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Metvan’s Mound (picket keep ruins)

Posted on September 24, 2025 in Steel-Realms

Steel Realms
Metvan’s Keep – Picket Keep of the North is one of the Picket Keeps of the Heartlands. It is little more than a buried mound at this point, and the Dwarves of Sun Stone Top is it only to store emergency stores in or as a rally point in case other defenses fail. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

The area around Sun Stone Top was originally cleared out in support of the Picket Keep. Despite the ideas of the Picket Keeps failing, the area itself turned out to be a perfect place for the dwarves to set up an enclave.

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.

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

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The Warden’s Larder (ruins)

Posted on July 28, 2025 in Steel-Realms

Steel Realms
The Warden’s Larder is one of the Picket Keeps of the Heartlands. It was used several times to defend the lands of the Grand Duchy of Rhyl. It was torn to the ground in The Agony of Serpents by the undead horde. Its ruins are used now by the World Watchers on their patrols. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

Broken Entrance to the Underlands

The serpents that caused its destruction with their chaos magic also caused the collapse of the nearby Orrish entrance to the Underlands known as “Lom’s Catch”. It has been polluted, and every now and then scintillating streaks shoot into the air from its maw, the chaos magic still mixing with the terrible magic of The Deeping below.


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.

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

Arvban Keep (picket keep ruins)

Posted on February 6, 2025 in Steel-Realms

Steel Realms
Arvban Keep – Picket Keep of the Riverdans was a high foothills keep that was once used as a base of operations for patrolling the Mistveil Hills in the east of the Riverdan of Bondeu when the Orrish incursions were bad 800 years ago. It was sacked by the Orrish, re-taken, and sacked at least twice more. There is nearly nothing left of it now, and it is too isolated and the Riverdan of Bondeu too poor to maintain it.

Little is remembered about this specific fort – it had only military significance (like most of its kind), it was not large, and it was used for defense against the Orrish only. The entire upper story is gone. There are just broken ruins of the main floor from the last reports a hundred years ago. It is assumed that there is an underkeep, but no maps exist of it. There was a water source nearby (obviously), and a stream flowed below the crags it sat on. Rumors say it was named for Lady Celia Arvban, niece of one of the Burren family rulers of Bondeu – but there is no known significance to that.

It was once one of the Picket Keeps of the Heartlands, and nearly all in the Riverdans are in ruins and uninhabited.

The Approach Road

Its almost 6 miles long, switchback and crumbling in parts. On the final approach, there is a whole section washed out.

Upper Keep

The area has no doors and a few holes in full walls. In some places debris provides minor cover at best and slows movement. There are no light sources, artwork, engravings, etc.

Ravine

The sun rarely gets into the full depths of the ravine on the south side of the ruined keep. Coming out of the ground is a stream, that leads east and goes into the rocks again. There is an obvious drainage path of other run-off when it rains going into the ravine and merging with this flow – though it is but a trickle now.


Adventures Related To/In This Locale

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

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Spakaya – The Dog Fort (picket keep ruins)

Posted on February 6, 2025 in Steel-Realms

Steel Realms
Spakaya was one of the Picket Keeps of the Heartlands, for monitoring Orrish incursions deep into the lands of light in the Riverdans of Grand Duchy of Dunstrand. It overlooks the Dovender Valley in the Hawktail Hills where the Riverdans of Tufflim and Pelmon meet. The fort is long abandoned, filled with debris and overgrown.

Encounters Note: THIS DOES NOT SHARE THE COMMON ENCOUNTERS FOR Places on the Maithean Plateau.

Hard Difficulty History: Riverdans (History of Dovender Valley and The Dog Fort)

The Keep at a Distance

Looking south into the valley, the escarpment on which the ruins sit is obvious. It commands a view north of the entire Dovender Valley, and the plain below. To the east it can see for leagues as well, jutting just barely above hills running in the direction. The courtyard to the fort must be behind it, as its remains come straight to the edge of the escarpment.

Average Difficulty for Perception (modified by sight)

It once had a tower, but only its torn and crumbled base can be seen.

Reaching the Fort’s Courtyard: There is no longer much of a road, but its obvious there once was one.

The Old Approach Road

Although there is evidence there was once a secondary road that ran up to the ruins on one side or the other, there’s nothing to see now. Erosion and time have weathered it away. You are not sure of the route it would take (east side or west). It seems too much scouring has taken place…

The old road markers for the approach road that led up the east slope can be searched for. After being found, they would have to be excavated and cleaned to read whats on them. Its nothing important, other than the fort name.

Hard Difficulty on Intelligence (modified by Divine Phenomenology)
= Druidsign on a marker for the “safe”

Upper Keep

The area has no doors and a few holes in full walls. In some places debris provides minor cover at best and slows movement. There are no light sources, artwork, engravings, etc.

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.

Common Knowledge / Easy Difficulty

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

Uncommon Knowledge / Average Difficulty

Its name comes from its association with a kennel of wolf-dogs that were said to be able to ferret out and track Orrish unerringly for leagues in every direction. Like many of its kind, it was abandoned hundreds of years ago.

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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