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The Perennial Plinth of Ten Stacks

Posted on September 22, 2025

Steel Realms
The Perennial Plinth of Ten Stacks is a raised stone base that each year is used as a site where Ducateon merchants come once during the fall and set up shop to sell goods from their enclaves in the north and specifically to trade with elven traders nearby in Ten Stacks.

Open for Business: Once a year, a large opening appears on the top of the plinth. The Ducateon live in the chamber(s?) below for the duration of their stayu and set up a merchant shop atop it.

Chronicle of the Locale/Operation

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

CY 8600 approx = first time merchants showed up.

The “plinth” is closed for the rest of the year it is sealed up. No one has ever gotten in and the few glimpses documented have indicated it is nothing more than a single large living chamber. They arrive at night and depart at night. They sell some mundane goods but also sell Ducateon Weathering armaments. This later material is a tradition that is hundreds of years old at this point.

Common Knowledge / Easy Difficulty

Although just a trading post, the plinth grounds are treated as if it were an embassy of sorts for the Ducateon. In times past, it has been used to issue some communications from.

The specifics of the annual trade between elves of the Haivelaugh Weald and Ducateon that come to the The Perennial Plinth of Ten Stacks is kept between them. Nothing untoward has ever seen to come of it, but the primary business that happens there every year has remained a secret for a thousand years.

Uncommon Knowledge / Average Difficulty

For 100 years, the Ducateon have tried to sell the Ten Hands Blade at the Perennial Plinth of Ten Stacks – it was become local legend that it always ends up back with the Ducateon. Now it is a local legend.

Scarce Knowledge / Hard Difficulty

For the last 100 years, the Ducateon put forth the Ten Hands Blade, and thus far it has not sold or been returned to them (apparently).

Rare Knowledge / Very Hard Difficulty

The elves trade with the Ducateon at The Perennial Plinth of Ten Stacks for maintenance of resonance stones that help to guard and alert the Three Blades of Ceith Grebatain against undead, Orrish, and supernatural creatures. These are unexpected by those thinking the elves defend their lands using their traditional mystic means of detection.


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

Ruhn-Aahn (Ducateon Holt ruins)

Posted on July 30, 2025 in Steel-Realms

Steel Realms
Ruhn-Aahn is the Ducateon settlement in the Altain Mountains of the north that built the machines and helped defend Balient’s Breach. It was built in the west side of the breach, into the wall. This was once a thriving holt, trading in silver and coal. After The Sundering in CY 5000, it was never heard from again; all the upper grounds and entrances were collapsed. Only a handful survived. The Ducateon collapsed its depths, keeping the Outholt for the dwarves to take over. The only thing keeping it worth their while was the continued silver mining. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.
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Balient’s Breach was more dangerous and expensive than Altair Pass, but was an alternative until the Grand Barony fell and the pass became a wasteland and impossible due to the evil spirits that refused to rest – hostile to Lich Lord minion and the living alike.

Dwarven Enclave of Ruhn-Aahn

The dwarves officially took over in CY 5094 as the Dwarven Enclave of Ruhn-Aahn. They agreed to be allies of the Grand Duchy of Rhyl in CY 5219, though maintain a agreed upon level of autonomy. They keep in close contact with their brethren in the dwarven enclave of Sun Stone Top.

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

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Holt of Bromek-Mar (Ducateon ruins)

Posted on July 14, 2025 in Steel-Realms

Steel Realms

The Holt of Bromek-Mar is an ancient Ducateon ruin of a holt that was long ago buried. Over the ages, some of the entrance and upper ruins have been exposed through natural disasters (tremors). Bromek-Mar was once a Ducateon Outholt, last occupied in CY 8017. The Ducateon folk collapsed and abandoned it when the resources began to get difficult to extract, as they normally do, and they no longer felt like jeopardizing their folk so close to The Deeping of the Steel Realms and the constant incursions from the undead in Fallen Dundaria and The Valley of Sighs. These days it is used only as a place of rest by dwarven travelers and scouts from Rekka-Cheq & Sun Stone Top, scouts from Three Blades of Ceith Grebatain, and World Watchers scouting the area. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

It once brought Iron, nickel, diamonds, and coal out of the area. It served as a bastion against the Orrish from the Dark Lands coming through the mountains to raid.

It is south of Sun Stone Top, high in the peaks of the Tolkisson Mountain Range.


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

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Ducateon Crystals

Posted on September 15, 2024 in Steel-Realms

Steel Realms

An enclave and/or holt may have a multitude of Ducateon Crystals. If found on the Exotic Commodities/Materials of the Steel Realms market, Ducateon will actually purchase and return to one of their people’s settlements.

Ur-Ducateon versions: Although these may exist in the Steel Realms somewhere, not even the Ducateon know where. Ancient settlements may reveal them, but they will not generally be recognized. They are larger and resonate more aggressively. Ducateon will purchase them for 3x the normal price to get them back into their community.

Song Crystals

Song Crystals respond to vibration and light. Ultraviolent light mostly. Taken out of the Ducateon enclaves, they tend to function more subdued. They typically function best in clusters. Different colors can make different sounds. Different deep sonic vibrations trigger different sounds, with


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Cleaning Crystals


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Purifying Crystals


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Alarm Crystals


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

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