Home - Page (Page 2)

Tag: loc-caolite

Saltmarch (Salt Shore, Rhyl)

Posted on September 21, 2025 in Steel-Realms

Steel Realms

The ancient and partially ruined port city of Saltmarch is located north of the Sabarmati River mouth on the Salt Shore of the Reedbed Principality in the Grand Duchy of Rhyl. The city is focused on ship building and a secondary civilian port. This is an ancient and many times razed and rebuilt town without walls and having a large sprawl. Solavia’s Landing is the primary civilian port on the Salt Shore, and Saltmarch the secondary. To the south of the city is the estuary and river mouth of the Sabarmati River, spanned by the Whitescale Bridge connecting Arbenants Port.

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.

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.

Here to can be found the home of House Narcosa, the order of Necromancers. Though seemingly connected to its presence, the large and ancient cemetery mound that was once sacred to the Pine Tribes is kept respectfully inviolate by the order – even maintained by them.

This location as a Autumnleaf Ale Houses.

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

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

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.


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

Reedbed City (ruins; Rhyl)

Posted on September 21, 2025 in Steel-Realms

Steel Realms
Reedbed City is a ruins in the Reedbed Principality of the Grand Duchy of Rhyl. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

Notably nothing much more than ruins. Its been sacked multiple times in its history, which dates back to the times when the Dragon ruled. Over time, the limestone waterways under the coast have caused several collapses in the ruins, the entire area is considered dangerous. It is a haven for smugglers, brigands, and their ilk.

Ruined Church of Elancil

A Riverman enclave USED to exists in this locale. They were typical of their kind – close knit, insular, and professional in all their dealings. Like most, they venerated Elancil to appease the Sea-Queen and have a Shrine with an Altar for worship, but keep it out of sight to reduce any difficulties or resentments.


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

City of Redmark (start of ‘The Red March’)

Posted on July 26, 2025 in Steel-Realms

Steel Realms

The City of Redmark is a large, bustling city Settlement and the starting point of “The Red March”, and the capital of the Barony of Redmark. Supplies and troops are constantly flowing through it and its port. It is the permanent home for two mercenary companies that have been established for over 200 years, and barracks just outside the port as part of the Castris Leonis. There is also an Office for Reclamation of the Wyld projects here, mostly involving the Hoarblight. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

The scope of the land traffic and port traffic at the city that begins The Red March is impressive by any measure. The city is made for war. It runs day and night, non-stop, every day of the year. There is a constant flow of goods and bodies going north, and a smaller flow returning to leave for their homes after years of service – many wounded, and all with a haunted look in their eyes.

It is where the road AND the Red Rail line of The Red March begins.

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)

+ Hartwood Presence: This location leans heavily to the Wyld Faith, and has the presence of both Rhylian Briarwood and 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:

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.

The south side beacon in the Barony of Astret on Sentinel Hill can be seen by the territories that border the Caolite Basin/Lake Caolite; There is an accompanying beacon in City of Redmark atop Illisain’s Tower (but lacks the visibility range).

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.

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

Top

Isle of Mielette

Posted on July 15, 2025 in Steel-Realms

Steel Realms

The Isle of Mielette is an ancient mist shrouded island in the east edge of Lake Caolite, about a mile from the coast. The isle has long been left alone, there is nothing on it that cannot be gotten from other places.

It was once the home of powerful daughter of Gaia, a water nymph. Before The Sundering in CY 5000, she was paid tribute and accorded a high honorific. After the catastrophe of The Sundering, there was a while were fresh water was difficult to come by, and the healing spring on the island was prized and rumors abounded it would heal any injury. Many a band of freebooters, pirates, and adventurers in service to some Lord or lady came to secure it. She used the water, mist, and rocks against all comers, fending them off for a dozen years. She was eventually killed, cursing the island in the process and her killers were hunted by the followers of Gaia. The mist refused to leave the island, and those who sought it were never seen again. Followers of the Wyld Faith warn all who seek it of certain doom, and do not go there themselves.

Its been thousands of years, and still no one goes, though the fervor and terror have since subsided. No one goes there now for it is small, thought to be nothing more than a normal spring, and the fog makes it treacherous anyway. It’s not worth the trouble, as there are a the Parun Islands (two about the same size) to the Northwest of it that have small populations and bays safe from storms and small streams for water for travelers.


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

Tags: ,

Top