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Tree Vipers of the

Posted on April 14, 2026 in Steel-Realms

Steel Realms

The Tree Vipers of the Naighvelaugh Weald are tree running savage elven warriors. They are camouflaged and move through trees and over rocks with ease. They quickly cover natural terrain, climb, jump, and tumble using every feature and drop silently from above – like a tree viper – to kill their enemies. When not fighting, they paint themselves with bright organic colors of blue and green. Often using make-up to make it seem as though they have enormous snake eyes and terrifying outsiders. Despite their affiliation with Epona in the Weald in general, these warriors obviously follow the Green Church, but through Ssissllenn.

The tree Vipers are given a healthy respect even by the Klaurians, though not known much beyond North Pines or The Autumn Wall.

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

Giant’s Thumb (North Pines)

Posted on February 3, 2026

Steel Realms

The Giant’s Thumb is a crocked line of low jagged hills that sections off an area of North Pines. The lands of Bron-Yr-Aur are ‘cupped’ by a low rise of jagged hills called the Giant’s Thumb.

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

Culture of the Golden Hills Folk (North Pines)

Posted on February 3, 2026

Steel Realms

The populace is divided into families that control territories and farms, or may centralize their sphere of influence into a town. They raid against each other, though rarely kill. They trade with anyone, including the wildlings, Free Folk, Rhylians, Pine Tribes, and Kaaldians. They are known as shrewd bargainers and are very competitive. They are extremely jealous of the Rhyl territories around Lake Vhym, and have enjoined in hostilities to try and take from Rhyl the areas bordering the north and west edges of the lake. These territories are mostly settled by more sedentary pine tribesmen – but under the protection of Rhyl, who use them as a buffer between their citizens and North Pines. Families mark their territory using boundary stones. Larger families collaborate as a clan, or have other families under their protection. Raiding over boundaries is encouraged, as is the taking of women. The people of the North Pines practice slavery, and the strong wildling women are the favorites.

There are rumors of slave trade and wildling women being brought from the north and funneled south through the Merchant Cities.

A Warrior Culture Tradition

This was once a warrior culture, and one which obviously had contact with Kaaldian culture in its background. The rite of passage for all youths is to raid for cattle, women, and furs the Free Lands and Rhyl. Like the Kaaldians, their fast moving raiding bands organize themselves in what is known as a ‘creach’. The meaning is lost to these people, but the term is not. To them it signifies in a smaller scale the unity in their people at time of war, divided though they are in peace. Every new generation forms creaches, and through their life, their creach brothers and sisters have a special place.

Religion & Faith

The green church is strong here. The culture looks to the beast lord, like the Kaaldians, as the all-father. They also blend a worship of the earth-mother, a demiurge spirit of the earth. Their priests are said to be able to leave no trace, and communicate using ceremonial rocks, sending clicks and clacks between sacred places to spread information and calls to arms.

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

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Thorpe’s Trading Post (North Pines)

Posted on February 3, 2026

Steel Realms
Thorpe’s Trading Post is a rowdy center of legitimate and illicit trade/goods. A wooden palisade surrounds this small town full of miscreants. The town is mostly dormant by day, little trading going on other than some furs and wooden toys the North Pines crafters are famous for. The town really comes alive at night.

As a concession from past rebellion being centered here, there is a garrison of Rhylian soldiers that enforces what law they can by day and lock their doors by night; this is the agreement – Rhyl’s by day, North Pine’s by night.


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

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Scent-Release Pottery (Klaurian)

Posted on January 5, 2026

Steel Realms

The Scent-Release Pottery are one of the Klaurian Items of the Steel Realms – output of the unique Klaurian Craft & Artistry in the Steel Realms. All the scent-release items are triggered with heat – either hot liquid or a heating of the item itself. A few of these items make their way to

Tea-Mugs

Tea Sets

These are more high end, often combining a more finely polished and sculpted and glazed product along with Kalurian Horse Hair Artistry. These are individualized and can be done in sets as well.

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

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