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History of the Valdeysian Isles/Sebajain SkipIands

Posted on July 9, 2026

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History of the Valdeysian Isles

Chronicle/Facts of the Event(s)

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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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.

Rumors About the Event
  1. The conquering by Gwinn was a result of the war between the gods!

Simple Outcome / Easy Difficulty & Common Knowledge

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

Minor Outcome / Average Difficulty & Uncommon Knowledge

A Surging Tide The Days of Quietude in the The Odyssey of Elancil’s Wound was the catalyst that refocused the goddess Elancil‘s most devout clergy in Gwinn to their path of dread revenge. It was not in the form of nature’s wrath, but a political storm – the Empire Revived movement. The ascension to the reigns of power within her church of those seeking to right the wrong. The rise of the war brands that would take Tarmysia from Dunstrand, fight the Umbakian navy to near extinction, win the battle against the combined fleet of the north and the Sebajain SkipIands that were invaded and renamed Valdeysian Isles. The attack on the stormfront fastness (failed in 8644).

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

Tags:

The Odyssey of Elancil’s Wound

Posted on July 8, 2026 in Steel-Realms

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The Odyssey of Elancil’s Wound is a World Events of the Steel Realms that has long gone unexplained and is mostly forgotten now – though its effects are continuing to shape the world. For a brief moment, the storms, winds, and waves were quieted for most of the Steel Realms. That power was drained away and the power of the goddess was diminished greatly for a brief moment. That power was seemingly channeled to spur growth and regrowth of natural places. These effects continues to reverberate though the power of storms and the goddesses were restored before any advantage or change could be exploited.


Chronicle/Facts of the Event(s)

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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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 Days of Quietude In CY 8391 an event took place that attacked Elancil Stormqueen – the grey goddess and her domain. This was the start of the cycle of The Odyssey of Elancil’s Wound. For about three days, the sea was tamed and the winds went slack. There were days of quiet across the entire Steel Realms (and the global seas), and the divine powers of followers of the goddess were diminished. Before any major move could be made against her clergy or sacred places, her power was restored and storms once again raged. The source of this has remained a mystery, and none have claimed credit.

Rumors About the Event
  1. It was a result of the war between the gods!

Simple Outcome / Easy Difficulty & Common Knowledge

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

Energetic Roots: The collective Deeproot Shamans of the sylvan faeries (elves and Smallfolk) find a way to harness the power of the storms and take Elancil’s magic as part of The Odyssey of Elancil’s Wound to use it to their own ends. It is to make the trees of the realm grow faster and replenish themselves and reclaim lands lost to forestry. The ‘energetic’ growth has continued for near a thousand years.

Minor Outcome / Average Difficulty & Uncommon Knowledge

A Surging Tide The Days of Quietude in the The Odyssey of Elancil’s Wound was the catalyst that refocused the goddess Elancil‘s most devout clergy in Gwinn to their path of dread revenge. It was not in the form of nature’s wrath, but a political storm – the Empire Revived movement. The ascension to the reigns of power within her church of those seeking to right the wrong. The rise of the war brands that would take Tarmysia from Dunstrand, fight the Umbakian navy to near extinction, win the battle against the combined fleet of the north and the Sebajain SkipIands that were invaded and renamed Valdeysian Isles. The attack on the stormfront fastness (failed in 8644).

The becalming effects from The Odyssey of Elancil’s Wound persisted in Cabella until about CY 8600 – it became dead coast for a hundred of years – utterly becalmed.

The Energetic Roots effect of The Odyssey of Elancil’s Wound is set to continue to accelerate growth on the edges and logged interior of the forests affected for a single millenium. This has caused logging and conflicts over it to accelerate as well.

Scarce Knowledge / Hard Difficulty

The Curtain of Night (in this area) was robbed of some of its power as part of the effects of The Odyssey of Elancil’s Wound. It retreated eastward for dozens of miles around CY 8400, taking a hundred years in some cases to regain the lost ground.

