Posted on June 10, 2025 in Steel-Realms
The Rime Basin Peaks is the east boundary of the Barony of Cunee along the Tolkisson Mountain Range marking the NE boundary of the Grand Duchy of Rhyl in the northern heartlands. Other than some of the Ilbarsi Hill People traveling north from Orb Lake, the area has only one known ‘trail’ leading into it – The White Stairs. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.
Copper and Silver Mining: There are three operations for mining copper and silver in Rime Basin Peaks feeds smithies of the City of Fortun.
On the northern edge of the Crags of Ilbarsia are a stretch of peaks the run to North Gate Garrison called the Rime Basin Peaks – all part of the Tolkisson Mountain Range. Here is the sacred deep lake of Rime Cauldron of Kaerslein – Elemental Consort of Water, one of her most sacred places. A massive iced waterfall called Kaerslein’s Veil spills into it, in a roil of fog and mist that spill out into multiple low point basins generating an icy rain in the high hills – creating a mystical barrier against the minions of the Lich Lords from coming over the mountains from the Oderach Valley on the other side of the main Tolkisson Mountain peaks.
The Rime Cauldron is a deep high mountain lake that is a catch basin that feed many streams and other basins lower down. It is said that there is a creek path carved out that runs parallel to The White Stairs for animals and followers of the elemental goddess to travel – but this is only rumor.
The “Rimewyld of Kaerslein” is a Briarwood of singular power. It is warmed by the sun’s reflection off Kaerslein’s Veil. It is surrounded in fog and mist. It is not a place of sanctuary for travelers – only a place of power for priests and druids of the Green Church and Wyld Faith. It is a place of hard testing and harsh conditions.
Posted on February 21, 2025 in Steel-Realms
The Stone Horns Druidhold is located in the peaks of Pelmon Ridge (also called “The River’s Spine”). It is a full Druidhold, having both briarwood and beastwood.
This is a typical Briarwood.
This is a typical Beastwoods.
The Shrine to the lady Phelaedea – Elemental Consort of Air is located high up, and is a sacred place of refuge and empowerment, though it has no permanent buildings or congregation.
Posted on January 17, 2024
Briarwood Presence: This location has the presence of a typical Rhylian Briarwood.
Posted on September 18, 2021 in Steel-Realms
Places of Torrelson’s Ford mark places of interest within the lands claimed by the city of Torrelson’s Ford. This includes Yarans Round, which is seen as a suburb. There are many neighborhoods and places of business in the capital of the barony.
In the Low Town District is the grove that holds the stone hall and thatch roofed church of Gaia. It is surrounded by a ring of birch trees and pines that is the Briarwood.
The Bitterwheel Tavern: Offers a penny-hang for those too drunk to stagger home. Its on the edge of the Harbor District and caters top a lower end clientele. It has several booths for groups and conducting business. It is a dive, but a busy one and loud. It main competitor is the Dogsbody Tavern, but the clientele in Dogsbody is… higher class. The furniture and crockery are made for breaking.
MOTTO > “The grog is strong, the food is weak, and the company always satisfies!”
Proprietor > Alan Sheppard; The second story is locked – the Sheppard family that owns the tavern lives above it.
The Bronze Ringlets: A fashion and cosmetic shop in the High Town district. Clothes (mostly accessories), wigs, perfumes, and makeup.
Proprietor > Run by Siress Eloise d’Laurent. She has adopted a more upscale Umbakian name, but is not related by blood or culture really.
Diamond Curios and Antiques: This is an interesting old shop, and collects and sell both Dunstrandian and Umbakian antiques from local areas and sells them mostly to outsiders. Its rumored to be a meeting point for academics, and said to be connected to House Malor. They are the only place in Crestwold that sells Lily Healing items legally. It is also an outlet for Quizmans Magusterum. There is a rookery on the store/home top for messages sent via the Trail Doves of Dunstrand. She is happy to see strangers for many reasons, and can be used as the sign on her shop says – “A sounding board for things spooky and magical.”
Proprietor > Tal Beckam
The Dogsbody Tavern: Offers a penny-hang for those too drunk to stagger home. Its on the edgeof the Harbor District and caters top a lower end clientele. It has several booths for groups and conducting business.
Proprietor > Alan Sheppard; The second story is locked – the Sheppard family that owns the tavern lives above it.
