Home - Page

Tag: dragon-mark-frost

Icen Churnidz (massive icescape; Forest of Rhyl)

Posted on April 26, 2026 in Steel-Realms

Steel Realms Logo
Icen Churnidz (‘eye-cen chur-nidz’) is one of the Frost-Melded Icescapes not far (15km approx.) from the Monastery of Ablocris ruins in the Southern Edgelands of the Forest of Rhyl. Icen Churnidz is only about 8km from Ferrywood Logging Camp at the forest’s edge and not too far from the edge of Willowhand Glade. It is one of the more famous named icescapes in the Grand Duchy of Rhyl. Scholars still study it and measure its painfully slow shrinking over time, waiting for bodies and historic items to become unfrozen. Icy mists empowered by a strange anima stream run 2km all around it through the forest. The trees at the edges of this effect grow 60-80m.

Markers: This named spot in particular has been designated for Historical Designation and Exploration in the Steel Realms.

Rulership/Governance: Hartbaten House claimed as part of the South Reedland Stretch, but this is only enforced when there is money to be made.

View From a Distance

The edge of the forest ‘weeps’ with a constant mist that floats out in all directions. Plunging deep into it, in a north direction is a massive frost encrusted area – one of the Icen Churnidz is a Frost-Melded Icescapes in the northern lands of the Grand Duchy of Rhyl. It appears no different than any other, though it is much bigger than most – perhaps the largest currently in existence. Approaching it, you can see flashes of rainbows that seem to come from within it, going out and into the forest depths, not out onto the meadows south of it. A strange wind blows at the edge of the forest, and it adds a sound like a glass windchime from the ice encrusted items colliding from it.

Encounters & Dangers in the Area

See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures. There is a good chance that at any given time there is a camp of scholars and archeologists measuring and observing the site.

  • Normal Settlement Encounters > Patrols | Recruiting | Sellers | Begging | Crime
    • Crime: Every now and then, bandits will set up ambushes for treasure hunters.
    • Patrols: Agents and mercenaries are sent to check on the status of any melting every month.

Graveyard

Off to the west side is a silent area, with dozens of headstones that are overgrown. Examining the area is a marker that denotes that the bodies pulled from the thawing frost “We have no name, but they are honored” – The Duke of Rhyl, CY 6091.

– It is now common practice to burn the dead, but the tradition was to be buried when this happened. The graveyard IS consecrated by both the Druids and Lightbringers to ensure the undeath of the Lich Lords does not creep its way into fallen heroes.


i20™ Locale Details

iCore iCore™ Locale 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.

It is known as one of the largest and oldest of the Frost-Melded Icescapes in the north. It covers an area of about 15 acres – it may even be two breaths.

It has resisted all attempts to deplete it any faster.

Rumors About the Locale
  1. There are Tears of the Dragon to be found here.
  2. The living can still be harmed by the cold 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.

Upon inspection, figures of soldiers can still barely be seen amidst the trees. Scholars and treasure seekers often check in to see if they can scavenge items.

Minor Outcome / Average Difficulty & Uncommon Knowledge

Several Tears of the Dragon were found here thousands of years ago.

Scarce Knowledge / Hard Difficulty

The energy here is strange in that it sometimes flares, or increases.

Rare Knowledge / Very Hard Difficulty

Some weapons and armor trapped in the Frost-Melded Icescapes of the grand Duchy of Rhyl in the north heartlands have been found to have the Glassteel ‘Glazed’ effect upon them. Scholars and treasure seekers watch and wait for these items to be cleared of frost as the icescape melts. Twelve items of Glassteel have been pulled from this site.


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

Whitescale Bridge (South Reedland Stretch, Rhyl)

Posted on November 6, 2025 in Steel-Realms

Steel Realms Logo
Whitescale Bridge is an ancient stone bride that spans the Sabarmati River about .5km from its mouth. It is a massive edifice constructed before Common Year reckoning by the servants of the Dragon of Rhyl. Its sides are carved into ornamental scales, painted white (still, by locales) in honor of the dragon. Its 10m wide and 40m long. It is truly something to behold. The bridge is usually covered in mist. There is a Frost-Melded Icescape named “Whitescale Arch” that continues to persist on the north side.

Rulership/Governance: {Integrity *} None – Lt. position in Gatehouse when occupied.

  • Recognized Administrative Center/Seat of Power: None (Gatehouse when occupied)
  • Primary Settlement Upbringing Experience: Rural

Population: The gatehouse can hold about 100, but remains locked and empty most of the time. The farmsteads that are mostly subsistence comprised of approx. 150 humans

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.

On the south side is South Reedland Stretch and the walled ship-building compound of Arbenants Port, and on the north side of the river and bridge is the ancient city of Saltmarch.

Whitescale Arch: On the north side of the bridge was a battle between the ancient Dragon of rhyl and druids. The druids caused the trees to form an arch over a road. The dragon breathed and created a Frost-Melded Icescapes. The bodies of warriors and druids were all individually frozen and removed later, but the frozen arch and vegetation around it has persisted. No animal, bird or insect will pass under it, but travelers do on its short 220′ stretch where the temperature drops by 20 degrees.

