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Sabarmati River’s Uplands – Falls & Basin

Posted on December 2, 2025 in Steel-Realms

Steel Realms

The Sabarmati River’s Uplands is the upland area where the Sabarmati River comes out of the Great Forest of Rhyl into Lake Caolite.

The Peering Dragon: At the top of the falls is a large rock formation on the south side of the river as it goes over the falls. The rough shape of a dragon has been carved into it, so that it looks like it is peering over the edge and looking down. It has weathered an unknown thousands of years and still stands, and is believed to have been built by the Dragon of Rhyl. If the water runoff is excessive and cold, the water will flow around it, making it look more spectacular with mist surrounding it.

Sabarmati Falls

The falls is a drop of about 40m into a large, shallow rock-lined silt filled basin. At one time, it flowed across the slope to Lake Caolite in multiple channels, creating a delta or estuary like area. Now it flows in a single channel, through constructed efforts. Nobody builds much here because there is still often excess water flow.

Excessive Flow: When there is excessive rain or runoff from the Great Forest of Rhyl, the water fills several small creeks and turns some of the area into a muddy estuary or delta-like habitat for months.

Sabarmati Basin

This is a wide depression of the area where the Sabarmati River’s Uplands flows through. The Sabarmati River’s Uplands is mostly silty and difficult to travel over – there is only one road over the Whitescale Bridge in the Sabarmati River’s Lowlands.

Channeled Flow: There are constructed stoneworks that channel any water from an excess flow into a single pathway into the Sabarmati River’s Lowlands.

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

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Giant Kin/Goliath

Posted on December 2, 2025

Steel Realms
Giant Kin/Goliath
Realm's Aptitude Powers: Divine, Occult, and Psychic

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Knight’s Retinue

Posted on December 1, 2025 in Steel-Realms

Steel Realms

Knight’s Full Retinue: A Knighthood is typically granted to those with peerage titles, a vassal knighthood reward for great deeds for a peer of the realm, long service in a Knightly Order, and and those who have worked in service as a page, then squire for another knight. Those with lands in addition to their title are entitled to impose och knights typically have and/or travel with a full retinue. n others and pay tax to their liege in return for protecting the land. One of the signifying elements is the Knight’s Retinue

  • Major Retinue = 2 squires (1 is usually a Herald as well), 4 pages, groomsman, 2 teamster, quartermaster

Hedge Knight Retinue: Unlanded Knights don’t have land to generate wealth from. They make their money in hiring out, tournaments, or as a committed bannerman, and some even turn to pure mercenary work.

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

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Rivermen Enclave of Redmark

Posted on December 1, 2025

Steel Realms

A Riverman enclave exists in this locale. They are typical of their kind – close knit, insular, and professional in all their dealings. Like most, they venerate Elancil to appease the Sea-Queen and have a Shrine with an Altar for worship, but keep it out of sight to reduce any difficulties or resentments.

This locale has a Riverman enclave of approximately 18 families; They are known for their efficiency and willingness to manage all sorts of normal and hazardous cargo and work in hazardous conditions.

Rivermen Enclaves in Rhyl


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.


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. Horses 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

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Rivermen Enclave of Solavia’s Landing

Posted on December 1, 2025 in Steel-Realms

Steel Realms

A Riverman enclave exists in this locale. They are typical of their kind – close knit, insular, and professional in all their dealings. Like most, they venerate Elancil to appease the Sea-Queen and have a Shrine with an Altar for worship, but keep it out of sight to reduce any difficulties or resentments.

This locale has a Riverman enclave of approximately 8 families; They are known for their efficiency and willingness to manage all sorts of normal and hazardous cargo and work in hazardous conditions.

Rivermen Enclaves in Rhyl


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.


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. Horses 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

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