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Ceith East (“Blade” of Ceith Grebatain)

Posted on November 16, 2025 in Steel-Realms

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Ceith East is one of the Three Blades of Ceith Grebatain in the Haivelaugh Weald – watching and scouting for incursions from any enemies in the area. This is a leaning tower made of woven living grass 40’ high. It has no windows, doors, or floors unless the inhabitants create one. There is a Shrine to Darupet here.

ONLY those from The Grand Duchy of Rhyl are eligible to serve at any of the Three Blades of Ceith Grebatain when contributing to the Realms Levy.

Features and forms within the tower are formed at the command of the inhabitants inside using a special Ritual.

Each typically is home to several swarms of insects, bats, and/or crows under control of the inhabitants; None of these interact with each other s long as the tower inhabitants keep them fed or send them off to feed elsewhere – i.e. they are not hungry and inclined to eat.

Emergencies/Alerts

Deep in all Elven Wealds of Rhyl, the locations of Tell Cunetha & Houska Castle, and the Three Blades of Ceith Grebatain have a Call Stone as well for the Har Cunetha.

Herald of the Har Cunetha’s Sanctuary

This place is a traditional office and sanctuary for the Heralds of the Har Cunetha. Any records produced here are copied and taken for safe keeping within the Haivelaugh Weald. These places are typically warded and capable of being essentially a ‘panic room’ for the tower.

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

Ceith North (“Blade” of Ceith Grebatain)

Posted on November 16, 2025 in Steel-Realms

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Ceith North is one of the Three Blades of Ceith Grebatain – watching and scouting for incursions from any enemies in the area. This is a leaning tower made of woven living grass 40’ high. It has no windows, doors, or floors unless the inhabitants create one. There is a Shrine to Darupet here.

ONLY those from The Grand Duchy of Rhyl are eligible to serve at any of the Three Blades of Ceith Grebatain when contributing to the Realms Levy.

Features and forms within the tower are formed at the command of the inhabitants inside using a special Ritual.

Each typically is home to several swarms of insects, bats, and/or crows under control of the inhabitants; None of these interact with each other s long as the tower inhabitants keep them fed or send them off to feed elsewhere – i.e. they are not hungry and inclined to eat.

Emergencies/Alerts

Deep in all Elven Wealds of Rhyl, the locations of Tell Cunetha & Houska Castle, and the Three Blades of Ceith Grebatain have a Call Stone as well for the Har Cunetha.

Herald of the Har Cunetha’s Sanctuary

This place is a traditional office and sanctuary for the Heralds of the Har Cunetha. Any records produced here are copied and taken for safe keeping within the Haivelaugh Weald. These places are typically warded and capable of being essentially a ‘panic room’ for the tower.

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

Ceith South (“Blade” of Ceith Grebatain)

Posted on November 16, 2025 in Steel-Realms

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Ceith South is one of the Three Blades of Ceith Grebatain – watching and scouting for incursions from any enemies in the area. This is a leaning tower made of woven living grass 40’ high. It has no windows, doors, or floors unless the inhabitants create one. There is a Shrine to Darupet here.

ONLY those from The Grand Duchy of Rhyl are eligible to serve at any of the Three Blades of Ceith Grebatain when contributing to the Realms Levy.

Features and forms within the tower are formed at the command of the inhabitants inside using a special Ritual.

Each typically is home to several swarms of insects, bats, and/or crows under control of the inhabitants; None of these interact with each other s long as the tower inhabitants keep them fed or send them off to feed elsewhere – i.e. they are not hungry and inclined to eat.

Emergencies/Alerts

Deep in all Elven Wealds of Rhyl, the locations of Tell Cunetha & Houska Castle, and the Three Blades of Ceith Grebatain have a Call Stone as well for the Har Cunetha.

Herald of the Har Cunetha’s Sanctuary

This place is a traditional office and sanctuary for the Heralds of the Har Cunetha. Any records produced here are copied and taken for safe keeping within the Haivelaugh Weald. These places are typically warded and capable of being essentially a ‘panic room’ for the tower.

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

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Pine Sap Meadow (North Pines)

Posted on October 31, 2025 in Steel-Realms

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Pine Sap Meadow is one of the Klaurian exclusive territories of Kulim’s Expanse in North Pines.

Rulership/Governance: {Integrity *}

Population: Approx. race (%, total)
> Note: There is no official census provided.

This Locale has a Office of the Herald representing the local Lord/Lady; Rhylan heralds all follow the Heraldic Boreal Tradition.

  • Heraldsmein:

Beastwood Presence: This location has the presence of a typical Rhylian Beastwood; Always the presence of Epona the HORSE (“The Mother”) is venerated & the wider community may worship other deities.

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

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Terrent’s Redoubt (Hornguard Headquarters)

Posted on October 10, 2025

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This is the only main preceptory for the die-hard members of the official Order of the Hornguard.

This locale trains characters in the practice of the Rhylian Undead Hunters.

This place is a Safe Haven for members of the Rhylander Green Conjurists.

This Locale has a Office of the Herald representing the local Sir High Hornguard Constable; Rhylan heralds all follow the Heraldic Boreal Tradition.

  • Heraldsmein:

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 Locale
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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