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Category: Steel-Realms

Smallfolk vs. Lightbringers

Posted on April 27, 2026 in Steel-Realms

Steel Realms

A tension/animosity between Faerie Smallfolk and the Lightbringers developed over the ages. The Faerie Smallfolk have traditionally used Faerie Vexation collectively as one of the means to keep folk away from where they live. The strange and often humorous (to the Faerie Smallfolk) effects lean heavily into odd time effects and a break in the natural order – the antithesis of the ordered and structured world the Lightbringers work for. The intensity of the personalization that the clergy and devout perceive as a flagrant flaunting of their world order is seen as odd by most. Facing a vexation is a form of spiritual reckoning for many followers of the Lightbringers and the victory of those with Conviction through repetition of challenge with symbols of order (especially chanting and incense and offerings) is considered the equivalent of a Pilgrimage.

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

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Rhylian Wall Maille

Posted on April 27, 2026 in Steel-Realms

Steel Realms
Rhylian Wall Maille is named after The Autumn Wall, this light ring mail Armor of Note is designed to keep its wearer warm, and provide maneuverability. It is a specialty Armor of the Steel Realms, initially forged in the northern Kingdoms of Rhyl. Stylistically, it has its origins in Dominion Armaments – ideas were carried down from ancient armor of Fallen Dundaria.

Its metal rings like washers, quenched using headwater water from one of the rivers of The The Grand Duchy of Rhyl and pine resin from the Great Forest of Rhyl. Its properties vanish outside the border of the Grand Duchy of Rhyl and it becomes a heavy suit of light armor typically not well suited for use compared to other light armors It is a bit stiff and creaky, and unsuited to stealthy approaches – unnecessary for fighting the Undead of Helca on a dug in line of defense in the advent of the rise of Lichrya (Fallen Dundaria). It is highly adapted to the strength of its wearer’s physicality, but requires a degree of kinesicism above those serving in the common Realms Levy.

Origins: This was first developed as a set of armor that provided connection points and integration for heavy winter wear, but distributed the weight to make it more bearable in the war against the forces of Lichrya (Fallen Dundaria). As the Autumn Wall was built and the magical effect that transfers heat from the Great Forest of Rhyl came into being, the heavy maille with its heavy cold winter gear fell out of favor.

The Yetimen Rangers: The Yetimen Rangers of the heartlands and hinterlands once wore this exclusively when the order was active and defending the lands of the living (some of the first to pledge of Rylan the Living. Once the order fulfilled its initial charge of exploring the kingdom of Dundaria after its fall to the Lich Lords, and the Autumn Wall was built, the armor’s protection from cold was no longer needed and fell out of favor – quickness and reaction emphasis overrode the strength based approach or its brethren.

Tradition of Rhyl: Rhylian Wall Maille became more of a traditional armor for its symbolism, rather than usefulness. It is no longer produced en-masse as it once was, though the non-traditional suits of armor based on its initial Dominion Armaments design are still made. It is often worn by the Ducal Guard of Rhyl and some members of Rhylian Ducal Retinue in ceremonies. It is still made in the


i20™ _CommonTitle_ Details

Studded Leather that reduces any source of cold damage by 1 & imposes Disadvantage on Stealth type checks; Any wearer with the Defense Fighting Style gains an additional +1 AC and +1 Resilience.

  • Cost to Repair: It costs 50% of the Armor cost to restore 1 Resilience, and requires the same materials that were used to make it.

iCore iCore™ _CommonTitle_ 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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Rangers of The Suddahk

Posted on April 27, 2026 in Steel-Realms

Steel Realms

The followers of The Suddahk are a loose collection of outdoorsmen are considered among Those Who Range of the High King’s rangers, but are often withdrawn unlike many of the typical World Watchers. They are much more clear loners – at best working in a small group that seeks to confront issues that destabilize or threaten the realms stability and peace. They are always seeking the ability to defend against forces that imperil the Dominion of the High King Lands but not seeking any notoriety or renown personally. The reporting to the agents of the High King of the Steel Realms is done, minimally, but the integration and larger information exchange is mostly ignored.

Tradition of The Suddahk

Origins: The Suddahk is a set of guiding principles and perspectives that bind the follower to nature and the earth especially when accomplished. It is old, but one of the more recent traditions that form an actual cadre of rangers. The Suddahk was discovered by Dwarves, was developed for Dwarves, and seems to only attract and be suited to Dwarves and (even rarer) Ducateon. The first of the dwarves to unlock this perspective foreswear all connections beyond the earth and elements was known as Odannerdun, in CY 6488.

Ancient Connection: Odannerdun became so free from fear and all things in such a remote place that his own death had become imminent. So remote and having shed all attachment to anything else, the spirits of The Rimbus that had gone quiet for the most part, perceived him as he lay upon the hard stone of the mountain top. Seeing that he had shed all other bonds of society, leaving only the deep bond to the earth embedded in his mixed DNA of Ducateon and human, the spirits moved to claim his pure spirit.

The Bond of the Mountain Goat: Alive with power of the earth infusing him and making his vision clear, life became an option for him once more. Using the spirits of the earth, he reached out to find a means off the peak, to return and serve the will of the spirits of the earth. Then, the spirit of Ratuk answered and sent Bha-dinahdah who intruded on his remote silence and brought him down from the mountain. Now the bond of the mountain goat is a critical part of the path of The Suddahk. The companion is called from a lonely mountaintop. They are known to lead the way, and are often equipped with a harness (only the ranger can ‘convince’ them of this!) to carry the minimal elements of the ranger.

There is a set of meditations and even pictorial elements that is considered to be sacred from The Suddahk. These are a reality of self preservation and a manifesto or protecting the communities of dwarves and their allies to preserve order and peace – the mountain is the symbol of stability and power. In The Suddahk, the loneliest peaks are sought in meditation each year for a Long Rest.

The Cave of Contemplation

In most dwarven settlements, there is a cave known as B’dan Matalun. Here these concepts carved in stone may be contemplated and the path of The Suddahk pursued to produce its followers.

Strongholds of Contemplation


Chronicle/Facts of the Order/Tradition

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

It is said that the Druunad folk consider this tradition sacred and will help them in great times of need; The followers ability to keep their people’s location a secret is core to this relationship.


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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The Albocris Loop Road (Rhyl)

Posted on April 26, 2026 in Steel-Realms

Steel Realms

The territory of Monastery of Ablocris is is connected, as expected, in an orderly fashion via the Albocris Loop Road. The Three steadings that support the main monastery have a road that runs a loop through all, and has a spur to the monastery from each steading to the monastery proper. All the roads are overgrown, but still cleared and offer no cover. There is no more than 2 miles separating an settlement along the loop.

Peripheral Territories of the Loop Road


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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Halfling Leadership in the Steel Realms

Posted on April 25, 2026 in Steel-Realms

Steel Realms

For Halflings of the Steel Realms, the concept of Halfling Leadership is not rigid and strictly hierarchical. Leadership or representation often is handled on a per issue or project basis. Large communities have a “speaker” role for external facing interactions, but a more informal and dynamic understanding within their own community. “Can’t we all just get along” is the unwritten rule that governs leadership. Halfling have no peerage or formal title other than ‘mayor’, ‘hetman’ or ‘handyman’.

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

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