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General Encounters in Rhyl

Posted on September 25, 2025 in Steel-Realms

Steel Realms
Encounters in the Grand Duchy of Rhyl. These may include some or all Encounters in the Steel Realms (Ustermaya). Although they rarely hide anything nefarious, and the citizens are generally used to it, many strange fogs and mists form from the heavy moisture in the area, some due to the Wylden effect.

Encounters Traveling in the Area

Common Encounters in the Steel Realms (Ustermaya)

Encounters Common to All of Rhyl

Traces of the Ancient Dragon

On rare occasions, an old white dragon scale will be found. This is most often in the Great Forest of Rhyl. Most folk keep these as fantastical trinkets, but they can be sold to private buyers though most often make their way to Quizman’s Magisterium of Klyben.

As part of areas conquered by the Dragon of Rhyl, there may be and area that is or was once Frost-Melded in some state, which attracts sight-seers, occultists, and scholars.

Lich Lord’s Wrath: As one of the Encounters in the Grand Duchy of Rhyl here, the Lich Lord’s Anger Manifest attempt to summon the terrifying death effect of the Hoarblight along and near the The Autumn Wall and The Red March.

A few of the Walking Pinelings still stand vigil.

Tribesfolk Ruins in the Forests and Hills of of Rhyl: There are still a few recognizable remains of Pine Tribe Villages (“Gathered Tribes” era). Small faerie folk and travelers, bandits and wanderers use them for shelter and have maintained them slightly.

Those in and near to the Great Forest of Rhyl itself are prone to experiencing The Dreamhunt of Rhyl

Lasting feywild influence from Hart of Rhyl = giant frogs, giant turtles, giant insects, fungus folk,

spots of Frost-Melded – especially in Great Forest of Rhyl

The Cloud Giants of Skyhollow (giant-home) often move their cloud castle of Thoka Kastali between it and Fogbellow Lake.

Druumad also can catch glimpse of. Considered. Good luck like the foxling. The goat people have a strong presence in the heart of the woods which is a refuge of theirs. Also in the mountains.

Where have their been Orrish incursions in the north? Giants Steps, Rhyl Forest, SE in mtns = Valley of Sighs blocks most traffic to the north.

Elementals of earth from the hart of forests and from particular areas of bounty that the wyld regererates. = elemental spirit mephits

Dew Gate in the navel of Rhyl, deep dorset and creatures from faerie sometime wander through – including the Orrish war band led by a hill giant and/or ogre.

Dryads are always near navels. Dryad is an awakened spirit of an ancient tree that has the ability to roam and use anima powers to protect the area they are tied to.

Child-catcher of the Rhylan Grants = hag

Hag of the sea on the island in caolite?
Ice hag pair
Hashiam Greenteeth = HAg of Rhyl Forest.

Regions with Specific Encounters

Summary of Fantastical Encounters

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

Encounters in the Grand Barony of Fandelok

Posted on September 24, 2024 in Steel-Realms

Steel Realms
Encounters in the grand Barony of Fandelok are varied except on its borders. Because the fiefdom separates major political, nation, and geological areas at a nexus, it is held to be a sort of “Neutral Ground”. It does not have a large standing army because its neighbors are all far too big or militant to maintain a effective force against. Locales and settlements always run their own large deputized forces. Except the Border Guards of Fandelok. These may include some or all Encounters in the Steel Realms (Ustermaya).

Border Encounters in Fandelok

All boundaries are well marked. All roads across borders will have a trade agent office – no matter how remote.

Fandelok Border Trade Offices

These offices serve as both political and economic strongpoints. Each one is a small caravanserai (inn, barn, stables, 1-2 corals, paddock, minor cartwright, general store) for merchants as well, with anywhere between 3 and 11 staff, depending on the Type of Road/size of entry point.

  • Office, barracks, stable, coral
  • 2-8 horses, 1-3 mules and/or donkeys, 1-4 dogs
  • 1-3 senior staff, scribe and apprentice, 2-6 trade agents, 1-3 teamsters, groomsman/kennel master
  • 2-12 soldiers, 2-4 bowmen

Falcon Gate Trade Office (NE Umbak/Fandelok

This trade office is the biggest of the trade routes of trade between Umbak and Fandelok. It has a high count/full compliment of resources, without about half as many Umbkian agents on their side. The Feather’s Fall Inn and Caravanserai on the Fandelok side is a large place with even a market for selling goods. It has a bawdy house (“The Quivering Sheets”) for entertainment of multiple kinds, even small plays are held there.

The Border Guards of Fandelok

These are soldiers and trade agents that handle inspection, taxation, and routing. They are notorious for followers orders and the law like Umbakians. In fact, many who like the order of Umbak but not its rigidity find a way to leverage their soldier training into their ranks. Even the Umbakians trust them.

Road Encounters in Fandelok

Settlement Encounters in Fandelok

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

Encounters in Umbak

Posted on September 24, 2024 in Steel-Realms

Steel Realms
Encounters in Umbak details the various normal encounters that may occur through travel in the Kingdom of Umbak. The Umbakians are also known for their impressive roadway system and Valois Markers. Due to the tenacity of their technology, bureaucracy, and adherence to regulations and general order, almost ALL roads in Umbak are considered ‘Primary Roads. These may include some Encounters in the Steel Realms (Ustermaya).

