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Eye of the Doget (fortress guarding North Gate Garrison)

Posted on October 10, 2025 in Steel-Realms

Steel Realms

The Eye of the Doget is a fortress in the mountains of the Tolkisson Mountain Range between North Gate Garrison and the forest of Gaur Dinuae that guards the left flank of North Gate Garrison proper (it is considered an official part of its defenses). It is the responsibility of the elves of Enthavelaugh Weald to man, supply, and ensure its safety. Honeystone Pollen is always on hand to clear upper fields used by Lich Lords minions in emergencies.

This is the primary contribution of the elves of Rhyl to its defense. Elves from other Wealds are often found here, as well as numbers supplemented by mercenaries in the deepest cold of winter.

The buried ruins of the fortress of Doget’s Burial was once the Eye of the Doget. It fell in CY 8817.

The fortress was constructed with the help of human and dwarven masons in CY 8831. The construction lasted 40 years – without the aid of the Ducateon, it went significantly slower than the original. Honeystone Pollen was used to help keep away the worst of the freezing to aid in its construction. Since the main fortress’s completion, several smaller connected redoubts have been added over the years.

External Responsibility: The fortress of the Eye of the Doget is managed as part of the Defenses of the Enthavelaugh Weald, though outside the proper boundaries of the Weald’s powers. Blood Leaf has worked over generations to ensure some of the Laeyline power can be channeled to its defenses – though the true extent of this is not known.


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.

This place is one of many that Commoners of the Steel Realms serve in as part of the Realms Levy to directly stand watch & fight in.

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

Spring Serpent Trail (to Gaur Dinuae)

Posted on October 10, 2025 in Steel-Realms

Steel Realms

The winding Spring Serpent Trail is a seasonal trail and runoff route that drains into the Greyfeather Lake. In the winter when the hills are frozen, sometimes the Lich Lords send troops over the mountains to attack via the Spring Serpent Trail as it is treacherous to defend then, and has a chance to get behind The Autumn Wall at North Gate Garrison. Although outside the Weald proper, it is considered the duty of the elves of the Weald to use its resources from the Defenses of the Enthavelaugh Weald.

The Blood Leaf of Enthavelaugh has been known to hire mercenaries – especially in winter on the Spring Serpent Trail to guard and warn on any incursions above the Gaur Dinuae Forest.

Seasonal Trail: This trail becomes a dangerous run off route that freezes and collects and drains into Greyfeather Lake during runoff. It is really only usable in the summer.

Iceleaf – Redoubt of the Enthavelaugh Weald and Hornguard

There is a supply post built into the rocks and off the Spring Serpent Trail in the hills of the Tolkisson Mountain Range to the NE of the Gaur Dinuae Forest. Its named “Iceleaf” and helps keep The Hornguard of Rhyl supplied and provides a Holdfast point in emergencies.

  • Latest in a Series: Iceleaf is the fourth redoubt of this kind. In fact, the elves had built these watch forts at three other points along this route, each one attacked and overrun a few times by the Lich Lords troops. Unscrupulous elements sometimes recruit with the perk of allowing anything to be found from previous defenders to be taken… though this is not really done these days.

Mining on the Trail

The elves of the Enthavelaugh Weald manage this as a resource. There is a series of berms and drainage ditches that filter and pull valuable metals out to be used by the Weald community in jewelry and trade. This happens before it gets to Greyfeather Lake.

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 Betrayal of the Three (kings of Rhylan)

Posted on October 1, 2025 in Steel-Realms

Steel Realms
Steel Realms Timeline Event; recorded knowledge.

CY 5603 The Betrayal of the Three – Three ‘kings’ of Rhyaln’s old territories rode north at the head of an army in the Age of Winters, when the Lich Lords made repeated attempts to break through North Gate Pass into the lands of the living with the massive armies of the dead from Fallen Dundaria. These evil men sought the eternal reward of endless life and were going to betray the forces holding the line at the hastily built first wall of North Gate Garrison. They attempted to lead their army into a trap in the NW side of the pass, securing the flanks of a larger army. They were stopped and defeated, killed before they could execute the ultimate betrayal.

