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Greenwood Knot order of Darupet and Wheyipuh

Posted on November 21, 2025 in Steel-Realms

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Greenwood Knot order is one of the Cults, Orders and Sects of Darupet. It is small and ancient, located in a single Beastwoods on the grounds of Cunee Abbey of the Barony of Cunee in the Grand Duchy of Rhyl.

Noted For: They are one of the few druidic orders that have powerful shape-shifting ability – specifically the great northern timber wolf, once the Ducal symbol of Rhyl.

Revitalized Order: The new baronial line was not interested in patronage, but gave the old Abbey to the order. It languished, as did the order, until a new group referred to as “Wolf Runners” reconstituted the order and its responsibilities in CY 7961.


Chronicle/Facts of the Order

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.

Greenwood Knot is one of the Cults, Orders and Sects of Darupet. It is small and ancient, located in a single Beastwoods in the Cunee Abbey of the Barony of Cunee in the Grand Duchy of Rhyl.

Noted For: They are one of the few druidic orders that have powerful shape-shifting ability – specifically the great northern timber wolf, once the Ducal symbol of Rhyl.

Revitalized Order: The new baronial line was not interested in patronage, but gave the old Abbey to the order. It languished, as did the order, until a new group referred to as “Wolf Runners” reconstituted the order and its responsibilities in CY 7961.

Simple Outcome / Easy Difficulty & Common Knowledge

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

They are considered a more militant order, the Greenwood Knot symbolizes nature twisted, angry, and not following the normal path.

Members: It is a small order of only about 250-300. Most of those entering the order are not local to the barony; Wyldlings, Freelanders, and Ilbarsi tribefolk who are drawn by a vision of the wolf running with the Lord of Beasts. They are predominantly male, but about 20% are female. Most are human, though a few half-elves, elves, and even half-orcs have been in their ranks – foundlings normally taken in by druids. Those accepted into the order care nothing for any civilized distinctions – if you meet the bar of the Wolf Runners, you are pack-marked and all are brothers and sisters. Most who come are aggressive, stubborn, societal outsiders seeking a place to belong. They desire to do good in their service, though their instinctual actions are bloody and savage. There is no shortage of missions for those of the order.

Revitalized Origins & Service

All of them serve at least 2 years on The Autumn Wall. Their specialty is using their savagery to fill gaps when the undead come in swarms, or chasing down swift running ghouls if they get over the wall and into the territories beyond. Drinking from the sacred well at the Abbey of Cunee, blessed by the blood of Darupet, keeps them from getting diseases for tearing up the undead in service. When not on The Autumn Wall, the druids of the Greenwood Knot order range the low hills of the Tolkisson Mountain Range on the eastern boundary of the The Grand Duchy of Rhyl. Their their keen noses sniff out Darkling infiltrators, Ghoul spies of the Lich Lords, and the monstrosities that come out of the Valley of Sighs. The Greenwood Knot order works close with the elves of Haivelaugh Weald, the dwarves of Sun Stone Top, normal patrols of Barony of Kopriane and even the Greykin Hill People.

Minor Outcome / Average Difficulty & Uncommon Knowledge

Initial Origins & Service

The Abbey was founded by the Westbrook Baronial family, for the prestige of patronage, around CY 3800. The order somewhere within a few years of this.

The order has always been a loose one, originally it was a place for misfits that were willing to keep up the abbey’s grounds in exchange for a home. They were never very good, though it kept the sanctity of the beastwood up and was a safe haven for other druids outside the order.

The original druids were known to run with the wolves of the north, sometimes helping the locals, sometimes raiding their stocks. They were considered practically feral and were in danger of being exterminated by their own faith as too dangerous and unpredictable.

Scarce Knowledge / Hard Difficulty

Wolf Form: The Greenwood Knot order are one of the few druid sects outside the Order of Davros known to be able to shape change. Their compact was made when the Kingdoms of old Rhylan ruled in the north, and their common symbol was the great northern wolf. They developed an ability for their senior members, when they absolutely needed it, to call on the full Wylden dire form of the wolf – beyond simple dire wolf – within the bounds of Rhyl.

Rare Knowledge / Very Hard Difficulty

The Moonrise Tradition

This takes place every few years with those aging druids who have been “put out to pasture” so to speak, and based on the Moonrise of the Greenwood Knot. Decades in service to the order result in a peaceful old age. But, because their elite warriors have tasted the blood of the Enemy beyond the Autumn Wall, those who wish are allowed one last act of service – sacrifice. In a ceremony called down by the highest rank female druid in the Abbey of Cunee, those who wish are granted lycanthropy – the ‘curse’ of the werewolf. Envigored with the vitality of the ultimate beast, they lope to the Autumn Wall and descend upon the undead in a frenzy. This tradition only operates during a full moon. The undead beyond the wall fear every full moon for this reason, and count the full moons between the last attack.