Road Encounters in Umbak

There is always people and goods in transit around Umbak. The roads were designed for heavy use and are used by everyone. People actually vacation in Umbak, because family is large and extended, the apprentice system encourages leaving home, and the genealogical authorities encourage and bless certain unions that prevent bloodline from thinning.

  1. Pilgrims
  2. Road Agents/Silver Talents
  3. Merchant or Trader/Peddler
  4. Construction/Repair
  5. Soldiers or Clergy moving to another garrison or church
  6. Miscellaneous

Settlement Encounters in Umbak

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

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Encounters on The Black Shore (of Dwindor Swamp)

Posted on July 20, 2023

Steel Realms

Encounters can vary because of the shifting nature of the water and soil in the area. The Black Shore (of Dwindor Swamp/Scar Flow)The Black Shore has its own, safer, encounters that reflect its traveled nature. The encounters in Scar Flow and encounters of Dwindor itself overlap at times. These may include some or all Encounters in the Steel Realms (Ustermaya).

Know perils of the Black Shore are goblins of Dwindor (who generally just steal and chase off people), bandits, smugglers, giant snakes, alligators, swarms, Moorcats (very rare), disease, and the usual horrible mists and fogs.

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

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Encounters in Dwindor Swamp

Posted on July 20, 2023 in Steel-Realms

Steel Realms
Encounters in Dwindor Swamp can vary because of the shifting nature of the water and soil in the area. The Black Shore has its own, safer, encounters that reflect its traveled nature. The encounters in Scar Flow and encounters of Dwindor itself overlap at times. The Lizardfolk and Troglodyte as populations of Newtlings of the realms that have been hunted to extinction in many places still thrive here. Their hardened scale or stench secretions keep the disease carrying insects at bay. They have both learned to hunt many of the dangerous species of Dwindor, as well as make toxins or their counters from the flora and fauna. Of course there are the Orrish of Dwindor, though they keep to themselves and avoid contact with the civilized folk venturing into the swamp. These may include some or all Encounters in the Steel Realms (Ustermaya).

Travel in Dwindor Swamp

Most of these are along The Black Shore, the east side of Scar Flow, and Calibans Slurry. It is thought The Witch of Dwindor Swamp can control some of the effects and creatures encountered in Dwindor. Means that empower flying or water walking type travel are typically met with seemingly purposeful encounters with Nosh Swarms, Miasma Fog, and Fetid Winds and the like. Vortexes of mud and slurry vortexes have been known to strike as if guided by a hand as well.

Prevailing Weather: WEATHER FEATURES (The Dwindor “Haze”)

  • Land Travel: Miasmatic fogs, winds, tides and undertows prevent effective movement. Every primary travel path along the shore or over water through Scar Flow is considered Difficult Terrain. It is easy to get lost or swallowed in a sink hole. The Black Shore Road is considered a Secondary Travel Path.
    > Secondary Travel Paths are only considered Difficult Terrain when covered in fog and/or rain (seasonal or by weather).
  • Flight/Air: Non-native creatures will be buffeted and forced down by aggressive fetid winds, and attacked repeatedly by swarms of insects and the giant bats of Dwindor.
    > Secondary Travel Paths are avoided by the giant bats and bat swarms.
  • Swim/Water: The debris on top of the water, ‘islands’ of dirt and mud, sticks, black moss, etc. Currents will force random directions or even steer into hazards. Swarms of Dwindor Ratfish and insects follow travelers in hopes of getting cast-offs or an accident. Travelers get caught in Swamp Bursts and getting The Dwindor Itch is guaranteed.
    > Secondary Travel Paths are absent of the Dwindor Itch and Swamp Bursts.
  • Mystical (Instant Travel): Spells and the like which instantly transport, even with fixated places, have a chance of forcing the travelers to appear in mid-air, in the swamp, and some distance away from their intended location. Often in the midst of feeding moor cats or some creature of dangerous capability. Powers which take their practitioner within short sight distances seem to work.
  • Scryed Locations/Divinations: There is a good chance they force the practitioner to misread the result or result in a portal through which a swarm of insects attacks or malevolent miasma pours through.

Common Environmental Occurrences

The stench of Dwindor is ever-present. It masks creatures, other environmental factors, etc.

The Dwindor Itch

All manner of derogatory names are given to this effect, but is commonly referred to as “The Dwindor Itch“. It is less a disease or condition than a state of things from being in the water around Dwindor, The Black Shore, and Scar Flow. The insects, parasites, and toxins product an itch, a level of discomfort that has a measurable impact. It is easily alleviated by cleaning and washing. Even those immune to natural or magical diseases find themselves suffering from this malady!

Other Environmental Encounters

Miasma Fog: A dense greenish-yellow fog bank covers the area. Visibility is reduced to 10m; between 10-20 is considered obscured/partial cover. Over 20m cannot generally be seen.
> Any checks or attempts to see things require checks if they did not before, or are at Disadvantage if they required checks previously.

