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Monastery of Ablocris (ruins; Rhyl)

Posted on December 6, 2025 in Steel-Realms

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The Monastery of Ablocris is a Lightbringers monastery built of white limestone, owned by Umbakians, and currently in ruins. It is generally thought to be dedicated to Balthazaar mostly. It sits just beyond the edge of the Great Forest of Rhyl about 8 miles south-southwest of the Ferrywood Logging Camp in the South Reedland Stretch of the The Grand Duchy of Rhyl. The History of the Ablocris Monastery & Estate is well chronicled.

Role of: Hartbaten House of South Reedland Stretch > Within this territory, these is NO acknowledged rulership – in fact, outsiders are not welcome – especially non-Umbakians.

Features & Aspects of Note

The reinvigoration effect of the Southern Edgelands of the Forest of Rhyl seemed to bypass the entire area. Though the monastery lies away from the forest, often times the effect has a minor effect on bordering territories – there are none on the estate or monastery proper lands.

Aeter’s Rise is the 50′ rise/hill in the Ablocris Edgelands of Rhyl that the Monastery of Ablocris was built upon. Beyond this it is open meadows and rolling grasslands in all directions. It was sacked well over a hundred years ago and has been left to become overgrown – though it seems the orderly influence of the Umbakians has delayed its reclamation by nature. It does not appear than any full attempt was made afterwards to either reclaim its lands or rebuild even a portion of it. The countryside is as overgrown, even more so in the north direction of the great Forest of Rhyl. There is a sense of loneliness here, though the normal expected sounds of birds and insects are present.

Encounters & Dangers in the Area

There are specific Encounters for the Ablocris Monastery ruins. See Encounters in the Grand Duchy of Rhyl for common potential scenarios of notable events and creatures on the periphery or where they make sense. Although there is no official record of a name for it, the ‘Ablocris ‘Estate’ is known for encounters of difficulties involving way-finding, sensory tricks, movement and resting.

At a Distance

The broken walls of the monastery are obvious from a distance, atop Aeter’s Rise. They once enclosed its entire operations, and were likely white washed in typical Lightbringer fashion. There was a central temple, dominated by a high tower facing the rising sun that is now nowhere to be found. It was a robust monastery, probably more than mere religious training by all accounts. Fields, orchards, and pens were part of its operations.

Even the original marker stones that the Umbakians normally use to demarcate areas of care and custody are overgrown, unseen and unreadable.

An overgrown road (the Ablocris Loop Road) leads to a gatehouse facing vaguely east.

EXPLORING/LOCALE DETAILS

These are adventure materials 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, further adventure materials will expound on this.

Locale Features and Places

Up Close: Its Umbakian origins are obvious from the Valois Markers of Place and Boundary Markers. This at least, has been cleaned and upkept revealing that some party is still interested in the land and/or its function. Looking in the monastery grounds, the structural elements (well built by the Umbakians) can be clearly seen. Secondary roads from supporting steadings a mile or more away lead to the monastery at its edges.

Common Knowledge = Mostly it was comprised of Lightbringers followers of Aerna with a small group of protectors from Whelm and a contingent of merchant-monks of Balthazaar to run its operations. 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. The territories of the Monastery of Ablocris are all connected by Ablocris Loop Road.

Common Knowledge = The monastery follows the principles of Urban Planning and Architecture in Umbak that it is well known for.

Albocris Monastery of Rhyl

The Outer Wall

The outer wall framed the monastery proper and was meant as both a decorative and defensive work. Painted on the outside are now faded scenes of the Lightbringer faith. The wall itself rises no more than 2m, with many stretches having most of it stove in from the outside, granting easy access to the interior. There are a few old and fading spots where the wall was obviously attacked and burned – but these are barely recognizable.

The Gatehouse

The gatehouse was once a two story building, likely with an additional 1 story tower atop that for monitoring as far as possible. It is now broken and half collapsed. It was obviously a self contained defense work that was severely attacked in the sacking of the monastery. It would have held a dozen or so defenders, maybe more in emergency. Broken and tumbled stones now mark the major its of its presence. There is evidence of fire pits where a few lone travelers have made camp over the years, but are now mostly overgrown.

Easy Difficulty You search the grounds around the gatehouse…
Many tracks lead to this area but go no further. Its been a month since any creature came this far, and only deer and boar tracks show here.

If you stand in front of the gatehouse, the wind blows between the edge of the forest to the north and the monastery grounds… at times it seems like faint voices are carried on the winds.

