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Letiy Mineit Lending House (Ten Stacks)

Posted on March 31, 2026

Steel Realms

The Letiy Mineit Lending House in the town of Ten Stacks opened in CY 9130 serving only women for business opportunities and safety.

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). All citizens in the north take the pledge of Rhylan the Living.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all share Common Culture - languages, Character Experience, institutions, Law, etc.


Chronicle/Facts of the Lodge

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.

This lodge was built in CY 9129 as a direct result of the activities that lead to Tea House Revival.

Rumors About the Locale
  1. Rumors say this is a hub of smuggling for the Tea House Lodges in Rhyl.

Common Knowledge / Easy Difficulty

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

A safe house is funded connected to the lending house, using its extended barracks of guards.

Uncommon Knowledge / Average Difficulty

A swaying a group of women connected to the Old Rhylian families – the “Old Rhylander Coalition” happens in CY 9130. In a meeting with political wives to turn them (and their husband’s) away from a particular course of a political power play their families are involved in. This power play could have de-stabilized the duchy; The leader of the (somewhat secret) Old Rhylander Coalition is talked out of pushing her husband and other nobles to influence their husbands in attempting a coup.

Rare Knowledge / Very Hard Difficulty

Krastivir’s Orblivat goes into a snow globe lamp in the Tea lodge of Sheffet the county of Dunaine. Here, meetings are held with the Old Rhylian families; The power “of two minds” is channeled in the “Old Rhylander Coalition” to influence their fulcrum on influence within the old noble families.


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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Tea Lodge of Saltmarch

Posted on March 31, 2026

Steel Realms

The Tea Lodge of Saltmarch is part of the Tea Lodges of Rhyl tradition that has existed for thousands of years. This lodge was built in CY 9129 as a direct result of the activities that lead to Tea House Revival.

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). All citizens in the north take the pledge of Rhylan the Living.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all share Common Culture - languages, Character Experience, institutions, Law, etc.


Chronicle/Facts of the Lodge

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.

The Tea Lodge of Saltmarch is part of the Tea Lodges of Rhyl tradition that has existed for thousands of years. This lodge was built in CY 9129 as a direct result of the activities that lead to Tea House Revival.

Rumors About the Lodge
  1. Rumors say this is a hub of smuggling for the Tea House Lodges in Rhyl.

Common Knowledge / Easy Difficulty

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

The tea lodge tradition here oversees the only operation of actual vessels by the lodge houses on Lake Caolite.

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

Moonrise of the Greenwood Knot

Posted on March 31, 2026 in Steel-Realms

Steel Realms

The Moonrise of the Greenwood Knot was an Event in the Grand Duchy of Rhyl that saw a resurgence in the interest and power of the Greenwood Knot Order of Darupet in Rhyl. On a night of a full moon, the children of Darupet called out to the moon mistress Ezrilus to give meaning to their remaining days instead of tending gardens for the order. Transformed into lycans, they loped to the Autumn Wall and with breathing still ragged from their journey, climbed its heights and dropped onto the other side – directly into moving towers of bone and units of wights, ghouls and animations hiding under the cover of a fog. Forces on the wall had been allocated elsewhere, and these powerful druid-werewolves dropped in, knowing a violent, glorious death awaited them… and went willingly. Those the Moonrise Tradition was created, that still persists.


Chronicle/Facts of the Event

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.

The Moonrise of the Greenwood Knot was an Event in the Grand Duchy of Rhyl that saw a resurgence in the interest and power of the Greenwood Knot Order of Darupet in Rhyl. On a night of a full moon, the children of Darupet called out to the moon mistress Ezrilus to give meaning to their remaining days instead of tending gardens for the order. Transformed into lycans, they loped to the Autumn Wall and with breathing still ragged from their journey, climbed its heights and dropped onto the other side – directly into moving towers of bone and units of wights, ghouls and animations hiding under the cover of a fog. Forces on the wall had been allocated elsewhere, and these powerful druid-werewolves dropped in, knowing a violent, glorious death awaited them… and went willingly. Those the Moonrise Tradition was created, that still persists.

Common Knowledge / Easy Difficulty

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

The trek from the abbey to the Autumn Wall that the lycanthropes run is now a Pilgrims trek.

An assault that was working to undermine and overwhelm part of the Autumn Wall was stopped. Somehow the relief schedule was discovered and a vulnerable moment had been discerned by the Lich Lords agents – this leak was also corrected.

Uncommon Knowledge / Average Difficulty

There is now a watch post that signals when the lycanthrope run is happening so that unlike the first time, they are not attacked by those they are there to protect.

Scarce Knowledge / Hard Difficulty

The Moon Children of Cunee: A group of Ezrilus priestesses is sometimes known to be along the path to the Autumn Wall, and to coerce the running lycanthropes into sex on theior way to their death. Although the Moon Mistress Ezrilus favors her wolfen brothers and sisters, the Moon Children offspring are not granted lycanthropy, but are all marked with her symbol, a primal fierceness, survival instincts, and wolf eyes and their sense of hearing and smell.

Rare Knowledge / Very 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. **

Demonic Knowledge Kept Hidden: On the battlefield was a new object the Lich Lords were testing, a binding object made from an ancient ghoul’s skull and jaw bone was guarded by terrifying demonic beings. The last of the druids that were called by the moon sacrificed themselves to ensure this horrific process failed. Ethereal Wurms, summoned from an ethereal storm, were being used to gnaw the foundations of The Autumn Wall. The demon that brought forth this knowledge was destroyed and the Lich Lords were unable to replicate it. Without this victory, the Ligh Lords were unable to make a sacrifice of captives that would have opened a second front into the grand Duchy of Rhyl through the Tolkisson Mountains that would have not been defended by The Autumn Wall. This would have seen a plague of undead in the north, and the destruction of the Goliath community in the north as well as elves and halflings in great numbers and forcing characters to serve in the north (a chance of not even surviving their early days).

Prevented the Dwarven Exodus: The dwarves of Sun Stone Top, who had a reserve force of 380 used to close the gap on The Autumn Wall after the battle. They witnessed the humans that sacrificed themselves instead. The survivors report back, and a contingent of dwarves that were advocating moving a quarter of the population (of dwarvens in Rhyl) are swayed not to. This would have triggered the Broken Tip Run scenario and likely even a greater exodus of Dwarven population from Rhyl.


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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Thirsty Mare’s Tavern (Sheffet)

Posted on March 20, 2026

Steel Realms

The Thirsty Mare’s Tavern is a notorious place of scoundrel’s and more salacious types in the City of Sheffet.

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

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Quorthal Mineral Springs (Nupath settlement)

Posted on March 10, 2026

Steel Realms

The Quorthal Mineral Springs is a natural spring that was found during mining near the settlement of Nupath. It contains a small natural supply of a rare soda ash, similar to potash.

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

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