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Locations in the South Reedland Stretch (Rhyl)

Posted on August 11, 2026

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Locations in the South Reedland Stretch contains further detailed location information related to its South Reedland Stretch. The South Reedland Stretch is not a homogeneous culture. It consists of many smaller communities and settlements that developed with different influences over time.

The area also is the border with the North Merchant Cities along a long stretch. In a few places to the east, it borders the massive Beyne River, but the North Merchant Cities have often had border disputes with the inhabitants. The last major upset of the order in the area was the War of Rundleman’s Revenge.

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.

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

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Places of the Southern Edgewoods of Rhyl

Posted on August 11, 2026

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Places of the Southern Edgewoods of Rhyl contains further detailed information related to its Broad Place Descriptors.

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.

See the Game Master’s reference of Creating and Running Encounters & basic Settlement Details for high-level information.

Specific Locales/Places

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

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Places of Ferrywood Logging Camp

Posted on August 11, 2026

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Places of Ferrywood Logging Camp contains further detailed information related to its Broad Place Descriptors.

See the Game Master’s reference of Creating and Running Encounters & basic Settlement Details for high-level information.

Specific Locales/Places

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

Tags: ,

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ENC > Approach/Scout – Ferrywood Logging Camp

Posted on August 11, 2026

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ENC > Approach & Scout @ Ferrywood Logging Camp – This contains details 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.

APPROACH/SCOUT Encounter Details – Not For Players

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.

These encounters are for approaching and scouting the Ferrywood Logging Camp.

Approach/Scouting the Area

Getting There

Ferrywood Road > The approach to the Ferrywood Logging camp is by the Ferrywood Road.
The road leads NW into the Southern Edgelands of the Forest of Rhyl from the South Reedland Stretch. There are spurs going off to multiple settlements in the area, but the main road goes west from the primary roadways. The main road goes into the strange new growth timber that surrounds it. The Ferrywood Road main route seems well traveled – a constant flow of goods and/or people is evident.

There is traffic that includes peddlers and special buyers, wood going to various destinations, and patrols to keep the road open. Most of them are used to the unsettling effect of the edgeland forest the road goes into.

There’s a couple other villages and hamlets nearby in the South Reedland Stretch, all of them small. There are no steadings right off the road, as without regular patrols (they are intermittent) its like to be used more by bandits.

There are clear large marker stones that show the way through a forest that seems bent on growing over the trail. At the entrance, written in multiple languages and with enough symbols to visually get the gist of it, are the words: “Warning: The Duke’s negotiation/accord governs here, with the agreement of the druids and green church. Bar no path, take up no arms against those here on pain of death. STAY ON THE MARKED PATH.”

Traveling Through the Edgeland Forest

REF Southern Edgelands of the Forest of Rhyl for details of its basic experience; This is very different from a normal forest.

  • Any travelers, beasts of burden, or domesticated animals will be unsettled if they are not used to traveling this path.

    Unsettled Condition

    • Animal Handling check to prevent animals from bolting eventually.

At a Distance – The Camp

Scout Periphery

Scouting Periphery @ Day

Finding Boundary Markers

Scouting Periphery @ Day

Finding Boundary Markers

The Entrance to the Camp

Although there is not a wall, or a gate, there is a clear entrance where the road from the outside leads into. There is a covered guardhouse and a pasture with a few covered stalls/sheds for visitors there.

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

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ENC > Broken Patch of Icen Churnidz (Umbakian meddling)

Posted on August 11, 2026

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ENC > Broken Patch @ Icen Churnidz – This contains details 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. The broken patch of Icen Churnidz was caused by the Umbakians.

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.

TELEPORTATION CHAMBER Encounter Details – Not For Players

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.

Approaching the Area

Examining the Area

The Withering of Icen Churnidz

There is steam rising from it, and water cascading down from the surface exposed. The water seems to be condensing out of the air, as the effect is not melting. The coloration is all wrong. There is the smell of decay – this never happens. It does not appear to be growing, but it appears the magics oppose each other and are in a state of contest with neither gaining or losing ground.


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