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The Beyne River (“artery of the north”)

Posted on August 15, 2024 in Steel-Realms

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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 (Karolak controls the sea exit), 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.

Shipping on the Beyne River

The river current is strong and swift, and boats (usually Beyne River Skidbarges) traveling west move at great speed. More travels east overland against the course of the river, though large boats with bound elementals ply the Beyne River in both directions.

The entry point of the Beyne River from Lake Caolite is referred to as Sillin’s Way.

Passage Through Many Locales

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.

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.

East of Ser-Caynth is the Southern Edgelands of the Forest of Rhyl north of the river.

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.

Beyne River Locales on Lake Caolite


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.

Simple Outcome / Easy Difficulty & Common Knowledge

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

Beyne’s Belt of Karolak/North Merchant Cities

Posted on July 25, 2023

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Beyne’s Belt is a fortified strip of land on the south side of the mouth of the Beyne River (across from the main part of the city of Karolak), where all manner of merchants and travelers wait to cross the river. The strip (‘The Belt’) is about 1km wide and runs 3km along the shore. It is enclosed by a 4m high stone wall with 3 gate houses.

There are three major docks (the center one known as ‘The Buckle’). the west is for sea traffic and fishers. The center is for galleys and ships. The east one is for barges, minor galleys, and slower, smaller vessels – generally considered the cheap, or poorer wharves. The belt is a continuous hub of activity.

Much of the smuggling is done, hidden by the nonstop din and activity.

Although it is administered by the trade and police of Karolak (because of its proximity), the facilities have a shared cost paid for by all the Prinzipalities of the Merchant Cities of the North and the Karolak Merchant Marine.

Locales and Materials of Beyne’s Belt

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

Karolak (Prinz Elector) – city of the North Merchant Cities

Posted on July 5, 2021 in Steel-Realms

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Overview: Karolak is one of the largest cities in the Steel Realms and the largest one of the Merchant Cities of the North. It is often referred to as “The Gem of the North” and “The Gateway to the North”. Nearly every major institution in the realms has a presence here, including such things as the mystical Theurgi Emporium, Lawful order of Wave Watchers, Order of the Graven Glyph (Guild of Solars as it goes by in the Merchant Cities), and the occult Order of the Stone Hand. As with all Merchant Cities, all Faiths of the Steel Realms are found here (even Malek), though the Temple of Aerna in Karolak is famous for their public hostel and the Temple of Kaerslein – Elemental Consort of Water is a pilgrimage for the Rivermen culture of the Beyne River. Karolak was once the capital of the northern territories of the Empire of the Sea Kings, and has many ruins and dark secrets related to it in The Underpassages of Karolak. The Runnel Rats tradition is well known in the area, though has no ‘official’ presence.

Beyne River Skidbarge are used on the Beyne River to transport goods.

PRINZ Family: Caelien Family

Economy

Military

Karolak Merchant Marine: Any vessel expected to be priority protected by Karolak’s Navy must register with their Merchant Marine. In addition to priority protection, members are expected to haul freight and passage in times of war and strife. Each sailor of the merchant Marine carries with them a voucher for the bond.

The Order of the Rushing Reeds is a knightly order with its headquarters in Karolak. This is made up of several land-owning knights, and a greater number of unlanded ones. On land, they fulfill a primary function of the cavalry and officers of an “Army of Northern Merchant Cities”. Not a real army, their sergeants, squires, etc. make up a force of about 400-500 well trained soldiers, and are the primary secure communication runners when the cities must collaborate in the field of battle. Diplomatic security is also handled by this order.

Bonded Military

Karolak ONLY employs bonded Mercenary Companies of the Aergash Northguild. As the Prinzes do not maintain a large, united standing army, they do have several bonded mercenary companies which operate in and outside the immediate area that permanently stay in the area and rotate some staff into the field elsewhere for experience. Amongst the mercenary bands, Mizras is the most strongly venerated faith. The Order of the Broken Sun also assists in protection of the city and members have a bond, though are not for hire by anyone but the city government.

Karolak Local Bonded Mercenaries

  • Baleguard
  • Edge-Breakers (cavalry; strong Mizras worshipers)
  • Manfred’s Mad-Dogs
  • Red Barons (“Balthazaar’s Own”)
  • Rushing Boars
  • Two-Fins (privateer)
  • Wind-Breakers (privateers)

Adventures


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.

Simple Outcome / Easy Difficulty & Common Knowledge

The renowned Witchwood Parties in Karolak are really orgies for the rich and powerful.

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

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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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