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Raukhaven Millers (Rauket team; Rhyl)

Posted on April 29, 2026 in Steel-Realms

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Nearly every year, the locals field the Raukhaven Millers Rauket team that plays in Rhyl and the Merchant Cities. The team usually brings in slightly more than it costs, and its a tradition that makes the local proud. Some years, the tough rural team way out performs and brings money for improvements and maintenance in. Its a huge boost and complication when they host local games.

The team is located in the village of Millhaven Heath in the South Reedland Stretch territory.

The location of Millhaven Heath hosts the Rauket team of Raukhaven Millers. As with most teams, it is part of regional and local contests with arrangements being made by the factions of their home territory; Matches are arranged both for bragging rights as well as purses arranged by sponsors.

Play Field: The team has both a practice field or fields with different terrain, and their operating play field. This is sometimes transformed once a decade into a new configuration.

Team Composition: Though many teams are human-centric, competitiveness opens up options for non-humans unless the locale of origin is very homogeneous or biased. Non-humans ARE NOT present here.

Known Sponsors

  • Home locale
  • Team owner
  • Outside sponsors; Nobles of Rhyl

Chronicle/Facts of the Team

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

Hartbaten House (Rhyl)

Posted on April 28, 2026 in Steel-Realms

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Although Hartbaten House is seen by many locales as nothing more than a jumped up knight’s reward for some political service or bribe, it is a rallying point for control on times of trouble. There is no absolute formal rulership of South Reedland Stretch; Sir Cecil of Hartbaten House is a knight and the highest individual ranking of the area, wielding power loosely in times of turmoil. The family claims Icen Churnidz as part of their domain when there is money to be made from it.

Rulership/Governance: {Integrity ***} Sir Cecil of Hartbaten House

  • Recognized Administrative Center/Seat of Power: The manse proper
    • Crier Platform (announcements) – near civic hall, jail, and/or mayoral (equiv.) office; usually near market & gathering areas; Chartered policy, procedure, and laws posted here.
  • Primary Settlement Upbringing Experience: All

Population: The knight’s family of about a dozen; a half dozen mercenaries; + Approx. 140 attendant workers, farmers and tenders

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.

The house is really just a fortified manse with a junior smithy & mason, and several tenant farmers in fields and gardens surrounding it. It is about 400 years old, and made with thick walls and older style fortifications that are more designed to withstand a siege than provide quality shelter. The manse proper has been expanded over time. It can hold 300 or so in times of siege.


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 > Patrols | Recruiting | Sellers | Begging | Crime
  • This location has an amateur and vibrant set of Rauket games.

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.

This settlement was terrorized and an attempt was made to sack it as part of the War of Rundleman’s Revenge in CY 9041. The inhabitants locked all doors and survived the sacking though the locale was damaged. It was quickly repaired. The knight never rode forth to fight or actively defended the lands.

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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Monastery Support Lands/The Ablocris Loop Road (Rhyl)

Posted on April 26, 2026 in Steel-Realms

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The territory of Monastery of Ablocris is is connected, as expected, in an orderly fashion via the Ablocris Loop Road. The Three support 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 ascending 50′ of Aeter’s Rise that the Monastery of Ablocris was built upon.

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. The reinvigoration of the Southern Edgelands of the Forest of Rhyl seemed to bypass the entire area.

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

Role of: Hartbaten House of South Reedland Stretch > Within this territory, these is NO acknowledged rulership – in fact, they are not welcome.

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.

Peripheral Territories of the Loop Road


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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Icen Churnidz (massive icescape; Forest of Rhyl)

Posted on April 26, 2026 in Steel-Realms

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Icen Churnidz (‘eye-cen chur-nidz’) is one of the Frost-Melded Icescapes not far (15km approx.) from the Monastery of Ablocris ruins in the Southern Edgelands of the Forest of Rhyl. Icen Churnidz is only about 8km from Ferrywood Logging Camp at the forest’s edge and not too far from the edge of Willowhand Glade. It is one of the more famous named icescapes in the Grand Duchy of Rhyl. Scholars still study it and measure its painfully slow shrinking over time, waiting for bodies and historic items to become unfrozen. Icy mists empowered by a strange anima stream run 2km all around it through the forest. The trees at the edges of this effect grow 60-80m.

Markers: This named spot in particular has been designated for Historical Designation and Exploration in the Steel Realms.

Rulership/Governance: Hartbaten House claimed as part of the South Reedland Stretch, but this is only enforced when there is money to be made.

