Home - Page (Page 6)

Tag: loc-rhyl

Culture of the Golden Hills Folk (North Pines)

Posted on February 3, 2026

Steel Realms

The populace is divided into families that control territories and farms, or may centralize their sphere of influence into a town. They raid against each other, though rarely kill. They trade with anyone, including the wildlings, Free Folk, Rhylians, Pine Tribes, and Kaaldians. They are known as shrewd bargainers and are very competitive. They are extremely jealous of the Rhyl territories around Lake Vhym, and have enjoined in hostilities to try and take from Rhyl the areas bordering the north and west edges of the lake. These territories are mostly settled by more sedentary pine tribesmen – but under the protection of Rhyl, who use them as a buffer between their citizens and North Pines. Families mark their territory using boundary stones. Larger families collaborate as a clan, or have other families under their protection. Raiding over boundaries is encouraged, as is the taking of women. The people of the North Pines practice slavery, and the strong wildling women are the favorites.

There are rumors of slave trade and wildling women being brought from the north and funneled south through the Merchant Cities.

A Warrior Culture Tradition

This was once a warrior culture, and one which obviously had contact with Kaaldian culture in its background. The rite of passage for all youths is to raid for cattle, women, and furs the Free Lands and Rhyl. Like the Kaaldians, their fast moving raiding bands organize themselves in what is known as a ‘creach’. The meaning is lost to these people, but the term is not. To them it signifies in a smaller scale the unity in their people at time of war, divided though they are in peace. Every new generation forms creaches, and through their life, their creach brothers and sisters have a special place.

Religion & Faith

The green church is strong here. The culture looks to the beast lord, like the Kaaldians, as the all-father. They also blend a worship of the earth-mother, a demiurge spirit of the earth. Their priests are said to be able to leave no trace, and communicate using ceremonial rocks, sending clicks and clacks between sacred places to spread information and calls to arms.

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

Thorpe’s Trading Post (North Pines)

Posted on February 3, 2026

Steel Realms
Thorpe’s Trading Post is a rowdy center of legitimate and illicit trade/goods. A wooden palisade surrounds this small town full of miscreants. The town is mostly dormant by day, little trading going on other than some furs and wooden toys the North Pines crafters are famous for. The town really comes alive at night.

As a concession from past rebellion being centered here, there is a garrison of Rhylian soldiers that enforces what law they can by day and lock their doors by night; this is the agreement – Rhyl’s by day, North Pine’s by night.


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.

Common Knowledge / Easy Difficulty

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

Bron-Yr-Aur (North Pines)

Posted on February 3, 2026

Steel Realms
Bron-Yr-Aur is the lands of the golden hills. Rolling lands of natural yellow wheat grains and grasses. The lands of Bron-Yr-Aur are ‘cupped’ by a low rise of jagged hills called the Giant’s Thumb. This area of North Pines has long been a thorn in the side of the Duke of Rhyl. It has been the scene of rebellion, a harboring of bandits, and a place of black market trade for centuries. When push comes to shove though, the controlling families of Tree Stones have come to the aid and supported the Klaurians against the Duke of Rhyl, the barbarians of The Wyldes, giants, and Orrish whenever they have called.

Population: It is unknown what the total population of the area is, but currently about 4,000 inhabitants scattered around a dozen known major locations.

Antagonistic by Nature

The inhabitants are known to raid against the wildlings and bring reprisal raids on themselves and others in the north (for which they are looked down upon by all in the northern hinterlands). They have even antagonized the Klaurian peoples in its insistent and prolonged forays through and over-logging of the northern Rhyl forest. They are also rumored to consort with and protect wyldling raiders when it suits them.

Military: The people are fiercely protective of their territory and travelers are sped through and watched closely. They are not known to maintain any formal military force, although the rangers and caravan guards for travel form a readily available force which may be drawn upon to serve quickly.


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.

Rumors

Not much is known of these peoples, other than they seem to have descended from one of the wyldling tribes of the north. Their close proximity to the settled territories of the north brought an organized culture which soon put them at odds with the traditional wyldling tribes. It is suspected by some, that the wyldling shamans ostracized them and called upon the tribes to drive them out.

The Golden Folk: The are was originally home to a small tribe of humans that had separated from The Wyldes and was in service to the Klaurians of North Pines as intermediaries. They had a developed affectation and knowledge of the Klaurians that allowed them to be tolerated.

The New Folk: Not much is known of the origins of the New Folk, as they displaced the pine tribesmen about 800 years ago. By most accounts, they appear to have descended from wildling tribes of the far north, but many traces of Kaaldian culture can be found in their society. They integrated into the the population of the golden folk, nearly tripling it in size.

Common Knowledge / Easy Difficulty

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

Their close proximity to the settled territories of the north has gradually brought a settling of the people – who at once seek to embody the principles of the ‘free folk’ but maintain a distinct cultural island amidst their diverse neighbors. They view the free tribes, the pine tribes, as inferior; they themselves have worked hundreds of years to shed the stigma of wlydling or pine tribe association. Their desire to distinguish themselves from their more primitive neighbors often leads them into direct contact, as their wild history is treated by them as a shame and they seek to eradicate all traces of it – to the detriment of those living around them.

Uncommon Knowledge / Average Difficulty

It is suspected by some that they were driven out of their home in the north; that the shamans cast them out for some unspeakable crime – perhaps this goes to explain the animosity between the pine tribesmen and wildlings and the North Pines.

Bron-Yr-Aur is comprised of an immigrant population from the north, driven south by the wyldlings 400 years ago. They are rumored to have a large degree of wyldling blood mingled amongst their own,. They displaced the small population, which had existed there for over 500 years. It is unknown what the total population of the area is, but currently about 18,000 inhabitants scattered around a dozen known major locations.

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: ,

Top

Tree Stones (North Pines crossroads)

Posted on February 3, 2026

Steel Realms
Tree Stones is a place where the lands of 3 families meet and the center of internal trading. The area of Bron-Yr-Aur has a long standing ‘agreement’ with the Klaurians of North Pines. The exact nature of this is unknown, but it has survived thousands of years, and the alliance includes help in times of struggle for both sides.


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.

Common Knowledge / Easy Difficulty

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

Tags: ,

Top

Shoulder Blades Pass (pass through Giant’s Steps hills)

Posted on February 3, 2026

Steel Realms
Shoulder Blades Pass is a means of traveling between The Wyldes and the Great Forest of Rhyl in The Grand Duchy of Rhyl. It is a east-west pass through the high hills that separate these lands. There is a long standing truce and treaty for the free and open use for anyone wishing to travel through it. The tribal elders of The Wyldes are more concerned about who travels through here, and there are scout stations and small hamlets on the west side to monitor this.


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.

Common Knowledge / Easy Difficulty

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

Scarce Knowledge / Hard Difficulty

The giants send aid to the Ducateon in CY 3516 – 3947 during the Troll Wars / CY 3949 giants begin their ‘retreat’ feeling betrayed. The area becomes a pathway of all Giants seeking refuge in the north.

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

Top