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The Autumn Wall of North Gate Garrison

Posted on August 1, 2025 in Steel-Realms

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The Autumn Wall of North Gate Garrison is 30′ feet think, and 50′ tall with fortifications all up and down its length, directly connected to it and integrated. It has 2 internal walkways, each 10′ and separated by 10′ in an over-under configuration. The top runs north, and bottom south by default. Key to constructing the defenses of the wall were the bygone relics of The Dawn Blades of Ikribu – though secret to their making and the last of them vanished long ago. Autumn’s End is the name given to the lands on the north/east side of The Autumn Wall. It is the place the armies of the Lich Lords March through and make preparations in before storming the fortifications along The Autumn Wall.

Barrier to Cold Embrace: Passing over or beyond The Autumn Wall forces the forces of the Lich Lords to apply direct Concentration to use their powers of the Cold Embrace.

Weather on the Autumn Wall: Along The Autumn Wall it is always Autumn unlike the rest of The Weather in the Grand Duchy of Rhyl. The snow doesn’t stick but it gets wet and slushy, creating constant streams which are channeled and diverted away. It is never very warm but warm enough – this barrier somehow diminishes the constant blasts of winter storms that come raging through the North Gate pass, harbingers of assault by the undead.

Experience of The Autumn Wall

Around you, all along the wall, are units of undead minions – mostly skeletons and zombies or variations thereof, with mantlets, siege ladders, powerful ghouls throwing scaling lines, and ghouls, wights, and vampires coordinating the attacks and channeling the stolen divine power of the Lich Lords. It is a terrifying sight. The smell of the undead, their Frost Shroud melting as they come closer to The Autumn Wall, is nearly overpowering. Running water mingled with chunks of flesh, fresh blood, rotten offal and viscera, foul miasmas and a palpable evil presence ring the living with menace and hunger.

Lich Lord’s Wrath: As one of the Encounters in the Grand Duchy of Rhyl here, the Lich Lord’s Anger Manifest attempt to summon the terrifying death effect of the Hoarblight along and near the The Autumn Wall and The Red March.

Getting Behind the Wall: In the winter when the hills are frozen, sometimes the Lich Lords send troops over the mountains to attack via the Spring Serpent Trail as it is treacherous to defend then, and has a chance to get behind The Autumn Wall at North Gate Garrison.

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. Members of The Glaciers Guard have high priority when it comes to inheritance of, purchase of fallen wielders items as well as new for Ducateon Weathering weapons.


i20™ Wall Details

Because of the anchor point altars of The Fire Within sect of Merkaine, fire magics within 40′ of the wall illuminate 50% more than normal, do +1 avg. damage for fire spells, and cause the fog covers to dissipate momentarily when they manifest.

iCore iCore™ Wall Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.


Chronicle of the Locale

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

At least once a season there is a massive attack with siege weapons and variations of undead that crawl, slither, flap, tunnel, and jump from Shadow to Shadow in an attempt to get beyond the wall and bring the deadly Frostfang and undeath with them.

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.

Simple Outcome / Easy Difficulty & Common Knowledge

The wall is a living wall, built by the Ducateons as their contribution. The Resonance Nodes can only be repaired by them, but they rarely get damaged. The wall itself can be repaired by skilled dwarven and human masons that are trained for the job. Additionally, most fortification bases have the Anvil of Mizras treatment.

Scarce Knowledge / Hard Difficulty

It is said that the Order of the Black Gorgon has special access to the wall, including teleportation chambers and access to a stockpile of Honeystone Pollen to be used in the defense in emergencies.

The slight chilling effect in the Great Forest of Rhyl – i.e.e slightly more snow in fall and winter – is magic directly offsetting the magic at The Autumn Wall that makes it more rain than snow, and the colder months on the wall more bearable to its defenders.

