Home - Page (Page 67)

Tag: loc-rhyl

Hurda Cheq (dwarven town/mine, Rhyl)

Posted on July 29, 2025 in Steel-Realms

Steel Realms

The dwarven Settlement of Hurda Cheq on Sun Stone Top is both home and a working mine of the same name. There are small high valley fields with wild grains and mountain flowers planted and raised by the elves to be hardier (they bring fresh seeds every decade or so), in exchange for stone work done by the dwarves. The dwarves have found springs and created a series of cisterns and gates to keep the fields watered with even temperature water even in the coldest months. The town is not large, and almost everyone works in the mine industry.

The War Torches of Sun Stone Top are made by the dwarves in the enclave of Sun Stone Top (in Hurda Cheq) in the The Grand Duchy of Rhyl.

This locale trains characters in the practice of the Rhylian Undead Hunters.

The primary mining done nearby is iron, coal, and unique to the area high mountain sapphires. They employ and trade with the hill folk of Flat Peak Ridge.

This town represents the northern boundary of the dwarven Sun Stone Top enclave.

Initial Description:

This is…

1-5 Services: {services} | Comforts: {comforts} | Friendliness: {friendliness} | Law/Order: {laworder}

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:

  • {place} > Housing (long or short)/Entertainment (type)

Commerce: {commerce} (see Trade Organizations/Institutions of the Realms)

Barents Burning Harvest Trade Pipeline: Barents Burning Harvest is done by dwarves of Hurda Cheq & Mrallin Cheq on Sun Stone Top. They are sold in both places, though in alternating years.

Institutions: (see institutions of The Realms)

Founding: {approximate year/age and culture of origin}

Primary Surrounding Habitat and Weather:

Roads, Streets, & Thoroughfares:

  • Waste: Runs/Bins > Collection | Minor Sewers or Major Sewers

Defenses: {defensive works, fortifications, garrisons, holdouts}

  • Police/Watch: | Officers:
  • Constables & Detectives:
  • Elite Tactical Forces: | Officers:
  • Militia/Volunteers: | Officers: > War Time Only?
  • Military:

Encounters & Dangers in the Area

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

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

Mrallin Cheq (dwarven town/mine, Rhyl)

Posted on July 29, 2025 in Steel-Realms

Steel Realms

The dwarven Settlement of Mrallin Cheq on Sun Stone Top is both home and a working mine of the same name. There are small high valley fields with wild grains and mountain flowers planted and raised by the elves to be hardier (they bring fresh seeds every decade or so), in exchange for stone work done by the dwarves. The dwarves have found springs and created a series of cisterns and gates to keep the fields watered with even temperature water even in the coldest months. The town is not large, and almost everyone works in the mine industry.

The primary mining done nearby is iron, coal, and unique to the area high mountain topaz. They employ and trade with the hill folk of Flat Peak Ridge.

This town represents the southern boundary of the dwarven Sun Stone Top enclave.

Initial Description:

This is…

1-5 Services: {services} | Comforts: {comforts} | Friendliness: {friendliness} | Law/Order: {laworder}

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:

  • {place} > Housing (long or short)/Entertainment (type)

Commerce: {commerce} (see Trade Organizations/Institutions of the Realms)

Barents Burning Harvest Trade Pipeline: Barents Burning Harvest is done by dwarves of Hurda Cheq & Mrallin Cheq on Sun Stone Top. They are sold in both places, though in alternating years.

