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The Bone Field (Klaurian Sanctuary)

Posted on October 31, 2025

Steel Realms
The Bone Field is one of the Klaurian exclusive territories of Kulim’s Expanse in North Pines.

This place is a holy place where many of their kind go to die. This location bears the Frost-Melded mark an ancient battle with the Dragon of Rhyl, where they drove it away and came to an accord with it around CY 611. Kalurian Silverpoint Artists also use bone pieces and powder from The Bone Field to create a textured effect, coating finalized artwork in pine resin from their home of North Pines to seal and stiffen it.

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.


This locale trains characters in the practice of the Rhylian Undead Hunters.

This locale has a Chapter House of the Narcosan Order of Necromancers in Saltmarch. This is a well kept secret, but the necromancers have ensured that the Dead stay at rest for the Klaurians. They have also mummified some of the great warriors laid to rest that requested the eternal vigil as The Risen for their people.

It has been reported that the Order of the Black Gorgon has some association with this place.

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

Goldpond Lodge – Ducal Manse (of Rhyl)

Posted on October 30, 2025 in Steel-Realms

Steel Realms
Goldpond Lodge is part of the Ducal Estate(s) of Rhyl located in the eastern City of Sheffet. It has a low walled compound with a white marble fortified tower and gatehouse. There are 3 “cottages” (3-4 bedrooms). A stream is diverted through it, to a cold pool. This also feeds a bathhouse. Extensive use of yellow ceramic from Ten Stacks is made in signature elvish styles, giving the manse its name.

  • The Order of the Black Gorgon has a blood-line activated Call Stone in all of the Ducal Estate(s) of Rhyl.
  • Ducal Guard: A private force of 8 soldiers and 10 lookouts guard the manse when empty.
  • The grounds are managed by a game warden and groundskeeper with a few assistants; The land provides grazing, foodstuffs, and small game for locals when unoccupied.
Realm's Aptitude Powers: Divine, Occult, and Psychic

Aender’s Summit – Ducal Manse (of Rhyl)

Posted on October 30, 2025 in Steel-Realms

Steel Realms
Aender’s Summit, also called the “Salt Lodge” is part of the Ducal Estate(s) of Rhyl on the Salt Shore city of Solavia’s Landing. Made in CY 7467, this sprawling manse covers about 20 acres of land, with a stream running through it to Lake Caolite. Terraced ponds fill as summer swimming pools, surrounded by several tall statues of dragons. It is walled, with a tree lined road leading from a gatehouse to the mansion proper.

    >li>The Order of the Black Gorgon has a blood-line activated Call Stone in all of the Ducal Estate(s) of Rhyl.
  • Ducal Guard: A private force of 8 soldiers and 14 lookouts guard the manse when empty.
  • The grounds are managed by a game warden and groundskeeper with a few assistants; The land provides grazing, foodstuffs, and small game for locals when unoccupied.

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.

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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Longhollow – Ducal Manse (of Rhyl)

Posted on October 30, 2025 in Steel-Realms

Steel Realms
Longhollow (Ducal Manse) is the Ducal Summer Lodge behind The Autumn Wall. It is a walled compound and fortified keep enclosing a manor with 8 full bedrooms about 1km back from The Autumn Wall, and within sight of the Home Garden. Although it is part of the Ducal Estate(s) of Rhylan, it is not truly a lodge for vacationing in, but one or more of the ducal family often go here as a show of support; A full display of multiple family members every few summers. Those of the ducal family (or their servants) that volunteer for some level of service usually reside in Longhollow rather than in barracks.

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. The Ducal Manse is constantly examined by one of these to ensure its safety.

  • The Order of the Black Gorgon has a blood-line activated Call Stone in all of the Ducal Estate(s) of Rhyl.
  • Ducal Guard: A private force of 1 Priest of Light, 23 soldiers and 11 lookouts guards the manse when empty.
  • The grounds are managed by a game warden and groundskeeper with several assistants; The land provides grazing, foodstuffs, and small game for locals when unoccupied.

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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Ducal Estate of Rhylan (Summerblaze)

Posted on October 29, 2025 in Steel-Realms

Steel Realms

The Ducal Estate(s) of Rhylan are the home of the ruling family of the The Grand Duchy of Rhyl. The primary estate at the capital is about 35 acres of a walled compound to the west of the ducal castle in the City of Rhylan, and home to the extended Ducal Lineage, friends of the family and some allies. All Ducal estates are owned by the family of the Duke of Rhyl.

Mansion of Summerblaze

Mansion of Summerblaze in the city is the home of the ducal family of Rhyl. Taking up the center of the estate, it is the largest manse on it, taking up about 10 acres. This is the primary domicile for the extended Ducal family and some courtiers. It has 26 bedrooms, each sleeping at least 2. The compound has a well and gardens. It has a personal chapel, stable, child wing, and is built for long stay multi-generational living. It was rebuilt/expanded in CY 8099.

The estate also houses the Plumlight Lodge (6 bedrooms), Silvershade Lodge (6 bedrooms), and 5 “cottages” (3-4 bedrooms). A full carriage house, stable and track, a family chapel, 3 ponds & multiple wells, and more.

One of the set of Kinsaerel’s Weave for detecting Hags is in Ducal Estate of Summerblaze and one is carried by the leader of the Har Cunetha.

This place is a Safe Haven for members of the Rhylander Green Conjurists.

Extended Estates

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

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