Posted on October 15, 2025 in Steel-Realms
The city of Solavia’s Landing is a mixed military and civilian port; However, no military goods and or anything heading towards The Red March go through here. It is located on the Salt Shore of the Reedbed Principality in the Grand Duchy of Rhyl. Solavia’s Landing is the primary port on the Salt Shore, and Saltmarch the secondary.
It has become a minor hub for Commerce, Trade, and Items of Note in Rhyl. The The Kalizmin Quarry has a road to the port city of Solavia’s Landing.
It would only handle goods for the Red March in emergencies – ships are not even allowed to make port that carry these goods. The Salt Shore does not have many large, protected ports with deep harbors. Because of this, this city has been a constant point of conflict and competition with Rhyl and the North Merchant Cities.
Rulership/Governance: {Integrity *}
Population: Approximately 12,000
The breakwater for Soliva’s Landing was made up over thousands of years of slow accumulation and dredging, its operation and ownership changing multiple times in the long history of Rhyl.
This locale has a Chapter House of the Narcosan Order of Necromancers in Saltmarch.
Quality items from the Inderood Bronzeworks in the City of Fortun are made for ships built and repaired on the Rhylian ports on Lake Caolite.
Crime: Though this place may have a couple local gangs, the predominant Rhylian Criminal Presence is The Dead Hand.
Rhylian Navy Support: The city of Solavia’s Landing is the home of the several military ships that Rhyl has for civilian assistance operations.
Because of its location on Lake Caolite, and access to the waterways of the Kingdom of Gladnor, the High King possesses a naval station here – though only a single war sloop is kept here at all times. There is a maintained, but empty, supplemental barracks for Royal Marines.
Initial Description:
This is…
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:
Commerce: {commerce} (see Trade Organizations/Institutions of the Realms)
Institutions: (see institutions of The Realms)
Founding: {approximate year/age and culture of origin}
Primary Surrounding Habitat and Weather:
Roads, Streets, & Thoroughfares:
Defenses: {defensive works, fortifications, garrisons, holdouts}
Office of the Harbor Master:
> Launches x | Tenders x | Pinnace (armed) x | Cutters (armed) x
See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.
Posted on September 24, 2025 in Steel-Realms
The City of Klyben is a trade city in the Principality of Rhylan. It is now a principal city of the duchy, with a large amount of trade going through it to ports on Lake Caolite. It was a city that originally grew on an Inn and caravan stop. It’s still predominantly a stopover and consolidation point for trade rather than a primary living destination. What is delivered of the northern teas of Rhyl to the Autumn Wall is almost all done at a secure place in City of Klyben.
Population: 35-40,000
There’s a North District of Klyben and South District of Klyben, separated by Killean’s Stream and lowland depression where rice is grown. There’s a stone road through it and a short but big stone bridge where they have channeled water into the depression. The city is unwalled, and sprawling. The city keeps a large patrol on the bridge and a guard house that keeps trade flowing night and day and keeps the rowdier parts of the traders and merchants from spilling over into the town on the south district.
Heart of Trade: The city of Klyben centralizes and is a crossroads of Commerce, Trade, and Items of Note in Rhyl with the flow of goods and factions of the Council of Rhylan are constantly struggling for more control in this place.
Crime: Though this place may have a couple local gangs, the Rhylian Criminal Presence is mostly through The Dead Hand; The troubleshooters of the local guilds generally keep a tight lid on crime.
These are the registered Trade Organizations/Institutions of the Realms within the Territories and Fiefdoms of Rhyl that support the standard Value, Currency/Trade, and Services in the Steel Realms. All are represented in the City of Klyben.
See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.
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.
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.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
Posted on September 21, 2025 in Steel-Realms
The ancient and partially ruined port city of Saltmarch is located north of the Sabarmati River mouth on the Salt Shore of the Reedbed Principality in the Grand Duchy of Rhyl. The city is focused on ship building and a secondary civilian port. This is an ancient and many times razed and rebuilt town without walls and having a large sprawl. Solavia’s Landing is the primary civilian port on the Salt Shore, and Saltmarch the secondary. To the south of the city is the estuary and river mouth of the Sabarmati River, spanned by the Whitescale Bridge connecting Arbenants Port.
Rulership/Governance: {Integrity *} Mayor and some merchant organizations
Population: Approx. 26,000 Humans mostly; a small enclave of dwarven crafters and a few families of half elves on the outskirts.
Quality items from the Inderood Bronzeworks in the City of Fortun are made for ships built and repaired on the Rhylian ports on Lake Caolite.
Here to can be found the home of House Narcosa, the order of Necromancers. Though seemingly connected to its presence, the large and ancient cemetery mound that was once sacred to the Pine Tribes is kept respectfully inviolate by the order – even maintained by them.
This location as a Autumnleaf Ale Houses.
Briarwood Presence: This location has the presence of a typical Rhylian Briarwood.
Crime: Though this place may have a couple local gangs, the predominant Rhylian Criminal Presence is The Dead Hand.
Initial Description:
This is…
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:
Commerce: {commerce} (see Trade Organizations/Institutions of the Realms)
Institutions: (see institutions of The Realms)
Founding: {approximate year/age and culture of origin}
Primary Surrounding Habitat and Weather:
Roads, Streets, & Thoroughfares:
Defenses: {defensive works, fortifications, garrisons, holdouts}
Office of the Harbor Master:
> Launches x | Tenders x | Pinnace (armed) x | Cutters (armed) x
See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.
