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The Salt Shore (Rhyl)

Posted on May 2, 2021 in Steel-Realms

Steel Realms
Salt Shore is named for the salt mine in the nearby hills, the Reedbed Principality (of the Grand Duchy of Rhyl) also has several depressions along the coast serving as saltwater pools that drain and fill with the rain ‘tides’ and a small river delta and salty marsh east of the town. This is treacherous during the winter season, usually forcing travelers 5km inland to a safer crossing.

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.

There are three fortified settlements around the area, two steadings and an inn which serves as a way-point to travelers going east along the shore from Salt Shore.

  • The small House Narcosa (Order of Magi) 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.

Crime: The Salt Shore of the Reedbed Principality has a loose presence of small Rhylian Criminal Presence outfits – The Dead Hand & Runnel Rats.

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

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