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Rimevale (Rhyl)

Posted on September 21, 2025

Steel Realms
Rimevale is a small vale on an uplift along the south edge of the great Forest of Rhyl in The Grand Duchy of Rhyl. It has a small stretch of low hills to the west, a couple villages, and an old ruined temple that serves as a place of scholars in the single town. There are several small streams running throughout that area. The elevation is about 350-450 feet higher than the normal floor for the Rhyl Forest, making the temperature here lower in the winter and the area prone to cold fogs. This location bears the Frost-Melded mark an ancient encounter with the Dragon 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). All citizens in the north take the pledge of Rhylan the Living.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all share Common Culture - languages, Character Experience, institutions, Law, etc.


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.

Pervasive Knowledge / Very Easy Difficulty

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. Horses 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.

Common Knowledge / Easy Difficulty

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

Reedbed City (ruins; Rhyl)

Posted on September 21, 2025 in Steel-Realms

Steel Realms
Reedbed City is a ruins in the Reedbed Principality of the Grand Duchy of Rhyl. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

Notably nothing much more than ruins. Its been sacked multiple times in its history, which dates back to the times when the Dragon ruled. Over time, the limestone waterways under the coast have caused several collapses in the ruins, the entire area is considered dangerous. It is a haven for smugglers, brigands, and their ilk.

Ruined Church of Elancil

A Riverman enclave USED to exists in this locale. They were typical of their kind – close knit, insular, and professional in all their dealings. Like most, they venerated Elancil to appease the Sea-Queen and have a Shrine with an Altar for worship, but keep it out of sight to reduce any difficulties or resentments.


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.

Pervasive Knowledge / Very Easy Difficulty

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. Horses 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.

Common Knowledge / Easy Difficulty

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

Cryth-Mor Holt (cursed Ducateon ruins)

Posted on September 19, 2025 in Steel-Realms

Steel Realms

The ruins of Cryth-Mor in The Sky Stair Peaks are utterly unapproachable both physically and due to some curse that has befallen it – all who venture in are never heard from again. The Ducateon did their best to wreck the road and out Holt, but the main holt still stands. It was known to have a rich vein of gold that the Ducateon mined until they abandoned it. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

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.

Pervasive Knowledge / Very Easy Difficulty

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.

The Ducateon left and were never seen again, though they sent word ____.

Common Knowledge / Easy Difficulty

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

The massive shape of a Ducateon hand formed the outer wall, with a stone gate in the center that was virtually seamless. The entire area of the gate in its center collapsed when it was stacked and cursed.

Uncommon Knowledge / Average Difficulty

CY 7944 The Holt is utterly swarmed and wrecked by Earth Vultures, an army of 4000+ swarmed up from the depths below, disgorging them from The Deeping in the heart of their city taking them by complete surprise. It is unknown how it gained a foothold so close without the Ducateon knowing.

CY 9102 Alcan came to investigate. He was a wizard who had made his name in the south, foraging in the deserts and borderlands for ancient powerful magic items of the fallen empire. He had scavenged many archaeological finds and made a lot of money. He was a singularly greedy man, who had made his way north by lavish means. He needed to finance his new forays into Fallen Dundaria where he sought yet more ancient artifacts, so he believed he could conquer whatever was inside and extract gold for his mission.

Scarce Knowledge / Hard Difficulty

The hand/wall was said to close to a fist and block the entrance to the depths when activated by Ducateon magic.

Alcan had taken the cornerstone of Celeh (a Tower Sanctuary) and released evil spirits. He has stirred up the anger of the Dust Brothers of the South of the Bandit Kingdoms and was ultimately harried out of the south.

CY About 300 years ago, the wizard Alcan “Of The Lidless Eye” ventured with a small force into the bowels of the ruins of cursed Cryth-Mor.

CY 4905 The fortress/mine was attacked by Giants/Colossi of the Steel Realms, said to have been birthed in the Valley of Sighs and made a line of carnage that seemed to go straight for it. Whatever happened, stone tumbled down the mountainside for days, as if the Ducateon and giants were burrowing through it. The entire cliff face was nearly destroyed.

