Posted on August 27, 2026
The lands and territories of the independent Kingdom Lands of Old Rylan lasted during the Age of the Kingdoms of old Rhylan from roughly CY 3900 to the time of the consolidation into a single kingdom around CY 6500.
Posted on August 27, 2026 in Steel-Realms
The Yhatuu were the warriors of the Coven of Yog-Thuul, in service to the dark entity during the time known as “The Thousand Years of Hunger” as it tried to exert influence in the The Northern Hearthlands. They served the coven witches of the cult. Their exact numbers vary by account, but their countenance was always haggard, evil, and each had an aura visage that left their exact race and gender uncertain.
The Yhatuu were Warlocks – Pact of the Blade.
Weapon Properties: These weapons can only be wielded by The Yhatuu or Sorcerers in service to Yog Thuul, undead, Hags or powerful divine beings.
Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.
Weapon Properties:
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.
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.
Each Yahtuu made their own blade using a fiend from Sleight Summons and bound 3 Essence permanently, also losing 1 Health permanently in the process. Some of the more powerful cultist had named weapons, such as the weapon of the cultist who took control of the group after their leader died – his name is forgotten, but his axe Windrazoir is chronicled in obscure texts.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
The weapons of the Yhatuu were NEVER swords.
These warriors all began as Warlocks in service to the coven and the evil entity Yog Thuul.
Despite their adherence to chaos and violence, they enslaved a clan of demons to ensure their warlock blades would operate the same. Sacrifices were made, souls were given, the altar of Yog Thuul ran red.
The warlocks bound the fiends into “burned blades” with the Ritual of Yadivuu’s Heart where light and dark collide; Several crude weapons (mostly battle axes) were made from the iron heart of the slain chief of the demon clan of Yadivuu. The crude weapon, lit on fire, is driven into the ground where the shadow of the sorcerer or warlock plays out – and the warlock’s shadow is burned away. A fiend’s spark pulled from the slain shadow of the Yhatuu follower and is bound into it as a Binding Object with the shadow.
The ritual led by the The Coven of Yog-Thuul has phrases such as ‘The lie of the self, I lay low’; ‘The fire of life is bound to darkness’; ‘The call of the night pulls stars from the sky’; ‘The loss of the Yadivuu brings power, and power arrives with pain’.
When the Yahtuu were all slain, all their weapons were lost or destroyed – none have surfaced in thousands of years.
Posted on August 26, 2026
The Whispering Ferns of Rhyl are a strange phenomenon that whispers ‘answers’ to seekers of knowledge. The Whispering Ferns of Rhyl date back to time of the Old Kingdoms of Rhylan.
Ba-shin-draeyPosted on August 26, 2026
{A History of the Ablocris Monastery & Estate} The Monastery of Ablocris was created to provide a refuge for Umbakians serving on the Autumn Wall and traveling north. It began as mere agricultural assets run by the Kuernsi Family located out of Clallums Cross (an Umbakian trade settlement), while a minor family from Umbak was granted the rights to operate the support steadings (1 family for each steading); The Ablocris family took control of the main land to build out a bastion of the Lightbringer faith, cheating training and a supply base for Umbakian interests traveling in the north.
Item Powers (common and Attuned) can be found under Common Knowledge tab.
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.
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.
The Monastery of Ablocris was created to provide a refuge for Umbakians serving on the Autumn Wall and traveling north. It began as mere agricultural assets run by the Kuernsi Family located out of Clallums Cross (an Umbakian trade settlement), while a minor family from Umbak was granted the rights to operate the support steadings (1 family for each steading); The Ablocris family took control of the main land to build out a bastion of the Lightbringer faith, cheating training and a supply base for Umbakian interests traveling in the north.
This settlement and the surrounding steadings was terrorized and sacked as part of the War of Rundleman’s Revenge in CY 9041. Abnormal anger and aggression was taken out upon its inhabitants who were killed defending it to the last inhabitant. Everybody was killed and it was burned.
Destruction: This settlement and the surrounding steadings was savagely terrorized and sacked as part of the War of Rundleman’s Revenge in CY 9041. It has been ransacked and anything of value taken a long time ago. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.