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.
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.
See the Herald's Quarterly for world updates.
CY 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, armaments, and manpower flow into the north to fight the Lich Lords.
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 6909 The Fall of the Grand Barony of Altair from a curse by the Lich Lords. The main passage of troops and supplies from the hinterlands and nfar north to the The Grand Duchy of Rhyl is sacked by an undead army led by a ghoul king.
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.
> For 3000 years, the Kingdoms of old Rhylan was the primary form of Rulership in the territory of the current Grand Duchy.
CY 5580 Fall of Dundaria in the North - Frostfang spreads, the Lich Lord power rises. Hordes of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.
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.
CY 1000 (Approximately) The Dragon of Rhyl is killed and its influence ends in the area around the Great Forest of Rhyl and the surrounding territories.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
Posted on August 1, 2025 in Steel-Realms
City of Rhylan is a massive, spread out capital city that is the central hub of The Grand Duchy of Rhyl.
Initial Description:
Rhylan is a sprawling, bustling unwalled city, with a main district on an uplift topped with the Ducal Keep, two other hills (Reethedyn and Hoarthedyn) and four suburbs with obvious vineyards and orchards at its edges. Several towers can be seen from a far distance, and most of the buildings are made from white limestone, making it a dazzling sight. Lush green trees grow throughout the city, making the white limestone even more striking. There are 5 roads leading into it, each marked with a statue of a white dragon as the city’s formal boundary.
Initial Description:
Crime: Though this place may have a couple local gangs, the predominant Rhylian Criminal Presence is The Dead Hand.
See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.
Heraldry/Symbol:
Greater Sovereignty: Grand Duchy of Rhyl
Type: (see Settlement Planning and Design in The Realms)
Governance: “{title}” (see Titles and Honors of The Realms)
Population: / Transient:
Demographics:
Laws and Protocols of Note: + standard Laws and Codes of the Realms
Groups/Factions:
Primary Hospitality/Accommodations:
Commerce: (see Trade Organizations/Institutions of the Realms)
Institutions: (see institutions of The Realms)
+ Hartwood Presence: This location leans heavily to the Wyld Faith, and has the presence of both Rhylian Briarwood and Rhylian Beastwood.
Founding: {approximate year/age and culture of origin}
Primary Surrounding Habitat and Weather:
Roads, Streets, & Thoroughfares:
Defenses: {defensive works, fortifications, garrisons, holdouts}
This Locale has a Office of the Herald representing the local Lord/Lady; Rhylan heralds all follow the Heraldic Boreal Tradition.
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.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
Many arches along The Red March and at many places in North Gate Garrison are equipped with the keystone of Aerna’s Rhylan Reveal to detect undead are made here in the temple of Aerna.
Posted on July 29, 2025 in Steel-Realms
Flat Peak Ridge has a couple of hillfolk Pine Tribes settlements on it, as well as a dwarven logging camp. Technically, the locale is considered part of the dwarven enclave of Sun Stone Top. It is a ridge and a pair of flattened peaks (likely from an old quake?) that provide a small terraced area, and few pounds and three streams of water from runoff and a cold springs.
Population: 3700 approx across a few villages.
Commerce: Mica, quartz, leather and hide work, a few minor gemstones gathered from locales made into jewelry Ilbarsi style (that the Ilbarsi tribe does not normally sell). Agriculturally they are self-sufficient in raising sheep, hogs, high mountain barley and rice, fungus, and nettles and berries (similar to that of the Ilbarsi folk).
The hill folk of the area are some of the Ilbarsi hill people that left the area of Ilbarsia to the south several hundred years ago. The typical Rhylan culture is not found here. They and the dwarves get along. The larger hill folk work some of the jobs moving large objects and help interface with outsiders easier in the Sun Stone Top enclave.
Beastwood Presence: This location has the presence of a typical Rhylian Beastwood.
The hill folk of Flat Peak Ridge do not go around Metvan’s Mound, they are superstitious about it and claim there are ghosts nearby. The bloodline of the House of Mannachaim both wards away the spirits and rare mystical creature that comes their way from the Valley of Sighs.
Crime: Though this place may have a local gang, the Rhylian Criminal Presence is through a very underground outpost of The Dead Hand – mostly to gain access to dwarven items.
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.
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.
See the Herald's Quarterly for world updates.
CY 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, armaments, and manpower flow into the north to fight the Lich Lords.
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 6909 The Fall of the Grand Barony of Altair from a curse by the Lich Lords. The main passage of troops and supplies from the hinterlands and nfar north to the The Grand Duchy of Rhyl is sacked by an undead army led by a ghoul king.
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.
> For 3000 years, the Kingdoms of old Rhylan was the primary form of Rulership in the territory of the current Grand Duchy.
CY 5580 Fall of Dundaria in the North - Frostfang spreads, the Lich Lord power rises. Hordes of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.
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.
CY 1000 (Approximately) The Dragon of Rhyl is killed and its influence ends in the area around the Great Forest of Rhyl and the surrounding territories.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
CY 9185, Months 2-5 Corpsefire Days: Corpses in the The Winter Host of the Lich Lord’s appear on the battlefields in the Dark Lands, Kaald, and remote eastern edges of The Grand Duchy of Rhyl; They are quickly consumed by their own instability or used as shock troops before they suffered dissolution. It is thought they were affected by the Blood Sky over The North.