Rare Knowledge / Very Hard Difficulty

The fact was that the place had been a long time Refuge for Giants/Colossi of the Steel Realms before the Ducateon wrenched it from them, killing them for it by CY 4500.

A custom and powerful resonance field once kept incursions from the Orrish and The Deeping from opening nearby. The rock of The Sky Stair Peaks seemed to amplify this effect.


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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Bridgecairn (Riverstand, Rhyl)

Posted on September 16, 2025

Steel Realms
Bridgecairn (Riverstand, Rhyl) is one of the village collection of Riverstand. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

Initial Description:

This is…

1-5 Services: {services} | Comforts: {comforts} | Friendliness: {friendliness} | Law/Order: {laworder}

Greater Sovereignty: {part of larger territory?}

Type: {type} (see Settlement Planning and Design in The Realms)

Governance: {model} (see Titles and Honors of The Realms)

Population: {total perm} / Transient:
Demographics:

Groups/Factions:

Primary Hospitality/Accommodations:

  • {place} > Housing (long or short)/Entertainment (type)

Commerce: {commerce} (see Trade Organizations/Institutions of the Realms)

Institutions: (see institutions of The Realms)

Founding: {approximate year/age and culture of origin}

Primary Surrounding Habitat and Weather:

Roads, Streets, & Thoroughfares:

  • Waste: Runs/Bins > Collection | Minor Sewers or Major Sewers

Defenses: {defensive works, fortifications, garrisons, holdouts}

  • Police/Watch: | Officers:
  • Constables & Detectives:
  • Elite Tactical Forces: | Officers:
  • Militia/Volunteers: | Officers: > War Time Only?
  • Military:

Encounters & Dangers in the Area

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

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

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Greenstone Walk (Rhylan Grant; Rhyl)

Posted on August 29, 2025 in Steel-Realms

Steel Realms
Greenstone Walk is a western location in the Territories and Fiefdoms of Rhyl of the Grand Duchy of Rhyl. This Rhylan Grant fief consists of several small villages along a rivers’ edge. There are several streams through the area, and while the gold has generally been taken out of the river nearby long ago, there is a bevy of rough amethysts in the rocky terrain the springs run out of. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

Initial Description:

This is…

1-5 Services: {services} | Comforts: {comforts} | Friendliness: {friendliness} | Law/Order: {laworder}

Greater Sovereignty: {part of larger territory?}

Type: {type} (see Settlement Planning and Design in The Realms)

Governance: {model} (see Titles and Honors of The Realms)

Population: {total perm} / Transient:
Demographics:

Groups/Factions:

Primary Hospitality/Accommodations:

  • {place} > Housing (long or short)/Entertainment (type)

Commerce: {commerce} (see Trade Organizations/Institutions of the Realms)

Institutions: (see institutions of The Realms)

+ Hartwood Presence: This location leans heavily to the Wyld Faith, and has the presence of both Rhylian Briarwood and Rhylian Beastwood.

Founding: {approximate year/age and culture of origin}

Primary Surrounding Habitat and Weather:

Roads, Streets, & Thoroughfares:

  • Waste: Runs/Bins > Collection | Minor Sewers or Major Sewers

Defenses: {defensive works, fortifications, garrisons, holdouts}

  • Police/Watch: | Officers:
  • Constables & Detectives:
  • Elite Tactical Forces: | Officers:
  • Militia/Volunteers: | Officers: > War Time Only?
  • Military:

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). All citizens in the north take the pledge of Rhylan the Living.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all share Common Culture - languages, Character Experience, institutions, Law, etc.

Rulership: Council of Elders; each small settlement represented by a Hetman.

Population: 200-300 each settlement

The area has some eerie quality of roaming short mists. The inhabitants are used to leaving out offerings to The Rimbus and small faerie kin are constantly glimpsed. It is thought that the faerie use their magics to grow and replace the amethysts in the area.

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

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