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Cutnay Ridge

Posted on July 4, 2026

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This is a 20 mile winding ridge that runs between 100 and 130’ drop to the south. It turns north at the Ablocris Pasturelands, goes 2 miles north-northwest, then gets shallower and bends west again for a long ways.

Encounters & Dangers in the Area

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

  • Normal Settlement Encounters are not present – it is in ruins and abandoned. Because of its Umbakian origins and reputation of strange happenings, the locals, travelers, and near everyone avoids it – even for casual cover from bandits or the weather. At night, those camped will experience the Hares Dream.
    > Patrols (none; even these stay away)| Recruiting | Sellers | Begging | Crime, etc.
Realm's Aptitude Powers: Divine, Occult, and Psychic

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Ablocris Pasturelands (Rhyl)

Posted on July 4, 2026 in Steel-Realms

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The Ablocris Pasturelands is an original land grant that went with the Ablocris Ranch Farm Steading and the Monastery of Ablocris. It is SE of the Ablocris Ranch Farm Steading, contains about 170 acres of land. The pasturelands are rolling pastures with low spots filling with water. Callums Stream runs north of them, cutting west but losing some of the “hard” water that mixed from Offham Creek down into the pasturelands.

Currently it is being used by the Hoofclod Farm.

Even the original marker stones that the Umbakians normally use to demarcate areas of care and custody are overgrown, unseen and unreadable.

HISTORY: The Shared Settlement of Umbakian Territory of the Monastery Lands…

Encounters & Dangers in the Area

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

  • Normal Settlement Encounters are not present – it is in ruins and abandoned. Because of its Umbakian origins and reputation of strange happenings, the locals, travelers, and near everyone avoids it – even for casual cover from bandits or the weather. At night, those camped will experience the Hares Dream.
    > Patrols (none; even these stay away)| Recruiting | Sellers | Begging | Crime, etc.
Realm's Aptitude Powers: Divine, Occult, and Psychic

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Intmen’s Corner (Albocris; Rhyl)

Posted on July 4, 2026 in Steel-Realms

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Intmen’s Corner is a piece of Aeter’s Rise that the Monastery of Ablocris was built on in the Ablocris Edgelands of Rhyl.

Carved here later are Markieliel’s Words: Happy is the tomb where no sorcerer hath lain, and happy the town at night whose sorcerers are all ashes.

Old Worker Ruins

There are several bases of what were once barracks and support buildings for the construction of the monastery that could be found. Now must are buried and completely obscured – most on purpose as they served their purpose and materials re-used if they could be.

Searching for Trinkets & Treasure: The area was looted and over the decades by treasure hunters, travelers, bandits, and scholars have likely taken anything of value. Relief carvings, a few shards of broken pottery and glass are all that remains. It would take a large portion of time and effort to sift through the rubble for any remainders.

Encounters & Dangers in the Area

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

  • Normal Settlement Encounters are not present – it is in ruins and abandoned. Because of its Umbakian origins and reputation of strange happenings, the locals, travelers, and near everyone avoids it – even for casual cover from bandits or the weather. At night, those camped will experience the Hares Dream.
    > Patrols (none; even these stay away)| Recruiting | Sellers | Begging | Crime, etc.
Realm's Aptitude Powers: Divine, Occult, and Psychic

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Aeter’s Rise (monastery’s hill)

Posted on July 4, 2026

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Aeter’s Rise is the 50′ rise/hill in the Ablocris Edgelands of Rhyl that the Monastery of Ablocris was built upon. It was once twice as tall or more, and leveled for the project.

Old Worker Ruins

There are several bases of what were once barracks and support buildings for the construction of the monastery that could be found. Now must are buried and completely obscured – most on purpose as they served their purpose and materials re-used if they could be.

Searching for Trinkets & Treasure: The area was looted and over the decades by treasure hunters, travelers, bandits, and scholars have likely taken anything of value. Relief carvings, a few shards of broken pottery and glass are all that remains. It would take a large portion of time and effort to sift through the rubble for any remainders.

Encounters & Dangers in the Area

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

  • Normal Settlement Encounters are not present – it is in ruins and abandoned. Because of its Umbakian origins and reputation of strange happenings, the locals, travelers, and near everyone avoids it – even for casual cover from bandits or the weather. At night, those camped will experience the Hares Dream.
    > Patrols (none; even these stay away)| Recruiting | Sellers | Begging | Crime, etc.

Upon the Rise

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

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Kellring and Sons Whitegrass Farm (Rhyl)

Posted on July 4, 2026 in Steel-Realms

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Kellring and Sons Whitegrass Farm is a small family farm with a few outbuildings that helps to supply the logging camp. It has about 20 inhabitants and 3 plots.

This remote settlement was never chartered as part of the Albocris grant for the Monastery of Ablocris or its supporting lands on the loop road. These days, it is considered part of the Ablocris Edgelands of Rhyl – but under a separate class of ‘Peripheral Settlements of the Albocris Edgelands‘.


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.

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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