Posted on May 8, 2026
Barishnakhov’s Steps are the shoes of the dancer Barishnakhov that gained famed in the court of the High King named Aerold Baighent (of the Baighent Family of Gladnor). He came to the court in Gladnor in CY 8058 as part of a troupe and he so impressed the courtiers and king that he was given a premier artist position for years. He only lived for another 2 years, each performance more high energy than the last until he died on stage. He was discovered to be under the dweomer of the faerie, brought on by accepting the gift of his shoes under dubious circumstances. They looked like soft casual shoes, but were rumored to be cursed. There is no well known trace of their ultimate fate.
Item Powers (common and Attuned) can be found under Common Knowledge tab.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
Several attempts were made to try and destroy them, but eventually they were taken to Silverstone Tower and placed in storage. Their exact nature was unknown, but no one wanted to place them on. Eventually, they were placed into some back room, having no detectable aura and deemed to have had their magic spent. There they sat there gathering dust until they were found.
Item Purpose: To improve the dance capability of the wearer?
There is no discernable mystical aura, they will not detect as magical by any means of spell or power.
Estimated Value: ? (Silver Crowns)
Item Source: i20™ OR iCore™ #YYYY
Destroying the Item: As an item with inherent mystic nature, it is deeply bound to The Pattern – mere mundane efforts cannot destroy it. It must be exiled as a Mystic Offering or a Lovigdril rite, Gleaned for anima, melted, disintegrated, or shattered – not merely made Useless.
Posted on May 7, 2026 in Steel-Realms
The Smithy of Dar-Gallin at Mrallin Cheq on Sun Stone Top within the Grand Duchy of Rhyl make a remarkable blade known as Mrallin Styled Weapons that is stylized and has a wavy edge that is often referred to as “mist carved” due to the shapes in the steel and the edge. They are only ever made by request. These are only smaller weapons – short swords, scimitars, hand axes, and daggers; All of the weapons have the same properties.
Item Powers (common and Attuned) can be found under Common Knowledge tab.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
Item Purpose:
When wielded, the weapon is impressive and its wielder gains +1 Prestige Signifier.
All weapons have the Finesse property; Weighted +1 Resilience (50sc to repair), +1 Initiative, +1 attack if used as Finesse, +1 damage wielder has a Strength of 15+ already. The blade has a Phantasmal Presence and when it is wielded, wispy tendrils of mist drift off it.
Estimated Value: 7,000 (Silver Crowns)
Item Source: i20™ 2026
Destroying the Item: As an item with inherent mystic nature, it is deeply bound to The Pattern – mere mundane efforts cannot destroy it. It must be melted, disintegrated, or shattered – not merely made Useless.
There is a quenching container that, when a weapon edge is quenched in it, it creates a strange wavy edge and a wavy pattern on the steel as it almost ‘crinkles’.
The dwarven smiths work exclusively with the witches & warlocks of House of Mannachaim to create the strange wavy blades, dividing the profits between them.
This style came about from a raid into the Dark Lands and returned with an alien fluid substance that was liquid but weighted and made water boil. The witches of House of Mannachaim replenish its heat every year by calling it up from the depths of the earth.
Posted on May 7, 2026 in Steel-Realms
Pervasive Overview: The Blackstitch Armor was found by the halflings of the Clayfoot clan of Boulderwood in Claybottom Meadows. The armor itself looks like a smaller suit of black leather that has scale shapes cut onto the surface. There are no real legends around it, and it was found in the Great Forest of Rhyl by an expedition from the Montwold Pass Protectorate. Nothing like it is mentioned, and its true origins remain lost to time, as the Halflings don’t record much things for posterity.
Item Powers (common and Attuned) can be found under Common Knowledge tab.
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.
The Blackstitch Armor was found by the halflings of the Clayfoot clan of Boulderwood in Claybottom Meadows. The armor itself looks like a smaller suit of black leather that has scale shapes cut onto the surface. There are no real verified legends around it, and it was found in the Great Forest of Rhyl by a halfling expedition from the Montwold Pass Protectorate. Nothing like it is mentioned, and its true origins remain lost to time, as the Halflings don’t record much things for posterity.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
An adventuring band pulled it from overgrown ruins somewhere in the Great Forest of Rhyl in CY 7710. The faint charnel death smell that comes from it means it rarely gets used and mostly sits out of the way (of smell!). Its usually kept on a sealed chest.
Item Purpose: Protect the wielder
+1 Prestige Signifier when the item is wielded (wearing)
Leather Armor, 1 (extra) Resilience (150sc repair); has 6 points of armor deflection (1 per blow; 35sc per point to repair @1/Short Rest or 400sc to repair all in a single Short Rest); It smells like burnt flesh within 30′; Within 120′ for a Long Rest when its repaired ( Disadvantage on Influence Activity checks except Intimidation).
Gets +1 on hiding in shadows; a Stealth or Camouflage suit will go over it.
