Posted on April 16, 2026 in Steel-Realms
The Stone Hoppers are dwarven scouts and rangers of the The Grand Duchy of Rhyl are all from Sun Stone Top. Their training is 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, 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. 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).
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.
Requirements: Race = Dwarf, Class = Ranger
D4 light weapons; Used in both hands and get full attack and damage bonuses without any feat or style. Like all picks, they are Armor Piercing. They can be thrown, but only have a range of 10/30′.
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.
Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.
Posted on April 16, 2026 in Steel-Realms
The Places of Sun Stone Top encompasses both the formally defined areas of the Dwarven enclave of Sun Stone Top and some geological features associated with it. All of the places are part of the greater Tolkisson Mountain Range on the border of The Grand Duchy of Rhyl.
Posted on April 16, 2026 in Steel-Realms
The giant-kin crafters of Stoneforge Valley are known for their skill in forging large weapons – mostly those of requiring strength to wield and 2 hands. These are known as Stone Forged Weapons.
Though they are renowned for their crafting of large weapons, the Goliath of the The Grand Duchy of Rhyl also make weapons only their kind may wield effectively – the Giant’s Bloodvein swords and axes. They are heavy, and when wielded by someone who possesses the blood of giants in their veins, the weapon’s balance shifts and flows to allow the wielder to effectively use one of these weapons in one hand that might normally require two. This requires a special bonding process that uses blood of giants and the blood of the wielder in the quenching process that leaves a pattern like veins of blood in the steel. Only a single one of these are normally made for any individual in their lifetime.
“Stone forged” = +1 damage and +1 Resilience; Min Str 16 / Size Large for a lot.
> Pulverize type weapons is also a specialty…
Battle Axe and Long Sword; both normally do d8/d10 2 handed. They will do d10 one handed. These weapons also gain 1 extra resilience; When both resilience are used, the item is not broken, but becomes a normal item of its kind – any use of it does one less damage and if used to block it will shatter. Restoring resilience requires 1hp worth of blood from the wielder per use of Resilience.
Repairing: Cost is 15% of the weapon per Resilience; plus 1 Health in damage that can only heal back through normal bodily healing processes.
Starting PC’s: A PC desiring to start play with one must have a good story to account for it, and a DC 10 Charisma (Influence) check. It takes no starting money as the acclaim of their story/service and persuasive charm is the source in acquiring it.
Posted on April 16, 2026 in Steel-Realms
The entrance to SF is known as The Brothers’ Doors. It is at the base of the path that rises 400m up to plateau out in the low mountain valley.
A door shape is chiseled onto each side of the base of a 2m wide path that winds up through the rocks. Distantly, you can hear the echoing sound of metal on metal, much like a blacksmith.
The Chipped Anvil Forgeworks is a fortified keep that contains the forge. Characters arriving from the path must go through this to get to the rest of the valley. Beyond the gates is the rest of the unwalled sprawling town. Outsiders are always welcome, but it is a very insular subculture.
While the Chipped Anvil Forgeworks at Stoneforge Valley is not considered exceptional, they do make large weapons made for large characters. Their specialty is mauls, and massive hammers and tree splitters. Though they downplay the craftsmanship, they do contribute to the defense of North Gate Garrison and are a well known armory in the north. The name comes from the large smiths hitting their weapons they are crafting so hard it chips the anvil – though a dramatic vision, utterly false.
Posted on April 14, 2026
The Muredin Stretch is home to the human dwellers of the low mountainlands. They are referred to as the Altairi and the low mountain hill regions with meadows and valleys they make their sole home in is The Muredin Stretch. They grow tea & a super-sweet barley for export, but are mostly subsistence based rural Settlements.
All villages and hamlets have a ‘Kothera’ – a circular space consecrated by their priests in which magic is said not to function; Their society adds ancestor worship to the normal Faiths of the Steel Realms. They have a deep distrust of magic, hatred of the stench & corruption of ghouls, and some are even said to be resistant to one or both.
Rulership:
> Administrative Center (“Capital”):
Population: race (%, total)
> Note: There is no official census provided.