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Naighvelaugh (Elven Weald; Rhyl – North Pines)

Posted on July 30, 2025

Steel Realms

The Naighvelaugh Weald is an Elven Weald of the Steel Realms – typical Elven Weald with a normal Schan-Karr. The elves of this deep forest Naighvelaugh Wealdare the most primal and savage in The Grand Duchy of Rhyl. Their position deep in the Great Forest of Rhyl in the Klaurian controlled area of North Pines on the edge of the Giant’s Steps keeps them isolated, amplified by the ‘separatist’ Kalurians around them. They are not xenophobic, but the natural defense of terrain, boundaries, alliance, and militancy has given them a fierce edge and kept their Weald vital and powerful. When sending their representatives as part of the Realms Levy each year, they typically send about 100 of their warriors, and about 20% are the infamous Tree Vipers.

Governance of the Weald

Rulership/Governance: “Green Sleeves“: Inifri Greenspeaker is the office for the Weald who represents it to outsiders. {Integrity ***} – uses Elven Wealden Titles.

  • Administrative Center/Seat of Power: The sacred Grove of Amalafha is home to the council of elders. The Grove of Needlewind is home of the Green Sleeves and considered a ‘capital’ to outsiders on the east edge of the Weald – one of the only safe places for outsiders to sojourn to.

Population: Approx. 22,000 Wyld Elves
> Note: There is no official census provided.

Protector Spirit: Epona the HORSE – the senior followers are involved in both Defense and Faith of the community; The horse-mother ties them to the Klaurian folk they live next to.

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

Perspectives on Other Wealds

Other Wealds are too civilized and have lost their way – except the Har Cunathea! The Gaur Dinae elves near North Gate Garrison are corrupt and given to a melancholy similar to that of the forest elves of Ynth. They are not trusted. Half elves are accepted, but only as warriors – any other association is considered tainted by the ways of civilized humans.


Characters from the Weald

List of Elven Wealds of Rhyl

The Har’ahdu Cunaigh – Aelfpath of Helca twines through the Great Forest of Rhyl, also connecting all the Elven Wealds within the Grand Duchy of Rhyl.

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

Ostravelaugh (Elven Weald, Rhyl)

Posted on July 30, 2025 in Steel-Realms

Steel Realms

The Ostravelaugh Weald is an Elven Weald of the Steel Realms – typical Elven Weald with a normal Schan-Karr.

All the Elven Wealds of the Steel Realms in Helca have Laey Lines going through them that can be activated.

Governance of the Weald

Rulership/Governance: “Green Sleeves“: Holabluh Greenspeaker is the office for Weald who represents it to outsiders. {Integrity ***} – uses Elven Wealden Titles

  • Administrative Center/Seat of Power:

Population: Approx. 23,000 Wyld Elves
> Note: There is no official census provided.

Protector Spirit: Mhyi t’k the BIRD – the senior followers are involved in both Defense and Faith of the community.

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


Characters with their origins here have the Wyld Elf of the Weald Experience available to them.

Resource Accord with Rhyl: The active version of the Rhylan Weald Accordance that govern resource management is carved upon a preserved tree stump in the City of Klyben in the North District of Klyben for all traders to be able to reference. Per this accord the elves post signs using bright yellow ribbons (from Ten Stacks) to mark their Weald Boundaries.

  • Typical of Elven Wealds of the Steel Realms, this faerie home is lit using Elven Lake Lamps including the annual festival; This eerie glow sometimes seen by outsiders and centennial festival add to the typical mystery and wariness of the Elvish home.

Characters from the Weald

Those entities Flora Bound to the Wealds have access to the powers described under the Common Amesha Element of the Wealds of the elven faith of the Steel Realms.

List of Elven Wealds of Rhyl

The Har’ahdu Cunaigh – Aelfpath of Helca twines through the Great Forest of Rhyl, also connecting all the Elven Wealds within the Grand Duchy of Rhyl.

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

History & Events of Rhyl

Posted on July 30, 2025 in Steel-Realms

Steel Realms
History and Events of Rhyl chronicles the Grand Duchy of Rhyl as the vital “shield of the north” since the Lich Lords took control of Lichrya (Fallen Dundaria) – the ancient kingdom of the far north – and political relations broke down with the rest of the North and the High King. Like other ‘grand’ Fiefs, it is part of the High King’s extended lands, not the territorial Kingdom of Gladnor, and is located in the east of the northern heartlands.

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.


Chronicle 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.

Summary of Important Events that Shaped the Region

CY 9000 – 9132 The Long Summer of Elancil; Peace, prosperity, population explosion and crop bounty; Rhyl’s old bloodline feuds spring up when their common enemy is quiet. Faerie populations especially increased in size; many of the smaller faerie races are glimpsed once again outside the forests.

CY 7420 The High King assigns Balient’s Breach as a fief of the Grand Duchy of Rhyl. Rhyl re-establishes its own relations with The Hinterlands.

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

CY 6909 Fall of The Grand Barony of Altair as ‘The Western Shield of Rhyl’; The Kalurians sweep across the land, killing all humanoids and undead and the ghoul infection is ended. Balient’s Breach takes its place; Refugees flee east into Rhyl.

CY 6514 The Grand Duchy of Rhyl is created by the High King, who ends the Elf-Rhylan wars in a major expansion of power and control. The elves consolidate their power in The Vinewood Forest.

CY 5980 The Lands of Rhylan united settled as a single Kingdom of Rhyl to fight the Lich Lords drive south.

The Befoulment of the Gloaming in CY 5656 creates a pause in the Lich Lord’s onslaught for both the Orrish and the Noble East. This gives the living a moment to prepare to fight the dead.

CY 5580 Fall of Dundaria in the North – Lich Lord power rises, Frostfang and winter without end spreads across the north. The Lands of Rhylan are divided into smaller kingdoms. Second Elven War of Rhylan for the great Forest of Rhyl.

CY 5690’s North Merchant City power rises in old Sea King territories, Gladnoran kingdom expands. Migration east into the ‘Lands of Rhylan’, deforestation starts and First Elven War of Rhylan begins at the edges of the forests.

The Dwarven Enclave of Ruhn-Aahn agrees to be allies of the rising Kingdom of Rhylan in CY 5219.

The “Splitting of Ser-Caynth” 5029 The Beyne River changes course south due to the landscape changes stemming from The Sundering/Bale Times instead of through it, clearing the area that would become the Vale of Meargensdale in Rhyl. The territory of Ser-Caynth becomes one of the Fiefs and Territories of the North Merchant Cities.

5000 The Sundering – Fall of the Southern Synedcia empire and the beginning of the end of the Sea King Yvaldeysean empire; Refugees flee north and east from the coast – some into the ‘Lands of Rhylan’. The Beyne River shifts course south out of Meargansdale Vale and the lords of Rhylan lose control of its tract to the North Merchant Cities.

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 Grand Duchy of Rhyl.

Common Knowledge / Easy Difficulty

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

The Purge of Hermenna that ousted every malign master and apprentice magus along the shores of Lake Caolite in 9120 left both Rhyl-only occult orders untouched.

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.

Dunstrand Rising Living World CHRONICLE > Dunstrand Rising is a Living World campaign set in Grand Duchy of Dunstrand in the Steel Realms of the [Fantasy] Steel Realms.

With the events of Disaster at Dwindor, it seriously decreased the Twin Counties of Dunstrands’ power and there have been fewer border and trade disputes between The Northern merchant Cities and The gRand Duchy of Rhyl.


North Revealed CAMPAIGN CHRONICLE >> The North Revealed is a Living World campaign set in The Northern Hearthlands/Grand Duchy of Rhyl of the [Fantasy] Steel Realms.

‘The Breath of Madness in Rhyl’ – Recent years strange events have been labeled this. There has been a feeling of strangeness to those in the North. Small things that are inconsistent, out of balance, unsettling. Changes to crop yields, populations, sentiments, and values. All subtle and odd, and not pervasive except in that many instances in isolation and no place is out of reach.

  • In CY 9181, a group calling themselves “The Summer Attendants” almost made The Heroes Ride to push back The Curtain of Night. They went over Autumn Wall, through North Gate Pass and the Valley of Sighs. They were stopped south of The Night’s Fist, pursued by the forces of Errha The Burner. They were finally caught and slain on the scoured plains of Dar-Hashuk. Their flayed bodies were display in Six Spires Pass.

  • Lich Lords summer soldiers attack of CY 9180: The summer of CY 9180 saw a three pronged attack at North Gate Garrison, Houska Pass, and struck the dwarves at Sun Stone Top. The siege of North Gate lasted over a year, and they managed breaches in areas never seen before, using an elite force of fallen warriors from the wall and spirit sendings to strike fear. The fighting by the dwarves was particularly violent as one of the Hoarplagues raged through Hurda Cheq. The druids and Rhylander Green Conjurists managed the defense of Houska Pass in secret as they normally do. Afterwards saw the slow terrors of the Surge of the Graveborn until CY 9184.
  • CY 9180 The Wyldfires of Craynth: When it happened, the Wylding tribes of the Rhyl Forest were blamed, and it caused many a violent interactions, but several fires were started in settlements in the Barony of Craynth. It turned out to be Orrish raiders from Hothwillow’s Wound.
  • CY 9181 Confusion Along the Red March: A strange confusion caused boats to land in different ports and supply wagons went to the wrong destinations for the northern garrison; Soldiers seemingly had a hard time tracking supplies.
  • CY 9182 The Plague of Doubt: Local lords questioned centuries old agreements, borders, and bloodlines – tempers flared and raids occurred.
  • CY 9182 Elves of the Enthavelaugh Weald had a ‘turning’ to faey creatures; The Doget sent kill squads across Rhyl and crushed their murderous rampage and the elves of this Weald have been little seen or heard from since.
  • CY 9183 The Valley of Sighs disgorged multiple Dreamscale Serpents upon the region; Action by the The Hornguard of Rhyl rallied dwarves, elves, and men to corner the last of them, but not before their chaos caused the melting of large chunks of ice and a few mountain lake overflowed and flooded area.
  • CY 9183 The Winter of Broken Doors: The Hoarwind brought a powerful force that smashed doors and windows open in the middle of winter. It was later discovered by the priesthood Ezrilus that this had been a power sent by the Lich Lords upon the homes of those with-child.
  • CY 9184 The Red Race: Along the Red March, those trekking to serve at the Garrison felt compelled to move at double time. The birth control of the whores along the march failed and many were driven to lunacy in the throes of birth later – killing their children.
  • CY 9184 The Winter of Broken Barnes: The same effect as the previous year, but affected barns and pens of pregnant livestock.
  • CY 9185 The Year of the Daggerback: A series of a dozen or so assassinations occurred across the Grand Duchy of Rhyl. Commoners turning upon their lieges for no reason – no matter how they were treated previously.
  • CY 9185 Restless Giants: The dead and buried Giants bones in the Vale of Meargensdale churn and moan, terrifying the beasts of the Vale and causing chaos for weeks.

CHRONICLE > is a Living World campaign set in Grand Duchy of Dunstrand of the [Fantasy] Steel Realms.

Time of the Short Dark: Around CY 9168 The Unholy Trio began a new campaign. Incursions were happening all across western half of The Noble East. A great convergence of powers in the Disaster at Dwindor cause Sun Stealer to manifest physically, ensuring his demise and sealing the ultimate fate of the their campaign in failure.


This territory is considered Dominion of the High King Lands means the rulers have given the Sworn Oath of High King’s Service to the High King of the Steel Realms.

Uncommon Knowledge / Average Difficulty

Renaissance in the North: CY 7100, North Gate Pass was temporarily restored – taken from the Lich Lords. A short lived period of about 120 years saw constant fighting, but many salients push beyond the Autumn Wall, reclaiming some of Dundaria. This was short lived.

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

The Twin River Confederacy often makes trouble between the Merchant Cities of the North and

The Grand Duchy of Rhyl.

CY 9000: Battle of Giantsford in Meageransdale Vale causes havoc and devastation. Some say it was instigated under the influence of the Merchant Cities.

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.

CHRONICLE > is a Living World campaign set in Grand Duchy of Dunstrand of the [Fantasy] Steel Realms.

CY 9174: There was a festering warren of Orrish in the foothills of eastern Ryhl – one of the last remnants from the Time of the Short Dark. It had darkling shamans, Orks, and goblins. All the orks and commanders were killed, and the goblins scattered.


