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Ten Box Chemists (Klyben)

Posted on December 4, 2025 in Steel-Realms

Steel Realms

The Ten Box Chemists of Klyben is a large two story building with a stone base on the NE edge of the City of Klyben in the Principality of Rhylan – at the influx of Killean’s Stream to the city. It advertises itself as as “Alchemists of Note” and does not advertise its function as the only publicly approachable office for the Rhylander Green Conjurists – though everyone knows its true, though they hardly follow most norms of Occult Culture in the Steel Realms.

The Sigil of the Rhylander Green Conjurists is here.

Here many botanical remedies are sold. There is no place of rest here, but natural salves, balms, and elixirs are made and sold here. The clientele is not your average guard or mercenary either – there are other shops for such things. In perusing the shop, one realizes the natural grown elements are only a base for the more exotic things being sold – the conjuring and transmutation of these things along with more mystical elements is being done. On the back of the chop, extending out into the large 3 acre lot, is a glass covered greenhouse.

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.

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.

Ten Box Chemist Shoppe

Main Facilities: In addition to the shop, greenhouse, drying room (all records are kept here as well, in a locking chest), stock room, normal formulary, and cloak room, there is a locked occult lab of about 30×40 where the magi work their special compounding and formulary. Upstairs is a bedroom and Green Conjurists’ rooms.

Buyers Mark: Drawing the interests of the less mundane is part of a means of tracking occultists who are in the area, seeking them out, and assessing who may potentially cause trouble.

  • There are paintings of the Dragon of Rhyl decorating the inside of the shop.
  • The building is locked using mundane and occult means.
  • There are statues of all manner of faerie small-folk that are said to awaken at night.
  • The shop is immaculate and clean at all times.

Outdoor Garden: Behind it, and coming around the east side is a large stone walled field with many raised garden boxes of stone, shrubs, trees, and basins of water. People often mistake it for a Briarwood of some sort, though there are many signs warning not to cross into it; It is guarded by swarms of insects!

Staff: During the day, a guard stands in the shop and another in the garden. There is a staff of about 3-4 at any given time (that stay upstairs), as well as a staff of 2-3 gardeners working outdoors, in the drying room or the greenhouse.

Chemist Wares

The wares are the high end items made by the conjurists from materials they grow on site, harvest from the Great Forest of Rhyl, and materials they gain through their conjuring. It is said that the druids of the Great Forest of Rhyl work with the conjurists to call for these things.

  • Conjurist Box: This is a small box, with two smaller boxes inside. It is enough to hold 3 potions. One box (‘Safe Box’) is filled with the materials to be moved and closed and latched – activating the binding between the boxes; The other remains empty and unopened. It has a wax seal on it. When the seal is broken, the contents of the safe box are instantly transported into the box with the seal. The boxes can be reused but the latch and wax must be replaced.
  • Salve/Burn Balm
  • 3 pt. Healing Draught – can only be used 1/day cycle, or risk taking another damage.
  • Occult Ink; Ink is used to have an Unseen Servant inscribe a spell from the spellbook and casting it slowly as it is being done. The scroll is burned by an Unseen Servant carrying it into a bonfire and collecting the ashes. When cast, ashes are used and it is + augment (DC +2)
  • Special Occult Treated Vellum; Magus inscribes scroll with Arms of Hadar, it is burned and the ashes sprinkled over a target and it casts Arms of Hadar (means of casting on non-self target)
  • Std. Wizard Spellbook Ink and Tome
  • Potion of Heroism
  • Occulti Dusteri: +1 spell save DC
  • Potion of Darkvision
  • Figurine of Unseen Servant
    > 5cm baked clay figurine that when breathed on and crushed, causes a Unseen Servant to appear, clad in a green robe
  • Misty Step Draught (have to hold it in your mouth, swallow = trigger)

i20™ Item Details

iCore iCore™ Item Details

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

Competing Occultists: The competing occultist specialty shops operate out of separate districts to ensure there is no clash. The Ten Box Chemists (Rhylander Green Conjurists) in the South District of Klyben and Quizman’s of Klyben out of the North District of Klyben. The Gangs of Klyben stay away from both.

