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ENC: Pine Tribesfolk Ruins (Rhyl)

Posted on October 7, 2026 in Steel-Realms

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The Tribesfolk Ruins in the Forests and Hills of of Rhyl are a common Encounters in the Grand Duchy of Rhyl. There are still a few recognizable remains of ancient Pine Tribe Villages (“Gathered Tribes” era) that the colder climate has preserved well. Plus, the Pine Tribes here built into the crags all throughout the Forest of Rhyl – finding soft limestone easy to carve into and shape. The apogee of this practice can buy found in the mysterious Playaban ruins.

Small faerie folk and travelers, bandits and wanderers use them for shelter and have maintained them in several places – though they have no items or archaeological value at this point.

Those preserved places in and near to the Great Forest of Rhyl itself are prone to experiencing The Dreamhunt of Rhyl

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.

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

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Umbregadore Tract (Rhyl)

Posted on October 6, 2026 in Steel-Realms

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The Umbregadore Tract (“uhm-bray-ja-door”) is a wide, flat top ridge of dense dark basalt with a moss covered narrow walk path which leads out to Point Vigil and The Shrine of Stone’s Vigil. Rocky crags line both sides of the path, not suited for beasts of travel or burden. Few go this way since the lighthouse’s collapse.

The light from Sillin’s Way at the entry to the Beyne River can be seen in the distance.

There is a dirty moss covered path from the Umbregadore Monastery that leads east to Point Vigil.


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.

This settlement was terrorized and sacked as part of the War of Rundleman’s Revenge in CY 9041. It has never bounced back in terms of population.

Lighthouse on Point Vigil was destroyed during The Storm Times of the Noble East and never rebuilt after – replaced by Sillin’s Western Waylight.

Rumors About the Locale

Checking for Rumors:

  1. Secret cult hides underground here
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.

The exact age and origins of the Monastery are unknown.

Only monastery after the lighthouse’ final collapsed in CY 7942

Minor Outcome / Average Difficulty & Uncommon Knowledge

Prior to the War of Rundleman’s Revenge, the population had a few scattered family farms. They were wiped out during this. The area is barely capable of supplying enough now for a dozen inhabitants.

Scarce Knowledge / Hard Difficulty

There are no records for it. It may have had its own at the time, but they would have vanished long ago.

Rare Knowledge / Very Hard Difficulty

Old Rhyllian/The Broken Tongue can be spoken here without damage to the living.


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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Point Vigil (of Lake Caolite)

Posted on October 6, 2026 in Steel-Realms

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Point Vigil is a rocky outcrop that thrusts about 1km into the Caolite Basin on the north side of the mouth of the Beyne River. Though it is claimed by both The Grand Duchy of Rhyl and the North Merchant Cities, it has no population or settlement tied to either. On the point is the lonely Shrine of Stone’s Vigil, loosely associated to those who maintain it at Umbregadore Tract.

The winds blow strong, and at one point there was a lighthouse about 3/4 the way to the tip of the outcrop. Facing south is a slight dip, leading to a grotto and a place called The Shrine of Stone’s Vigil. The area was uplifted to 100m above the basin’s rim in a long past seismic event, leaving only bare rock and above many of the mists and low clouds that form on its edges.

Lighthouse Outcrop

Nothing here but ruins now.

Hidden Path

Old worn stairs carved into cliff for boats to supply the lighthouse that was once here (replaced by Sillin’s Western Waylight). It was made by forces of the North Merchant Cities. It is forgotten now. It is VERY dangerous to use.

A couple caves that had drains cut in them and used for stores. These are deep cut in the rock – dwarven handiwork.

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

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Playaban Tribesfolk (Rhyl)

Posted on October 6, 2026 in Steel-Realms

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The Playaban Tribesfolk were an advanced Pine Tribe living in the Forest of Rhyl in ancient times. Unlike the many settlement Tribesfolk Ruins in the Forests and Hills of of Rhyl remains that are in grottos and the forest floor, the Playaban clan/culture built into the harder stone. there is no record of them after the Dragon was put down, though this culture is believed to have ended during its reign or perhaps because of it.

