Home - Page (Page 46)

Tag: loc-rhyl

Monastery of Ablocris (ruins; Rhyl)

Posted on December 6, 2025 in Steel-Realms

Steel Realms Logo

The Monastery of Ablocris is a Lightbringers monastery built of white limestone, owned by Umbakians, and currently in ruins. It is generally thought to be dedicated to Balthazaar mostly. It sits just beyond the edge of the Great Forest of Rhyl about 8 miles south-southwest of the Ferrywood Logging Camp in the South Reedland Stretch of the The Grand Duchy of Rhyl. The History of the Ablocris Monastery & Estate is well chronicled.

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

Features & Aspects of Note

The reinvigoration effect of the Southern Edgelands of the Forest of Rhyl seemed to bypass the entire area. Though the monastery lies away from the forest, often times the effect has a minor effect on bordering territories – there are none on the estate or monastery proper lands.

Aeter’s Rise is the 50′ rise/hill in the Ablocris Edgelands of Rhyl that the Monastery of Ablocris was built upon. Beyond this it is open meadows and rolling grasslands in all directions. It was sacked well over a hundred years ago and has been left to become overgrown – though it seems the orderly influence of the Umbakians has delayed its reclamation by nature. It does not appear than any full attempt was made afterwards to either reclaim its lands or rebuild even a portion of it. The countryside is as overgrown, even more so in the north direction of the great Forest of Rhyl. There is a sense of loneliness here, though the normal expected sounds of birds and insects are present.

Encounters & Dangers in the Area

There are specific Encounters for the Ablocris Monastery ruins. See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures on the periphery or where they make sense. Although there is no official record of a name for it, the ‘Ablocris ‘Estate’ is known for encounters of difficulties involving way-finding, sensory tricks, movement and resting.

At a Distance

The broken walls of the monastery are obvious from a distance, atop Aeter’s Rise. They once enclosed its entire operations, and were likely white washed in typical Lightbringer fashion. There was a central temple, dominated by a high tower facing the rising sun that is now nowhere to be found. It was a robust monastery, probably more than mere religious training by all accounts. Fields, orchards, and pens were part of its operations.

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

An overgrown road (the Ablocris Loop Road) leads to a gatehouse facing vaguely east.

EXPLORING/LOCALE DETAILS

These are adventure materials are mostly intended for the Game Master in running the adventure. Players should NOT read these materials. These expanded details are provided here to get a flavor of what is happening currently in the area, further adventure materials will expound on this.

Locale Features and Places

Up Close: Its Umbakian origins are obvious from the Valois Markers of Place and Boundary Markers. This at least, has been cleaned and upkept revealing that some party is still interested in the land and/or its function. Looking in the monastery grounds, the structural elements (well built by the Umbakians) can be clearly seen. Secondary roads from supporting steadings a mile or more away lead to the monastery at its edges.

Common Knowledge = Mostly it was comprised of Lightbringers followers of Aerna with a small group of protectors from Whelm and a contingent of merchant-monks of Balthazaar to run its operations. 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. The territories of the Monastery of Ablocris are all connected by Ablocris Loop Road.

Common Knowledge = The monastery follows the principles of Urban Planning and Architecture in Umbak that it is well known for.

Albocris Monastery of Rhyl

The Outer Wall

The outer wall framed the monastery proper and was meant as both a decorative and defensive work. Painted on the outside are now faded scenes of the Lightbringer faith. The wall itself rises no more than 2m, with many stretches having most of it stove in from the outside, granting easy access to the interior. There are a few old and fading spots where the wall was obviously attacked and burned – but these are barely recognizable.

The Gatehouse

The gatehouse was once a two story building, likely with an additional 1 story tower atop that for monitoring as far as possible. It is now broken and half collapsed. It was obviously a self contained defense work that was severely attacked in the sacking of the monastery. It would have held a dozen or so defenders, maybe more in emergency. Broken and tumbled stones now mark the major its of its presence. There is evidence of fire pits where a few lone travelers have made camp over the years, but are now mostly overgrown.

Easy Difficulty You search the grounds around the gatehouse…
Many tracks lead to this area but go no further. Its been a month since any creature came this far, and only deer and boar tracks show here.

