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Tower of the Dragon’s Eye (Hornguard outpost of Rhyl)

Posted on August 28, 2025

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This is one of the watch posts of The Hornguard of Rhyl.

ONLY those from The Grand Duchy of Rhyl are eligible to serve at any of the Three Blades of Ceith Grebatain when contributing to the Realms Levy.

Hornguard Preceptory

This site is a minor preceptory of the order; Onsite training and experience is gained here. There is an institutional shrine in this location. The order has only one major preceptory – Terrent’s Redoubt.


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

Hammer & Anvil Pass / Blood Forge Plain

Posted on September 4, 2023 in Steel-Realms

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The Blood Forge Plain runs between the two Fortressed Districts – The Sword of Mizras and Shield of Whelm; These are on the west side of the pass and entrance to the open plain going west. This site of constant battle guards the way to Oerdney. It is said the the fearsome Ker-Sabohr of the Klaurians are said to make an appearance here.

Eastern Rampart Fortifications

The Eastern Rampart is the series of fortresses staffed by the Realms Levy hold back the tide of the Orrish and the followers of the Unholy Trio. They are all found bordering the Tolkisson Mountain Range.

Hammer & anvil Pass/Bloodhook Pass

At the east side of the pass are the Bloodhook Mountain spurs, guarding the entry into the Dark Lands to the east. The pass at the far east end that leads into the Dark Lands is called the Hammer and Anvil Pass.

The pass was named “Bloodhook Pass” during the era of the Age of Dominion.

The Curtain of Night (in this area) was robbed of some of its power as part of the effects of The Odyssey of Elancil’s Wound. It retreated eastward for dozens of miles around CY 8400, taking a hundred years in some cases to regain the lost ground.

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

North Gate Garrison Tour of Duty (Realms Levy)

Posted on August 2, 2021

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The North Gate Garrison Tour of Duty is part of the compulsory Tour of Duty requirements of the Realms Levy for every fiefdom in the Dominion of the High King Lands, and Umbak.

Service is against the undead armies of the Lich Lords at North Gate Garrison. the general Levy draws people from all over, though those from the North Heartlands (Kaald, etc.), central and northern heartlands are likely to serve here. Those in the The Grand Duchy of Rhyl are the most likely to serve in the edge regions of the Tolkisson Mountain Range. Those who serve here have some unique marks on their Crown Tags.

The character cannot have a phobia of undead. Here combat is as assured as the sun rising, and characters on The Autumn Wall suffer from cold, endless fatigue (undead don’t care about darkness or temperature), and sickness. Weapons used here are mostly blunt to handle the endless skeletal hordes.

There is a special bond by those serving here. Fighting the living is one thing, but to see the man that was your friend rise up and attack you after being killed a moment before instills a special kind of vigilance and connection between those that survive. Most get a Redgate Mark tattoo at the end of their Tour of Duty.

Requirements: Significant time to acquire/achieve outside of Character Inception.; Taking any sort of tour of service advances the characters [starting] age by the minimum time for service the character operated in. If a character quits before their commitment ends, they will likely face sanction and/or even imprisonment if caught. All those who serve here must take the Oath of the Living.

Tours of Duty in the Realms


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

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