Average Difficulty You examine the remains of the gatehouse…
The front of the gatehouse faces the High Temple of Aerna in the Grand Duchy of Rhyl in the N-NE direction.

Explore the Ruins

Easy Difficulty | DC 11 Investigation check > Note: Any time rubble is shifted, the person doing it will get an overwhelming sense of being watched; The normal Loot/Treasure Seeking applies.
The spiritus of the fallen guards manifest!

Dormitory

This corner of the monastery was obviously home to a larger structure. It likely held a second story and was integrated into the wall. It is still mostly intact as far as can be seen. Survived the test of time well, in typical Umbakian style.

The original Hearth Corner-Stone is still present, it can be found with enough searching.

Explore the Ruins

The normal Loot/Treasure Seeking applies.

The Salt Reaping

= This is keyed to the “Salt” sensory alteration from the fountain; ENC > Matched Fountain Flavor @ Ablocris Monastery ruins.

Orchard 1

It is notable that the orchard itself is still standing. The presence is a creepy blend of trees that are at once burnt, but seemed to have sprouted from the remains of the original trees the Umbakians planted. If it once held fruit, the trees now do not seem to match any known fruit bearing trees of the region.

Even the original marker stones that the Umbakians normally use to demarcate areas of care and custody are overgrown, unseen and unreadable.

Explore the Ruins

The Cursed Harvest!

The normal Loot/Treasure Seeking applies.

Orchard 2

It is notable that the orchard itself is still standing. The presence is a creepy blend of trees that are at once burnt, but seemed to have sprouted from the remains of the original trees the Umbakians planted. If it once held fruit, the trees now do not seem to match any known fruit bearing trees of the region.

Even the original marker stones that the Umbakians normally use to demarcate areas of care and custody are overgrown, unseen and unreadable.

Explore the Ruins

The Blighted Harvest!

The normal Loot/Treasure Seeking applies.

Orchard 3

It is notable that the orchard itself is still standing. The presence is a creepy blend of trees that are at once burnt, but seemed to have sprouted from the remains of the original trees the Umbakians planted. If it once held fruit, the trees now do not seem to match any known fruit bearing trees of the region.

Even the original marker stones that the Umbakians normally use to demarcate areas of care and custody are overgrown, unseen and unreadable.

Explore the Ruins

The Faey Harvest!

The normal Loot/Treasure Seeking applies.

Pond

The pond, which is bordered by a low stone wall that obviously kept in the water when it rose above its normal depth, sits dark and stagnant. The accumulation of debris over time has made it a brackish mire. Once pure, it is now filled with wetland flora and it is now home to water fowl.

Even the original marker stones that the Umbakians normally use to demarcate areas of care and custody are overgrown, unseen and unreadable.

Explore the Ruins

The normal Loot/Treasure Seeking applies.

The Sour Reaping

= This is keyed to the “Sour” sensory alteration from the fountain; ENC > Matched Fountain Flavor @ Ablocris Monastery ruins.

Barn

All that is left of a massive barn used for a smithy and animal pens is the foundation. The wooden structure was burnt in the destruction of the monastery.

Even the original marker stones that the Umbakians normally use to demarcate areas of care and custody are overgrown, unseen and unreadable.

field 1

This field was once planted with crops the Umbakians planted for the dwellers of the monastery. While supplemental, there is no way the few fields within its bounds could have supported a large population. There is no way to tell what was planted here once, though now weeds and strange brush with white flowering petals grows here.

Even the original marker stones that the Umbakians normally use to demarcate areas of care and custody are overgrown, unseen and unreadable.

Explore the Ruins

The normal Loot/Treasure Seeking applies.

The Bitter Reaping

= This is keyed to the “Bitter” sensory alteration from the fountain; ENC > Matched Fountain Flavor @ Ablocris Monastery ruins.

Contraband Holes

PER check

Field 2

This field was once planted with crops the Umbakians planted for the dwellers of the monastery. While supplemental, there is no way the few fields within its bounds could have supported a large population. There is no way to tell what was planted here once, though now weeds and strange brush with blue-green flowering petals grows here.

Even the original marker stones that the Umbakians normally use to demarcate areas of care and custody are overgrown, unseen and unreadable.

Explore the Ruins

The normal Loot/Treasure Seeking applies.

The Sweet Reaping

= This is keyed to the “Sweet” sensory alteration from the fountain; ENC > Matched Fountain Flavor @ Ablocris Monastery ruins.