Rare Knowledge / Very Hard Difficulty

A Drawing of Power: It is believed that both the walls (The Autumn Wall and The Blue Wall) hem in the power of the Lich Lord. Their own strength relies on some power that draws away the killing cold blasts of the Frostfang that would push its icy embrace across the lands. In addition to their own mystical manifestation, these walls also siphon some small bit of power from the Frostfang winds, feeding their own capabilities and exchanging, diverting or altering the actual weather in their area – diminishing it in Kaald and exchanging it on the The Autumn Wall at North Gate Garrison casting its cold temperatures and windows to disperse in 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

Deepstone Archive of Rhylan

Posted on July 31, 2025 in Steel-Realms

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The Deepstone Archive of Rhylan is a place of records for all that transpires in the northern territories – even North Pines. It is an ancient place, well guarded both physically and mystically to keep out intruders and keep safe and preserved all records stored therein. It is overseen by the Duke of Rhyl’s house mages (The House of Rimehall/) and priests, in addition to Rhylander Green Conjurists and House Narcosa – helping to keep copies of a lot of it in the Libraries of Port Towne. The Order of the Black Gorgons is known to take interest in what transpires here.

  • Crier Platform (announcements) – near civic hall, jail, and/or mayoral (equiv.) office; usually near market & gathering areas; Chartered policy, procedure, and laws posted here. There is announcement board for upcoming policy changes and events. It is always the first place a notice of Bounty appears for renegade or law breaking magi.

Forbidden to Others: In general, any Occult Orders of the Steel Realms besides the Rimehall/’Frost-Makers’ & Rhylander Green Conjurists are prohibited from accessing its mystical archives and storage vaults.

Alternative Lineage Records: Next to the Deepstone Archive of Rhylan, the Westbrook Hall of Records in the Cunee Abbey is the best source for the time of the Kingdoms of old Rhylan.

Refuge: This place is a Safe Haven for members of the Rhylander Green Conjurists and .

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.

Ancient Technology: In fact, this ancient underground location in the heart of Rhyl forest has an ‘elevator’ built by Ducateons enslaved by the dragon of Rhyl. The dragon itself was an astute archivist – many stone, leather, metal parchment and paper records were kept recording mostly mundane things for a thousand years while the dragon observed. It is also an earth priest and druidic sanctuary. An elemental is bargained with each year to make the elevator more powerful and quick. Many rumors exist about this play… a doomsday bunker is but one of them. A pilgrimage spot to Seekers of Delleth as well. It is the only place to have a complete map of all the locations of the Thane Libraries of the Hinterlands marked on a map made from a sheet of bronze..

The Greenstone Archway

The Greenstone Archway is located in the depths of the Deepstone Archive of Rhylan. It is an ancient artifact of mysterious origins. Only the senior members of the Rhylander Green Conjurists know its workings. All of the Greenstone Bracelets worn by the Ducal Guard are somehow bound to the mysterious Greenstone Archway. It is more of an arched passage that runs about 30 into a wall of soil and green moss that is alive and warm.

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.

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

This place contains unique elements of the events of The Fall of the Grand Barony of Altair.


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

Houska Pass/Castle

Posted on July 25, 2025 in Steel-Realms

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Houska Castle sits up on a outcrop in a high mountain valley in the high peaks of the Tolkisson Mountain Range, overlooking a high mountain Houska Pass only survivable as a crossing point by the living in one of the peak summer months. It is one of the more famous though inaccessible Notable Places and Geographical Features in Rhyl. The “Castle” is empty, and certainly seems to have not been designed in any traditional manner. It is one of the key places where a battle took place to stop the Lich Lords in their initial advance, stopped by the druids and forces of the Wylde and army of Rhyl. They used its hostility to the living to try and break through undetected. Several times it has been the site of clashes between the armies of the Lich Lords and Duke of Rhyl, proving to be a place of death and failure for living and undead alike. It is hostile to all, and now it is Just mostly ignored (although scouts for both sides keep sporadic watch to ensure the opposition does not use it either).

