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The Oubliette of Caramfall (ruins of Rhyl)

Posted on October 17, 2025 in Steel-Realms

Steel Realms

The ruins of the The Oubliette of Caramfall was nothing more than a dungeon of the worst order in the old days – isolated on the Bronzed-Edge Tableland. It is nothing more than ruins now, most say haunted – to the extent the undead and Orrish avoid it. It was purposefully destroyed to acknowledge the progress the Duchy has made in CY 7522.

The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

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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The Port City of Alacaster (Rhyl)

Posted on October 16, 2025 in Steel-Realms

Steel Realms

The City of Alacaster is the primary port city for agriculture outbound from the open The Rhylian Plane. It is a quiet port with a small artisan district, and not much traffic goes through it as not much agriculture leaves Rhyl – any excess goes to feed those fighting at North Gate Garrison.

The biggest exports are ink, pottery, and papyrus.

It has been known by many names – it is perhaps the most sacked city in Rhyl. It has gone by the names “Chandrilard”, “Scalebane”, and “Herom”. The shaman Amigen, of the fame of the Pelt of Amigen, laid siege to it – this was the first time it was sacked.

Umbakian Priority Portage

The Umbakians have a reserved status here for any going to Clallums Cross, the High Temple of Aerna and to any of the Justicar Sacrariums in Rhyl.

Toldreth’s Harbor

This is a very modern harbor, having just had a major reconstruction of its breakwater in CY 9019. There is always one ship from the Ducal Navy of Rhyl here – its primary port is Solavia’s Landing. There is a naval barracks and dock here as backup. Some shipment for the military of Rhyl itself come into this harbor because of the naval presence allowing for more security.

Because of its location on Lake Caolite, and access to the waterways of the Kingdom of Gladnor, the High King possesses a naval station here – though only a single war sloop is kept here at all times. There is a maintained, but empty, supplemental barracks for Royal Marines.


Encounters & Dangers in the Area

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


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

The Nest of Rhylan-d’Roque (dragon nest)

Posted on October 16, 2025 in Steel-Realms

Steel Realms

The Nest of Rhylan-d’Roque was the nest of the dragon Ssiluzra Frost-Eye deep in the Forest of Rhyl. It was a massive complex engineered by the dragon and took hundreds of years to dig and excavate. It had an elevator, maze like corridors, and shifting walls. It is said the Ducateon even marveled at the engineering, and petitioned for its knowledge several times.

Rulership/Governance: {Integrity } NONE CLAIM IT

Population: None – Only a guard station of about 30 operates at all shifts.

Today it is collapsed. For hundreds of years, treasure seekers came trying to dig out areas searching for loot after her death. Now the entrance is guarded to keep people out. Strange mists form around it, and sometimes emanate from it… these deliver alien dreams and odd visions.

Tour Business: The rich pay for guided tours of the upper reaches – well cleared by now. A ‘tour’ operates during the warm months of the year about 1/month allowed by the guards. The operation is about a half dozen, a dormitory, and no more than a dozen at a time during the tours – no armed tourists are allowed.

The Har’ahdu Cunaigh – Aelpath of Helca twines through the Great Forest of Rhyl.

Encounters & Dangers in the Area

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


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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Eel-Home of Suhsael Clan of Lizardfolk

Posted on October 15, 2025 in Steel-Realms

Steel Realms
Eel-Home of Suhsael Clan of Lizardfolk is the massive (mostly) underwater home to the Lizardfolk clan in Shelfers Cradle. The folk have many scattered dens along the shore of the forest in the wetlands there, but “Eel-Home” is a massive fortress and eel farm.

The Eel-Home of Suhsael Clan of Lizardfolk living in Shelfers Cradle have a special shallow place for the Bread Barges of Soriano to be serviced in case they are damaged in a storm or need to get out of a storm’s way. The lizard folk do not have much care for bread of any kind, and are considered safe shepherds and allies of any of these supply ships.

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

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Shelfers Cradle (Lake Caolite)

Posted on October 15, 2025 in Steel-Realms

Steel Realms
Shelfers Cradle is on the eastern shore of Lake Caolite. It is essentially a part of the Barony of __ (east edge of Lake Caolite), but its has developed its own culture and society due to its isolation and racial composition.

Shelfer’s Alliance: This is a resource sharing and mutual defense pact of the inhabitants of Shelfers Cradle (often called ‘the Cradle’ by locals). The Dryads, Lizardfolk, and Riverfolk descendants along with a a penchant for sheltering the odd half-ork or half-elf has made a unique society of internal tolerance that looks to be closed ranks from the outside.

It consists of a long stretch of forested wetland marsh home to the Lizardfolk, four Dryads of the Wyld protect the Rootland Woods (a large number for its size), and a pair of lake people (Riverfolk) settlements of North Bainside and South Bainside on the banks. Right on its northern edge, and also protecting it in some small measure, is the strange Isle of Mielette – which is often seen as part of it (though none in the cradle make such a claim).

Ujeks Plate/Ujeks Shelf

This silly shelf sticks out 1km into Lake Caolite, the product of constant fine silt dumping and currents.


The shelf is a refuge for ships that need repair. The lizardfolk maintain the natural shelf with many creeks depositing silt on it and do repairs with the riverfolk who can resupply and heal injured. If need be, Bread Barges of Soriano can be serviced in case they are damaged in a storm or need to get out of a storm’s way.

The humans of the area are the descendants of a fleeing clan of Rivermen that sought refuge and was given it by the Lizardfolk. Ujeks Plate kept the heavy, low riding war vessels pursuing them from coming in close and the combined might of the Lizardfolk and humans defeated the North Merchant City forces. Pieces (preserved in resin) of the pursuing flagship still adorn various places as an honorific and symbol of the unity.

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:

Relations with __

The Baron of ___ generally leaves its inhabitants alone as long as they mostly just remain self sufficient, and don’t dip too much into the businesses of his people.

Places & Things of Note


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

Tags: ,

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