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The Fortified city of Alstaad (North Gate Garrison)

Posted on August 11, 2025 in Steel-Realms

Steel Realms
The Fortified city of Alstaad, also called “Garrison City”, is the Settlement behind the The Autumn Wall at North Gate Garrison. It is one of the many North Gate Garrison Locations and Areas and holds over 150,000 inhabitants, and the reinforced main keep holds some 40,000. It is a staging point, where new soldiers arrive and are posted from. Its outer walls can technically hold about 300,000 if it has to, and has been used as a rally point when the main defenses have failed several times over the ages. Its walls all have the Anvil of Mizras treatment. When the wall is overrun, the gate will shut and the battlement will be lit with the bright Light of Virtue, administered by the Lightbringer’s clergy. This can light up the entire area around it and in it.

Like Pacification Garrisons, the administration of the civilians is given over to the authority of the local Lord – the Duke of the The Grand Duchy of Rhyl. The administrative offices are located outside the keep, behind the main walls. There is a massive processing station and small town outside the southern gate, where the new arrivals are processed.

Institution & Group Representation

Autumn Armories: All along The Autumn Wall, armories are proficient at making the basics of the Redbrand Armory of Redmark‘s Redbrand Doublet = though the crafting mark and specific refinements the source armory makes are not handled by the Autumn Armories.

This locale has a Chapter House of the Narcosan Order of Necromancers in Saltmarch.

It has a major installation for the Bank of the Silver Stacks. There is also an Office for Reclamation of the Wyld projects here, mostly involving the Hoarblight.

Crime: Though this place may have a couple local gangs, the predominant Rhylian Criminal Presence is The Dead Hand. They ONLY deal with smuggle luxuries and civilian goods – NEVER interfering with military process or goods.

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

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

Hospitals

Recovery Process: The various faiths represented at The Autumn Wall and the Rhylander Green Conjurists organize most of the Recovery Operations at North Gate Garrison to ensure evil auras, curses, taints and corruptions don’t enter the ranks of those serving or the lands behind the wall.


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.

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

City of Rhylan (capital of the Grand Duchy of Rhyl)

Posted on August 1, 2025 in Steel-Realms

Steel Realms
City of Rhylan is a massive, spread out capital city that is the central hub of The Grand Duchy of Rhyl.

Initial Description:

Rhylan is a sprawling, bustling unwalled city, with a main district on an uplift topped with the Ducal Keep, two other hills (Reethedyn and Hoarthedyn) and four suburbs with obvious vineyards and orchards at its edges. Several towers can be seen from a far distance, and most of the buildings are made from white limestone, making it a dazzling sight. Lush green trees grow throughout the city, making the white limestone even more striking. There are 5 roads leading into it, each marked with a statue of a white dragon as the city’s formal boundary.

Initial Description:

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 share Common Culture - languages, Character Experience, institutions, Law, etc.

Crime: Though this place may have a couple local gangs, the predominant Rhylian Criminal Presence is The Dead Hand.


Encounters & Dangers in the Area

See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.

1-5     >    Services: *** | Comforts: ***** | Friendliness: ***** | Law/Order: ****

Heraldry/Symbol:

Greater Sovereignty: Grand Duchy of Rhyl

Type: (see Settlement Planning and Design in The Realms)

Governance: “{title}” (see Titles and Honors of The Realms)

Population: / Transient:
Demographics:

Laws and Protocols of Note: + standard Laws and Codes of the Realms

Groups/Factions:

Primary Hospitality/Accommodations:

  • Visitors Quarters > Housing (long or short)/Entertainment (arts & crafts, intimacy)

Commerce: (see Trade Organizations/Institutions of the Realms)

Institutions: (see institutions of The Realms)

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

Founding: {approximate year/age and culture of origin}

Primary Surrounding Habitat and Weather:

Roads, Streets, & Thoroughfares:

  • Waste: Runs/Bins > Collection | Minor Sewers or Major Sewers

Defenses: {defensive works, fortifications, garrisons, holdouts}

  • Police/Watch: | Officers:
  • Constables & Detectives:
  • Elite Tactical Forces: | Officers:
  • Militia/Volunteers: | Officers: > War Time Only?
  • Military:

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

  • Heraldsmein:

Chronicle of the Locale

Historical Chronicle Information

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.

Many arches along The Red March and at many places in North Gate Garrison are equipped with the keystone of Aerna’s Rhylan Reveal to detect undead are made here in the temple of Aerna.

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

Enthavelaugh (Elven Weald, Rhyl – Gaur Dinae)

Posted on July 30, 2025 in Steel-Realms

Steel Realms

The Enthavelaugh Weald is the dark forest Weald of the elves in the north boundary along the edge of the Tolkisson Mountain range in the Gaur Dinae Forest of Rhyl. Long has this clan been secretive and independent. Allies in time of need for certain, but more wild and alien than civilized by the Grand Duchy of Rhyl’s standards. The Autumn Goldfind Quarry to the NW provides a steady supply of cut stone for what little the elves need.

Governance of the Weald

Rulership/Governance: “Green Sleeves“: Burntleaf Greenspeaker is the office for Weald who represents it to outsiders. {Integrity ***} – uses Elven Wealden Titles. They are led by an Elven magus known as “The Doget” (dough-get)- named after the wild blue and white tulip that grows in The Forest of Rhyl proper. She has led their clan for over a thousand years, far longer than the normal Wyld Elven lifespan – and it is thought she is of a Ynthian bloodline since the clan became more secretive when she assumed control.

