Posted on July 9, 2026 in Steel-Realms
Shancere (shan-ser-ay) is an ancient place. It may go back to the days when the elves and Dragon of Rhyl fought, before the modern age. It seems to be ruins, built upon ruins, built upon ruins. It is right inside the Southern Edgelands of the Forest of Rhyl and has steadily encroached on it for near a millennium, reclaiming it for nature. a few dozen kilometers away is Icen Churnidz – the ancient and potent Frost-Melded Icescape.
A hill rises up above the tree line. Smaller trees grow around it, marking the area cleared for defense a long time ago. You feel loneliness, hopelessness, sadness, and melancholy. This place has long been abandoned by civilized folk, it feels thoroughly wild – though its structures still stand. The centerpiece is an abbey of stone, rising up on the top of the hill. The large structure has a aura of ancientness about it, and time feels like it stands still in viewing it.
There is a small herd of 150 Wild horses nearby.
The abbey is the centerpiece still, though you cannot tell what god or gods it may have once been dedicated to.
There is no roof. The walls are broken.
A set of 5 terraced steps, seemingly built for giants, lead up to the double doors. The steps are cut into the earth, set with massive blocks that total 25m wide – as wide as a the church itself at the front. At the outside edge on both sides are a set of smaller human sized steps – three for each of the terraces. Strangely, the humanoid sized steps have been seemingly purposefully broken by tools.
As you climb the terraces that are steps, you feel like an interloper – as if this was never intended for you and your ilk. The human sized steps look broken and dangerous – and purposefully ruined to make it seem that way – as if a warning.
The double doors stand closed, though it is easy to enter the church through a hole in or over the broken walls.
A smell like old earth, stale air as if from a cavern deep in the earth where nothing has moved in a millennium wafts upon the breeze. It smells of… the past. An ancient and cold past. Nostalgia overcomes you as your mind wanders into long forgotten memories.
Posted on July 8, 2026 in Steel-Realms
The Odyssey of Elancil’s Wound is a World Events of the Steel Realms that has long gone unexplained and is mostly forgotten now – though its effects are continuing to shape the world. For a brief moment, the storms, winds, and waves were quieted for most of the Steel Realms. That power was drained away and the power of the goddess was diminished greatly for a brief moment. That power was seemingly channeled to spur growth and regrowth of natural places. These effects continues to reverberate though the power of storms and the goddesses were restored before any advantage or change could be exploited.
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.
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.
The Days of Quietude In CY 8391 an event took place that attacked Elancil Stormqueen – the grey goddess and her domain. This was the start of the cycle of The Odyssey of Elancil’s Wound. For about three days, the sea was tamed and the winds went slack. There were days of quiet across the entire Steel Realms (and the global seas), and the divine powers of followers of the goddess were diminished. Before any major move could be made against her clergy or sacred places, her power was restored and storms once again raged. The source of this has remained a mystery, and none have claimed credit.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
Energetic Roots: The collective Deeproot Shamans of the sylvan faeries (elves and Smallfolk) find a way to harness the power of the storms and take Elancil’s magic as part of The Odyssey of Elancil’s Wound to use it to their own ends. It is to make the trees of the realm grow faster and replenish themselves and reclaim lands lost to forestry. The ‘energetic’ growth has continued for near a thousand years.
A Surging Tide The Days of Quietude in the The Odyssey of Elancil’s Wound was the catalyst that refocused the goddess Elancil‘s most devout clergy in Gwinn to their path of dread revenge. It was not in the form of nature’s wrath, but a political storm – the Empire Revived movement. The ascension to the reigns of power within her church of those seeking to right the wrong. The rise of the war brands that would take Tarmysia from Dunstrand, fight the Umbakian navy to near extinction, win the battle against the combined fleet of the north and the Sebajain SkipIands that were invaded and renamed Valdeysian Isles. The attack on the stormfront fastness (failed in 8644).
The becalming effects from The Odyssey of Elancil’s Wound persisted in Cabella until about CY 8600 – it became dead coast for a hundred of years – utterly becalmed.
The Energetic Roots effect of The Odyssey of Elancil’s Wound is set to continue to accelerate growth on the edges and logged interior of the forests affected for a single millenium. This has caused logging and conflicts over it to accelerate as well.
The Curtain of Night (in this area) was robbed of some of its power as part of the effects of The Odyssey of Elancil’s Wound. It retreated eastward for dozens of miles around CY 8400, taking a hundred years in some cases to regain the lost ground.
Some scholars believe Elancil‘s penchant for violating the The Godspeak Accord made her vulnerable to The Odyssey of Elancil’s Wound.
The energy from the The Odyssey of Elancil’s Wound invigorated the Wylden anima power of the Great Forest of Rhyl that powers the The Autumn Wall.
