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Honeystone Lake (Rhyl)

Posted on July 29, 2025 in Steel-Realms

Steel Realms
Honeystone Lake is a long, narrow lake at the base of Broken Shoulder Lowlands, between it and the Hythleit Grassland. The Honeystone Bees and Honeystone Pollen are both famous from this area.

The Har Cunetha‘s distinct sweet smell when wearing their best is sourced from armor and weapons made here. The Har Cunetha and their mounts feed extensively on the mystic honey and mead of Honeystone Lake – both them and their horses have a distinct yellow eye color from it that almost seems like it is glowing.

Source of Amber: It was once forested with large pine trees like the rest of Vineland Forest, but became submerged long, long ago. The resin from the trees is dived for and panned for in the stream beds and river leading south.

Briarwood Presence: This location has the presence of a typical Rhylian Briarwood.

Honey stone Herd

The horses of the [su_permallink id=”45513″]Har Cunetha[/su_permalink] come from a herd here.

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

Hythleit Grassland (Rhyl)

Posted on July 27, 2025 in Steel-Realms

Steel Realms

The Hythleit Grassland adjacent to the North Vinewood Forest is part of the elven Haivelaugh Weald. It is used for pastures, and home to deer (used for hides), beaver, waterfowl, and a variety of flowers and wild grains.

Honeystone Lake is a long, narrow lake at the base of Broken Shoulder Lowlands, between it and the Hythleit Grassland.

Transplanted Capsein Heather

In CY 9046, the Har Cunetha made an excursion to bring back some of the last of the wild Capsein Heather over the high mountain Heatherbrook Pass. Though successful, the pass had to be destroyed by the Stonebreaker Company.

Keeping the Legacy Alive: Since CY 9047, the elves have strived to keep the raided Capsein Heather alive and flourishing in the extended lands of the Hythleit Grassland in the Haivelaugh Weald. The elves have not been able to substantially grow it, and have poured magics and mundane knowledge alike into keeping it alive. Pixies and sprites seem to respond extraordinarily well to its healing magics, even growing more robust living among the transplanted field.

Hythleit Sweet Feed

The oat and barley grains from this area are wild and soft. They are the source of the ‘Sweet Feed’ preserved meal bars the area is well known for.

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

City of Twin Springs (Rhyl)

Posted on June 28, 2025 in Steel-Realms

Steel Realms

The city of Twin Springs is a large Settlement.

Occult/Magi Services: General Occult Services is provided here mostly by Quizmans Magusterum in Rhyl. The other Orders of Magi generally focus their efforts on supplying and defending The Red March and North Gate Garrison against the forces of The Lich Lords.

Locations of Quizmans Within Rhyl

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)

Briarwood Presence: This location has the presence of a typical Rhylian Briarwood.

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:

This Locale has a Office of the Herald representing the local Lord/Lady; Rhylan heralds all follow the Heraldic Boreal Tradition.

  • Heraldsmein:

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.

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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City of Sheffet (capital of Kopriane; Rhyl)

Posted on May 28, 2025 in Steel-Realms

Steel Realms
Sheffet is the Settlement capital of the Barony of Kopriane in the County of Dunaine. Sheffet is a compact city that is constantly bustling, located on primary roads and trade routes with several goods coming from mines and camps and goods being brought to its central “Colban Market” – known locally for its ‘frost pickles’, winter rye, yellow wool wide sashes, and the outfitter camp, ‘Camp Topaz’ which handles some mining supplies and tourism for hikes. The people of Sheffet are hardy and accept outsides more than most nearby – because of their position as a trade hub. Sometimes, rarely, elves or dwarves are seen in town, though it is mostly human and a large extended family of halflings that moved from the Barony of Elik-Sa a couple hundred years ago.

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)

Beastwood Presence: This location has the presence of a typical Rhylian Beastwood.

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:

This Locale has a Office of the Herald representing the local Lord/Lady; Rhylan heralds all follow the Heraldic Boreal Tradition.

