Posted on August 8, 2026
ENC > Matched Fountain Flavor @ Ablocris Monastery ruins – This contains details that might be known by locales and/or records kept locally & abroad. Further details are hazy, unrecorded, or perhaps known only by the verbal tradition of locales or World Watchers.
Adventure Sourced: Materials that are universal, just descriptive, and independent of a specific adventure session are moved from their adventure pages into the place, person, or item page after they are revealed to players.
These are adventure materials and are mostly intended for the Game Master in running the adventure. Players should NOT read these materials. These expanded details are provided here to get a flavor of what is happening currently in the area, additional adventure materials will expound on this.
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.
What Happens in a Location with a Matched Fountain Flavor?
As you move into the area, you taste an overwhelming experience on your palette reminiscent of the intense taste from drinking the monastery’s fountain water. The world flashes around you, the taste experience you had fills your nose and a paisley ribbon with a texture that somehow matches it fills your vision. A wind blows, whispering an audial representation of the taste experience. The ribbon falls away and you are in a white room alone. The room is surrounded by a 5m tall wall. A crowd of faerie folk silently stare at you from filled benches that go up 50m high. You feel every one of their stares, crushing and suffocating you. They all speak at once:
SAN check as you get near, feel drawn.
+1 Faeymark
The light must give way to darkness! This is the way of things and you broke it. The taint of the angel of light is upon you and in your blood. In this reflection, you must contend!
The character must fight a creature, mimicking the struggle wherein they represent the forces of Umbak and their opponent the f Faerie Smallfolk of the Steel Realms.
Throughout the combat, there will be key phrases the PCs hear from their opponent – which they somehow understand.
You must leave, abandon the monastery lands, the monastery lands will be reclaimed, the Umbakians broke the truce, Umbakians are not welcome, the Umbakian purity is a lie, The sin of the priestess must be punished
See the Game Master’s reference of Creating and Running Encounters for more advice & information.
Posted on August 8, 2026
The Ten Stone’s Account – War of Rundlemans Revenge is part of the historical record of the War of Rundleman’s Revenge. Ten Stone Mercenaries participated in the War of Rundleman’s Revenge in CY 9041; The entire company were all killed or disbanded at the end.
The Following information is Rare Knowledge / Very Hard Difficulty.
Author/Attribution: Taer Coldfare, medic of the Ten Stone Mercenary band of the Northern Guild
I relate these details as I remember them and other witnesses who saw it as well…
We found among the wreckage of the Monastery of Ablocris a tome that the priestess’s ruined body was pulled off of. It was soaked in her blood. The mercenaries watched in horror as the blood soaked into the book before their eyes. One had enough courage to take the book and open it. Others overheard them argue – one was sure it was a map to treasure, another claimed it showed a place where the vestial virgins were secured, and the third exclaimed that it was clearly a map to the shrine of some god nearby where offerings were taken. They fought among themselves in the mud and rain until all three had taken a deadly wound. The book was buried in the mud and never seen again. Jacob Razorfish, our priest of Mizras, told us that the ‘withered god’ took his sacrifice and that we should be happy we were not part of it and that it left us alone. Sadly, I could learn no more as he perished the following day in assaulting another of these ridiculously small towns with no value – though it was said it held a shrine with riches. This turned out to be false (or it was spirited away) and cost a few of our troop leading the band their lives – his being one of them.
Posted on July 31, 2026 in Steel-Realms
The Chapel of the Black Sun is a place spoken of in whispers and hushed tones. It is associated with all the evils that The Great Forest of Rhyl has to offer. It has a few names to different cultures and local folk. It is said to sit at the heart of the forest, impossible to find, impossible to destroy – like a festering wound. A perpetual fog rolls out of the area in multiple directions.
It is covered in Frost-Melded Icescapes from repeated attempts by the dragon to destroy its presence.
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.
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.
See the Herald's Quarterly for world updates.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
A perpetual fog rolls out of the area in multiple directions, further obscuring its overgrown and mystically concealed pathways.
The Chapel is referenced in The Endless Gates and Nonleveaux’s Lament.
The Chapel of the Black Sun is an icon of evil – a manifestation of the evil Black Lodge of legends.
A place to petition the void. A place to violently take the power of the void. A place to merge with the void. Speaking the Litany of the Void will draw its powers to the speaker here.
Divisive Influence: Its influence spreads. It un-civilizes, creates friction and division, shatters diplomacy, and unravels the ties of solidarity. The Frost-Melded Icescapes has diminished this effect, and empowered their lingering effects for tens of thousands of years.
Inside everyone is blind. No mystical or mundane cure or counter for this will function.
It has no real association with the Church of Darkness.
The exact location of the Chapel of the Black Sun is at a crossroads of territorial, geological and mystical sources. It sits above Shoulder Blades Pass, at the place where a primary source of the Delben River (the divides the Wyldes of the Northern Heartlands and Freelands of the North) flows west into Blackwater Bay.
The chapel/church appears only during an eclipse.
The power of the Chapel of the Black Sun is part of what gives Blackwater Bay its name.
The Chapel of the Black Sun is where the majority of the source of the Plague of Hags stems from.
Posted on July 10, 2026
The Hares Dream is a phenomenon of sleeping on or near areas of the ‘Albocris Estate‘. In it, the character perceives the world as though they were a hare where they are. Night or day, predators are constantly being perceived around them. They run as fast as they can, legs pumping, breathing ragged and heart rate through the roof. Their thoughts are filled with nothing more than survival, panic, and terror. It goes on and on.
Posted on July 9, 2026 in Steel-Realms
Shancere (shan-ser-ay) is an ancient place. It may go back to the days when the elves and Dragon of Rhyl fought, before the modern age. It seems to be ruins, built upon ruins, built upon ruins. It is right inside the Southern Edgelands of the Forest of Rhyl and has steadily encroached on it for millennia, reclaiming it for nature. Several dozen kilometers away is Icen Churnidz – the ancient and potent Frost-Melded Icescape.
A hill rises up above the tree line. Smaller trees grow around it, marking the area cleared for defense a long time ago. You feel loneliness, hopelessness, sadness, and melancholy. This place has long been abandoned by civilized folk, it feels thoroughly wild – though its structures still stand. The centerpiece is an abbey of stone, rising up on the top of the hill. The large structure has a aura of ancientness about it, and time feels like it stands still in viewing it.
There is a small herd of 150 Wild horses nearby.
The abbey is the centerpiece still, though you cannot tell what god or gods it may have once been dedicated to.
There is no roof. The walls are broken.
A set of 5 terraced steps, seemingly built for giants, lead up to the double doors. The steps are cut into the earth, set with massive blocks that total 25m wide – as wide as a the church itself at the front. At the outside edge on both sides are a set of smaller human sized steps – three for each of the terraces. Strangely, the humanoid sized steps have been seemingly purposefully broken by tools.
As you climb the terraces that are steps, you feel like an interloper – as if this was never intended for you and your ilk. The human sized steps look broken and dangerous – and purposefully ruined to make it seem that way – as if a warning.
The double doors stand closed, though it is easy to enter the church through a hole in or over the broken walls.
A smell like old earth, stale air as if from a cavern deep in the earth where nothing has moved in a millennium wafts upon the breeze. It smells of… the past. An ancient and cold past. Nostalgia overcomes you as your mind wanders into long forgotten memories.