See the Herald's Quarterly for world updates.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
When the ducal guard led contingent made their stand at Amstred’s Wish in South Reedland Stretch during the War of Rundleman’s Revenge, instead of continuing towards the Sabarmati River and sacking the Whitescale Bridge gate House and possibly the primary shipyard of The Grand Duchy of Fhyl at Arbenants Port, the army was delayed and sought a break. The delay caused a larger host to be brought up by the Duke of Rhyl, and the army turned back northwest and sacked the Monastery of Ablocris on the edge of the forest.
CY 8710 The Monastery of Ablocris is complete and paying for itself and generating profit for all involved. Initially the area provided support and a place to rotate workers and stage supplies in for Ferrywood Logging Camp that supported the naval ship building of the Duke of Rhyl on the Salt Shore. At this point, trade is being done with merchants traveling through the area, other towns, a few logging camps and supplies for boats on the Beyne River.
The Umbakian retinue and office/barracks at the Kalizmin Quarry handled all the orders for the majority of the stone of the monastery.
Icen Churnidz is a Frost-Melded Icescapes not far (5 miles) from the Monastery of Ablocris ruins in the lands south of the forest. It is only a couple miles from Ferrywood Logging Camp at the forest’s edge.
Rumors persist that the spirits of the dead from the war are restless.
Each support farmstead was intended to be multi-family multi-generational steadings of about 30+ people, though grew to about double that with barracks for workers. Each farmstead followed the same plan. All front entrances to the Monastery and steadings faced the direction of the High Temple of Aerna in the capital city of Rhylan.
CY 8243 The Monastery of Ablocris territory itself was bought by the Kuernsi Family located out of Clallums Cross. It remains undeveloped for 100 years, per agreement. Then, some land is settled for 100 years for subsistence farming and to grow a small working population. In CY 8443 a Shrine to Balthazaar is raised. An additional 200 years are spent in conflict with the locales of the Green Church and the lands – several attacks, crops and barns burned until the Umbakians are extorted for money to keep the peace and allow the Umbakians to build.
Ablocris Family Rights Granted: CY 8644 The Ablocris family is granted the rights to build the Monastery. They take over the curation of the coordinated efforts of the supporting farmsteads.
Steadings Built: A minor family from Umbak was granted the rights to operate the steadings (1 for each steading); By CY 8679 the three support settlements had been completed and grown by a generation and work began on clearing the main Monastery of Ablocris grounds.
Old Resentment: When the Southern Edgelands of the Forest of Rhyl were mystically reinvigorated hundreds of years ago, it pushed out many settlements that had formed after it had been heavily logged and settled for thousands of years. Resentment is still harbored by the inhabitants of South Reedland Stretch who are their descendants. When the Umbakians found a way to insert themselves here, it pushed aside some of these families and their ownership, creating resentment in the entire region.
Monastery Built: The Ablocris family began to build the Monastery of Ablocris in CY 8680, it is completed in CY 8684.
Destruction: As part of the Monastery of Ablocris support settlements, it has a shared history with it and was savagely terrorized and sacked as part of the War of Rundleman’s Revenge in CY 9041. The Ablocris family is wiped out; Original title reverts per contract to the Kuernsi Family.
No one’s tried to reclaim it or rebuild it since its destruction near 40 years ago. Those who have sought to use it as a free shelter traveling overland have whispered about nightmares and spirits.
Strange lights and mists have been seen in the distance at the monastery at night since its destruction.
Rumors say that the Umbakians were outright hostile to the Smallfolk of Faerie of the Great Forest of Rhyl.
Posted on August 26, 2026
ENC > Drinking from the Fountain @ Ablocris Monastery ruins – This contains details that might be known by locales and/or records kept locally & abroad. Further details are hazy, unrecorded, or perhaps known only by the verbal tradition of locales or World Watchers.
Adventure Sourced: Materials that are universal, just descriptive, and independent of a specific adventure session are moved from their adventure pages into the place, person, or item page after they are revealed to players.
These are adventure materials and 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, additional adventure materials will expound on this.
DRINKING THE WATER: While the water is clean and refreshing, it has a strange effect, seemingly permanently affecting the perceptions of the drinker of the place. The First Drink affects characters in once regard… the second can have an even more drastic effect.
As you drink the water, a salty flavor instantly hits your throat and you reflexively swallow. The sensation permeates your taste and smell, then moves to intrude on your sight and even hearing is some strange way. Everything around you becomes hard-edged and sharp. You stagger back, trying to regain your equilibrium. Looking away, the sky, clouds and sun seem normal, but when you lower your gaze to the monastery, the sharpness returns. Everything seems stark and it is overwhelming. Colors seem more bland and monotone than they should. You feel heavier, and it more of a chore to even move. You try switching back and forth, and the rest of the world is unchanged, but the world of the monastery is altered and no matter when you do, it will not return to normal.
PRIMARY IMPACT: Move up to 30′ = -5′ / Move >30 = -10′
Another Drink: From around you comes whispering voices; Out of the corner of your eye, small figures that seem to fly – flitting at the edge of your vision and mocking you with their laughter. Each time you sense them getting near, the water’s taste becomes powerful, then fades as the figures fade as well. It is maddening, and seems to last for minutes, but as you snap back to normal in gazing upwards you see those around you moving slowly at first then they catch up to you… only seconds have passed if that.
DC 12 Sanity save > Fail = Add 1x the multiplier of the Primary Impact effects (track the ‘potency’ of how many factors permanently); Success = Make a check on the WISHING WELL results.
As you drink the water, a sweet flavor instantly hits your throat and you reflexively swallow. The sensation permeates your taste and smell, then moves to intrude on your sight and even hearing is some strange way. Everything around you becomes soft and inviting even. You stagger back, trying to regain your equilibrium. Looking away, the sky, clouds and sun seem normal, but when you lower your gaze to the monastery, the softness returns. Everything seems to invite you forward and it is overwhelming. Colors seem more bright and calming than they should. You feel drawn to the place, and its more of a chore to even move elsewhere. You try switching back and forth, and the rest of the world is unchanged, but the world of the monastery is altered and no matter when you do, it will not return to normal.
PRIMARY IMPACT: -2/ DC 10 Save to any effect or urge to leave the area and enchantment/charm
Another Drink: From around you comes whispering voices; Out of the corner of your eye, small figures that seem to fly – flitting at the edge of your vision and mocking you with their laughter. Each time you sense them getting near, the water’s taste becomes powerful, then fades as the figures fade as well. It is maddening, and seems to last for minutes, but as you snap back to normal in gazing upwards you see those around you moving slowly at first then they catch up to you… only seconds have passed if that.
DC 12 Sanity save > Fail = Add 1x the multiplier of the Primary Impact effects (track the ‘potency’ of how many factors permanently); Success = Make a check on the WISHING WELL results.
As you drink the water, a bitter flavor instantly hits your throat and you reflexively swallow. The sensation permeates your taste and smell, then moves to intrude on your sight and even hearing is some strange way. Everything around you becomes striking and fascinating. You stagger back, trying to regain your equilibrium. Looking away, the sky, clouds and sun seem normal, but when you lower your gaze to the monastery, the endless minute detail returns. Everything seems to pique your interest and it is overwhelming. Colors and textures seem more nuanced and blended than they should. You limbs feel odd, and its more of a chore to examine things. You try switching back and forth, and the rest of the world is unchanged, but the world of the monastery is altered and no matter when you do, it will not return to normal.
PRIMARY IMPACT: search/perception takes 5x as long and requires concentration whole time
Another Drink: From around you comes whispering voices; Out of the corner of your eye, small figures that seem to fly – flitting at the edge of your vision and mocking you with their laughter. Each time you sense them getting near, the water’s taste becomes powerful, then fades as the figures fade as well. It is maddening, and seems to last for minutes, but as you snap back to normal in gazing upwards you see those around you moving slowly at first then they catch up to you… only seconds have passed if that.
DC 12 Sanity save > Fail = Add 1x the multiplier of the Primary Impact effects (track the ‘potency’ of how many factors permanently); Success = Make a check on the WISHING WELL results.
