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City of Agrayginia (ruins; transported)

Posted on November 25, 2025 in Steel-Realms

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The City of Agrayginia (A-gray-ginia) was once a city in the trade paths of the Crossroads of the North in North Gate Pass. When the Lich Lords of the Steel Realms entombed the north, they used powerful magics (The Shattering) to instantly freeze and corrupt entire cities, causing those in them to embrace the icy bargain of undeath. The city was a well known place of learning and empowerment, even having its own strange guardian. Prior to the The Spirit-Wind of the North, seekers had been sent through the Flame Of Oruu to seek enlightenment in Zermai.

The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented. These ruins are NOT part of any limited list.

At the time powerful druids and cleric were working with the guardian and managed to shift an entire square quarter mile block of the city of Agrayginia into the guardians land. In the block was the great amphitheater of Vrenbaer, sacred to the Lords of Light, which was used to summon otherworldly music and song from the outer planes – this was to be the anchor to try and save the gathered people. The portion of the city was protected, some say transported to another realm. Regardless, they were never seen or heard form again.

Shattered Block

Transported Block

The portion of the city was transported, but it too became shattered. In an attempt to stop the effect from spreading, the guardians mate rushed in to stem the tide of undead sweeping out of the evil blight. There is a guardian still in the transported portion.

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

The Vinewood Scar

Posted on October 17, 2025

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The Vinewood scar is a deep gouge into the Vinewood Forest running east west, starting on the west side of the forest in the Grand Duchy of Rhyl. It was made by an attempt to enact a ritual of The Shattering on the area. When that failed, the ire of the Lich Lords unleashed a Grave Quake that blighted the whole are with churned up gravesoil. It was eventually logged and all the corrupted trees burned. A few “Scar Spears” were made – the undead seemed particularly vulnerable to it. The Har Cunetha wield the remainder of these black, burned spears crafted from The Vinewood scar.

Rulership/Governance: {Integrity } NONE

  • Recognized Administrative Center/Seat of Power: None

Population: The Smallfolk of Faerie AVOID this area. Anyone sleeping nearby gets horrible nightmares, so there is no population in it.
> Note: There is no official census provided.

Current State: Nothing grows here now. Frost covers the ground by midnight, it twinkles a sickly miasma of black-green, and foul mists rise off the land. The remains of a rock ledge by a short hill can still be seen – where the elven knight Loochrighten once had his domicile and ruled much of these lands, when the Weald was most of the forest. Green mists sometimes drift off the patch – always away from the fores though.

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.

At this location, potash () is mined and shipped out locally and abroad as part of the Fertilizer Industry of Rhyl. The fertilizer from here is extremely potent, but the health problems associated with ‘mining’ it are often not worth it except in the wet months of the year.

Loochrighten had been a key figure serving on the Autumn Wall – this was the Lich Lords revenge!

Encounters: The small faerie folk left the Vinewood Forest mostly because of this, and avoid this area completely. Netheb the Aged came to The Vinewood scar in CY 9051 to look into the effect and see if the order could do anything – it is said he still monitors it personally.

  • Green mists sometimes take skeletal form, but have never harmed anyone directly – just frightens people from the area and provides a source of many rumors and stories.
  • Sometimes willow-wisp of elvish spirit that died here rises up as corrupted souls, so great was the evil intent.
  • Unscrupulous have come seeking powerful evil spirits and power.

Encounters & Dangers in the Area

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


i20™ Effect Details

i20 Text

iCore iCore™ Effect Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.


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.


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.

Simple Outcome / Easy Difficulty & Common Knowledge

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

Ruins of Creb-Navarood

Posted on June 16, 2016

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Creb-Navarood is one of the Shattered Cities of the Hinterlands.

Regional:

History

[contentblock id=knowref1]If nothing is indicated, assume Common Knowledge.

Most Recent Stirrings

Early Years

Formation

[Hinterlands]
Realm's Aptitude Powers: Divine, Occult, and Psychic

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