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The Broken Wall/Lasthope (redoubt)

Posted on July 6, 2021

Steel Realms

A bulwark of the northern defense, “Lasthope”, also known as The Broken Wall is an ancient fortress from the time of kings in the north. In case North Gate Garrison is overrun, it is a redoubt for survivors to flee to about 30 miles behind The Autumn Wall. It has multiple Anvil of Mizras treatments. IT could hold 150,000 defenders if crammed in. It is always stocked with a year of siege supplies and at least 3 months of food. It has its own cistern with a year of water. IT is the equivalent of one of the High King’s Pacification Garrisons.

This place is a Safe Haven for members of the Rhylander Green Conjurists.


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

Founded by the Berikan family, one of the original 3 claimants of kingship of Rhylan during the age of multiple kings in Rhyl.

Uncommon Knowledge / Average Difficulty

Lasthope was used by the High King once as the north was shoke by events that led to the kingdoms of Rhyl being given up and the formation of the Grand Duchy.

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

Barony of Cunee (Rhyl)

Posted on July 6, 2021 in Steel-Realms

Steel Realms

The Barony of Cunee is a barony marking the NE boundary of the Grand Duchy of Rhyl in the northern heartlands. It is known for the bland, undecorated exterior of most of its structures. It is known for the winter-blooming Cunee Heath on the northern edge of the Vinewood Forest and through the South Cunee Meadowlands. Large areas of the barony look and smell extraordinary for half the year from the dried Cunee Heath, and the purple and yellow dies color trim the other half of the year.

Rulership: Baronial family of Sir Oliver Radicir (since CY 7128); capital is City of Fortun.

Population = 30,230; 90% human, a few Dwarves & Elves

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.

Both the Barony of Cunee and the County of Dunaine take their names from the ancient fiefs in the Kingdom of Iclinglas of the ancient Kingdom of old Rhylan.

Eastern Boundary

On the northern edge of the Crags of Ilbarsia are a stretch of peaks the run to North Gate Garrison called the Rime Basin Peaks – all part of the Tolkisson Mountain Range. Here is the sacred deep lake of Rime Cauldron of Kaerslein – Elemental Consort of Water, one of her most sacred places.

A massive iced waterfall called Kaerslein’s Veil spills into Rime Cauldron Lake, in a roil of fog and mist that spill out into multiple low point basins generating an icy rain in the high hills – creating a mystical barrier against the minions of the Lich Lord‘s from coming over the mountains from the Oderach Valley on the other side of the main Tolkisson Mountain Range.


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.

Uncommon Knowledge / Average Difficulty

The new ruling family of Radicir took over in CY 7128 and got rid of the extra niches that were dug in the Westbrook Tabernacle of Cunee Abbey, collapsed the old crypts, and dug in a new direction to replace them with their own more organized crypts and have been using it ever since.

Scarce Knowledge / Hard Difficulty

The Downfall of the Westbrook Family

Sir Kessler Wesbrook was a baron of Cunee from CY 7101 to 7128 and ruled with an iron fist. His father Darron was an evil man, who increased taxes and waged war on his nearby neighbors. He was found guilty of many violations of the High King’s laws and exiled. His son Kessler was forced at 16 to disown him and exile him or imprison him. He chose imprisonment in the ancient Westbrook Tabernacle of Cunee Abbey.

Once he was dead, his son buried his bones and took up the axe and armor of his father that was initially exiled with him. For his first few years he ruled well, but became increasingly erratic and unpredictable. People began to believe a madness was in the bloodline – that whatever evil had been in his father was also within him. His wife and children died, one after another from disease. Only he was left and his decrees were driven by suspicion, paranoia, and fear.

He was finally chased into his own family tombs of Cunee Abbey by his herald, nobles and knights when he tried to demand brides from them. They locked him in and shut the massive door. For days they heard his scratches on the other side, screams soon followed and finally silence. They buried sir Kessler in the ancient tomb with the remains of his father and walled off the catacombs. His line ended with his death in CY 7128.

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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Principality of Redmarch

Posted on July 6, 2021 in Steel-Realms

Steel Realms

The Principality of Redmarch is a fief of 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.

