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Klaurian Crafting & Artistry in the Steel Realms

Posted on November 16, 2025 in Steel-Realms

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Kalurian Craft & Artistry in the Steel Realms has a few unique elements to it, but they are just as capable as any other highly sentient Species in making items and equipment. Of course their places of crafting.making and the gear they make are all sized for them. Only smaller, more specialized crafts create items to sell to other species.

Klaurian Horse Hair Pottery Art

The Klaurians practice horse hair pottery art, burning patterns into ceramics. Theirs in particular, using their own hair and other elements found in the lands of and surrounding their home in North Pines, make for some very unique effects, scents, and colors. Their pottery flasks are well known to be conducive to handling the transport and storage of natural/botanical medicinal supplies for longer before spoiling. The crafters at 10 stacks are the only ones to compete with the Klaurian horse hair flasks for medical materials storage efficacy. Both also make cups and flasks that give off a scent (Scent-Release Pottery) when they are heated (this effect lasts about a year of regular use).

Klaurian Silverpoint Drawings/Art

Kalurian have adapted the art of Silverpoint, similar to the Faerie Silverpoint Drawing, using paper coated with bone powder and glue (of their own kind). They mix their own horse lather to get normal effect, but a vivid violet color pops out instead of browns and yellow as it ages. Kalurian Silverpoint Artists also use bone pieces and powder from The Bone Field to create a textured effect, coating finalized artwork in pine resin from their home of North Pines to seal and stiffen it.

All Ducal Estate(s) of Rhylan have artwork from Kalurian Silverpoint Artists and Elven Silverpoint Artisans.

Klaurian Items in the Steel Realms

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

Elven Wealds within the Grand Duchy of Rhyl

Posted on November 13, 2025 in Steel-Realms

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There are several Elven Wealds within the Grand Duchy of Rhyl. The Wealds are mostly typical of the Wealds of the Steel Realms. They are mostly in forests of the Territories and Fiefdoms of Rhyl within the Grand Duchy of Rhyl. These are managed and there is a larger peace kept due to the existential threat of the Lich Lord.

Relations with Outsiders: Although the elves and Smallfolk faerie-kin of the duchy live mostly separately from other inhabitants, secure in their Wealds, over the centuries the culture of Rhyl has influenced their outlook. They still have the generally derisory view of outsiders, the greater context of a shared championing of life has brought them closer to other humanoid allies in the north.

Cultural Overview & References for the Grand Duchy of Rhyl

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). Citizenship in The Grand Duchy of Rhyl requires both pledges of Rylan the Living + Oath of the Day Watch.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all have shared culture - languages used, Character Experience, institutions, Law, etc; Most Settlements includes the basic experience of Characters of the Steel Realms.

Ties With the Heralds of Rhyl: The Ducal Lineage, the Ducal Guard, the speakers for the Elven Wealds of Rhyl, locals of the Territories and Fiefdoms of Rhyl know those near them, and all those trained and dwelling in the Lodge of the Songbird know the Heralds of Rhyl

Resource Accord with Rhyl: The active version of the Rhylan Weald Accordance that govern resource management is carved upon a preserved tree stump in the City of Klyben in the North District of Klyben for all traders to be able to reference. Per this accord the elves post signs using bright yellow ribbons (from Ten Stacks) to mark their Weald Boundaries.

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.

List of Elven Wealds of Rhyl

The Har’ahdu Cunaigh – Aelfpath of Helca twines through the Great Forest of Rhyl, also connecting all the Elven Wealds within the Grand Duchy of Rhyl.

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

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Druids of Rhyl

Posted on November 7, 2025 in Steel-Realms

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The Druids of Rhyl, specifically those bound to the Great Forest of Rhyl have the benefits of the Navels of the Wylden. Their power is enhanced within its confines from the massive Anima Fount at the Navel that permeates the Wylde.

The Druids of Rhyl are well aware of the power of the Forests, and the magic that transfers some of the cold and wet the the Lich Lords blast The Autumn Wall. They safeguard these points of defense against all outsiders and those that would see Rhyl fail as “The Shield of the North”. The Druids of Rhyl manage the protective Wylden power of Rhyl to keep The Autumn Wall manageable through the thermal transfer of the Wylden Autumn Winds of Rhyl.


Interactions with Others

Individual circumstances around Social Dealings will override any absolute predisposition. Interactions may not be known by outsiders.

Unwelcome/Ostracized

Encounter Reaction predisposition is Rejection by default.

Fate Weavers: Despite the Fate Weavers of Oreshalk acknowledging the Pledge of Rhylan the Living, the Druids of Rhyl are known to dislike the area of Oreshalk and do NOT consider the Fate Weavers allies or cooperate with them.

Tolerated/Accepted

Encounter Reaction predisposition is Neutral by default.

