Posted on April 20, 2026 in Steel-Realms
The History of Clallum’s Cross in the Grand Duchy of Rhyl has its origins in the old trade outpost named Bevare. That became the thriving exclave town Clallums Cross based on a typical Urban Planning and Architecture in Umbak.
The History of Clallum’s Cross is synonymous with the Kuernsi Family of the locale as the families and trade interests are owne d and operated as the same under Umbakian cultural norms.
When an Umbakian family trade run business was first allowed to operate in the Grand Duchy of Rhyl in CY 7912, it was limited to the Trade Outpost of Brevare. The original outpost building still stands. Originally, it was meant as a place of refuge for the many who had Umbakian culture and blood in the area. A place where Umbakian order and culture could be undisturbed. The business ventures grew over time and between those serving on The Autumn Wall and serving the Church of Light, a permanent charter was made that made it nearly a full exclave with an unprecedented measure of autonomy. At that point, its population was capped and the full rights of township provided in CY 7965.
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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.
The History of Clallum’s Cross in the Grand Duchy of Rhyl has its origins in the old trade outpost of Bevare that became the thriving exclave town Clallums Cross based on a typical Urban Planning and Architecture in Umbak.
A documented copy of the vast majority of Umbakian legal and social dealings can be found in sealed record vaults in the town. This is overseen by scribes of the Kuernsi Family.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
The Kuernsi Family was the one that advocated for and based on a typical Urban Planning and Architecture in Umbak.
CAMPAIGN CHRONICLE >> Dunstrand Rising is a Living World campaign set in Grand Duchy of Dunstrand in the Steel Realms of the [Fantasy] Steel Realms.
CY 9182 Clallums Cross was struck by bugbears thought to be extinct and ogres during a Festival of the City. They came up with Rock Worms in a place they now call the Philbert’s Cave. It has been warded with a new mystic seal from the efforts of the office of the Reclamation of the Wyld – at the very least it will send a warning to the nearest Briarwood or lightbringer shrine (Clallums Cross); It is triggered by the corruption the rock worms leave.
The CY 9182 Festival of the City was smashed by the invaders at midnight. What was once an open and normally safe place now needed a robust defense. A tower keep was built to harbor refugees.
The Umbakian settlements at Clallums Cross do not use stone from The Havras-Durr Quarry despite its nearness.
There is an Umbakian retinue and office/barracks at the Kalizmin Quarry led by a “Chief Artisan” that picks the quality bright white items that are to go to build Umbakian edifices in monasteries and continued development and maintenance of Clallums Cross.
Grim Remembrance: In the town is a wall still standing that shows a large hole – a hole made by an ogre crashing through it in the CY 9182 Festival of the City attack as a reminder to why a 1m thick wall refuge needed to be built. There was also a walled garden where bugbears mass executed prisoners by pushing them up against the wall and bashing their skulls into pieces with morning stars – the wall was moved to a place of remembrance, and each section that has the pock marks from the morning star is displayed.
Targeted Raid: The true reason for the “raid” in CY 9182 is that a Justicaar from the Sacrarium of Rhylan was coming through. He was killed by three ogres. The whole team was led by an orc of exceeding cruelty referred to as “Rip-Face” – having a massive scar on the right side of his face. He managed to live and retreat with a remaining band of goblins and a couple bugbears. They were driven out when a knight named Sir Jean Philbert – in service on The Autumn Wall – rallied his countrymen and drove them back. He was wounded bad enough that he returned to Umbak, though was given a record for a full tour at North Gate Garrison for his bravery here.
Posted on April 16, 2026 in Steel-Realms
The Stone Hoppers are dwarven scouts and rangers of the The Grand Duchy of Rhyl are all followers of The Suddahk ranger tradition, and all from the Sun Stone Top settlement. They also train with the The Hornguard of Rhyl, specializing in the craggy mountainous terrain of the Tolkisson Mountain Range. They typically serve about 5 to 10 years along side the remote patrols of the guard, gaining their skills and trade. Beyond that, they can enter service formally as a World Watchers or return to the community to pursue other paths (mostly remote scouts). They get their name from their ability to move like a mountain goat (typically with the aid of specialized gear and sometimes Barents Burning Harvest).
These are specialty hobnail like boots used by the Dwarven Stone Hoppers for aid in climbing. If the surface is not sheer, they Grant added movement and help with traction in adverse conditions.
The Stone Hopper tradition is to use a pair of small picks when moving, like modern ski poles. When fighting, they also tend to use them. In the northlands, specifically the Grand Duchy of Rhyl, smiths know how to construct ones that the order uses. The dwarves themselves have smiths that specialize in making quality ones on request for those that have achieved notoriety and renown in the duchy.