  • Blood Leaf – “The Hand of the Doget”: The war leader that handles incursions or must work with outsiders to coordinate efforts.
  • Administrative Center/Seat of Power:

Population: Approx. 20,000 Wyld Elves
> Note: There is no official census provided.

Protector Spirit: Karhu the BEAR – the senior followers are involved in both Defense and Faith of the community.

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


Resource Accord with Rhyl: The active version of the Rhylan Weald Accordance that govern resource management is carved upon a preserved tree stump in the City of Klyben in the North District of Klyben for all traders to be able to reference. Per this accord the elves post signs using bright yellow ribbons (from Ten Stacks) to mark their Weald Boundaries.

All the Elven Wealds of the Steel Realms in Helca have Laey Lines going through them that can be activated.


  • Typical of Elven Wealds of the Steel Realms, this faerie home is lit using Elven Lake Lamps including the annual festival; This eerie glow sometimes seen by outsiders and centennial festival add to the typical mystery and wariness of the Elvish home.

Characters from the Weald

Characters with their origins here have the Wyld Elf of the Weald Experience available to them.

Those entities Flora Bound to the Wealds have access to the powers described under the Common Amesha Element of the Wealds of the elven faith of the Steel Realms.

List of Elven Wealds of Rhyl

The Har’ahdu Cunaigh – Aelfpath of Helca twines through the Great Forest of Rhyl, also connecting all the Elven Wealds within the Grand Duchy of Rhyl.


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.

Common Knowledge / Easy Difficulty

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

Scarce Knowledge / Hard Difficulty

Decade of Dead Leaves: The fall of Doget’s Burial to Soul Reaver‘s forces precipitated the “decade of dead leaves” – about 13 years (CY 8817 – 8830) of serious loss (100,000+) as the area was inundated with the Lich Lords armies as they tried to flank 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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Naighvelaugh (Elven Weald; Rhyl – North Pines)

Posted on July 30, 2025

Steel Realms

The Naighvelaugh Weald is an Elven Weald of the Steel Realms – typical Elven Weald with a normal Schan-Karr. The elves of this deep forest Naighvelaugh Wealdare the most primal and savage in The Grand Duchy of Rhyl. Their position deep in the Great Forest of Rhyl in the Klaurian controlled area of North Pines on the edge of the Giant’s Steps keeps them isolated, amplified by the ‘separatist’ Kalurians around them. They are not xenophobic, but the natural defense of terrain, boundaries, alliance, and militancy has given them a fierce edge and kept their Weald vital and powerful. When sending their representatives as part of the Realms Levy each year, they typically send about 100 of their warriors, and about 20% are the infamous Tree Vipers.

Governance of the Weald

Rulership/Governance: “Green Sleeves“: Inifri Greenspeaker is the office for the Weald who represents it to outsiders. {Integrity ***} – uses Elven Wealden Titles.

  • Administrative Center/Seat of Power: The sacred Grove of Amalafha is home to the council of elders. The Grove of Needlewind is home of the Green Sleeves and considered a ‘capital’ to outsiders on the east edge of the Weald – one of the only safe places for outsiders to sojourn to.

Population: Approx. 22,000 Wyld Elves
> Note: There is no official census provided.

Protector Spirit: Epona the HORSE – the senior followers are involved in both Defense and Faith of the community; The horse-mother ties them to the Klaurian folk they live next to.

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

Perspectives on Other Wealds

Other Wealds are too civilized and have lost their way – except the Har Cunathea! The Gaur Dinae elves near North Gate Garrison are corrupt and given to a melancholy similar to that of the forest elves of Ynth. They are not trusted. Half elves are accepted, but only as warriors – any other association is considered tainted by the ways of civilized humans.


Characters from the Weald

List of Elven Wealds of Rhyl

The Har’ahdu Cunaigh – Aelfpath of Helca twines through the Great Forest of Rhyl, also connecting all the Elven Wealds within the Grand Duchy of Rhyl.

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

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Ostravelaugh (Elven Weald, Rhyl)

Posted on July 30, 2025 in Steel-Realms

Steel Realms

The Ostravelaugh Weald is an Elven Weald of the Steel Realms – typical Elven Weald with a normal Schan-Karr.

All the Elven Wealds of the Steel Realms in Helca have Laey Lines going through them that can be activated.

Governance of the Weald

Rulership/Governance: “Green Sleeves“: Holabluh Greenspeaker is the office for Weald who represents it to outsiders. {Integrity ***} – uses Elven Wealden Titles

  • Administrative Center/Seat of Power:

Population: Approx. 23,000 Wyld Elves
> Note: There is no official census provided.

Protector Spirit: Mhyi t’k the BIRD – the senior followers are involved in both Defense and Faith of the community.

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


Characters with their origins here have the Wyld Elf of the Weald Experience available to them.

Resource Accord with Rhyl: The active version of the Rhylan Weald Accordance that govern resource management is carved upon a preserved tree stump in the City of Klyben in the North District of Klyben for all traders to be able to reference. Per this accord the elves post signs using bright yellow ribbons (from Ten Stacks) to mark their Weald Boundaries.

  • Typical of Elven Wealds of the Steel Realms, this faerie home is lit using Elven Lake Lamps including the annual festival; This eerie glow sometimes seen by outsiders and centennial festival add to the typical mystery and wariness of the Elvish home.

Characters from the Weald

Those entities Flora Bound to the Wealds have access to the powers described under the Common Amesha Element of the Wealds of the elven faith of the Steel Realms.

List of Elven Wealds of Rhyl

The Har’ahdu Cunaigh – Aelfpath of Helca twines through the Great Forest of Rhyl, also connecting all the Elven Wealds within the Grand Duchy of Rhyl.

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

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