Home - Page (Page 29)

Tag: srlm

No Arch-Duke Peerage of the Realms

Posted on December 19, 2025

Steel Realms

Why is the high King not giving titles to his sons? Why are the dukedoms and counties and baronies not hereditary for the high Kings family? Far in the past, the title of Arch Duke and Duchess was given to the direct heirs, causing their territories to be used in wars of succession. Grandchildren, nieces, nephews, etc. were given titles and used this to levy tax and start conflicts. The ‘princes of the blood’ have a history of violence. A history of blood, turmoil, and succession wars.

There is No Arch-Duke Peerage of the 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.

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

Tags:

The Chalktop Hills (Oreshalk; Rhyl)

Posted on December 19, 2025 in Steel-Realms

Steel Realms

The Chalktop Hills part of the territory of Oreshalk, running roughly north-south with a ridge line about 650′ at their peak. They are so named because of the constant dusting of snow that they get every few days, pulling it away from The Autumn Wall. Hollow Stump Butte sits at the north end of the ridge, rising to 850′. The tributary Urane River runs on their western border.

The History of the Chalktop Hills is part of the History of Oreshalk.

The Sugar Mage of Oreshalk commands creatures that scan and attack from the sky at any point, having a commanding view of all from the top of Hollow Stump Butte.

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

Tags: ,

Hollow Stump Butte (Oreshalk; Rhyl)

Posted on December 19, 2025 in Steel-Realms

Steel Realms
Hollow Stump Butte sits at the north end of the Chalktop Hills in the territory of Oreshalk, rising to 850′, about 200′ higher than the ridge line. The butte, like the hills, gets a dusting of snow every few days as part of the magic that pulls the freezing cold magic of the Lich Lords away from The Autumn Wall. It is said to be the refuge of the Fate Weavers of Oreshalk.

The History of Hollow Stump Butte is part of the History of Oreshalk.

The Sugar Mage of Oreshalk commands creatures that scan and attack from the sky at any point, having a commanding view of all from the top of Hollow Stump Butte.

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

Tags: ,

Top

The Double Vision Inn (Rhyl)

Posted on December 19, 2025 in Steel-Realms

Steel Realms

The Double Vision Inn is the only settlement in Oreshalk. It is a welcoming large inn with a stable, some fenced in fields, a well and some out buildings. A pair of old warehouses stand empty most of the time, available for use with a large retinue. There is no claim of fiefdom from any of the nobles of Rhyl – it is considered an autonomous territory, though the culture and attitudes here are no different.

The Sugar Mage of Oreshalk commands creatures that scan and attack from the sky at any point, having a commanding view of all from the top of Hollow Stump Butte.

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). All citizens in the north take the pledge of Rhylan the Living.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all share Common Culture - languages, Character Experience, institutions, Law, etc.

Services and Facilities

Three families (besides the Innkeep) make their home here – a wood cutter, a hunter (and does tanning), and a potter & seamstress. A few huts exist for workers and seasonal or project based populations, one would hardly call it a village though.

Seeking the Fate Weavers

The inn is a place of welcome and activity. All those seeking to petition the Fate Weavers of Oreshalk stay here – it is acknowledged by all in the area. There are few safe refuges in the area, so there are always a few peddlers and travelers. On any given night, a bard or troubadour is likely to be entertaining with music, story, and/or song. The innkeeper’s family can share the standard knowledge of petitioning the Fate Weavers.

Rumors/Conversations About the Fate Weavers of Oreshalk

These are commonly bandied around the inn. The family of the Innkeeper has been here hundreds of years. They may know more than what they let on, but it won’t serve them to dissuade anyone from coming. They will say that they themselves have never needed to seek the truth of the Fate Weavers. They might be able to be talked into revealing that when trouble has come to the area, their dreams always forewarn them, and that they have fled into the area to seek refuge and felt they were watched over (the inn has been burnt and wrecked a couple times in its history). They will not traffic in rumors they cannot confirm – though others in the inn might.

  1. The Fate Weavers require blood sacrifice.
  2. There are giant spiders in the woods.
  3. Sometimes lightning flashes even in clear skies.
  4. The more important the answer is, the harder the trek.
  5. No one knows for sure the truth of the answers they give, but seekers keep coming.

The ultimate source of power for the Fate Weavers is unknown. Evil spirits? Dark gods? Unknown powers? Arch-Fey?

These might be true or not:

  • Small folk faerie spies on travelers
  • Wolves prowl the forest seeking to take down stragglers
  • They may send you away without an answer

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.

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.

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: ,

Top

The Fate Weavers of Oreshalk (Rhyl)

Posted on December 19, 2025 in Steel-Realms

Steel Realms

The Fate Weavers of Oreshalk are “oracles” that can be sought out for answers. Those seeking them find safety and a starting off point at the Double Vision Inn.

Some of the History of the Fate Weavers is part of the History of Oreshalk.


Interactions with Others

Individual circumstances around Social Dealings will override any absolute predisposition. Interactions may not be known by outsiders.

Unwelcome/Ostracized

Encounter Reaction predisposition is Rejection by default.

Fate Weavers: Despite the Fate Weavers of Oreshalk acknowledging the Pledge of Rhylan the Living, the Druids of Rhyl are known to dislike the area of Oreshalk and do NOT consider the Fate Weavers allies or cooperate with them.

