Home - Page (Page 31)

Tag: srlm

The Sewers of Klyben

Posted on December 15, 2025 in Steel-Realms

Steel Realms

The Klyben Sewers are on both sides of Killean’s Stream, mostly to catch overflow and runoff and keep the banks of the stream dry. The only people who regularly prowl these areas are members of the Gangs of Klyben. The gangs generally only use it for transport, they don’t have any headquarters in the sewers. Are kept clear to ensure that the runoff from the districts.

Shrine to Irrigi

In addition to the small population of the Gangs of Klyben making the occasional offering here, even a few merchants are said to make their way here to leave an offering. Those seeking to find lost items seek the favor of Irrigi as well – and there are a lot of this in such a large trade town.

Irrigi’s Walkers

There is a small band of Irrigi’s Walkers, the rat people lycanthropes, here. By day they hold regular jobs and stay out of the way of the normal folk, never troubling anyone. There are only about 100 of them. Irrigi’s Walkers are allies of the Rhylander Green Conjurists, and have a tunnel only they know of that leads from the Klyben Sewers to the basement of Ten Box Chemists.

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

Tags: ,

Killean’s Stream (Nehemiah’s Walk; Klyben)

Posted on December 15, 2025 in Steel-Realms

Steel Realms

There’s a North District of Klyben and South District of Klyben, separated by Killean’s Stream in the City of Klyben in The Grand Duchy of Rhyl. There’s a stone road through it and a short but big stone bridge where they have channeled water into the depression.

The stream runs from NE to the SW of the town. Klyben Sewers are on both sides of Killean’s Stream. The stretch of the stream through the town is known as Nehemiah’s Walk.

Nehemiah’s Walk

The ghost of Nehemiah sometimes walks its shores and can be seen in the midst and fog. The ghost does not seem to be inimical to normal city dwellers.

Haywald’s Reservoir

This feeds the lowland depression where rice is grown.


Chronicle/Facts of Nehemiah

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.

Though no one remembers The Ghost of Nehemiah killing anyone, it has left several of guilty consciences with white hair and Ashen looks…

Common Knowledge / Easy Difficulty

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

There are rumors of the ghost attacking those with malicious intent within the city, although a common criminal does not seem to draw its ire.

Uncommon Knowledge / Average Difficulty

Very few over the years have been recognized as having drawn the legitimate ire of the ghost. That said, it seems to know the truth of the matter and has revealed at least once, the presence of someone with dire malevolent intent towards the town and its inhabitants.

The Ghost of Nehemiah is seen in the Klyben Sewers by the Gangs of Klyben as well.

It is said that Nehemiah it is the ghost of a guardsman long fallen that still has a sense of duty deeply abiding within it.

Scarce Knowledge / Hard Difficulty

There have been repeated attempts to get the populace to rally behind the notion of quashing the ghost for good; The Green Conjurors are always the first to point out its benefit and lack of trouble to those day-to-day dwellers, and that it has no connection to the lich Lords, nor has it ever killed anybody.

Defending Klyben: The Rhylander Green Conjurists home at the Ten Box Chemists in the City of Klyben keeps Honeystone Pollen to put in Killean’s Stream to destroy animations of the Lich Lords should it ever be required to defend the area.

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: ,

Bloodless Herd of Havaelinn Wild Heart (Klaurian Myth?)

Posted on December 15, 2025 in Steel-Realms

Steel Realms

The Bloodless Herd of Havaelinn Wild Heart is both a myth, a whispered tale, and the pride of the Klaurians people of North Pines. Havaelinn Wild Heart was the youngest omen reader in North Pines and when the Lich Lords swept into North Gate Pass and threatened Rhyl, he ignored his elders wishes gathered the sacred white elk tribe sacred to Frenyr in Sunland to fight.

They are now a ghostly herd, inimical to the undead. The last few guardians and Havaelinn “returned” in their anger, but not for the living, rather the undead.

Encountering: They are sometimes glimpsed on the other side of the Autumn Wall. This is an encounter that might be seen in some rare places high up in mountain valleys in North Gate Pass and the entrance to Rhyl and Kaald.

  • Sometimes travelers will be woken up by the snort of an elk that only they can hear, that warns them of the presence of undead trying to sneak up on them. No traveler should assume they will be watching though.
  • It is possibly an encounter for the Heroes Ride. Some heroes have encountered them and been saved by them, making the blood sacrifice to aid them against their undead enemies.

