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Category: Steel-Realms

Sunland (North Pines)

Posted on October 31, 2025 in Steel-Realms

Steel Realms
Sunland is one of the Klaurian exclusive territories of Kulim’s Expanse in North Pines.

Rulership/Governance: {Integrity *}

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

Beastwood Presence: This location has the presence of a typical Rhylian Beastwood; Always the presence of Epona the HORSE (“The Mother”) is venerated & the wider community may worship other deities.

The Sunland Horns: There is a massive mound outline of an Elk in Sunland that is sacred to the Klaurians where they hold their frenzied moots – said to only be rivaled by the Grolllen.


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

Common Knowledge / Easy Difficulty

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

Uncommon Knowledge / Average Difficulty

Sunland was once home to the sacred white elk herd. They were lead by Havaelinn Wild Heart to fight the Lich Lords where the entire herd met its demise, but is now remembered through the Bloodless Herd of Havaelinn Wild Heart.

Scarce Knowledge / Hard Difficulty

The Sunland Horns: There is a massive mound outline of an Elk in Sunland that is sacred to the Klaurians and a place of power for The Rimbus where they hold their frenzied moots – said to only be rivaled by the Grolllen.

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

The Dew Glen (North Pines)

Posted on October 31, 2025 in Steel-Realms

Steel Realms
The Dew Glen is one of the Klaurian exclusive territories of Kulim’s Expanse in North Pines.

Rulership/Governance: {Integrity *}

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

Beastwood Presence: This location has the presence of a typical Rhylian Beastwood; Always the presence of Epona the HORSE (“The Mother”) is venerated & the wider community may worship other deities.

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

Pine Sap Meadow (North Pines)

Posted on October 31, 2025 in Steel-Realms

Steel Realms
Pine Sap Meadow is one of the Klaurian exclusive territories of Kulim’s Expanse in North Pines.

Rulership/Governance: {Integrity *}

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

This Locale has a Office of the Herald representing the local Lord/Lady; Rhylan heralds all follow the Heraldic Boreal Tradition.

  • Heraldsmein:

Beastwood Presence: This location has the presence of a typical Rhylian Beastwood; Always the presence of Epona the HORSE (“The Mother”) is venerated & the wider community may worship other deities.

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

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Kulim’s Expanse (Klaurian Home; North Pines)

Posted on October 31, 2025 in Steel-Realms

Steel Realms
Kulim’s Expanse is the exclusive part of North Pines for the Kalaurians only.

Rulership/Governance: {Integrity *}

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

Outsiders: To this day it is accepted that if you see one of their kind, you have gone too deep. They have no known mercy and only communicate to the outside world through chosen speakers for the Wyld Faith. Those coming armed are dealt with lethally. No questions asked, all intruders are killed – accidental wandering or not. Whatever their origins, they are free of any masters… and make it violently clear they will never tolerate another one.

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

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Silent Breath Redoubt (Ducateon)

Posted on October 31, 2025 in Steel-Realms

Steel Realms

The Silent Breath Redoubt is a defense-works with room for 200 that is integrated into stone – seamless natural looking entrance/exit points of 10 ton counter balanced stone vibration activated . It can become airtight. Appears at a slightly different place each time, but always on the east side of The Autumn Wall – behind the lines of the Lich Lord’s minions. Sliding and grinding, a platform with war engines emerges from the stone. It is when the undead are in danger of overrunning one of the defense works on The Autumn Wall it appears. Wary the fire ball from trebuchet on platform, and ballista firing wire spinning rolls. They will climb out above dump pots of grease tar fire using claws to hold on. This place is one a place where any except the Ducateon serve in as part of the Realms Levy.

They are sealed and only occupied in an emergency. Dust of ducateon bones and glass is put in all rooms. on airflow, they circulate, angry spirits stirring it up to foul lungs and eyes = seems like a disease/curse.

It’s a numbers game to them. Once the last of them are killed and their song is no more, seals up again, incinerates everything inside and resets. Each year they send about 60 now. They last about 3 months before being overrun. but easily kill 6-10x their number.

shrine, access to wall foundations for healing. travel there by vibration. must have a priest and Well of Madur they leap into to travel.


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

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