  • Heraldsmein:

Encounters & Dangers in the Area

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

Known For: It supplies The Hornguard of Rhyl. There is also an Office for Reclamation of the Wyld projects here, mostly involving the Hoarblight.

Rulership: Mayor Sira honorable Claude Tovil (family granted mayoral control for 100 years in CY 9130 for heroic deeds).





Faith Services: The following faiths are represented by at least a Shrine and some clergy offering succor to followers in this location:

Occult/Magi Services: General Occult Services is provided here mostly by Quizmans Magusterum in Rhyl. The other Orders of Magi generally focus their efforts on supplying and defending The Red March and North Gate Garrison against the forces of The Lich Lords.

Locations of Quizmans Within Rhyl

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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Navel of Rhyl Forest (‘Songhome’)

Posted on September 27, 2021 in Steel-Realms

Steel Realms

Deep near the heart of the Great Forest of Rhyl in the northern Steel Realms is a place known as Songhome – the Navel of Rhyl Forest. It is a place of great beauty, filled with strong hills, many glades and springs, and filled with light animal and bird sounds. This locale has all the common properties and powers of Navels of the Wylden in the Steel Realms. There is always a World-Tree of the Wyld in the Navels of the Wylden – this one fed with dragon blood, making it especially potent. Normally, at the deep heart of all The Great Forests, in the Navel/Hart where the center of power is, is a mated pair of Unicorn protectors – though only Heliki the Eternal has ever been contacted.

An animus font pulses at the forest’s core, releasing energy into the Laey of Helca. They Laey is anchored in this place with barbs that channel elemental energies. Creatures that find their way here are generally welcome, except those of non-faerie Faeybrin origins – men and their primitive ilk. They are mostly immune to its true beauty, and see only resources to take where others see a thing that must be kept safe and preserved. Magic is stronger at the Navel, and it leads many intruders to their death. The forest itself actively seeks to keep this place hidden from those that would despoil it. Paths change, watering holes go foul, trees and foliage block the way and all other manner of attacks by swarms and changes to the terrain that impede such travelers. Faerie kind, the gentle halflings, and Skraelings are given more leeway than others, and even the half elves of certain perspective seem to be able to move through its deeper reaches – even getting to meet and speak to the legendary druid guardians. Not even world watchers are welcome without an invite or parley first.

The Har’ahdu Cunaigh – Aelpath of Helca twines through the Great Forest of Rhyl.

Klaurian Refuge in the Rhyl Forest: Among the refugees of The Blood of Saemon were a band of Klaurians. After the great battle in the Valley of Sighs subsided, they quietly left, following a beacon calling to their chief and shaman. For ages they were thought to have gone extinct, but they settled in the deep Rhyl Forest, and drew power from the Navel to keep themselves hidden until their numbers increased and they migrated to North Pines. They -They grew even bigger, and became its premiere guardians – the Kalurians (originally Klaurian was their clan name). They are massive, powerful, passionate, militaristic, and compulsive protectors of the forest.

  • These places have a tendency to form a Dew Gate in the navel, drawing elementals, malicious small folk of the Faeywyld, and the child-thieving hags of lore in search of easy mortal prey; This has led to the Plague of Hags.
  • It is thought that Vaaurouch of The Rimbus is still alive and being venerated in the Navel of Rhyl Forest.

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.

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

A Drawing of Power: It is believed that both the walls (The Autumn Wall and The Blue Wall) hem in the power of the Lich Lord. Their own strength relies on some power that draws away the killing cold blasts of the Frostfang that would push its icy embrace across the lands. In addition to their own mystical manifestation, these walls also siphon some small bit of power from the Frostfang winds, feeding their own capabilities and exchanging, diverting or altering the actual weather in their area – diminishing it in Kaald and exchanging it on the The Autumn Wall at North Gate Garrison casting its cold temperatures and windows to disperse in Great Forest of Rhyl.

The Dew Gate in the Navel of the Great Forest of Rhyl pulls through some of the wintery weather, dumping it in the Faeywyld as a roaming storm of sleet and snow, and drawing the ire of those that make their home there, accounting for A Plague of Hags in The Grand Duchy of Rhyl.


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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