Posted on October 15, 2025 in Steel-Realms
The Cobalt Pollen Harvest is all brought to Willfordshire of North Pines Forest and of the Montwold Pass Protectorate – a home of the halflings.
This exotic dust is made from a cobalt colored plant that a special group of halflings sing to and harvest with blessed water from Gaia. It is cobalt colored – same as the stamen of the flowers.
The Cobalt Dust Trade Pipeline: Cobalt Pollen Harvest is done by the Halfling of Montwold Pass Protectorate and sold in Willfordshire – where the processing and derivatives are handled.
Effect(s) of Cobalt Dust: Primarily the dust is used as a drug to experience a massive head high.
Posted on October 15, 2025 in Steel-Realms
The city of Solavia’s Landing is a civilian port only – no military goods and or anything heading towards The Red March go through here. It is located on the Salt Shore of the Reedbed Principality in the Grand Duchy of Rhyl. Solavia’s Landing is the primary port on the Salt Shore, and Saltmarch the secondary. It has become a minor hub for Commerce, Trade, and Items of Note in Rhyl. The The Kalizmin Quarry has a road to the port city of Solavia’s Landing. It would only handle non-civilian goods in emergencies – ships are not even allowed to make port that carry military goods. The Salt Shore does not have many large, protected ports.
The breakwater for Soliva’s Landing was made up over thousands of years of slow accumulation and dredging, its operation and ownership changing multiple times in the long history of Rhyl.
This locale has a Chapter House of the Narcosan Order of Necromancers in Saltmarch.
Quality items from the Inderood Bronzeworks in the City of Fortun are made for ships built and repaired on the Rhylian ports on Lake Caolite.
This city has been a constant point of conflict and competition with Rhyl and the North Merchant Cities.
Crime: Though this place may have a couple local gangs, the predominant Rhylian Criminal Presence is The Dead Hand.
Rhylian Navy: The city is the home of the several military ships that Rhyl has for civilian only operations. Make no mistake though, the navy of Rhyl take great pride in their dragon prowed ships and how integrated they are. Of all the powers on the lake, they are the one those in trouble are most grateful to see. The Port City of Alacaster is a smaller backup port for the navy. The ship building facilities are located at Arbenants Port.
Initial Description:
This is…
Greater Sovereignty: {part of larger territory?}
Type: {type} (see Settlement Planning and Design in The Realms)
Governance: {model} (see Titles and Honors of The Realms)
Population: {total perm} / Transient:
Demographics:
Groups/Factions:
Primary Hospitality/Accommodations:
Commerce: {commerce} (see Trade Organizations/Institutions of the Realms)
Institutions: (see institutions of The Realms)
Founding: {approximate year/age and culture of origin}
Primary Surrounding Habitat and Weather:
Roads, Streets, & Thoroughfares:
Defenses: {defensive works, fortifications, garrisons, holdouts}
Office of the Harbor Master:
> Launches x | Tenders x | Pinnace (armed) x | Cutters (armed) x
See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.
Posted on October 15, 2025 in Steel-Realms
The Dead Hand is the only syndicate of Criminal Presence in Rhyl. Most think of them as nothing more than a smuggler gang, and they prefer it and foster that. They mostly operate on the edge of Lake Caolite in the city of Solavia’s Landing; Their mark/symbol is a reference to their prominence on the lake’s edge in Rhyl (also called the “Emeraldheart”).
Symbol: A black hand grasping a green heart
Reputation: The name seems to stem from their reputation for ‘dead man switches’ – traps left on dead bodies to foil pursuers. They also have a proclivity for rather nasty and creative unmanned traps. The syndicate is known for hiring out to send “messages” and they use traps rather than live assassins. They avoid noble targets and focus on groups & institutions, and business espionage.
They stay away from anything military or that would draw the ire of any authorities – their operation is low key and minor… though more prolific than most realize.
The Culture Within: There are two cultures within the enterprise – the petty smuggler one and a higher order of “The Syndicate”. The first is somewhat simple and petty, dealing with ports and smuggler routes and processes. The later is organized and focused and deals in more high end goods – even interfacing with other criminal enterprises to ensure no one draws the ire of the authorities.
