Posted on July 26, 2025 in Steel-Realms
The City of Redmark is a large, bustling city Settlement and the starting point of “The Red March”, and the capital of the Barony of Redmark. Supplies and troops are constantly flowing through it and its port. It is the permanent home for two mercenary companies that have been established for over 200 years, and barracks just outside the port as part of the Castris Leonis. There is also an Office for Reclamation of the Wyld projects here, mostly involving the Hoarblight. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.
The scope of the land traffic and port traffic at the city that begins The Red March is impressive by any measure. The city is made for war. It runs day and night, non-stop, every day of the year. There is a constant flow of goods and bodies going north, and a smaller flow returning to leave for their homes after years of service – many wounded, and all with a haunted look in their eyes.
It is where the road AND the Red Rail line of The Red March begins.
Initial Description:
This is…
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:
Commerce: {commerce} (see Trade Organizations/Institutions of the Realms)
Institutions: (see institutions of The Realms)
+ Hartwood Presence: This location leans heavily to the Wyld Faith, and has the presence of both Rhylian Briarwood and Rhylian Beastwood.
Founding: {approximate year/age and culture of origin}
Primary Surrounding Habitat and Weather:
Roads, Streets, & Thoroughfares:
Defenses: {defensive works, fortifications, garrisons, holdouts}
Office of the Harbor Master:
> Launches x | Tenders x | Pinnace (armed) x | Cutters (armed) x
See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.
The south side beacon in the Barony of Astret on Sentinel Hill can be seen by the territories that border the Caolite Basin/Lake Caolite; There is an accompanying beacon in City of Redmark atop Illisain’s Tower (but lacks the visibility range).
Occult/Magi Services: General Occult Services is provided here mostly by Quizmans Magusterum in Rhyl. The other Orders of Magi generally focus their efforts on supplying and defending The Red March and North Gate Garrison against the forces of The Lich Lords.
Posted on July 26, 2025 in Steel-Realms
The Heraldic Boreal Tradition of The Grand Duchy of Rhyl is the home of the general set of culture around Heralds in the entire Northern Heartlands of the Noble East. It is not a formal order, but more of a brotherhood – it has its home in the Lodge of the Songbird in the capital. The Heraldic Boreal Tradition includes a Basic Primary Education in Rhyl.
These Heralds are the primary scholars and practitioners of Herald’s Culture and Law and Legal Procedures in Rhyl. Martial law and necessary changes are obvious along The Red March and North Gate Garrison. At one point, the Vhym’s Valiant Visions group was said to be integral to this tradition.
The Shroudmaster of Rhylan is steeped in the Heraldic Boreal Tradition and is said to be able to impersonate almost any herald of that tradition.
Symbol: The boreal chickadee (songbird of the North) with a sealed letter in its grip, half sun on the left, half moon on the right – symbolizes they operate at all times.
Lute, harps, and guitars made with the “acoustic bronze” elements from Inderood Brozeworks and silver strings for bards in the Lodge of the Songbird from the Heraldic Boreal Tradition.
The Transit of Western Fire is another way, though small, that The Grand Duchy of Rhyl maintains cultural connection to its ancient northern kin and political cooperation more so than other of the High King’s allies. Usually one of the Lodge of the Songbird, or person versed in Heraldic Boreal Tradition is present too. It is a great honor to be chosen for this.
These traditions are taught and maintained for The Glaciers Guard at North Gate Garrison.
Posted on July 25, 2025 in Steel-Realms
The ancient city of Telaya – now called The Monument of Broken Queens – lies upon the Red March to the north, about half way to North Gate Garrison. It is a ruins now, its outer walls stripped to be used in fortifications and buildings elsewhere. Spurs were built around the city, reconnecting the main road of The Red March that used to run directly through the city. It was once the largest city (Population 40,000) of those settlements along the march, supplying the fortress of North Gate Garrison. Like many, it was a dangerous place with many attempts to infiltrate it and destroy it made by the Lich Lords. Inhabitants were paid the ‘Red Stipend’ to offset the danger. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.
The Rhylan East High Road starts at the Eastern Gate of the capital city of Rhylan and goes east to connect up with The Red March at The Monument of Broken Queens.
The town of Queensarc is the arching road that goes around the west side of the ruins. It is a supply depot for the road itself and a resting point.
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Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore
It is abandoned now, and the north-south road that once lead through it was diverted around it. Its remnants of the stone has been picked over and taken over the centuries for other settlements in the area. The crumbling remains of the Queens Tower (barracks and watch tower) yet survives, on the east side of the city amidst the crumbling ruins. On the west side is still the ruins of the Cathedral of Tenya – the broken massive stained glass window that once looked East just a gaping maw now. No one goes there but locals have been stealing stones from it for a thousand years.
The stones of the wall were actually torn down to prevent the creatures the Lich Lords summoned inside of it through the Hoarwind from using them for cover.
Dwarves built the spur roads around the ruined city that re-connected the main road of The Red March. They were built using the wall stones, pulled down and used as flagstones to support new supports for the Red Rail of The Red March.
