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Ablocris Orchard Farm Steading (ruins; Rhyl)

Posted on December 6, 2025 in Steel-Realms

Steel Realms

The Ablocris Orchard Farm Steading was one of the three support settlements for the Monastery of Ablocris. All of them were overrun and destroyed in the War of Rundleman’s Revenge in CY 9041. The ruins are well known to be falling apart and dangerous, and to have been picked over time and time again – nothing of mundane treasure remains. At the current time, they are designation as a historical landmark and are off limits to further exploration, purchasing, or development.

HISTORY: The Shared Settlement of Umbakian Territory of the Monastery Lands

EXPLORING: The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

Ruins

The burned farm sits half way up a rise about 1000 feet in the distance. The main farmhouse had a base of stone about 3’ tall, mostly overgrown now. The barn and all other wooden structures were burned to the ground. There is evidence of many orchards that were burned and are barely recognizable. A gurgling stream winds through the area, following a low path through the orchard area.

Exploring the Area Further
Disturbing the Area

For a moment you see a creeping mist come up from the stream running through the corner of the property; after a moment is seeming to stalk you, it disperses.

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

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Ablocris Ranch Farm Steading (ruins; Rhyl)

Posted on December 6, 2025 in Steel-Realms

Steel Realms

The Ablocris Ranch Farm Steading was one of the three support settlements for the Monastery of Ablocris. All of them were overrun and destroyed in the War of Rundleman’s Revenge in CY 9041. The ruins are well known to be falling apart and dangerous, and to have been picked over time and time again – nothing of mundane treasure remains. At the current time, they are designation as a historical landmark and are off limits to further exploration, purchasing, or development.

HISTORY: The Shared Settlement of Umbakian Territory of the Monastery Lands

EXPLORING: The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

Ruins

The burned farm looms on a rise about 1000 feet in the distance. The main farmhouse had a base of stone about 3’ tall, mostly overgrown now. The barn and all other wooden structures were burned to the ground. There is evidence of many pastures that were once fenced but ruined now and barely recognizable. A strong wind blows out of the forest, rustling long grass and brush.

Exploring the Area Further
Disturbing the Area

For a moment, you see a dust devil form with the winds, and it sputters out and disperses.

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

Tags: ,

Monastery of Ablocris (ruins; Rhyl)

Posted on December 6, 2025 in Steel-Realms

Steel Realms

The Monastery of Ablocris was a Lightbringers monastery (Balthazaar mostly), built on the edge of the Great Forest of Rhyl about 6 miles south-southwest of the Ferrywood Logging Camp in the South Reedland Stretch of the The Grand Duchy of Rhyl. Mostly it was comprised of Aerna followers with a small group of protectors from Whelm. The monastery was a place of training, and it was supported by three main farmsteads that were initially founded by Umbakian families, but integrated over hundreds of years of mingling with the locals.

Nearby, at the edge of the Great Forest of Rhyl a few miles away, is one of the legendary Frost-Melded Icescapes.

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.

The “Loop” Road of Albocris

The territory is connected, as expected, in an orderly fashion via a loop road. The Three steadings that support the main monastery have a road that runs a loop through all, and has a spur to the monastery from each steading to the monastery proper. All the roads are overgrown, but still cleared and offer no cover. There is no more than 2 miles separating an settlement along the loop.


Chronicle/Facts of the Ablocris Settlements

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.

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.

The Monastery of Ablocris itself was mere agricultural assets run by the Kuernsi Family located out of Clallums Cross, while a minor family from Umbak was granted the rights to operate the steadings (1 for each steading); The Ablocris family took control of the main land to build out a bastion of the Lightbringer faith.

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.

Common Knowledge / Easy Difficulty

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 Mnastery 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.

Uncommon Knowledge / Average Difficulty

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.

The Shared Settlement of Umbakian Territory of the Monastery Lands

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.

Albocris 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.

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 Albocris family is wiped out; Original title reverts per contract to the Kuernsi Family.

Scarce Knowledge / Hard Difficulty

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.

Rare Knowledge / Very Hard Difficulty

Rumors say that the Umbakians were outright hostile to the Faerie Smallfolk of the Great Forest 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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Hespshut Cap (mushroom; Rhyl)

Posted on December 6, 2025 in Steel-Realms

Steel Realms

The Hespshut Cap is a hallucinogenic Mushrooms of Rhyl. It is pure white, grows only in Great Forest of Rhyl within the Frost Melded patches where the ancient Dragon of Rhyl once breathed its fearsome icy breath weapon.

It is said that this mushroom, while pleasant tasting, has a long and strong hallucinogenic effect time, and a cumulative effect over time in the body.


i20™ Item Details

; 30 min, Disadvantage. on Intelligence & influence checks, Advantage. on Insight and smell/taste check; +5′ move (must move 5′ if possible each round); must make an Intelligence check DC 10 to target anything.

iCore iCore™ Item Details

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

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

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The Counters Hall of Klyben

Posted on December 4, 2025 in Steel-Realms

Steel Realms
The Counters Hall of Klyben is a money lending institution in the City of Klyben. They only operate for Citizens of Rhyl, and typically just to secure opportunity and operations inside the borders of The Grand Duchy of Rhyl.

They have a reputation of sticking to the letter of any contract, and have mercy in seizing assets when what is owed is overdue. To this end, they employ mercenaries for both guards, and asset seizure. They have about 20 permanent well paid house guards to secure their vault at all hours of the day.

Local Motivations: There is always the danger of a shortage of supplies in Rhyl, with so much going to the fight at North Gate Garrison. The Counters Hall records a history of those who have Invested in bringing armor, weapons, and mundane supplies into Rhyl. Most of the goods coming from outside come through Lake Caolite, few come up the Beyne River from far away. The Counters Hall records are generally public and periodically accessed by the nobility for potential Citizen public acknowledgement;

OPPORTUNITY: Many successful Investing Opportunities can generate RENOWN.

  • Investment opportunities have less risk, and smaller return on Basic Investment, but some investors gain prestige from helping the efforts against the Lich Lords.
  • Investment Min/Max is half normal; For every 100 silver made, a character gets 1 Klyben Counter Prestige; If ever they get > 20, they gain +1 Reputation, and get a 10% discount on Goods and Services bought in Klyben directly.
Realm's Aptitude Powers: Divine, Occult, and Psychic

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