If you stand in front of the gatehouse, the wind blows between the edge of the forest to the north and the monastery grounds… at times it seems like faint voices are carried on the winds.

Average Difficulty You examine the remains of the gatehouse…
The front of the gatehouse faces the High Temple of Aerna in the Grand Duchy of Rhyl in the N-NE direction.

Explore the Ruins

Easy Difficulty | DC 11 Investigation check > Note: Any time rubble is shifted, the person doing it will get an overwhelming sense of being watched; The normal Loot/Treasure Seeking applies.
The spiritus of the fallen guards manifest!

Dormitory

This corner of the monastery was obviously home to a larger structure. It likely held a second story and was integrated into the wall. It is still mostly intact as far as can be seen. Survived the test of time well, in typical Umbakian style.

The original Hearth Corner-Stone is still present, it can be found with enough searching.

Explore the Ruins

The normal Loot/Treasure Seeking applies.

The Salt Reaping

= This is keyed to the “Salt” sensory alteration from the fountain; ENC > Matched Fountain Flavor @ Ablocris Monastery ruins.

Orchard 1

It is notable that the orchard itself is still standing. The presence is a creepy blend of trees that are at once burnt, but seemed to have sprouted from the remains of the original trees the Umbakians planted. If it once held fruit, the trees now do not seem to match any known fruit bearing trees of the region.

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

Explore the Ruins

The Cursed Harvest!

The normal Loot/Treasure Seeking applies.

Orchard 2

It is notable that the orchard itself is still standing. The presence is a creepy blend of trees that are at once burnt, but seemed to have sprouted from the remains of the original trees the Umbakians planted. If it once held fruit, the trees now do not seem to match any known fruit bearing trees of the region.

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

Explore the Ruins

The Blighted Harvest!

The normal Loot/Treasure Seeking applies.

Orchard 3

It is notable that the orchard itself is still standing. The presence is a creepy blend of trees that are at once burnt, but seemed to have sprouted from the remains of the original trees the Umbakians planted. If it once held fruit, the trees now do not seem to match any known fruit bearing trees of the region.

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

Explore the Ruins

The Faey Harvest!

The normal Loot/Treasure Seeking applies.

Pond

The pond, which is bordered by a low stone wall that obviously kept in the water when it rose above its normal depth, sits dark and stagnant. The accumulation of debris over time has made it a brackish mire. Once pure, it is now filled with wetland flora and it is now home to water fowl.

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

Explore the Ruins

The normal Loot/Treasure Seeking applies.

The Sour Reaping

= This is keyed to the “Sour” sensory alteration from the fountain; ENC > Matched Fountain Flavor @ Ablocris Monastery ruins.

Barn

All that is left of a massive barn used for a smithy and animal pens is the foundation. The wooden structure was burnt in the destruction of the monastery.

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

field 1

This field was once planted with crops the Umbakians planted for the dwellers of the monastery. While supplemental, there is no way the few fields within its bounds could have supported a large population. There is no way to tell what was planted here once, though now weeds and strange brush with white flowering petals grows here.

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

Explore the Ruins

The normal Loot/Treasure Seeking applies.

The Bitter Reaping

= This is keyed to the “Bitter” sensory alteration from the fountain; ENC > Matched Fountain Flavor @ Ablocris Monastery ruins.

Contraband Holes

PER check

Field 2

This field was once planted with crops the Umbakians planted for the dwellers of the monastery. While supplemental, there is no way the few fields within its bounds could have supported a large population. There is no way to tell what was planted here once, though now weeds and strange brush with blue-green flowering petals grows here.

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

Explore the Ruins

The normal Loot/Treasure Seeking applies.

The Sweet Reaping

= This is keyed to the “Sweet” sensory alteration from the fountain; ENC > Matched Fountain Flavor @ Ablocris Monastery ruins.

Field 3

This field was once planted with crops the Umbakians planted for the dwellers of the monastery. While supplemental, there is no way the few fields within its bounds could have supported a large population. There is no way to tell what was planted here once, though now weeds and strange brush with yellow-green flowering petals grows here.

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

Explore the Ruins

The normal Loot/Treasure Seeking applies.

