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Cultural Experience of the Kaaldians

Posted on December 23, 2025

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Many adventurers from this area that stay in the north take the Undead Hunter Background of the Steel Realms.

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

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Altain Mountain Range

Posted on September 11, 2024 in Steel-Realms

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Altain Mountain Range, home of Mt. Umeless .


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.

Although not strictly or historically part of the , they are a prominent geological feature in the history of the north. After the fall of the Grand Barony, Orrish were known to have moved into the hills as a base for raiding.

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.

Minor Outcome / Average Difficulty & Uncommon Knowledge

While none of these shooting stars of the The Blood Sky over The North (CY 9184, month 12) crashed into the Grand Duchy of Rhyl, the glittering trail of lights did descend upon The Sky Stair Peaks & Altain Mountain Range in general, Montwold Protectorate, even some of the Gaur Dinuae Forest as well as North Gate Pass (with North Gate Garrison).

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

Kaald, (free territory of the Steel Realms)

Posted on October 27, 2015 in Steel-Realms

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Located on Ustermaya .
Kaald is a free territory (Freelands), though many called it the Duchy of Kaald. It is the remains of western Dundaria and some freelands. The territory Kaald controls is vast, but its for lack of any competitors and a desire to band together that it is so successful. After the fall of the north, the western lands were still ruled by the Thane of Kaald. The territory was large, and the culture of the Freelanders strong in this area. Over time, Kaald reverted to its Freelander ways. Thanes of places other than Kaald sprung up – but all allies in the battle against the eastern Lich Lords. The Thanes of Kaald adopted the old ways fully, and the druids became many in the north. They learned how to use the ice and weather against the undead. The ancient powers and knowledge of the Steel Realms was still at their disposal. They became more insular. Strangers less welcome. They forged their alliance with the High Kings and learned to cooperate with the Elves, Ducateon and the men of Northgate Garrison. Over the years, even Kalascor has become an ally. Pine Tribesman are allowed to follow the caribou herds, and the trade through Thurlow is open to all. Mages are generally welcome, but there are only a couple orders. The north is mostly suspicious of them and their pursuits that usually awaken things better left undisturbed. House Mataff and a few more are the only open Magus Brotherhoods in the hinterlands.

Kaald

The Free Territory of Kaald is nominally held together by the “King” (as recognized by the High King only) of Kaald. Its hereditary rulers refuse to take title, and instead follow the way of the Free Landers of the north. It consists of several territories that are held by Thanes of the North – called “Princes” by many. These Thanes represent the peoples of their lands, and make alliances and deals with the Kaaldian “King”. The kaaldian lands are divided up by different cultures and societies. Within these may be one or more Thanes – local rulers. All of these Thanes are said to have descended from northern nobility and are as prideful of their bloodlines and the lords of the Riverdans in Dunstrand. Inhabitants tend to follow the Freelander Way.

The Commerce, Trade, and Items of Note in Rhyl also has clandestine high risk trade with Kaald, through the Tolkisson Mountain Range; Typically it is handled through the Tea Lodges of Rhyl and/or the Criminal Presence in Rhyl.

Kaald is a clean place, full of boisterious, proud, and well educated folk. Tradition is strong, and so to is the desire of these folk to remain free and prove the Freelander Way and look down upon those who “Cause a Stirring”. At once point in the distant past, it was brought to heel and made to bend the knee to the High King in Oerdney, but the distances and logistics in the north and rebel will of the populace soon caused it to slip back into a Freeland. Many in the south hold the Kaaldians responsible for the endless war with the Lich Lords – believing that if they did join forces with the high King, they could be driven back – but Kaald remembers the “betrayal” of those in the south, and refuses to pay tribute or honor. Rumors persist of the sect of The Friendless being employed in the never ending war against the Lich Lords.

Castle Kaald

Population: 40,500 + Garrison of 200 cavalry, 200 crossbowmen, and 800 infantry

Rulers: Kaald Family – since the fall of the north.

  • Cut Culture: The dialect and society of the Ox-Birch Cut dwellers; Thanelands: East Cut and West Cut
  • Birchwood Culture: Northern forest and Kaaldian society. Thanelands: Kaald, Iveswear, Upstack, Feria
  • Stonelands Culture: South Cut, Cleary Vale. Thanelands: Vilefrey, Cleary Vale, Brieketle
  • Aaldian Culture: Flatlands. Thanelands: Castle Vuoy, Kray Castle, Schenker Castle, Tower of Toish
  • Kalurian Enclave: Deep in the Fortaur Forest is an enclave of a few thousand Kalurians. Allies of Kaald and the northern peoples, it is not unusual for the cavalry and runners of the northalnds to be commanded by a Klaurian. They never venture further west than Kaald itself. K’Lorian Normensia is the home of these people.
  • Unique Creatures and Encounters

    A few of the Walking Pinelings still stand vigil.

    History

    [contentblock id=knowref1]If nothing is indicated, assume Common Knowledge.

    Most Recent Stirrings

    Early Years

    Formation

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

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