Field 3

This field was once planted with crops the Umbakians planted for the dwellers of the monastery. While supplemental, there is no way the few fields within its bounds could have supported a large population. There is no way to tell what was planted here once, though now weeds and strange brush with yellow-green flowering petals grows here.

Even the original marker stones that the Umbakians normally use to demarcate areas of care and custody are overgrown, unseen and unreadable.

Explore the Ruins

The normal Loot/Treasure Seeking applies.

The Dry Reaping

= This is keyed to the “Dry” sensory alteration from the fountain; ENC > Matched Fountain Flavor @ Ablocris Monastery ruins.

Mausoleum

The ancient mausoleum still stands its full height. It looks weathered at best, and perhaps some token effort was made to set it alight or bring it down during the sacking of the monastery but it fell far short. It was obviously once painted bright white with scenes of the Lightbringer faith. It stands a dark block of granite now, ominous and standing out as a reminder that the dead still swell here and the living are not welcome (at least those not of the family).

The original Hearth Corner-Stone is still present, it can be found with enough searching.

Even the original marker stones that the Umbakians normally use to demarcate areas of care and custody are overgrown, unseen and unreadable.

Explore the Ruins

The normal Loot/Treasure Seeking applies.

The Wet Reaping

= This is keyed to the “Wet” sensory alteration from the fountain; ENC > Matched Fountain Flavor @ Ablocris Monastery ruins.

Prayer Colonnade

A typical set of prayer columns of Umbakian culture sit in various stages of broken, tipped, and a few still full that frame the walk to the entrance of the mausoleum. They were obviously once painted bright white, with Lightbringer faith scenes and pictorals of family members interred within – as was and is the custom.

An original Hearth Corner-Stone is still present, it can be found with enough searching.

Main Temple

The main temple was once a 2 story structure. It is made of stone, and solidly over built in Umbakian style. It was once well painted and beautiful but now lies in ruins – breached in a few places.

The original Hearth Corner-Stone is still present, it can be found with enough searching.

Lightbringer Fountain

The fountain seemed to have been left untouched in the fury of the war. It is a beautiful smooth carved basin with a Lightbringer angelic figure of Anaeth the Angel of The Radiant Spirit in the center. The angelic figure is holding a horn to its lips, out of which water shoots out to the west. The angel faces the same direction of the gatehouse front door. The hand not holding the horn is facing the direction of the rising sun, the hand splayed as if its reaching out to grasp it.

Up Close: The fountain is flowing wildly. The angelic figure was carved to depict her blowing its horn vigorously, and the clear water flows robustly into the basin. The entire foundation and basin radiate a faint heat like a warm morning.

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

The Fortified city of Alstaad (North Gate Garrison)

Posted on August 11, 2025 in Steel-Realms

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The Fortified city of Alstaad, also called “Garrison City”, is the Settlement behind the The Autumn Wall at North Gate Garrison. It is one of the many North Gate Garrison Locations and Areas and holds over 150,000 inhabitants, and the reinforced main keep holds some 40,000. It is a staging point, where new soldiers arrive and are posted from. Its outer walls can technically hold about 300,000 if it has to, and has been used as a rally point when the main defenses have failed several times over the ages. Its walls all have the Anvil of Mizras treatment. When the wall is overrun, the gate will shut and the battlement will be lit with the bright Light of Virtue, administered by the Lightbringer’s clergy. This can light up the entire area around it and in it.

Like Pacification Garrisons, the administration of the civilians is given over to the authority of the local Lord – the Duke of the The Grand Duchy of Rhyl. The administrative offices are located outside the keep, behind the main walls. There is a massive processing station and small town outside the southern gate, where the new arrivals are processed.

Institution & Group Representation

The Autumn Armories

All along The Autumn Wall, armories are proficient at making the basics of the Redbrand Armory of Redmark‘s Redbrand Doublet = though the crafting mark and specific refinements the source armory makes are not handled by the Autumn Armories.

Traditional Armor in Ceremonies: Rhylian Wall Maille is made here – it is more of a traditional armor for its symbolism, rather than usefulness. It is no longer produced en-masse as it once was, though the non-traditional suits of armor based on its initial Dominion Armaments design are still made. It is often worn by the Ducal Guard of Rhyl and some members of Rhylian Ducal Retinue in ceremonies. It is still made in the Autumn Armory of Alstaad – in the Fortified city of Alstaad.

Other Institutions

This locale has a Chapter House of the Narcosan Order of Necromancers in Saltmarch.

It has a major installation for the Bank of the Silver Stacks. There is also an Office for Reclamation of the Wyld projects here, mostly involving the Hoarblight.

Crime: Though this place may have a couple local gangs, the predominant Rhylian Criminal Presence is The Dead Hand. They ONLY deal with smuggle luxuries and civilian goods – NEVER interfering with military process or goods.

Briarwood Presence: This location has the presence of a typical Rhylian Briarwood.

Beastwood Presence: This location has the presence of a typical Rhylian Beastwood.

Hospitals

Recovery Process: The various faiths represented at The Autumn Wall and the Rhylander Green Conjurists organize most of the Recovery Operations at North Gate Garrison to ensure evil auras, curses, taints and corruptions don’t enter the ranks of those serving or the lands behind the wall.


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.

This place is one of many that Commoners of the Steel Realms serve in as part of the Realms Levy to directly stand watch & fight in.

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


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

City of Redmark (start of ‘The Red March’)

Posted on July 26, 2025 in Steel-Realms

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The City of Redmark is a large, bustling city Settlement and the starting point of “The Red March”, and the capital of the Barony of Redmark. Supplies and troops are constantly flowing through it and its port. It is the permanent home for two mercenary companies that have been established for over 200 years, and barracks just outside the port as part of the Castris Leonis. There is also an Office for Reclamation of the Wyld projects here, mostly involving the Hoarblight. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

The scope of the land traffic and port traffic at the city that begins The Red March is impressive by any measure. The city is made for war. It runs day and night, non-stop, every day of the year. There is a constant flow of goods and bodies going north, and a smaller flow returning to leave for their homes after years of service – many wounded, and all with a haunted look in their eyes.

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.

It is where the road AND the Red Rail line of The Red March begins.

Initial Description:

This is…

1-5 Services: {services} | Comforts: {comforts} | Friendliness: {friendliness} | Law/Order: {laworder}

Greater Sovereignty: {part of larger territory?}

Type: {type} (see Settlement Planning and Design in The Realms)

Governance: {model} (see Titles and Honors of The Realms)

Population: {total perm} / Transient:
Demographics:

Groups/Factions:

Primary Hospitality/Accommodations:

  • {place} > Housing (long or short)/Entertainment (type)

Commerce: {commerce} (see Trade Organizations/Institutions of the Realms) The The Bread Barges of Soriano are technically sailcraft, not a barge. However, they are wide and stable, slow moving but ensure a continuous safe flow of the bread of The Wheat Fields of Elmond’s Shire and other smaller areas. These sail primarily to the City of Redmark at the start of The Red March – their ultimate destination to feed those fighting on The Autumn Wall.

Institutions: (see institutions of The Realms)

+ Hartwood Presence: This location leans heavily to the Wyld Faith, and has the presence of both Rhylian Briarwood and Rhylian Beastwood.

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:

Office of the Harbor Master:
> Launches x | Tenders x | Pinnace (armed) x | Cutters (armed) x

  • Sr. Harbormaster:
  • Jr. Harbormaster:
  • Dockhands:
  • Teamsters:
  • Muletenders:
  • Custom Agents/Inspectors:
  • Marines:

Encounters & Dangers in the Area

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

The south side beacon in the Barony of Astret on Sentinel Hill can be seen by the territories that border the Caolite Basin/Lake Caolite; There is an accompanying beacon in City of Redmark atop Illisain’s Tower (but lacks the visibility range).

Occult/Magi Services: General Occult Services is provided here mostly by Quizmans Magusterum in Rhyl. The other Orders of Magi generally focus their efforts on supplying and defending The Red March and North Gate Garrison against the forces of The Lich Lords.

Locations of Quizmans Within Rhyl
Realm's Aptitude Powers: Divine, Occult, and Psychic

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The Monument of Broken Queens (ruins, Rhyl)

Posted on July 25, 2025 in Steel-Realms

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The ancient city of Telaya – now called The Monument of Broken Queens – lies upon the Red March to the north, about half way to North Gate Garrison. It is a ruins now, its outer walls stripped to be used in fortifications and buildings elsewhere. Spurs were built around the city, reconnecting the main road of The Red March that used to run directly through the city. It was once the largest city (Population 40,000) of those settlements along the march, supplying the fortress of North Gate Garrison. Like many, it was a dangerous place with many attempts to infiltrate it and destroy it made by the Lich Lords. Inhabitants were paid the ‘Red Stipend’ to offset the danger. The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented.

