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Category: Steel-Realms

West Weigolar (Rhyl)

Posted on May 1, 2026 in Steel-Realms

Steel Realms
West Weigolar is one of the two fortresses in the ‘Eyes of Weigolar‘ watch forts that ensure the Kroith Passage in the north is safe for merchant caravans and Travelers on the Kroith Road.

Rulership/Governance: Steward (running civilian matters) and Captain of the Guard (Ducal Guard of Rhyl)

Population: Mostly humans and a few Halflings

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.

Each of these ancient fortresses has a road leading up about 300 feet off the level path of the Kroith Passage to it. Most of the ancient road markings are faded and gone, though there is a steady flow of carts and wagons as the secondary trade route to the Beyne River far to the south. There is a underground spring and cistern supplying the fort. The base of each fort is carved into the stone, and wooden structures built within it.

Caravanserai Services

Services specifically for merchants can be found at the base of the path leading up to the fort. The steward runs these stables and supply depots. There is very little in the way of amenities, they are mostly used as secure station for overnight lodging. These have a wooden palisade wall around them.


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
  1. It is rumored that there is an underground path that connect the two forts.

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: ,

East Weigolar (Rhyl)

Posted on May 1, 2026 in Steel-Realms

Steel Realms
East Weigolar is one of the two fortresses in the ‘Eyes of Weigolar‘ watch forts that ensure the Kroith Passage in the north is safe for merchant caravans and Travelers on the Kroith Road.

Rulership/Governance: Steward (running civilian matters) and Captain of the Guard (Ducal Guard of Rhyl)

Population: Mostly humans and a few Halflings

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.

Each of these ancient fortresses has a road leading up about 300 feet off the level path of the Kroith Passage to it. Most of the ancient road markings are faded and gone, though there is a steady flow of carts and wagons as the secondary trade route to the Beyne River far to the south. There is a underground spring and cistern supplying the fort. The base of each fort is carved into the stone, and wooden structures built within it.

Caravanserai Services

Services specifically for merchants can be found at the base of the path leading up to the fort. The steward runs these stables and supply depots. There is very little in the way of amenities, they are mostly used as secure station for overnight lodging. These have a wooden palisade wall around them.


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
  1. It is rumored that there is an underground path that connect the two forts.

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: ,

Adosian Necromantic Blood Magic

Posted on April 29, 2026 in Steel-Realms

Steel Realms
Adosian Necromantic Blood Magic of the Adosian Brotherhood relies on a form of Blood Magic.

Corrupted Blood Monger (of Ados) +1 CP to start; Sorcery check for formulae; only necromancy;


  • Beholden to Harm: The necromancer cannot heal others using magic, only themselves. Their blood is toxic, and they heal 1 less whenever healing materials or magic is used on them. Ghouls and Vampires dislike the taste or smell of this polluted blood and avoid it, requiring a normal difficulty SAN check to gain any sustenance from ingesting the mongers’ flesh or blood through attacks or consumption.
  • Blood Imprinted: All necromantic formulae_, once learned, require no scriven spell book or the like – they are all considered known permanently in the occult reservoir.

Though it is only known to the Blood Mongers themselves and the masters of the order, their blood, if ingested by a pregnant living creature, triggers any fetus to be spontaneously aborted.

i20™ Character Details

Requirements: Necromancy School

Tied to Blood: Each necromantic casting requires 1 damage per spell level (1 for a cantrip as well).

Boosted by Blood: When casting a necromantic cantrip or spell, they can take 1 damage to gain a +1 to their Spell Attack / DC.

Blood Patron: The blood spirit can be taken as a Fiend Patron for a Warlock if they have first their Necromancy school and become a Blood Monger. They must sacrifice a humanoid sentient creature for this – a thoroughly evil act; They gain 1 Eldritch Invocation early – at 1st level. At 2nd level, the Fiendish Vigor invocation always grants the maximum value (but causes the eyes to cry obvious tears of blood; +1 to checks to intimidate).

iCore iCore™ Character 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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Raukhaven Millers (Rauket team; Rhyl)

Posted on April 29, 2026 in Steel-Realms

Steel Realms

Nearly every year, the locals field the Raukhaven Millers that plays in Rhyl and the Merchant Cities. The team usually brings in slightly more than it costs, and its a tradition that makes the local proud. Some years, the tough rural team way out performs and brings money for improvements and maintenance in. Its a huge boost and complication when they host local games.

The team is located in the village of Millhaven Heath in the South Reedland Stretch territory.

The location of Millhaven Heath hosts the Rauket team of Raukhaven Millers. As with most teams, it is part of regional and local contests with arrangements being made by the factions of their home territory; Matches are arranged both for bragging rights as well as purses arranged by sponsors.

Play Field: The team has both a practice field or fields with different terrain, and their operating play field. This is sometimes transformed once a decade into a new configuration.

Team Composition: Though many teams are human-centric, competitiveness opens up options for non-humans unless the locale of origin is very homogenous or biased. Non-humans ARE NOT present here.

Known Sponsors

  • Home locale
  • Team owner
  • Outside sponsors; Nobles of Rhyl

Chronicle/Facts of the Team

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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Hartbaten House (Rhyl)

Posted on April 28, 2026 in Steel-Realms

Steel Realms

Although Hartbaten House is seen by many locales as nothing more than a jumped up knight’s reward for some political service or bribe, it is a rallying point for control on times of trouble. There is no absolute formal rulership of South Reedland Stretch; Sir Cecil of Hartbaten House is a knight and the highest individual ranking of the area, wielding power loosely in times of turmoil.

Rulership/Governance: {Integrity ***} Sir Cecil of Hartbaten House

  • Recognized Administrative Center/Seat of Power: The manse proper
  • Primary Settlement Upbringing Experience: All

Population: The knight’s family of about a dozen; a half dozen mercenaries; + Approx. 140 attendant workers, farmers and tenders

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.

The house is really just a fortified manse with a junior smithy & mason, and several tenant farmers in fields and gardens surrounding it. It is about 400 years old, and made with thick walls and older style fortifications that are more designed to withstand a siege than provide quality shelter. The manse proper has been expanded over time. It can hold 300 or so in times of siege.


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.

This settlement was terrorized and an attempt was made to sack it as part of the War of Rundleman’s Revenge in CY 9041. The inhabitants locked all doors and survived the sacking though the locale was damaged. It was quickly repaired. The knight never rode forth to fight or actively defended the lands.

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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