Posted on April 29, 2026
The Witch-Harriers of Montwold is a is one of the Cultural Experiences of the Steel Realms; They are a group of halflings trained to sense and defend against occult and mystical forces that may assail the Montwold Pass Protectorate – even what may be normally considered allies. This last part is well known, and most of the elves and humans around the protectorate try not to snoop on their neighbors as these agents will go missing (it is beleived through the actions of these ‘harriers’) and never be reported.
May the spirits of the most ancient of this world from the days before counting show the way to the path of the righteous and just and guide the hand of this servant who follows in their hoofsteps.
Background: No Luck.
Meditation skill, Stealth, Camouflage, Druunad lang,
Must be good aligned.
1 Sorcery Point: Subtle Spell
1 Focus: Encode Thoughts & Detect Good & Evil as a ritual ONLY and it is materials only (must have Concentration and a Arcane Focus)
At 4th: Magic Initiate further training (6 months train + 5 years service or some recompense to offset)
Protection from good & evil + Guidance, Resistance cantrips + Detect Good and Evil is now a normal spell as well
Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.
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.
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.
See the Herald's Quarterly for world updates.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
Posted on April 14, 2026 in Steel-Realms
The Tree Vipers is one of the Cultural Experiences of the Steel Realms; These dwellers 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. They are known in all directions as cunning and violent defenders of their homeland by those nearby.
Closed Ranks of Service: The Tree Vipers operate in service to the Naighvelaugh Weald. They do not retire outside the Weald; Their bond with the animals and trees of their Weald defines them and binds them tightly to it. They do not train their young adult life only to leave – they are committed to the community and do not reveal the secrets of their training or tactics to outsiders. The few who have managed to break their bonds of commitment are almost always hunted down, unless they merely retire quietly.
This is a Cultural Specific Background, part of the collection of Steel Realms Character Cultural Experiences.
Tree Viper warriors of the Wyld Elves are ALL Barbarians.
Throat-Worn: Animal Handling grants the Throat viper pet – wraps around their throat for warmth; attacks anyone trying to do anything in their sleep or bites the owner to wake them up. Its presence gains the elf +1 intimidate checks.
Wrist-Worn: Or snake can wrap around wrist if the owner uses a dagger or similar shorter weapon, as a Bonus Action, the snake can bite for for d4 + poisoned 1/Short Rest; # times = Proficiency Bonus @ 3rd level and higher.
Tattoo of Ssissllenn: The elf gains Advantage on saves vs snake venom
> injects venom to grant a use of reckless rage, but dies at that point and 1 month of mourning before new one.
Camouflage (adv) DC 12 = +1 intimidate due to the disconcerting snake appearance using war paints.
Fast Movement adds 5’ only, but to jump distance as well; if a suitable platform can be used and 10’ movement it can add a d6 damage the first time only when engaging a new enemy.
Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.
Posted on February 3, 2026
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.
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.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
Posted on February 3, 2026 in 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.
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.
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.
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.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
Posted on February 3, 2026
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.
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.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.