The Dry Reaping

= This is keyed to the “Dry” sensory alteration from the fountain; ENC > Matched Fountain Flavor @ Ablocris Monastery ruins.

Mausoleum

The ancient mausoleum still stands its full height. It looks weathered at best, and perhaps some token effort was made to set it alight or bring it down during the sacking of the monastery but it fell far short. It was obviously once painted bright white with scenes of the Lightbringer faith. It stands a dark block of granite now, ominous and standing out as a reminder that the dead still swell here and the living are not welcome (at least those not of the family).

The original Hearth Corner-Stone is still present, it can be found with enough searching.

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

Explore the Ruins

The normal Loot/Treasure Seeking applies.

The Wet Reaping

= This is keyed to the “Wet” sensory alteration from the fountain; ENC > Matched Fountain Flavor @ Ablocris Monastery ruins.

Prayer Colonnade

A typical set of prayer columns of Umbakian culture sit in various stages of broken, tipped, and a few still full that frame the walk to the entrance of the mausoleum. They were obviously once painted bright white, with Lightbringer faith scenes and pictorals of family members interred within – as was and is the custom.

An original Hearth Corner-Stone is still present, it can be found with enough searching.

Main Temple

The main temple was once a 2 story structure. It is made of stone, and solidly over built in Umbakian style. It was once well painted and beautiful but now lies in ruins – breached in a few places.

The original Hearth Corner-Stone is still present, it can be found with enough searching.

Lightbringer Fountain

The fountain seemed to have been left untouched in the fury of the war. It is a beautiful smooth carved basin with a Lightbringer angelic figure of Anaeth the Angel of The Radiant Spirit in the center. The angelic figure is holding a horn to its lips, out of which water shoots out to the west. The angel faces the same direction of the gatehouse front door. The hand not holding the horn is facing the direction of the rising sun, the hand splayed as if its reaching out to grasp it.

Up Close: The fountain is flowing wildly. The angelic figure was carved to depict her blowing its horn vigorously, and the clear water flows robustly into the basin. The entire foundation and basin radiate a faint heat like a warm morning.

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

Hespshut Cap Mushroom (Steading of Pauninus; Rhyl)

Posted on December 6, 2025 in Steel-Realms

Steel Realms Logo

The Hespshut Cap is a hallucinogenic Mushrooms of Rhyl. It is pure white, grows only in Great Forest of Rhyl within the Frost Melded patches where the ancient Dragon of Rhyl once breathed its fearsome icy breath weapon. Intrepid ‘gardeners’ have been known to set up shop and make arrangements with one of the lesser families as a shared resource of the Rhylian Compromise.

It is said that this mushroom, while pleasant tasting, has a long and strong hallucinogenic effect time, and a cumulative effect over time in the body.

Steading of Pauninus

Rulership/Governance: {Integrity *****} Patriarch or Matriarch of the family

  • Recognized Administrative Center/Seat of Power: The ‘Hall of Caps’

Population: Approx. 65 humans
> Note: There is no official census provided.

It grows naturally, but there is one place where the mushroom is cultivated and harvested. It stands on a Frost Melded patch that has since vanished, but it was being bred and survived the patch’s passing. The Pauninus family is the only family that has been licensed to grow and harvest these – and only for export out of the Grand Duchy of Rhyl. They are ordered and used by occult orders and some faiths. The mages of Rimehall are provided a full accounting of this, and are sometimes known to partake in them. It is a custom to wear mushroom cap “uniform” for the workers. The family makes a good wage harvesting them.


i20™ Item Details

; 30 min, Disadvantage. on Intelligence & influence checks, Advantage. on Insight and smell/taste check; +5′ move (must move 5′ if possible each round); must make an Intelligence check DC 10 to target anything.

iCore iCore™ Item 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.

Rumors About the Item
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

The Counters Hall of Klyben

Posted on December 4, 2025 in Steel-Realms

Steel Realms Logo
The Counters Hall of Klyben is a money lending institution in the City of Klyben. They only operate for Citizens of Rhyl, and typically just to secure opportunity and operations inside the borders of The Grand Duchy of Rhyl.

