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City of Correl (Rhyl)

Posted on November 8, 2016 in Steel-Realms

Steel Realms

The City of Correl is the oldest Settlement in Meargensdale Vale. Most of the vale was inhabited by pine tribes that were eventually pushed out. Archaeological artifacts indicate the presence of elves, tribesmen, giants, Ducateon, Bronzemen, and serveral waves of attempted settlement. The Lonely Road, going north out of town has almost no record of ever being built, and yet its been in the records as far back as CY 5000. Correl is a lively city and the heart of trade for the vale. It is built at a place on the river that has an eddy protecting its western side and is used for ship building and docks for river transport boats.

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)

Institutions: (see institutions of The Realms)

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

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:

This Locale has a Office of the Herald representing the local Lord/Lady; Rhylan heralds all follow the Heraldic Boreal Tradition.

  • Heraldsmein:

It is notable that the city and surroundings are absent a Justicars of Balthazaar.

Crime in Correl

Crime: The predominant Rhylian Criminal Presence in “da vale” are run by 2 rival gangs. The Westies and East Enders vie for smuggling, fencing, scams, pick pocketing, kidnapping, bribery and the usual underground enterprises. They mostly operate in Correl, though claim dominion over the entire vale. A more subtle presence is that of The Dead Hand. Every now and then, rival enterprises from the North MErchant Cities try and muscle in.

Military and Defenses

Watch: Divided up into cardinal directions (north, south, east and west) with about 15-20 men each. The watch usually uses clubs, but has spears, daggers, and a few crossbows if they need it.

Garrison: Viscount stations 40 professional men at arms (plus officers and logistics support) in the center of the city. Additionally 8 mounted heavy (ring mail) warriors with leather barding for their horses are stationed here, always lead by a knight of the vale. These rotate out with another 22 soldiers and 4 horsemen stationed at the tower. All have spear, shortsword, and light crossbows available to them; horsemen have long spear, shield and longsword.

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.

Locations of Quizmans Within Rhyl

People of Correl

Noble Families

Landed/Peerage (knights)

Viscount Sven Tallstag (Darvin “the golden boy” and Malark “the sleepless one” = twins)

> family (14 total); property rents in town and some out & trade interests (investments – not direct)

Sir Gerald Evenoak

> family (20 total); property rents of farmlands/steadings & trade interests

Sir Erik Tarrenspell

> family (11 total); property rents of farmlands/steadings & trade interests

Sir Sean Barleyridge

> family (32 total); farm harvest processes, storage, crop management, transport & trade interests + interests in many steadings (cooperative)

People of Note

Titled/No Peer

  • Sira Eaplan Haventree (transport, sales and trade deals)
  • Sira Bill Deephorn (carpenters guild)
  • Siress Eva Cliffgrove (Teamsters guild, dyers and weavers)
  • Sira William Stagrage (Smiths Guild – finesmith, armor, weapon, black)
  • Sira Collin Tarrenfallow (tanners guild)

Encounters & Dangers in the Area

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


Chronicle/Facts 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.


Rhyl General Events

CY 2330’s Fall of East / Rise of the Dark Lands (Orrishai Abandoned); Refugees flee – some cross the Tolkisson Mountain Range into the ‘Lands of Rhylan’ that would become the Kingdoms of old Rhylan and finally The Grand Duchy of Rhyl.

CY 5580 Fall of Dundaria in the North – Frostfang spreads, the Lich Lord power rises. Horses of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.

CY 5980 The Kingdoms of old Rhylan united settled as a single Kingdom of Rhyl to fight the Lich Lords drive south. After centuries of warfare between territories and races, the common cause of the threat to the north secures a lasting peace.

CY 6514 The Grand Duchy of Rhyl is created by the High King. In exchange for the resources and organization that can be brought to bear against the now organized undead armies, the lands become part of the High King’s domain.

CY 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, and manpower flow into the north to fight the Lich Lords.

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 now defunct order of The Stonelights was originally based out of the city in what is now .

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.



Correl

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

House Narcosa (Necromancer Order of Salt Shore)

Posted on November 8, 2016 in Steel-Realms

Steel Realms

House Narcosa is a standard Occult Order of the Steel Realms with standard benefits geared to the magus.
Command of Occult arcane powers and entities. The institution generally follows the Occult Culture of the Realms; It maintains the Standard Occult Reliquary of the Steel Realms for members and the Mystical Discernment service of the Ryadian Oblis in most of its chapter houses and affiliate locations.