Scarce Knowledge / Hard Difficulty

In CY 9046, the Stonebreaker Company answered the call of the The Hornguard of Rhyl and the Har Cunetha of Vinewood Forest to lead a counter attack against the forces of Lord Heatherguard and collapsed the famous Heatherbrook Pass (from the Heather Reach in Fallen Dundaria). Their largest wielded massive hammers that got to work on cliffsides and collapse them on unwary Lich Lord troops.

CY 8001: Prince’s Revolt of Gladnor – Rhyl loses is trade hegemony on Lake Caolite to the Merchant Cities. Ill will is continually fostered over this.

Rare Knowledge / Very Hard Difficulty

Ancient Dragon Rulership: For many centuries in its long past, an ancient white (albino?) dragon ruled some of the surrounding lands with a fearsome appetite and breath of burning cold – until a band of brave adventurers came along strong enough to kill it. Its head is mounted over the Ducal seat in the Principality of Rhylan (the capital) and has become part of the symbol of the ducal house.


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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Cunee Abbey (disrepair; Rhyl)

Posted on July 29, 2025 in Steel-Realms

Steel Realms

The Cunee Abbey is located in the Barony of Cunee just north of the City of Fortun. The abbey was the sacred place to the Green Church and Darupet under the ancient Westbrook Baronial family. Once their bloodline was spent in CY __, it became merely a public shrine to Darupet and a watch tower. The massive grounds quickly fell into disrepair, except the tower. Eventually a sect of militant druids, pure warriors took over the abbey, leaving it in disrepair and letting nature take its course.

Initial Description: The abbey was once a sprawling 60 acre grounds that was used for agriculture and even private hunting. It was double walled, with a low outer wall mostly to denote its boundaries. To the north and south were a large inner enclosure of 20 acres each with game used for private hunting. Everything of the original Abbey is in disrepair now, except the tower. The walls were dug deep, two meters deep into the soil, and a meter wide. There is persistent bloom of Blue Flax and Scilla marking a striking “blue boundary” around the lands of the abbey.

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.

Farmsteads

There are about 7 Farmsteads located around the Abbey. The locales grow grain, bake bread, tan hides, smoke and salt meat, make mead and ale, and manage small herds of geese and goats and trade with order in the Abbey.

Fendstels Alehouse

On the SE corner of the land of the Abbey is the local Alehouse. It is a small gathering point for the locales and a point of common storage and celebrations. It can be seen from the Gatehouse. There is a large wooden warehouse and a small one (locked and used for fermenting the ale and mead and storage).

Stone Warehouse: This is locked and marked with the ancient Westbrook baronial seal. It is said to be sealed and kept place of mundane items from the old Baronial family – seals, portraits, chairs, clothes, and non precious items. Its been broken into a few times, and nothing of value other than to archaeologists was ever found. These are items emptied from Westbrook Tower.

Gatehouse

There is a newly constructed ‘gatehouse’ on the south side, where the old road to the City of Fortun goes, about 3 miles away. It sits up on the site of an older, larger gatehouse. It is less a Gatehouse and more of a stable and large common room with some private rooms upstairs. It is for visitors, and never staffed – though there are supplies like oil and lamps and such stored in a ‘self-serve’ style. There is a road that leads to the tower from here. There is a hitching post, and a pair of cleared corals here as well.

TWestbrook Tower

The tower of the Abbey is located in the center of its grounds. It is overgrown on the outside. The top has had soil dragged up to it, and a tree grows another 30 feet, squat with a massive trunk and boughs that run 20 feet in all directions. It is a haven for many ravens.

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.

Boundaries: The stones of all structures and walls have been allowed to be taken to help locals over the centuries – for their own structures, walls, etc. Every summer there is a designated time for petitioners to come and ask for what is left of the ruins for local projects of the farm holdings around the abbey.

The Westbrook Hall of Records: This is ancient, and while nothing new is being added to it, the collected prayers and ceremonies that go back the ancient days when the Kingdoms of old Rhylan were many. It is these records from which the Greenwood Knot order was founded. Next to the Deepstone Archive of Rhylan, the Westbrook Hall of Records in the Cunee Abbey is the best source for the time of the Kingdoms of old Rhylan. The druids in the Abbey and the Rhylander Green Conjurists have ensured the materials stay safe and are copied as they age. They also allow public access to them for a small fee which goes to keep up the order.