Welcomed/Embraced

Encounter Reaction predisposition is Acceptance by default.


i20™ Character Details

iCore iCore™ Character Details

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

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

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Sir General Hadmiren (dead)

Posted on November 6, 2025 in Steel-Realms

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Sir General Hadmiren was a general on The Autumn Wall of North Gate Garrison for 17 years, and had a reputation for tactical traps and absolute ruthlessness against the undead. A follower of Mizras from the Mizras Temple of the Bone Breakers. He retired and without the fury and stimulation of battle, he passed away in seclusion within a year. It is said Sir General Hadmiren‘s bones are buried in the blessed soil of his homeland of Rhyl at Home Garden at North Gate Garrison – an honor afforded a rare few in thousands of years.


i20™ Item Details

Hadmirens Crest: This was a crimson kerchief he kept tied around his neck. It was originally a signature grey with red stripes and a war hammer embroidered on it. After he was inflicted with an evil spirit of vampirism his throat wound leaked blood and the kerchief was made by Netheb the Aged of House Narcosa to absorb its tell-tale signs. It absorbed some of his power and vitality to keep the spirit within from taking it.

Attuned: 1 hour / -1 hp while wearing it. Relentless Endurance > When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Afterwards, you can use your Reaction to make an attack on the attacker that would have killed you. You can’t use this feature ever again.

iCore iCore™ Item Details

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


Chronicle of Sir General Hadmiren

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.

Sir General Hadmiren was a general on The Autumn Wall of North Gate Garrison for 17 years, and had a reputation for tactical traps and absolute ruthlessness against the undead. A follower of Mizras from the Mizras Temple of the Bone Breakers.

He fought off multiple assassination attempts, including one from a vampire! The last one drained him to the point of retiring, not even the masters of House Narcosa could restore him. He retired and without the fury and stimulation of battle, he passed away in seclusion within a year. It is said Sir General Hadmiren‘s bones are buried in the blessed soil of his homeland of Rhyl at Home Garden at North Gate Garrison – an honor afforded a rare few in thousands of years.

Simple Outcome / Easy Difficulty & Common Knowledge

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

His signature belongings (ascot/kerchief, cloak, and boots) were buried with him.

Rare Knowledge / Very Hard Difficulty

He was actually laid to rest at the cemetery of his order at the Mizras Temple of the Bone Breakers. There he rose from the grave as a vampire! The order was prepared for this, as though they could not cure his affliction, House Narcosa ascertained this potential outcome. Netheb the Aged was able to contain Sir General Hadmiren‘s undeath and lay him to rest. He extracted the evil spirit inhabiting him and bound it to himself before passing through the orders’ doorway to the House of the Dead and releasing it – though he kept some of memories it imprinted from the general.


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 Hamlet of Almyth (Rhyl)

Posted on November 6, 2025 in Steel-Realms

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The Hamlet of Almyth is a multi-farm steading west of Millhaven Heath.

Rulership/Governance: {Integrity ***} Hetman; No central – collection of eldest family members.

  • Recognized Administrative Center/Seat of Power:
    • Crier Platform (announcements) – near civic hall, jail, and/or mayoral (equiv.) office; usually near market & gathering areas; Chartered policy, procedure, and laws posted here.
  • Primary Settlement Upbringing Experience:

Population: Approx. 120 approx + 25 at harvest time.

Cultural Overview & References for the Grand Duchy of Rhyl

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). Citizenship in The Grand Duchy of Rhyl requires both pledges of Rylan the Living + Oath of the Day Watch.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all have shared culture - languages used, Character Experience, institutions, Law, etc; Most Settlements includes the basic experience of Characters of the Steel Realms.


Encounters & Dangers in the Area

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

  • Normal Settlement Encounters > Patrols | Recruiting | Sellers | Begging | Crime
  • This location has an amateur and vibrant set of Rauket games.

Chronicle/Facts 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.

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.

This settlement was terrorized and sacked as part of the War of Rundleman’s Revenge in CY 9041.

Rumors About the Locale
Rhyl Formative Events

See the Herald's Quarterly for world updates.

Rhyl Formative Events

CY 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, armaments, and manpower flow into the north to fight the Lich Lords.

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 6909 The Fall of the Grand Barony of Altair from a curse by the Lich Lords. The main passage of troops and supplies from the hinterlands and nfar north to the The Grand Duchy of Rhyl is sacked by an undead army led by a ghoul king.

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.
> For 3000 years, the Kingdoms of old Rhylan was the primary form of Rulership in the territory of the current Grand Duchy.

CY 5580 Fall of Dundaria in the North - Frostfang spreads, the Lich Lord power rises. Hordes of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.

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.

CY 1000 (Approximately) The Dragon of Rhyl is killed and its influence ends in the area around the Great Forest of Rhyl and the surrounding territories.


Simple Outcome / Easy Difficulty & Common Knowledge

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

Minor Outcome / Average Difficulty & Uncommon Knowledge

Old Resentment: When the Southern Edgelands of the Forest of Rhyl were mystically reinvigorated hundreds of years ago, it pushed out many settlements that had formed after it had been heavily logged and settled for thousands of years. Resentment is still harbored by the inhabitants of South Reedland Stretch who are their descendants.

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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