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The Fate Weavers of Oreshalk (Rhyl)

Posted on December 19, 2025 in Steel-Realms

Steel Realms

The Fate Weavers of Oreshalk are “oracles” that can be sought out for answers. Those seeking them find safety and a starting off point at the Double Vision Inn.

Some of the History of the Fate Weavers is part of the History of Oreshalk.


Interactions with Others

Individual circumstances around Social Dealings will override any absolute predisposition. Interactions may not be known by outsiders.

Unwelcome/Ostracized

Encounter Reaction predisposition is Rejection by default.

Fate Weavers: Despite the Fate Weavers of Oreshalk acknowledging the Pledge of Rhylan the Living, the Druids of Rhyl are known to dislike the area of Oreshalk and do NOT consider the Fate Weavers allies or cooperate with them.

Tolerated/Accepted

Encounter Reaction predisposition is Neutral by default.

Welcomed/Embraced

Encounter Reaction predisposition is Acceptance by default.

Petitioning the Fate Weavers

Adventures: PCs CAN COME HERE TO JUMP START STALLED ADVENTURES.

The innkeeper’s family at the Double Vision Inn can provide all the knowledge needed to seek the Fate Weavers for an answer.

  1. The Fate Weavers can lead you to the right path to seek for answers. They have a reputation of changing those who seek them. It is said they look deep into the eyes and the soul as part of the price of asking them a question.
  2. Everyone comes with a question; A large group must have a but a single answer they seek.
  3. Every journey to the Fate Weavers is different – there is no road, and no guaranteed destination in Oreshalk.
  4. You may search for days and never encounter anything, if so your answers probably lie elsewhere.
  5. Only one person or group may seek an answer from them at a time; In the past multiple groups have come into conflict.
  6. Each person can only experience ‘the gift’ of the Fate Weavers of Oreshalk answer once in their life. The larger the group with a single mind/purpose, the narrower the answer. The answer will be, as if they in their group focus the beam of light that reveals the answer to their question.

Chronicle/Facts of the Fate Weavers

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.

The Fate Weavers are believed to be immortal.

Common Knowledge / Easy Difficulty

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Weaver’s First Claim ~ CY 8035 The Fate Weavers first were known in the area in CY 8035. When game started to return to the area, hunters followed. They appeared as apparitions, a ghostly presence. Seven tall, slim women with brown skin and yellow metallic eyes – and alien countenances by all accounts. They define the places to place way stones, they claim the plain of Oreshalk as theirs, and claim to all to have control over the butte and the surrounding lands.

Uncommon Knowledge / Average Difficulty

The price is NEVER spoken of! Those who do, quickly find their mouths unable to speak, and have raved of millipedes, centipede, insects and spiders taking their blood and Essence, though nothing consistent and all seemingly the stuff of nightmares in what few coherent ravings that have been recorded. This too may have specifics recorded in the Boreal Tradition.

Scarce Knowledge / Hard Difficulty

Weaving Begins ~ CY 8036 The Herald of The Duke of Rhyl travels to the area, and is stopped at the future site of the Double Vision Inn and told to “come no farther”. They claim to be able to see the threads of The Pattern and the future, though the herald is skeptical. They are warned to leave the area, or they will be dealt with ultimately as all others who have come before them. They warn him of an encounter he will have on the road. It turns out to save his life, avoiding brigands (hired by Merchant City forces).

The Tradition of Seeking: The herald returns and acknowledges their power – as long as they claim no further, collect no taxes, and cause no trouble, the claim upon the area will be officially made and accepted. Compensation is offered for the herald’s life and the unraveling of a plot – this is refused. The Weavers decree a tradition for each new senior Herald of the Duke, a glimpse of danger shall be given, and so shall it be recorded in Boreal. Compensation is for others.

Pledge Against the Lich Lords: While none have witnessed the Fate Weavers individually take the Pledge of Rhylan the Living, the Fate Weavers are known to have acknowledged it to the Boreal, and agreed to its basic idea – going so far as to state, “The Lich Lords are the enemies of all that live, and they number themselves among their enemies”. Despite the Fate Weavers of Oreshalk acknowledging the Pledge of Rhylan the Living, the Druids of Rhyl are known to dislike the area of Oreshalk and do NOT consider the Fate Weavers allies or cooperate with them.

Believed Origins It is widely believed that they fled from the Chain Lands of the north.

Rare Knowledge / Very Hard Difficulty

Hidden Alliance: Some time around CY 8850, it is determined that some sort of alliance exists between the and the Rhylander Green Conjurists. The nature of this is kept secret, the alliance is only known because one of the conjurist’s members is given priority over others at the Double Vision Inn, happening again iaround CY 8979, revealing their presence and some ongoing agreement.

The Fate Weavers of Oreshalk and Followers of the god Delleth share in the view that for them, knowledge is a gift as opposed to seeing knowledge as a tool and a weapon.


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.


Actual Origins It is widely believed that they fled from the Chain Lands of the north.

Ancient Origins of the Fate Weavers

The Fate Weavers were known by another name in the past. Long had they dwelled in the fog shrouded Valley of Alloret in ___. It was a place of mystery and due to the cool temperatures and wet environment it was avoided. There they were known as The Mist Clearers for 4000 years – an allusion to making things clearer, revealing what’s underneath.

