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Hespshut Cap (mushroom; Rhyl)

Posted on December 6, 2025 in Steel-Realms

Steel Realms

The Hespshut Cap is a hallucinogenic Mushrooms of Rhyl. It is pure white, grows only in Great Forest of Rhyl within the Frost Melded patches where the ancient Dragon of Rhyl once breathed its fearsome icy breath weapon.

It is said that this mushroom, while pleasant tasting, has a long and strong hallucinogenic effect time, and a cumulative effect over time in the body.


i20™ Item Details

; 30 min, Disadvantage. on Intelligence & influence checks, Advantage. on Insight and smell/taste check; +5′ move (must move 5′ if possible each round); must make an Intelligence check DC 10 to target anything.

iCore iCore™ Item Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.

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

Blades of Renown (Merchant Cities)

Posted on November 16, 2025

Steel Realms

The “Blades of Renown” sold in the Merchant Cities of the Borth and South are simple mystical long sword blades with Standard Augmentation of +1 quality.

They are not common, and typically not made for someone in particular. They don’t have prestige markers initially, though ornamenting and decoration by crafters and artists may warrant it. They are superficially customized with minor stylizations. Only about 20 are made each year in the north and south. Half are broken or lost within a year, some end up in collections, and others as grave goods later when their owners fall.

They are mostly a generic long sword, with no powers beyond simple Standard Augmentation; They have a one time Attunement for their initial owners that grants a simple bond as the initial owner that can never be replicated. As magical blades, they are immune to Ironrot.

All eventually have their own history. None are purchased new with a purpose, name/reputation, or history – these are developed by those who possess them. They are basic and further empowering them is difficult, though their full measure of power is powerful enough to strike many great evils of the Steel Realms. Sold new, they have a plain scabbard and no adornments.

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

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Barents Burning Harvest (Rhyl)

Posted on October 15, 2025 in Steel-Realms

Steel Realms

The Barents Burning Harvest is a specialty item; It causes an jump in the temperature of the imbiber to increase as well as their movement. Hard to get outside of the dwarven enclave of Sun Stone Top.

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.


i20™ Details

-1 int/warmth +5 move for 1 day/3 days for a dwarf and doubles their jumping distances). 1 level of exhaustion at the end.

iCore iCore™ Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.

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

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Solavia’s Landing (Rhyl)

Posted on October 15, 2025 in Steel-Realms

Steel Realms

The city of Solavia’s Landing is a civilian port only – no military goods and or anything heading towards The Red March go through here. It is located on the Salt Shore of the Reedbed Principality in the Grand Duchy of Rhyl. Solavia’s Landing is the primary port on the Salt Shore, and Saltmarch the secondary. It has become a minor hub for Commerce, Trade, and Items of Note in Rhyl. The The Kalizmin Quarry has a road to the port city of Solavia’s Landing. It would only handle non-civilian goods in emergencies – ships are not even allowed to make port that carry military goods. The Salt Shore does not have many large, protected ports.

The breakwater for Soliva’s Landing was made up over thousands of years of slow accumulation and dredging, its operation and ownership changing multiple times in the long history 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). 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.

This locale has a Chapter House of the Narcosan Order of Necromancers in Saltmarch.

Quality items from the Inderood Bronzeworks in the City of Fortun are made for ships built and repaired on the Rhylian ports on Lake Caolite.

This city has been a constant point of conflict and competition with Rhyl and the North Merchant Cities.

Crime: Though this place may have a couple local gangs, the predominant Rhylian Criminal Presence is The Dead Hand.

Rhylian Navy: The city is the home of the several military ships that Rhyl has for civilian only operations. Make no mistake though, the navy of Rhyl take great pride in their dragon prowed ships and how integrated they are. Of all the powers on the lake, they are the one those in trouble are most grateful to see. The Port City of Alacaster is a smaller backup port for the navy. The ship building facilities are located at Arbenants Port.

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:

Office of the Harbor Master:
> Launches x | Tenders x | Pinnace (armed) x | Cutters (armed) x

  • Sr. Harbormaster:
  • Jr. Harbormaster:
  • Dockhands:
  • Teamsters:
  • Muletenders:
  • Custom Agents/Inspectors:
  • Marines:

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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Kythia’s Soulbreath – The ‘Bent Flower’ of the Haivelaugh Weald

Posted on October 11, 2025

Steel Realms
Kythia’s Soulbreath is the “Bent Flower” of the Haivelaugh Weald that is grown in its Schan-Karr. It is an actual flower that appears as a dark blue marigold-like flower. It is harvested for its properties and sold at high cost for its Threshold Effect – all which the rulers, elite, and Keepers of the Schan-Karr of the Weald here have. The effects are relaxing and bring on a deep rejuvenating sleep with pleasant dreams.


i20™ ‘Bent Flower’ Details

  • Normal Effect: Short Rest = Deep Sleeper w/Lesser Restoration, +1 Healing for a Short Rest.
  • Threshold Effect: 33 DOSES = Advantage on any saves or resistance to Nightmares. All healing from any source is +1; Deep Sleeper, -1 Constitution & Disadvantage on checks to wake up during sleep. All Elves of the Weald have maximum effect from Second Wind.

iCore iCore™ ‘Bent Flower’ Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.

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

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