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Heliki the Eternal (unicorn of Rhyl)

Posted on April 4, 2026

Steel Realms
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.

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

Honeystone Kennels (Ten Stacks)

Posted on April 2, 2026 in Steel-Realms

Steel Realms

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.

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.

Rumors About the Agency

Common Knowledge / Easy Difficulty

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

Uncommon Knowledge / Average Difficulty

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

House of Childsend (Klyben; Midwives Order)

Posted on April 2, 2026 in Steel-Realms

Steel Realms

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.

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.

Rumors About the Locale

Common Knowledge / Easy Difficulty

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

Uncommon Knowledge / Average Difficulty

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

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Ten Hands Blade

Posted on April 2, 2026 in Steel-Realms

Steel Realms

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.

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.

Rumors About the Locale

Common Knowledge / Easy Difficulty

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

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Southdrop Tower

Posted on April 2, 2026 in Steel-Realms

Steel Realms
Southdrop Tower was built as a result of the War of Rundleman’s Revenge in CY 9041. It watches from the top of a valley that faces south, going down to the Beyne River a half mile away. Using this dip, it has a perfect view of almost all traffic on the mighty river. It has a commanding view to the west as well. The primary job of this tower is to light a beacon fire if any enemy forces are seen on the river or on the land.


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.

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.

Southdrop Tower was built as a result of the War of Rundleman’s Revenge in CY 9041. It watches from the top of a valley that faces south, going down to the Beyne River a half mile away. Using this dip, it has a perfect view of almost all traffic on the mighty river. It has a commanding view to the west as well. The primary job of this tower is to light a beacon fire if any enemy forces are seen on the river or on the land.

The tower is 30′ tall with 2 levels in that. A wooden scaffold goes up another 30′ like a crows nest. Given that its built on a 20 rise, it gives the tower a total of 80′.

Rumors About the Locale
  1. The beacon fires are magical.

Common Knowledge / Easy Difficulty

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

The beacon fires are blue for river forces, red for land. These are manned every hour of every day. The tower has devices with optics to be able to see far.

There is a underground level for storage. The tower hosts a few out buildings, chickens and goats and a few steer help to feed the inhabitants.

The tower can support a half dozen soldiers of the Ducal Guard. Double that in times of war.

Uncommon Knowledge / Average Difficulty

It was built on a spot where the Dragon of Rhyl once had a watch tower and had been smashed to rubble thousands of years ago.

Scarce Knowledge / Hard Difficulty

North Revealed CAMPAIGN CHRONICLE >> The North Revealed is a Living World campaign set in The Northern Hearthlands/Grand Duchy of Rhyl of the [Fantasy] Steel Realms.
** The source of the following material is from this campaign. **

The tower goes 40 feet into the soil and rock. There was a complex under the dragon’s tower that had collapsed. It was not explored or dredged, but the rubble was used as an extra layer against sappers. It was in this that the old creek that vanishes into the ground a half mile away was found. It drains into the river, but all underground. This was re-used to provide a water source for the tower.

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

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