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History of the Naighvelaugh Weald

Posted on April 14, 2026

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is the chronicle of the Naighvelaugh Weald.


Chronicle/Facts 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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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.

Rumors About the Locale
Rhyl Formative Events

See the Herald's Quarterly for world updates.

Rhyl Formative Events

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.


Simple Outcome / Easy Difficulty & Common Knowledge

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.


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The Muredin Stretch (Montwold)

Posted on April 14, 2026 in Steel-Realms

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The Muredin Stretch is home to the human dwellers of the low mountainlands. They are referred to as the Altairi and the low mountain hill regions with meadows and valleys they make their sole home in is The Muredin Stretch. They grow tea & a super-sweet barley for export, but are mostly subsistence based rural Settlements.

Rulership/Governance: Halfling Leadership has no centralized government or formal “fiefs” and does not use peerage titles. When they need to, they send a hetman or mayor to any gatherings that affect all in the community. Humans live among the Halflings, but positions of leadership are all of the small-folk. This makes diplomatic relations difficult at best, and thankfully their good nature offsets the confusion and disorganization.
> Administrative Center (“Capital”): While there is no capital, Willfordshire serves as a gathering place – especially when meeting with outsiders is necessary.

Population: Halflings > Note: There is no official census provided.

All villages and hamlets have a ‘Kothera’ – a circular space consecrated by their priests in which magic is said not to function; Their society adds ancestor worship to the normal Faiths of the Steel Realms. They have a deep distrust of magic, hatred of the stench & corruption of ghouls, and some are even said to be resistant to one or both.

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

Tree Vipers of the Naighvelaugh Weald (NPC)

Posted on April 14, 2026 in Steel-Realms

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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.

Cultural Experience

This is a Cultural Specific Background, part of the collection of Steel Realms Character Cultural Experiences.


i20™ Character Details

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.

iCore iCore™ Character Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.

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

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Culture, Education, Institutions, & Traditions of Montwold Pass

Posted on April 9, 2026 in Steel-Realms

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The Culture, Education, Institutions, & Traditions of Montwold Pass is dominated by Halfling society. The Halfling here lay claim to a stretch of the mountains southern edge where it is forested and deeper forest from east of Balient’s Breach (though not including it) to the open area of Claybottom Meadows beyond the NE spur of North Pines that they call “Crippin’s Thumb“. While the population has never been large or expansionist, it has remained stable. Halfling Leadership is very loose.

The folk here are more suspicious, less whimsical & gregarious (even seemingly worrisome or aggrieved at times) than their kin elsewhere. They are community minded, but more on a local level, not societal. Physically, they are no different than others of their kind, except what seems like a permanent furrow from worry on their foreheads; While no one knows for sure, this is referred to as ‘The Concern of Montwold‘. They follow the normal convention for Halfing Names.

Family vs. Community Culture in Montwold Pass

The society here is not as community minded as other Halfling protectorates – perhaps through its closeness to lands and times of trouble and turmoil. History, accomplishment, pride, and kinship is less about a specific family than it is about Halfling community and society in the north – they are survivors. There is little stress on keeping any family lines “pure” – adoption is common and there are no orphans. Pets, plants, and livestock are even seen as living things that are part of the community with more standing than outsiders!

Culture and Social Perspectives

Death Observance: The death observance custom is to be buried back into the earth; Bodies are buried with ceremonial and symbolic items for their journey through the House of the Dead to wherever their faith takes them. Items of wealth or value to their community are shared with the living.

Rhylian Culture & Influence in the Area

Cultural Overview & References for the Grand Duchy of Rhyl

Rhyl Culture | Territories & Fiefs | Features | North Gate Garrison | Map

Defining Ideal: The Grand Duchy of Rhyl has been "The Shield of the North" in the wars of The Noble East vs. The Broken Lands for thousands of years as well as stradling the crossroads of many powers and maintaining a tense peace. The Chronicle of Rhyl shows it first as many fiefdoms of 'The Lands of Rhylan' (CY 5500's), then a united kingdom (CY 5980), then as a duchy of the High Kings' kingdom of Gladnor (CY 6514). Citizenship in The Grand Duchy of Rhyl requires both pledges of Rylan the Living + Oath of the Day Watch.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all have shared culture - languages used, Character Experience, institutions, Law, etc; Most Settlements includes the basic experience of Characters of the Steel Realms.

The two old hill forts of the The ‘Eyes of Weigolar’ that guard the east-west Kroith Passage and watch the Altain Mountain Range for the Lich Lords’ minions and strange things and are tolerated by inhabitants of North Pines and Montwold Pass Protectorate because they do not interfere with their commerce or politics, nor collect taxes.

The Duke of The Grand Duchy of Rhyl is nominally an ally and (according to the High King in Oerdney) enforces its boundaries and protection, but the folk of North Pines are more apt to come to their aid and defend their territory lines. Despite some cantankerous relations at times, the Duke ensures a small delivery of Honeystone Pollen is made every year to aid in their defense.

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

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‘The Concern of Montwold’ (Rhyl/North Pines)

Posted on April 8, 2026 in Steel-Realms

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The Concern of Montwold‘ is a condition that the Halflings of the Montwold Pass Protectorate seemingly embrace. The folk here are more suspicious, less whimsical & gregarious (even seemingly worrisome or aggrieved at times) than their kin elsewhere. They are community minded, but more on a local level, not societal. Physically, they are no different than others of their kind, except what seems like a permanent furrow from worry on their foreheads; While no one knows for sure, it is believed that some deep seated worry is the root of this.


Chronicle/Facts of the Effect

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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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.

Most of the Halfling folk that make it to being adult are aware of most of these. They do not complain or talk in public about it though – for fear of giving any of them more power.

Rumors About the Source of the ‘Concern’
  1. Hostages are being held by Criminal Presence in Rhyl to secure passage through the region.
  2. They are afflicted with a curse from the ancient Plague of Hags.
  3. They are bullied by giants from the north.
  4. They sacrifice to some dark entity.
  5. They control a hidden smuggling route under the mountains to the Hinterlands used by the Tea Lodges of Rhyl.
  6. A secret society among them has imprisoned an ancient evil as their sacred charge.
Rhyl Formative Events

See the Herald's Quarterly for world updates.

Rhyl Formative Events

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.


Simple Outcome / Easy Difficulty & Common Knowledge

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Rare Knowledge / Very Hard Difficulty

The Sources of the ‘Concern of Montwold’

The Concern of Montwold‘ has multiple facets.

  1. The first is the strange influence of suspicion and fear that emanates from presence of the Witch-Harriers of Montwold that are trained in secret in the protectorate.
  2. The second (and biggest) is the burden of protecting the Druunad colony of Garbon-Hayed.
    • Halflings with this condition gain Advantage on any check to resist divulging its existence.
  3. The third is the constant attempts by the criminal elements of The Salamanders Guild and their allies of to exert more control over the hidden Reifling Passage and the trade that flows through it.

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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