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Order of the Tri-Light

Posted on November 8, 2022 in Steel-Realms

Steel Realms

The Order of the Tri-Light are a knightly order of the Steel Realms of the heartlands. They were once “The Order of the Trident” – and often confused with the Legion of the Trident.

Origins: They once operated out of the Duchy of Dunstrand, Duchy of Rhyl, the Northern Merchant Cities, and Gladnor. The order faded from Dunstrand, closing and selling its lands in Dunstrand in CY 9131. They were originally named after the headwaters of the Nanford river, forked somewhat like a trident (less after The Sundering). Now they are named after the triple male gods of the Lightbringers. Older insignias has three full-length tines.

Renewed Order

Though they are technically a secular order, the followers of light have slowly taken control of the order in the last few hundred years, and in CY 9129 renamed the order. The political ranks and functionaries are all favorable to the church of Light now, worshiping Ikribu (65%), Balthazaar (20%), and Whelm (15%) – although almost all of the highest ranks are filled by those who venerate Ikribu.

Their symbol is a gold lightning bolt ending in a trident. The trident has a shorter center tine symbolizing Whelm, with a brown background and blue diagonal stripe.

Order/Guild Preceptories


i20™ Order Details

iCore iCore™ Order Details

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

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

Aergash Northguild (Merchant Cities Mercenary Guild)

Posted on December 29, 2021 in Steel-Realms

Steel Realms

The Aergash Northguild operates out of the Merchant Cities of the North. They also hold bonds and payments for the Merchant Marine of Karolak and some smaller bands in Rhyl.

Bonded mercenaries of Callunadje Mercenary guild and the Merchant Cities companies (Aergash Northguild and Duergash Southguild) are typically taught spoken and literacy in Mercat.

Surety Services: Like all Mercenary Guilds, Aergash Northguild are bond holders for Bonded Bands. They are not obligated to provide healing or rest, open training facilities, borrow money or any of the things the guilds normally do – only provide the surety and logistics for the bond.

Order/Guild Preceptories

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i20™ Guild Details

iCore iCore™ Guild Details

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

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

Elemental Consorts of the Wyld

Posted on December 18, 2021 in Steel-Realms

Steel Realms
Elemental Consorts of the Wyld – The Bringers; The divine Wyld Entity principals of natural world cycles and forces physical manifestation; the cleansing, cycling, healing, and restorative nature of elements and associated symbols. All the followers of the elemental powers believe in the general “Return to the Wyld” in the afterlife.

Common Follower Perspective: All the elemental consorts are seen as a partner and engaging force for change – all aspects of seasons, cycles, renewal, destruction, alteration, and transformation. Typical association with common concepts of nature in general, purity (of associated element), matronly/protection, nurturing, cycles, and natural processes.

  • Who chooses the Elemental faith? Those who live close to the land – commoners mostly, farmers, ranchers, etc. Usually the veneration includes all the wyld entities (Gaia, etc.), but a focus on the elemental draws idealists, purists, and rugged folk near associated elemental resources.

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which the entities play a secondary part (mostly guided by Gaia).

Role: The Bringers of the Elements; Secondary foe of those who wish only to conquer and destroy and/or corrupt nature and natural things.

The Time of Bright Sun and The Dark: Though there is a full pantheon of Wylding Entities, there was also a time before Claw and Branch, the “Time of Above and Below”, of “Sun and Dark” – when the Elemental Dualities were the primary Wyld Entities alone on Helca and helped shape its early surface happenings. The Elemental Consorts of the Wyld were initially a duality, powerful but prone to swings of temperament – chaos and order. At some point, they split into a male (chaos) and female (order) manifestation, separate from each other to current times. The female aspects hold the most sway and have come to be seen as divine entities which can be relied on.

Knowledge About the Time of Above and Below

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

Though there is a full pantheon of Wylding Entities, there was also a time before Claw and Branch, the “Time of Above and Below”, of “Sun and Dark” – when the Elemental Dualities were the primary Wyld Entities alone on Helca. It was a time when an ancient feud between two elder species caused war across the land – before the time of the Blood of Saemon. One race thrived during the warm day hours, and the other thrived in the cool dark.