The Gwinnish forces pushed inland in CY ___ in search of a rumored gold strike in the river that flowed out of the valley. They were forced to flee under assault from the priests of Elancil and the brunt of the military of Gwinn, and came to Oreshalk.

In the days before the coming of Blood of Saemon, the Celestine of Helca sought them out The Mist Clearers (now known as the Fate Weavers of Orechalk) and they seemed to be able to completely negate Celestine power – this was another reason the Celestine avoided the north and hinterlands of what is now known as The Noble East. They had dealings with the ancient Ur-Ducateon, the Druunad, and the Aelves of Illyndria Frostshine.

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

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Sir General Hadmiren (dead)

Posted on November 6, 2025 in Steel-Realms

Steel Realms
Sir General Hadmiren was a general on The Autumn Wall of North Gate Garrison for 17 years, and had a reputation for tactical traps and absolute ruthlessness against the undead. A follower of Mizras from the Mizras Temple of the Bone Breakers. He retired and without the fury and stimulation of battle, he passed away in seclusion within a year. It is said Sir General Hadmiren‘s bones are buried in the blessed soil of his homeland of Rhyl at Home Garden at North Gate Garrison – an honor afforded a rare few in thousands of years.


i20™ Item Details

Hadmirens Crest: This was a crimson kerchief he kept tied around his neck. It was originally a signature grey with red stripes and a war hammer embroidered on it. After he was inflicted with an evil spirit of vampirism his throat wound leaked blood and the kerchief was made by Netheb the Aged of House Narcosa to absorb its tell-tale signs. It absorbed some of his power and vitality to keep the spirit within from taking it.

Attuned: 1 hour / -1 hp while wearing it. Relentless Endurance > When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Afterwards, you can use your Reaction to make an attack on the attacker that would have killed you. You can’t use this feature ever again.

iCore iCore™ Item Details

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


Chronicle of Sir General Hadmiren

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.

Sir General Hadmiren was a general on The Autumn Wall of North Gate Garrison for 17 years, and had a reputation for tactical traps and absolute ruthlessness against the undead. A follower of Mizras from the Mizras Temple of the Bone Breakers.

He fought off multiple assassination attempts, including one from a vampire! The last one drained him to the point of retiring, not even the masters of House Narcosa could restore him. He retired and without the fury and stimulation of battle, he passed away in seclusion within a year. It is said Sir General Hadmiren‘s bones are buried in the blessed soil of his homeland of Rhyl at Home Garden at North Gate Garrison – an honor afforded a rare few in thousands of years.

Common Knowledge / Easy Difficulty

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

His signature belongings (ascot/kerchief, cloak, and boots) were buried with him.

Rare Knowledge / Very Hard Difficulty

He was actually laid to rest at the cemetery of his order at the Mizras Temple of the Bone Breakers. There he rose from the grave as a vampire! The order was prepared for this, as though they could not cure his affliction, House Narcosa ascertained this potential outcome. Netheb the Aged was able to contain Sir General Hadmiren‘s undeath and lay him to rest. He extracted the evil spirit inhabiting him and bound it to himself before passing through the orders’ doorway to the House of the Dead and releasing it – though he kept some of memories it imprinted from the general.


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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Netheb the Aged (Master Necromancer – House Narcosa)

Posted on August 29, 2024 in Steel-Realms

Steel Realms
Netheb the Aged

Netheb the Aged is an agent of the House Narcosa order – the Necromancer “guild” in the Salt Shore of Lake Caolite in Rhyl. His exact age is unknown, but thought to be over 200 years or more. He has no fear of the water and has a history of leading efforts of the order to assist in times of natural disasters along the shore of Lake Caolite.

  • He may be near blind, but sees more than most.
  • It is said he seeks no honorifics or accolades – just knowledge.

House/Guild Role: Netheb is a consummate Necromancer. Other than Ferria, he is considered the most powerful member of the order. He may be even more powerful than her. He advises the senior members of the order. He handles projects for the administrators of the order.

Apparent Motive(s): Guiding the operations of the Occult Institution of the House Narcosa. Teaching. Ensuring the order’s members are well informed.

Apparent Fear(s): That the institution should suffer harm to its reputation.

Using this NPC of House Narcosa: This NPC has been in play hundreds of years.

Beyond Common Knowledge

He has managed to prolong his own life as a mortal for over 400 years, but does not seek youth or undeath. He has gone under many guises and aliases over the years to avoid notice.

Netheb the Aged was able to contain Sir General Hadmiren‘s undeath and lay him to rest. He extracted the evil spirit inhabiting him and bound it to himself before passing through the orders’ doorway to the House of the Dead and releasing it – though he kept some of memories it imprinted from the general. He has used this knowledge to upgrade the order’s defenses and protocols. He has used the ‘voice of the general‘ a few times in rescue missions for the order on Lake Caolite.

Netheb the Aged went to The Vinewood scar in CY 9051 to look into the effect and see if the order could do anything – it is said he still monitors it personally.

Netheb the Aged has his own unique Maiyu Amulet, thought to be the original and most powerful of them all.

Actual Motive(s): Knowledge
> He pays homage to Anubis the Celestial and leads the efforts of controlled Mummification for those willing to become one of The Risen in defense of an order, bloodline, or sacred place.

Actual Fear(s): Becoming Undead or well-known (he avoids reknown or notoriety of any kind).

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

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