Requirements: Race = Dwarf, Class = Ranger
Pick Wielder: D4 light weapons; Used in both hands and get full attack and damage bonuses as per 2 Weapon Fighting Style. Like all picks, they are Armor Piercing. They can be thrown when on natural stone/earth, but only have a range of 10/30′.
Pick Climber: When climbing, they add +5′ to the movement of the wielder or grant them a climbing movement rate equal to their normal movement rate when used with the Stone Hopper Boots, and grant a +2 bonus as well as Advantage to any climbing activity check for the wielder.
The ancient bond to Ratuk manifests as a Mountain goat animal companion through a journey into the mountains and a Ritual that calls it similar to the Find Familiar spell. This is true especially if the character is a Beast Master. Mountain goats are territorial but easily placated with offerings of food. Their stubbornness makes them difficult to domesticate and they should not be considered to be domesticated but will obey the simple (2-3 common words) commands of their bonded ranger to the best of their limited understanding.
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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.
The Suddahk tradition founded by Odannerdun, in CY 6488. This is close to the initial founding of the Grand Duchy of Rhyl, and deemed to be not a coincidence – it is seen as a required preceding event for the Stone Hoppers.The Stone Hoppers are founded in CY 8302.
Follower Perspective: The followers of the tradition feel that the positive connection to the nearby faerie races to Sun Stone Top was significant in the spirits of The Rimbus to spreading the tradition to the north.
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 The Grand Duchy of Rhyl.
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 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.
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 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, and manpower flow into the north to fight the Lich Lords.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
Posted on April 16, 2026 in Steel-Realms
The Places and Destinations in Sun Stone Top encompasses both the formally defined areas of the Dwarven enclave of Sun Stone Top and some geological features associated with it. All of the places are part of the greater Tolkisson Mountain Range on the border of The Grand Duchy of Rhyl.
Posted on April 16, 2026 in Steel-Realms
The giant-kin crafters of Stoneforge Valley are known for their skill in forging large weapons – mostly those of requiring strength to wield and 2 hands. These are known as Stone Forged Weapons.
Though they are renowned for their crafting of large weapons, the Goliath of the The Grand Duchy of Rhyl also make weapons only their kind may wield effectively – the Giant’s Bloodvein swords and axes. They are heavy, and when wielded by someone who possesses the blood of giants in their veins, the weapon’s balance shifts and flows to allow the wielder to effectively use one of these weapons in one hand that might normally require two. This requires a special bonding process that uses blood of giants and the blood of the wielder in the quenching process that leaves a pattern like veins of blood in the steel. Only a single one of these are normally made for any individual in their lifetime.
“Stone forged” = +1 damage and +1 Resilience; Min Str 16 / Size Large for a lot.
> Pulverize type weapons is also a specialty…
Battle Axe and Long Sword; both normally do d8/d10 2 handed. They will do d10 one handed. These weapons also gain 1 extra resilience; When both resilience are used, the item is not broken, but becomes a normal item of its kind – any use of it does one less damage and if used to block it will shatter. Restoring resilience requires 1hp worth of blood from the wielder per use of Resilience.
Repairing: Cost is 15% of the weapon per Resilience; plus 1 Health in damage that can only heal back through normal bodily healing processes.
Starting PC’s: A PC desiring to start play with one must have a good story to account for it, and a DC 10 Charisma (Influence) check. It takes no starting money as the acclaim of their story/service and persuasive charm is the source in acquiring it.
Posted on April 16, 2026 in Steel-Realms
The entrance to SF is known as The Brothers’ Doors. It is at the base of the path that rises 400m up to plateau out in the low mountain valley.
A door shape is chiseled onto each side of the base of a 2m wide path that winds up through the rocks. Distantly, you can hear the echoing sound of metal on metal, much like a blacksmith.
The Chipped Anvil Forgeworks is a fortified keep that contains the forge. Characters arriving from the path must go through this to get to the rest of the valley. Beyond the gates is the rest of the unwalled sprawling town. Outsiders are always welcome, but it is a very insular subculture.
While the Chipped Anvil Forgeworks at Stoneforge Valley is not considered exceptional, they do make large weapons made for large characters. Their specialty is mauls, and massive hammers and tree splitters. Though they downplay the craftsmanship, they do contribute to the defense of North Gate Garrison and are a well known armory in the north. The name comes from the large smiths hitting their weapons they are crafting so hard it chips the anvil – though a dramatic vision, utterly false.