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Category: Steel-Realms

Strawmore (Meadowfoot clan; Montwold/Rhyl)

Posted on May 7, 2026 in Steel-Realms

Steel Realms
Strawmore is one of the larger Settlements in Claybottom Meadows of the Montwold Pass Protectorate. It is managed as part of the Meadowfoot clan and has several farmsteads around it. As one of the larger settlements, it has a basic smithy, miller, and mason; most of the Halflings have some wood and cloth crafting skill and cottage industry is strong in these parts.

Rulership/Governance: Hetman – Halfling Leadership has no centralized government or formal “fiefs” and does not use peerage titles.

Population: Approx. 750 Halflings in agriculture and ranching (free roam) + 1100 in freesteadings nearby


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

Myth of the Winter Elves

Posted on May 5, 2026 in Steel-Realms

Steel Realms

A few Faerie elders of the Steel Realms (mostly Ynthian) and Green Speakers know the legend of the Winter Elves. A kingdom amidst overcast skies, in snowy mountain tops like the syphym – the Flying Elves that were long gone. These elves are said to pre-date the coming of the Blood of Saemon on the Aelfpaths of the Steel Realms, and watched the from afar as calamity after calamity has befallen the world, staying silent, powerful, and reserved – nudging and setting things in motion with an unseen hand to help the forces against evil for tens of thousands of years.

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

Tags: ,

Rock Elven Weald of Archaezeon (ruins; Altair)

Posted on May 5, 2026 in Steel-Realms

Steel Realms

The Elven Weald of Archaezeon was a rare Elven Weald in a remote mountain gorge with little forest or meadows. A massive underground river spilled out in a basin on its edge. Irrigation was carved and the meadows grew food. The dwellings were all carved into cliffs and caverns. When Altair fell, their valley was flooded and stone pillars and doors smashed. The exact location lies buried still – though many an adventuring band has tried.


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 spirits of the rock elves are said to continue to inhabit these lonely hills where their homeland was – angry that the living never came to rescue them.

Common Knowledge / Easy Difficulty

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

They were a folk of grey eyes and grey and earth colored skin that had been there for thousands of years, growing at a slow pace.

Uncommon Knowledge / Average Difficulty

The Rock Elves had a good relationship with the dwarves.

Scarce Knowledge / Hard Difficulty

One of the last societies openly venerating The Rimbus.

The Ducateon and Rock Elves did not get along.

Rare Knowledge / Very Hard Difficulty

These folk were said to be allied to the mythical and hidden Winter Elves.


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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Cults, Orders and Sects of Frenyr (Sovereign of Elk)

Posted on May 5, 2026 in Steel-Realms

Steel Realms

This spirit – Frenyr – has only one large sect devoted to it.

Sovereign of Elk

– This is the dominant order of the faith. The primordial animal archetypes are diverse in their very nature – animistic and their worship is highly localized and specialized as well as incorporated into the Wyld Faith itself, from which it derives any Group/Institution elements.

Cleric (for the Green Church), Druid (for the Wyld Faith) – These are archetypes dedicated to serving and representing the faith in iconic roles as part of their function; Others may be available as Followers at GM discretion – serving as institutional officers, community officers, or simply through Conviction and shared liturgical beliefs.

The Common Face of Faith: Like most Faiths of the Steel Realms, there may be a multitude of denominations that make up Cults, Orders and Sects of Frenyr . These share the common Workings of Faith, promoting worship to prove the truth of the Divine Principal's ideals and tenets, and allow Followers a means to prove worthy to wield power and secure a place in the promised afterlife. Frenyr has a Dominant Presentation of their faith, clergy, and institutions that the folk of the realms look to.

While not a true ‘sect’ in the strict sense, the fearsome Ker-Sabohr of the Klaurians are tied to this divine entity through a deep bond that creates their fierce kinetic aura.

Options for PC’s in the Steel Realms

i20™ Faith Details

Clerics in service to the faith have the callings (subclasses) of Nature, Life, and War; Others may be available at GM discretion or through other cults, sect, or orders.

Druids in service to the faith have the callings (subclasses) of Land; Others may be available at GM discretion or through other cults, sect, or orders.

Rangers in service to the faith have the callings (subclasses) of Beast Master and Hunter; Others may be available at GM discretion or through other cults, sect, or orders.

Paladins in service to the faith are RARE, but usually in the capacity of militant defenders and have the callings (subclasses) of Ancients and Vengeance; Others may be available at GM discretion or through other cults, sect, or orders.

iCore iCore™ Faith Details


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

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Ker-Sabohr (Klaurian elite warriors)

Posted on May 5, 2026 in Steel-Realms

Steel Realms

The Ker-Sabohr are the most revered and experienced of the Klaurians warriors. They are said to possess an aura the exudes primal force. They wear the skins and wield an antler dagger from those that have fallen in their ranks.

The Ker-Sabohr consider all of the area of North Pines as part of their charge of defense, and their own tactics and strategy will dominate any who need to work with them in its defense.

Every year Klaurians warriors (male and female) make their way to The Autumn Wall to hunt the undead that make it over – they track and use their swift movement to hunt and strike single handedly. They are said to operate in a few places that defend against the Dark Lands of the Orrish; A large group operates as the most kineticly destructive unit that is fielded in the Blood Forge Plain east of the The Grey Woods… then they all rotate until they have experience of three years and return. They are branded on their back with the mark of Frenyr and the mark of Darupet. Some are even rumored to send these candidates to Kaald and the Hinterlands as well.

Rumors persist that they train with the Faerie folk of the Steel Realms as well, and there are rare mentions of a small band appearing with the Har Cunetha in the north.

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

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