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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

The Rhylian Plane

Posted on October 16, 2025

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The Rhylian Plane is the wide open rich agricultural land between the Great Forest of Rhyl and the Bronze-Edge Tableland. It has no full cities, and few towns. IT is mostly villages and fame steadings. It is sometimes called the the “Chairlands” as a feast reference for its agricultural nature and the proximity to the tableland. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

At this location, potash () is mined and shipped out locally and abroad as part of the Fertilizer Industry of Rhyl.

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

The Northgreens of Karolak (N. Merchant Cities)

Posted on July 26, 2025

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The Northgreens of Karolak is a large swathe of farmland used to supply the city of Karolak to its south. In addition to farmland, it contains a low rise of hills that supply tin and coal, and some iron. There is an ancient collapse (Naveen’s Ward) that provides a slope down to a sandy beach along the edge of the Beyne River – it is far from idea for shipping, but serves as a pull out place for repairs, good for shipping agriculture to the city at the river mouth, and safe haven for barges in poor weather. The Canstagal Ridge has a a constant run off providing irrigation for crops – in fact much of it never makes it to the feed the river. Broken terrain mark The Northgreens everywhere from the cataclysmic Storm Times ages before. While few true towns mark the landscape, its primary settlements are villages and hamlets and subsistence farming. There are no large scale hereditary land owners – just smaller local ones. The presence of a small garrison from Karolak at Naveen’s Ward ensures the continued agricultural support of the city, and a force that can be projected in case of emergencies.

The area is not heavily populated and is a buffer zone against powers further away. The Wyldes to its north and heavily hilled and forested on an uplift the slopes west and south and its inhabitants treat the natural feature as a sort of unofficial boundary line. There is trade between the inhabitants there and The Northgreens – most of it at the town of Winipelle. Ser-Caynth to the east and upriver recognizes the town of Ruthormaelle as the east boundary of The Northgreens – though the territory to its east has been fought over.

One of the most famous events that took place here was The Ricelyn Sundown.

Rift Valley’s & Fertilizer

The area south of the ridge that bounds the northern edge of the The Northgreens of Karolak is many Rift Valleys in it. These generally run north-south. These have large deposits of potash () fertilizer that are mined and shipped out through the city of Karolak.

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

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Caolite Basin/Lake Caolite (‘The Emeraldheart’)

Posted on July 15, 2025 in Steel-Realms

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Lake Caolite, also called “Emeraldheart” for its greenish color, is the greatest fresh water lake in the Heartlands still. Many rivers in the North Heartlands and some even from the central heartlands drain into it, and the massive Beyne River flows west from it to the sea. Ships from the Northern Merchant Cities, the Grand Duchy of Rhyl and other principalities of the Kingdom of Gladnor ply its surface. A great deal of trade and fishing is conducted on it. It is a gateway to many rivers used as travel for trade and people.

The Weather in the basin is often cooler. Cold air from the magic of the Great Forest of rhyl drops into the basic, runoff from the Duchy of rhyl makes many inlets, and the mountains to the east have cold winds coming down from them. It makes for many turbulent days and a few hellacious storms every year that wreak havoc.

At this location, potash () is mined and shipped out locally and abroad as part of the Fertilizer Industry of Rhyl and others.

Caolite Basin

For a distance of roughly 15-20km around most of the edge of the lake is a depression known as Caolite Basin. The height drops about 1km over the distance to the edge of the lake.

Sources of Lake Caolite

Shore Beacons

The south side beacon in the Barony of Astret on Sentinel Hill can be seen by the territories that border the Caolite Basin/Lake Caolite; There is an accompanying beacon in City of Redmark atop Illisain’s Tower (but lacks the visibility range).


Common Ship Adornment: Quality items from the Inderood Bronzeworks in the City of Fortun are made for ships built and repaired on the Rhylian ports on Lake Caolite.

Settlements on the Lake

The settlements on the shores of Lake Caolite are mostly major ports for the shipment of goods. Because of the slope at the water’s edge. The basin itself drops about 50m over a 300m slope as a ledge around the waterline. This makes for few fishing villages right on the shore, and more town sized settlements with geological features providing easier shore access for fishing and trade. The eastern edge where _ is has a more gradual, silt filled rim with marshes. The Reedbed Shore / SaLT__of the NW area is also a lowland along the edge, but currents and winds make it far more treacherous.

Territorial Access to the Lake

Any territorial powers that have rights to operate on Lake Caolite (granted or allowed by the High King of Gladnor) to move trade goods and people, also include those chosen or volunteering to serve at North Gate Garrison; All of the later land at The Bloods Port in the City of Redmark.


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
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.

Scarce Knowledge / Hard Difficulty

The next to last of the Green Dream Hydras of Rhyl drowned – driven into Lake Caolite by knights in CY 2319.

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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Barony of Springland/Twin Springs (Rhyl)

Posted on July 6, 2021 in Steel-Realms

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Barony of Springland/Twin Springs

Rulership/Governance: {Integrity *} Baronial family of Gaerlight

Population:

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.


Encounters & Dangers in the Area

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


Chronicle 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.

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.



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