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Bloodless Herd of Havaelinn Wild Heart (Klaurian Myth?)

Posted on December 15, 2025 in Steel-Realms

Steel Realms

The Bloodless Herd of Havaelinn Wild Heart is both a myth, a whispered tale, and the pride of the Klaurians people of North Pines. Havaelinn Wild Heart was the youngest omen reader in North Pines and when the Lich Lords swept into North Gate Pass and threatened Rhyl, he ignored his elders wishes gathered the sacred white elk tribe sacred to Frenyr in Sunland to fight.

They are now a ghostly herd, inimical to the undead. The last few guardians and Havaelinn “returned” in their anger, but not for the living, rather the undead.

Encountering: They are sometimes glimpsed on the other side of the Autumn Wall. This is an encounter that might be seen in some rare places high up in mountain valleys in North Gate Pass and the entrance to Rhyl and Kaald.

  • Sometimes travelers will be woken up by the snort of an elk that only they can hear, that warns them of the presence of undead trying to sneak up on them. No traveler should assume they will be watching though.
  • It is possibly an encounter for the Heroes Ride. Some heroes have encountered them and been saved by them, making the blood sacrifice to aid them against their undead enemies.

The few guardians, when empowered to fight the undead, take on a green tone in some of the areas of their bodies. When they become physical, their eyes are green, their antlers are green and brown, their hooves become green, yet they still have a ghostly presence. To their foes the undead, those parts that are green are filled with life and made physical and can gore and stomp.

i20™ Herd Details

The living encountering them can make a blood sacrifice to them of 2hp permanently can make 1 of them physical and they will attack to kill any undead nearby.

iCore iCore™ Herd Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.


Chronicle/Facts of the Bloodless Herd

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.

Common Knowledge / Easy Difficulty

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

People say that he knew he was going to his own death, but he knew that the death would not cause them to rise as undead foes to their kin, but rather draw in and kill even more and they’re frenzied feeding.

Uncommon Knowledge / Average Difficulty

This is a herd of rare white elk sacred to Frenyr that were slaughtered by vampires and ghouls. Led by the Havaelinn Wild Heart and his band of youthful Klaurians, they fought to the death trying to hold back the lich Lords initial advance. They fought at the boundary of the Fang Frost and the Wylden Winds. They knew they would all die, but Havaelinn convinced them they would save their people, and would all go one to the fields of blessed, none would rise as undead.

They are sometimes seen (or even an elk cry heard) on the far side of the Autumn Wall as a warning of a major undead assault.

Scarce Knowledge / Hard Difficulty

Outnumbered 10 to 1 against a vast foe, they were almost all killed eventually. At last, only a few of them and the Wild Heart were left, bloody and ragged. They swore a compact to see never rest until revenge had been inflicted on their foes. They drew the last and most powerful ghouls and vampires in after their brethren were all killed, the undead thinking they would feast on the last of them and the corpses to regenerate themselves. Havaelinn performed his final ritual. The winds were confused where they met and tore the undead and all of the corpses of the sacred herd into tiny bits like a cyclone of glass shards. Even the bones were ground to dust.

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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Ablocris Grain Farm Steading (ruins; Rhyl)

Posted on December 6, 2025 in Steel-Realms

Steel Realms

The Ablocris Grain Farm Steading was one of the three support settlements for the Monastery of Ablocris. All of them were overrun and destroyed in the War of Rundleman’s Revenge in CY 9041. The ruins are well known to be falling apart and dangerous, and to have been picked over time and time again – nothing of mundane treasure remains. At the current time, they are designation as a historical landmark and are off limits to further exploration, purchasing, or development.

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

EXPLORING: The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

Ruins

The burned farm sits in a small dip in rolling grassland about 1000 feet in the distance. The main farmhouse had a base of stone about 3′ tall, mostly overgrown now. The barn and all other wooden structures were burned to the ground. The stone base of a grain tower can still be seen.

Exploring the Area Further
Disturbing the Area

As you approach the burned farmstead, you could swear you heard the sound of children laughing – but it trails off like a sigh on the breeze.

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

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Ablocris Orchard Farm Steading (ruins; Rhyl)

Posted on December 6, 2025 in Steel-Realms

Steel Realms

The Ablocris Orchard Farm Steading was one of the three support settlements for the Monastery of Ablocris. All of them were overrun and destroyed in the War of Rundleman’s Revenge in CY 9041. The ruins are well known to be falling apart and dangerous, and to have been picked over time and time again – nothing of mundane treasure remains. At the current time, they are designation as a historical landmark and are off limits to further exploration, purchasing, or development.

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

EXPLORING: The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

Ruins

The burned farm sits half way up a rise about 1000 feet in the distance. The main farmhouse had a base of stone about 3’ tall, mostly overgrown now. The barn and all other wooden structures were burned to the ground. There is evidence of many orchards that were burned and are barely recognizable. A gurgling stream winds through the area, following a low path through the orchard area.

Exploring the Area Further
Disturbing the Area

For a moment you see a creeping mist come up from the stream running through the corner of the property; after a moment is seeming to stalk you, it disperses.

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

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Ablocris Ranch Farm Steading (ruins; Rhyl)

Posted on December 6, 2025 in Steel-Realms

Steel Realms

The Ablocris Ranch Farm Steading was one of the three support settlements for the Monastery of Ablocris. All of them were overrun and destroyed in the War of Rundleman’s Revenge in CY 9041. The ruins are well known to be falling apart and dangerous, and to have been picked over time and time again – nothing of mundane treasure remains. At the current time, they are designation as a historical landmark and are off limits to further exploration, purchasing, or development.