The Faerie Ceremony of Energetic Roots was the foundation for the cycle of The Odyssey of Elancil’s Wound. It was enacted by the a conclave of shamans, priests, and druids (mostly from Ynth) to try and reinvigorate the forests of the Noble East and Steel Realms in general, and to help the diminishing population of the The Smallfolk of Faerie in The Realms in the Noble East.
Secure the Smallfolk’s Future: The efforts of Energetic Roots of The Odyssey of Elancil’s Wound was also an attempt to grow new areas in all the major forests, that can serve as a Ellosarr home for the Faerie Smallfolk that have been being pushed out and displaced.
The The Odyssey of Elancil’s Wound significantly expanded the Chauvelah Weald.
Made Vexation of Nature by the Smallfolk were more powerful in these regrown forest lands.
After the becalming effects of The Odyssey of Elancil’s Wound wore off in Cabella around CY 8600, it appeared again in Gwinn’s attempts to conquer the Tarmysian Peninsula by becalming their ships. It has also diminished their priests’ powers as they sought to land troops.
Unknown to the Faerie Ceremony of Energetic Roots conclave participants, it sucks some of their own virility, and their fertility is (in the males) in decline – especially in Ynth. Everywhere a males went through, spread the magic until almost unnoticed, a thousand years go by and logging is still thriving everywhere but elven birthrates are in decline. When the growth effect ends, so to will this.
Posted on July 7, 2026 in Steel-Realms
Places & Geographical Features of the Albocris Edgelands are the natural places in the Ablocris Edgelands of Rhyl.
Posted on July 6, 2026 in Steel-Realms
Blackburrow (Rhyl) is one of the three towers of the Blackburrow region in the Southern Edgelands of the Forest of Rhyl. Each of the Blackburrow towers is slightly different but the same materials comprise the structures. Like all the towers and their structures, they are seamless, without entry or windows, and rise straight out of the earth. They have no crenelation but have an odd spiral peak. The forest has overgrown it all if anything stood nearby. The towers are about 7m diameter & 25m tall, and vegetation and trees grow right up next to them now. No one knows how deep they go, though several attempts to dig down have met more of the same material even at 5m below the surface. The inky black substance appears oily but is solid.
This particular construct has a ring of boulders around it of the same materials. These 7 objects are 5m away from the tower wall and are roughly 4m in diameter & irregularly shaped.
At a Distance:
Close Observation:
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.
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.
There may once have been outbuildings and other structures, but they are gone now. If there were, they were likely of organic material and long rotted. If they were stone, the materials were probably used in far away building projects rather than cutting from quarries.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
While the cold does not radiate from the ‘tower’, it does seem to provide some minor fire-retardant effect for the plants and trees growing with 10m of it. It takes about 2x or 3x the prolonged flame to catch them alight.
Property – Cold: The materials are cold to the touch. They do not do damage or radiate cold any further than direct contact.
Property – Impervious: The stone towers seem impervious to all attempts to mar them – many have been made. Even siege weapons were brought up and launched against them to no avail.
Property – Dark: Any source of light does not reflect off the material it is made from. In addition, any light that is within 5m of it has its luminosity decreased by half. It does not reduce heat radiance from fire based light sources.
During the time of summer equinox, the tops of the tower flash with colored lights, though at the same time a fog covers the entire structure and masks most the effects from being seen.
Posted on July 6, 2026 in Steel-Realms
Blackburrow (Rhyl) is one of the three towers of the Blackburrow region in the Southern Edgelands of the Forest of Rhyl. Each of the Blackburrow towers is slightly different but the same materials comprise the structures. Like all the towers and their structures, they are seamless, without entry or windows, and rise straight out of the earth. They have no crenelation but have an odd spiral peak. The forest has overgrown it all if anything stood nearby. The towers are about 7m diameter & 25m tall, and vegetation and trees grow right up next to them now. No one knows how deep they go, though several attempts to dig down have met more of the same material even at 5m below the surface. The inky black substance appears oily but is solid.
This particular construct is
At a Distance:
Close Observation:
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.
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.
There may once have been outbuildings and other structures, but they are gone now. If there were, they were likely of organic material and long rotted. If they were stone, the materials were probably used in far away building projects rather than cutting from quarries.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
While the cold does not radiate from the ‘tower’, it does seem to provide some minor fire-retardant effect for the plants and trees growing with 10m of it. It takes about 2x or 3x the prolonged flame to catch them alight.
Property – Cold: The materials are cold to the touch. They do not do damage or radiate cold any further than direct contact.
Property – Impervious: The stone towers seem impervious to all attempts to mar them – many have been made. Even siege weapons were brought up and launched against them to no avail.
Property – Dark: Any source of light does not reflect off the material it is made from. In addition, any light that is within 5m of it has its luminosity decreased by half. It does not reduce heat radiance from fire based light sources.
During the time of summer equinox, the tops of the tower flash with colored lights, though at the same time a fog covers the entire structure and masks most the effects from being seen.