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Ancillary Works of Rastilion’s Diabolique

Posted on August 7, 2026 in Steel-Realms

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The Ancillary Works of Rastilion’s Diabolique are less mentioned and not catalogued in a way all scholars agree on of the elements of Rastilion’s Diabolique.

Diabolic Inks: The works of Rastillions Diabolique try dark and thematic elements bordering on madness and the grotesque; All provide occult or divine insights to those who are willing to push the limits of the unknown and their understanding of what is reality. Many of the works, at least the partial ones, are inscribed with Skelosian Ink or something akin to it.

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

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Vagaert the Blind Seeress of Volgodas

Posted on August 3, 2026

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Vagaert the Blind Seeress of Volgodas is one of the legendary Witch-Seers of Volgadas.

Vagaert the Blind Seerees – Most often seen in the northern heartlands (and hinterlands after Brynlad died), led by a young girl, stumbling blind. It is said she knows simple words which can blind a man, beast, or god.

Vagaert the Blind Seeress of Volgodas is often lumped in with the Plague of Hags in the Grand Duchy of Rhyl.

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

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Zeresthre

Posted on August 3, 2026 in Steel-Realms

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The youngest of the Witch-Seers of Volgadas.

Dunstrand Rising Living World CHRONICLE > Dunstrand Rising is a Living World campaign set in Grand Duchy of Dunstrand in the Steel Realms of the [Fantasy] Steel Realms Setting (planet of Helca).

The Golden Child - Zeresthre

The Golden Child – Zeresthre: The Golden Child – Zeresthre was born of a union between the Celestine Bastet and Rastur in The Saelish of The Grand Duchy of Dunstrand, raised in The Wyldes of the north, destined to fulfill the role of Witch of Dwindor Swamp as the new Seeress of the Heartlands. She is born human, and transformed into a Moorcat-Human hybrid. She rallied the Moorcats of Dwindor at the “Disaster of Dwindor” to attack the once king and stepped into the vacancy that Nerislin the Seeress had left when she passed somewhere around CY 9140 and her daughter Geraldine Aelishan had become corrupt. She controls the Moorcats of Dwindor now.

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

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Time Lords on Helca

Posted on July 31, 2026 in Steel-Realms

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The massive amount of Monarch’s Crystal on Helca causes rebirth of Time Lords to be on it specifically, but has also served as a barrier to incursions from Time Lords as well. After the Blood of Saemon came, no Time Lords have visited Helca, and only Selthar ‘The Equilizing’ – the son of one – has been since.

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

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Chapel of the Black Sun

Posted on July 31, 2026 in Steel-Realms

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The Chapel of the Black Sun is a place spoken of in whispers and hushed tones. It is associated with all the evils that The Great Forest of Rhyl has to offer. It has a few names to different cultures and local folk. It is said to sit at the heart of the forest, impossible to find, impossible to destroy – like a festering wound. A perpetual fog rolls out of the area in multiple directions.

It is covered in Frost-Melded Icescapes from repeated attempts by the dragon to destroy its presence.


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
  1. It is guarded by a nest of zombies and skeletons of those who sought its powers.
  2. Those who enter will be driven mad.
  3. It is at the exact center of the Rhyl Forest.
  4. The Chapel of the Black Sun is a place of pilgrimage for followers of the Church of Darkness.
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.

A perpetual fog rolls out of the area in multiple directions, further obscuring its overgrown and mystically concealed pathways.

Minor Outcome / Average Difficulty & Uncommon Knowledge

The Chapel is referenced in The Endless Gates and Nonleveaux’s Lament.

The Chapel of the Black Sun is an icon of evil – a manifestation of the evil Black Lodge of legends.

A place to petition the void. A place to violently take the power of the void. A place to merge with the void. Speaking the Litany of the Void will draw its powers to the speaker here.

Divisive Influence: Its influence spreads. It un-civilizes, creates friction and division, shatters diplomacy, and unravels the ties of solidarity. The Frost-Melded Icescapes has diminished this effect, and empowered their lingering effects for tens of thousands of years.

Scarce Knowledge / Hard Difficulty

Inside everyone is blind. No mystical or mundane cure or counter for this will function.

It has no real association with the Church of Darkness.

The exact location of the Chapel of the Black Sun is at a crossroads of territorial, geological and mystical sources. It sits above Shoulder Blades Pass, at the place where a primary source of the Delben River (the divides the Wyldes of the Northern Heartlands and Freelands of the North) flows west into Blackwater Bay.

Rare Knowledge / Very Hard Difficulty

The chapel/church appears only during an eclipse.

The power of the Chapel of the Black Sun is part of what gives Blackwater Bay its name.

The Chapel of the Black Sun is where the majority of the source of the Plague of Hags stems from.


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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