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Pine Sap Meadow (North Pines)

Posted on October 31, 2025 in Steel-Realms

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Pine Sap Meadow is one of the Klaurian exclusive territories of Kulim’s Expanse in North Pines.

Rulership/Governance: {Integrity *}

Population: Approx. race (%, total)
> Note: There is no official census provided.

This Locale has a Office of the Herald representing the local Lord/Lady; Rhylan heralds all follow the Heraldic Boreal Tradition.

  • Heraldsmein:

Beastwood Presence: This location has the presence of a typical Rhylian Beastwood; Always the presence of Epona the HORSE (“The Mother”) is venerated & the wider community may worship other deities.

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

Town of South Bainside (Rhyl)

Posted on October 16, 2025

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The town of South Bainside is situated on the south end of the coast of the Shelfers Cradle, where an high escarpment overlooks a wide shallow stream flowing into Lake Caolite. The city is built on top of an old Sea-King enclave that was stacked repeatedly. ‘The Cradle’, as locals call it, is a bit insular; Though within its boundaries, the dryads, lizardfolk, and humans have made an accord and are all fierce allies.

Rulership: The town is ruled by a mayor and advised by a small group of elders called “the river-talkers” (a more traditional council-type rulership in Riverfolk communities)

Population: 2300 humans in town; most of the half-orks seeking refuge in ‘The Cradle’ are here – assisting with ship building
> Most are involved in fishing and ship repair.

Beastwood Presence: This location has the presence of a typical Rhylian Beastwood.

Sealee’s Watch

The escarpment rises about 60 feet above the shoreline at the waters edge. It helps form a breakwater and place to draw up a small lake ship for repairs, and provides a good watchpoint. There is no lighthouse, but a covered signal fire is lit during bad storms. They use a moss provided by the local dryads to color the fire, so the sailors know which signal fire on the shore it is.

Ship Repair: They offer a type of wet dock – ships docked in water but immobilized for easy exterior service and hull repair. These are based on ruins in the area of an old Seak King enclave – a few stone structure exist on the shelf that the Lizardfolk use.

Beyne River Origins: The humans of the area are the descendants of a fleeing clan of Rivermen from the Beyne River. It has been over a thousand years, and although many traditions remain, the locals have mixed with Gladnorian stock and they mostly resemble them. “Bainside” is a morphing over time that acknowledged their Riverfolk heritage on the Beyne River as “Beyneside”.

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

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Eagle Vale (Rhylan Grant; Rhyl)

Posted on October 14, 2025 in Steel-Realms

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Eagle Vale is the western gap between North Pines and the Rhyl Forest. It consists of a few stands of woods still, and a Vale bordered by hills and rivers. It is the NW Grant of the Rhylan Grants in the North Rhyl Forest and used to be one of the ancient Kingdoms of Old Rhylan. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

Rulership/Governance: Unique Peerage Title: Established Rulership of the Old Rhylan Kingdoms Lineages are: The honorable Grand Vicount/Countess through the The Rhylander Compromise.

Population:

Cultural Overview & References for the Grand Duchy of Rhyl

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). Citizenship in The Grand Duchy of Rhyl requires both pledges of Rylan the Living + Oath of the Day Watch.

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.

+ Hartwood Presence: This location leans heavily to the Wyld Faith, and has the presence of both Rhylian Briarwood and Rhylian Beastwood.

The Rhylan Grants are not divided into any further peerage hierarchy. There are no baronies, just sheriffs and knights now. The hamlets, village, town, and city Settlements are all ruled by locals. In many cases, there are one or more knighted families possessing large tracks of land and resources. A couple of these grants moved the administrative center to the lands of their personal manse, and not part of a city.

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

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Caproot Glade (Rhyl)

Posted on September 25, 2025 in Steel-Realms

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Caproot Glade

Rulership/Governance: {Integrity ?}

  • Recognized Administrative Center/Seat of Power:

Population: Approx. race (%, total)
> Note: There is no official census provided.

Beastwood Presence: This location has the presence of a typical Rhylian Beastwood.

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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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
Rhyl Formative Events

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 6909 The Fall of the Grand Barony of Altair from a curse by the Lich Lords. The main passage of troops and supplies from the hinterlands and nfar north to the The Grand Duchy of Rhyl is sacked by an undead army led by a ghoul king.

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.
> For 3000 years, the Kingdoms of old Rhylan was the primary form of Rulership in the territory of the current Grand Duchy.

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.


Simple Outcome / Easy Difficulty & Common Knowledge

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

Minor Outcome / Average Difficulty & Uncommon Knowledge

While none of these shooting stars of the The Blood Sky over The North (CY 9184, month 12) crashed into the Grand Duchy of Rhyl, the glittering trail of lights did descend upon The Sky Stair Peaks & Altain Mountain Range in general, Montwold Protectorate, even some of the Gaur Dinuae Forest as well as North Gate Pass (with North Gate Garrison).

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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South District of Klyben

Posted on September 24, 2025 in Steel-Realms

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The South District of Klyben is one of the two districts (separated by Killean’s Stream) of the trade City of Klyben in the Principality of Rhylan of the Grand Duchy of Rhyl. The south district has the main wide road running through it with homesteads in a square with a few taverns and a lot of cheap worker dwellings.

Cultural Overview & References for the Grand Duchy of Rhyl

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). Citizenship in The Grand Duchy of Rhyl requires both pledges of Rylan the Living + Oath of the Day Watch.

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.

+ Hartwood Presence: This location leans heavily to the Wyld Faith, and has the presence of both Rhylian Briarwood and Rhylian Beastwood.

Competing Occultists: The competing occultist specialty shops operate out of separate districts to ensure there is no clash. The Ten Box Chemists (Rhylander Green Conjurists) in the South District of Klyben and Quizman’s of Klyben out of the North District of Klyben. The Gangs of Klyben stay away from both.

Cottage Industry District

On the south quadrant of the area bordering the North District are all the specialized cottage industry shops and services and workers.

Dillon Antique Village: The South District also has several small antique shops in a raised walkway area called “Dillmon Village” – it is a miniature model of the town with antique, milliner, scarf and glove (including the best work gloves) shops with a tavern on one end.

Horseshoe Hill

Horseshoe hill in Klyben. The hill is on the south side and the runoff is predominantly to the north which arcs around and turns South after the depression.


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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