The few guardians, when empowered to fight the undead, take on a green tone in some of the areas of their bodies. When they become physical, their eyes are green, their antlers are green and brown, their hooves become green, yet they still have a ghostly presence. To their foes the undead, those parts that are green are filled with life and made physical and can gore and stomp.

i20™ Herd Details

The living encountering them can make a blood sacrifice to them of 2hp permanently can make 1 of them physical and they will attack to kill any undead nearby.

iCore iCore™ Herd Details

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


Chronicle/Facts of the Bloodless Herd

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.

People say that he knew he was going to his own death, but he knew that the death would not cause them to rise as undead foes to their kin, but rather draw in and kill even more and they’re frenzied feeding.

Uncommon Knowledge / Average Difficulty

This is a herd of rare white elk sacred to Frenyr that were slaughtered by vampires and ghouls. Led by the Havaelinn Wild Heart and his band of youthful Klaurians, they fought to the death trying to hold back the lich Lords initial advance. They fought at the boundary of the Fang Frost and the Wylden Winds. They knew they would all die, but Havaelinn convinced them they would save their people, and would all go one to the fields of blessed, none would rise as undead.

They are sometimes seen (or even an elk cry heard) on the far side of the Autumn Wall as a warning of a major undead assault.

Scarce Knowledge / Hard Difficulty

Outnumbered 10 to 1 against a vast foe, they were almost all killed eventually. At last, only a few of them and the Wild Heart were left, bloody and ragged. They swore a compact to see never rest until revenge had been inflicted on their foes. They drew the last and most powerful ghouls and vampires in after their brethren were all killed, the undead thinking they would feast on the last of them and the corpses to regenerate themselves. Havaelinn performed his final ritual. The winds were confused where they met and tore the undead and all of the corpses of the sacred herd into tiny bits like a cyclone of glass shards. Even the bones were ground to dust.

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

Dog Soldier

Posted on December 8, 2025

Steel Realms

The Dog Soldiers are the professional mercenary bands of Grollen that roam the central and north heartlands. In the last centuries, these have been put together by the Grollen community itself because as single and small groups, Grollen losses to the population have bleed their species dry over millennium. Now most who wish to “leave” or experience the larger world do so through the Dog Soldier bands – 100% Grollen operated, always with the help of elder(s) and/or shaman of Ezrilus. The larger bands are hired out for skirmishes and battles, contributing to the tribes welfare and satisfying the bloodlust of the species on outsiders. The survival rate of Grollen in such situations is much higher, and the species population decline has slowed. Dog Soldiers may leave the companies for the grater world, but because of the bonds made in them, they ALWAYS will obey the oath of loyalty and obedience to their pack/tribe as well as an order from ranking Dog Soldier company members or clergy of Exrilus.

Prohibitions:

  • They will always obey the oath of loyalty to their tribe/pack.
  • Cannot attack any other Grollen or the Grollen Homeland
  • NEVER fight other Dog Soldiers or Clergy of Ezrilus.
  • Followers of Exrilus are treated on a case by case basis; mages often follow the goddess and this has caused some known issues.

i20™ Character Details

iCore iCore™ Character Details

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

COST = 5cp

  • Traits: Code of Conduct: Dog Soldier (prohibit fighting others and Ezrilus clergy), Combat Discipline, Toughened (another measure if already possessed), Familiarity: Shield
  • Skills: Language: Mercat 3, Melee 1, Soak 1
  • Tattoo > Dog Soldier company tattoo; +5 chi pool if energy pool already possessed.
  • Combat > ‘Shield Bite
Realm's Aptitude Powers: Divine, Occult, and Psychic

Top

Ablocris Grain Farm Steading (ruins; Rhyl)

Posted on December 6, 2025 in Steel-Realms

Steel Realms

The Ablocris Grain Farm Steading was one of the three support settlements for the Monastery of Ablocris. All of them were overrun and destroyed in the War of Rundleman’s Revenge in CY 9041. The ruins are well known to be falling apart and dangerous, and to have been picked over time and time again – nothing of mundane treasure remains. At the current time, they are designation as a historical landmark and are off limits to further exploration, purchasing, or development.

HISTORY: The Shared Settlement of Umbakian Territory of the Monastery Lands

EXPLORING: The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

Ruins

The burned farm sits in a small dip in rolling grassland about 1000 feet in the distance. The main farmhouse had a base of stone about 3′ tall, mostly overgrown now. The barn and all other wooden structures were burned to the ground. The stone base of a grain tower can still be seen.

Exploring the Area Further
Disturbing the Area

As you approach the burned farmstead, you could swear you heard the sound of children laughing – but it trails off like a sigh on the breeze.

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

Tags: ,

Top