Posted on May 15, 2026 in Steel-Realms
Maximum Level of Learning is ‘Mastery‘.
Pronounced “or-lek-aan“; Orlecan of the Steel Realms is one of the obscure languages of the Steel Realms.
It has no written form, and is passed down through a strict oral tradition using strong phonetic recordings, in other written languages of the Steel Realms for teaching. It is not taught to those outside the clergy of the Church of Light or the community and idol/icon roles for priests. Creatures of darkness – the void and the Outer Darkness, cannot speak it – their mouths become tortured and broken in attempting to do so. The language of Orlecan was originally taught directly by the Lightbringer gods to their followers on the Godsrage Plain.
Language of the Lightbringers: Orlecan is the native language of the divine Lightbringers taught exclusively to their followers in the Church of Light. Part of the culture of the clergy and followers of the unified pantheon of Lightbringers of the steel Realms is the use of this language as a status and cultural symbol. Those who can speak it and are fluent in it generally speak it to each other as a form of secure communication. It is considered poor manners to speak it in the presence of nobles of the realms who cannot understand it, but there is no such feelings when dealing with commoners.
Posted on May 15, 2026 in Steel-Realms
This is a Notable Event Developments record for Tower of Voices, Stone Cold Terror of CY 9184. It is history built as part of A living world setting wherein Content is updated continuously as part of the Campaign Records of the Steel Realms. It may also be found noted in The Herald’s Quarterly.
Synopsis: In CY 9184, something broke free in Silverstone Tower in the Grand Duchy of Rhyl. It prowled the shadows of the loneliest of halls and rooms for months before it was contained. Its presence would freeze corridor walls, freeze the breath of those traveling through them, and tear skin from hands or anything that touched a cold metal latch or knob. It was announced to be an evil spirit, freed from the consciousness of a imprisoned being that went into torpor. The Rhylander Green Conjurists were said to have finally tracked it down and bottled it back up again. By the time the time of terror was done, it had killed three, and permanently wounded dozens – mostly minor, but some debilitating.
This content made for the i20™ Incarna mechanics. Each character participating should roll a d20 and check the result below. If the GM allows it, players may simply choose the option for “A Far-Away Breeze”.
< 1-10 > The Time for Terror: Several times you outran the frosting of the walls as it prowled after you, but the spirit of cold terror finally caught up one day. Though it did not kill you, it left upon you vague impressions and feelings so disturbing, it froze your blood – fortunately not literally. When a cold wind blows, and the darkness overtakes you, you still have disturbing dreams you dont know where they come from – cloudy and unresolved. You gain the Feature “Open Door to Nightmares”: If ever you are inflicted with the Feature: Nightmares, you lose any bonuses on saves & resistance or immunity to it you have from any other sources.
< 11-14 > Rage Tempered Thoughts: Despite outrunning it several times, you were finally caught by the cold terror of Silverstone Tower. With your back to the wall, you drew a deep breathe and prepared to fight – your weapon flashed as you felt the cold draft across the back of your neck. Something like a ghostly hand seemed to grab your throat and you raged and roared – your bellows echoing down a long corridor under the compound. The red rage shattered the grip the cold had upon you and the cold melted around you as you flailed – your anger finding focus as the weapon in your hand warmed, seemingly honed sharp by your instinct for survival. You gain the Feature “Rage Filled Mind”: Whenever you are attacked and Psychic damage is inflicted on you, it is reduced by a total of 1.
p> < 15-18 > Cool Tempered Thoughts: So many stories were cast about at the time of the cold terror of Silverstone Tower that you did not know what to believe. Some had seemingly been left unharmed, others cut to the bone by a cold biting wind. You avoided it for some time, but it finally found you, alone in a flight of stairs and you unable to outpace it in such closed quarters. Taking a deep breathe for fear of it taking yours, you drew your weapon and prepared to sell your life expensively if you could. Your mind steeled into stoney silence, ready for your fate, the cold draft blew across your brow and cooled your thoughts. Despite all you heard, it was hardly the violent and suspicious beast that you heard talked about. It seemed curious if anything, and you felt yourself relax, unconcerned as it blew around you. You knew time passed, but not how much. It settled upon you, and you felt your body drain of heat, as if it was making room for itself within you. But the calm experience never quite left you… and you feel to this day that part of it is still with you. You gain the Feature “Stone Cold Contemplation”: You lose 1 Essence permanently. You gain +2 in Insight checks.
< 19-20 > A Far-Away Breeze: The cold terror of Silverstone Tower was something that seemed to haunt only your waking thoughts. You were extra careful and seemed to avoid all the mistakes and encounters that your companions in the prison had. Several had encounters that were directly recounted to you. With everything you heard and saw, you were happy to run, hide, and do everything in your power to avoid any encounter with it. You can say that you remain unscathed during the Stone Cold Terror of CY 9184; You were there, you saw what it did, and you can brag about surviving it without incident.
Posted on May 15, 2026 in Steel-Realms
Within the prison of Silverstone Tower there is the Tower of Voices. This is a squat 3 story tower with many small chambers, all well insulated and isolated from each other containing scholars hard at work recording the ‘voices’ heard in the prison. The tower is not the tallest within the prison’s compound, but it is the brightest – painted a burnt orange and white, it is unmistakable and a beacon to those who sometimes get lost in the voices swirling about the prison. Most of the history of the Tower of Voices is part of the History of Silverstone Tower, though some Notable Events are unique to its own records.
