Isle of Mielette

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The Isle of Mielette is an ancient mist shrouded island in the east edge of Lake Caolite, about a mile from the coast. The isle has long been left alone, there is nothing on it that cannot be gotten from other places.

It was once the home of powerful daughter of Gaia, a water nymph. Before The Sundering in CY 5000, she was paid tribute and accorded a high honorific. After the catastrophe of The Sundering, there was a while were fresh water was difficult to come by, and the healing spring on the island was prized and rumors abounded it would heal any injury. Many a band of freebooters, pirates, and adventurers in service to some Lord or lady came to secure it. She used the water, mist, and rocks against all comers, fending them off for a dozen years. She was eventually killed, cursing the island in the process and her killers were hunted by the followers of Gaia. The mist refused to leave the island, and those who sought it were never seen again. Followers of the Wyld Faith warn all who seek it of certain doom, and do not go there themselves.

Its been thousands of years, and still no one goes, though the fervor and terror have since subsided. No one goes there now for it is small, thought to be nothing more than a normal spring, and the fog makes it treacherous anyway. It’s not worth the trouble, as there are a the Parun Islands (two about the same size) to the Northwest of it that have small populations and bays safe from storms and small streams for water for travelers.


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.

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