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Eagle Vale (Rhylan Grant; Rhyl)

Posted on October 14, 2025

Steel Realms

Eagle Vale is the western gap between North Pines and the Rhyl Forest. It consists of a few stands of woods still, and a Vale bordered by hills and rivers. It is the NW Grant of the Rhylan Grants in the North Rhyl Forest and used to be one of the ancient Kingdoms of Old Rhylan. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

+ Hartwood Presence: This location leans heavily to the Wyld Faith, and has the presence of both Rhylian Briarwood and Rhylian Beastwood.

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

History of the Enthavelaugh weald

Posted on October 13, 2025

Steel Realms

The History of the Enthavelaugh weald chronicles the rise and past of the Enthavelaugh Weald.


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.

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.

Founding: CY 4002 – It was one of the first full consolidations of the Wealds near the great Forest of Rhyl. It drew a few elves from other places, as its founding was uniquely done in anger.


Rhyl General Events

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 The Grand Duchy of Rhyl.

CY 5580 Fall of Dundaria in the North – Frostfang spreads, the Lich Lord power rises. Horses of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.

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.

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 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, and manpower flow into the north to fight the Lich Lords.

Common Knowledge / Easy Difficulty

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

The Weald was expanded to include the entire forest in CY 7380, in another angry response.

Rare Knowledge / Very Hard Difficulty

CY 8190 All protected Locations and Places in the Weald have markers and alarms that are tied to notify the Weald guardians when destroyed or undead come near them.


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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City of Asheroon (ruins; Rhyl)

Posted on October 13, 2025

Steel Realms
The Ruins of Asheroon is an ancient city that was at edge of the Bronze Edged Tablelands looking down at the cut between it and Gaur Dinuae Forest of the elves. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

the center of one of the old Kingdoms of Rhylan trade routes along a river in what became Twin Springs County.

It was sacked many times. It was finally brought low and burned to the ground around in CY___. It was known as a city of sorcerers and mystics, a place of exotic substances and feared powers from the time of the crossing of The Blood of Saemon over 9000 years ago.

Dwarven Armaments: At its height, the sorcerers of Asheroon employed a family of dwarves to make all their armaments for their soldiers. The dwarves had a dedicated city block for their home and smithy, and there were rumors for a gold mine they had made under the land given to them.

Travelers that try and access the ruins record massive snakes, turtles, and flickering shadows that move through the waters and ruins. Some have even had terrifying visions trying to cross the watery terrain to get to the ruins. It is shunned.

The city now lies in the center of the Sunken Lands of Asheroon, submerged under a few feet of water and is used as a watering hole for herds of deer and other animals. Most of its walls and buildings have fallen. It is too dangerous for anyone, and the sunken lands have given birth to large and aggressive snapping turtles that prey on anything they can ambush or attack from the waters edge.

Chronicle of the Locale

Historical Chronicle Information

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.

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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Kingdoms of old Rhylan (Rhyl)

Posted on October 12, 2025

Steel Realms

The Kingdoms of old Rhylan was an era from about CY 3900 to the time of the consolidation into a single kingdom around CY 6500. This allowed the tribes and settlers to consolidate into larger and larger enclaves, towns, and cities. After that, in CY 6514, it was transitioned to 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). All citizens in the north take the pledge of Rhylan the Living.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all share Common Culture - languages, Character Experience, institutions, Law, etc.

The sect of The Stonelights was based on the value of the ancient Kingdoms of old Rhylan, though in memoriam and as a place for their second and third sons to find purpose in. They often functioned as genealogists and record keepers of bloodlines for this.

Since CY 3000, the non-elf faerie kin races begins a slow withdrawal to the heart of the forest.

The Retreat of the Tribesfolk

Pine Tribes retreat North of the Beyne River/Rhyl: The people of the “Gathered Tribes” (Early History of the Pine Tribes) were forced out of Rhyl, pushed west first in CY 2331; The “Bloodhook Despair” was the era of the first calamitous times for them. Rhyl was wild then, home to many races in small numbers. The land was bountiful and few cities existed when eastward migration en masse first happened. Faerie Burghs became Wealds for protection, and the first small kingdoms arose. Then around 6500 when Dundaria fell and the consolidation of the Kingdoms of old Rhylan, another massive wave of migration came, forced consolidation and a power struggle to really begin. Logging and resource exploitation began in earnest.

There are rumors Theodrose and the Chain Masters of the North were involved in consolidating the Kingdoms of old Rhylan into The Grand Duchy of Rhyl.

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

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Church of the Silvermoon (ruins in Rhyl)

Posted on October 12, 2025

Steel Realms

The Church of the Silvermoon is the ancient ruins of a large unwalled temple of Ezrilus that covered about 50 acres in the University of Baratriae of the Town of Baratriae. The temple was once the centerpiece of learning, growing powerful under the famous luminary of Ezrilus named Tannia Lorbeltn – called “The Mindshine”.

Left in Ruins

The Church of the Silvermoon grounds are in ruins, from being sacked long ago, but the ancient altar was moved and reconsecrated as a smaller church of Cold Silver Walk in the University of Baratriae that it once stood as part of.

A Refuge

The Church of the Silvermoon in was once a refuge for Silver PeltsLycanthropes of the Steel Realms in The Grand Duchy of Rhyl.

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

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