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– High King’s Estate (Dunstrand City)

Posted on December 21, 2025

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– High King’s Estate (Dunstrand City) is one of the High King’s Estates; It is used by the family as a vacation/travel or safety destination and has no lands associated with it other than the estate itself.

The Full List of High King Estates

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

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Ghur-ahn, Home of the Blacktails (Dunstrand)

Posted on October 15, 2025

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Ghur-ahn, Home of the Blacktails is the home of a clan of Lizardfolk in the ruins of the Burned Woods in The Saelish.

They trade with the halflings of Loamwold and have a good relationship with them. The do trade with the inhabitants of the Saelish but not directly – they use halfling intermediaries.

Population: 2500

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

Burned Woods (ruins; The Saelish)

Posted on October 15, 2025

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The Burned Woods stands as an ugly scar that never seems to heal. As such, as a Places and Territories of The Saelish it is avoided. It is partially flooded in parts from overflows by the __ River. It has stretches of marshes against the hills and in its core. Due to its stagnated nature, it has made a good habitat for the Lizardfolk of Ghur-ahn, Home of the Blacktails.

Its closeness to Keptrich, Notable Ruins (of The Saelish), and general appearance and nature has kept the Umbakians away.

The edges and heavily logged interior of this forest have grown at an accelerated rate in different areas since around CY 8500 – believed to be part of the effects of The Odyssey of Elancil’s Wound. These few regenerated places have been left alone and protected from logging.

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

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Mobile Trade Stations of House Malor

Posted on August 4, 2025 in Steel-Realms

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House Malor monitors some of the trade across the Nanford River and over the pass into Tarmysia. To this end, they set up temporary “House Stations” for lodging and work. They are NOT there to keep order or enforce the law per se, but merely to observe and report back to their order on the stability of the current methods and processes. They do not intervene in any disputes unless the Duke of Dunstrand orders them to. They have been known to intervene when the flow of trade is disrupted, but never consistently take a “side” in anything over thousands of years (much to the dismay of all parties). It is believed that they are virtually immune to bribery, because it has been tested.

Faction within the Order

The “Mercantile Maids” of Dunstrand as many derogatorily call them, are a faction of 6-10 wizards with some training who perform the trade monitoring. These are some of the lower ranks of the order’s members, and after a year or two they often move on to more important positions. The amount of traveling involved assists them in gaining more knowledge of the duchy.

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

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Ducal Navy of Dunstrand

Posted on September 1, 2024 in Steel-Realms

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The Ducal Navy of Dunstrand is the navy and marines of the Grand Duchy of Dunstrand. While not at time of war directly, it is a resource for the Ducal power of the region. When necessary, the High King and his naval commanders can supersede the Ducal authority and command the ships as needed. The naval ship building yards are primarily located in The barony of Tomir on the Tarmysian Peninsula.

At one point there was a smaller naval yard in Grents Inlet of The Freehold of Cabella at Paklin.

Naval Ships

As of CY 9132, the navy has comprised of:

  • War Sloops: 18
    • First Rate: 4
    • Second Rate: 5
    • Third Rate: 9
  • Frigates: 11
    • First Rate: 6
    • Second Rate: 4
    • Third Rate: 1
  • Auxiliary/Support: 19
    • First Rate: 3
    • Second Rate: 6
    • Third Rate: 10
  • Ships of the Line: 5
    • First Rate:
    • Second Rate: 3
    • Third Rate: 2
Realm's Aptitude Powers: Divine, Occult, and Psychic

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