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Fhaylian Citizen of Gladnor

Posted on May 29, 2026

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The … Citizen of Gladnor is part of the Kingdom of Gladnor and owes fealty to the High King of the Steel Realms ultimately, in addition to their direct liege or liegewoman of Fhaylian Citizen of Gladnor .

Unless a specific alternative is provided, Commoners of the Noble East coming of age in/from this Experience will shape their perspective to the Cultural Experience of Fhayl. A group of characters can form a shared Cultural Bond.

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

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Wylden Way of the Northern Heartlands

Posted on November 4, 2025

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The Cultural Experience of The Totemic Wylden

Hag Troubles: Many adventurers from this area that stay in the north take the Undead Hunter Background of the Steel Realms. The Wylden Hag Hunters of The Wyldes of the Heartlands form a primitive Wylde Bond with the northern forests. From this they can smell the blood of the Hag’s Hatred of Rhyl and those bonded to them from a mile away.

The Spirit of the Wylde empowers this.

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

Rhylian Citizen of Gladnor

Posted on July 29, 2025 in Character-Experience Steel-Realms

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The Cultural Experience of Rhyl (“Rhylian” culture) is one of the Cultural Experiences of the Steel Realms; It has, in addition to their own tough and resilient traditions & norms, a flavoring of the Freelander Way. Refugees from the fall of Dundaria to the Lich Lords thousands of years ago changed the traditions and culture – it shares more with Kaald than it does with the rest of the Heartlands of the Noble East. Many adventurers from this area that stay in the north take the Undead Hunter Background of the Steel Realms.

All characters from Rhyl are not required to accept this specific Cultural Experience, but must accept all elements if they do choose it.

Rhyl is a land of passion and intensity. The Freelander Way and the High King’s law both have influence here, creating a fierce cultural and political tension. They make a culture used to war and conflict, that seizes every opportunity at stability and peace. Surrounded by threats – The valley of Sighs, the great armies of the Lich Lords, the Tolkisson Mountain Range with the Nurth under it and the politically hostile cold Hinterlands north of it, the Wyldes and freelands to the west of it, and the mysterious dense ancient forests taking up a great portion of it and hiding dangers. Here is the combined legacy of the Rhylan kingdoms, Dundarian refugees, pine tribes, giants, Klaurians, elves and men and long abandoned Ducateon enclaves that the dwarves have laid claim to.

Cultural Overview & References for the Grand Duchy 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). Citizenship in The Grand Duchy of Rhyl requires both pledges of Rylan the Living + Oath of the Day Watch.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all have shared culture - languages used, Character Experience, institutions, Law, etc; Most Settlements includes the basic experience of Characters of the Steel Realms.

Unless a specific alternative is provided, Commoners of the Noble East coming of age in/from this Experience will shape their perspective to the Rhylian Citizen of Gladnor. A group of characters can form a shared Cultural Bond.

Character Facets

General Background Restrictions: None (possible limitation by Social Standing/Status)

Attribute Emphasis: Fortitude over aggression.

Racial Composition: Humans (Gladnorean/common; Ilbarsi, Pinetribes), Elves (Plains/Wyld elves + one Half-Elf community; most smaller faerie races retreated to the heart of the forest), Ducateon (Tolkisson Mountain Range), Dwarves (mountains and hills in Ruhn-Aahn & Sun Stone Top); A few Giant Kin/Goliath families do exist in the northern reaches of the deep forest and the mountains opposite of it, as well as pockets of old blood descended from Giants like Stoneforge Valley. You will sometimes find Half-Ork, mostly raised under the watchful eyes of the Green Faiths. The lightly populated Halfling Montwold Pass Protectorate is technically part of the duchy, but they view themselves as members of North Pines culture.

Communication: The folk of Rhyl have a distinct ‘northern accent’ and are not known as great communicators. So much goods and people pass through the duchy to support The Red March that all Rhylians are multilingual, but they practice an economy of speaking. They prefer to say as little as possible to accomplish what they need for everyday life, but are more loquacious in their personal time with friends. Dance is popular and somewhat important in Rhyl and is often used as enhanced interpersonal communication in courting, dating, and just fun. They do have a formal Education in the Grand Duchy of Rhyl and many are literate to some degree.


i20™ Character Facet Details

iCore iCore™ Character Facet Details

Perspective: How they see Themselves

Cultural Analogs: None – It is a blending of surrounding cultures and a constant influx of outsiders.