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

Primal Cycle of Fear

Posted on November 16, 2025

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The Primal Cycle of Fear is a Steel Realms Timeline Event; recorded knowledge. The existence of the cycle is known only to a few, knowledge of it is rare. The cycle is core to events in the current times, but runs back for thousands of years.

Fear makes people feel their own mortality, and in turn sense eternity. Fear is sweet. Fear is sustenance. Fear is etched in blood. Fear lurks behind every unknown, and begets terror at every decision. Terror is the harbinger of madness.

The Primal Rune of Fear


i20™ Item Details

iCore iCore™ Item Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.


Chronicle/Facts of the Primal Cycle of Fear

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.

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

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Ceith East (“Blade” of Ceith Grebatain)

Posted on November 16, 2025 in Steel-Realms

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Ceith East is one of the Three Blades of Ceith Grebatain in the Haivelaugh Weald – watching and scouting for incursions from any enemies in the area. This is a leaning tower made of woven living grass 40’ high. It has no windows, doors, or floors unless the inhabitants create one. There is a Shrine to Darupet here.

ONLY those from The Grand Duchy of Rhyl are eligible to serve at any of the Three Blades of Ceith Grebatain when contributing to the Realms Levy.

Features and forms within the tower are formed at the command of the inhabitants inside using a special Ritual.

Each typically is home to several swarms of insects, bats, and/or crows under control of the inhabitants; None of these interact with each other s long as the tower inhabitants keep them fed or send them off to feed elsewhere – i.e. they are not hungry and inclined to eat.

Emergencies/Alerts

Deep in all Elven Wealds of Rhyl, the locations of Tell Cunetha & Houska Castle, and the Three Blades of Ceith Grebatain have a Call Stone as well for the Har Cunetha.

Herald of the Har Cunetha’s Sanctuary

This place is a traditional office and sanctuary for the Heralds of the Har Cunetha. Any records produced here are copied and taken for safe keeping within the Haivelaugh Weald. These places are typically warded and capable of being essentially a ‘panic room’ for the tower.

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

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Ceith North (“Blade” of Ceith Grebatain)

Posted on November 16, 2025 in Steel-Realms

Steel Realms Logo
Ceith North is one of the Three Blades of Ceith Grebatain – watching and scouting for incursions from any enemies in the area. This is a leaning tower made of woven living grass 40’ high. It has no windows, doors, or floors unless the inhabitants create one. There is a Shrine to Darupet here.

ONLY those from The Grand Duchy of Rhyl are eligible to serve at any of the Three Blades of Ceith Grebatain when contributing to the Realms Levy.

Features and forms within the tower are formed at the command of the inhabitants inside using a special Ritual.

Each typically is home to several swarms of insects, bats, and/or crows under control of the inhabitants; None of these interact with each other s long as the tower inhabitants keep them fed or send them off to feed elsewhere – i.e. they are not hungry and inclined to eat.

Emergencies/Alerts

Deep in all Elven Wealds of Rhyl, the locations of Tell Cunetha & Houska Castle, and the Three Blades of Ceith Grebatain have a Call Stone as well for the Har Cunetha.

Herald of the Har Cunetha’s Sanctuary

This place is a traditional office and sanctuary for the Heralds of the Har Cunetha. Any records produced here are copied and taken for safe keeping within the Haivelaugh Weald. These places are typically warded and capable of being essentially a ‘panic room’ for the tower.

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

Top

Ceith South (“Blade” of Ceith Grebatain)

Posted on November 16, 2025 in Steel-Realms

Steel Realms Logo
Ceith South is one of the Three Blades of Ceith Grebatain – watching and scouting for incursions from any enemies in the area. This is a leaning tower made of woven living grass 40’ high. It has no windows, doors, or floors unless the inhabitants create one. There is a Shrine to Darupet here.

ONLY those from The Grand Duchy of Rhyl are eligible to serve at any of the Three Blades of Ceith Grebatain when contributing to the Realms Levy.

Features and forms within the tower are formed at the command of the inhabitants inside using a special Ritual.

Each typically is home to several swarms of insects, bats, and/or crows under control of the inhabitants; None of these interact with each other s long as the tower inhabitants keep them fed or send them off to feed elsewhere – i.e. they are not hungry and inclined to eat.

Emergencies/Alerts

Deep in all Elven Wealds of Rhyl, the locations of Tell Cunetha & Houska Castle, and the Three Blades of Ceith Grebatain have a Call Stone as well for the Har Cunetha.

Herald of the Har Cunetha’s Sanctuary

This place is a traditional office and sanctuary for the Heralds of the Har Cunetha. Any records produced here are copied and taken for safe keeping within the Haivelaugh Weald. These places are typically warded and capable of being essentially a ‘panic room’ for the tower.

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

Top