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North Pines

Posted on January 17, 2024 in Steel-Realms

Steel Realms

The area of North Pines is a dense region of mostly pine and fir, with a few stands of birch and ash. It has long been a thorn in the side of the lands now known as The Grand Duchy of Rhyl. It has been the scene of rebellion, harbored of bandits and wildlings, and a center of black market trade for centuries. The free folk here are known to raid wildling and Rhylian alike, stirring up the pine tribes and wydlings against Rhyl and her ‘free’ neighbors. Its folk are rough, fierce, and independent. They have even antagonized their Klaurian neighbors in their overzealous logging of the north Rhyl Forest. The folk here follow the Freelander Way, reflecting their rebellious spirit.

The weather over North pines is different than the rest of The Weather in the Grand Duchy of Rhyl, obviously some mystical effect keeps North Pines warmer than the rest of the forest. It has less cloud cover.

The Grand Duchy of Rhyl has tried to claim North Pines as part of its domain several times, but never been successful in imposing its laws and territorial claims.

The people here are fiercely protective of the land they claimed as their own. Travelers are not treated well and watched closely, and few traders ply their wares from the outside. No formal military force exists, but the peoples have an eerie ability to coordinate across distances, and forces of a hundred or more can be raised in less than a day, and at times of major crisis the area has fielded a force some five to eight hundred strong of mixed compliment. Their scouts are masters of using the forest both offensively and defensively.


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