Common Knowledge / Easy Difficulty

In the uncounted “Time of Above and Below”, the Elemental Dualities sided with one race – those that preferred the cool dark places, the Druunad. They came to take all places on the surface, and drove those that loved the sun under the earth into refuge.

Uncommon Knowledge / Average Difficulty

At some point, the Druunad split them into male (chaos) and female (order) manifestations, separate from each other through current times. The female aspects hold the most sway and have come to be seen as divine entities which can be relied on. After the split, they became weaker and subordinate to the all-mother Gaia and all-father Darupet when their powers were needed in times of crisis. They have few real direct adherents in these times – mostly they are offered to as part of the larger Wyld Faith.

Scarce Knowledge / Hard Difficulty

Rangers of Helca have a niche faith of the ‘Essential Wylds’, and make and preserve many shrines throughout the realms for them.

Rare Knowledge / Very Hard Difficulty

The elemental powers rose from the woken world, and the Druunad were the ones who revered them as forces of nature. As their own culture progressed, and they harnessed technology, they suppressed the male side of the dual entities, harnessing their “consorts” on the female side to better control the energies of the world around them. The progress of time and the changes on Helca eventually allowed them to re-merge with their male counterparts, though the merger would never be healthy or stable again.

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

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North Gate Garrison Tour of Duty (Realms Levy)

Posted on August 2, 2021

Steel Realms

The North Gate Garrison Tour of Duty is part of the compulsory Tour of Duty requirements of the Realms Levy for every fiefdom in the Dominion of the High King Lands, and Umbak.

Service is against the undead armies of the Lich Lords at North Gate Garrison. the general Levy draws people from all over, though those from the North Heartlands (Kaald, etc.), central and northern heartlands are likely to serve here. Those in the The Grand Duchy of Rhyl are the most likely to serve in the edge regions of the Tolkisson Mountain Range. Those who serve here have some unique marks on their Crown Tags.

The character cannot have a phobia of undead. Here combat is as assured as the sun rising, and characters on The Autumn Wall suffer from cold, endless fatigue (undead don’t care about darkness or temperature), and sickness. Weapons used here are mostly blunt to handle the endless skeletal hordes.

There is a special bond by those serving here. Fighting the living is one thing, but to see the man that was your friend rise up and attack you after being killed a moment before instills a special kind of vigilance and connection between those that survive. Most get a Redgate Mark tattoo at the end of their Tour of Duty.

Requirements: Significant time to acquire/achieve outside of Character Inception.; Taking any sort of tour of service advances the characters [starting] age by the minimum time for service the character operated in. If a character quits before their commitment ends, they will likely face sanction and/or even imprisonment if caught. All those who serve here must take the Oath of the Living.

Tours of Duty in the Realms

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

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County of Dunaine

Posted on July 6, 2021 in Steel-Realms

Steel Realms

The County of Dunaine is an ancient county on the eastern edge of The Grand Duchy of Rhyl. It is long settled and runs quietly with efficiency. There is mining along the Tolkisson Mountain Range, fishing in Lake Caolite, again industry in the large stretches of marsh, and good agriculture in the Caolite Basin, where the Faeum River flows to Lake Caolite. While not open violence, the southern boundary of the county and duchy where it borders the main Kingdom of Gladnor territories in the central heartlands is often the scene of trade disputes and sabotage.

This area is well known for the signature yellow clothing and ceramics that come from Ten Stacks.

Rulership: Sir Donal Elowen > Titled: “Count” (patriarchal bloodline); family often referred to as the “Thornbreakers” for the small druidic order they sponsor that keeps the Vinewood Cut clear. He is supported by a standard Herald Corps.

Symbol: Dexter (med. green; Bighorn Sheep) | Sinister (light yellow; broken brown tree)

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.

Both the Barony of Cunee and the County of Dunaine take their names from the ancient fiefs in the Kingdom of Iclinglas of the ancient Kingdom of old Rhylan.


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

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