Swamp Burst: An almost inaudible bubble and popping sound followed by a nearly invisible gaseous expulsion from Dwindor, a miasma settles over the area for 15 minutes; Tendrils of yellowish mist raise up as it contacts the surface of the water and bubble a few moments later.
> {Average Difficulty} Hearing/Smell vs. > As it gets close avoid a drifting patch or 1 measure of Exhaustion for an hour.

Sink Hole (water) or Quicksand (land): Suddenly the surface spins as an eddy turns into a funnel and debris, sludge and water are sucked into it. The small vortice swallows everything around it, and collapses making a loathsome sucking sound.
> { x> Easy Difficulty} Strength/Athletics vs. > Sucked under the water taking minor drowning and inflicting the Dwindor Itch automatically.

A Fetid Wind: From the warm and rotting valleys of Scar Flow, The Black Shore, and Calibans Slurry comes a fetid wind that blasts everything in its path. It has the unstopping force of a strong Gust of Wind, and can move humanoid sized objects each round to push them into the water. The water and its contents inflict the Dwindor Itch. The wind seems to have a mind to push them into dangerous spots on both ship and land.
> They may need to make multiple checks to resist falling, tumbling, and going into the water.

Corpse Bloom: A bubbling precipitates a rotten corpse that rises from the depths of Dwindor Samp. It is one of the corpses from the sinking of Westmarch, from a battle between Sea-Kings and Bronzemen, or one of the many victims claimed by the perils of Dwindor. Their memories and voices are those of The Spirit of Dwindor. A stinking cloud is released, and a sound like a whispering of voices is heard that can cause confusion.
> There are times too when a spirit light – a will-o-wisp – is freed from the swamp. These are coalesced life forces of the many things that die and return t the swamp that gave birth to it every day. They attack anything alive and fade within an hour.

Common Event and Happenstance Occurrences

The “Spirit” of Dwindor

At some point, every traveler along the Black Shore, through Dwindor itself, or eastern Scar Flow will come to grips with the constant horror that is Dwindor.

Waiting for a moment, assessing the area, you are struck by the presence before you. A slow mournful moan rises to a wail over several seconds. Something out in the swamp answers it with a snarling howl. A breeze stirs around your ankles, gathering twigs, dried moss, and dirt making it feel like a foul creature is climbing your leg. A warm dome of air settles over you, making it difficult to breathe for a moment, and then your eyes water from something borne on the breeze. The buzzing of insects rises in crescendo and falls, then rises again. Swarms of them can be seen in all directions rising up and moving through the air from one patch to another. Faintly your hear bird calls over the top of chuffs and muffled growls… you think. There is constant movement in the water – was that the flash of eyes!? Everywhere around you contributes to a subtle paranoia that grips you… forcing you to shake it off, but you fear closing your eyes for even a second. You desperately want to go home. Your skin crawls, as mites and bugs bearing who knows what plagues crawl into every crevice and opening in your clothes and armor. Given the constant banks of miasma and fog, its hard to tell the sun’s exact position at times, or where sounds are coming from exactly.

This is Dwindor. Some call it Mighty Dwindor – for it is alive of its own accord, never slowing, ever moving, its breath a sibilant hiss of miasma and dying curses. How many countless corpses are sunk in its depths? Each bubbling pop is a corpse bloom, carrying the last breath and dying words of its victim. Its very existence is like a macabre poem personified.

No matter how often you come here, you will never get used to it.

Creatures and Strange Entity Encounters

In Dwindor, things grow bigger than normal. Swarms of smaller creatures follow them, and they seem to work together. The Orrish of Dwindor do NOT prey on other humanoids entering their territory. They try and create as little disturbance as possible – out of sight, out of mind.

  • Troglodyte: A band of hunters along The Black Shore or Calibans slurry.
  • Lizardfolk: A band of hunters along The Black Shore, the lowlands of Scar Flow and the Wonald Delta.
  • The feared Mud Python of Dwindor – an apex ambush predator.
  • The dreaded Moorcat of Dwindor.
  • The Giant Leeches of The Black Shore and Calibans Slurry.
  • The Mud Wasps – the angry swamp wasps of Dwindor (normal swarms and giant variety) that menace anything that lives without fear.
  • The flesh-eating Rat Fish that eat things to the bone and then consume that, leaving nothing.
  • Giant Catfish
  • The Nosh Swarm of Dwindor – massive insect swarms that eat things to the bone leaving only bleached remains.
  • The giant owls of Scar Flow.
  • The giant swamp rats and swarm of rats they travel with carrying disease.
  • @Night: Swarms of bats, feeding on plentiful insects. There is also the giant bats of Dwindor – said to be servants and spies of the Witch of Dwindor!

i20™ Encounter Details for Dwindor Details

i20 [specific] Requirements:

The Dwindor Itch: -1 Attacks and Saves.

  • Rat Fish (per Quipper Swarm)

iCore iCore™ Encounter Details for Dwindor Details

iCore [specific] Requirements:

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

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