View From a Distance

The edge of the forest ‘weeps’ with a constant mist that floats out in all directions. Plunging deep into it, in a north direction is a massive frost encrusted area – one of the Icen Churnidz is a Frost-Melded Icescapes in the northern lands of the Grand Duchy of Rhyl. It appears no different than any other, though it is much bigger than most – perhaps the largest currently in existence. Approaching it, you can see flashes of rainbows that seem to come from within it, going out and into the forest depths, not out onto the meadows south of it. A strange wind blows at the edge of the forest, and it adds a sound like a glass windchime from the ice encrusted items colliding from it.

Encounters & Dangers in the Area

See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures. There is a good chance that at any given time there is a camp of scholars and archeologists measuring and observing the site.

  • Normal Settlement Encounters > Patrols | Recruiting | Sellers | Begging | Crime
    • Crime: Every now and then, bandits will set up ambushes for treasure hunters.
    • Patrols: Agents and mercenaries are sent to check on the status of any melting every month.

Graveyard

Off to the west side is a silent area, with dozens of headstones that are overgrown. Examining the area is a marker that denotes that the bodies pulled from the thawing frost “We have no name, but they are honored” – The Duke of Rhyl, CY 6091.

– It is now common practice to burn the dead, but the tradition was to be buried when this happened. The graveyard IS consecrated by both the Druids and Lightbringers to ensure the undeath of the Lich Lords does not creep its way into fallen heroes.


i20™ Locale Details

iCore iCore™ Locale Details

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


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.

It is known as one of the largest and oldest of the Frost-Melded Icescapes in the north. It covers an area of about 15 acres – it may even be two breaths.

It has resisted all attempts to deplete it any faster.

Rumors About the Locale
  1. There are Tears of the Dragon to be found here.
  2. The living can still be harmed by the cold here.
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.

Upon inspection, figures of soldiers can still barely be seen amidst the trees. Scholars and treasure seekers often check in to see if they can scavenge items.

Minor Outcome / Average Difficulty & Uncommon Knowledge

Several Tears of the Dragon were found here thousands of years ago.

Scarce Knowledge / Hard Difficulty

The energy here is strange in that it sometimes flares, or increases.

Rare Knowledge / Very Hard Difficulty

Some weapons and armor trapped in the Frost-Melded Icescapes of the grand Duchy of Rhyl in the north heartlands have been found to have the Glassteel ‘Glazed’ effect upon them. Scholars and treasure seekers watch and wait for these items to be cleared of frost as the icescape melts. Twelve items of Glassteel have been pulled from this site.


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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Rimehall – Home of the ‘Frost-Makers of Rhylan’ (Ducal magi of Rhyl)

Posted on April 25, 2026 in Steel-Realms

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Rimehall (also known as “The Ice Locker” by its enemies) is a lodge/hall built in CY 7497 to house Erasan the White and his four original apprentices. All pledged ‘eternal fealty’ to the Grand Duke of Rhyl in exchange for a secure place to practice magic and build legacy. A mutual defense concordance was made and refined over time. They handle special projects, explorations, observation, and collate mystical knowledge in service of the Ducal powers. They are allowed to arrest and detain in service to their charter. They have the most active role in overseeing the mystical vaults and access to the Deepstone Archive of Rhylan.

They are not a strict Occult Orders of the Steel Realms, as they do not take on any outsiders or have any expanded mission or authority outside the confines of the Grand Duchy of Rhyl or direct service to its Duke.

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.

Erasan was a magus of considerable talent. His skills were never considered to be among the most destructive power, his powers were more oriented to protection. He had amassed a considerable amount of wealth in his time, and magical trinkets. He sought a safe place for the legacy of his son and family. He had served magi of various orders, explored many areas of the north and survived, even dealt with some of the entities in the magical prison of the northlands. The Ducal family had been served by a string of mages that proved more interested in leveraging their connection than keeping the duke safe. It was expensive to have watchers on the watchers and so on. The opportunity was cemented when Erasan requested that one of the Justicars of Balthazaar truth-tell their intentions.

Primary Charter

Purpose: They provide mystical security and consultation for the Ducal house of Rhyl. Members are oath bound to obey their obligations – any order by the Duke of Rhyl must be obeyed.

Size: There can be only a single master of the order, 4 journeymen, and each journeyman can have no more than two apprentices. Most of these titles are passed on by blood. If there is no heir, lower ranks are promoted by order of the Duke of Rhyl.

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

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