lands that corrupt their essence.

Sunlight sensitive
Message. Void spark. Darkness spell

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Whiterock Reserve Quarry & Mine

Posted on November 2, 2025 in Steel-Realms

Steel Realms

The Whiterock Reserve Quarry & Mine has a White marble main quarry and several lesser gemstones.

Rulership/Governance: {Integrity *****} Foreman

Population: Approx. race (%, total)
> Note: There is no official census provided.

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

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Quizman’s of Klyben

Posted on November 1, 2025 in Steel-Realms

Steel Realms
Quizman’s of Klyben ONLY the major outlet in Rhyl is located in the biggest trade city of the interior – Klyben.

“Ancient secrets of the forest, cold bargain temptations, abandoned ancient places and lost mystical experiences are all here – Make your mark in The Grand Duchy of Rhyl with the help of Quizmans Magesterium!

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.

Occult/Magi Services: General Occult Services is provided here mostly by Quizmans Magusterum in Rhyl. Others focus on supplying and defending The Red March and North Gate Garrison against The Lich Lords forces.

Dragon Scale Buyers: On rare occasions, an old white dragon scale will be found in the Great Forest of Rhyl. Most folk keep these as fantastical trinkets, but they can be sold to Quizman’s Magisterium of Klyben or private buyers – they often make their way to Klyben.

Quizman Locations Within Rhyl


i20™ Item Details

iCore iCore™ Item Details

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

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

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