Some scholars believe Elancil‘s penchant for violating the The Godspeak Accord made her vulnerable to The Odyssey of Elancil’s Wound.

The energy from the The Odyssey of Elancil’s Wound invigorated the Wylden anima power of the Great Forest of Rhyl that powers the The Autumn Wall.

The Faerie Ceremony of Energetic Roots was the foundation for the cycle of The Odyssey of Elancil’s Wound. It was enacted by the a conclave of shamans, priests, and druids (mostly from Ynth) to try and reinvigorate the forests of the Noble East and Steel Realms in general, and to help the diminishing population of the The Smallfolk of Faerie in The Realms in the Noble East.

Rare Knowledge / Very Hard Difficulty

Secure the Smallfolk’s Future: The efforts of Energetic Roots of The Odyssey of Elancil’s Wound was also an attempt to grow new areas in all the major forests, that can serve as a Ellosarr home for the Faerie Smallfolk that have been being pushed out and displaced.

The The Odyssey of Elancil’s Wound significantly expanded the Chauvelah Weald.

Made Vexation of Nature by the Smallfolk were more powerful in these regrown forest lands.

After the becalming effects of The Odyssey of Elancil’s Wound wore off in Cabella around CY 8600, it appeared again in Gwinn’s attempts to conquer the Tarmysian Peninsula by becalming their ships. It has also diminished their priests’ powers as they sought to land troops.

Unknown to the Faerie Ceremony of Energetic Roots conclave participants, it sucks some of their own virility, and their fertility is (in the males) in decline – especially in Ynth. Everywhere a males went through, spread the magic until almost unnoticed, a thousand years go by and logging is still thriving everywhere but elven birthrates are in decline. When the growth effect ends, so to will this.


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

Tags:

Places & Geographical Features of the Albocris Edgelands (Rhyl)

Posted on July 7, 2026 in Steel-Realms

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Places & Geographical Features of the Albocris Edgelands are the natural places in the Ablocris Edgelands of Rhyl.

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

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Blackrock Tower

Posted on July 6, 2026 in Steel-Realms

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Blackburrow (Rhyl) is one of the three towers of the Blackburrow region in the Southern Edgelands of the Forest of Rhyl. Each of the Blackburrow towers is slightly different but the same materials comprise the structures. Like all the towers and their structures, they are seamless, without entry or windows, and rise straight out of the earth. They have no crenelation but have an odd spiral peak. The forest has overgrown it all if anything stood nearby. The towers are about 7m diameter & 25m tall, and vegetation and trees grow right up next to them now. No one knows how deep they go, though several attempts to dig down have met more of the same material even at 5m below the surface. The inky black substance appears oily but is solid.

This particular construct has a ring of boulders around it of the same materials. These 7 objects are 5m away from the tower wall and are roughly 4m in diameter & irregularly shaped.

At a Distance:

Close Observation:

Markers: This named spot in particular has been designated for Historical Designation and Exploration in the Steel Realms.


Chronicle/Facts 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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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.

There may once have been outbuildings and other structures, but they are gone now. If there were, they were likely of organic material and long rotted. If they were stone, the materials were probably used in far away building projects rather than cutting from quarries.

Rumors About the Locale
  1. The tower is cursed.
  2. The tower comes from the time of the Godswar.
  3. Strange lights can be seen on certain nights.
  4. Fumes cause those sleeping nearby to be poisoned.

Simple Outcome / Easy Difficulty & Common Knowledge

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

While the cold does not radiate from the ‘tower’, it does seem to provide some minor fire-retardant effect for the plants and trees growing with 10m of it. It takes about 2x or 3x the prolonged flame to catch them alight.

Property – Cold: The materials are cold to the touch. They do not do damage or radiate cold any further than direct contact.