Green Conjurist Audience

Above the chemist shop is the living area for about 7-8 people. It is a large, open loft like area with thin dividing walls. At the top of the stairs is a windowed room on the east side. Here are comfortable chairs, a desk with a writing kit, a map of Rhyl a few sculptures and paintings and a glass bar set.

Seeking Audience:Those coming to seek an audience must request this office by its full name: “Sira Greensmein, Herald of the Rhylander Green Conjurist”. They will be asked to fully explain why. Somehow a decision is made to hear those seeking an audience immediately after a quick consultation (in an unknown method), or they are sent away. The same person who greeted visitors may be the person who delivers the news, or someone different; The person filling the role of speaking for the order in granting an audience as the “Sira Greensmein” may be different or the same as well. This process is enigmatic to outsiders.

The title of “Sira Greensmein” is one that is non-specific. Although most refer to them as a herald, and it borrows somewhat from the title of “Heraldsmein” in the lexicon of the realms, the Green Conjurist themselves never use it.

Hall of Broken Mirrors

There is no formal hall or chamber for the loose order, but there is a place upstairs where they have meetings and audiences with outsiders – the Hall of the Broken Mirrors. Nothing has ever been able to scry or extract information of anything that has gone on here. Petitioners are rare, they are not an order for hire and dont engage publicly in politics or seek fame (though a few of their numbers have become famous historically).


Chronicle/Facts of Locale/Business

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.

Common Knowledge / Easy Difficulty

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

Scarce Knowledge / Hard Difficulty

Defending Klyben: The Rhylander Green Conjurists home at the Ten Box Chemists in the City of Klyben keeps Honeystone Pollen to put in Killean’s Stream to destroy animations of the Lich Lords should it ever be required to defend the area.

Hidden Knowledge (known to select few locals) > One of the Children of Blacknail serves the Rhylander Green Conjurists at Ten Box Chemists in the city of Klyben.

Rare Knowledge / Very Hard Difficulty

Irrigi’s Walkers are allies of the Rhylander Green Conjurists, and have a tunnel only they know of that leads from the Klyben Sewers to the basement of Ten Box Chemists.


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

Highpoint Garrison (of Rhyl)

Posted on November 26, 2025

Steel Realms
Highpoint Garrison is a Ducal enclave at Amstred’s Wish that was built to stand watch over the approach to the South Reedland Stretch and against the aggression of the North Merchant Cities after the War of Rundleman’s Revenge in CY 9041. It is a walled Garrison, with a wooden 3 story tower atop the barracks with a pair of ballista for standing vigil and a Gatehouse facing east to the town of su_permalink id=”50103″]Amstred’s Wish[/su_permalink]. While not kept fully staffed, 10 Ducal Guards and 5 teamsters & a groomsman are kept here. The gate is typically shut.

It never stands empty, but it is mostly a supply depot and forward base against any incursions from the North Merchant Cities. It is used as a training facility for the Ducal Guards. With its history of the Ducal Guard holdouts that help turn the tide of Rundlemans War, it is a morale boost.

It has a stable with room for 10 horses, a barracks for 60 along with 20 light crossbows, supplies for a month (including its own well), an assembly hall and several officer and administrator rooms.

“The Green Box”

This is a stone building with a full wooden roof in the SW corner. It is off limits normally, and a safe haven for the enigmatic Rhylander Green Conjurists.

The conjurers will have worked to develop a chemical that they would conjure that would react to another chemical (including salt form the Saltshore) to make explosions launched from a ballista holding a ceramic jar. They only use it and store it at the garrison.

This place is a Safe Haven for members of the Rhylander Green Conjurists.