Estimated Value: 8,000 (Silver Crowns)
Item Source: i20™ 2026
Destroying the Item: As an item with inherent mystic nature, it is deeply bound to The Pattern – mere mundane efforts cannot destroy it. It must be melted, disintegrated, or shattered – not merely made Useless.
It sits in a sealed chest, and no one looks in on it as no one has wanted it for thousands of years. Each time someone checks on it though, it does not look any worse for wear, but the smell grows more intense the longer it sits unmoving.
It seems to handle being repaired well, and is slightly better than normal leather armor.
Its been passed down a few times, and worn in battle at least twice (including once in The Battle of Menloppoy Field).
A small thread from the armor was examined by the Narcosa order of Necromancers of Rhyl, and found to be non-contagious in any way. The smell is NOT known to be passed on to the wearer once the armor has been doffed and the wearer has washed.
Originally records indicate 3 suits of this armor were found, one has been destroyed according to some sources but never verified 100%.
Posted on April 16, 2026 in Steel-Realms
The Stone Hoppers are dwarven scouts and rangers of the The Grand Duchy of Rhyl are all followers of The Suddahk ranger tradition, and all from the Sun Stone Top settlement. They also train with the The Hornguard of Rhyl, specializing in the craggy mountainous terrain of the Tolkisson Mountain Range. They typically serve about 5 to 10 years along side the remote patrols of the guard, gaining their skills and trade. Beyond that, they can enter service formally as a World Watchers or return to the community to pursue other paths (mostly remote scouts). They get their name from their ability to move like a mountain goat (typically with the aid of specialized gear and sometimes Barents Burning Harvest).
These are specialty hobnail like boots used by the Dwarven Stone Hoppers for aid in climbing. If the surface is not sheer, they Grant added movement and help with traction in adverse conditions.
The Stone Hopper tradition is to use a pair of small picks when moving, like modern ski poles. When fighting, they also tend to use them. In the northlands, specifically the Grand Duchy of Rhyl, smiths know how to construct ones that the order uses. The dwarves themselves have smiths that specialize in making quality ones on request for those that have achieved notoriety and renown in the duchy.
Requirements: Race = Dwarf, Class = Ranger
Pick Wielder: D4 light weapons; Used in both hands and get full attack and damage bonuses as per 2 Weapon Fighting Style. Like all picks, they are Armor Piercing. They can be thrown when on natural stone/earth, but only have a range of 10/30′.
Pick Climber: When climbing, they add +5′ to the movement of the wielder or grant them a climbing movement rate equal to their normal movement rate when used with the Stone Hopper Boots, and grant a +2 bonus as well as Advantage to any climbing activity check for the wielder.
The ancient bond to Ratuk manifests as a Mountain goat animal companion through a journey into the mountains and a Ritual that calls it similar to the Find Familiar spell. This is true especially if the character is a Beast Master. Mountain goats are territorial but easily placated with offerings of food. Their stubbornness makes them difficult to domesticate and they should not be considered to be domesticated but will obey the simple (2-3 common words) commands of their bonded ranger to the best of their limited understanding.
Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.
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.
The Suddahk tradition founded by Odannerdun, in CY 6488. This is close to the initial founding of the Grand Duchy of Rhyl, and deemed to be not a coincidence – it is seen as a required preceding event for the Stone Hoppers.The Stone Hoppers are founded in CY 8302.
Follower Perspective: The followers of the tradition feel that the positive connection to the nearby faerie races to Sun Stone Top was significant in the spirits of The Rimbus to spreading the tradition to the north.
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. Hordes 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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
Posted on April 16, 2026 in Steel-Realms
The giant-kin crafters of Stoneforge Valley are known for their skill in forging large weapons – mostly those of requiring strength to wield and 2 hands. These are known as Stone Forged Weapons.
Though they are renowned for their crafting of large weapons, the Goliath of the The Grand Duchy of Rhyl also make weapons only their kind may wield effectively – the Giant’s Bloodvein swords and axes. They are heavy, and when wielded by someone who possesses the blood of giants in their veins, the weapon’s balance shifts and flows to allow the wielder to effectively use one of these weapons in one hand that might normally require two. This requires a special bonding process that uses blood of giants and the blood of the wielder in the quenching process that leaves a pattern like veins of blood in the steel. Only a single one of these are normally made for any individual in their lifetime.
“Stone forged” = +1 damage and +1 Resilience; Min Str 16 / Size Large for a lot.
> Pulverize type weapons is also a specialty…
Battle Axe and Long Sword; both normally do d8/d10 2 handed. They will do d10 one handed. These weapons also gain 1 extra resilience; When both resilience are used, the item is not broken, but becomes a normal item of its kind – any use of it does one less damage and if used to block it will shatter. Restoring resilience requires 1hp worth of blood from the wielder per use of Resilience.
Repairing: Cost is 15% of the weapon per Resilience; plus 1 Health in damage that can only heal back through normal bodily healing processes.
Starting PC’s: A PC desiring to start play with one must have a good story to account for it, and a DC 10 Charisma (Influence) check. It takes no starting money as the acclaim of their story/service and persuasive charm is the source in acquiring it.