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Enecio Peaks (Rhyl)

Posted on July 28, 2025

Steel Realms
Enecio Peaks (also called the ‘dirty peaks’) drops in the south to Caolite Basin. The area is famous for the Storm Springs that seem to form instantly above the stretch of hills; These sometimes form bizarre weather formations and are even rumored to form small but violent Change Storms like the Valley of Sighs that are said to open portals to other realms. This location bears a few Frost-Melded that mark an ancient encounter with the Dragon of Rhyl.

Vinewood Cut is a gap between the southern edge of the Vinewood Forest and north end of the Enecio Peaks. It is the primary east-west travel routes within the County of Dunaine and its neighbors to the west.

Peaks

Farthean’s Ridge

The west of the peaks is dominated by the ridge. Its is from this area that many red-tinged mineral streams flow west and south that give the ___ Barony its name.

Gaslard Bluff

Mount Coletonas

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

Three Blades of Ceith Grebatain (Rhyl)

Posted on July 28, 2025 in Steel-Realms

Steel Realms
Three Blades of Ceith Grebatain are three green “blades of grass” towers in the Broken Shoulder Lowlands that are used as a lookout and warning system to anything coming to the Weald from the Tolkisson Mountain Range that it border to the east.

ONLY those from The Grand Duchy of Rhyl are eligible to serve at any of the Three Blades of Ceith Grebatain when contributing to the Realms Levy.

They are a marvel of construction, leaning towers made of woven living grass 40’ high. Zephyrs can carry a message between them simultaneously. They work closely with the The Hornguard of Rhyl and the dwarven enclave of Sun Stone Top.

Common Defenses: There are defenses that alert the tower guardians of the presence of undead, Orrish, and powerful supernatural creatures. Swarms of avians and insects are often kept as guards in these places.

Deep in all Elven Wealds of Rhyl, the locations of Tell Cunetha & Houska Castle, and the Three Blades of Ceith Grebatain have a Call Stone as well for the Har Cunetha.

Laey Network for Defense: The elite Har Cunetha make extensive use of the Laey Lines and network that ultimately connect them to the heart of the forest of Ryhl. Tell Cunetha – where the riders meet sometimes – has a branch laey line as well that connects it directly to the heart of the Haivelaugh Weald. The Three Blades of Ceith Grebatain that guard the east of the elves are also connected with laey power. The Laey network channels power to the riders and their mounts to be able to outmaneuver, track, harry, and take down powerful creatures in the Vinewood area and beyond its borders because of it.

Towers (“Blades”) of the Ceith Grebatain

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

The Monument of Broken Queens (ruins, Rhyl)

Posted on July 25, 2025 in Steel-Realms

Steel Realms

The ancient city of Telaya – now called The Monument of Broken Queens – lies upon the Red March to the north, about half way to North Gate Garrison. It is a ruins now, its outer walls stripped to be used in fortifications and buildings elsewhere. Spurs were built around the city, reconnecting the main road of The Red March that used to run directly through the city. It was once the largest city (Population 40,000) of those settlements along the march, supplying the fortress of North Gate Garrison. Like many, it was a dangerous place with many attempts to infiltrate it and destroy it made by the Lich Lords. Inhabitants were paid the ‘Red Stipend’ to offset the danger. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

The Rhylan East High Road starts at the Eastern Gate of the capital city of Rhylan and goes east to connect up with The Red March at The Monument of Broken Queens.

Queensarc

The town of Queensarc is the arching road that goes around the west side of the ruins. It is a supply depot for the road itself and a resting point.


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.

Common Knowledge / Easy Difficulty

It is abandoned now, and the north-south road that once lead through it was diverted around it. Its remnants of the stone has been picked over and taken over the centuries for other settlements in the area. The crumbling remains of the Queens Tower (barracks and watch tower) yet survives, on the east side of the city amidst the crumbling ruins. On the west side is still the ruins of the Cathedral of Tenya – the broken massive stained glass window that once looked East just a gaping maw now. No one goes there but locals have been stealing stones from it for a thousand years.

The stones of the wall were actually torn down to prevent the creatures the Lich Lords summoned inside of it through the Hoarwind from using them for cover.

Dwarves built the spur roads around the ruined city that re-connected the main road of The Red March. They were built using the wall stones, pulled down and used as flagstones to support new supports for the Red Rail of The Red March.

Uncommon Knowledge / Average Difficulty

There is also an Office for Reclamation of the Wyld projects outside the environs, mostly involving the Hoarblight that constantly strikes the ruins. There is still enough residual magic that the effect can be held at bay with powerful divine magic, but no reclamation has been able to be done within the boundary of the old outer wall of the city.

Scarce Knowledge / Hard Difficulty

It was notable that it was maned by a battalion of the Queensguard of the High Kings army. It ultimately shared the same fate as many of the settlements along the way, and was eventually assaulted, sacked and repeatedly undermined by hordes of undead sent by the Lich Lords. When it finally fell, The Queensguard of The High King’s army sacrificed themselves to allow the inhabitants to get away.

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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Park District of Thunderfall (Rhyl)

Posted on July 15, 2025

Steel Realms

The _ District of the City of Thunderfall is located in the north of the city.

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

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Kemethian Station (minor trade crossing, Rhyl)

Posted on July 14, 2025 in Steel-Realms

Steel Realms
Kemethian Station is the primary trade Settlement post and gathering place of the The Kemethian Fisherfolk in the Kemethian Wetlands. The station is on the north edge of the wetlands on the edge of Lake Caolite, and is the largest settlement in the area, and a hub for trade and supplies. A trade post w/stable, wetland boatyard, and fishmarket. At one time, it was much bigger than it is now, and there is always a villa or manse for rent or sale. Many have tried to resurrect its glory, but it has stubbornly refused to become the urban power it once was.

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 share Common Culture - languages, Character Experience, institutions, Law, etc.

Kemethian Station is technically outside the natural boundary of the Barony of Kopriane, it is the collective front of the Fisherfolk – who’se homeland has been given over to the Baron of Kopraine to rule. Otherwise, there are several smaller family holdings scattered over the wetlands on high spots within the delta area.

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)

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:

The Candy Cap Mushroom Trade Pipeline: The Greykin Hill People trade some of the Candy Cap Mushroom Harvest to the The Kemethian Fisherfolk for Kemethian millipedes, and they in turn prepare and sell it to others from Kemethian Station in the Barony of Kopriane and the whole County of Dunaine as a well known delicacy.

Uplands Kemethian Bridge

This stone bridge is under constant maintenance of the locals. It is only wide enough for a small cart, and goods do flow on it at a constant basis. Being nestled amidst the wetlands, with a forest on the south side, the road here is a secondary one. Most of the trade over the river uses Harriman’s Gap, with the Uplands Kemethian Bridge handling smaller levels of trade.


Encounters & Dangers in the Area

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


Chronicle/Facts 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.


Rhyl General Events

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 The Grand Duchy of Rhyl.

CY 5580 Fall of Dundaria in the North – Frostfang spreads, the Lich Lord power rises. Horses of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.

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.

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 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, and manpower flow into the north to fight the Lich Lords.

Common Knowledge / Easy Difficulty

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

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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