As you drink the water, a sour flavor instantly hits your throat and you reflexively swallow. The sensation permeates your taste and smell, then moves to intrude on your sight and even hearing is some strange way. Everything around you becomes blurred and disorienting. You stagger back, trying to regain your equilibrium. Looking away, the sky, clouds and sun seem normal, but when you lower your gaze to the monastery, the distractions at the edges of your senses returns. Everything seems flitting and changing and it is overwhelming. Colors seem to shift and give a sense of motion where none exists. You feel disconnected, and it more of a chore to even interact with things. You try switching back and forth, and the rest of the world is unchanged, but the world of the monastery is altered and no matter when you do, it will not return to normal.
PRIMARY IMPACT: -1 attack and save
Another Drink: From around you comes whispering voices; Out of the corner of your eye, small figures that seem to fly – flitting at the edge of your vision and mocking you with their laughter. Each time you sense them getting near, the water’s taste becomes powerful, then fades as the figures fade as well. It is maddening, and seems to last for minutes, but as you snap back to normal in gazing upwards you see those around you moving slowly at first then they catch up to you… only seconds have passed if that.
DC 12 Sanity save > Fail = Add 1x the multiplier of the Primary Impact effects (track the ‘potency’ of how many factors permanently); Success = Make a check on the WISHING WELL results.
As you drink the water, a drying instantly hits your throat and you reflexively swallow. The tightening sensation permeates your taste and smell, then moves to intrude on your sight and even hearing is some strange way. Everything around you becomes thinned and tight. You stagger back, trying to regain your equilibrium. Looking away, the sky, clouds and sun seem normal, but when you lower your gaze to the monastery, the strange compressed feeling returns. Everything seems thin and fragile and it is overwhelming. Colors seem more compressed and seem 2 dimensional than they should. You feel odd, and you overwhelmingly feel like you do not belong. You try switching back and forth, and the rest of the world is unchanged, but the world of the monastery is altered and no matter when you do, it will not return to normal.
PRIMARY IMPACT: all ranges are halved for all actions and effects the character attempts
Another Drink: From around you comes whispering voices; Out of the corner of your eye, small figures that seem to fly – flitting at the edge of your vision and mocking you with their laughter. Each time you sense them getting near, the water’s taste becomes powerful, then fades as the figures fade as well. It is maddening, and seems to last for minutes, but as you snap back to normal in gazing upwards you see those around you moving slowly at first then they catch up to you… only seconds have passed if that.
DC 12 Sanity save > Fail = Add 1x the multiplier of the Primary Impact effects (track the ‘potency’ of how many factors permanently); Success = Make a check on the WISHING WELL results.
As you drink the water, an earthy wet flavor instantly hits your throat and you reflexively swallow. The sensation permeates your taste and smell, then moves to intrude on your sight and even hearing is some strange way. Everything around you becomes washed out and distorted. You stagger back, trying to regain your equilibrium. Looking away, the sky, clouds and sun seem normal, but when you lower your gaze to the monastery, the strange wet sensation returns. Everything seems lensed and it is overwhelming. Colors wash out at the edges and everything is blurry at their center. You feel bent and twisted, and its more of a chore to think and focus. You try switching back and forth, and the rest of the world is unchanged, but the world of the monastery is altered and no matter when you do, it will not return to normal.
PRIMARY IMPACT: -2 on all intelligence/lore
Another Drink: From around you comes whispering voices; Out of the corner of your eye, small figures that seem to fly – flitting at the edge of your vision and mocking you with their laughter. Each time you sense them getting near, the water’s taste becomes powerful, then fades as the figures fade as well. It is maddening, and seems to last for minutes, but as you snap back to normal in gazing upwards you see those around you moving slowly at first then they catch up to you… only seconds have passed if that.
DC 12 Sanity save > Fail = Add 1x the multiplier of the Primary Impact effects (track the ‘potency’ of how many factors permanently); Success = Make a check on the WISHING WELL results.
The faerie-cursed Wishing Well has magical properties that are a result of further drinking of fountain. Each successive drink manifests “The Whispers” and an additional effect. The other wishing well effects are permanent. Each successive drinks adds +1 to their roll/check.
The Whisperings: The water whispers the deepest secret of whoever drinks it. In exchange, the imbiber gains the effects of a zone of truth spell for 10 minutes.
See the Game Master’s reference of Creating and Running Encounters for more advice & information.