The “Dead Mans Hand”: Rumors and whispers abound about providing materials to House Narcosa on the Salt Shore – bodies (and/or parts) for their necromantic experiments.
Ultra-Low Profile: Though they have a presence in Meargensdale Vale, they keep a low profile to not be in open conflict with local trade or criminal interests or those of the Northern Merchant Cities.
Prohibited: They are NEVER along the Red March – any who violate this are killed.
Posted on October 15, 2025 in Steel-Realms
The Candy Cap Mushroom Harvest by the Greykin Hill People. It is brought to Nupath in Rhyl to sell. It is collaborative, and the harvest distributed so that no family gets much more than another.
These folk have seemed to tap into the quality of Wylden for their own benefit. They do not overly exploit it, producing the nearly the same amount every year, despite population and demand changes.
The Candy Cap Mushroom Trade Pipeline: The Greykin Hill People have cultivated the Candy Cap Mushrooms of Rhyl. It is a sweet mushroom that only grows in their areas with their techniques, and it makes the meat of the huge cave millipedes sweet from consuming it.
Effect(s) of Candy Cap Mushrooms:
Posted on October 15, 2025 in Steel-Realms
Nupath is the only Greykin Hill People formal settlement within the Grand Duchy of Rhyl. They exist in caves in the area, a tradition of their Nurth origins, but congregate and sell their wares in the village of Nupath. Everything about the place seems organized and well maintained, though simple. Although on the outside, and fairly recent, they do partake quietly in the culture of Rhyl and this is patriotism is reflected in the settlement.
Rulership: Hetman (elder)
Population: (Greykin) 400 permanent, 200 transient.
> 2000 live in familial units in caves in the surrounding areas.
Nupath has a place where outsiders are welcome to stay, but few do. Despite the lack of visitors, those who do speak of nothing but overwhelming generosity and quality (though simple) of the place and fare. There is no jail or watch normally. There are volunteers who watch outsiders and will keep the peace, but the folk here tend to be very mild, easy going, and play many small board and card games. The locales make delicious mushroom (cave mana) bread with garlic and butter.
The far end of the Valley there have been planted hearty, cold climate apples and plum.
All the cavern homes are about a quarter mile from the village off a massive ravine. A few other caves are off smaller cuts, and one (the original) under a outcrop, with its own water source in it and the primary cave mana farm.
Goats and sheep are raised in these areas too.
The Moon Falls is a small waterway flowing out of the hills. It has a small flow rate, but its a cut channel and drop make it a natural point of marvel. By the time the water hits the pond 60′ below, its mostly mist. On nights where the moonlight hits it, it attracts several visitors to appreciate its wonder.
High up, just by the mouth of the falls, there is a cave that is fully illuminated on nights where the moon of Connace has full ascendancy. It is also a church of Ezrilus. It is not a gathering place except for certain days of festival. The follower of the goddess number about a dozen, but spend most of their time among the populace, assisting with gardens, sickness, and every day life.
See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.
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.
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.
CY 7018 A band of nurth and half-breed Orrish leave the Dark Lands, led by Mia, a cleric of Ezrilus and her adventuring band. Like the Grollen, they leave their dark evil ways behind (guided by Ezrilus) and find refuge in a mountain valley with enough area for a few crops and good water to supplement their dark land cave mana crop.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
Over time, the goddess directed her followers to bring a few similar minded refugees, cleansed their dark taint, and settled them.
Over time, by CY 8000 approximately, the followers of the goddess simply left them to fate, and stopped protecting them directly. By then they were a known and tolerated fixture of the area. Human outcasts and refuge seekers had begun to settle with them, providing new bloodlines.
Nupath gots its name from the clan folk’s optimism, originally “new path”.
Mia and her adventuring band were attempting the Heroes Ride and were trapped by Orrish forces. They had sought refuge in a set of ruins against the far side of the Tolkisson Mountain Range. It was smaller ruins, not occupied by goblins or orks. The tribe of outcasts was bordering on starving to death and was caught trying to steal their supplies. Instead of slaughtering them, she made a deal with them to have them guide them through the mountains and in exchange she would find a place for their clan of 100 to settle. They skirted the edge of the Valley of Sighs, taking a chance, and managed to get out with the dark dwellers guiding them.