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Altainen Rock Elves (extinct)

Posted on July 4, 2026

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The Altainen Rock Elves are one of the Faerie genus in the Steel Realms. They are extinct now, with the The Fall of the Grand Barony of Altair. They formed from an unknown source of elves in the west end of the high mountains around the Altain Mountain Range, near one of the sources that eventually flow into and make up the Blood River. No young or adolescents were found after they fought to the last, it is unknown how many or if there were any afterwards.

The history of these folk is partly chronicled in The History of the Grand Barony of Altair and Altair Pass.

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

Myth of the Winter Elves

Posted on May 5, 2026 in Steel-Realms

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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

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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 claim to it.

  • Recognized Administrative Center/Seat of Power: None

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.

  • Normal Settlement Encounters > Patrols | Recruiting | Sellers | Begging | Crime
  • Ducal Patrols: These are infrequent and more of a show of force.
  • Klaurian Patrols: These are infrequent and more to ensure no natural hazards block the way.

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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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.

The trail over the pass is solid and wide; The Klaurians use it on rare occasions and they perform some maintenance on it as an alternate route to the northern Altair Passage

Simple Outcome / Easy Difficulty & Common Knowledge

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.

There is an abandoned mud-brick village near the top called “Hoof Top”. No roofs survive and it is not maintained, but it is sometimes used as a neutral meeting point when issues affecting all nearby need to be discussed.

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

There is a mystically concealed path leading to Chapel of the Black Sun from the ruins of the Hoof Top Village. It has confounded the most proficient rangers, world Watchers, priests and Magi forever.

Most of the Chapel of the Black Sun


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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The Smallfolk of Faerie in The Realms

Posted on September 24, 2025 in Steel-Realms

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Mostly The Smallfolk of Faerie in The Realms have retreated from the world. They are the original Smallfolk of Faerie that traveled along the Aelfpaths. 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. Like most smallfolk of faerie, they dwell in Ellosarr (Faerie Homes) – usually within the larger protection of a Weald, if not directly in it.

Defenses: Hordes of smaller natural animals, coordinated regular sized animals, and key gigantic animals.

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

Sprites

Smallfolk of Faerie Refuge


Chronicle/Facts of the Smallfolk Faeries

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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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.

Rumors About the Peoples

Simple Outcome / Easy Difficulty & Common Knowledge

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Scarce Knowledge / Hard Difficulty

The Faerie Ceremony of Energetic Roots was the foundation for the cycle of The Odyssey of Elancil’s Wound. It was enacted by the a conclave of shamans, priests, and druids to try and reinvigorate the forests of the Noble East and Steel Realms in general, and to help the diminishing population of the The Smallfolk of Faerie in The Realms in the Noble East.

Rare Knowledge / Very Hard Difficulty

Secure the Smallfolk’s Future: The efforts of Energetic Roots of The Odyssey of Elancil’s Wound was also an attempt to grow new areas in all the major forests, that can serve as a Ellosarr home for the Faerie Smallfolk that have been being pushed out and displaced.


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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North Vinewood

Posted on July 27, 2025 in Steel-Realms

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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.

Cultural Overview & References for the Grand Duchy 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). Citizenship in The Grand Duchy of Rhyl requires both pledges of Rylan the Living + Oath of the Day Watch.

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.

The edges and heavily logged interior of this forest have grown at an accelerated rate in different areas since around CY 8500 – believed to be part of the effects of The Odyssey of Elancil’s Wound. This has caused logging and conflicts over it to accelerate as well.

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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