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Harriman’s Gap (major trade crossing, Rhyl)

Posted on August 3, 2025

Steel Realms
Harriman’s Gap is the largest trade Settlement crossing over the river in the Barony of Welshan that connects the northern heartlands with the central heartlands. Most of the trade over the river uses Harriman’s Gap, with the Uplands Kemethian Bridge handling smaller levels of trade. This location bears the Frost-Melded mark an ancient encounter with the Dragon 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). 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.

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:

Encounters & Dangers in the Area

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

The “Gap” is a passage that goes through a rock outcrop that the river flows over the top of. It is big enough for a wagon to pass each other in different directions. The passage is damp and has water on the ground constantly, but channels have been cut for drainage. It is a marvel to behold. The river itself was changed in CY 7211 by priests of the Green Church to use a cut out channel in the exposed bedrock so the tunnel could go under it.

  • Midland Rush – The main portion of the river flows through a shallow and wide channel.
  • Tellman Spur – A small spur was cut out in CY 7845 to provide a flow for a water wheel next to Tellmans Shelf and a settlement that could be controlled.

Harriman’s Road This road runs through the gap, going north – south.

Tellmans Shelf

The hard rock shelf and cut that goes over Harriman’s Gap on Harriman’s Road. In the summer, adults and youth slide over the smooth rocks of the shelf and drop through the short falls to cool off for fun.

The Tunnelrider Inn

A massive inn and caravanserai for merchants. They have harnessed the flow from the Tellman Spur and run a water wheel and a grinding wheel for grains. It stands watch over the unique underground passage under the river on the north (Rhyl) side.

The Hal-Dereg Mill

Tellman’s Shrine (Green Church)

The spring celebration draws many folk around the wetlands to Tellman’s Shrine.


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.

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

The Glimmerglen

Posted on August 1, 2025 in Steel-Realms

Steel Realms
The Glimmerglen is a legendary place where the power of nature is at its peak. About 40 miles into the great Forest of Rhyl, on the east edge of The Barony of Meargensdale Vale is a set of progressively higher hills running west to east known as The Giants Steps running about 4km. The Glen sits midway on the south side. It is about 1.5km long and half that wide. Vegas Deep was abandoned when activities here affected The Glimmerglen not far away. This location bears the Frost-Melded mark an ancient battle with the Dragon of Rhyl.

A stream coalesces into a series of beaver meadows and runs south to a small, tall falls that almost turns completely to mist before it hits the bottom. The sun seems to reflect ten times more than it should, creating a diffused, glittering effect.

The Har’ahdu Cunaigh – Aelpath of Helca twines through the Great Forest of Rhyl.

Hostile to Outsiders: Getting to The Glimmerglen is often fraught with accidents. The insects grow large and swarm, the birds harass climbers, game roams freely and is abundant (and sometimes huge), but there are no large predators. There are moments when phantasmal visions of strange beasts appear and fade out. In the winter, it snows an unusual amount on the nearby peaks and in the glen. It is inhospitable to humanoids,with a reputation of folk vanishing that were there moments before. Sightings of elves nearby have stoked many rumors, but they certainly do not live there – no permanent residence of any kind has ever been seen.


A Seat of Power: Long has it been whispered that a great spirit of the land lives there. Druids of the Wylde are known to seek it as a place of refuge – but only in the short term. The Rhylan Conjurors hold it as a sacred place and each make a pilgrimage to it at least once. The Great Spirit of Rhylande (spirit of Rhyl) manifests its presence here. It is sometimes referred to as “The Rhylan Tabernacle”. It is a place where The Rimbus were once strong and intersects with The Aelfpaths of Helca.

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

Enecio Peaks (Rhyl)

Posted on July 28, 2025

Steel Realms
Enecio Peaks (also called the ‘dirty peaks’) drops in the south to Caolite Basin. The area is famous for the Storm Springs that seem to form instantly above the stretch of hills; These sometimes form bizarre weather formations and are even rumored to form small but violent Change Storms like the Valley of Sighs that are said to open portals to other realms. This location bears a few Frost-Melded that mark an ancient encounter with the Dragon of Rhyl.

Vinewood Cut is a gap between the southern edge of the Vinewood Forest and north end of the Enecio Peaks. It is the primary east-west travel routes within the County of Dunaine and its neighbors to the west.

Peaks

Farthean’s Ridge

The west of the peaks is dominated by the ridge. Its is from this area that many red-tinged mineral streams flow west and south that give the ___ Barony its name.

Gaslard Bluff

Mount Coletonas

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

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Tell Cunetha (ruins)

Posted on July 28, 2025 in Steel-Realms

Steel Realms
Tell Cunetha is a ruin that marks the southern boundary of the Haivelaugh Weald in North Vinewood Forest. It was once a natural fortification of the elves, then a human fort where elves and men met. This location bears the Frost-Melded mark an ancient battle with the Dragon of Rhyl. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented. This is documented and noticed for explorers to stay away.

It is located OUTSIDE the The Vinewall.

After it fell into disrepair, it became a World Watcher keep, and finally it is used in times of active war as a local lookout (usually requiring repairs first).

The Har Cunetha sometimes use it as a base when they need to operate outside the Weald boundaries.

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


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.

Common Knowledge / Easy Difficulty

There is a full record of all Heralds of the Har Cunetha in the ruins of Tell Cunetha.

Rare Knowledge / Very Hard Difficulty

Laey Network for Defense: The elite Har Cunetha make extensive use of the Laey Lines and network that ultimately connect them to the heart of the forest of Ryhl. Tell Cunetha – where the riders meet sometimes – has a branch laey line as well that connects it directly to the heart of the Haivelaugh Weald. The Three Blades of Ceith Grebatain that guard the east of the elves are also connected with laey power. The Laey network channels power to the riders and their mounts to be able to outmaneuver, track, harry, and take down powerful creatures in the Vinewood area and beyond its borders because of it.


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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City of Redmark (start of ‘The Red March’)

Posted on July 26, 2025 in Steel-Realms

Steel Realms

The City of Redmark is a large, bustling city Settlement and the starting point of “The Red March”, and the capital of the Barony of Redmark. Supplies and troops are constantly flowing through it and its port. It is the permanent home for two mercenary companies that have been established for over 200 years, and barracks just outside the port as part of the Castris Leonis. There is also an Office for Reclamation of the Wyld projects here, mostly involving the Hoarblight. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

The scope of the land traffic and port traffic at the city that begins The Red March is impressive by any measure. The city is made for war. It runs day and night, non-stop, every day of the year. There is a constant flow of goods and bodies going north, and a smaller flow returning to leave for their homes after years of service – many wounded, and all with a haunted look in their eyes.

It is where the road AND the Red Rail line of The Red March begins.

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:

Office of the Harbor Master:
> Launches x | Tenders x | Pinnace (armed) x | Cutters (armed) x

  • Sr. Harbormaster:
  • Jr. Harbormaster:
  • Dockhands:
  • Teamsters:
  • Muletenders:
  • Custom Agents/Inspectors:
  • Marines:

Encounters & Dangers in the Area

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

The south side beacon in the Barony of Astret on Sentinel Hill can be seen by the territories that border the Caolite Basin/Lake Caolite; There is an accompanying beacon in City of Redmark atop Illisain’s Tower (but lacks the visibility range).

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.

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.

Locations of Quizmans Within Rhyl
Realm's Aptitude Powers: Divine, Occult, and Psychic

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