There is also an Office for Reclamation of the Wyld projects outside the environs, mostly involving the Hoarblight that constantly strikes the ruins. There is still enough residual magic that the effect can be held at bay with powerful divine magic, but no reclamation has been able to be done within the boundary of the old outer wall of the city.
It was notable that it was maned by a battalion of the Queensguard of the High Kings army. It ultimately shared the same fate as many of the settlements along the way, and was eventually assaulted, sacked and repeatedly undermined by hordes of undead sent by the Lich Lords. When it finally fell, The Queensguard of The High King’s army sacrificed themselves to allow the inhabitants to get away.
Posted on July 25, 2025 in Steel-Realms
Houska Castle sits up on a outcrop in a high mountain valley in the high peaks of the Tolkisson Mountain Range, overlooking a high mountain Houska Pass only survivable as a crossing point by the living in one of the peak summer months. It is one of the more famous though inaccessible Notable Places and Geographical Features in Rhyl. The “Castle” is empty, and certainly seems to have not been designed in any traditional manner. It is one of the key places where a battle took place to stop the Lich Lords in their initial advance, stopped by the druids and forces of the Wylde and army of Rhyl. They used its hostility to the living to try and break through undetected. Several times it has been the site of clashes between the armies of the Lich Lords and Duke of Rhyl, proving to be a place of death and failure for living and undead alike. It is hostile to all, and now it is Just mostly ignored (although scouts for both sides keep sporadic watch to ensure the opposition does not use it either).
This place is a Safe Haven for members of the Rhylander Green Conjurists.
Primary Habitat:
Only the World Watchers keep track of it now, and only infrequently – never being nearby for long. They are on good terms somehow with the omnivorous Houska Mountain Goats of the region.
Push 5’ (random; no opportunity attacks), DC 16 Sanity vs. Frighten 5 rounds 1/short rest
If the defender is shoved into an attack, the attacker gets an opportunity attack; Otherwise defender gets +1 AC
Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.
Way up on a wide ledge that juts into the air from one of the peaks as an obvious constructed edifice. Whatever it is, some of its surface glints even in the sleet and clouds high up, thousands of feet. It must be easily a 80 meters long and roughly rectangular, with a height of about half that. You can swear that there might be some source of lights flickering on it in addition to the reflection.
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Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore
It has many rumors surrounding it. It is said to be cursed, haunted, a pit to hell, and a home to all manner of cults… but it stands alone and crumbling, empty now and avoided by all – even the undead – for dozens of kilometers in every direction.
The Order of the Black Gorgons is known to watch over what transpires at this locale.
There are many runes of Occulash inscribed (and flickering) over it – inside and out – part of the strange Defenses of Houska Castle. The defenses are often seen as the flashes of light and heat, explosions, and cracking of the ground.
The World watchers are believed to keep a small stock pile of Honeystone Pollen hidden for emergency defenses.
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.
Houska Castle is a spirit tether. If a character dies within the active vicinity of the Spirit Tether, a spirit of the character becomes bound to the locale. It will linger in misery, making those of the living miserable unless they can find a way to sever the binding. While tethered, like most spiritus, they cannot affect the living much other than to make their frustration and anger manifest.
The Caverns Under Houska, while known to exist, are not known to be mapped or documented in any meaningful way either on their own or as accessed from Houska Castle. Those who have some out from them have hazy memories and a beguiled sense for direction and distance. It is thought that it is perhaps the effects of The Deeping of the Steel Realms – but nothing has been confirmed and no Orrish have ever been noted to emerge from them or use them to retreat to. The only persistent denizen noted here are the “ice spiders” or “crystal spiders” as they are sometimes known.
The arch magus Morkoth was one of the primary magic to aid in drawing forth the structure of Houska Castle out of the stone.
It was recorded that, at least initially, the creation of Houska Castle included a Naga summoned by the priests of Ikribu.
Player Character Spirits: If a PC dies, they can try and help their friends.
Creatures in the area: Ghosts, Will-O-Wisps, Elementals
Posted on July 24, 2025 in Steel-Realms
Baghara’s Temple is a temple to a sect of Ezrilus that focuses on knowledge and illumination, following in the footsteps of the founder, the Priestess Baghara, called “The Open-Eyed”. The temple includes the basics of the formal Abbey of Baghara and The Enclosure in White – a low wall inside which several gardens grow and a courtyard containing a sacred plinth and obelisk.
On a high rise is the temple to Ezrilus, Baghara’s Temple, named after the priestess who founded it. It is a center of moon worship and the light that reveals the darkness. It contains a small library of local and northern histories, maps and referrals to cartographers and artists. At its heart of The Enclosure in White is the The Ascendant Plinth – said to be the place where Baghara herself placed her last step as she ascended to the heavens. On top of this is built a white limestone obelisk that rises 25m into the air.
The temple’s population in the Abbey proper is about 40 permanent Obedientiaries to serve its primary functions at any given time, as well as another 10-20 seeking education in the faith to become brothers or sisters. Additional followers serve the specialized functions of the temple.
Item Powers (common and Attuned) can be found under Common Knowledge tab.
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.
Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore