Home - Page (Page 54)

Tag: loc-rhyl

Peace Speakers of the High Temple

Posted on September 22, 2025 in Steel-Realms

Steel Realms

The Peace Speakers of the High Temple are the attendants and special agents of the High Priestess of Aerna in the High Temple of Aerna. They are often seen on The Red Pilgrims Road.

All Peace Speakers trained in the Heraldic Boreal Tradition.

Present on The Red March: A Peace Speaker of the High Temple is always present in West Hearth on The Red March along The Red March, where passions and tempers flare on the way to fight the true enemy of life and peace – The Lich Lords of the Fallen North.


i20™ Peace Speaker Details

+1 spell save DC; Guidance (last an hour to “speak only peace”) command (“peace” – lasts until DC failed each round or until attacked), calm emotions (lasts an hour, “peace be upon you”), fast friends (lasts a day as a bodyguard “keep the peace” – fatigue only damage to subdue) + Sanctuary has ritual that lasts for as long as she chants with Concentration, up to a day.

iCore iCore™ Peace Speaker Details

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


Chronicle/Facts of the Role

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.

Common Knowledge / Easy Difficulty

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

All Peace Speakers of the High Temple are trained in the Heraldic Boreal Tradition.

Uncommon Knowledge / Average Difficulty

Traditional Names: The Peace Speaker attendants of the High Priestess of Aerna‘s do not use their real name, instead adopting one of the names of the original attendants of the High Priestess when the su_permalink id=”34176″]High Temple of Aerna[/su_permalink] in the City of Rhylan was built. It is a tradition that makes addressing them easier, and hiding their real identity and those of their family, easier.

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

Tags: ,

High Priestess of Aerna

Posted on September 22, 2025

Steel Realms

The High Priestess of Aerna in the Hearth Home temple is the most important of the Groups and Individuals of note in Hearth Home. She dwells within the confines of the High Temple of Aerna itself in the City of Rhylan, in a simple though beautiful and comfortable set of chambers.

  • Before she can be High Priestess, she must be married
  • The High Priestess is trained in the ways of the Heraldic Boreal Tradition.

There are rumors that the High Priestess of Aerna has some special sway into turning the A Plague of Hags‘s attention west.

Led by the high priestess of the time, The Purge of Hermenna ousted every malign master and apprentice along the shores of Lake Caolite and southern Rhyl in CY 9120.

Current High Priestess – “The Peacewalker”

Highest Dame Mother Ketosha Silver Hem

The Peacewalker is her temple title, but she also has the ones she has earned. “Mender of Broken Words”, whose voice is said to be able to soothe demons and devils. She once redeemed a Justicar that lied. She has her Peace Speakers of the High Temple – her personal attendants trained in boreal heraldic traditions. She sends them into dangerous positions to bring about peace.

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.

A Record of High Priestess of the Hearth Home Temple

  1. {name} – served CY __ to CY __
  2. {name} – served CY __ to CY __
  3. {name} – served CY __ to CY __
  4. {name} – served CY __ to CY __
Realm's Aptitude Powers: Divine, Occult, and Psychic

Defenses of the Haivelaugh Weald

Posted on September 22, 2025 in Steel-Realms

Steel Realms

The Defenses of the Haivelaugh Weald protect the Haivelaugh Weald & its inhabitants directly and watch over an extended area beyond its marked boundaries. The common elements of the Elven Wealds of the Steel Realms are passive mystic and mundane elements, as well as mystic and active scouting. This includes the strong connection to Laey Lines interconnecting them all that can be activated to deliver messages, anima, and combine powers in Ceremonies that involve key members of the faith and community there.

Sprite Scouts: According to the Rhylan Weald Accordance, the The Small Folk of Faerie (Sprites) of Rhyl are not to be harmed, nor will they harm others. They are still to be found as guardians and scouts of the Wealnds of Rhyl and dwelling deep in the Forest of Rhyl.

All the Elven Wealds of the Steel Realms in Helca have Laey Lines going through them that can be activated. The Sprites of the Weald are able to use The Laey to send word of what they observe.

The typical Dryad-Elven Alliance exists within the Weald. Dryad protectors within the Weald:

  • (Primary) There is a protector that roams and watches and an ancient treehome protected by elves in return.

Unique Defenses of the Weald

Kythia’s Soulbreath is the “Bent Flower” of the Weald. All of the rulers, elite, and Keepers of the Schan-Karr of the Weald here have its Threshold Effect.

Laey Network for Defense: The elite Har Cunetha make extensive use of the Laey Lines and network that ultimately connect them to the heart of the forest of Ryhl. Tell Cunetha – where the riders meet sometimes – has a branch laey line as well that connects it directly to the heart of the Haivelaugh Weald. The Three Blades of Ceith Grebatain that guard the east of the elves are also connected with laey power. The Laey network channels power to the riders and their mounts to be able to outmaneuver, track, harry, and take down powerful creatures in the Vinewood area and beyond its borders because of it.

