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Rhylander Green Conjurists (Rhyl)

Posted on July 31, 2025 in Steel-Realms

Steel Realms

The Rhylander Green Conjurists is an martial occult ‘order’ of magi and pact makers in the Northern heartlands that operates only around The Grand Duchy of Rhyl. They are bound to the Great Forest of Rhyl in some way as well. They hail from an ancient tradition of service to free thinking folk of the north and don’t follow many of the norms of Occult Culture in the Steel Realms. Its early traditions came about in fighting the Sea King incursions far up the Beyne River and into the Great Forest of Rhy and Lands of Rhylan. It has no formal chapter houses, but does have a few centers of power and allies that help to maintain sacred places for the source of their power.

The various faiths represented at The Autumn Wall and the Rhylander Green Conjurists organize most of the Recovery Operations at North Gate Garrison to ensure evil auras, curses, taints and corruptions don’t enter the ranks of those serving or the lands behind the wall.

The order is genuinely seeking decent and good outcomes for the peoples of The Lands of Rhylan. It is less concerned with the welfare of the nobles.

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.

Seeking an Audience: Sira Greensmein, Herald of the Rhylander Green Conjurist. This figure can be found at Ten Box Chemists of Klyben – it is the only place that the order can be contacted by people outside of the nobility of Rhyl.

Safe Havens for Members: “Safe Haven” usually means a well guarded place where members can rest. Basic supplies are provided.

Preeminent Occult Orders in Rhyl:

Occult/Magi Services: General Occult Services is provided here mostly by Quizmans Magusterum in Rhyl. Because Rhylanders don’t have formal chapter houses, they partner with Quizmans to provide local supplies and get priority service over others for the common items they deal in. 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

Occult Style

Signifiers: The culture of this order demands that they carry with them a large pinecone from deep within the Forest of Rhyl to remind them of the wild natural beauty and presence they defend. Each also carries a scroll tube and records the names of those of the order they have also seen. It is unknown to outsiders why this is done. To others of the order, it is to be able to call their spirits to witness when they attempt mastery for the order.

Credo

  • Defend the Lands of Rhylan against unnatural incursions
  • Defend the Lands of Rhylan against war between the humanoid races (dwarf, Ducateon, elf, and human)
  • Defend the Lands of Rhylan by accumulating & revealing lost knowledge, powers, and artifacts
  • Defend the Lands of Rhylan by doing good acts for the common folk to promote perceptions of the occult

Traditions
The Path: Warlock Or Wizard and level 2 warlock then wizard. “This is the way”


Chronicle/Facts of the Group

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.

They have a documented permanent presence at the Deepstone Archive of Rhylan.

Common Knowledge / Easy Difficulty

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

Open Alliance with House Narcosa: In Rhyl, the Rhylander Green Conjurists have a close alliance with House Narcosa (a Necromancer Order of Salt Shore) – The Purge of Hermenna that ousted every malign master and apprentice along the shores of Lake Caolite in 9120 left both groups untouched.

Uncommon Knowledge / Average Difficulty

Some feel the Rhylander Green Conjurists have a connection to the Bromarrin Vultures but nothing has ever been proven other than the birds have been used by them to send messages.

Scarce Knowledge / Hard Difficulty

There is a place they go to test themselves as full masters, but prior to this their efforts are very individualistic. Masters take on one to four apprentices.

Hidden Alliance: Some time around CY 8850, it is determined that some sort of alliance exists between the Seers 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 around CY 8979, revealing their presence and some ongoing agreement.

Rare Knowledge / Very Hard Difficulty

Origins of the ‘Order’ of Rhylander Green Conjurists

The origins are not hidden, though they are just mostly unknown because they are so mundane. In fact, The origins are simply the initial mages that were gathered to assist with the initial affliction of Rot Mark. Eventually protection of Rhyl was the embodiment of their ideal, simple patriotism. Now they are part of and helped define the formal processes for the Recovery Operations at North Gate Garrison.

Hidden Knowledge > One of the Children of Blacknail serves the Rhylander Green Conjurists at Ten Box Chemists in the city of Klyben.


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

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

Theurgi Emporium > Arcane Mercantile

Posted on August 9, 2023 in Steel-Realms

Steel Realms

The Theurgi Emporium is a network of arcane merchants mostly in The Merchant Cities of the South with connections in the Vale Evander and some in the Guild of Solars. They have offices in many places in the south, and some even in the largest of the Merchant Cities of the North. It has rumored connections to the elven kingdom of Ynth and mages there. 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 Standard Occult Reliquary of the Steel Realms for members.

Operating Principle(s): “Purveyors of the Mystical for All.”

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.

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 40sc.

  • There is no standard policy for “buying in bulk” discount; individual franchises have discretion.

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


Knowledge/Facts About Theurgi Emporium

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

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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Guild of Solars (High Magistry Order of the Realms)

Posted on June 10, 2021 in Steel-Realms

Steel Realms

Guild of Solars 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.

The Guild of Solars is the largest and most wide-spread occult order in the Steel Realms. It has offices and satellites all over the realms, and where it is unwelcome by virtue of ordinances or agreements, it has used its considerable power with the High King to allow a non-occult branch of the order: The Solarian Scriveners.