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

Ducal Estate of Rhylan (Summerblaze)

Posted on October 29, 2025 in Steel-Realms

Steel Realms

The Ducal Estate(s) of Rhylan are the home of the ruling family of the The Grand Duchy of Rhyl. The primary estate at the capital is about 35 acres of a walled compound to the west of the ducal castle in the City of Rhylan, and home to the extended Ducal Lineage, friends of the family and some allies. All Ducal estates are owned by the family of the Duke of Rhyl.

Mansion of Summerblaze

Mansion of Summerblaze in the city is the home of the ducal family of Rhyl. Taking up the center of the estate, it is the largest manse on it, taking up about 10 acres. This is the primary domicile for the extended Ducal family and some courtiers. It has 26 bedrooms, each sleeping at least 2. The compound has a well and gardens. It has a personal chapel, stable, child wing, and is built for long stay multi-generational living. It was rebuilt/expanded in CY 8099.

The estate also houses the Plumlight Lodge (6 bedrooms), Silvershade Lodge (6 bedrooms), and 5 “cottages” (3-4 bedrooms). A full carriage house, stable and track, a family chapel, 3 ponds & multiple wells, and more.

One of the set of Kinsaerel’s Weave for detecting Hags is in Ducal Estate of Summerblaze and one is carried by the leader of the Har Cunetha.

This place is a Safe Haven for members of the Rhylander Green Conjurists.

Extended Estates

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

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Terrent’s Redoubt (Hornguard Headquarters)

Posted on October 10, 2025

Steel Realms

This is the only main preceptory for the die-hard members of the official Order of the Hornguard.

This locale trains characters in the practice of the Rhylian Undead Hunters.

This place is a Safe Haven for members of the Rhylander Green Conjurists.

This Locale has a Office of the Herald representing the local Sir High Hornguard Constable; Rhylan heralds all follow the Heraldic Boreal Tradition.

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

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The Glimmerglen

Posted on August 1, 2025 in Steel-Realms

Steel Realms
The Glimmerglen is a legendary place where the power of nature is at its peak. About 40 miles into the great Forest of Rhyl, on the east edge of The Barony of Meargensdale Vale is a set of progressively higher hills running west to east known as The Giants Steps running about 4km. The Glen sits midway on the south side. It is about 1.5km long and half that wide. Vegas Deep was abandoned when activities here affected The Glimmerglen not far away. This location bears the Frost-Melded mark an ancient battle with the Dragon of Rhyl.

A stream coalesces into a series of beaver meadows and runs south to a small, tall falls that almost turns completely to mist before it hits the bottom. The sun seems to reflect ten times more than it should, creating a diffused, glittering effect.

The Har’ahdu Cunaigh – Aelpath of Helca twines through the Great Forest of Rhyl.

Hostile to Outsiders: Getting to The Glimmerglen is often fraught with accidents. The insects grow large and swarm, the birds harass climbers, game roams freely and is abundant (and sometimes huge), but there are no large predators. There are moments when phantasmal visions of strange beasts appear and fade out. In the winter, it snows an unusual amount on the nearby peaks and in the glen. It is inhospitable to humanoids,with a reputation of folk vanishing that were there moments before. Sightings of elves nearby have stoked many rumors, but they certainly do not live there – no permanent residence of any kind has ever been seen.


A Seat of Power: Long has it been whispered that a great spirit of the land lives there. Druids of the Wylde are known to seek it as a place of refuge – but only in the short term. The Rhylan Conjurors hold it as a sacred place and each make a pilgrimage to it at least once. The Great Spirit of Rhylande (spirit of Rhyl) manifests its presence here. It is sometimes referred to as “The Rhylan Tabernacle”. It is a place where The Rimbus were once strong and intersects with The Aelfpaths of Helca.

Chronicle 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.

Establishment of the Grand Duchy of Rhyl, fiefdom of the Kingdom of Gladnor > CY 6514


Common Knowledge / Easy Difficulty

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

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.


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

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