Whitescale Gatehouse

On the south side is an ancient Gatehouse. It stands locked up and unoccupied. There is said to be a tunnel between Arbenants Port and it. It is only manned in times of war or unrest. It could normally house up to 30 soldiers (up to 3x if it had to), and contains a massive ancient portcullis that can block the bridge.

Whitescale Farms

There are a few farmsteads that are subsistence normally, but could be expanded to support a garrison. The are collectively known as the “Whitescale Farms”. There are about 4 extended families that have farmed here traditionally for hundreds of years.

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

The Bone Field (Klaurian Sanctuary; North Pines)

Posted on October 31, 2025 in Steel-Realms

Steel Realms Logo
The Bone Field is one of the Klaurian exclusive territories of Kulim’s Expanse in North Pines. Technically, it is protected through the acts of Historical Designation and Exploration in the Steel Realms to provide maximum protection of its purpose and remains found here..

Rulership/Governance: {Integrity *}

Population: Approx. race (%, total)
> Note: There is no official census provided.

This place is a holy place where many of their kind go to die. This location bears the Frost-Melded mark an ancient battle with the Dragon of Rhyl, where they drove it away and came to an accord with it around CY 611. Kalurian Silverpoint Artists also use bone pieces and powder from The Bone Field to create a textured effect, coating finalized artwork in pine resin from their home of North Pines to seal and stiffen it.

Beastwood Presence: This location has the presence of a typical Rhylian Beastwood; Always the presence of Epona the HORSE (“The Mother”) is venerated & the wider community may worship other deities.


This locale trains characters in the practice of the Rhylian Undead Hunters.

This locale has a Chapter House of the Narcosan Order of Necromancers in Saltmarch. This is a well kept secret, but the necromancers have ensured that the Dead stay at rest for the Klaurians. They have also mummified some of the great warriors laid to rest that requested the eternal vigil as The Risen for their people.

It has been reported that the Order of the Black Gorgon has some association with this place.

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

Top

Dragon’s Promise (ruins)

Posted on October 25, 2025 in Steel-Realms

Steel Realms Logo
Dragon’s Promise is an ancient tower that appears ‘Frost-Melded‘ that overlooks the entrance to Rhyl from North Gate Pass on the south side of the gap into Rhyl. So named the promise, because of the promise to defend the lands of Rhyl from everything beyond the tower – it marks the edge of the lands of the Dragon of Rhyl‘s dominion. It is barely recognizable now, broken and covered in snow and ice. It is 15m in diameter, and stood 50m high at one point. It is made of granite with a smooth outer surface that appears unbroken. Now its top is burned and broken off, obvious signs of a siege.

It was once used by the Troglodyte servants of the Dragon of Rhyl as a watch point. It was the last hold out of the only ‘elite’ Troglodyte forces of the dragon after its death.

It sits outside the Autumn Wall. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented. It is NOT on any list.

The first Spark Legion assaulted Dragon’s Promise in CY 954.They were annihilated by the Dragon of Rhyl after a short siege that broke the tower. Only a dozen or so survived.


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 place is one of many that Commoners of the Steel Realms serve in as part of the Realms Levy to directly stand watch & fight in.

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.

Minor Outcome / Average Difficulty & Uncommon Knowledge

Inside and under it, it is filled with water that is frozen now due to the cold winds and snows that come at the lich lords’ command. Nobody uses it. When the living occupy it, the mist and fog also blind them, even rangers and druids. It has been tried to be used as a base by the undead, but the mist and fog that surrounds it seems to blind even them. There is some ancient magic still attached to it relating the icy blast of the dragon of Rhyl’s breath. If you possess one of the ancient amethysts of Rhyl, that was originally cut for the dragon as tribute, you can enter the tower and the ice and water will drain and roll back. The tower is an adventure in itself.

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

Top

North Gate Pass

Posted on October 25, 2025 in Steel-Realms

Steel Realms Logo
North Gate Pass is a plateau surrounded in many places by mountains. It is the northern gateway, providing access to what was once Dundaria to the north, through The Rhylian Gap into the Grand Duchy of Rhyl to the south (through North Gate Garrison[/su_permalink now) defenses of The Autumn Wall of North Gate GarrisonThe Autumn Wall, and what is now southern Kaald to the west.

Access to the destroyed Dwarven Kingdom of Donnerblock is off its southern flank.


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.

Minor Outcome / Average Difficulty & Uncommon Knowledge

While none of these shooting stars of the The Blood Sky over The North (CY 9184, month 12) crashed into the Grand Duchy of Rhyl, the glittering trail of lights did descend upon The Sky Stair Peaks & Altain Mountain Range in general, Montwold Protectorate, even some of the Gaur Dinuae Forest as well as North Gate Pass (with North Gate Garrison).

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.


[srlm-foot>

Top