Minor Outcome / Average Difficulty & Uncommon Knowledge

Property – Impervious: The stone towers seem impervious to all attempts to mar them – many have been made. Even siege weapons were brought up and launched against them to no avail.

Scarce Knowledge / Hard Difficulty

Property – Dark: Any source of light does not reflect off the material it is made from. In addition, any light that is within 5m of it has its luminosity decreased by half. It does not reduce heat radiance from fire based light sources.

Rare Knowledge / Very Hard Difficulty

During the time of summer equinox, the tops of the tower flash with colored lights, though at the same time a fog covers the entire structure and masks most the effects from being seen.


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.


Each tower goes 10m deep has its own cistern and spring under it.

There ARE in fact tunnels 30m under the earth that connect each tower. In each tunnel between towers and in the ‘hall’ is a chamber that is for concentrating a dampening field that pulls energy from the roots of the forest.

They are from an ancient age when the ancient elves that found their way via the Aelfpaths and Drunaad went to war. The elves began to turn the power of the forest against the goat-people. The towers were created by the Drunaad from entrophy to absorb the power of the forest that was being wielded against them.

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

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Blackstone Tower

Posted on July 6, 2026 in Steel-Realms

Steel Realms Logo
Blackburrow (Rhyl) is one of the three towers of the Blackburrow region in the Southern Edgelands of the Forest of Rhyl. Each of the Blackburrow towers is slightly different but the same materials comprise the structures. Like all the towers and their structures, they are seamless, without entry or windows, and rise straight out of the earth. They have no crenelation but have an odd spiral peak. The forest has overgrown it all if anything stood nearby. The towers are about 7m diameter & 25m tall, and vegetation and trees grow right up next to them now. No one knows how deep they go, though several attempts to dig down have met more of the same material even at 5m below the surface. The inky black substance appears oily but is solid.

This particular construct is the eastern most one in the line that runs roughly east-west.

At a Distance:

Close Observation:

Markers: This named spot in particular has been designated for Historical Designation and Exploration in the Steel Realms.


Chronicle/Facts 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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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.

There may once have been outbuildings and other structures, but they are gone now. If there were, they were likely of organic material and long rotted. If they were stone, the materials were probably used in far away building projects rather than cutting from quarries.

Rumors About the Locale
  1. The tower is cursed.
  2. The tower comes from the time of the Godswar.
  3. Strange lights can be seen on certain nights.
  4. Fumes cause those sleeping nearby to be poisoned.

Simple Outcome / Easy Difficulty & Common Knowledge

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

While the cold does not radiate from the ‘tower’, it does seem to provide some minor fire-retardant effect for the plants and trees growing with 10m of it. It takes about 2x or 3x the prolonged flame to catch them alight.

Property – Cold: The materials are cold to the touch. They do not do damage or radiate cold any further than direct contact.

Minor Outcome / Average Difficulty & Uncommon Knowledge

Property – Impervious: The stone towers seem impervious to all attempts to mar them – many have been made. Even siege weapons were brought up and launched against them to no avail.

Scarce Knowledge / Hard Difficulty

Property – Dark: Any source of light does not reflect off the material it is made from. In addition, any light that is within 5m of it has its luminosity decreased by half. It does not reduce heat radiance from fire based light sources.

Rare Knowledge / Very Hard Difficulty

During the time of summer equinox, the tops of the tower flash with colored lights, though at the same time a fog covers the entire structure and masks most the effects from being seen.


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.


Each tower goes 10m deep has its own cistern and spring under it.

There ARE in fact tunnels 30m under the earth that connect each tower. In each tunnel between towers and in the ‘hall’ is a chamber that is for concentrating a dampening field that pulls energy from the roots of the forest.

They are from an ancient age when the ancient elves that found their way via the Aelfpaths and Drunaad went to war. The elves began to turn the power of the forest against the goat-people. The towers were created by the Drunaad from entrophy to absorb the power of the forest that was being wielded against them.

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

Tags: ,

Top