Sorcerers Prohibited: This order, as with all formal and accepted Occult Orders and Institutions & Factions of the Steel Realms Heartlands, does not accept Practitioners of Sorcery into their ranks 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.

“Order of Narcosa, The House of Necromancy”: House Narcosa (sometimes referred to as a ‘guild’) is one of the only 2 major notable institutions to focus on Necromancy in the realms. Understandably so, as their livelihood deals with the undead mostly, and there is a lot of fear and misunderstanding of their order. The order also has a special relationship with the fallen death god Djerduth. The order promotes the old gods ways, carrying on the religious traditions of death as a natural part of life, and seeking its mysteries to better understand the living. Far from the “death-worshiping anemic” its enemies portray it as, its members are the most physically fit and robust of wizardly orders – they practice medicine and are adherents of physical exercise and know the body and its workings like few others. The order serves as healers even in some places, such as North Gate Garrison They are THE premier operators against the undead there and other places in the north, though they number few and ways are kept secret. The Narcosan Watchers is a sect in the order that learns to repair the worst bone and tissue breaks, and can even repair animations.

Deepstone Archive of Rhylan in the Forest of Rhyl is overseen by the Duke of Rhyl’s house mages and priests, in addition to Rhylander Green Conjurists and House Narcosa – helping to keep copies of a lot of it in the Libraries of Port Towne.

The small order has been around for thousands of years. It is a fortified tower atop a granite 120’ x 70’ shelf that pushes 20’ above soil level.

Resolute: The lands and city of Reedbed was sacked, it stood. The town of Salt Shore burned, it stood. The shipyards of Salt Shore burned and the city sacked… it stood. Pirates took control of Salt Flats for years… it stood. The Purge of Hermenna ousted every malign master and apprentice along the shores of Lake Caolite in 9120 – it was left untouched. Each time the order survived and came out to treat the wounded and bury the dead. Every time some would-be ruler of the town surrounding it threatened the order, the threats quickly stopped. It is unknown what leverage the order has, but no one has tested it. The order is famous in the north, all around the massive Lake Caolite. Disease outbreaks, seasonal debilitation’s, crop death, clashes of armies, plague… always will they be there. The clergy of Aerna, even the White Sisters, admit to their prowess (albeit grudgingly). When possible, they maintain a fast sloop in Salt Shore, and can go anywhere on the shores of the lake to aid after any disaster – no questions asked, no port dues, no tithes.

  • Occult Theme/Motif: Red & White Feathers/Streamers
  • Presence Levels: Preeminent in northern heartlands; Order houses all over the north…
    • Major: Township of Saltmarch, Lake Caolite (shores)
    • Minor: North Gate Garrison, Lim, Arminsted
    • Trivial: Twin Springs, Karolak, Soriano, Thurlow
  • Alliances: None
  • Occult Focus: Schools of Magical Study…
    • Major: Necromancy
    • Minor:
    • Trivial:
  • Familiar Specialty: Lesser Homonculous
    Fetus like flesh creation @6th (in addition to any other familiar!); AC 12, HD: 1/HP = 4 [Cost = 180 silvers] Dexterity/Wisdom 15, Strength (half creators current; 5), Charisma 3, All Others 10
    Never sleeps, never tires, cannot be charmed or slept; sees through illusions. Speaks with creators voice.
    Stealth +4, Perception +3, Athletics +3 & Gets creators proficiency bonus.
  • Potion Specialty: Detect Life [Major Cost Portion/unlimited (2 at a time) for Major Presence]; INT x 10′ range, per Detect Magic
  • Scroll Specialty: False Life- “Stolen Life”; Ritual (DC 13) practiced in the Heartlands using special oils and written on prepared skin of a fallen foe (150 silvers) gains an extra +1 HP and immune to Chill Touch until the spell ends or HP used.
  • Lore Specialty: +1 Lores when trained for Cleric 1: Undead, Animations/Constructs, Diseases, Poisons.

Standard Rank Links

  1. Apprentice: A character just graduating is given 4 apprentice chain links. This symbolizes the awareness of the living, the eyes that behold north, south, east and west and allow the apprentice to determine their direction; They are painted to look like an eye.
    > 5th Apprentice link; “Inner Eye”: If the apprentice can survive a test of physical endurance (DC 10 Constitution) while reciting the proper ritual seeking knowledge (DC 10 Arcana) they are given a 5th link -a black eye – to add to their Chain of Authority, and allow them to seek Eye of the Child.