Chronicle of the Betrayal

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.

Establishment of the Grand Duchy of Rhyl, fiefdom of the Kingdom of Gladnor > CY 6514

CY 5603 Three ‘kings’ of Rhyaln’s old territories rode north at the head of an army in the Age of Winters, when the Lich Lords made repeated attempts to break through North Gate Pass into the lands of the living (Kingdoms of Rhylan at the time) with the massive armies of the dead from Fallen Dundaria. These evil men sought the eternal reward of endless life and were going to betray the forces holding the line at the hastily built first wall of North Gate Garrison. They attempted to lead their army into a trap in the NW side of the pass, securing the flanks of a larger army. They were stopped and defeated, killed before they could execute the ultimate betrayal.

Common Knowledge / Easy Difficulty

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

Three ‘kings’ of Rhyaln’s old territories rode north at the head of an army in the Age of Winters, when the Lich Lords made repeated attempts to break through North Gate Pass into the lands of the living with the massive armies of the dead from Fallen Dundaria. These evil men sought the eternal reward of endless life and were going to betray the forces holding the line at the hastily built first wall of North Gate Garrison. They attempted to lead their army into a trap in the NW side of the pass, securing the flanks of a larger army. They were stopped and defeated, killed before they could execute the ultimate betrayal.

Uncommon Knowledge / Average Difficulty

The elves of Gaur Dinuae somehow knew of their imminent betrayal. The night before the battle, the kings met one of the Lich Lords themselves in a stone clearing at the base of the mountains, next to a frozen pool. They committed their essences in a Cold Bargain and in return for lichdom, the cold began to spread. It is believed that had they not been stopped, the fog of grave lethargy would have covered their forces, allowing them to be overrun and become part of the Winter Host.

Scarce Knowledge / Hard Difficulty

The Dogget of the Gar Dinuae attacked the gathered shamans and attendees of the Lich Lords in the hills above them and ended many of their most powerful ‘priests’. A strike force of the most senior members had been assembled and infiltrated the rocky slopes with the help of the nearby Ducateon at the time. The elven riders of the Har Cunetha swept into the clearing and attacked the liches. It was said by the few survivors of the vanguard that the flash of magics and elemental powers left many blind and deaf momentarily, so powerful was the initial strike. In a moment of weakness, the Lich Lord was driven out, having been deprived of their priests and powerful servitors participating in the ritual. The three kings were defeated by the riders.

Rare Knowledge / Very Hard Difficulty

The three minor lich kings could not be killed, as they were tied directly to the essence of one of the Lich Lords. They could not be killed, though their bodies were torn asunder and trampled into a mangled mess. Their crowns held the bound souls, and were taken to the heart of the Weald of Gaur Dunae initially. Repeated attempts were made to free them over the centuries. Now the crowns with the spirits of The Betrayal of the Three are housed forever in the prison of Silverstone Tower.


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.


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Autumn Hall of Records (Rhyl)

Posted on September 26, 2025 in Steel-Realms

Steel Realms

This contains a list of all those who fought at North Gate Garrison, units, battle records.


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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Klyben Trading Guild (Rhyl)

Posted on September 26, 2025 in Steel-Realms

Steel Realms

The Klyben Trading Guild oversees trades and procedures of the Trade/Vocational (Craft/Artisan) Practices and commerce are found here. They advocate strict adherence to the letter of the Law and Legal Procedures in Rhyl. The operation of the Ponderosa Market of Klyben is overseen by the Klyben Trading Guild.

Loans & Banks: The Bank of the Silver Stacks clashes with Klyben Trading Guild (most of the money lending and loans is done through them in Rhyl). The families for the Rhylan Grants are said to have secreted fortunes and loan money locally as well.

Troubleshooters: It is said that, at least in Klyben, the trade guild has its own enforcers and a type of gang of troubleshooters. These individuals are not technically criminal, though do represent a group that operates on the fringes or even outside the law sometimes.

  • Teamsters

  • Cartwrights

  • Hostelers

  • Smithy

  • Mason

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

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