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Ablocris Main Temple Places

Posted on September 11, 2026

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Main Reception Hall

Carved here after the monastery sacking are Markieliel’s Words: Happy is the tomb where no sorcerer hath lain, and happy the town at night whose sorcerers are all ashes.

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

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The Green-Glint Hydrae of Rhyl

Posted on September 11, 2026

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The Green-Glint Hydrae of Rhyl was the last surviving Green Dream Hydras of old Rhylan creature spawned from the dreams of The Dragon of Rhyl that once prowled the Great Forest of Rhyl for many ages, losing habitat and brethren over time.

This creature is the last of the Green Dream Hydras of Rhyl driven into the west in CY 2499, into Blackwater Bay by the tribesmen shamans and warriors of The Wyldes (who hold it against the dwellers of the Grand Duchy of Rhyl still today, it killed hundreds before it was taken care of). It was first driven out of Rhyl by knights harrying it over the Giants Steps. No body was ever found, and its nature made it impossible to scry.

Encountering the Green-Glint Hydrae

Its only habitat where it is safe is the Southern Edgelands of the Forest of Rhyl.

Encountering Moving

Encountering Stationary

Legs are tree trunks
Necks branches
Tail a fallen log,
body a rocky outcrop


Chronicle/Facts of the Entity

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.

Its continued existence is Obscure Knowledge / Near-Impossible Difficulty

Southern Edgeland Flora/Fauna Accustomed: The presence of the Hydrae in the Southern Edgelands of the Forest of Rhyl is nothing new to the flora and fauna there. They have learned it is harmless to them. When its presence is near, no alarms are made nor typical silence warranted around such a predator is experienced.

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

A few in the Druidhold of Broken Shell, the Fate Weavers of Oreshalk, and some locals in the Southern Edgelands of the Forest of Rhyl know the truth of the continued existence of this last of the The Green-Glint Hydrae 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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Encounters in the Great Forest of Rhyl

Posted on September 11, 2026

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Encounters in the Great Forest of Rhyl
Realm's Aptitude Powers: Divine, Occult, and Psychic

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Cossra-Anter Ford

Posted on September 5, 2026 in Steel-Realms

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The Cossra-Anter Ford had a rope bridge that spanned a rocky escarpment where the Hafinaille Creek drops 10m to its southern strand as it goes through the Southern Edgelands of the Forest of Rhyl.

On the west side is a 4m tall earthen ridge that runs about 400m west-north west. This ridge is a strange feature, but is overgrown. The grants are no longer active or claimed, and the original markers are long gone.

Cossra: On the west side is the old Cossra Grant, the family evidence and settlement are long overgrown.

Anter: On the east side is the Anter Grant, in a similar state.

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.

Minor Outcome / Average Difficulty & Uncommon Knowledge

A rough carving marks a place where a ‘Place of Peace’ once was recognized – an ancient Pine Tribes custom.

Scarce Knowledge / Hard Difficulty

It was once a Pine Tribe Gathering site – long ago stripped for archaeology research or historical art.

Rare Knowledge / Very Hard Difficulty

Old Lands: What makes the Cossra-Anter Ford remarkable is that both of the ancient grants were originally granted by the ancient Muncaster family in their old lands; The grants were on the SW edge of an early “kingdom” as the contested area was being settled. These descendants settled there were pine tribesmen ‘civilized’ through trade as the Kingdoms of Old Rhylan were being fought over and developed.


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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The Kundari (Knights of Old Rhylan; Rhyl)

Posted on August 27, 2026 in Steel-Realms

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The Kundari were an ancient brotherhood of knights in the time of the Age of the Kingdoms of old Rhylan. They vanished around the time of the consolidation of the Kingdoms when the Lich Lords appeared around roughly CY 6000.

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.


i20™ Yhatuu Details

The Kundari were all Paladins -Oath of the Ancients, and Lawful Good.

The Blades of The Kundari

Each Kundari made their own blade using a Virtue of Battle from Sleight Summons and bound 4 Essence permanently.

  • +1 Resilience (regained during a Long Rest > Short Rest Kundari oath ONLY)
  • +1 all saves
  • reduces all fatigue damage taken by 1 (min 0)
  • +1 Conviction (Kundari oath ONLY); +2 Synergy

iCore iCore™ Yhatuu Details

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


Chronicle of the Kundari

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.

Simple Outcome / Easy Difficulty & Common Knowledge

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

The Kundari were wiped out fighting the Lich Lords servants as the kingdoms consolidated. Their last stand was at a place called “Danithae’s Bridge” where they fought side by side until the last fell and their flesh was consumed by the horde they fought against.

Minor Outcome / Average Difficulty & Uncommon Knowledge

They were not a chartered order by the High King, but rather an elite brotherhood empowered by an agreement of the Kings of each of the Kingdom Lands of Old Rylan.

Their power was centered in The Great Forest of Rhyl itself. They were bound by Wylden power to the north in some forgotten ritual.

CY 5642 They supported the efforts to make North Gate Wall of Light; While ultimately failing to stop the Lich Lords advance, is still celebrated by many Followers of The Church of Light as a triumph.

Scarce Knowledge / Hard Difficulty

Each member swore an oath upon the Silver Laey (an exposed vein of silver in the Great Forest of Rhyl – lost to this day).

The Kundari were an exclusive group recruiting by invitation only.

The Kundari numbered no more than 2 dozen at any given time.

The Kundari were all male, and all of noble blood.

The Kundari all rode powerful bred mounts with a green glint in their eyes, belying great intelligence. It is unknown where and who managed the breeding stock.

Kundari Blades – The Kundarinae

Their combined blood, sweat, and tears was collected and brought forth in a ritual under high noon by the Silver Laey – “where all secrets fall to truth”. The ritual called forth a shining green flame – the Sacred Fire of the Silver Laey, of which they were the keepers. Some of the Silver was used to make a silvered long sword – The Kundarinae. All the blades were the same, shaped by their tradition. A Virtue of Battle of the Sleight Summons type was bound into the blade.

The ritual has phrases such as ‘Whenever there is chaos, someone will stand against it’; ‘You and the truth I bind’; ‘I call forth the sun from the fire of life’.

When the Kundari were all slain, all their blades were lost or destroyed – none have surfaced in thousands of years.

Rare Knowledge / Very Hard Difficulty

Uncompromising Discipline: In swearing their oath of loyalty and service on the Silver Laey, they gave their blood, sweat and tears through pursuits of monastic mysticism – denial, fasting, chanting endlessly bound by harsh discipline. Passionate, grueling confession of even the slightest potential transgression.

Final stand: The Kundari entered into their final battle knowing they would all die. The power of The Wylden gave them a sense of their own death and fate. They went willingly, also believing that same power would see to their soul’s passage and not be bound to undeath. When their corpses were eaten by the undead, it infected those who consumed them with a rotting disease – eventually bringing final death to hundreds.


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

Tags: ,

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