Honors and Medals Links

  • Eye of the Child:
    • Square Link: Essentially 2 eyes. It allows the wearer to remove 2 of the apprentice links and use them in a Lesser Homunculus – where they transform into real eyes and allow the Necromancer double the bonded range.
    • Rounded Link: The Necromancer may have the guild tattoo an eye upon the palm of their hand. It requires a 1 HP sacrifice permanently. The eye can see as the dead see up to 60′ – even in total and magical darkness. When the Necromancer casts False Life, it grants them 1 extra HP.
  • Caress of the Dead: At 3rd level/2nd level Cleric, the character may Offer to Djerduth 1 hp permanently to transform one of their hands into a Crawling Claw that operates as a normal black hand but can detach. If it dies, it will reform after a Long Rest.
Threshold Offering
1st
4th
7th
11th

Death God’s Servants

The guild members can gain Piety from the death god; they must have Religion as a skill

Adventures

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

Pledge Makers of the Frost Born

Posted on July 26, 2016 in Steel-Realms

Steel Realms

The Pledge Makers of the Frost Born are a knightly order of the Steel Realms which metes justice and attempts to represent the High King’s rule of law in the north. Nominally an “order” though they have little hierarchy or formal practices.

Their primary goal is to serve the frontier lords of Kaald and fight against the unending horde of the undead. They seek to try and regain trust of the northerners by honoring the pledge of aid that should have been honored before the north fell.

Their own prophecies say that when enough of the Pledge Makers die, that the pact will be re-sealed and held fulfilled, and that from their ranks will arise a great and wise warrior-knight who will unite the north and the High King once again.

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

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Grand Duchy of Rhyl in the Steel Realms

Posted on October 27, 2015 in Steel-Realms

Steel Realms
The Grand Duchy of Rhyl ( ‘rill’/’rilly-an’) is an ancient and quiet place except for its borders. It has been settled in waves over time, and is a mix of people that have blended together into its own (now ancient) culture and traditions. It is part of The Noble East on the continent of Ustermaya. Like other ‘grand’ Fiefs, it is part of the High King’s extended lands, not the territorial Kingdom of Gladnor; As part of the northern heartlands, it shares access to the Beyne River (which flows west to the ocean) and the massive Caolite Basin/Lake Caolite – both on its southern boundary. Rhyl has some of the oldest noble families in all the realms outside of the current kingdoms of Gladnor and Umbak. Their society has deep roots in the desire for peace, freedom, and balance with an understanding that it must be fought for. Their culture is a mix of ancient ones that once mingled in the north, and their own influenced by Gladnor. Tall pines, cold winds, deep silence, and mystery are found in the massive pine forest at its heart. Technology is not prevalent in Rhyl, though Merkaine’s Shrine of Shieldfire is the source of the Lamasoil Lamps in Rhyl.

This territory is considered Dominion of the High King Lands means the rulers have given the Sworn Oath of High King’s Service to the High King of the Steel Realms. As with all allies of and lands under the Dominion of the High King, this locale is subject to the Realms Levy.

Rulership/Governance: Duke Suevan Graefstone II, age 45 {Integrity ****} > Of the Graefstone Ducal Lineage, ruling from the capital City of Rhylan

Symbol: (Since CY 7715) Great Northern Owl; “Wisdom warms a cold shoulder.”
> This replaced the grey northern wolf symbol used since the days of the kingdoms – a traditional and culturally embedded icon of the north and the symbol of Rhyl for thousands of years.

Grand Duchy of Rhyl

Grand Duchy of Rhyl

Territorial Issues: This territory is considered part of the Dominion of the High King Lands – its rulers have given the Sworn Oath of High King’s Service to the High King of the Steel Realms. The Grand Duchy of Rhyl lays claim North Pines in its NW, but struggles in imposing its laws and territorial claims. The southern border is in constant skirmishes and disagreements with the Merchant Cities of the North. The High Temple of Aerna‘s presence in the north ensures that there is a higher degree of peace or at least positive diplomatic relations in The Grand Duchy of Rhyl.

A Land of Many Forests: Rhyl is an old and verdant place, full of many forests of mostly pine, spruce, fir, and some birch and ash. The trees, while of average height, grow thicker and have deeper roots. The Great Forest of Rhyl has an ancient Historical Chronicle detailing constant conflict from those dwelling in it and around it. It is also famous for the variety and quality of the Mushrooms of Rhyl. It is said several smaller faerie races once made their home here, but retreated to the deepest depths of the forest at its heart as it was settled.

