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History & Events of the North Merchant Cities (collective)

Posted on September 19, 2025

Steel Realms
History & Events of the North Merchant Cities

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.

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.

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

The Northgreens of Karolak (N. Merchant Cities)

Posted on July 26, 2025

Steel Realms
The Northgreens of Karolak is a large swathe of farmland used to supply the city of Karolak to its north.

One of the most famous events that took place here was The Ricelyn Sundown.

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

Spring of Pristos (sacred place of Scrofa)

Posted on October 24, 2024 in Steel-Realms

Steel Realms

The greatest of the holy place of Scrofa the Boar (of the Wyld Faith), is the artesian Spring of Pristos in Ruary of the North Merchant Cities, on the north side of the Beyne River on a high craggy hill as the road passes NE out of the northern side of the city – through the Pine Coopers’ Enclave section, and east of the ‘Purple Barley’ fields. These waters are in high demand, and access and use is strictly controlled by the merchants and religious authorities. It is rumored that the blood of Scrofa was spilled in a fight with some great beast that escaped from The Valley of Sighs.

The druids of the Spring of Pristos tend a large flock of boars, and hunt them for food, selling some to the local wealthy in Ruary – the boars of the Briarwood are said to be some of the best meat you will ever taste. It is also said that the boars are used as opponents by druids looking to test or hone their skills in fighting, and that they crave the flesh of humanoids themselves.

The spring itself is located on the north side of the river, on a hill at the NE edges of the sprawling city proper. People come to bathe in the springs for their healing powers. It is said to help recover from grievous wounds. The spring is lit at night by the “Fang of Scrofa” – a massive glowing emerald colored crystal laid to rest at the bottom (10m down) of the largest pool in the spring area. Any who touch it instantly cut themselves with a cut that will never stop bleeding – it slices through hide, bone, and metal. It has all manner of rumored powers, aside from it being dangerous to touch.

The Druidhold of Pristos

The Spring of Pristos is guarded day and night by a Briarwood that surrounds it and is the highest holy place of Scrofa the Boar. The druidhold of Pristos is not large, but it is not a place that any sane person would want to attack. Many boards teeth and tusks have been “woven” into the briarwood and have literally chewed enemies that have assaulted it the few times its been attempted. Once was by a horde of zombies and skeletons that tried to pollute the spring and take the fang in CY 8002 when a Bone Hoard sprang up and laid siege to it.

Biarwood of Scrofa at Pristos

Although the briarwood is a sacred place to all of the Wyld Faith, and that the oaths of druids and priests of any of the entities of the Wyld are taken here, that there is a special enclave of berserker-like druids that are sacred to Scrofa here.

The Band of the Bloody Tusk

The The Band of the Bloody Tusk are terrible warriors from Spring of Pristos that are shapeshifters that bathe in the blood and carcasses of their enemies, that split their bones for sweet marrow. Some are said to be sent to Orgins Tower is one of the fortifications along The Autumn Wall at North Gate Garrison or go into the mountains to hunt the Lich Lord‘s minions.

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

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The Beyne River

Posted on August 15, 2024 in Steel-Realms

Steel Realms

The mighty Beyne River is one of the largest rivers in the heartlands, if not THE largest. It is a avenue of commerce, travel, and defense. The North Merchant Cities fall squarely on its banks, flood plains, tributaries, and adjacent lands. Although it is a shared resource, the Merchant Cities are considered its primary Sheppard. Many of the tributary Rivers of the Great Forest of Rhyl end of in the river or Lake Caolite that feeds it directly. The Beyne River is the primary trade route of the North Heartlands of the Steel Realms.

The “Splitting of Ser-Caynth” 5029 The Beyne River changes course south due to the landscape changes stemming from The Sundering/Bale Times instead of through it, clearing the area that would become the Vale of Meargensdale in Rhyl. The territory of Ser-Caynth becomes one of the Fiefs and Territories of the North Merchant Cities.

The the south side areas are contested fertile lands that border the East River Run and West River Run counties of the Grand Duchy of Dunstrand.

A species of Giant Salt Rats developed on the Beyne River – ‘giant water rats’. They are almost as adapt at swimming as otters. They dwell in the sewers under major cities along the shore of river. They are now sacred to the goddess of rats – Irrigi and to the sect of the Runnel Rats.


Chronicle of the River

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.

Common Knowledge / Easy Difficulty

It once had more bends to the south, but with the Storm Times, its course became more direct westward.

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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Merchant Cities of the North Steel Realms

Posted on October 27, 2015 in Steel-Realms

Steel Realms
Located on Ustermaya .

The Merchant Cities of the North and Merchant Cities of the South are both ruled by a separate council of merchant ‘prinzes’ – the heads of the most powerful families. Together they share a culture which has its roots in the ancient Sea-King Imperium and have the most expansive presence in the Trade Organizations/Institutions of the Realms. The Prinzdoms of the northern Merchant cities all follow the course of the Beyne River – the primary trade route of the North Heartlands of the Steel Realms.

Rulership/Governance: Council of Merchant ‘Prinzes’ {Integrity ***}

  • Administrative Center/Seat of Power: Federated into ‘Prinzdoms’; The Prinz of Karolak holds the most trade power.

Population: Approx. race (%, total)
> Note: There is no official total census provided – each Prinz enclave does its own and withholds its breakdown and reports a total that is unverified by anyone else.

Shared Culture

Their driving competition comes from their cultural inheritance from being descended from the ancient Sea King (empire). The Merchant Cities all have a central trade council in each, as well as a few trade houses that span larger areas. The cities themselves prefer competition over monopoly and enforce this with trade zones that, by policy, and strictly respected – even with Gwinn itself having the sea. The ancient game of Rauket still binds them together in competition – even if the lands are warring, they come together for this tradition. Has one of the two major installations for the Bank of the Silver Stacks. The “fashion houses” of the Merchant Cities set Fashion of the realms for the northern climes. The most popular faith in the Merchant Cities of the North is that of The Grey Way. The presence of the Theurgi Emporium mystical institution is limited to a few key cities of the northern merchant city territories.

This territory is considered Dominion of the High King Lands means the rulers have given the Sworn Oath of High King’s Service to the High King of the Steel Realms. As with all allies of and lands under the Dominion of the High King, this locale is subject to the Realms Levy.

Military of the Northern Merchant Cities

Standing Army & Disposition:

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

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