Moderators: 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.

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

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Occult Orders of the Steel Realms

Posted on May 9, 2021 in Steel-Realms

Steel Realms

Occult Orders of the Steel Realms generally follow the fantasy template for Occult orders for magi.
@RP Impact:

Sorcerers Prohibited: 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.

The Occult – Command of arcane powers and entities.

Most maintain the Standard Occult Reliquary of the Steel Realms for members.

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which most occult orders seek to have influence upon.

General (Fame/Reputation, etc.): Group institutions (organization/cultural/national, faith and occult) may/will have individual Prestige ratings and/or impact individual adjustments with the right Prestige Signifiers. Certain situations/conditions such as membership, can have an impact on reputation.

Common Mundane Requirements of Order Members: Generally a member must wear some badge of identification or have it adorned on their items. They must use order’s colors and significant symbols in their normal worn clothing, also it is expected that the practitioner wear any symbols or rank and/or office prominently. There are base symbols all occultists are expected to wear in order to present themselves, magus culture and set expectations to those seeking to employ them or assist them. Each of these is set within the previous when adorned.

Occult Order Template

D20
Forte: +2
Vulnerability: +2
Feat Learning: Can teach Magic Initiate
Organized Learning: If the character starts their career a member of an order, and takes the Sage background, they can add 1 addition spell known at first level and learn an extra Cantrip, which must be the ultimate functional demonstration of the occult – Prestidigitation.
Hospitality: The benefits of the Rustic Hospitality feature of the Folk Hero background, but from the order instead.
> Shelter of the Faithful
Symbol Armor: Mage Armor can be cast and the order’s symbol appears as if emblazoned on them.
Common Learning: Detect Magic and Mage Armor are automatically learned at 1st level, but count as only 1 spell for spells known.

Adept Schools: The members gain Advantage in learning spells from these schools. Most have only one.

Order Focus: Requires 1 Essence [permanently]. Takes the place of the Arcane Focus, up to the level supported by their presence within the order. Members are Attuned to it through a central order symbol, protected by the order. It grants entry and access to the order’s places and services. It can also locate the member for the purposes of divining their location or scrying.

Bonded Recovery: In addition to PHB. Always something related to what the order is known for. If the Order Focus is broken, this will not function.

  • Trivial Presence: Basic services are covered – a place to rest, meager fare, replenish mundane supplies – for their modest minimum or 5% tithe. Professional services like legal advice come at a reduced price. These members largely go unheard and are mostly in it for a little knowledge without having to commit to a major tithe and support.
    D20
    1st level spells. Spell availability will vary by group.
    Identification of magical items at cost.
    Scrolls of Detect Magic, Mage Armor, Alarm, Arcane Lock at half cost.
    Scrolls of any first level spell the order has catalogued with a 10% discount.
    Potions: Healing, Water Breathing, Feather Fall
    Fetish: [1 use] Water Breathing (fish head), Feather Fall (feather), Comprehend Languages (dust)
    Mundane Healing: Salve, Burn Balm, Poultice
    Kits: Herbalism, Medicine *Limit of 1 per Long Rest (if available)
    *If the institution has the materials. All have a magic library for the Arcana skill knowledge.
    Common Knowledge: [5] 50% Cost Portion
    Uncommon Library: [10] 100% Cost Portion
    Rare [15] 200% Cost Portion
    Secret/Hidden [20+] 500% Cost Portion
    Lores Taught: [Arcana]; Each Lore will have the maximum level of knowledge noted in terms of what contents are available in their reference body.

  • Minor Presence: (Includes Trivial Presence benefits). These members, in exchange for 10% of their income generally, in it to foster the goals of the group and secure a guaranteed and safe place to learn new magic. Services like civil and legal advice are generally free (without complications).
    D20
    Access to 1st – 3rd level spells. Spell availability will vary by group.
    Bonded Recovery: 1 1st level spell
    Identification of magical items at 50% normal cost.
    Feat Learning: Magic Initiate, Ritual Caster
  • Major Presence: Major members of the guilds are active and pay a major tithe (25% of their income generally). They report on their whereabouts and travels (without giving away secrets of the PC’s) and information they have gained in order to better inform other members. Each item they gain must be provided for examination by the order and catalogued. Quests and time tutoring or researching for the school or copying texts each annual cycle is likely included. Advice and services like legal advice are free are reduced to 50% of their cost. They officiate some ceremony and participate in group administration.
    D20
    Access to 1st – 6th level spells. Spell availability will vary by group.
    Bonded Recovery: One 1st and one 2nd level spell.
    Identification of magical items for free.
    Feat Learning: Magic Initiate, Ritual Caster, War Wizard, Spell Sniper
    The study of new spells at 50% normal costs.
  • Preeminent Presence: As with Major Presence, but they are leaders and representatives within the community and are part of higher group administration. A certain amount of time each year must be allocated to maintaining their presence.
    Access to 1st – 7th level spells and higher order knowledge by spell availability.
    Bonded Recovery: Two 1st, two 2nd level spells, and one 3rd level spell.
    The identification of magic items and all spell research is free.

Common Benefits: