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The Southern Edgelands of the Forest of Rhyl

Posted on July 4, 2026 in Steel-Realms

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The Southern Edgelands of the Forest of Rhyl within the Grand Duchy of Rhyl are the lands between the southern edge of the Great Forest of Rhyl and the Beyne River to the south. The edgelands drop significantly in elevation the further south and west you go. These lands were once densely forested but the wars in the north caused them to be over-logged and a wasteland of ugly mismanagement and abuse. They were once home to the Faerie Smallfolk but their habitat and population was destroyed by the logging.

The Southern Edgelands of the Forest of Rhyl were once the most logged part of the Great Forest of Rhyl, logged for thousands of years. These lands were completely reinvigorated and have grown at an accelerated rate in different areas since around CY 8500 – believed to be part of the effects of The Odyssey of Elancil’s Wound. This has caused logging and conflicts over it to accelerate as well, though it is far better managed than before. The treeline area is heavy logged by individual settlements and a few designated logging Camps, such as the Ferrywood Logging Camp.

The forest growth is accelerated at a rate of 10x normal. So it only takes 10 years to see a tree grow to its hundred year old size.

Role of: Hartbaten House of South Reedland Stretch > Within this territory, these is NO acknowledged rulership – in fact, they are not welcome. The word and servants of the Wyld Faith and the Druids are the law here.

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.

Basic Experience

The soil seems alive as mist travels through the brush in a multitude of places. The soil also seems warmer to the touch around the trees – the mystical power of Rhyl forest or some such. Well known, but seemingly innocuous. Birds and small rodents are easy to spot – abundance is everywhere. There is a strange sound in the air, like the creaking of ropes. You soon realize the tales of its magic are true – it is the sound of the trees growing in real-time! It is eerie and unsettling. Powerful forces are at work, yet the local Flora and fauna seem to ignore its unsettling effect.

Continuing on…

As you travel through the strange lands that are already cut, you see the trees in various stages of regrowth and hear them straining as they grow all around you. The experience of the mystical “edgelands” of the great forest of Rhyl is something to behold – and not something you feel you could sleep through it is so loud in some places.

  • Any travelers, beasts of burden, or domesticated animals will be unsettled if they are not used to traveling this path.

Site Aspects/Features

Rejuvinated Land: These once over-logged edgelands are covered by trees, meadowlands and prairie where several creeks and streams feed beaver dam lakes and eventually run south of the sloping grasslands toward the Beyne River.

The accelerated growth of the Southern Edgelands of the Forest of Rhyl are oddly amplified during the Time of the Cold Moon; No one knows why, but the normal madness and violence associated with that time is largely absent within the territory.

Controlled by Rhyl

A large portion of the South Reedland Stretch borders them to the east as the river flows west from Lake Caolite.

Patrols: Rhyl patrols the region to ensure no permanent claim markers get set allowing the North Merchant Cities to encroach. These are often a few ducal guards and a small band of mercenaries that can be found making mounted patrols.

Sparse Settlements

Within the edge of the forest are old homesteader ruins, overgrown logging plots, several small settlements inhabited by hearty descendants of the Pine Tribes and homesteaders that take sap, wood, bark and several other goods to sell to the locals in the more civilized larger settlements nearby.

Not near the Ablocris…


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. The Faerie Smallfolk will curse anyone coming through their lands.

Simple Outcome / Easy Difficulty & Common Knowledge

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

Within the Southern Edgelands of the Forest of Rhyl, the effect that causes the forest to grow and the regrowth that makes several places a lucrative logging site (with the druid’s permission of course) also causes animals that eat of the plants and drink the water to grow larger than normal.

Minor Outcome / Average Difficulty & Uncommon Knowledge

The Faerie Smallfolk of the Southern Edgelands of the Forest of Rhyl are known to befriend and use the enhanced size animals to safeguard their homes.

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

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Ablocris Estate (Rhyl)

Posted on July 4, 2026 in Steel-Realms

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The ‘Albocris Estate‘ is the name given to a collection of territories and settlements centered around the Monastery of Ablocris in the South Reedland Stretch of the The Grand Duchy of Rhyl.

Origins: This name only came about after the War of Rundleman’s Revenge – it is a very modern label from the last hundred years. Previously the main settlements were associated just as ‘The Monastery Lands’.

Role of: Hartbaten House of South Reedland Stretch > Within this territory, these is NO acknowledged rulership – in fact, they are not welcome as it is Umbakian owned land.

Features & Aspects of Note

The reinvigoration effect of the Southern Edgelands of the Forest of Rhyl seemed to bypass the entire area. Though the monastery lies away from the forest, often times the effect has a minor effect on bordering territories – there are none on the estate or monastery proper lands.

Avoided/Abandoned: The ‘estate’ is avoided by patrols and travelers alike. The entire area is viewed with suspicion and a bit of dread. Only one of the local homesteaded farms has managed to grow – most get abandoned and a new family lays claim after 20 years or so. The reinvigoration of the Southern Edgelands of the Forest of Rhyl seemed to bypass the entire area.

  • Most of the normal markers present on Umbakian lands have been overgrown and/or overturned (by an unknown hand?).

Although it lies on the border of the Great Forest of Rhyl (its eastern edge about 6 miles south-southwest of the Ferrywood Logging Camp), it is not considered part of the bordering Southern Edgelands of the Forest of Rhyl because of the strange history, Umbakian ownership, and unnatural events that seem to emanate from there now.

Encounters & Dangers in the Area

Encounters here will fall within the parameters of Encounters for the Ablocris Estate.

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

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Surefoot Shelf (ruins; halfling garrison of Altair Pass)

Posted on July 4, 2026 in Steel-Realms

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On the eastern side of Altair Pass was a small garrison of Halflings called Surefoot Shelf, protecting the primary passage road as it went towards the Montwold Protectorate. The halflings decided to take a stake in making sure their own lands were protected and warned. It was a garrison of about 250 civilians and ‘soldiers’. The place was known to be shrouded in fog a lot, difficult to see much less assault. Their patrols were known to somehow use this fog as well, and it would make them difficult even for the undead to see.

The history of this place is chronicled in The History of the Grand Barony of Altair and Altair Pass.

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

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The Fall of the Grand Barony of Altair (event)

Posted on July 4, 2026 in Steel-Realms

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The Fall of the Grand Barony of Altair is part of the larger THistory of the Grand Barony of Altair and Altair Pass. In CY 6909 some great calamity befell the grand barony. Its ruler was overcome by some agent of the Lich Lords and embraced the Cold Bargain to become a ghoul. His prize was the daughter he had lusted after, but promised to a hero who had won her hand in marriage.

The Deepstone Archive of Rhylan in the north holds the original records of this battle from survivors. While most facts are held in duplicate in other libraries, there are a few facts that are ONLY held in the original recordings that are the ONLY source. These are marked with Restricted.

Since CY 6909 the castle lies in ruins, brought down by the legendary blade of Stone Cutter. The hero Rothir ‘The Bold’ of Pomata wielding it was able to tear asunder the walls of Altair and rescue his bride (of the baron of Altair’s family) from the evil clutches of Wehtsaq, then called King of Ghouls. He had turned a large portion of the populace into ghouls that were ravaging the lands in every direction.

For months the plague of undead had ravaged the barony until the castle and all of the lands under its protection had fallen. Then a retreat began, mostly spilling eastward into the Altair Pass, seeking refuge in the grand Duchy of Rhyl.

Battle of Bosin Run

Battle of Bosin Run in CY 6910, February; The Altainen Rock Elves fought and died to the last. They, as a people, came out of their high mountain weald, and choose to interpose themselves between a horde of fleeing civilians and the undead army seeking to end their lives and raise them as servants to the Lich Lords. This battle happened at a place known as Bosin Run. A creek bed dry for part of the year, but flowing from the fall and winter water build up. The bridge at Bosin Run became the choke point where a thousand faery folk met their end, in an action they knew was only a delaying action. The undead eventually killed them all, at the cost equal to their own number – an incredible kill ratio for the living.

Death of a Faerie People: As their fate of utter annihilation dawned upon them, they called upon The Rimbus spirits to not let them fall, and all died standing, swinging their weapons to the end and becoming an unmovable petrified wall the hordes broke on. All Faerie kin in the Steel Realms felt their final sacrifice. The earth spirits prevented the bodies of the elves from becoming new ‘recruits’ in the Lich Lords army, and took the fallen bodies into the bosom of the earth.

Battle at Corbean’s Crossing

Corbean’s Crossing was a dry creek bed that had once handled fast rushing run off in the spring. It was a deep cut that had been filled in for safe passage over going in both directions. Its sources had long since been diverted elsewhere and it was monitored for safety.

Halfling Slaughter: Calling upon their own strange magic, the halfling garrison from Surefoot Shelf waited on the east side of the continuing passage, shrouded in a fog that his them even from the eyes of the unliving. As the undead column moved east, the fog bank they could not see, that hid the halflings, ambushed in on its north side. They too were nearly completely destroyed – 200 of 250 died that day. A strange tribe of high mountain halflings that assisted their brethren that day as well.

Restricted There are tales of halflings in the mist, shrouded and silent. And a light that blazed in their eyes, like a beacon of otherworldly hell itself, and the unbridled anger and utter hatred they unleashed that stopped the foe and held the line. It is attributed to myth, but the real records reflect no lie of what happened that day – the evil joy the killing brought on was no literary imagining.

Restricted At the battle of Corbean’s Crossing, the Druunad revealed themselves. Historically, they are recorded as a strange tribe of high mountain halflings that assisted their brethren. In fact, they shored up the resolve and fought next to them, obfuscated among them with their mystic powers. A few oral traditions survive among older and bardic story-holders, but any definitive knowledge has faded from memory – as the Druunad keep themselves hidden away.

Battle of Lengtreth’s Stand

Here the combined forces of refugee humans and halflings fleeing the fallen Grand Barony of Altair made a stand while retreating east. A force of beleaguered knights and their retinues and volunteers Led by Sir Lengtreth (of eastern Altair) made a final stand against the pursuing undead to cover the 8000 civilian refugees fleeing east.

The main force double timed in a circle, attempting to occupy the time and senses of their pursuers. It worked and this was long enough for the Klaurians of North Pines coming from the south to smash into the flank of the Enemy with their full force after traveling 2 days without rest. Over 2,000 full blooded Ker-Sabohr joined in the slaughter without rest or a second thought.

Restricted The Ker-Sabohr gored with their antlers and stomped their Enemies into a bloody pulp in an orgy of violence. Frightening tales exist of that day, of the massive Klaurian forces laying waste to the remains of the undead army and strange creatures summoned by Whestaq, the Ghoul-King.

The Klaurian Cleansing

The Klaurian shamans stopped whatever curse had befallen the barony at this battle as well – halting is passage eastward behind the undead army it seemed to feed.

The main force of another 3000 Kalurian soldiers come out of North Pines and then sweep west across the land of the barony, killing all remaining humanoids and undead and the ghoul infection was finally ended.

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

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Altair Castle (ruins)

Posted on July 4, 2026 in Steel-Realms

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Altair Castle once oversaw and guarded the east-west passage of Altair Pass. The castle is carved into the rocks, a hundred feet above the base of the Altair Mountains. Its siege weapons could reach the passage road of Altair Pass. It had a garrison of 400 at normal times, capable of holding triple that.

The history of this place is chronicled in The History of the Grand Barony of Altair and Altair Pass.

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

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