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Dwarven Stone Hoppers of Sun Stone Top

Posted on April 16, 2026 in Steel-Realms

Steel Realms

The Stone Hoppers are dwarven scouts and rangers of the The Grand Duchy of Rhyl are all followers of The Suddahk ranger tradition, and all from the Sun Stone Top settlement. They also train with the The Hornguard of Rhyl, specializing in the craggy mountainous terrain of the Tolkisson Mountain Range. They typically serve about 5 to 10 years along side the remote patrols of the guard, gaining their skills and trade. Beyond that, they can enter service formally as a World Watchers or return to the community to pursue other paths (mostly remote scouts). They get their name from their ability to move like a mountain goat (typically with the aid of specialized gear and sometimes Barents Burning Harvest).

  • Sun Stone Top will have about a dozen of the followers of The Suddahk scouting remotely outside the community at any given time.
  • These scouts, if they have an animal, will always have a mountain goat.
  • The Stone Hoppers typically wield 2 special light-weight climbing picks for travel and melee, and a short bow ranged attacks.

Stone Hopper Boots

These are specialty hobnail like boots used by the Dwarven Stone Hoppers for aid in climbing. If the surface is not sheer, they Grant added movement and help with traction in adverse conditions.

Stone Hopper Picks


i20™ Item Details

Requirements: Race = Dwarf, Class = Ranger

Pick Wielder: D4 light weapons; Used in both hands and get full attack and damage bonuses as per 2 Weapon Fighting Style. Like all picks, they are Armor Piercing. They can be thrown when on natural stone/earth, but only have a range of 10/30′.

Pick Climber: When climbing, they add +5′ to the movement of the wielder or grant them a climbing movement rate equal to their normal movement rate when used with the Stone Hopper Boots, and grant a +2 bonus as well as Advantage to any climbing activity check for the wielder.

The ancient bond to Ratuk manifests as a Mountain goat animal companion through a journey into the mountains and a Ritual that calls it similar to the Find Familiar spell. This is true especially if the character is a Beast Master. Mountain goats are territorial but easily placated with offerings of food. Their stubbornness makes them difficult to domesticate and they should not be considered to be domesticated but will obey the commands of their bonded ranger to the best of their limited understanding.

iCore iCore™ Item Details

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


Chronicle/Facts of the Order

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.

The Suddahk tradition founded by Odannerdun, in CY 6488. This is close to the initial founding of the Grand Duchy of Rhyl, and deemed to be not a coincidence – it is seen as a required preceding event for the Stone Hoppers.

The Stone Hoppers are founded in CY 8302.

Follower Perspective: The followers of the tradition feel that the positive connection to the nearby faerie races to Sun Stone Top was significant in the spirits of The Rimbus to spreading the tradition to the north.


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. Hordes 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.

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