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Whitescale Bridge (South Reedland Stretch, Rhyl)

Posted on November 6, 2025

Steel Realms
Whitescale Bridge is an ancient stone bride that spans the Sabarmati River about .5km from its mouth. It is a massive edifice constructed before Common Year reckoning by the servants of the Dragon of Rhyl. Its sides are carved into ornamental scales, painted white in honor of the dragon. Its 10m wide and 40m long.

On the south side is South Reedland Stretch and the walled ship-building compound of Arbenants Port, and on the north side of the river and bridge is the ancient city of Saltmarch.

Whitescale Gatehouse

On the south side is an ancient Gatehouse. It stands locked up and unoccupied. There is said to be a tunnel between Arbenants Port and it. It is only manned in times of war or unrest. It could house up to 30 soldiers, and contains a massive ancient portcullis that can block the bridge.

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

Arbenants Port (South Reedland Stretch, Rhyl)

Posted on November 6, 2025 in Steel-Realms

Steel Realms
Arbenants Port is on the south side of the Sabarmati River mouth in South Reedland Stretch. It is a walled compound that contains a natural deep water bay and built up breakwater that is the primary ship building facility of The Grand Duchy of Rhyl. There is a constant flow of goods by barge and cart from the ancient city of Saltmarch on the other side of the river mouth.

A naval barracks of about 40 marines is always on muster. About 80 naval personnel inspect, refit, and train for the Ducal Navy. Few ships are kept here – the primary naval portage is in Solavia’s Landing.

Ship building lumber comes from the Great Forest of Rhyl and the Ferrywood Logging Camp in the South Reedland Stretch.

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.

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

The Kalizmin Quarry/Dunwater Camp

Posted on October 30, 2025 in Steel-Realms

Steel Realms
The Kalizmin Quarry is a large White Limestone quarry. While not directly on the shoreline of Lake Caolite, it is cut into the basin that forms it. There is a road that goes to Klyben that is a central hub for most of its product internal to The Grand Duchy of Rhyl; The The Kalizmin Quarry has a road to the port city of Solavia’s Landing.

The quarry dates back to the time of the Dragon of Rhyl, and was used by it.

Dunwater Mining Camp

This has become a small town over time. It services the quarry operation, and has a small community in the outlying area that makes pottery and sculptures from the limestone.


> Because of the The Rhylander Compromise, this is one of the shared resources that is either partially or in whole administered, taxed, and supported by one of the Old Rhylan Kingdom Lineages through the Council of Rhylan.

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

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Shelfers Cradle

Posted on October 15, 2025 in Steel-Realms

Steel Realms
Shelfers Cradle is on the eastern shore of Lake Caolite. It is essentially a part of the Barony of __ (east edge of Lake Caolite), but its has developed its own culture and society due to its isolation and racial composition.

Shelfer’s Alliance: This is a resource sharing and mutual defense pact of the inhabitants of Shelfers Cradle (often called ‘the Cradle’ by locals). The Dryads, Lizardfolk, and Riverfolk descendants along with a a penchant for sheltering the odd half-ork or half-elf has made a unique society of internal tolerance that looks to be closed ranks from the outside.

It consists of a long stretch of forested wetland marsh home to the Lizardfolk, four Dryads of the Wyld protect the Rootland Woods (a large number for its size), and a pair of lake people (Riverfolk) settlements of North Bainside and South Bainside on the banks. Right on its northern edge, and also protecting it in some small measure, is the strange Isle of Mielette – which is often seen as part of it (though none in the cradle make such a claim).

Ujeks Plate/Ujeks Shelf

This silly shelf sticks out 1km into Lake Caolite, the product of constant fine silt dumping and currents.


The shelf is a refuge for ships that need repair. The lizardfolk maintain the natural shelf with many creeks depositing silt on it and do repairs with the riverfolk who can resupply and heal injured.

The humans of the area are the descendants of a fleeing clan of Rivermen that sought refuge and was given it by the Lizardfolk. Ujeks Plate kept the heavy, low riding war vessels pursuing them from coming in close and the combined might of the Lizardfolk and humans defeated the North Merchant City forces. Pieces (preserved in resin) of the pursuing flagship still adorn various places as an honorific and symbol of the unity.

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:
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  • Marines:

Relations with __

The Baron of ___ generally leaves its inhabitants alone as long as they mostly just remain self sufficient, and don’t dip too much into the businesses of his people.

Places & Things of Note

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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