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Montwold Pass Protectorate of the Steel Realms

Posted on September 11, 2024 in Steel-Realms

Steel Realms

On the continent of Ustermaya , where the forest of North Pines almost borders the Altain Mountain Range is a territory of mountains, forest, large meadows and a run-off plain known as the Montwold Pass Protectorate. The Montwold Pass Protectorate is the only safe land of passage that connects the west area of the North Heartlands of the Steel Realms safely to the The Grand Duchy of Rhyl for normal Commerce & Trade and Travel. The The Sky Stair Peaks‘s history of being free of Orrish incursions provides a natural defense and low likelihood of Orrish violence in the region.

Rulership: There is no centralized government or formal “fiefs” and does not use peerage titles. When they need to, they send a hetman or mayor to any gatherings that affect all in the community. Humans live among the Halflings, but positions of leadership are all of the small-folk. This makes diplomatic relations difficult at best, and thankfully their good nature offsets the confusion and disorganization.
> Administrative Center (“Capital”): While there is no capital, Willfordshire serves as a gathering place – especially when meeting with outsiders is necessary.

This territory is considered Dominion of the High King Lands – though often not by its inhabitants. There are no rulers to give the Sworn Oath of High King’s Service to the High King of the Steel Realms; Though the Realms Levy is not officially enforced here, the inhabitants will fight when called upon and patrol their own region.

Population: Halflings (80%; about 32,000), Human (20%; about 8,000); A great deal of the population is rural in small hamlets and villages. Halflings here live slightly less than the normal age range, usually no more than 100 years, and never develop Delayed Decrepitude like some of their ilk.

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.

Decree of Protectorship

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 Silent Horns of Mopntwold

Like the Hornguard of Rhyl, there is a warning system that is used by only a trusted few of the Halflings, humans and Rhylander Green Conjursists for the protectorate. They are not heard by all, and have only been used a few times to alert key folk of danger to the entire area.

    li>Established in CY

  • Expanded in CY

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

Chapter Houses of the Narcosan Order

Posted on April 22, 2024

Steel Realms

The Chapter Houses of the Narcosan Order are safe havens for members of House Narcosa. All of them are unobtrusive though well-marked for those who know what to look for. Chapter Houses offer minimal services compared to the home of the order in Saltmarsh.

Common Features

Doors of Memory

These empty portals of inky blackness mark the entrance into the inner sanctum of every chapter house. Non destructive, but gather information. Project a detect thoughts. Into a dark doorway in The House of the Dead that the order created through resurrecting the gift of Mummification for the Celestial power of Anubis. This can be walked to through another dark portal in the order’s main keep where they infinitely collect these thoughts into a hedge of the doorways representing a miniature passage in the House of the Dead and can be viewed at any time by magi of the order.

Chapter Louse Locations

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

Tags: ,

North Pines

Posted on January 17, 2024 in Steel-Realms

Steel Realms

The area of North Pines is a dense region of mostly pine and fir, with a few stands of birch and ash. It has long been a thorn in the side of the lands now known as The Grand Duchy of Rhyl. It has been the scene of rebellion, harbored of bandits and wildlings, and a center of black market trade for centuries. The free folk here are known to raid wildling and Rhylian alike, stirring up the pine tribes and wydlings against Rhyl and her ‘free’ neighbors. Its folk are rough, fierce, and independent. They have even antagonized their Klaurian neighbors in their overzealous logging of the north Rhyl Forest. The folk here follow the Freelander Way, reflecting their rebellious spirit.

The Altain Corridor: Kroith Passage was once the gateway between North Pines and the Grand Duchy of Rhyl and the Altair Pass to the west that granted access to the western Freelands of the North of the Northern Heartlands.

The weather over North pines is different than the rest of The Weather in the Grand Duchy of Rhyl, obviously some mystical effect keeps North Pines warmer than the rest of the forest. It has less cloud cover.

The Grand Duchy of Rhyl has tried to claim North Pines as part of its domain several times, but never been successful in imposing its laws and territorial claims.

The people here are fiercely protective of the land they claimed as their own. Travelers are not treated well and watched closely, and few traders ply their wares from the outside. No formal military force exists, but the peoples have an eerie ability to coordinate across distances, and forces of a hundred or more can be raised in less than a day, and at times of major crisis the area has fielded a force some five to eight hundred strong of mixed compliment. Their scouts are masters of using the forest both offensively and defensively.


