Posted on July 30, 2025 in Steel-Realms
The Naighvelaugh Weald is an Elven Weald of the Steel Realms – typical Elven Weald with a normal Schan-Karr. The elves of this deep forest Naighvelaugh Wealdare the most primal and savage in The Grand Duchy of Rhyl. Their position deep in the Great Forest of Rhyl in the Klaurian controlled area of North Pines on the edge of the Giant’s Steps keeps them isolated, amplified by the ‘separatist’ Kalurians around them. They are not xenophobic, but the natural defense of terrain, boundaries, alliance, and militancy has given them a fierce edge and kept their Weald vital and powerful. When sending their representatives as part of the Realms Levy each year, they typically send about 100 of their warriors, and about 20% are the infamous Tree Vipers.
The edges and heavily logged interior of these forested areas 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.
Rulership/Governance: “Green Sleeves“: Inifri Greenspeaker is the office for the Weald who represents it to outsiders. {Integrity ***} – uses Elven Wealden Titles.
Population: Approx. 22,000 Wyld Elves
> Note: There is no official census provided.
Protector Spirit: Epona the HORSE – the senior followers are involved in both Defense and Faith of the community; The horse-mother ties them to the Klaurian folk they live next to.
+ Hartwood Presence: This location leans heavily to the Wyld Faith, and has the presence of both Rhylian Briarwood and Rhylian Beastwood.
Other Wealds are too civilized and have lost their way – except the Har Cunathea! The Gaur Dinae elves near North Gate Garrison are corrupt and given to a melancholy similar to that of the forest elves of Ynth. They are not trusted. Half elves are accepted, but only as warriors – any other association is considered tainted by the ways of civilized humans.
The Har’ahdu Cunaigh – Aelfpath of Helca twines through the Great Forest of Rhyl, also connecting all the Elven Wealds within the Grand Duchy of Rhyl.
Posted on July 30, 2025 in Steel-Realms
The Ostravelaugh Weald is an Elven Weald of the Steel Realms – typical Elven Weald with a normal Schan-Karr. This is the closest weald to the Handroot Ellosarr of the Faerie Smallfolk in the Ablocris Edgelands of Rhyl and serves as a protector to it, sharing the same animal protector spirit with it. Though the distance is far, there is constant and near instant communication in times of emergency between the two folk.
All the Elven Wealds of the Steel Realms in Helca have Laey Lines going through them that can be activated.
Rulership/Governance: “Green Sleeves“: Holabluh Greenspeaker is the office for Weald who represents it to outsiders. {Integrity ***} – uses Elven Wealden Titles
Population: Approx. 23,000 Wyld Elves
> Note: There is no official census provided.
Protector Spirit: Mhyi t’k the BIRD – the senior followers are involved in both Defense and Faith of the community.
+ Hartwood Presence: This location leans heavily to the Wyld Faith, and has the presence of both Rhylian Briarwood and Rhylian Beastwood.
Characters with their origins here have the Wyld Elf of the Weald Experience available to them.
Resource Accord with Rhyl: The active version of the Rhylan Weald Accordance that govern resource management is carved upon a preserved tree stump in the City of Klyben in the North District of Klyben for all traders to be able to reference. Per this accord the elves post signs using bright yellow ribbons (from Ten Stacks) to mark their Weald Boundaries.
Those entities Flora Bound to the Wealds have access to the powers described under the Common Amesha Element of the Wealds of the elven faith of the Steel Realms.
The Har’ahdu Cunaigh – Aelfpath of Helca twines through the Great Forest of Rhyl, also connecting all the Elven Wealds within the Grand Duchy of Rhyl.
See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.
Posted on July 29, 2025 in 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…
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:
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:
Defenses: {defensive works, fortifications, garrisons, holdouts}
See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.
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.
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.
See the Herald's Quarterly for world updates.
CY 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, armaments, and manpower flow into the north to fight the Lich Lords.
CY 6514 The Grand Duchy of Rhyl is created by the High King. In exchange for the resources and organization that can be brought to bear against the now organized undead armies, the lands become part of the High King's domain.
CY 6909 The Fall of the Grand Barony of Altair from a curse by the Lich Lords. The main passage of troops and supplies from the hinterlands and nfar north to the The Grand Duchy of Rhyl is sacked by an undead army led by a ghoul king.
CY 5980 The Kingdoms of old Rhylan united settled as a single Kingdom of Rhyl to fight the Lich Lords drive south. After centuries of warfare between territories and races, the common cause of the threat to the north secures a lasting peace.
