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Myth of the Winter Elves

Posted on May 5, 2026 in Steel-Realms

Steel Realms

A few Faerie elders of the Steel Realms (mostly Ynthian) and Green Speakers know the legend of the Winter Elves. A kingdom amidst overcast skies, in snowy mountain tops like the syphym – the Flying Elves that were long gone. These elves are said to pre-date the coming of the Blood of Saemon on the Aelfpaths of the Steel Realms, and watched the from afar as calamity after calamity has befallen the world, staying silent, powerful, and reserved – nudging and setting things in motion with an unseen hand to help the forces against evil for tens of thousands of years.

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

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Shoulder Blades Pass (pass through Giant’s Steps hills)

Posted on February 3, 2026 in Steel-Realms

Steel Realms
Shoulder Blades Pass is a means of traveling between The Wyldes and the Great Forest of Rhyl in The Grand Duchy of Rhyl. It is a east-west pass through the high hills that separate these lands. There is a long standing truce and treaty for the free and open use for anyone wishing to travel through it. The tribal elders of The Wyldes are more concerned about who travels through here, and there are scout stations and small hamlets on the west side to monitor this.

Rulership/Governance: {Integrity ?} The pass is mostly seen as a neutral territory, though Ducal officials may lay official claim to it.

  • Recognized Administrative Center/Seat of Power:

Population: Unknown if any but a few of the Smallfolk of Faerie that live in the pass itself.
> Note: There is no official census provided.

Encounters & Dangers in the Area

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


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.

It is said that spending too much time in the pass itself brings strange dreams.

Scarce Knowledge / Hard Difficulty

The giants send aid to the Ducateon in CY 3516 – 3947 during the Troll Wars / CY 3949 giants begin their ‘retreat’ feeling betrayed. The area becomes a pathway of all Giants seeking refuge in the north.

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 Smallfolk of Faerie in The Realms

Posted on September 24, 2025 in Steel-Realms

Steel Realms

Mostly The Smallfolk of Faerie in The Realms have retreated from the world. They can be found in deep forests, away from larger species, but are mostly harmless. In some places, things such as the Rhylan Weald Accordance govern relations with them.

Smallfolk of the faerie can invoke a Faerie Vexation using a Faerie Ring anchor; time means nothing to faerie, seems unconnected, but source of vexation can be seen in visions of flame, fog, and hallucinogens.

Lightbringers vs Smallfolk: A tension/animosity between Faerie Smallfolk and the Lightbringers developed over the ages.

Ellosarr (Faerie Homes)

The faerie Smallfolk equivalent of a Weald is called an Ellosarr. It is just ‘home’ to them – a place where intuition and an inherent sense of community exists. This is typically underground – though not carved or built. Passages and rooms are lined with stones, but not paved or have any perfectly straight walls. The entrances are enchanted – only the faerie folk can see it. It is only accessible at sunrise and set for the non smallfolk. Barring this, ‘side stepping’ using spells or abilities may work. Faerie Ring are often built to allow the folk of faerie to communicate with outsiders, or as a place of power.

Sprites

Smallfolk of Faerie Refuge

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

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North Vinewood

Posted on July 27, 2025 in Steel-Realms

Steel Realms
North Vinewood Forest is the home of an Elven Weald and generally thought of as off limits to anyone but the elves. No logging is done here. The dwarves of Sun Stone Top are known to make camp on its edge when they need to travel to human settlements – but they never take anything or disturb anything (per request).

Rulership/Governance: {Integrity Weald: *****} The whole north is the seat of the formal Elven Weald; Subject to the jurisdiction of the ducal authorities if need be.

  • Recognized Administrative Center/Seat of Power: None for the forest itself, the Weald has its usual features.

Population: Smallfolk of Faerie number in the hundreds, protected by the Weald, but remain unseen.
> Note: There is no official census provided.

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 have shared culture - languages used, Character Experience, institutions, Law, etc; Most Settlements includes the basic experience of Characters of the Steel Realms.

Prominent Markers: Markers are posted in the languages of the realms: Gladnorian, Feyloise, and Dundarian. These warn travelers to never venture farther than a few steps into the forest and not to log or burn anything on pain of death.

Stands of Maple: There are several large stands of old maple and newer ones growing. The elves of the Weald have a trade deal with the Marack family of Autumnleaf Ale Houses and they age some of their products in.

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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Gaur Dinuae Forest (Rhyl)

Posted on July 16, 2025 in Steel-Realms

Steel Realms

The Gaur Dinuae Forest – “Forest Between Two Rivers” – is the eastern forest of mostly pine and ash in The Grand Duchy of Rhyl that butts up against the Tolkisson Mountain Range to the east. It has been heavily logged, and since the end of the Rylan-Elf wars is in the process of being managed like the Forest of Rhyl now, with the assistance of the local Elven Weald.

Rulership/Governance: {Integrity ?} There is no holder of title over the forest – only the Elven Weald that takes up most of it.

  • Recognized Administrative Center/Seat of Power: None for the few small forest steadings.

Population: Smallfolk of Faerie in unknown numbers stay hidden mostly, a few small logging settlements on the forest edge operated by humans and elves.
> Note: There is no official census provided.

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 have shared culture - languages used, Character Experience, institutions, Law, etc; Most Settlements includes the basic experience of Characters of the Steel Realms.

Stands of Spruce and Apple: There are several large stands of old spruce and newer ones growing. The elves of the local Weald have a trade deal with the Marack family of Autumnleaf Ale Houses and they age some of their products in and make winter cider with the apples.

Gaia’s Spring Abundance: The druids of the Gaur Dinuae Forest & Rhyl Forest and mountains and streams ensure water and soil health, and work with the World watchers to ensure proper management of the forest as a resource. It is no longer shrinking, but it is not growing, due to the rebuilding of a lot of structures in the last 500 years. The elves of the Weald in the Forest ensure the wild grains, peas, and beans are protected as fodder for the war horses that is kept in Pacification Garrison of Icewatch/Lorman’s Lament nearby.

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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