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High Temple of Aerna (“Hearth Home”)

Posted on August 1, 2024 in Steel-Realms

Steel Realms

The City of Rhylan of the Principality of Rhylan in Rhyl is home to the High Temple of Aerna (named “Hearth Home“), chief reliquary and home of the clergy to Aerna of the Lightbringers. The great spirit of Merii is often called the ‘Handmaiden of Aerna’ – her singing in the halls with Aerna’s High Priestess of the Hearth Home temple is legendary.

Led by the high priestess of the time, The Purge of Hermenna ousted every malign master and apprentice along the shores of Lake Caolite and southern Rhyl in CY 9120.

The Red Pilgrims Road for those seeking a pilgrimage to the High Temple of Aerna. The road shares part of the way with those on The Red March to serve in the north fighting against the Lich Lords.

It is here that one of the components of the renowned vials of Hearthlight come from. There is also an Office for Reclamation of the Wyld projects here, mostly involving the Hoarblight – seemingly aided by the strange quality of Wylden in Rhyl.

The old temple of Omelas is still considered by many to have been the greatest architectural achievement of the Lightbringers.

Initial Description:

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.

1-5     >    Services: *** | Comforts: ***** | Friendliness: ***** | Law/Order: ****

Heraldry/Symbol:

Greater Sovereignty: Grand Duchy of Rhyl

Type: (see Settlement Planning and Design in The Realms)

Governance: “{title}” (see Titles and Honors of The Realms)

Population: / Transient:
Demographics:

Laws and Protocols of Note: + standard Laws and Codes of the Realms

Groups/Factions:

Primary Hospitality/Accommodations:

  • Visitors Quarters > Housing (long or short)/Entertainment (arts & crafts, intimacy)

Commerce: (see Trade Organizations/Institutions of the Realms)

Institutions: (see institutions of The Realms)

  • > Primary Services Secondary Services
  • > Primary Services Secondary Services

Founding: {approximate year/age and culture of origin}

Primary Surrounding Habitat and Weather:

Roads, Streets, & Thoroughfares:

  • Waste: Runs/Bins > Collection | Minor Sewers or Major Sewers

Defenses: {defensive works, fortifications, garrisons, holdouts}

  • Police/Watch: | Officers:
  • Constables & Detectives:
  • Elite Tactical Forces: | Officers:
  • Militia/Volunteers: | Officers: > War Time Only?
  • Military:

Chronicle of the Locale

Historical Chronicle Information

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.

Many arches along The Red March and at many places in North Gate Garrison are equipped with the keystone of Aerna’s Rhylan Reveal to detect undead. These are made here.

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

High Temple of Balthazaar (“The Fire of Justice”)

Posted on August 1, 2024 in Steel-Realms

Steel Realms

This place is home to the High Temple of Balthazaar, chief reliquary and home of the clergy to Balthazaar of the Lightbringers.

It is here that one of the components of the renowned vials of Hearthlight come from. There is also an Office for Reclamation of the Wyld projects here.

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

Aaldan Plateau

Posted on November 7, 2022

Steel Realms

The Aaldan Plateau is a vast raised plateau mostly ringed by the Altain mountains, but bordered on the east side by the Twinkling Fields and the massive Ox-Birch Cut on the west. The pass at Altair and at Balient’s Breach are both cursed and shunned – leaving the west as the only safe way in and out of the area for the living. It is mostly a level elevation, with rolling hills and plains. Before the fall of Dundaria and endless winter, it was not populated over-much. The plateau is prone to high winds and cold air, but the mountains were rich and near mountain grasslands perfect for grazing and raising hearty grains. The heartiest of souls dared to make a living here in both past and present. Now the plateau is nothing more than a defensive measure against the Lich Lords. The populace here, like North Gate garrison, is given aid and supplies for their endless battle with the Lich Lords – mostly through allies in the north as relations with the High King of Oerdney are not good. A series of towers, special built to withstand the freezing rains, raging winds, and frozen climate after ages of experience and failure are scattered in various lines of defense and provision. The ever-fire towers burn in constant vigilance, standing watch over the fields of approach to the east. Their main defense is the ice (ironically mainly created by the sorcerous powers of their foes), channeled and directed against the undead foes the come from fallen Dundaria to the east.
Like their larger organized neighbors in the Free City of Kaald, the denizens adhere and practice the Freelander Way and look down upon those who “Cause a Stirring”. The many freeholds of the plateau nominally look to the powerful Freeland of Kaald to represent them – they are united by cause and culture.

A series of freeholds run from west to east along the southern edges, c each centered around the holdings of several families making a clan.

There is also an Office for Reclamation of the Wyld projects here, mostly involving the Hoarblight.

  1. Antrea ; Sortavala clan

    Population: approx 11000
  2. Bashanta; Arsenyev clan

    Population: approx 16000
  3. Kasivabora ; Tomari clan

    Population: approx 9000
  4. Orenburg ; Volkhov clan

    Population: approx 15000
  5. Osinovka; Skovorodino clan

    Population: approx 21000
  6. Tashino; Kurganinsk clan

    Population: approx 13000

There are a large number of abandoned watchtowers that dot the landscape. The crumbling base of an ancient watchtower is a good place to stop and rest. Dreams will be fitful, rest will come hard and memories of the battles fought at the ruins invade the dreams of the characters.

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

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North Drift

Posted on May 26, 2016

Steel Realms
North Drift is a trading town in the north. Inhabitants tend to follow the Freelander Way. There is also an Office for Reclamation of the Wyld projects here, mostly involving the Hoarblight.

Economy of North Drift

Every valley cultivates its own variety of the equivalent of Saffron – rare, expensive, and the primary source of income for North Drift. Each valley’s plant is slightly unique, reacting with the magic of the elves, and the power of the Druids. In exchange for this, they trade with merchants from the south bringing a variety of hot peppers, sugar, and bananas.

Trade with the Wyld Elves: There is a small enclave of wyld elves in the snow covered hills nearby. They trade finely woven cloths, and a hearty fruit that only they grow in their hidden valleys. The elves often try and trade for bananas, which they treat as a delicacy and are willing to buy at high cost when in season.

Valley Settlements

Minor Settlements of North Drift

  • Other settlements include fortified towns of: (all rough population of 1,500)
  • Pinebarrow (east)
  • Greenwell (west)
  • Pond Bridge (west)
  • Duunbar Hollow (west)

Dareenton Valley

Population: 3,000

Dareenton Valley is the largest of the mountain valleys and is the home of the “Drift Hall” – a council hall for North Drift. Much of the trade is centralized through the town of Callval. It is situated downstream from the legendary Lake Bluefall – a scintillating waterfall that comes directly out of the Frostshine glaciers – and the water is a tropical blue and clear as glass.

Bevin’s Hall: A “Scroll Vault” of the Thanes Library is erected and maintained here – safeguarding knowledge of the northlands.

North Drift Hold Fasts

They all possess holdfasts carved into the hills nearby for waiting out sieges of undead marauders. They use the Frontshine Stones of Ilyndria as beacons and warnings when the undead are nearby – each year the elves continue to bless them and their light continues to illuminate in scintillating colors. They sparkle when the undead are approaching a territory marked out by 8 of the stones.

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

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