Tolerated/Accepted

Encounter Reaction predisposition is Neutral by default.

Welcomed/Embraced

Encounter Reaction predisposition is Acceptance by default.

Petitioning the Fate Weavers

Adventures: PCs CAN COME HERE TO JUMP START STALLED ADVENTURES.

The innkeeper’s family at the Double Vision Inn can provide all the knowledge needed to seek the Fate Weavers for an answer.

  1. The Fate Weavers can lead you to the right path to seek for answers. They have a reputation of changing those who seek them. It is said they look deep into the eyes and the soul as part of the price of asking them a question.
  2. Everyone comes with a question; A large group must have a but a single answer they seek.
  3. Every journey to the Fate Weavers is different – there is no road, and no guaranteed destination in Oreshalk.
  4. You may search for days and never encounter anything, if so your answers probably lie elsewhere.
  5. Only one person or group may seek an answer from them at a time; In the past multiple groups have come into conflict.
  6. Each person can only experience ‘the gift’ of the Fate Weavers of Oreshalk answer once in their life. The larger the group with a single mind/purpose, the narrower the answer. The answer will be, as if they in their group focus the beam of light that reveals the answer to their question.

Chronicle/Facts of the Fate Weavers

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 Fate Weavers are believed to be immortal.

Common Knowledge / Easy Difficulty

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

Weaver’s First Claim ~ CY 8035 The Fate Weavers first were known in the area in CY 8035. When game started to return to the area, hunters followed. They appeared as apparitions, a ghostly presence. Seven tall, slim women with brown skin and yellow metallic eyes – and alien countenances by all accounts. They define the places to place way stones, they claim the plain of Oreshalk as theirs, and claim to all to have control over the butte and the surrounding lands.

Uncommon Knowledge / Average Difficulty

The price is NEVER spoken of! Those who do, quickly find their mouths unable to speak, and have raved of millipedes, centipede, insects and spiders taking their blood and Essence, though nothing consistent and all seemingly the stuff of nightmares in what few coherent ravings that have been recorded. This too may have specifics recorded in the Boreal Tradition.

Scarce Knowledge / Hard Difficulty

Weaving Begins ~ CY 8036 The Herald of The Duke of Rhyl travels to the area, and is stopped at the future site of the Double Vision Inn and told to “come no farther”. They claim to be able to see the threads of The Pattern and the future, though the herald is skeptical. They are warned to leave the area, or they will be dealt with ultimately as all others who have come before them. They warn him of an encounter he will have on the road. It turns out to save his life, avoiding brigands (hired by Merchant City forces).

The Tradition of Seeking: The herald returns and acknowledges their power – as long as they claim no further, collect no taxes, and cause no trouble, the claim upon the area will be officially made and accepted. Compensation is offered for the herald’s life and the unraveling of a plot – this is refused. The Weavers decree a tradition for each new senior Herald of the Duke, a glimpse of danger shall be given, and so shall it be recorded in Boreal. Compensation is for others.

Pledge Against the Lich Lords: While none have witnessed the Fate Weavers individually take the Pledge of Rhylan the Living, the Fate Weavers are known to have acknowledged it to the Boreal, and agreed to its basic idea – going so far as to state, “The Lich Lords are the enemies of all that live, and they number themselves among their enemies”. Despite the Fate Weavers of Oreshalk acknowledging the Pledge of Rhylan the Living, the Druids of Rhyl are known to dislike the area of Oreshalk and do NOT consider the Fate Weavers allies or cooperate with them.

Believed Origins It is widely believed that they fled from the Chain Lands of the north.

Rare Knowledge / Very Hard Difficulty

Hidden Alliance: Some time around CY 8850, it is determined that some sort of alliance exists between the and the Rhylander Green Conjurists. The nature of this is kept secret, the alliance is only known because one of the conjurist’s members is given priority over others at the Double Vision Inn, happening again iaround CY 8979, revealing their presence and some ongoing agreement.

The Fate Weavers of Oreshalk and Followers of the god Delleth share in the view that for them, knowledge is a gift as opposed to seeing knowledge as a tool and a weapon.


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.


Actual Origins It is widely believed that they fled from the Chain Lands of the north.

Ancient Origins of the Fate Weavers

The Fate Weavers were known by another name in the past. Long had they dwelled in the fog shrouded Valley of Alloret in ___. It was a place of mystery and due to the cool temperatures and wet environment it was avoided. There they were known as The Mist Clearers for 4000 years – an allusion to making things clearer, revealing what’s underneath.

The Gwinnish forces pushed inland in CY ___ in search of a rumored gold strike in the river that flowed out of the valley. They were forced to flee under assault from the priests of Elancil and the brunt of the military of Gwinn, and came to Oreshalk.

In the days before the coming of Blood of Saemon, the Celestine of Helca sought them out The Mist Clearers (now known as the Fate Weavers of Orechalk) and they seemed to be able to completely negate Celestine power – this was another reason the Celestine avoided the north and hinterlands of what is now known as The Noble East. They had dealings with the ancient Ur-Ducateon, the Druunad, and the Aelves of Illyndria Frostshine.

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

Tags: , ,

Top