Rulership/Governance: {Integrity ?} NO FORMAL AUTHORITY CLAIMS IT

Population: None

This place is a Safe Haven for members of the Rhylander Green Conjurists.

Primary Habitat:

Encounters

Only the World Watchers keep track of it now, and only infrequently – never being nearby for long. They are on good terms somehow with the omnivorous Houska Mountain Goats of the region.

  • In the “winter months” (all but the three warmest), several weather and terrain effects will be experienced.
    • Reflective Ice:
    • Blinding Diffusion:

i20™ Houska Spirit Details

Push 5’ (random; no opportunity attacks), DC 16 Sanity vs. Frighten 5 rounds 1/short rest
If the defender is shoved into an attack, the attacker gets an opportunity attack; Otherwise defender gets +1 AC

iCore iCore™ Houska Spirit Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.


Houska From a Distance

Way up on a wide ledge that juts into the air from one of the peaks as an obvious constructed edifice. Whatever it is, some of its surface glints even in the sleet and clouds high up, thousands of feet. It must be easily a 80 meters long and roughly rectangular, with a height of about half that. You can swear that there might be some source of lights flickering on it in addition to the reflection.


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.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

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

It has many rumors surrounding it. It is said to be cursed, haunted, a pit to hell, and a home to all manner of cults… but it stands alone and crumbling, empty now and avoided by all – even the undead – for dozens of kilometers in every direction.

Simple Outcome / Easy Difficulty & Common Knowledge

The Order of the Black Gorgons is known to watch over what transpires at this locale.

There are many runes of Occulash inscribed (and flickering) over it – inside and out – part of the strange Defenses of Houska Castle. The defenses are often seen as the flashes of light and heat, explosions, and cracking of the ground.

Minor Outcome / Average Difficulty & Uncommon Knowledge

The World watchers are believed to keep a small stock pile of Honeystone Pollen hidden for emergency defenses.

Deep in all Elven Wealds of Rhyl, the locations of Tell Cunetha & Houska Castle, and the Three Blades of Ceith Grebatain have a Call Stone as well for the Har Cunetha.

Houska Castle is a spirit tether. If a character dies within the active vicinity of the Spirit Tether, a spirit of the character becomes bound to the locale. It will linger in misery, making those of the living miserable unless they can find a way to sever the binding. While tethered, like most spiritus, they cannot affect the living much other than to make their frustration and anger manifest.

The Caverns Under Houska, while known to exist, are not known to be mapped or documented in any meaningful way either on their own or as accessed from Houska Castle. Those who have some out from them have hazy memories and a beguiled sense for direction and distance. It is thought that it is perhaps the effects of The Deeping of the Steel Realms – but nothing has been confirmed and no Orrish have ever been noted to emerge from them or use them to retreat to. The only persistent denizen noted here are the “ice spiders” or “crystal spiders” as they are sometimes known.

Scarce Knowledge / Hard Difficulty

The arch magus Morkoth was one of the primary magic to aid in drawing forth the structure of Houska Castle out of the stone.

Rare Knowledge / Very Hard Difficulty

It was recorded that, at least initially, the creation of Houska Castle included a Naga summoned by the priests of Ikribu.

Watchers Against the Dark: The Villian’s Ride often begins (rather than ends) in The Grand Duchy of Rhyl at the mysterious Houska Castle and trigger the walk west of the Curtain of Night. This way is easier when coming from a place of great cover – though the mysterious castle, Ilbarsi warriors, and patrols are constantly on the look out. The Justicars of Umbak in the Grand Duchy of Rhyl are one of the few who can sense this attempt as the participants near. This is another reason they are so prevalent there, outside of Umbak. The Congregation of the Sightless (of Malek) is also able to sense this, as is the riders of Har Cunetha (which is why the whims of the riders are indulged more often than not).


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.


Related Adventures Materials

Player Character Spirits: If a PC dies, they can try and help their friends.

Creatures in the area: Ghosts, Will-O-Wisps, Elementals

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

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