COMMON NAMES: Masculine > ; Feminine>

Common Cultural Perspectives of the Character Concept

Egalitarianism in Rhyl: The blending of so many influences has created a decent level of egalitarianism in Rhyl, maintaining the ancient Lodge Tradition in Rhyl.

Undead Hatred Due to their proximity with North Gate Garrison many possess knowledge of undead lore. Ranger, World Watchers and Scouts in the north use mostly melee weapons due to the reduced impact of archery and ranged weapons by undead, especially animations.

  • Behaviors/Mannerisms/Traits:
  • Values/Principles/Ideals:
  • Motivations/Goals/Bonds:
  • Faults/Weaknesses/Flaws:

Prevalent Cultural Themes of the Character Concept

Perspective: How Outsiders see Them

Notable Cultural Relations

Notable Race Relations

Perspective: How they see Outsiders


Tours of Duty in the Grand Duchy of Rhyl


i20™ Class/Path Availability for Locale

Bard Archetype Options

iCore iCore™ Class/Path Availability for Locale

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


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

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Dunstrandian Citizen of Gladnor

Posted on January 11, 2024 in Steel-Realms

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Cultural Experience of Dunstrand is one of the Cultural Experiences of the Steel Realms. The people of Dunstrand are hard-working and known for their quickness of wit and reactions both. The people have a great love of conversation of all kinds, seeking out news and knowledge from all around their lands and surroundings.

The … Citizen of Gladnor is part of the Kingdom of Gladnor and owes fealty to the High King of the Steel Realms ultimately, in addition to their direct liege or liegewoman of Dunstrandian Citizen of Gladnor .

Unless a specific alternative is provided, Commoners of the Noble East coming of age in/from this Experience will shape their perspective to the Cultural Experience of Dunstrand. A group of characters can form a shared Cultural Bond.

Realm's Aptitude Powers: Divine, Occult, and Psychic
Story Hook ++

This presents a good opportunity for adding Character Story elements to the Character.

Common Names: Alain, Stellanl, Todd; Iferra, Melani/Meleni, Dalcia

Human: This regional experience is limited to humans (Faelen). A member of the Riverdans population is exempt from this – they have their own experience.
Social Standing % Population
Outcast 0-4 Outcasts are always living at the urban fringe – slums, etc. A few flee to the countryside.
Least 5-18
Lower 19-40
Average 41-85 DC 15 CHA check for Primary Education (PC’s)
Upper 86-95 DC 10 CHA check for Primary Education (PC’s)
Privileged 96-99 DC 5 CHA check for Primary Education (PC’s)
Elite 100 Primary Education (PC’s)
These replace the standard Human Trait “Ability Score Increase”.

General Background Restrictions: None (possible limitation by Social Status)

Mystical Influences: The famous Malorian Prohibitions govern the use of the mystical arts within the boundaries of the Grand Duchy of Dunstrand.

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

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Kingdom of Gladnor in the Steel Realms (“seat of the High King”)

Posted on September 12, 2015 in Steel-Realms

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Located on Ustermaya .

The Kingdom of Gladnor is the ancient kingdom that eventually became the home of the lines of High Kings of the Steel Realms. The King of this land is also the High King of the Steel Realms. The kingdom is home to the powerful Ralaegh River System that protects it, feeds it, and moves good along it.

This territory is considered Dominion of the High King Lands means the rulers have given the Sworn Oath of High King’s Service to the High King of the Steel Realms. As with all allies of and lands under the Dominion of the High King, this locale is subject to the Realms Levy.

This territory is considered Dominion of the High King Lands means the rulers have given the Sworn Oath of High King’s Service to the High King of the Steel Realms.

To prevent the past turmoil of succession politics, the Charter of the High King states that the High King of the Steel Realms shall raise no family member to Peerage greater than Knight.

Overview: Population in the core urban and rural areas is about 2 million total. Also called “The Kingdom Beyond the Dark”, Gladnor is the jewel of the heartlands and the seat of the high King of the Steel Realms.

Weather/Climate: The weather runs all 4 seasons.

Boundaries:

Commerce, Economy, and Travel

Symbol/Heraldry: the High King of Gladnor:

Kingdom of Gladnor: White sky above with 3 blue stars and a simple golden crown; below is purple with 2 robed white arms clasping hands and the motto “Truth, Unity, Power”

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

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