Within the tower are the primary scribes that collect the ‘voices’ – a strange byproduct of the prison. These are the dreams & whispers that travel throughout the prison, echoes of thoughts in a multitude of languages. Then these messages are transcribed in the tower into multiple languages and sent to various scholars for study and interpretation.
Workers learn which corridors are safe, and which servants to avoid, and which can be spoken to & in without the risk of madness.
Letters Corps: In exchange for an education, many minor nobles and 2nd and 3rd born offspring are sent here to serve time as copiers, runners, and messengers for the scholars in the Tower of Voices. Those who leave after their 3 year time in service most often look 10 years older than they actually are. Those who survive the ordeal often never speak of it. Some even forget it entirely… because they need to.
Half Breed Scholars: These enigmatic sounds are recorded by scholars in the ‘Tomes of Rhylian Whispers’. Halflings of the Steel Realms and Half-Elves of the Steel Realms make the best scholars to record these whisperings in the Tower of Voices of Silverstone Tower for some reason. Perhaps the normal calm demeanor of the halflings and the particular anger inherent in the biology of the half-elves has something to do with their resistance.
Posted on May 15, 2026 in Steel-Realms
This is a Notable Event Developments record for The Six Spire Pass Campaign of CY 9181. It is history built as part of A living world setting wherein Content is updated continuously as part of the Campaign Records of the Steel Realms. It may also be found noted in The Herald’s Quarterly.
Synopsis: In CY 9181, the Orrish armies of Six Spires Pass conducted a 80 day campaign in late fall. Using both the rain (and a storm – perhaps conjured by Elancil, perhaps not), clouds, and darkness they stormed the south side of the pass, seeking to re-take high ground lost years earlier. Nothing truly special could be said about the effort, other than the numbers used were beyond the normal, and several ogres were used to try and wield a battering ram against a hastily erected tower that fell during the fight. This was about the only positive outcome for the Orrish, other than depleting the soldiers of the High King.
This content made for the i20™ Incarna mechanics. Each character participating should roll a d20 and check the result below. If the GM allows it, players may simply choose the option for “Seasons Change But You Don’t”.
< 1-7 > Mark of the Scale Brothers: Its a heads down, brutal campaign in the Common Year _ that you survived. The brutal dampness of endless rain coated everything, and its weight made your chest heave amidst the smoke from burning bodies of Orrish under the Sun Bane. You learned the lock step fighting of the elite Dragon Brothers of Whelm in the pass. You have a heavy scar to mark your learning curve, but the years serving under them brought you the discipline, training, and confidence to embrace their ways. You lose 1 health and 1 Essence permanently, but gain the Feature: “Bearer of Scale”: When wearing scale mail armor, you gain an extra 1 AC as an additional Fighting Style.
< 8-13 > Seasons Change But You Don’t: Attack after attack, the grind becomes near unbearable. While this campaign would likely teach you a lot, the daily grit and violence just consumes your thoughts, preventing them from being organized into something useful. Days and terrifying nights go by, one after another. You turn off your empathy, move forward, backing the brigade according to your abilities. Days become weeks, weeks become months, seasons change and you survive to tell the tale. You gain the bragging rights of saying “I was there!” but nothing else.
< 14-18 > Trampled Under Foot: Fighting a retreating battle in Six Spires Pass, you held the line, but the line collapsed around you. You were trampled in the mud by those who would not hold. You could barely breathe as bodies stacked above you and the cold Curtain of Night fluttered over you briefly. Your skin froze, ice lined your throat. Every fight above you crushes your ribs and barely allows you to draw a breath. You cannot draw breath to scream or even cry out when the sun comes up and pushes back the darkness. You spend three days before the pile of bodies on top of you is cleared and you are dragged out. You gain the Feature “Weak Link”: If ever you are the last person holding back enemies, your memories trigger you to make a DC 15 Sanity check or flee.
< 19-20 > Heroic Creativity: It was painfully obvious that the water was going to fill the trench to the north. The shaman above was likely just inside of the shadows, performing a ritual that brought the water from the spring behind your platoon to drown your comrades. You called upon your conviction and trusted to your god to guide your spell into the darkness as the screams begin around you. Its no miracle you seek, but equity for the life force you are willing to sacrifice. The water fills the trench, but you see the small figure in shadows frozen by your spell. Grabbing an equipment hanging spike, you pull yourself out. Having just served for three weeks in camp prior to today getting moved back to the front, you still have a spell to destroy a volume of water.Using this, you lower the water just enough to allow your fellow soldiers in heavy armor to be able to breathe and move, saving a dozen in the backtrench for rest you were assigned to. Your heroics spread by word of mouth, and you are given the affectionate title of “Cup Bearer of Six Spires”. You gain 3 Blessings from your god; One of your Hit Dice becomes inspired to maximum value for your heroics and inventiveness.
Posted on May 12, 2026 in Steel-Realms
The Ducal Navy of Rhyl is the navy and marines of the Grand Duchy of Rhyl. While not at time of war directly, it is a resource for the Ducal power of the region. When necessary, the High King and his naval commanders can supersede the Ducal authority and command the ships as needed. The naval ship building yards are primarily located in the Solavia’s Landing and the overflow, backup and ship building facilities at the City of Alacaster. The Ducal Navy of Rhyl take great pride in their dragon prowed ships and how integrated they are.
Rhylian Navy Civilian Function: The city of Solavia’s Landing is the home of the several military ships that Rhyl has for civilian assistance only operations. Of all the powers on the lake, they are the one those in trouble are most grateful to see.
As of CY 9182, the navy is comprised of: