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South Cunee Meadowlands

Posted on October 27, 2025

Steel Realms

The South Cunee Meadowlands is all the highland prairie south of the Fortun Road. There are several farming steadings and hamlets centered around raising cattle, and growing ryegrass for hay and oats. The winter-blooming Cunee Heath is found on the northern edge of the Vinewood Forest and through the South Cunee Meadowlands.

Part of the agriculture and ranching is sent to North Gate Garrison.

Cunee Heath

Cunee Heath Harvest: The central harvest for the winter heather is done here. It is both dried and ground up for dyes in a large seasonal effort. Dried sprigs are sent out everywhere in the barony, but most go the city of Fortun.

The dried springs will last an entire winter and spring. When the sunlight melts the frost on it, it releases a scent that smells like geranium and lavender all around it. Large areas of the barony look and smell extraordinary for half the year from the dried Cunee Heath, and the purple and yellow dies color trim the other half of the year.

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

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North Cunee Meadowlands

Posted on October 27, 2025

Steel Realms

The North Cunee Meadowlands is all the highland prairie north of the Fortun Road. There are several farming steadings and hamlets centered around raising sheep, and growing rye and barley.

Part of the agriculture and ranching is sent to North Gate Garrison.

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

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Tranmere – The Crossroads of Cunee (Rhyl)

Posted on October 27, 2025 in Steel-Realms

Steel Realms
Tranmere (often referred to as “The Crossroads of Cunee”) is really, by itself, a village and not a town. Were it not for its geographical position on multiple trade and travel routes, it would be little more than a village, not a town. The town is busy from sun up to sun down normally. It is unwalled and sprawling, obviously grown without a central plan.

Rulership: Mayor (non hereditary; 2 year position); local merchants and land owning families “advise” the mayor

Population: 350 permanent residents – 99% human; 100 in nearby farms; Another 1000 transient residents working goods transfer for local trade and The Red March supplies going north to North Gate Garrison from the eastern side of the Grand Duchy of Rhyl.

The town is bustling. The eastern edge is a crossroads of a main road running east to Fortun, a north-south route, and another road goes west towards the Bronzed-Edge Tableland out the west side of town. The large Farbright Caravanserai on the east side handles mounts, repairs, and transport for merchants. The tall tree spire of an old northern Briarwood is visible on the north edge. On the southeast edge is the Boar’s Lodge – its distinct black head looking out onto the road going south for those running from The Autumn Wall at North Gate Garrison a hundred miles north.

The Tranmere Crossroads has the Tranmere Road (north spur) that runs north – eventually to North Gate Garrison, the Fortun Road running east to the barony’s capital, the Tranmere Road (south spur) running south. The Donnet-Tranmere Road runs west out of town leading to the road up to the Bronze-Edge Tableland and the mining interests there. All goods going to North Gate Garrison from the Barony’s agricultural meadowlands come through here.

Tranmere Crossroad

Community Well & Troughs: These exist for the town and all mounts at the caravanserai.
> There are always at least 2 watchmen on duty here, day and night to ensure no tampering is done.


Encounters & Dangers in the Area

See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.


Knowledge/Facts About/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.


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. Horses 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.

Common Knowledge / Easy Difficulty

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

Scarce Knowledge / Hard Difficulty

Stolen Blood-Fire

CY 8600 On one of the Transit of Western Fire quests, a vampire blood knight of the Lich Lords sought to take in the blood of the World-Daughter. Trishin, the daughter of Merkaine, was killed by the vampire spilling the blood-fire on the ground; This is the eternal fire at Trishin’s Withering in the town of Tranmere.

Afterward the Killing: The World-Daughter of Merkaine was killed by the vampire minion of the Lich Lords, with some of the blood of Merkaine held captive and bent to the will of the Lich Lords, her fire-within sect power was lessened. Aerna gained in popularity and influence in the north.

The Hunt for Revenge: For six years, the new World-Daughter of Kaerslein – Elemental Consort of Water hunted the vampire known as “Flame-Ender” in the north – using all her power to bend the elements to shield her. She fought and slew it near Ara-Luu, leading a force of vampires they turned with their corrupted power trying to cross the mountains. She drew on her elemental power, freezing the vampires in place. Each one fought her individually as she freed them, until her sister’s killer was revealed. She pierced him with an ice spike, and drank all the blood that came out, finishing the vampire. She used her elemental power to grind the corpse into pulp, and its bones to dust. She melded with the snow once her sister’s blood had been freed and cleansed of corruption through her taking it in. She sacrificed herself to keep the flame alive and finish her journey. She returned to the site where her sister was killed, burning on the inside the whole way. She finally succumbed at the site of her sister’s death. Her burned bones are as a saint in a local church at Tranmere..

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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The Tower of the Exiles (Rhyl)

Posted on October 27, 2025 in Steel-Realms

Steel Realms

The Tower of the Exiles was only recently built. The tower is home to a shrine of Mizras that is located in the far north edge of the Enicio Hills. It is a series of chambers carved into the side of a cliff about 40 feet up off the plane between the hills forest and that marks the Vinewood Cut. The tower portion rises about 30 feet and has a commanding view of the open plan of the cut, and is slightly off to the west of where to the road that ramps up to the entrance. The entrance is guarded by a massive portcullis. Inside of it, is a small stable. The whole compound is made for simple living, and lacks much in the way of decor or style.

The tower was built to house Godric Hammerhand and his 40 or so followers of Mizras – all of them grey in the beard and presumably too old for whatever order he served. He is a unique character, singular, and powerful who seemingly seeks nothing more than order and contemplative silence for him and his followers. He has used his power to hunt powerful creatures, folk have sought him out to settle disputes, he has caught and turned over deserters from the Autumn Wall – helping the Home Garden Marshals. He has a reputation for seeing the truth.

Hall of Fallen Foes

The bones, banners, broken weapons, sundered shields and dented helmets of the knights and soldiers of reknown he has fought sit here, on shelves. These include a few knights of Umbak, Orrish banners, a Hill Giant skull (kept out of the sun), and an set of elven ful armor and skull.

Places & Things of Note


Chronicle of the Tower of the Exiles

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.

Dunstrand Rising Living World CAMPAIGN CHRONICLE >> Dunstrand Rising is a Living World campaign set in Grand Duchy of Dunstrand in the Steel Realms of the [Fantasy] Steel Realms.

The Tower of the Exiles was constructed with the blessing of the Duke of Rhyl around CY 9170? It is not known exactly – it appeared and no one really noticed until one night in CY 9175 when a storm flooded the area and the inhabitants sallied for to help the survivors of a large merchant train.

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

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Settlements of the Barony of Cunee

Posted on October 27, 2025

Steel Realms

The Settlements of the Barony of Cunee are the organized territories and places of the Barony of Cunee; The Notable Places and Geographical Features of Cunee span these.

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

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