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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 was a Lightbringers monastery (thought to be Balthazaar mostly), built of white limestone 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. The reinvigoration of the Southern Edgelands of the Forest of Rhyl seemed to bypass the entire area.

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.

Campground evidence vanishes…

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

Searching for Trinkets & Treasure: The area was looted and over the decades by treasure hunters, travelers, bandits, and scholars have likely taken anything of value. Relief carvings, a few shards of broken pottery and glass are all that remains. It would take a large portion of time and effort to sift through the rubble for any remainders.

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 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 Albocris 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.

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.

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.

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.

Contraband Holes

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.

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.

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.

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.

DRINKING THE WATER

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.

  1. Salt: As characters take their First Drink

    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.

    Secondary Drink Effects

    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.

  2. Sweet: As characters take their First Drink

    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.

    Secondary Drink Effects

    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.

  3. Bitter: As characters take their First Drink

    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.

    Secondary Drink Effects

    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.

  4. Sour: As characters take their First Drink

    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.

    Secondary Drink Effects

    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.

  5. Dry: As characters take their First Drink

    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.

    Secondary Drink Effects

    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.

  6. Wet: As characters take their First Drink

    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.

    Secondary Drink Effects

    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.

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.

  1. The character gains an additional background memories – but someone elses. At the start of any adventure they must choose between them; this can be changed each Long rest; -1 Sanity.
  2. +1 Physical stat, -1 Mental Stat
  3. +1 Perception, -1 Sanity
  4. -1 Physical stat, +1 Mental Stat
  5. -1 Perception, +1 Sanity
  6. -1 Essence, +d3 Health
  7. -1 Essence, +1 physical beauty/looks (measure)
  8. The character gains a Bardic inspiration dice
  9. The character gains some artistic expression skill at +2
  10. The character gains +1 to their Influence attempts
  11. The character gains a language fluency (literate & spoken)
  12. The character switches gender but gains +2 on any attempts to seduce members of their previous gender
  13. The character gains a random change in their Body Form Expressions – but only the benefits, not drawbacks
  14. The character suffers a memory fugue; they forget their background skills and benefits associated with them for a Long Rest. If this happens more than once, they gain +1 Essence each time from part of their consciousness being untethered and drifting in the Aether.
  15. The character suffers a memory fugue; they forget their background skills and benefits associated with them for a Long Rest. If this happens more than once, they gain +1 Essence each time from part of their consciousness being untethered and drifting in the Aether.
  16. The character suffers a memory fugue; they forget their background skills and benefits associated with them for a Long Rest. If this happens more than once, they gain +1 Essence each time from part of their consciousness being untethered and drifting in the Aether.
  17. The character suffers a memory fugue; they forget their background skills and benefits associated with them for a Long Rest. If this happens more than once, they gain +1 Essence each time from part of their consciousness being untethered and drifting in the Aether.
  18. (AND HIGHER) The character suffers a memory fugue; they forget their background skills and benefits associated with them for a Long Rest. If this happens more than once, they gain +1 Essence each time from part of their consciousness being untethered and drifting in the Aether.

Other Encounters & Dangers in the Area

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

  • Normal Settlement Encounters are not present – it is in ruins and abandoned. Because of its Umbakian origins and reputation of strange happenings, the locals, travelers, and near everyone avoids it – even for casual cover from bandits or the weather. At night, those camped will experience the Hares Dream.
    > Patrols (none; even these stay away)| Recruiting | Sellers | Begging | Crime, etc.
Odd & Supernatural Experiences

Fleeting unsettling sights out of the corner of the eyes.

Unknown: Faerie Vexation – there will be a woven doll of a child of the target community/area hanging, buried, or hidden somewhere in the area.


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.

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.

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.

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.

Rumors About the Locale
  1. The place is cursed
  2. The Umbakians still stand watch over it
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.

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.

Minor Outcome / Average Difficulty & Uncommon Knowledge

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.

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.

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 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 Smallfolk of Faerie 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

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

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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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