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Eye of the Doget (fortress guarding North Gate Garrison)

Posted on October 10, 2025

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.


Rhyl General Events

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 The Grand Duchy of Rhyl.

CY 5580 Fall of Dundaria in the North – Frostfang spreads, the Lich Lord power rises. Horses of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.

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 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 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, and manpower flow into the north to fight the Lich Lords.

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

Hornguard Outposts of Rhyl

Posted on September 26, 2025

Steel Realms

The Hornguard Outposts of Rhyl are redoubts where scouting and sorties are done on the many patrols and incursions by the Lich Lords over the Tolkisson Mountain Range, and the rare ones from the creatures of the Dark Lands.

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

Vegas Deep (ruined dwarven mine)

Posted on September 21, 2025

Steel Realms
Vegas Deep is a place in the mountains of The Giants Steps where dwarves once mined mithiril – the only place they ever found it outside of Ynth. It is said to have been the deepest mine the dwarves themselves has ever made. Vegas Deep was abandoned when activities here affected The Glimmerglen not far away.

It is unknown why there is no evidence that the Ducateon never tried to mine here.

Chronicle 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.

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


Common Knowledge / Easy Difficulty

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

Scarce Knowledge / Hard Difficulty

Stellan of the Dust

Stellan of the Dust was a wizard that was seeking to become a lich. He sought lichdom to delve deep into and exploit the ancient mine of Vegas Deep, where once they mined mithril. He was attacked by a group of priests, wizards and druids of Rhyl, and killed after a multi day battle in the hills of the The Giants Steps. His talisman was left on the field and though his body was crushed into oblivion, its spirit haunted the talisman and the talisman was found by Warren Marto over a hundred years later.

Rare Knowledge / Very Hard Difficulty

Warren Marto

Warren Marto became a powerful warlock with the talisman of Stellan of the Dust and gathered unto himself forces of Nurth, Orrish, disaffected mercenaries and criminals. He sacked scareths Hall in _. His army was harried and it broke up. Most of the treasure was recovered, but some items never were. The body of Warren and the smashed talisman was cast into a great fire are The druids of Gaia. It released Spirit that turned many into lycanthropes as a final plague before being destroyed forever.


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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Reedbed City (ruins; Rhyl)

Posted on September 21, 2025 in Steel-Realms

Steel Realms
Reedbed City is a ruins in the Reedbed Principality of the Grand Duchy of Rhyl. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

Notably nothing much more than ruins. Its been sacked multiple times in its history, which dates back to the times when the Dragon ruled. Over time, the limestone waterways under the coast have caused several collapses in the ruins, the entire area is considered dangerous. It is a haven for smugglers, brigands, and their ilk.

Ruined Church of Elancil

A Riverman enclave USED to exists in this locale. They were typical of their kind – close knit, insular, and professional in all their dealings. Like most, they venerated Elancil to appease the Sea-Queen and have a Shrine with an Altar for worship, but keep it out of sight to reduce any difficulties or resentments.


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.


Rhyl General Events

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 The Grand Duchy of Rhyl.

CY 5580 Fall of Dundaria in the North – Frostfang spreads, the Lich Lord power rises. Horses of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.

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 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 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, and manpower flow into the north to fight the Lich Lords.

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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Cryth-Mor Holt (cursed Ducateon ruins)

Posted on September 19, 2025 in Steel-Realms

Steel Realms

The ruins of Cryth-Mor in The Sky Stair Peaks are utterly unapproachable both physically and due to some curse that has befallen it – all who venture in are never heard from again. The Ducateon did their best to wreck the road and out Holt, but the main holt still stands. It was known to have a rich vein of gold that the Ducateon mined until they abandoned it. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

Chronicle 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.

The Ducateon left and were never seen again, though they sent word ____.

Common Knowledge / Easy Difficulty

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

The massive shape of a Ducateon hand formed the outer wall, with a stone gate in the center that was virtually seamless. The entire area of the gate in its center collapsed when it was stacked and cursed.

Uncommon Knowledge / Average Difficulty

CY 7944 The Holt is utterly swarmed and wrecked by Earth Vultures, an army of 4000+ swarmed up from the depths below, disgorging them from The Deeping in the heart of their city taking them by complete surprise. It is unknown how it gained a foothold so close without the Ducateon knowing.

CY 9102 Alcan came to investigate. He was a wizard who had made his name in the south, foraging in the deserts and borderlands for ancient powerful magic items of the fallen empire. He had scavenged many archaeological finds and made a lot of money. He was a singularly greedy man, who had made his way north by lavish means. He needed to finance his new forays into Fallen Dundaria where he sought yet more ancient artifacts, so he believed he could conquer whatever was inside and extract gold for his mission.

Scarce Knowledge / Hard Difficulty

The hand/wall was said to close to a fist and block the entrance to the depths when activated by Ducateon magic.

Alcan had taken the cornerstone of Celeh (a Tower Sanctuary) and released evil spirits. He has stirred up the anger of the Dust Brothers of the South of the Bandit Kingdoms and was ultimately harried out of the south.

CY About 300 years ago, the wizard Alcan “Of The Lidless Eye” ventured with a small force into the bowels of the ruins of cursed Cryth-Mor.

CY 4905 The fortress/mine was attacked by Giants/Colossi of the Steel Realms, said to have been birthed in the Valley of Sighs and made a line of carnage that seemed to go straight for it. Whatever happened, stone tumbled down the mountainside for days, as if the Ducateon and giants were burrowing through it. The entire cliff face was nearly destroyed.

Rare Knowledge / Very Hard Difficulty

The fact was that the place had been a long time Refuge for Giants/Colossi of the Steel Realms before the Ducateon wrenched it from them, killing them for it by CY 4500.

A custom and powerful resonance field once kept incursions from the Orrish and The Deeping from opening nearby. The rock of The Sky Stair Peaks seemed to amplify this effect.


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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