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Ralaegh River System (Gladnor)

Posted on May 27, 2026 in Steel-Realms

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The Ralaegh River System is a series of rivers that feed into the river system in the Kingdom of Gladnor that eventually dumps into Lake Caolite (the Caolite Basin). The capital city of Oerdney sits at the confluence of the initial three branches.

The Breythen River System joins the Ralaegh River System, marked and watched over by the forces of the City of Lim.


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.

Rumors About the Locale

Simple Outcome / Easy Difficulty & Common Knowledge

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

Rare Knowledge / Very Hard Difficulty

Oerdney was originally a rally point outside the The Valley of Sighs for the powerful mystics that were coming together to summon the Lightbringers. The Ralaegh River System is named as a corruption over time from the “Rally” river system.


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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Notable Places and Geographical Features in Gladnor

Posted on May 27, 2026 in Steel-Realms

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Within the Kingdom of Gladnor are many Notable Places and Geographical Features.

The edges and heavily logged interior of these forested areas have grown at an accelerated rate in different areas since around CY 8500 – believed to be part of the effects of The Odyssey of Elancil’s Wound.

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

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Helca – Draconic Exodus

Posted on May 27, 2026 in Steel-Realms

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This knowledge is considered RARE or even HIDDEN. It is not referenced by available texts of the Modern Age of the Steel Realms.

After the death of Dragon of Rhyl around CY 1000, the time is marked by draconic species as Helca – Draconic Exodus and the end of Draconis Omphalos; Those dragons that had been asleep, absorbing the massive excess Equitas energy of Helca to grow, began to wake up on Ustermaya. Once the dragon’s awareness began to grow, they projected their dreams to discover the retreat of the Druunad, the expansion of the Nakrians, and the desolation that happened during the Druunad-Amenti-Apep conflict. A few elves had discovered the way to Helca via Aelfpaths.

The dragons realized that the energy they were bleeding away from the Equitas Crystals was impeding the ability of Helca itself to awaken and defend itself to the encroaching Imperium. And so the Helca – Draconic Exodus began. They accelerated their process of waking and began to disperse to the stars to settle worlds and seek knowledge and empowerment.

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

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The Rails of The Red March

Posted on May 27, 2026 in Steel-Realms

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The Rails of The Red March cross the Bronzed-Edge Tableland carrying traffic and supplies for The Red March to supply The Autumn Wall. The “Red Rail” is a set of rail lines that runs the entire length the marching road that leads to North Gate Garrison to supply the existential war against the Lich Lords. A set of rails leads to it, and one away – both connect at the ends of The Red March.

You are not sure what they are exactly, but paralleling the road is a set of large rails. You’ve seen rails for things to slide on, even short rails for transport between buildings or rooms, but these look like you could set a wagon on top of them. They are metal, embedded in stone slots and seem immovable. They appear to be well used, clear of all debris and corrosion on the top. You look into the distance. The rails follow the land, in as much a straight line as possible, rising with the elevation as they go north, and dropping south. There are signs in multiple languages warning of patrols, “constant watching from a distance”, and the danger of being ‘obstructive’ in any way.

Cultural Overview & References for the Grand Duchy of Rhyl

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). Citizenship in The Grand Duchy of Rhyl requires both pledges of Rylan the Living + Oath of the Day Watch.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all have shared culture - languages used, Character Experience, institutions, Law, etc; Most Settlements includes the basic experience of Characters of the Steel Realms.

Maintenance: In the intervening ages, damage done to the rail track has been repaired by skilled dwarven and human masons and smiths. The druids have bound elementals to the newer sleds on the rail, less efficient and stable than the Umbakian technology it was initially built with.

Governance Martial law and necessary changes are obvious along the track of The Red March all the way to North Gate Garrison.

Transport Carts/Railwagons of The Red Rails

A cart races past you, making a strange whining sound as it goes. The cart is massive, with a metal base and sturdy wooden rails and frame sitting on top. You could easily fit 5 to 6 wagon loads on the platform. On the front is an odd small ‘cabin’ for lack of a better word, size enough for two to three humanoids. The platform seems balanced on something you cannot see, that seems to creak and shift slightly as it moves – reducing the worst of the rough ride as it moves.

Halfling Rail Riders: Halflings work the mechanisms in the cabin. Long ago, it was revealed that the sizes of the loads meant one or two humans could not do much in the event of repair or attention needed to the cargo or interior of the railwagon. It was more efficient to have 3-5 halflings as crew with full tools and equipment. Plus the speeds seemed to frighten them far less that other humanoids – to these “rail riders” it almost seems like a game.


Chronicle/Facts of the Rails

Item Powers (common and Attuned) can be found under Common Knowledge tab.

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.

Food and warriors are the most important cargoes.

Rumors About the Locale
Rhyl Formative Events

See the Herald's Quarterly for world updates.

Rhyl Formative Events

CY 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, armaments, and manpower flow into the north to fight the Lich Lords.

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 6909 The Fall of the Grand Barony of Altair from a curse by the Lich Lords. The main passage of troops and supplies from the hinterlands and nfar north to the The Grand Duchy of Rhyl is sacked by an undead army led by a ghoul king.

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.
> For 3000 years, the Kingdoms of old Rhylan was the primary form of Rulership in the territory of the current Grand Duchy.

CY 5580 Fall of Dundaria in the North - Frostfang spreads, the Lich Lord power rises. Hordes of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.

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.

CY 1000 (Approximately) The Dragon of Rhyl is killed and its influence ends in the area around the Great Forest of Rhyl and the surrounding territories.


Simple Outcome / Easy Difficulty & Common Knowledge

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

Antithetical to Magic: While there is no formal declaration, there have been incidents that hint at and rumors that speak to the magic or effect that powers the rails interfere, suppress, or even drain other magic items. Transportation of mystical items is recommended to take some other means of travel. Such travels usually avoid the Bronzed-Edge Tableland all together – opting for secure main roads on both sides going north-south.

Minor Outcome / Average Difficulty & Uncommon Knowledge

Magic Suppression of the Carts: In fact it is not the rails, but the carts, that are designed to drain mystical power of items carried in them.

Origins: The Automata Brigade of Virtue and Reason in Umbak built the original Red Rail system along The Red March using a form of Magitech/Technomancy.

Scarce Knowledge / Hard Difficulty

The original Umbakian rails were made with the Virtue Forges, and the Virtuous Precision of Umbakian Processes.

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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Places on/supporting The Red March

Posted on May 27, 2026

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There are many Places on/supporting The Red March. These are mostly found on Bronzed-Edge Tableland, but tied directly to The Red March function itself.

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

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