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Category: Steel-Realms

Tea Lodge of Alstaad (Northgate)

Posted on October 31, 2025 in Steel-Realms

Steel Realms

The Tea Lodge is part of the Tea Lodges of Rhyl tradition that has existed for thousands of years.


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

Tea Lodge of Rhylan (Sweet Fern Tea; capital city of Rhyl)

Posted on October 31, 2025 in Steel-Realms

Steel Realms

The Tea Lodge of Rhylan is part of the Tea Lodges of Rhyl tradition that has existed for thousands of years. The Tea Lodge in the capital of Rhylan is a large building that once held a place of political refuge for heralds and nobles that may have accidentally or through confrontation made enemies of other factions or nobles. This was especially true after the kingdom was consolidated then became a grand duchy. Such refuge needs have diminished over time with stability, though it is still considered neutral ground and inviolate for violence. It is still used as neutral ground to settle disputes, but more through bureaucracy.

It is a bit run-down, its glory days long gone, but it is a large lodge and the refuge of many well appointed rooms is now more of a dormitory. The 12 acres of grounds are still partially maintained. There is a coach house and stables. The ancient 5 sided stone tower (one side for each major family) lies mostly in ruins – unused. The lodge and dormitory is used by heralds and nobles as a cheaper place to stay and a refuge from the usual haunts of those seeking access to such folk – it is secured from outside access to most.

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.

Traditional Family Ties: The Muncaster Family of Rhyl have a strong presence in the Lodge Tradition in Rhyl, and contribute a majority to the upkeep of Tea Lodge of Rhylan – maintaining its own secured room there still.

Women’s Refuge

It is well known for harboring women seeking to flee marriages and encounters that have led to violence. This has frustrated business deals and arranged marriages to the extent that there has been a push to make these exceptions top the neutral ground policy – but have all failed over time due to Ducal support.

Sweet Fern Tea Harvest

This is one of the places that the Sweet Fern northern tea of Rhyl is grown and harvested. Its mostly drank in and around the capital of Rhyl, and part of the reason the large ancient grounds of the lodge in the capital is protected. Unlike many of the other tea resources, this particular one is given to the supporters of the Tea Lodges of Rhyl system to maintain and get profits from directly.

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

The Dreamhunt of Rhyl

Posted on October 30, 2025 in Steel-Realms

Steel Realms

Although disconcerting sometimes, all in the duchy know of The Dreamhunt of Rhyl, a manifestation of the Wylden. Those in and near to the Great Forest of Rhyl itself are prone to experiencing The Dreamhunt of Rhyl. It is never urgent or gruesome, but sometimes dreamers will experience the perspective of being a predator in their sleep – pursuing but never catching their prey.

Encountering

Peripheral Brush

A Peripheral Brush of the Dreamhunt of Rhyl

Your dreams seem especially vivid. There is bright moonlight in the forest. The trees and ground have frost… but it is spreading out in front of you. A baying can be heard – fell creatures are searching for you! Your feet are bare you realize, the frost is making them ache but it follows where you go. The sounds of hooves approaching get louder. As you run uncontrollably, the frost begins ripping pieces of flesh from your feet. The blood you leave behind is drawing your pursuers even more. Your breathe is ragged, the cold begins to tear at your throat as well. Just when you think you are about to be overtaken, you tumble under a log, bringing soil and leaves on top of you. You are sure those hunting your must hear your screams of fear as they thunder over you – leaping over the log you are under in a thunderous advance. After a few moments of realizing your croaking voice is barely a whisper you also realize they are gone, leaving you crying, alone and covered by debris.


i20™ Effect Details

i20 Text

iCore iCore™ Effect 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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The Kalizmin Quarry/Dunwater Camp (Rhyl)

Posted on October 30, 2025 in Steel-Realms

Steel Realms
The Kalizmin Quarry is a large White Limestone quarry. While not directly on the shoreline of Lake Caolite, it is cut into the basin that forms it. There is a road that goes to Klyben that is a central hub for most of its product internal to The Grand Duchy of Rhyl; The The Kalizmin Quarry has a road to the port city of Solavia’s Landing.

Rulership/Governance: {Integrity *} Foreman

Population: Approx. 250 human miners and families + Approx. 250 additional gardeners, tenders, teamsters and potters
> Note: There is no official census provided.

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.

> Because of the The Rhylander Compromise, this is one of the shared resources that is either partially or in whole administered, taxed, and supported by one of the Old Rhylan Kingdom Lineages through the Council of Rhylan.

The quarry dates back to the time of the Dragon of Rhyl, and was used by it.

Dunwater Mining Camp

This has become a small town over time. It services the quarry operation, and has a small community in the outlying area that makes pottery and sculptures from the limestone.


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

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Voice of the Weald

Posted on October 30, 2025 in Steel-Realms

Steel Realms
The Elven Wealds of Rhyl all share in the hidden shame and benefits of using what they refer to as “The All-Voice of the Weald” to communicate between themselves in real time. In reality, it is Nergal’s Voice – a foul and corrupted version that bends the dying and corrupted Aelfpaths to accomplish the same thing. It is a mechanism whereby they can ritually bind one of their small folk of the faeries to their power. This is not a good act, and was taught to them long ago by one of their corrupt kin. The small-folk bound this way live a tortured existence and are held captive. The Weald’s designated Green Speaker can speak through them instantaneously to the others. It is a painful bound existence, and considered a necessary evil to ensure emergency communication because of the imminent dangers inherent in the threat of the Lich Lords and always encroaching humanoids taking their resources.


Knowledge/Facts About/Chronicle of [Thing]

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.

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

In actuality, it was a hag from the forest of rhyl that the elves how to torture their kin and justify the act. The ritual taught by the hags of rhyl have given them some ability to monitor these conversations for ill intent.


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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