Home - Page (Page 29)

Tag: loc-rhyl

The ‘Eyes of Weigolar’ (Montwold Pass Protectorate; Rhyl)

Posted on April 8, 2026 in Steel-Realms

Steel Realms Logo

The two old hill forts of the ‘Eyes of Weigolar‘ that guard the east-west Kroith Passage on its north side 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.

Rulership/Governance: Each has a Steward and Captain of the Guard (Ducal Guard of Rhyl)

Population: Mostly humans and a few Halflings

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 Altain Corridor: Kroith Passage was once the gateway between North Pines and the Grand Duchy of Rhyl and the Altair Pass to the west that granted access to the western Freelands of the North of the Northern Heartlands.

Each of these ancient fortresses has a road leading up about 300 feet off the level path of the Kroith Passage to it. Most of the ancient road markings are faded and gone, though there is a steady flow of carts and wagons as the secondary trade route to the Beyne River far to the south.

Often, members of the The Hornguard of Rhyl find work here in this relatively safe place as they age out of their service.


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.


Rhyl General Events

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.

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.


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

Tags: ,

Heliki the Eternal (unicorn of Rhyl)

Posted on April 4, 2026 in Steel-Realms

Steel Realms Logo
Heliki the Eternal is the unicorn of the Great Forest of Rhyl. She has always been a fixture, even in the times before the Dragon of Rhyl rules the forest and northern lands. At some point, she did take a mate, but the mate has never been directly contacted. She is one of the few surviving of the Great Fey of the Steel Realms. She is generally aloof and uninterested in the political world of the normal races. Those seeking her can attempt to do so by finding the Navel of Rhyl Forest or one of its founts.


Chronicle/Facts of the Entity

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 Entity
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.


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

Honeystone Kennels (Ten Stacks)

Posted on April 2, 2026 in Steel-Realms

Steel Realms Logo

The famous Honeystone Kennels of Ten Stacks in county Dunaine of the Grand Duchy of Rhyl breed top notch ‘witch-smeller’ – dogs known as The Foothounds. These dogs are all for World Watchers, though a few are sold to noble houses each year. The Kennels do all the early training and facilitate the bonding.


Chronicle/Facts of the Agency

Dog Powers (common and Attuned) can be found under Common Knowledge 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.

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 Agency

Simple Outcome / Easy Difficulty & Common Knowledge

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


i20™ Foothound Details

creates a bonded pair loyalty and bond; Attunement = 1 Essence; Trained to be at the feet and work with the bonded pair’s movement and create a distraction without risking their lives. Against 1 target within 10′:

  • +1 initiative
  • -1 to be Attacked
  • Once during a combat 1 use Resilience if bond has Animal Handling (base 4)

Persistent Effects

  • Sense when the other is hurt within 120′
  • Detect (smell) Hags 120′
  • Detect (smell) Magic 30′ 3/day

iCore iCore™ Foothound Details

Minor Outcome / Average Difficulty & Uncommon Knowledge

The Kennels were founded in CY 8950.

Rare Knowledge / Very Hard Difficulty

The Foothound Origins: The head dog from the breeding program of Blacknail the Hag gets sold and eventually a descendant gets to be part of the Har Cunetha Pack that patrol the areas on the edge of The Valley of Sighs and the strange things that come from the shattered walls between the worlds. Honeystone Kennels started off as a way to handle the excess hounds.


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

Top

House of Childsend (Klyben; Midwives Order)

Posted on April 2, 2026 in Steel-Realms

Steel Realms Logo

The House of Childsend is a midwife order in the City of Klyben, a guild for all consideration. It was chartered in response to the the events around Blacknail the Hag around CY CY 8950.


Chronicle/Facts of [Thing]

Item Powers (common and Attuned) can be found under Common Knowledge 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.

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

Simple Outcome / Easy Difficulty & Common Knowledge

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

Minor Outcome / Average Difficulty & Uncommon Knowledge

There is a short period of illness (Abersand’s Sickness) in newborns in Rhyl and The Wyldes, but the midwives of the north rally to stamp it out within a few years. The newly chartered House of Childsend combines Aerna and Ezrilus midwives to gain a chapter house in City of Klyben in CY 8953 (with Tea House sponsorship – first act in the Tea House Revival), protecting their knowledge, services and rights.

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

Top

Ten Hands Blade

Posted on April 2, 2026 in Steel-Realms

Steel Realms Logo

The Ten Hands Blade is named so because its real name is forgotten. The blade has been held by a set of ten hands (10 owners) and not brought fortune to any of them. For 100 years, the Ducateon have tried to sell the Ten Hands Blade at the Perennial Plinth of Ten Stacks – it has become local legend that it always ends up back with the Ducateon. Now it is a local legend.


Chronicle/Facts of [Thing]

Item Powers (common and Attuned) can be found under Common Knowledge 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.

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

Simple Outcome / Easy Difficulty & Common Knowledge

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

Item Purpose:

Lesser Attunement (1 Essence total )

i20™ Item Details

Weathering. +1 damage. -2 init. Pommel with oil, pull sparker bonus action and reaction. +1 resilience. Long sword.

iCore iCore™ Item Details


Estimated Value: ? (Silver Crowns)

Item Source: i20™ OR iCore™ #YYYY

Destroying the Item: As an item with inherent mystic nature, it is deeply bound to The Pattern – mere mundane efforts cannot destroy it. It must be melted, disintegrated, or shattered – not merely made Useless.

Rare Knowledge / Very Hard Difficulty

The real name of the sword is “Rundlemans Fury” – A known sword belonging to the Merchant City Rundleman family.. It has been stripped of nearly all identifying signs. The family picked it from the battlefield in the War of Rundleman’s Revenge and sold to the Ducateon in secret so that it would not be known that the Rundleman family worked against the peace of the grand duchy of rhyl. The city of Ten Stacks is where the Ducateon will try and sell it. They gave a ‘mysterious’ history to obscure its real origins. It has become a fixture there for almost a century.


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

Top