The Rhylan East High Road starts at the Eastern Gate of the capital city of Rhylan and goes east to connect up with The Red March at The Monument of Broken Queens.

Queensarc

The town of Queensarc is the arching road that goes around the west side of the ruins. It is a supply depot for the road itself and a resting point.


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.

Simple Outcome / Easy Difficulty & Common Knowledge

It is abandoned now, and the north-south road that once lead through it was diverted around it. Its remnants of the stone has been picked over and taken over the centuries for other settlements in the area. The crumbling remains of the Queens Tower (barracks and watch tower) yet survives, on the east side of the city amidst the crumbling ruins. On the west side is still the ruins of the Cathedral of Tenya – the broken massive stained glass window that once looked East just a gaping maw now. No one goes there but locals have been stealing stones from it for a thousand years.

The stones of the wall were actually torn down to prevent the creatures the Lich Lords summoned inside of it through the Hoarwind from using them for cover.

Dwarves built the spur roads around the ruined city that re-connected the main road of The Red March. They were built using the wall stones, pulled down and used as flagstones to support new supports for the Red Rail of The Red March.

Minor Outcome / Average Difficulty & Uncommon Knowledge

There is also an Office for Reclamation of the Wyld projects outside the environs, mostly involving the Hoarblight that constantly strikes the ruins. There is still enough residual magic that the effect can be held at bay with powerful divine magic, but no reclamation has been able to be done within the boundary of the old outer wall of the city.

Scarce Knowledge / Hard Difficulty

It was notable that it was maned by a battalion of the Queensguard of the High Kings army. It ultimately shared the same fate as many of the settlements along the way, and was eventually assaulted, sacked and repeatedly undermined by hordes of undead sent by the Lich Lords. When it finally fell, The Queensguard of The High King’s army sacrificed themselves to allow the inhabitants to get away.

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

Top

City of Sheffet (capital of Kopriane; Rhyl)

Posted on May 28, 2025 in Steel-Realms

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Sheffet is the Settlement capital of the Barony of Kopriane in the County of Dunaine. Sheffet is a compact city that is constantly bustling, located on primary roads and trade routes with several goods coming from mines and camps and goods being brought to its central “Colban Market” – known locally for its ‘frost pickles’, winter rye, yellow wool wide sashes, and the outfitter camp, ‘Camp Topaz’ which handles some mining supplies and tourism for hikes. The people of Sheffet are hardy and accept outsides more than most nearby – because of their position as a trade hub. Sometimes, rarely, elves or dwarves are seen in town, though it is mostly human and a large extended family of halflings that moved from the Barony of Elik-Sa a couple hundred years ago.

Initial Description:

This is…

1-5 Services: {services} | Comforts: {comforts} | Friendliness: {friendliness} | Law/Order: {laworder}

Greater Sovereignty: {part of larger territory?}

Type: {type} (see Settlement Planning and Design in The Realms)

Governance: {model} (see Titles and Honors of The Realms)

Population: {total perm} / Transient:
Demographics:

Groups/Factions:

Primary Hospitality/Accommodations:

  • {place} > Housing (long or short)/Entertainment (type)

Commerce: {commerce} (see Trade Organizations/Institutions of the Realms)

Institutions: (see institutions of The Realms)

Beastwood Presence: This location has the presence of a typical Rhylian Beastwood.

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:

This Locale has a Office of the Herald representing the local Lord/Lady; Rhylan heralds all follow the Heraldic Boreal Tradition.

  • Heraldsmein:

Encounters & Dangers in the Area

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

Known For: It supplies The Hornguard of Rhyl. There is also an Office for Reclamation of the Wyld projects here, mostly involving the Hoarblight.

Rulership: Mayor Sira honorable Claude Tovil (family granted mayoral control for 100 years in CY 9130 for heroic deeds).





Faith Services: The following faiths are represented by at least a Shrine and some clergy offering succor to followers in this location:

Occult/Magi Services: General Occult Services is provided here mostly by Quizmans Magusterum in Rhyl. The other Orders of Magi generally focus their efforts on supplying and defending The Red March and North Gate Garrison against the forces of The Lich Lords.

Locations of Quizmans Within Rhyl

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.


Rhyl General Events

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 The Grand Duchy of Rhyl.

CY 5580 Fall of Dundaria in the North – Frostfang spreads, the Lich Lord power rises. Horses of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.

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.

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 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, and manpower flow into the north to fight the Lich Lords.

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


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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