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

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Great Forest of Rhyl

Posted on July 6, 2021 in Steel-Realms

Steel Realms
Great Forest of Rhyl is perhaps THE most notable natural feature of The Grand Duchy of Rhyl (along with the Bronzed-Edge Tableland to its east). The massive Forest of Rhyl is a magical place teaming with life of all kinds (the primary source of Wylden energy), shifting shadows, streams, glades, meadows, and all manner of terrain and features – including the famous Mushrooms of Rhyl. It is mostly stands of pine, but mixed with birch, fir, spruce, and a few others. It is home to hundreds of settlements of all kinds along its edges as well as within it.

   Pervasive Knowledge   

Prevailing Weather in the Forest of Rhyl: The Great Forest is filled with drifting mists has light rain falling in many parts at any given time, otherwise it is generally reflective of the The Weather in the Grand Duchy of Rhyl. In the winter, light snow falls instead of rain. There are nights when The Dreamhunt of Rhyl is manifest (full moons, etc.) and there are “streams” of mist high in the branches and rolling fog along the ground that follow the effect.

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.

Abundance: The druids of the Vinewood Forest, Gaur Dinuae Forest & Great Forest of Rhyl and those of the many mountains and streams ensure water and soil health, and work with the World Watchers & Dryads of the Wyld to ensure proper monitoring and attendance of the forest needs as a resource to all. It is thought that strange Vaaurouch of The Rimbus is still alive and being venerated in the Navel of Rhyl Forest and responsible for some of the abundance in the Forest of Rhyl as well.

Encounters & Dangers in the Area

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

  • There may be areas that are or was once Frost-Melded from the long-dead Dragon of Rhyl. A few of the Walking Pinelings still stand vigil. The constant power of the Dew Gate in the Navel of the forest is thought to be the source of the A Plague of Hags.
  • Those in and near to the Great Forest of Rhyl itself are prone to experiencing The Dreamhunt of Rhyl; This is often accompanied in the area by a “stream” of mist through the higher branches.
  • Unicorn – Heliki the Eternal: This Great Forest also still has the fey creature at its heart. It leaves virtually no trace and is not known to leave. Meeting this creature only happens if the Unicorn desires it though.

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.

Common Knowledge / Easy Difficulty

Facts & Knowledge

Events of Specific Dates

Uncommon Knowledge / Average Difficulty

CY 700-1000 The Lizardfolk once settled all around Lake Vhym in tens of thousands. They were in swamps and rivers and lakes all through the Great Forest of Rhyl in equal numbers. They were driven to extinction in the conquest of Rhyl by the Blood of Saemon from around CY 700-1000. The conquest was gruesome.

Scarce Knowledge / Hard Difficulty

The slight chilling effect in the Great Forest of Rhyl – i.e.e slightly more snow in fall and winter – is magic directly offsetting the magic at The Autumn Wall that makes it more rain than snow, and the colder months on the wall more bearable to its defenders.

Rare Knowledge / Very Hard Difficulty

A Drawing of Power: It is believed that both the walls (The Autumn Wall and The Blue Wall) hem in the power of the Lich Lord. Their own strength relies on some power that draws away the killing cold blasts of the Frostfang that would push its icy embrace across the lands. In addition to their own mystical manifestation, these walls also siphon some small bit of power from the Frostfang winds, feeding their own capabilities and exchanging, diverting or altering the actual weather in their area – diminishing it in Kaald and exchanging it on the The Autumn Wall at North Gate Garrison casting its cold temperatures and windows to disperse in Great Forest of Rhyl.

The Dew Gate in the Navel of the Great Forest of Rhyl pulls through some of the wintery weather, dumping it in the Faeywyld as a roaming storm of sleet and snow, and drawing the ire of those that make their home there, accounting for A Plague of Hags in The Grand Duchy of Rhyl.


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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Lake Vhyrn

Posted on July 6, 2021

Steel Realms
Lake Vhym is a __ of The Grand Duchy of Rhyl


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.

Common Knowledge / Easy Difficulty

CY 700-1000 The Lizardfolk once settled all around Lake Vhym in tens of thousands. They were in swamps and rivers and lakes all through the Great Forest of Rhyl in equal numbers. They were driven to extinction in the conquest of Rhyl by the Blood of Saemon from around CY 700-1000. The conquest was gruesome.

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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