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Category: Steel-Realms

Willowpill Meadow

Posted on July 4, 2026 in Steel-Realms

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A large part of the open Willowpill Meadow is level with the edge of the forest in the Ablocris Edgelands of Rhyl. The grasses grow lush here, offering home to many birds, rodents, and insects. There is always activity here, and many high spots that are dry. Beyond the meadow is a spur of the forest that defines the Willowhand Glade with the strange area Icen Churnidz 5km deeper into the forest.

Role of: Hartbaten House of South Reedland Stretch > Within this territory, these is NO acknowledged rulership, but the lord of Harbaten would have little resistance. Were it not for the strange happenings in the Ablocris Edgelands of Rhyl there may be more effort to secure it and expand the family’s influence.

@ Night > Any characters finding themselves here as the sun goes down will have the Hares Dream

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

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Offham Creek (& steading; Rhyl)

Posted on July 4, 2026 in Steel-Realms

The Offham Creek is named for the old Offham steading ruins in the Southern Edgelands of the Forest of Rhyl. The creek goes past the _ cold spot, where frost covers its banks and ice is common in the colder months. Regardless it carries a frigid flow into Callums Stream where it joins it to flow out of the Edgelands.

This cold seems to be a water source of great desire for ranch domesticated animals, beavers, deer and others that drink from it as it flows to the river. It seems to slake thirst easier, and require less. It definitely benefits the Ablocris Pasturelands.

Ancient Offham Steading Ruins

They are overgrown and barely discernable now, people only stumble upon them by accident.

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

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Callums Stream (Rhyl)

Posted on July 4, 2026 in Steel-Realms

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Callums Stream comes from deep in the Great Forest of Rhyl. As it flows through the edgelands of the the forest, it is about 2-3 feet deep and 8-10 feet wide consistently. It winds its way following the contours of the general drop in the Southern Edgelands of the Forest of Rhyl, eventually feeding into the Beyne River like all the tributaries flowing out of the Edgelands.

The strange and cold Offham Creek is one of its tributaries, feeding into it right before it exists the tree line of Southern Edgelands of the Forest of Rhyl. The temperature of the weird stream chills the water and keeps it cold and refreshing as it flows through the edgelands and down to the Bene River. To the time it reaches it, the temperature and any residual magic in it is lost.

South of the creek as it cuts west is the Ablocris Pasturelands.

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

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The Southern Edgelands of the Forest of Rhyl

Posted on July 4, 2026 in Steel-Realms

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The Southern Edgelands of the Forest of Rhyl within the Grand Duchy of Rhyl are the lands between the southern edge of the Great Forest of Rhyl and the Beyne River to the south. The edgelands drop significantly in elevation the further south and west you go.

The edgelands were once the most logged part of the Great Forest of Rhyl, logged for thousands of years. These lands were completely reinvigorated and have grown at an accelerated rate in different areas since around CY 8500 – believed to be part of the effects of The Odyssey of Elancil’s Wound. This has caused logging and conflicts over it to accelerate as well, though it is far better managed than before.

Role of: Hartbaten House of South Reedland Stretch > Within this territory, these is NO acknowledged rulership – in fact, they are not welcome.

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). Citizenship in The Grand Duchy of Rhyl requires both pledges of Rylan the Living + Oath of the Day Watch.

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.

Patrols: Rhyl patrols the region to ensure no permanent claim markers get set allowing the North Merchant Cities to encroach. These are often a few ducal guards and a small band of mercenaries.

A large portion of the South Reedland Stretch borders them to the east as the river flows west from Lake Caolite.

These edgelands are covered by meadowlands and prairie where several creeks and streams feed beaver dam lakes and eventually run south of the sloping grasslands toward the Beyne River.

Sparse Settlements

Within the edge of the forest are old homesteader ruins, overgrown logging plots, several small settlements inhabited by hearty descendants of the Pine Tribes that take sap, wood, bark and several other goods to sell to the locals in the more civilized larger settlements 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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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

Simple Outcome / Easy Difficulty & Common Knowledge

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

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Albocris Estate (Rhyl)

Posted on July 4, 2026 in Steel-Realms

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The ‘Albocris Estate‘ is the name given to a collection of territories and settlements centered around the Monastery of Ablocris in the South Reedland Stretch of the The Grand Duchy of Rhyl. This name only came about after the War of Rundelmans Revenge – it is a very modern label. Previously the main settlements were associated just as ‘Monastery Lands’.

Role of: Hartbaten House of South Reedland Stretch > Within this territory, these is NO acknowledged rulership – in fact, they are not welcome.

Avoided/Abandoned: The ‘estate’ is avoided by patrols and travelers alike. The entire area is viewed with suspicion and a bit of dread. Only one of the local homesteaded farms has managed to grow – most get abandoned and a new family lays claim after 20 years or so. The reinvigoration of the Southern Edgelands of the Forest of Rhyl seemed to bypass the entire area.

Although it lies on the edge of the Great Forest of Rhyl about 6 miles south-southwest of the Ferrywood Logging Camp, it is not considered part of the Southern Edgelands of the Forest of Rhyl because of the strange history and unnatural events that seem to emanate from there now.

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 are not present – it is in ruins and abandoned. Because of its Umbakian origins and reputation of strange happenings, the locals, travelers, and near everyone avoids it – even for casual cover from bandits or the weather. At night, those camped will experience the Hares Dream.
    > Patrols (none; even these stay away)| Recruiting | Sellers | Begging | Crime, etc.
Realm's Aptitude Powers: Divine, Occult, and Psychic

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