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Honeystone Kennels (Ten Stacks)

Posted on April 2, 2026 in Steel-Realms

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The famous Honeystone Kennels of Ten Stacks in county Dunaine of the Grand Duchy of Rhyl breed top notch ‘witch-smeller’ – dogs known as The Foothounds. These dogs are all for World Watchers, though a few are sold to noble houses each year. The Kennels do all the early training and facilitate the bonding.


Chronicle/Facts of the Agency

Dog 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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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.

Rumors About the Agency

Simple Outcome / Easy Difficulty & Common Knowledge

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


i20™ Foothound Details

creates a bonded pair loyalty and bond; Attunement = 1 Essence; Trained to be at the feet and work with the bonded pair’s movement and create a distraction without risking their lives. Against 1 target within 10′:

  • +1 initiative
  • -1 to be Attacked
  • Once during a combat 1 use Resilience if bond has Animal Handling (base 4)

Persistent Effects

  • Sense when the other is hurt within 120′
  • Detect (smell) Hags 120′
  • Detect (smell) Magic 30′ 3/day

iCore iCore™ Foothound Details

Minor Outcome / Average Difficulty & Uncommon Knowledge

The Kennels were founded in CY 8950.

Rare Knowledge / Very Hard Difficulty

The Foothound Origins: The head dog from the breeding program of Blacknail the Hag gets sold and eventually a descendant gets to be part of the Har Cunetha Pack that patrol the areas on the edge of The Valley of Sighs and the strange things that come from the shattered walls between the worlds. Honeystone Kennels started off as a way to handle the excess hounds.


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

Ten Hands Blade

Posted on April 2, 2026 in Steel-Realms

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The Ten Hands Blade is named so because its real name is forgotten. The blade has been held by a set of ten hands (10 owners) and not brought fortune to any of them. For 100 years, the Ducateon have tried to sell the Ten Hands Blade at the Perennial Plinth of Ten Stacks – it has become local legend that it always ends up back with the Ducateon. Now it is a local legend.


Chronicle/Facts of [Thing]

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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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.

Rumors About the Locale

Simple Outcome / Easy Difficulty & Common Knowledge

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

Item Purpose:

Lesser Attunement (1 Essence total )

i20™ Item Details

Weathering. +1 damage. -2 init. Pommel with oil, pull sparker bonus action and reaction. +1 resilience. Long sword.

iCore iCore™ Item Details


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 melted, disintegrated, or shattered – not merely made Useless.

Rare Knowledge / Very Hard Difficulty

The real name of the sword is “Rundlemans Fury” – A known sword belonging to the Merchant City Rundleman family.. It has been stripped of nearly all identifying signs. The family picked it from the battlefield in the War of Rundleman’s Revenge and sold to the Ducateon in secret so that it would not be known that the Rundleman family worked against the peace of the grand duchy of rhyl. The city of Ten Stacks is where the Ducateon will try and sell it. They gave a ‘mysterious’ history to obscure its real origins. It has become a fixture there for almost a century.


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

Scent-Release Pottery (Klaurian)

Posted on January 5, 2026

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The Scent-Release Pottery are one of the Klaurian Items of the Steel Realms – output of the unique Klaurian Craft & Artistry in the Steel Realms. All the scent-release items are triggered with heat – either hot liquid or a heating of the item itself. A few of these items make their way to

Tea-Mugs

Tea Sets

These are more high end, often combining a more finely polished and sculpted and glazed product along with Kalurian Horse Hair Artistry. These are individualized and can be done in sets as well.

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

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Hespshut Cap Mushroom (Steading of Pauninus; Rhyl)

Posted on December 6, 2025 in Steel-Realms

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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. Intrepid ‘gardeners’ have been known to set up shop and make arrangements with one of the lesser families as a shared resource of the Rhylian Compromise.

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.

Steading of Pauninus

Rulership/Governance: {Integrity *****} Patriarch or Matriarch of the family

  • Recognized Administrative Center/Seat of Power: The ‘Hall of Caps’

Population: Approx. 65 humans
> Note: There is no official census provided.

It grows naturally, but there is one place where the mushroom is cultivated and harvested. It stands on a Frost Melded patch that has since vanished, but it was being bred and survived the patch’s passing. The Pauninus family is the only family that has been licensed to grow and harvest these – and only for export out of the Grand Duchy of Rhyl. They are ordered and used by occult orders and some faiths. The mages of Rimehall are provided a full accounting of this, and are sometimes known to partake in them. It is a custom to wear mushroom cap “uniform” for the workers. The family makes a good wage harvesting them.


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.


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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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.

Rumors About the Item
Rhyl Formative Events

See the Herald's Quarterly for world updates.

Rhyl Formative Events

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.


Simple Outcome / Easy Difficulty & Common Knowledge

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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Blades of Renown (Merchant Cities)

Posted on November 16, 2025

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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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