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
The City of Fortun is a large (capital) city Settlement in the Barony of Cunee. The walled city is dominated by 2 tall, wide towers on the NW and SW corners – small keeps unto themselves. The wall is obviously something that came later, as a great deal of the city is actually outside of it, spreading out on the west side. The road going directly north leads to the Cunee Abbey about 3 miles away.
This locale has a Chapter House of the Narcosan Order of Necromancers in Saltmarch.
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.
Initial Description:
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)
Beastwood Presence: This location has the presence of a typical Rhylian Beastwood. This locale trains characters (elves) in the practice of the Rhylian Undead Hunters.
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.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
The Transit of Western Fire is a once-a-century symbolic journey to ‘re-light the rising sun in the east’. It travels from Merkaine’s Shrine of Shieldfire in the west, east to the start of The Red March, to the end of it, then through City of Fortun, up The White Stairs to Burning Crop. There a beacon fire is lit.
Posted on July 15, 2025 in Steel-Realms
The City of Thunderfall is a Settlement in the Redspring Barony of the County of Dunaine within The Grand Duchy of Rhyl. The city gets its name from the thunderstorms coming from the Ennicio Hills. It is an ancient city, with a long history of change and expansion over thousands of years.
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.
All faiths have a temple in the city, a refuge for those coming BACK from service in North Gate Garrison.
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}
This Locale has a Office of the Herald representing the local Lord/Lady; Rhylan heralds all follow the Heraldic Boreal Tradition.
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
Posted on May 28, 2025 in Steel-Realms
Sheffet is the Settlement capital of the Barony of Kopriane in the County of Dunaine. Sheffet is a compact city that is constantly bustling, located on primary roads and trade routes with several goods coming from mines and camps and goods being brought to its central “Colban Market” – known locally for its ‘frost pickles’, winter rye, yellow wool wide sashes, and the outfitter camp, ‘Camp Topaz’ which handles some mining supplies and tourism for hikes. The people of Sheffet are hardy and accept outsides more than most nearby – because of their position as a trade hub. Sometimes, rarely, elves or dwarves are seen in town, though it is mostly human and a large extended family of halflings that moved from the Barony of Elik-Sa a couple hundred years ago.
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)
This locale trains characters in the practice of the Rhylian Undead Hunters.
Beastwood Presence: This location has the presence of a typical 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.
See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.
Known For: It supplies The Hornguard of Rhyl. There is also an Office for Reclamation of the Wyld projects here, mostly involving the Hoarblight.
Rulership: Mayor Sira honorable Claude Tovil (family granted mayoral control for 100 years in CY 9130 for heroic deeds).
Faith Services: The following faiths are represented by at least a Shrine and some clergy offering succor to followers in this location:
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.
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 November 8, 2016 in 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…
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)
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:
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.
It is notable that the city and surroundings are absent a Justicars of Balthazaar.
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.
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.
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)
Titled/No Peer
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.
The now defunct order of The Stonelights was originally based out of the city in what is now .

Correl