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

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Lake Nenril

Posted on September 27, 2023

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

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Quizmans Magusterum > Arcane Mercantile

Posted on August 24, 2023 in Steel-Realms

Steel Realms
Quizmans Magusterum exists within many bazaars, apothecaries, and curio shops that cater to the occult in between the merchant cities of the north and south where Theurgi Emporium holds sway, you may find a stand or placard that offers the services of Quizmans Magusterum – “standardized occult formularies”. These are a series of ingredients that many a shop keeper will pay for to make several standard potions and elixirs and are made to order. There are terms of service from this mysterious outfit, and that it that certain limits be put on selling to a single group – as in don’t. They only sell to “licensed” franchises. Theft from one franchise can bar you from others. Messages can be sent to an address in Oerdney, capital of Gladnor. Like most traditions/orders of the occult, they share a common Occult Culture in the Steel Realms. The institution maintains the most common elements of the Standard Occult Reliquary of the Steel Realms for members.

Operating Principle(s): “Always on hand, to allow adventurers and glory hounds an equal chance at the aid they need to achieve great things.” Their desire for standardization has had a great impact on the Occult Culture in the Steel Realms.

Sorcerers Prohibited: This order, as with all formal and accepted Occult Orders and Institutions & Factions of the Steel Realms Heartlands, has an official policy to not accept Practitioners of Sorcery into their ranks. This has been true since the Purge of the Hidden in CY 5009 – CY 5311, and is duty bound to report them to the Guild of Solars when they are encountered.
> While technically true, they have been known to bend the rules for profit.

Competitors/Rivalries/Prohibitions/Decrees

The competition between the institutions of Quizmans Magusterum and Theurgi Emporium stays peaceful and this is closely monitored to prevent violence by the Guild of Solars. There is a general low key animosity towards these two more commercial orders, outside of them many orders are antagonistic, but not openly adversarial.

Locations

Goods and Services

These are typically limited to , careful ledgers are kept and reported. The materials confound attempts to reverse engineer. Most goods are in sealed containers and last for a couple rounds only when exposed to air; they are guaranteed to last at least a decade if they are not jostled. A “perma-seal” can be affixed to containers to last indefinitely for 50sc.

  • There is no “buying in bulk” discount; there is a hard limit on an amount any individual group may purchase that is tracked.

Services

The standard Ryadian Oblis (Identification of Mystical Items and Effects) is provided; There is no limit on this service in terms of frequency/amount, per the occult accord of orders.

Goods

  • Fog in a Bottle: Produces a large cloud of fog to obscure the area.
    Value: 150sc
  • Feel Better: A normal healing Potion; this competes with Lily Healing items outside of the areas of western Dunstrand.
    Value: 250sc
  • Dust of Revealing: A dust cast over an area that glitters when it touches something magical.
    Value: 175sc
  • Spider’s Step: Allows the imbiber to climb, jump and scuttle/run like a spider.
    Value: 250sc
  • Liquid Courage: Imbiber gains Fear immunity for 10 minutes.
    Value: 250sc
  • Marching Powder: Increases the movement rate of the imbiber.
    Value: 250sc
  • Wizard Fire: Fragile bottle that shatters and self-ignites of fire that burns a single humanoid sized target and lasts 2 rounds.
    Value: 50sc
  • Compass of Evil Detection: A device that is reusable, a go that is poured onto it and fizzles and evaporates for 10 minutes, pointing in the direction of the evil.
    Value: 150sc device + 50sc per dose

i20™ Quizmans Magusterum Goods and Services

Common Elements

Made to order: 1 day to prepare. Cost: Common elements are around 100-300sc. A PC group can purchase a maximum of their 1 + the number of positive Reputation/Notoriety levels; negative levels increase the period by 1 month per.

  • Fog in a Bottle: Fog Cloud x2
  • Feel Better: Healing Potion
  • Dust of Revealing: Detect Magic over a 10×20 area 10’ high
  • Spider’s Step: Potion of Climbing and Jumping
  • Liquid Courage: Fear immunity for 10 minutes
  • Marching Powder: Longstrider for 1 hour
  • Wizard Fire: d6+1 fire damage
  • Compass of Evil Detection: Detect Evil spell

iCore iCore™ Quizmans Magusterum Goods and Services

Attribute 1: None | Attribute 2: None

iCore Text


Knowledge/Facts About Quizmans Magusterum

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

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.

Knowledge is broken down by ease of discovery/accessibility. If nothing is indicated, assume it is Pervasive.

Pervasive Knowledge / Very Easy Difficulty

It is a highly secretive “service” and source. It is thought to be a venture of criminal minds, of the Sisterhood of Dohar Jaideen, and many a conspiracy theory abounds. In times of war and civil strife, the shipments generally stop coming.

Rare Knowledge / Very Hard Difficulty

The reality of the operation of the mercantile organization is that it is backed by the Guild of Solars and the Salamanders Guild.

More…

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 provide relevant information by check or story.

Hidden Knowledge is not available in known references; It is not necessarily Forbidden.

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

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