Protective Buffer: The Duchy of Rhyl is the vital “Shield of the North” since the Lich Lords took control of the Fallen kingdom of Dundaria (Lichrya). It walks a delicate balance between all the powers around it. When political relations broke down with the Hinterlands of the North and the High King, Rhyl honored as much of its alliances as it could. Forever it has held true to the treaties it made with the wyld peoples of the pine tribes bordering it to the west.

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.


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

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Whelm, god of the Steel Realms

Posted on September 23, 2015 in Steel-Realms

Steel Realms
Whelm the Protector; The divine Entity of Light principal of combat, protection, seeking & questing, readiness, obligation, defense, and patron of inspired soldiers. The dominant faith is “The Dutiful Protector

Role: The Shield of the Lands of Light & Lightbringer; Primary foe of Sun-Stealer

  • The symbol of his order is a kneeling warrior, in white armor on a scarlet field, sword sheathed, shield raised and fending a blow from a black arm wielding a black sword. For a quick stamp, his symbol is a crossed hammer and sword over a shield.

General Motto: "The innocent need not fear when my shield is there."

Favored Avatar:

The modern age is heavily defined by the clash of faiths in the "Affray of Darkness and Light" - part of the The Calamitous History of The Steel Realms - in which the god plays a significant part; To this end, they HAVE affirmed participation in The Godspeak Accord.

Whelm is a the son of Aerna and Mizras, and is, of the Lightbringers, considered the warrior of the common people, a protector of those who do not fight (defender of his mother’s servants). His is the light and warmth which burns in the night, and stands vigil against the darkness least the day never come. He is patron of guards, watchmen, and soldiers.

This deity has affirmed participation in The Godspeak Accord. They are part of the Unified Pantheon of Lightbringers and have many dedicated fighters promised to the Garden of Light in the afterlife. This place/order uses the Great Traveler (Light of the Careful Traveler) system for ensuring safe and successful passage of important followers, messages, and goods.

Aspects Known/Common Associations

Major Aspects: ; These are common knowledge; Other aspects/symbols/emblems may vary by specific sect/cult or institution.

Minor Aspects:

Symbolized Role(s) and Value(s):

Emblem:

Sacred Observances: (These are reflected in the faith’s General Liturgy.)

  • Sacred Events: [Sacrosanct festivals and milestone celebrations] >
  • Sacred Places: [Sacrosanct locations and Pilgrimage sites] >
  • Sacred Dates/Days: [Sacrosanct times of the year, recurring days of celebration or rest] >
  • Sacred Times: [Sacrosanct period of a day, week, month, season, or year in a cycle] >
  • Sacred Life: [Sacrosanct plants, animals, monsters, and entities] >
  • Sacred Forms: [Sacrosanct colors, shapes, material (minerals, fabric, etc. )] >
  • Sacred Works: [Sacrosanct documents, books, jobs/activities] >
  • Sacred Items: [Sacrosanct utensils, tools, machines, clothes, armaments] >
    • Sacred Armor/Defenses:
    • Sacred Weapon/Offenses:

Pilgrimages and Sacred Places/Places:

Followers of the Faith

Favored Followers:

For for information on Roleplaying a character of faith, see the Divine Follower guidelines.

Expectations & Obligations: Good Standing in relation to their faith’s tenets reflected in Liturgical Observations tenets. Nominally, the Tenets of the General Liturgy are followed by the Laity of Congregations and those of higher Grace and the few Institutional Ranks alike.

Belief Made Manifest – Beyond the General Litany

Manifestation and Favor

Connexion Range = Varies (enhanced through the Rite of Offering) > Conviction Limits = None; Elan Building is allowed (if used).

Favored Avatar: A relaxed strawberry-blonde bearded warrior with deep brown/bronze skin and his hound, with a minor limp, carrying an axe and wearing a copy of Protego – his white cloak* (with golden clasp) dirty around the hem and edges.

Armaments of the Faithful: Typical Elemental Divine Weapons; More powerful Magic/Mystic items are typically Singularly Bound if not Institutionally Bound.

Offerings:

  • Average:
  • Major:
  • Extraordinary:

Afterlife: The afterlife promised to the followers of light is the Home of the Safe Hearth. Whelm’s followers are promised the greatest of all rewards. For their tireless defense of the weak, the innocent, and defenseless they are waited upon in grateful luxury. A simple life where the only fighting is the good hard exercise or practice. Sometimes the spirits of the followers are chosen to ride alongside the living, to experience the rush and exhilaration of combat, and deliver messages of encouragement to the living followers when time seems desperate.


Rites of the Faith

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

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