Bronzed-Edge Tableland

Steel Realms

The Bronzed-Edge Tableland is a MASSIVE tableland feature that splits much of the Grand Duchy of Rhyl into east and west, with the Forest of Rhyl to its west. It runs 400km north-south and is, at its widest point, about 180km. Its is one of several defining features of Rhyl. Its is a plateau that rises up no more than 200 feet. The plateau is higher at its southern end. It is not quite flat but the slope is very gentle. Nobody really knows what happened to cause such a strange shearing – it is as if a god cut a mountain range with a cosmic sword. It has little variance.

Rulership/Governance: {Integrity } Nothing centralized, though the ducal soldiers that monitor and safeguard The Red March that goes north its entire length have jurisdiction everywhere if need be.

  • Recognized Administrative Center/Seat of Power: No central locale

Population: There is no farm steading or homesteading allowed on it; all formal settlements are part of an existing territory.
> Note: There is no official census provided.

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.

Divided Territory: Although now the whole top of the plateau is considered The Red March, a lot of mines and small settlements were grandfathered in along the edges to belong to the fiefdoms around them.

Respite of Warriors: There are shell towns on the plateau just for those fighting at North Gate Garrison on leave. These are a facade of a town, but cater to blowing off steam – sex, booze, gambling, gaming, etc. Clallums Cross is for Umbakians only.

Resources: There are a lot of iron and tin deposits that give it its signature orange-rust color. The rocks are hard mantle rocks of yellow hue. Currently, there are a few iron and tin mines being worked by traders – mostly from Kyben and Red Mark. In addition to metals, there is a green slate that grows in the area the Ennecio Hills rise from and a few mines pull it for decorative and building tiles. A series of small aggregate quarries on the Bronzed-Edge Tableland are operated by the Kuernsi Umbakian family out of Clallums Cross.

The Ducateon long ago mined the surface of it for iron and magnesium, clear-cutting the sparse forest that grew on top of it. There was few settlements at that time in the area of what would become Rhyl. The white dragon of Rhyl ruled the area then, and the Ducateon made an alliance with it, to supply its servants with better quality iron implements over the bronze they were using for a thousand years before the coming of the Blood of Saemon.

Encounters & Dangers in the Area

See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.


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. Hordes 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