Uncommon Knowledge / Average Difficulty

The power of the Beast Lord Darupet keeps the game within the huge area of the Abbey.

Maintenance: When the reconstituted order took control of the Abbey, it was required to unseal the hall of records, and maintain the tower as a refuge if needed by the baronial family – whoever that may be. All of this has been done and more. The tower was almost completely rebuilt in CY 8320 and stands modern and strong.

Summer Vacation: After the tower was rebuilt in CY 8320, sometimes members of the baronial family will use it as a vacation, with top quality foodstuffs and hunting available from a staff they bring with them. The savage sounds from the order are disquieting and even disturbing to most though, and this happens rarely.

The Haunting of Sir Darron Westbrook, Baron of Cunee

The evil Sir Darron Westbrooke was kept in the deepest places under Cunee Abbey, imprisoned by his son in CY 7101. He escaped one day, eating his own thumb and slipping his manacles. He escaped into the family tombs, a deep cavern with old passages into a spreading ossuary of bones. He was hunted for years, killing many guards in what came to be called ‘the death caverns’.

Scarce Knowledge / Hard Difficulty

Stone Warehouse Site: This is actually a hidden refuge for the Rhylander Green Conjurists.

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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City of Fortun (Rhyl)

Posted on July 29, 2025 in Steel-Realms

Steel Realms

The City of Fortun is a large (capital) city Settlement in the Barony of Cunee. The walled city is dominated by 2 tall, wide towers on the NW and SW corners – small keeps unto themselves. The wall is obviously something that came later, as a great deal of the city is actually outside of it, spreading out on the west side. The road going directly north leads to the Cunee Abbey about 3 miles away.

This locale has a Chapter House of the Narcosan Order of Necromancers in Saltmarch.

Occult/Magi Services: General Occult Services is provided here mostly by Quizmans Magusterum in Rhyl. The other Orders of Magi generally focus their efforts on supplying and defending The Red March and North Gate Garrison against the forces of The Lich Lords.

Locations of Quizmans Within Rhyl

Initial Description:

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.

1-5     >    Services: *** | Comforts: ***** | Friendliness: ***** | Law/Order: ****

Heraldry/Symbol:

Greater Sovereignty: Grand Duchy of Rhyl

Type: (see Settlement Planning and Design in The Realms)

Governance: “{title}” (see Titles and Honors of The Realms)

Population: / Transient:
Demographics:

Laws and Protocols of Note: + standard Laws and Codes of the Realms

Groups/Factions:

Primary Hospitality/Accommodations:

  • Visitors Quarters > Housing (long or short)/Entertainment (arts & crafts, intimacy)

Commerce: (see Trade Organizations/Institutions of the Realms)

Institutions: (see institutions of The Realms)

  • This location as a Autumnleaf Ale Houses.
  • > Primary Services Secondary Services
  • > Primary Services Secondary Services

Beastwood Presence: This location has the presence of a typical Rhylian Beastwood. This locale trains characters (elves) in the practice of the Rhylian Undead Hunters.

Founding: {approximate year/age and culture of origin}

Primary Surrounding Habitat and Weather:

Roads, Streets, & Thoroughfares:

  • Waste: Runs/Bins > Collection | Minor Sewers or Major Sewers

Defenses: {defensive works, fortifications, garrisons, holdouts}

  • Police/Watch: | Officers:
  • Constables & Detectives:
  • Elite Tactical Forces: | Officers:
  • Militia/Volunteers: | Officers: > War Time Only?
  • Military:

This Locale has a Office of the Herald representing the local Lord/Lady; Rhylan heralds all follow the Heraldic Boreal Tradition.

  • Heraldsmein:

Encounters & Dangers in the Area

See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures.

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.

The Transit of Western Fire is a once-a-century symbolic journey to ‘re-light the rising sun in the east’. It travels from Merkaine’s Shrine of Shieldfire in the west, east to the start of The Red March, to the end of it, then through City of Fortun, up The White Stairs to Burning Crop. There a beacon fire is lit.

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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