It is unknown where the clan came from exactly (there is no specific mention in Early History of the Pine Tribes), but they were the clan that held the longest against the settlers of the Kingdoms of old Rhylan as they took control of the area. They vanished mysteriously, literally overnight. The ruins were left empty and barren, with no evidence of how they managed to carve harder stone than limestone with such intricacy.

It is thought they simply gave up, and fled westward into The Wyldes, rather than be overrun by the heavier warriors coming from the south and east, settling the forest lands. The exact manner of their intricate carvings has never been discovered, though a few theories exist.


Chronicle of the Locales/Culture

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.

Simple Outcome / Easy Difficulty & Common Knowledge

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

Minor Outcome / Average Difficulty & Uncommon Knowledge

There is a grotto deep in the forest of Rhyl that the su_permalink id=”56520″]Playaban[/su_permalink] held to be sacred for some unknown reason. It is overgrown and non-descript now.

Scarce Knowledge / Hard Difficulty

The Monastery at the Umbregadore Tract influenced by, if not made by this culture.

Rare Knowledge / Very Hard Difficulty

It is known they fashioned strange tools and used harmonics – sound has always been important to the Tribesfolk in song and magic.

The Playaban tribesfolk referred to the Dragon of Rhyl as “shaiultaen”.


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.


The grotto held to be sacred was where a meteorite crashed long ago. The su_permalink id=”56520″]Playaban[/su_permalink] people worked the metal they found there into harmonic tools they used to carve their culture into hard stone. The Dragon of Rhyl took these from them; No one has recovered them.

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

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Old Rhyllian/The Broken Tongue (dying language)

Posted on October 6, 2026 in Steel-Realms

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Maximum Level of Learning is ‘Mastery‘.

Old Rhyllian/The Broken Tongue – Pronounced “rill-ee-an” – One of the languages of the Steel Realms. It is a Faelen type language. The ancient Lineages, Families, and NPCs of the Grand Duchy of Rhyl once spoke Old Rhyllian/The Broken Tongue, but no more. They do maintain older records written in the old dialect.

History of the Language

Origins

The Broken Tongue (originally “Old Rhyllian”) is a mixture of Gladnorian and Dundarian languages. Originally it was more of a dialect.The Broken Tongue is a cultural “treasure” once kept alive by the families of old rhylan.

Censored

The High King made an effort to eradicate it. It created an impediment to unifying the north and was a rallying cry for separatist groups in the Kingdoms of old rjylan. The Free army of rhyllian was wiped out by the Lich Lords, though helped buy time for The Autumn Wall to be built. The dead on the field who were risen by the Lich Lords used it to divide and confuse defenses. It became a weapon to fan the flames of strife and conflict used by ghoul and vampire agents of the Lich Lords. This led to it being outlawed and its demise. It is now called The Broken Tongue – the language used to break the unity of the north.

Spiteful Use

Though that was a failure, many powerful undying agents of the Lich Lords in the north speak it from hatred to the living. Its very speaking has been corrupted by the Frostfang winds torturing and twisting its utterances from dry undead mouths. Its use has spread to the leadership of the Lich Lord’s minions and armies. It is used to command the units of the Lich Lords armies.

Properties of the Broken Tongue

  • If the living speak it, their tongue dries and peels. Utterances of long thought tear and rip the throats of the living
  • It is a lang that speaks back when the Frostfang blows strong.
  • A writer cannot inscribe dreams in it.
  • Within it now is a unit of time for the undead that have no corresponding match in humanoid comprehension.
  • The language constructs itself in new ways the longer it is spoke without breath.
  • It reacts to being understood, not being read.
Realm's Aptitude Powers: Divine, Occult, and Psychic

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