Aside from The Vinewall, the inhabitants of the Weald themselves are all available for its defense. There are bands of foragers that are also the scouts of the Weald and about 5% of the population are trained for all out war as professional soldiers. Additionally, there is the elite Har Cunetha. All protected Locations and Places in Haivelaugh have markers and alarms; They are known to alert guardians when undead are nearby. The sound of The Hornguard of Rhyl is heard in the Weald’s gathering spot for the Soul Well.

The elves trade with the Ducateon at The Perennial Plinth of Ten Stacks for maintenance of resonance stones that help to guard and alert the Three Blades of Ceith Grebatain against undead, Orrish, and supernatural creatures. These are unexpected by those thinking the elves defend their lands using their traditional mystic means of detection.

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

Tags: ,

Top

The Perennial Plinth of Ten Stacks

Posted on September 22, 2025

Steel Realms
The Perennial Plinth of Ten Stacks is a raised stone base that each year is used as a site where Ducateon merchants come once during the fall and set up shop to sell goods from their enclaves in the north and specifically to trade with elven traders nearby in Ten Stacks.

Open for Business: Once a year, a large opening appears on the top of the plinth. The Ducateon live in the chamber(s?) below for the duration of their stayu and set up a merchant shop atop it.

Chronicle of the Locale/Operation

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

CY 8600 approx = first time merchants showed up.

The “plinth” is closed for the rest of the year it is sealed up. No one has ever gotten in and the few glimpses documented have indicated it is nothing more than a single large living chamber. They arrive at night and depart at night. They sell some mundane goods but also sell Ducateon Weathering armaments. This later material is a tradition that is hundreds of years old at this point.

Common Knowledge / Easy Difficulty

Although just a trading post, the plinth grounds are treated as if it were an embassy of sorts for the Ducateon. In times past, it has been used to issue some communications from.

The specifics of the annual trade between elves of the Haivelaugh Weald and Ducateon that come to the The Perennial Plinth of Ten Stacks is kept between them. Nothing untoward has ever seen to come of it, but the primary business that happens there every year has remained a secret for a thousand years.

Uncommon Knowledge / Average Difficulty

For 100 years, the Ducateon have tried to sell the Ten Hands Blade at the Perennial Plinth of Ten Stacks – it was become local legend that it always ends up back with the Ducateon. Now it is a local legend.

Scarce Knowledge / Hard Difficulty

For the last 100 years, the Ducateon put forth the Ten Hands Blade, and thus far it has not sold or been returned to them (apparently).

Rare Knowledge / Very Hard Difficulty

The elves trade with the Ducateon at The Perennial Plinth of Ten Stacks for maintenance of resonance stones that help to guard and alert the Three Blades of Ceith Grebatain against undead, Orrish, and supernatural creatures. These are unexpected by those thinking the elves defend their lands using their traditional mystic means of detection.


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

Top

Vegas Deep (ruined dwarven mine)

Posted on September 21, 2025

Steel Realms
Vegas Deep is a place in the mountains of The Giants Steps where dwarves once mined mithiril – the only place they ever found it outside of Ynth. It is said to have been the deepest mine the dwarves themselves has ever made. Vegas Deep was abandoned when activities here affected The Glimmerglen not far away.

It is unknown why there is no evidence that the Ducateon never tried to mine here.

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.

Establishment of the Grand Duchy of Rhyl, fiefdom of the Kingdom of Gladnor > CY 6514


Common Knowledge / Easy Difficulty

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

Scarce Knowledge / Hard Difficulty

Stellan of the Dust

Stellan of the Dust was a wizard that was seeking to become a lich. He sought lichdom to delve deep into and exploit the ancient mine of Vegas Deep, where once they mined mithril. He was attacked by a group of priests, wizards and druids of Rhyl, and killed after a multi day battle in the hills of the The Giants Steps. His talisman was left on the field and though his body was crushed into oblivion, its spirit haunted the talisman and the talisman was found by Warren Marto over a hundred years later.

Rare Knowledge / Very Hard Difficulty

Warren Marto

Warren Marto became a powerful warlock with the talisman of Stellan of the Dust and gathered unto himself forces of Nurth, Orrish, disaffected mercenaries and criminals. He sacked scareths Hall in _. His army was harried and it broke up. Most of the treasure was recovered, but some items never were. The body of Warren and the smashed talisman was cast into a great fire are The druids of Gaia. It released Spirit that turned many into lycanthropes as a final plague before being destroyed forever.


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

Top