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Flatrock (Meargensdale; Rhyl)

Posted on August 29, 2025 in Steel-Realms

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Flatrock is a village and Caravanserai Settlement of Barony of Meargensdale Vale within the Grand Duchy of Rhyl in the North Heartlands of the Steel Realms. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

Rulership/Governance: {Integrity ***} Mayor

Population: Approx. 600 + 150 nearby farmsteads

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.

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:

Temerry Hall Caravanserai

This is a famous large Inn/caravanserai, where Weslay Road and Rodgensen Road meet.


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. 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.

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

Spider Top (Rhyl)

Posted on August 27, 2025 in Steel-Realms

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Spider Top is an area in the Enthavelaugh Weald that is kept fairly dry and the spiders of the area are both its guardians and spin silk for some of their magic items. This is a tree-home of trees woven together at the top by a thousand years of silk from the giant spiders that have been bred and live in the copse. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

Enthavelaugh Spiderin: Spider Top is a large area on top of a knoll with a 1km diameter top that rises about 400 feet and a stream at its eastern base. The woods outside of the knoll are also home to the Enthavelaugh Spiderin. These feed on rabbits bred by the elves and leave other creatures of the Forest alone.

Doget’s Petal: The Doget’s Petal/Doget’s Petal is a thin leather and cloth suit of armor with a hood that is shaped to the body of the wearer. Its composition is unique silks, waxes, and treatments from the area. It appears as a suit of light leather with a vertical set of skirt plates. It is never sold to outsiders, and only gifted to those who perform a high deed for the region or specifically the elves of Rhyl.


i20™ Armor Details

Prestige Mark > It is considered fitted Leather with +3 Resilience (only fits the wearer) and Cold Resistance & the powers of Cloak of Elven Kind. When among the rocks and land of the region of Rhyl, it is treated as a Elven Cloak. Outside, under the sky, the armor can be worn at night and slept in without discomfort – actually helping the character become comfortable; once slept in for a Long Rest cycle and Attuned, it grants the wearer +1 Initiative while it is worn & character can use all three Resilience at once – this destroys it and it cannot be repaired.

iCore iCore™ Armor Details


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.

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.

Simple Outcome / Easy Difficulty & Common Knowledge

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.


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.


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

Harriman’s Gap (major trade crossing, Rhyl)

Posted on August 3, 2025

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Harriman’s Gap is the largest trade Settlement crossing over the river in the Barony of Welshan that connects the northern heartlands with the central heartlands. Most of the trade over the river uses Harriman’s Gap, with the Uplands Kemethian Bridge handling smaller levels of trade. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

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.

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.

The “Gap” is a passage that goes through a rock outcrop that the river flows over the top of. It is big enough for a wagon to pass each other in different directions. The passage is damp and has water on the ground constantly, but channels have been cut for drainage. It is a marvel to behold. The river itself was changed in CY 7211 by priests of the Green Church to use a cut out channel in the exposed bedrock so the tunnel could go under it.

  • Midland Rush – The main portion of the river flows through a shallow and wide channel.
  • Tellman Spur – A small spur was cut out in CY 7845 to provide a flow for a water wheel next to Tellmans Shelf and a settlement that could be controlled.

Harriman’s Road This road runs through the gap, going north – south.

Tellmans Shelf

The hard rock shelf and cut that goes over Harriman’s Gap on Harriman’s Road. In the summer, adults and youth slide over the smooth rocks of the shelf and drop through the short falls to cool off for fun.

The Tunnelrider Inn

A massive inn and caravanserai for merchants. They have harnessed the flow from the Tellman Spur and run a water wheel and a grinding wheel for grains. It stands watch over the unique underground passage under the river on the north (Rhyl) side.

The Hal-Dereg Mill

Tellman’s Shrine (Green Church)

The spring celebration draws many folk around the wetlands to Tellman’s Shrine.


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.


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

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The Glimmerglen

Posted on August 1, 2025 in Steel-Realms

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The Glimmerglen is a legendary place where the power of nature is at its peak. About 80 miles into the great Forest of Rhyl, on the east edge of The Barony of Meargensdale Vale is a set of progressively higher hills running west to east known as The Giants Steps running about 4km. The Glimmerglen sits midway on the south side. It is about 1.5km long and half that wide. Vegas Deep was abandoned when activities here affected The Glimmerglen not far away. This location bears the Frost-Melded mark an ancient battle with the Dragon of Rhyl.

Rulership/Governance: {Integrity ?} NONE LAY FORMAL CLAIM TO IT

  • Recognized Administrative Center/Seat of Power: None

Population: Unknown
> Note: There is no official census provided.

A stream coalesces into a series of beaver meadows and runs south to a small, tall falls that almost turns completely to mist before it hits the bottom. The sun seems to reflect ten times more than it should, creating a diffused, glittering effect.

The Har’ahdu Cunaigh – Aelpath of Helca twines through the Great Forest of Rhyl.

Hostile to Outsiders: Getting to The Glimmerglen is often fraught with accidents. The insects grow large and swarm, the birds harass climbers, game roams freely and is abundant (and sometimes huge), but there are no large predators. There are moments when phantasmal visions of strange beasts appear and fade out. In the winter, it snows an unusual amount on the nearby peaks and in the glen. It is inhospitable to humanoids,with a reputation of folk vanishing that were there moments before. Sightings of elves nearby have stoked many rumors, but they certainly do not live there – no permanent residence of any kind has ever been seen.


A Seat of Power: Long has it been whispered that a great spirit of the land lives there. Druids of the Wylde are known to seek it as a place of refuge – but only in the short term. The Rhylan Conjurors hold it as a sacred place and each make a pilgrimage to it at least once. The Great Spirit of Rhylande (spirit of Rhyl) manifests its presence here. It is sometimes referred to as “The Rhylan Tabernacle”. It is a place where The Rimbus were once strong and intersects with The Aelfpaths of Helca.

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.

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.

Establishment of the Grand Duchy of Rhyl, fiefdom of the Kingdom of Gladnor > CY 6514


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

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Enecio Peaks (Rhyl)

Posted on July 28, 2025

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Enecio Peaks (also called the ‘dirty peaks’) drops in the south to Caolite Basin. The area is famous for the Storm Springs that seem to form instantly above the stretch of hills; These sometimes form bizarre weather formations and are even rumored to form small but violent Change Storms like the Valley of Sighs that are said to open portals to other realms. This location bears a few Frost-Melded that mark an ancient encounter with the Dragon of Rhyl.

Vinewood Cut is a gap between the southern edge of the Vinewood Forest and north end of the Enecio Peaks. It is the primary east-west travel routes within the County of Dunaine and its neighbors to the west.

Peaks

Farthean’s Ridge

The west of the peaks is dominated by the ridge. Its is from this area that many red-tinged mineral streams flow west and south that give the ___ Barony its name.

Gaslard Bluff

Mount Coletonas

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

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