They have a reputation of sticking to the letter of any contract, and have mercy in seizing assets when what is owed is overdue. To this end, they employ mercenaries for both guards, and asset seizure. They have about 20 permanent well paid house guards to secure their vault at all hours of the day.

Local Motivations: There is always the danger of a shortage of supplies in Rhyl, with so much going to the fight at North Gate Garrison. The Counters Hall records a history of those who have Invested in bringing armor, weapons, and mundane supplies into Rhyl. Most of the goods coming from outside come through Lake Caolite, few come up the Beyne River from far away. The Counters Hall records are generally public and periodically accessed by the nobility for potential Citizen public acknowledgement;

OPPORTUNITY: Many successful Investing Opportunities can generate RENOWN.

  • Investment opportunities have less risk, and smaller return on Basic Investment, but some investors gain prestige from helping the efforts against the Lich Lords.
  • Investment Min/Max is half normal; For every 100 silver made, a character gets 1 Klyben Counter Prestige; If ever they get > 20, they gain +1 Reputation, and get a 10% discount on Goods and Services bought in Klyben directly.
Realm's Aptitude Powers: Divine, Occult, and Psychic

Tags: ,

Top

Ten Box Chemists (Klyben)

Posted on December 4, 2025 in Steel-Realms

Steel Realms Logo

The Ten Box Chemists of Klyben is a large two story building with a stone base on the NE edge of the City of Klyben in the Principality of Rhylan – at the influx of Killean’s Stream to the city. It advertises itself as as “Alchemists of Note” and does not advertise its function as the only publicly approachable office for the Rhylander Green Conjurists – though everyone knows its true, though they hardly follow most norms of Occult Culture in the Steel Realms.

The Sigil of the Rhylander Green Conjurists is here.

Here many botanical remedies are sold. There is no place of rest here, but natural salves, balms, and elixirs are made and sold here. The clientele is not your average guard or mercenary either – there are other shops for such things. In perusing the shop, one realizes the natural grown elements are only a base for the more exotic things being sold – the conjuring and transmutation of these things along with more mystical elements is being done. On the back of the chop, extending out into the large 3 acre lot, is a glass covered greenhouse.

Seeking an Audience: Sira Greensmein, Herald of the Rhylander Green Conjurist. This figure can be found at Ten Box Chemists of Klyben – it is the only place that the order can be contacted by people outside of the nobility of Rhyl.

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.

Ten Box Chemist Shoppe

Main Facilities: In addition to the shop, greenhouse, drying room (all records are kept here as well, in a locking chest), stock room, normal formulary, and cloak room, there is a locked occult lab of about 30×40 where the magi work their special compounding and formulary. Upstairs is a bedroom and Green Conjurists’ rooms.

Buyers Mark: Drawing the interests of the less mundane is part of a means of tracking occultists who are in the area, seeking them out, and assessing who may potentially cause trouble.

  • There are paintings of the Dragon of Rhyl decorating the inside of the shop.
  • The building is locked using mundane and occult means.
  • There are statues of all manner of faerie small-folk that are said to awaken at night.
  • The shop is immaculate and clean at all times.

Outdoor Garden: Behind it, and coming around the east side is a large stone walled field with many raised garden boxes of stone, shrubs, trees, and basins of water. People often mistake it for a Briarwood of some sort, though there are many signs warning not to cross into it; It is guarded by swarms of insects!

Staff: During the day, a guard stands in the shop and another in the garden. There is a staff of about 3-4 at any given time (that stay upstairs), as well as a staff of 2-3 gardeners working outdoors, in the drying room or the greenhouse.

Chemist Wares

The wares are the high end items made by the conjurists from materials they grow on site, harvest from the Great Forest of Rhyl, and materials they gain through their conjuring. It is said that the druids of the Great Forest of Rhyl work with the conjurists to call for these things.

