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Vegas Deep (ruined dwarven mine)

Posted on September 21, 2025

Steel Realms
Vegas Deep is a place in the mountains of The Giants Steps where dwarves once mined mithiril – the only place they ever found it outside of Ynth. It is said to have been the deepest mine the dwarves themselves has ever made. Vegas Deep was abandoned when activities here affected The Glimmerglen not far away.

It is unknown why there is no evidence that the Ducateon never tried to mine here.

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.

Scarce Knowledge / Hard Difficulty

Stellan of the Dust

Stellan of the Dust was a wizard that was seeking to become a lich. He sought lichdom to delve deep into and exploit the ancient mine of Vegas Deep, where once they mined mithril. He was attacked by a group of priests, wizards and druids of Rhyl, and killed after a multi day battle in the hills of the The Giants Steps. His talisman was left on the field and though his body was crushed into oblivion, its spirit haunted the talisman and the talisman was found by Warren Marto over a hundred years later.

Rare Knowledge / Very Hard Difficulty

Warren Marto

Warren Marto became a powerful warlock with the talisman of Stellan of the Dust and gathered unto himself forces of Nurth, Orrish, disaffected mercenaries and criminals. He sacked scareths Hall in _. His army was harried and it broke up. Most of the treasure was recovered, but some items never were. The body of Warren and the smashed talisman was cast into a great fire are The druids of Gaia. It released Spirit that turned many into lycanthropes as a final plague before being destroyed forever.


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

Tags: , ,

Hurda Cheq (dwarven town/mine, Rhyl)

Posted on July 29, 2025 in Steel-Realms

Steel Realms

The dwarven Settlement of Hurda Cheq on Sun Stone Top is both home and a working mine of the same name. There are small high valley fields with wild grains and mountain flowers planted and raised by the elves to be hardier (they bring fresh seeds every decade or so), in exchange for stone work done by the dwarves. The dwarves have found springs and created a series of cisterns and gates to keep the fields watered with even temperature water even in the coldest months. The town is not large, and almost everyone works in the mine industry.

The War Torches of Sun Stone Top are made by the dwarves in the enclave of Sun Stone Top (in Hurda Cheq) in the The Grand Duchy of Rhyl.

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

The primary mining done nearby is iron, coal, and unique to the area high mountain sapphires. They employ and trade with the hill folk of Flat Peak Ridge.

This town represents the northern boundary of the dwarven Sun Stone Top enclave.

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)

Barents Burning Harvest Trade Pipeline: Barents Burning Harvest is done by dwarves of Hurda Cheq & Mrallin Cheq on Sun Stone Top. They are sold in both places, though in alternating years.

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.

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

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Mrallin Cheq (dwarven town/mine, Rhyl)

Posted on July 29, 2025 in Steel-Realms

Steel Realms

The dwarven Settlement of Mrallin Cheq on Sun Stone Top is both home and a working mine of the same name. There are small high valley fields with wild grains and mountain flowers planted and raised by the elves to be hardier (they bring fresh seeds every decade or so), in exchange for stone work done by the dwarves. The dwarves have found springs and created a series of cisterns and gates to keep the fields watered with even temperature water even in the coldest months. The town is not large, and almost everyone works in the mine industry.

The primary mining done nearby is iron, coal, and unique to the area high mountain topaz. They employ and trade with the hill folk of Flat Peak Ridge.

This town represents the southern boundary of the dwarven Sun Stone Top enclave.

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)

Barents Burning Harvest Trade Pipeline: Barents Burning Harvest is done by dwarves of Hurda Cheq & Mrallin Cheq on Sun Stone Top. They are sold in both places, though in alternating years.

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.

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

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Sun Stone Top (dwarven enclave)

Posted on July 29, 2025 in Steel-Realms

Steel Realms

The dwarven enclave of Sun Stone Top sits high up in the peaks of the Tolkisson Mountain Range on the border of The Grand Duchy of Rhyl and the Fallen Kingdom of Dundaria – now Lichrya – home of the Lich Lords. A few settlements are centered on a collapsed Ducateon mine of Kar-Kadurr and old fallen Ducateon fortress of the Holt of Bromek-Mar. They maintain close contact with their brethren in the Dwarven Enclave of Ruhn-Aahn. The area was the site of many battles between the Ducateon folk and the invading Lich Lords.

Prevailing Weather in the area:

Defense of the Region

Eventually the Ducateon built the Rhenclaves of The Hornguard of Rhyl (now tended by dwarves) and moved out of the area. The hearty dwarves moved in, along with some independent and hearty hillfolk of the Pine Tribes on Flat peak Ridge. The dwarves and Hornguard have taken on the first line of defense in the region and are given a tax reduction dispensation by the Duke of Rhyl and the Count of Dunaine for their work. The World Watchers know it as a place where they can rest as well. They work closely with the elves of Three Blades of Ceith Grebatain.

Elven Friendship: They coordinate with the elves manning their watch towers in Shoulder to warn of any underground threats or creatures making it past their lines from The Valley of Sighs, The Dark Lands, or the Fallen Kingdom of Dundaria. They NEVER take wood from North Vinewood Forest. They only take from their own managed Highspear Grove and the edges of the South Vinewood Forest in the lands near Ten Stacks, where the woodland is managed using Elven ways by the half elf locals for their brick ovens in collaboration with the inhabitants of the Weald.


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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