Donk’s Travels: large Inn with a boisterous meal crowd and sometimes decent music. It has 4 private rooms, 2 large rooms and a large common room with places saddles and gear; All are locking. On any given night there may be a passing minstrel, but there is no house band for music or stories. The front room has a large hearth, sits about 30, and has a bar and kitchen. There is a stable and pen next to it that can hold about 8 horses.
Proprietor > Phil. Just Phil. The bouncer is his best friend, Simon. His family and a few hired hands work the inn.
Deepwater Delta Reference Works: Best place around for maps, tide records, history, archeology, and almanac type information. Its pretty run down. He has connections for travel, trade, and connections for outfitting.
Proprietor > Carey and Holly Stipes and their family.
The Lumber Yard: Brothel in the Low Town District.
Proprietor > ‘Lady’ Evelynn; a combination of ruthless in her business dealings and ‘protecting her girls’. But still exploitative.
Red Wing Stables: A massive stables in the Low Town District for over 30 horses it goes mostly empty. It can service 3-4 merchant caravans all at once – carts, wagons, etc.
Proprietor > Run by Sire Michael of the Wellington family; the business is a family business with his 2 sons and daughter, and their significant others and grandchildren.
Posted on November 8, 2016 in Steel-Realms
The City of Correl is the oldest Settlement in Meargensdale Vale. Most of the vale was inhabited by pine tribes that were eventually pushed out. Archaeological artifacts indicate the presence of elves, tribesmen, giants, Ducateon, Bronzemen, and serveral waves of attempted settlement. The Lonely Road, going north out of town has almost no record of ever being built, and yet its been in the records as far back as CY 5000. Correl is a lively city and the heart of trade for the vale. It is built at a place on the river that has an eddy protecting its western side and is used for ship building and docks for river transport boats.
Initial Description:
This is…
Greater Sovereignty: {part of larger territory?}
Type: {type} (see Settlement Planning and Design in The Realms)
Governance: {model} (see Titles and Honors of The Realms)
Population: {total perm} / Transient:
Demographics:
Groups/Factions:
Primary Hospitality/Accommodations:
Commerce: {commerce} (see Trade Organizations/Institutions of the Realms)
Institutions: (see institutions of The Realms)
Briarwood Presence: This location has the presence of a typical Rhylian Briarwood.
Founding: {approximate year/age and culture of origin}
Primary Surrounding Habitat and Weather:
Roads, Streets, & Thoroughfares:
Defenses: {defensive works, fortifications, garrisons, holdouts}
This Locale has a Office of the Herald representing the local Lord/Lady; Rhylan heralds all follow the Heraldic Boreal Tradition.
It is notable that the city and surroundings are absent a Justicars of Balthazaar.
Crime: The predominant Rhylian Criminal Presence in “da vale” are run by 2 rival gangs. The Westies and East Enders vie for smuggling, fencing, scams, pick pocketing, kidnapping, bribery and the usual underground enterprises. They mostly operate in Correl, though claim dominion over the entire vale. A more subtle presence is that of The Dead Hand. Every now and then, rival enterprises from the North MErchant Cities try and muscle in.
Watch: Divided up into cardinal directions (north, south, east and west) with about 15-20 men each. The watch usually uses clubs, but has spears, daggers, and a few crossbows if they need it.
Garrison: Viscount stations 40 professional men at arms (plus officers and logistics support) in the center of the city. Additionally 8 mounted heavy (ring mail) warriors with leather barding for their horses are stationed here, always lead by a knight of the vale. These rotate out with another 22 soldiers and 4 horsemen stationed at the tower. All have spear, shortsword, and light crossbows available to them; horsemen have long spear, shield and longsword.
Occult/Magi Services: General Occult Services is provided here mostly by Quizmans Magusterum in Rhyl. The other Orders of Magi generally focus their efforts on supplying and defending The Red March and North Gate Garrison against the forces of The Lich Lords.
Landed/Peerage (knights)
Viscount Sven Tallstag (Darvin “the golden boy” and Malark “the sleepless one” = twins)
> family (14 total); property rents in town and some out & trade interests (investments – not direct)
Sir Gerald Evenoak
> family (20 total); property rents of farmlands/steadings & trade interests
Sir Erik Tarrenspell
> family (11 total); property rents of farmlands/steadings & trade interests
Sir Sean Barleyridge
> family (32 total); farm harvest processes, storage, crop management, transport & trade interests + interests in many steadings (cooperative)
Titled/No Peer
See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.
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.
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.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
The now defunct order of The Stonelights was originally based out of the city in what is now .

Correl