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Deepstone Archive of Rhylan

Posted on July 31, 2025 in Steel-Realms

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The Deepstone Archive of Rhylan is a place of records for all that transpires in the northern territories – even North Pines. It is an ancient place, well guarded both physically and mystically to keep out intruders and keep safe and preserved all records stored therein. It is overseen by the Duke of Rhyl’s house mages (The House of Rimehall/) and priests, in addition to Rhylander Green Conjurists and House Narcosa – helping to keep copies of a lot of it in the Libraries of Port Towne. The Order of the Black Gorgons is known to take interest in what transpires here.

  • Crier Platform (announcements) – near civic hall, jail, and/or mayoral (equiv.) office; usually near market & gathering areas; Chartered policy, procedure, and laws posted here. There is announcement board for upcoming policy changes and events. It is always the first place a notice of Bounty appears for renegade or law breaking magi.

Forbidden to Others: In general, any Occult Orders of the Steel Realms besides the Rimehall/’Frost-Makers’ & Rhylander Green Conjurists are prohibited from accessing its mystical archives and storage vaults.

Alternative Lineage Records: 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.

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

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.

Ancient Technology: In fact, this ancient underground location in the heart of Rhyl forest has an ‘elevator’ built by Ducateons enslaved by the dragon of Rhyl. The dragon itself was an astute archivist – many stone, leather, metal parchment and paper records were kept recording mostly mundane things for a thousand years while the dragon observed. It is also an earth priest and druidic sanctuary. An elemental is bargained with each year to make the elevator more powerful and quick. Many rumors exist about this play… a doomsday bunker is but one of them. A pilgrimage spot to Seekers of Delleth as well. It is the only place to have a complete map of all the locations of the Thane Libraries of the Hinterlands marked on a map made from a sheet of bronze..

The Greenstone Archway

The Greenstone Archway is located in the depths of the Deepstone Archive of Rhylan. It is an ancient artifact of mysterious origins. Only the senior members of the Rhylander Green Conjurists know its workings. All of the Greenstone Bracelets worn by the Ducal Guard are somehow bound to the mysterious Greenstone Archway. It is more of an arched passage that runs about 30 into a wall of soil and green moss that is alive and warm.

Encounters & Dangers in the Area

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


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
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

This place contains unique elements of the events of The Fall of the Grand Barony of Altair.


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

Silverstone Tower (prison; Rhyl)

Posted on July 31, 2025 in Steel-Realms

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Silverstone Tower is a type supermax prison for creatures which cannot be killed or items too dangerous or strange that cannot be destroyed. Many of the creatures here have spewed forth from the su_permalink id=”425″]The Valley of Sighs[/su_permalink]. Although its name suggests a tower, it is, in fact, a walled keep compound with multiple towers in its final construction. The “Wraith Era of Kaald” (500 years beginning around CY 7000) saw several powerful wraiths bound in the prison until a means of finally killing them could be found. It is one of the things The Grand Duchy of Rhyl is known for.

Construction was began in CY 5907 by one of the Kings of Old Rhylan, and completed in CY 6990 after several break-ins of the compound trying to free some of its prisoners. The World Watchers and the Order of the Black Gorgon both have a constant presence here to monitor and assist.

Main Prison: It is an open center tower with mirrors reflecting sunlight & moonlight at the doors. It is windowless with 10 foot thick walls. It holds traitors, shackled undead, spirits that can normally walk through walls, powerful creatures, and all that cannot by killed but must be held, and those held for questioning until their usefulness is done.

Initial Description: It has an oppressive atmosphere, permeated with the presence of creatures that have been sent there to die and their spirits never walking in sunlight until the day that they fade and finally pass into nothingness.

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.

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)

  • Tower of Voices
  • > Primary Services Secondary Services
  • > Primary Services Secondary Services

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:

Garrison of Merrim

The Ducal Guard maintains the Garrison of Merrim at Silverstone Tower of around 60 soldiers and 10 officers, and 10-20 swift riders and horses to alert those necessary in the event of an emergency. All those serving here are taught the scarcely known potential fate of the “Empty Guards“. Those that serve here are an elite group, known to keep silent even under torture of what they have seen within the walls of the tower. They are hand picked and by recommendation only.


Attempts to Break Out of Silverstone Tower

By Prisoners Imprisoned Inside: The Black Gorgons of the High King, Rhylander Green Conjurist and the The Ducal Guard of the Garrison of Merrim maintain ever vigilant watch and quash any attempt to break free by the captives.

By External Influence: There have been attempts to free some of the entities locked away within, either to tap forbidden knowledge and powers or even simply to free them to let them loose in pursuit of revenge in the case of Orrish and Lich Lords agents. Use of force, insidious enchantment, and the triggering of natural disasters have all been used, none have breached it yet.

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

Tell Cunetha (ruins)

Posted on July 28, 2025 in Steel-Realms

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Tell Cunetha is a ruin that marks the southern boundary of the Haivelaugh Weald in North Vinewood Forest. It was once a natural fortification of the elves, then a human fort where elves and men met. This location bears the Frost-Melded mark an ancient battle with the Dragon of Rhyl. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented. This is documented and noticed for explorers to stay away. It is protected through the acts of Historical Designation and Exploration in the Steel Realms.

It is located OUTSIDE the The Vinewall.

After it fell into disrepair, it became a World Watcher keep, and finally it is used in times of active war as a local lookout (usually requiring repairs first).

The Har Cunetha sometimes use it as a base when they need to operate outside the Weald boundaries. They are officially its historical preservationists as well.

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.