> For 3000 years, the Kingdoms of old Rhylan was the primary form of Rulership in the territory of the current Grand Duchy.
CY 5580 Fall of Dundaria in the North - Frostfang spreads, the Lich Lord power rises. Hordes of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.
CY 2330's Fall of East / Rise of the Dark Lands (Orrishai Abandoned); Refugees flee - some cross the Tolkisson Mountain Range into the 'Lands of Rhylan' that would become the Kingdoms of old Rhylan and finally.
CY 1000 (Approximately) The Dragon of Rhyl is killed and its influence ends in the area around the Great Forest of Rhyl and the surrounding territories.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
CY 9185, Months 2-5 Corpsefire Days: Corpses in the The Winter Host of the Lich Lord’s appear on the battlefields in the Dark Lands, Kaald, and remote eastern edges of The Grand Duchy of Rhyl; They are quickly consumed by their own instability or used as shock troops before they suffered dissolution. It is thought they were affected by the Blood Sky over The North.
Posted on July 29, 2025 in 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 or smithing industries.
The primary mining done nearby is iron, coal, and high mountain topaz unique to the area. They employ and trade with the hill folk of Flat Peak Ridge. They have a unique relationship with the House of Mannachaim there.
This town represents the southern boundary of the dwarven Sun Stone Top enclave.
Initial Description:
This is…
Greater Sovereignty: {part of larger territory?}
Type: {type} (see Settlement Planning and Design in The Realms)
Governance: Mayor (see Titles and Honors of The Realms)
Population: 11,800 / Transient: 1,000
Demographics:
Groups/Factions:
Primary Hospitality/Accommodations:
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) There are multiple smiths that follow the standard Crafting and Trades & Smithing Culture practices. Folk come a long way to have “Mrallin Styled” weapons.
Founding: {approximate year/age and culture of origin}
Primary Surrounding Habitat and Weather:
Roads, Streets, & Thoroughfares:
Defenses: {defensive works, fortifications, garrisons, holdouts}
See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.
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.
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.
See the Herald's Quarterly for world updates.
CY 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, armaments, and manpower flow into the north to fight the Lich Lords.
CY 6514 The Grand Duchy of Rhyl is created by the High King. In exchange for the resources and organization that can be brought to bear against the now organized undead armies, the lands become part of the High King's domain.
CY 6909 The Fall of the Grand Barony of Altair from a curse by the Lich Lords. The main passage of troops and supplies from the hinterlands and nfar north to the The Grand Duchy of Rhyl is sacked by an undead army led by a ghoul king.
CY 5980 The Kingdoms of old Rhylan united settled as a single Kingdom of Rhyl to fight the Lich Lords drive south. After centuries of warfare between territories and races, the common cause of the threat to the north secures a lasting peace.
> For 3000 years, the Kingdoms of old Rhylan was the primary form of Rulership in the territory of the current Grand Duchy.
CY 5580 Fall of Dundaria in the North - Frostfang spreads, the Lich Lord power rises. Hordes of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.
CY 2330's Fall of East / Rise of the Dark Lands (Orrishai Abandoned); Refugees flee - some cross the Tolkisson Mountain Range into the 'Lands of Rhylan' that would become the Kingdoms of old Rhylan and finally.
CY 1000 (Approximately) The Dragon of Rhyl is killed and its influence ends in the area around the Great Forest of Rhyl and the surrounding territories.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
CY 9185, Months 2-5 Corpsefire Days: Corpses in the The Winter Host of the Lich Lord’s appear on the battlefields in the Dark Lands, Kaald, and remote eastern edges of The Grand Duchy of Rhyl; They are quickly consumed by their own instability or used as shock troops before they suffered dissolution. It is thought they were affected by the Blood Sky over The North. They attacked here.
Posted on July 29, 2025 in Steel-Realms
Highspear Grove has a Pine Tribes and a dwarven logging camp. Elven magic and hillfolk magic come together. The hillfolk bring Ilbarsi water from Orb Lake every year to nourish the planted trees. It is considered to be part of the dwarven enclave of Sun Stone Top
They employ and trade with the hill folk of Flat Peak Ridge to help log the area.
There is a small Beastwood here, maintained by and for the long ranging Patrols of the members of the druidic Greenwood Knot order who works close with the elves of Haivelaugh Weald, the dwarves of Sun Stone Top, normal patrols of Barony of Kopriane and even the Greykin Hill People.