High Temple of Aerna (“Hearth Home”)

Steel Realms

The City of Rhylan of the Principality of Rhylan in Rhyl is home to the High Temple of Aerna (named “Hearth Home“), chief reliquary and home of the clergy to Aerna of the Lightbringers. The great spirit of Merii is often called the ‘Handmaiden of Aerna’ – her singing in the halls with Aerna’s High Priestess of the Hearth Home temple is legendary.

Led by the high priestess of the time, The Purge of Hermenna ousted every malign master and apprentice along the shores of Lake Caolite and southern Rhyl in CY 9120.

The Red Pilgrims Road for those seeking a pilgrimage to the High Temple of Aerna. The road shares part of the way with those on The Red March to serve in the north fighting against the Lich Lords.

It is here that one of the components of the renowned vials of Hearthlight come from. There is also an Office for Reclamation of the Wyld projects here, mostly involving the Hoarblight – seemingly aided by the strange quality of Wylden in Rhyl.

The old temple of Omelas is still considered by many to have been the greatest architectural achievement of the Lightbringers.

Initial Description:

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). All citizens in the north take the pledge of Rhylan the Living.

Culture: Locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms of Rhyl properties and all share Common Culture of Rhyl (languages, Character Experience, institutions, Law, etc.).

1-5     >    Services: *** | Comforts: ***** | Friendliness: ***** | Law/Order: ****

Heraldry/Symbol:

Greater Sovereignty: Grand Duchy of Rhyl

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

Governance: “{title}” (see Titles and Honors of The Realms)

Population: / Transient:
Demographics:

Laws and Protocols of Note: + standard Laws and Codes of the Realms

Groups/Factions:

Primary Hospitality/Accommodations:

  • Visitors Quarters > Housing (long or short)/Entertainment (arts & crafts, intimacy)

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

Institutions: (see institutions of The Realms)

  • > Primary Services Secondary Services
  • > Primary Services Secondary Services

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:

Chronicle of the Locale

Historical Chronicle Information

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these. Specific Lores may increase the chance of knowing specific elements.

Pervasive Knowledge / Very Easy Difficulty

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

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

Common Knowledge / Easy Difficulty

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

Many arches along The Red March and at many places in North Gate Garrison are equipped with the keystone of Aerna’s Rhylan Reveal to detect undead. These are made here.

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