Institutions: (see institutions of The Realms)

Founding: {approximate year/age and culture of origin}

Primary Surrounding Habitat and Weather:

Roads, Streets, & Thoroughfares:

  • Waste: Runs/Bins > Collection | Minor Sewers or Major Sewers

Defenses: {defensive works, fortifications, garrisons, holdouts}

  • Police/Watch: | Officers:
  • Constables & Detectives:
  • Elite Tactical Forces: | Officers:
  • Militia/Volunteers: | Officers: > War Time Only?
  • Military:

Encounters & Dangers in the Area

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

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

Flat Peak Ridge (hill folk settlement of Rhyl)

Posted on July 29, 2025 in Steel-Realms

Steel Realms
Flat Peak Ridge has a couple of hillfolk Pine Tribes settlements on it, as well as a dwarven logging camp. Technically, the locale is considered part of the dwarven enclave of Sun Stone Top. It is a ridge and a pair of flattened peaks (likely from an old quake?) that provide a small terraced area, and few pounds and three streams of water from runoff and a cold springs.

Population: 1700 approx across a few villages.

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.

Commerce: Mica, quartz, leather and hide work, a few minor gemstones gathered from locales made into jewelry Ilbarsi style (that the Ilbarsi tribe does not normally sell). Agriculturally they are self-sufficient in raising sheep, hogs, high mountain barley and rice, fungus, and nettles and berries (similar to that of the Ilbarsi folk).

The hill folk of the area are some of the Ilbarsi hill people that left the area of Ilbarsia to the south several hundred years ago. The typical Rhylan culture is not found here. They and the dwarves get along. The larger hill folk work some of the jobs moving large objects and help interface with outsiders easier in the Sun Stone Top enclave.

Beastwood Presence: This location has the presence of a typical Rhylian Beastwood.

The hill folk of Flat Peak Ridge do not go around Metvan’s Mound, they are superstitious about it and claim there are ghosts nearby.

Crime: Though this place may have a local gang, the Rhylian Criminal Presence is through a very underground outpost of The Dead Hand – mostly to gain access to dwarven items.

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

Top

Highspear Grove

Posted on July 29, 2025 in Steel-Realms

Steel Realms
Highspear Grove has a Pine Tribes and a dwarven logging camp. Elven magic and hillfolk magic come together. The hillfolk bring Ilbarsi water from Orb Lake every year to nourish the planted trees. It is considered to be part of the dwarven enclave of Sun Stone Top

They employ and trade with the hill folk of Flat Peak Ridge to help log the area.

Small Beastwood

There is a small Beastwood here, maintained by and for the long ranging Patrols of the members of the druidic Greenwood Knot order who 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.

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

Top

Sun Stone Top (dwarven enclave)

Posted on July 29, 2025 in Steel-Realms

Steel Realms

The dwarven enclave of Sun Stone Top sits high up in the peaks of the Tolkisson Mountain Range on the border of The Grand Duchy of Rhyl and the Fallen Kingdom of Dundaria – now Lichrya – home of the Lich Lords. A few settlements are centered on a collapsed Ducateon mine of Kar-Kadurr and old fallen Ducateon fortress of the Holt of Bromek-Mar. They maintain close contact with their brethren in the Dwarven Enclave of Ruhn-Aahn. The area was the site of many battles between the Ducateon folk and the invading Lich Lords.

Prevailing Weather in the area:

Defense of the Region

Eventually the Ducateon built the Rhenclaves of The Hornguard of Rhyl (now tended by dwarves) and moved out of the area. The hearty dwarves moved in, along with some independent and hearty hillfolk of the Pine Tribes on Flat peak Ridge. The dwarves and Hornguard have taken on the first line of defense in the region and are given a tax reduction dispensation by the Duke of Rhyl and the Count of Dunaine for their work. The World Watchers know it as a place where they can rest as well. They work closely with the elves of Three Blades of Ceith Grebatain.

Elven Friendship: They coordinate with the elves manning their watch towers in Shoulder to warn of any underground threats or creatures making it past their lines from The Valley of Sighs, The Dark Lands, or the Fallen Kingdom of Dundaria. They NEVER take wood from North Vinewood Forest. They only take from their own managed Highspear Grove and the edges of the South Vinewood Forest in the lands near Ten Stacks, where the woodland is managed using Elven ways by the half elf locals for their brick ovens in collaboration with the inhabitants of the Weald.


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.

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