Rare Knowledge / Very Hard Difficulty

The sign of The Rimbus is upon the ruins of Tell Cunetha where the Har Cunetha gather and give thanks to the spirits of the woodlands and earth sometimes.

Laey Network for Defense: The elite Har Cunetha make extensive use of the Laey Lines and network that ultimately connect them to the heart of the forest of Ryhl. Tell Cunetha – where the riders meet sometimes – has a branch laey line as well that connects it directly to the heart of the Haivelaugh Weald. The Three Blades of Ceith Grebatain that guard the east of the elves are also connected with laey power. The Laey network channels power to the riders and their mounts to be able to outmaneuver, track, harry, and take down powerful creatures in the Vinewood area and beyond its borders because of it.


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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Houska Pass/Castle

Posted on July 25, 2025 in Steel-Realms

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Houska Castle sits up on a outcrop in a high mountain valley in the high peaks of the Tolkisson Mountain Range, overlooking a high mountain Houska Pass only survivable as a crossing point by the living in one of the peak summer months. It is one of the more famous though inaccessible Notable Places and Geographical Features in Rhyl. The “Castle” is empty, and certainly seems to have not been designed in any traditional manner. It is one of the key places where a battle took place to stop the Lich Lords in their initial advance, stopped by the druids and forces of the Wylde and army of Rhyl. They used its hostility to the living to try and break through undetected. Several times it has been the site of clashes between the armies of the Lich Lords and Duke of Rhyl, proving to be a place of death and failure for living and undead alike. It is hostile to all, and now it is Just mostly ignored (although scouts for both sides keep sporadic watch to ensure the opposition does not use it either).

Rulership/Governance: {Integrity ?} NO FORMAL AUTHORITY CLAIMS IT

Population: None

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

Primary Habitat:

Encounters

Only the World Watchers keep track of it now, and only infrequently – never being nearby for long. They are on good terms somehow with the omnivorous Houska Mountain Goats of the region.

  • In the “winter months” (all but the three warmest), several weather and terrain effects will be experienced.
    • Reflective Ice:
    • Blinding Diffusion:

i20™ Houska Spirit Details

Push 5’ (random; no opportunity attacks), DC 16 Sanity vs. Frighten 5 rounds 1/short rest
If the defender is shoved into an attack, the attacker gets an opportunity attack; Otherwise defender gets +1 AC

iCore iCore™ Houska Spirit Details

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


Houska From a Distance

Way up on a wide ledge that juts into the air from one of the peaks as an obvious constructed edifice. Whatever it is, some of its surface glints even in the sleet and clouds high up, thousands of feet. It must be easily a 80 meters long and roughly rectangular, with a height of about half that. You can swear that there might be some source of lights flickering on it in addition to the reflection.


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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

It has many rumors surrounding it. It is said to be cursed, haunted, a pit to hell, and a home to all manner of cults… but it stands alone and crumbling, empty now and avoided by all – even the undead – for dozens of kilometers in every direction.

Simple Outcome / Easy Difficulty & Common Knowledge

The Order of the Black Gorgons is known to watch over what transpires at this locale.

There are many runes of Occulash inscribed (and flickering) over it – inside and out – part of the strange Defenses of Houska Castle. The defenses are often seen as the flashes of light and heat, explosions, and cracking of the ground.

Minor Outcome / Average Difficulty & Uncommon Knowledge

The World watchers are believed to keep a small stock pile of Honeystone Pollen hidden for emergency defenses.

Deep in all Elven Wealds of Rhyl, the locations of Tell Cunetha & Houska Castle, and the Three Blades of Ceith Grebatain have a Call Stone as well for the Har Cunetha.

Houska Castle is a spirit tether. If a character dies within the active vicinity of the Spirit Tether, a spirit of the character becomes bound to the locale. It will linger in misery, making those of the living miserable unless they can find a way to sever the binding. While tethered, like most spiritus, they cannot affect the living much other than to make their frustration and anger manifest.

The Caverns Under Houska, while known to exist, are not known to be mapped or documented in any meaningful way either on their own or as accessed from Houska Castle. Those who have some out from them have hazy memories and a beguiled sense for direction and distance. It is thought that it is perhaps the effects of The Deeping of the Steel Realms – but nothing has been confirmed and no Orrish have ever been noted to emerge from them or use them to retreat to. The only persistent denizen noted here are the “ice spiders” or “crystal spiders” as they are sometimes known.

Scarce Knowledge / Hard Difficulty

The arch magus Morkoth was one of the primary magic to aid in drawing forth the structure of Houska Castle out of the stone.

Rare Knowledge / Very Hard Difficulty

It was recorded that, at least initially, the creation of Houska Castle included a Naga summoned by the priests of Ikribu.

Watchers Against the Dark: The Villian’s Ride often begins (rather than ends) in The Grand Duchy of Rhyl at the mysterious Houska Castle and trigger the walk west of the Curtain of Night. This way is easier when coming from a place of great cover – though the mysterious castle, Ilbarsi warriors, and patrols are constantly on the look out. The Justicars of Umbak in the Grand Duchy of Rhyl are one of the few who can sense this attempt as the participants near. This is another reason they are so prevalent there, outside of Umbak. The Congregation of the Sightless (of Malek) is also able to sense this, as is the riders of Har Cunetha (which is why the whims of the riders are indulged more often than not).


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.


Related Adventures Materials

Player Character Spirits: If a PC dies, they can try and help their friends.

Creatures in the area: Ghosts, Will-O-Wisps, Elementals

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

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The Broken Wall/Lasthope (redoubt)

Posted on July 6, 2021

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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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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.

Minor Outcome / Average Difficulty & Uncommon Knowledge

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

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