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

EXPLORING: The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

Ruins

The burned farm looms on a rise about 1000 feet in the distance. The main farmhouse had a base of stone about 3’ tall, mostly overgrown now. The barn and all other wooden structures were burned to the ground. There is evidence of many pastures that were once fenced but ruined now and barely recognizable. A strong wind blows out of the forest, rustling long grass and brush.

Exploring the Area Further
Disturbing the Area

For a moment, you see a dust devil form with the winds, and it sputters out and disperses.

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

Tags: ,

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Monastery of Ablocris (ruins; Rhyl)

Posted on December 6, 2025 in Steel-Realms

Steel Realms

The Monastery of Ablocris was a Lightbringers monastery (Balthazaar mostly), built on the edge of the Great Forest of Rhyl about 6 miles south-southwest of the Ferrywood Logging Camp in the South Reedland Stretch of the The Grand Duchy of Rhyl. Mostly it was comprised of Aerna followers with a small group of protectors from Whelm. The monastery was a place of training, and it was supported by three main farmsteads that were initially founded by Umbakian families, but integrated over hundreds of years of mingling with the locals.

Nearby, at the edge of the Great Forest of Rhyl a few miles away, is one of the legendary Frost-Melded Icescapes.

Destruction: This settlement and the surrounding steadings was savagely terrorized and sacked as part of the War of Rundleman’s Revenge in CY 9041. It has been ransacked and anything of value taken a long time ago. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

The “Loop” Road of Albocris

The territory is connected, as expected, in an orderly fashion via a loop road. The Three steadings that support the main monastery have a road that runs a loop through all, and has a spur to the monastery from each steading to the monastery proper. All the roads are overgrown, but still cleared and offer no cover. There is no more than 2 miles separating an settlement along the loop.


Chronicle/Facts of the Ablocris Settlements

Item Powers (common and Attuned) can be found under Common Knowledge tab.

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 Monastery of Ablocris itself was mere agricultural assets run by the Kuernsi Family located out of Clallums Cross, while a minor family from Umbak was granted the rights to operate the steadings (1 for each steading); The Ablocris family took control of the main land to build out a bastion of the Lightbringer faith.

This settlement and the surrounding steadings was terrorized and sacked as part of the War of Rundleman’s Revenge in CY 9041. Abnormal anger and aggression was taken out upon its inhabitants who were killed defending it to the last inhabitant. Everybody was killed and it was burned.

Common Knowledge / Easy Difficulty

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

When the ducal guard led contingent made their stand at Amstred’s Wish in South Reedland Stretch during the War of Rundleman’s Revenge, instead of continuing towards the Sabarmati River and sacking the Whitescale Bridge gate House and possibly the primary shipyard of The Grand Duchy of Fhyl at Arbenants Port, the army was delayed and sought a break. The delay caused a larger host to be brought up by the Duke of Rhyl, and the army turned back northwest and sacked the Monastery of Ablocris on the edge of the forest.

CY 8710 The Mnastery of Ablocris is complete and paying for itself and generating profit for all involved. Initially the area provided support and a place to rotate workers and stage supplies in for Ferrywood Logging Camp that supported the naval ship building of the Duke of Rhyl on the Salt Shore. At this point, trade is being done with merchants traveling through the area, other towns, a few logging camps and supplies for boats on the Beyne River.

Uncommon Knowledge / Average Difficulty

Each support farmstead was intended to be multi-family multi-generational steadings of about 30+ people, though grew to about double that with barracks for workers. Each farmstead followed the same plan. All front entrances to the Monastery and steadings faced the direction of the High Temple of Aerna in the capital city of Rhylan.

The Shared Settlement of Umbakian Territory of the Monastery Lands

CY 8243 The Monastery of Ablocris territory itself was bought by the Kuernsi Family located out of Clallums Cross. It remains undeveloped for 100 years, per agreement. Then, some land is settled for 100 years for subsistence farming and to grow a small working population. In CY 8443 a Shrine to Balthazaar is raised. An additional 200 years are spent in conflict with the locales of the Green Church and the lands – several attacks, crops and barns burned until the Umbakians are extorted for money to keep the peace and allow the Umbakians to build.

Albocris Family Rights Granted: CY 8644 The Ablocris family is granted the rights to build the Monastery. They take over the curation of the coordinated efforts of the supporting farmsteads.

Steadings Built: A minor family from Umbak was granted the rights to operate the steadings (1 for each steading); By CY 8679 the three support settlements had been completed and grown by a generation and work began on clearing the main Monastery of Ablocris grounds.

Monastery Built: The Ablocris family began to build the Monastery of Ablocris in CY 8680, it is completed in CY 8684.

Destruction: As part of the Monastery of Ablocris support settlements, it has a shared history with it and was savagely terrorized and sacked as part of the War of Rundleman’s Revenge in CY 9041. The Albocris family is wiped out; Original title reverts per contract to the Kuernsi Family.

Scarce Knowledge / Hard Difficulty

No one’s tried to reclaim it or rebuild it since its destruction near 40 years ago. Those who have sought to use it as a free shelter traveling overland have whispered about nightmares and spirits.

Strange lights and mists have been seen in the distance at the monastery at night since its destruction.

Rare Knowledge / Very Hard Difficulty

Rumors say that the Umbakians were outright hostile to the Faerie Smallfolk of the Great Forest of Rhyl.


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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