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The Monarch’s Lake (Rhyl; dragon’s nest)

Posted on August 17, 2026

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Under the Nest of Rhylan-d’Roque is The Monarch’s Lake. The lake has been filled and sealed when part of the nest collapsed . It was supposedly a thing of wonder to behold, it sparkled with crystals all around it according to old records. IT was splendorous like a king’s bathing chambers, and hence the ‘monarch’ label.


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

Checking for Rumors:

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

Monarch’s Lake is actually the reference not to the splendor, but to the fact that the chamber was filled with Monarch’s Crystal.


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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Locations in the South Reedland Stretch (Rhyl)

Posted on August 11, 2026

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Locations in the South Reedland Stretch contains further detailed location information related to its South Reedland Stretch. The South Reedland Stretch is not a homogeneous culture. It consists of many smaller communities and settlements that developed with different influences over time.

The area also is the border with the North Merchant Cities along a long stretch. In a few places to the east, it borders the massive Beyne River, but the North Merchant Cities have often had border disputes with the inhabitants. The last major upset of the order in the area was the War of Rundleman’s Revenge.

Old Resentment: When the Southern Edgelands of the Forest of Rhyl were mystically reinvigorated hundreds of years ago, it pushed out many settlements that had formed after it had been heavily logged and settled for thousands of years. Resentment is still harbored by the inhabitants of South Reedland Stretch who are their descendants.

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

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Places of the Southern Edgewoods of Rhyl

Posted on August 11, 2026

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Places of the Southern Edgewoods of Rhyl contains further detailed information related to its Broad Place Descriptors.

Old Resentment: When the Southern Edgelands of the Forest of Rhyl were mystically reinvigorated hundreds of years ago, it pushed out many settlements that had formed after it had been heavily logged and settled for thousands of years. Resentment is still harbored by the inhabitants of South Reedland Stretch who are their descendants.

See the Game Master’s reference of Creating and Running Encounters & basic Settlement Details for high-level information.

Specific Locales/Places

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

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Places of Ferrywood Logging Camp

Posted on August 11, 2026

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Places of Ferrywood Logging Camp contains further detailed information related to its Broad Place Descriptors.

See the Game Master’s reference of Creating and Running Encounters & basic Settlement Details for high-level information.

Specific Locales/Places

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

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ENC > Approach/Scout – Ferrywood Logging Camp

Posted on August 11, 2026

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ENC > Approach & Scout @ Ferrywood Logging Camp – This contains details 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.

APPROACH/SCOUT Encounter Details – Not For Players

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.

These encounters are for approaching and scouting the Ferrywood Logging Camp.

Approach/Scouting the Area

Getting There

Ferrywood Road > The approach to the Ferrywood Logging camp is by the Ferrywood Road.
The road leads NW into the Southern Edgelands of the Forest of Rhyl from the South Reedland Stretch. There are spurs going off to multiple settlements in the area, but the main road goes west from the primary roadways. The main road goes into the strange new growth timber that surrounds it. The Ferrywood Road main route seems well traveled – a constant flow of goods and/or people is evident.

There is traffic that includes peddlers and special buyers, wood going to various destinations, and patrols to keep the road open. Most of them are used to the unsettling effect of the edgeland forest the road goes into.

There’s a couple other villages and hamlets nearby in the South Reedland Stretch, all of them small. There are no steadings right off the road, as without regular patrols (they are intermittent) its like to be used more by bandits.

There are clear large marker stones that show the way through a forest that seems bent on growing over the trail. At the entrance, written in multiple languages and with enough symbols to visually get the gist of it, are the words: “Warning: The Duke’s negotiation/accord governs here, with the agreement of the druids and green church. Bar no path, take up no arms against those here on pain of death. STAY ON THE MARKED PATH.”

Traveling Through the Edgeland Forest

REF Southern Edgelands of the Forest of Rhyl for details of its basic experience; This is very different from a normal forest.

  • Any travelers, beasts of burden, or domesticated animals will be unsettled if they are not used to traveling this path.

    Unsettled Condition

    • Animal Handling check to prevent animals from bolting eventually.

At a Distance – The Camp

Scout Periphery

Scouting Periphery @ Day

Finding Boundary Markers

Scouting Periphery @ Day

Finding Boundary Markers

The Entrance to the Camp

Although there is not a wall, or a gate, there is a clear entrance where the road from the outside leads into. There is a covered guardhouse and a pasture with a few covered stalls/sheds for visitors there.

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

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