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Piestchulin’s Grove/Piestchulin Woodlands (Rhylan Grant; Rhyl)

Posted on August 29, 2025 in Steel-Realms

Steel Realms
Piestchulin’s Grove is a western location in the Territories and Fiefdoms of Rhyl of the Grand Duchy of Rhyl. It is one of the Rhylan Grant fiefs. They are known for their amethyst jewelry and gourmet cooks of ‘peasant fare’. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

Piestchulin Woodlands

Initial Description:

This is…

1-5 Services: {services} | Comforts: {comforts} | Friendliness: {friendliness} | Law/Order: {laworder}

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:

  • {place} > Housing (long or short)/Entertainment (type)

Commerce: {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:

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.

Rulership: Hetman

Population: 2,000

The priest of Ezrilus, Piestchulin, settled over a thousand years ago. He and his minions (refugees he had taken in to make his cult) made a desperate stand against Orrish. The minions were half elves, elves, and humans. There was a promise to those that survived that the goddess would restore their number and they held out until only 20 were left, but drove the Orrish back into the forest. The population stays about 2000 people, all are diminutive humans with a strange faerie countenance, and 2/3 are female. They welcome half elves here. Women from here are some called ‘sirens’ they are so beautiful. It is said sometimes Ezrilus walks among them and blesses them with a celestial birth.

Spring Festival of Ezrilus

Spring festival Ezrilus has act specific to the Glade called petal, flowers, circle, something? Magic cooking, always lucky to learn fresh recipes.

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

Honeybark Meadows (Rhylan Grant; Rhyl)

Posted on August 29, 2025 in Steel-Realms

Steel Realms
Honeybark Meadows is a western location in the Territories and Fiefdoms of Rhyl of the Grand Duchy of Rhyl. This Rhylan Grant is home to an enclave of mixed blood halflings and faerie kin. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

Initial Description:

This is…

1-5 Services: {services} | Comforts: {comforts} | Friendliness: {friendliness} | Law/Order: {laworder}

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:

  • {place} > Housing (long or short)/Entertainment (type)

Commerce: {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:

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.

Rulership: Council of Elders; each small settlement represented by a Hetman.

Population: 200-300 each settlement

Wandering Rope Stream

This flows between the forests, going south, providing a natural eastern boundary to the meadowlands.

Wheatstrand Bridge

The only constructed crossing point over the Wandering Rope Stream.

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

Greenstand (Rhyl)

Posted on August 29, 2025

Steel Realms
Greenstand is a stretch of several meadowlands, each surrounded by trees; These are small village Settlements of Barony of Meargensdale Vale within the Grand Duchy of Rhyl in the North Heartlands of the Steel Realms. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

The area was settled by Pinetribe Folk thousands of years ago, and they have lived with the beavers and other animals since. While not hostile to outsiders, they tend to keep to themselves.

One dark aspect of the small subculture is the whispered rumors of human sacrifice.

Rulership: Hetman (typically a druid/shaman)

Population: 450 in each (about 4000 total)

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

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Flatrock (Rhyl)

Posted on August 29, 2025

Steel Realms
Flatrock is a village and Caravanserai Settlement of Barony of Meargensdale Vale within the Grand Duchy of Rhyl in the North Heartlands of the Steel Realms. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

Initial Description:

This is…

1-5 Services: {services} | Comforts: {comforts} | Friendliness: {friendliness} | Law/Order: {laworder}

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:

  • {place} > Housing (long or short)/Entertainment (type)

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

Institutions: (see institutions of The Realms)

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:

Rulership: Mayor

Population: 600 + 150 nearby farmsteads

Temerry Hall Caravanserai

This is a famous large Inn/caravanserai, where Weslay Road and Rodgensen Road meet.


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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Spider Top (Rhyl)

Posted on August 27, 2025

Steel Realms
Spider Top is an area in the Enthavelaugh Weald that is kept fairly dry and the spiders of the area are both its guardians and spin silk for some of their magic items. This is a tree-home of trees woven together at the top by a thousand years of silk from the giant spiders that have been bred and live in the copse. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

Enthavelaugh Spiderin: Spider Top is a large area on top of a knoll with a 1km diameter top that rises about 400 feet and a stream at its eastern base. The woods outside of the knoll are also home to the Enthavelaugh Spiderin. These feed on rabbits bred by the elves and leave other creatures of the Forest alone.

Doget’s Petal: The Doget’s Petal/Doget’s Petal is a thin leather and cloth suit of armor with a hood that is shaped to the body of the wearer. Its composition is unique silks, waxes, and treatments from the area. It appears as a suit of light leather with a vertical set of skirt plates. It is never sold to outsiders, and only gifted to those who perform a high deed for the region or specifically the elves of Rhyl.


i20™ Armor Details

Prestige Mark > It is considered fitted Leather with +3 Resilience (only fits the wearer) and Cold Resistance & the powers of Cloak of Elven Kind. When among the rocks and land of the region of Rhyl, it is treated as a Elven Cloak. Outside, under the sky, the armor can be worn at night and slept in without discomfort – actually helping the character become comfortable; once slept in for a Long Rest cycle and Attuned, it grants the wearer +1 Initiative while it is worn & character can use all three Resilience at once – this destroys it and it cannot be repaired.

iCore iCore™ Armor Details


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.

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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