  • Conjurist Box: This is a small box, with two smaller boxes inside. It is enough to hold 3 potions. One box (‘Safe Box’) is filled with the materials to be moved and closed and latched – activating the binding between the boxes; The other remains empty and unopened. It has a wax seal on it. When the seal is broken, the contents of the safe box are instantly transported into the box with the seal. The boxes can be reused but the latch and wax must be replaced.
  • Salve/Burn Balm
  • 3 pt. Healing Draught – can only be used 1/day cycle, or risk taking another damage.
  • Occult Ink; Ink is used to have an Unseen Servant inscribe a spell from the spellbook and casting it slowly as it is being done. The scroll is burned by an Unseen Servant carrying it into a bonfire and collecting the ashes. When cast, ashes are used and it is + augment (DC +2)
  • Special Occult Treated Vellum; Magus inscribes scroll with Arms of Hadar, it is burned and the ashes sprinkled over a target and it casts Arms of Hadar (means of casting on non-self target)
  • Std. Wizard Spellbook Ink and Tome
  • Potion of Heroism
  • Occulti Dusteri: +1 spell save DC
  • Potion of Darkvision
  • Figurine of Unseen Servant
    > 5cm baked clay figurine that when breathed on and crushed, causes a Unseen Servant to appear, clad in a green robe
  • Misty Step Draught (have to hold it in your mouth, swallow = trigger)

i20™ Item Details

iCore iCore™ Item Details

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

Competing Occultists: The competing occultist specialty shops operate out of separate districts to ensure there is no clash. The Ten Box Chemists (Rhylander Green Conjurists) in the South District of Klyben and Quizman’s of Klyben out of the North District of Klyben. The Gangs of Klyben stay away from both.

Green Conjurist Audience

Above the chemist shop is the living area for about 7-8 people. It is a large, open loft like area with thin dividing walls. At the top of the stairs is a windowed room on the east side. Here are comfortable chairs, a desk with a writing kit, a map of Rhyl a few sculptures and paintings and a glass bar set.

Seeking Audience:Those coming to seek an audience must request this office by its full name: “Sira Greensmein, Herald of the Rhylander Green Conjurist”. They will be asked to fully explain why. Somehow a decision is made to hear those seeking an audience immediately after a quick consultation (in an unknown method), or they are sent away. The same person who greeted visitors may be the person who delivers the news, or someone different; The person filling the role of speaking for the order in granting an audience as the “Sira Greensmein” may be different or the same as well. This process is enigmatic to outsiders.

The title of “Sira Greensmein” is one that is non-specific. Although most refer to them as a herald, and it borrows somewhat from the title of “Heraldsmein” in the lexicon of the realms, the Green Conjurist themselves never use it.

Hall of Broken Mirrors

There is no formal hall or chamber for the loose order, but there is a place upstairs where they have meetings and audiences with outsiders – the Hall of the Broken Mirrors. Nothing has ever been able to scry or extract information of anything that has gone on here. Petitioners are rare, they are not an order for hire and dont engage publicly in politics or seek fame (though a few of their numbers have become famous historically).


Chronicle/Facts of Locale/Business

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.

Simple Outcome / Easy Difficulty & Common Knowledge

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

Scarce Knowledge / Hard Difficulty

Defending Klyben: The Rhylander Green Conjurists home at the Ten Box Chemists in the City of Klyben keeps Honeystone Pollen to put in Killean’s Stream to destroy animations of the Lich Lords should it ever be required to defend the area.

Hidden Knowledge (known to select few locals) > One of the Children of Blacknail serves the Rhylander Green Conjurists at Ten Box Chemists in the city of Klyben.

Rare Knowledge / Very Hard Difficulty

Irrigi’s Walkers are allies of the Rhylander Green Conjurists, and have a tunnel only they know of that leads from the Klyben Sewers to the basement of Ten Box Chemists.


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

Top

Belinda, Ducal Herald of the West (of Rhyl)

Posted on December 3, 2025

Steel Realms Logo
Heraldsmein good Belinda is of the Junior Herald’s Corps of the Duke of Rhyl, representing their liege the Duke of Rhyl, reigning peer of the The Grand Duchy of Rhyl.

All of the Duke’s heralds are trained in the Heraldic Boreal Tradition.

A Herald of the realm fulfills the role of ambassador, negotiator, and a voice of and/or authority for the peerage liege lord/lady they serve. They commonly have the political and social power of a sheriff or at least deputy upon their liege’s lands, if needed.

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

Top