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Redbrand Armory

Posted on August 27, 2025

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The Redbrand Armory of Redmark is a long famous Prestigious Armament Crafter in Barony of Redmark of the Grand Duchy of Rhyl. They have been operating in the same place since CY 8157. The armory is known for its defenses against undead and spirits (specifically by the clergy of Ikribu and the green Church of Darupet (animals working bellows, wheels, etc.), and its non stop production, day and night, all year round. Although the armories at

Crafter’s Mark: This armament tradition has their own identifiable Prestige Mark.

Redbrand Doublet: The signature armor of The Redbrand Armory is the Redbrand Doublet. It is a tightly sewn padded doublet with a leather breastplate and tassets protecting the hip and thigh; Iti is ONLY supplied to those along the Red March, or given to those who earned it as a reward.


i20™ Armor Details

It is considered Leather with +1 Resilience.
> Prestige Mark Coldmarked Doublet. Leather armor, +2 Resilience, “forge wax” from the apiary of Mizras Temple of the Bone Breakers reduced cold damage by 1 per strike.

iCore iCore™ Armor Details


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

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

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

The Fortified city of Alstaad (North Gate Garrison)

Posted on August 11, 2025 in Steel-Realms

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The Fortified city of Alstaad, also called “Garrison City”, is the Settlement behind the The Autumn Wall at North Gate Garrison. It is one of the many North Gate Garrison Locations and Areas and holds over 150,000 inhabitants, and the reinforced main keep holds some 40,000. It is a staging point, where new soldiers arrive and are posted from. Its outer walls can technically hold about 300,000 if it has to, and has been used as a rally point when the main defenses have failed several times over the ages. Its walls all have the Anvil of Mizras treatment. When the wall is overrun, the gate will shut and the battlement will be lit with the bright Light of Virtue, administered by the Lightbringer’s clergy. This can light up the entire area around it and in it.

Like Pacification Garrisons, the administration of the civilians is given over to the authority of the local Lord – the Duke of the The Grand Duchy of Rhyl. The administrative offices are located outside the keep, behind the main walls. There is a massive processing station and small town outside the southern gate, where the new arrivals are processed.

Institution & Group Representation

The 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.

Traditional Armor in Ceremonies: Rhylian Wall Maille is made here – it is more of a traditional armor for its symbolism, rather than usefulness. It is no longer produced en-masse as it once was, though the non-traditional suits of armor based on its initial Dominion Armaments design are still made. It is often worn by the Ducal Guard of Rhyl and some members of Rhylian Ducal Retinue in ceremonies. It is still made in the Autumn Armory of Alstaad – in the Fortified city of Alstaad.

Other Institutions

This locale has a Chapter House of the Narcosan Order of Necromancers in Saltmarch.

It has a major installation for the Bank of the Silver Stacks. There is also an Office for Reclamation of the Wyld projects here, mostly involving the Hoarblight.

Crime: Though this place may have a couple local gangs, the predominant Rhylian Criminal Presence is The Dead Hand. They ONLY deal with smuggle luxuries and civilian goods – NEVER interfering with military process or goods.

Briarwood Presence: This location has the presence of a typical Rhylian Briarwood.

Beastwood Presence: This location has the presence of a typical Rhylian Beastwood.

Hospitals

Recovery Process: The various faiths represented at The Autumn Wall and the Rhylander Green Conjurists organize most of the Recovery Operations at North Gate Garrison to ensure evil auras, curses, taints and corruptions don’t enter the ranks of those serving or the lands behind the wall.


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.

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.

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

Kemethian Station (minor trade crossing, Rhyl)

Posted on July 14, 2025 in Steel-Realms

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Kemethian Station is the primary trade Settlement post and gathering place of the The Kemethian Fisherfolk in the Kemethian Wetlands. The station is on the north edge of the wetlands on the edge of Lake Caolite, and is the largest settlement in the area, and a hub for trade and supplies. A trade post w/stable, wetland boatyard, and fishmarket. At one time, it was much bigger than it is now, and there is always a villa or manse for rent or sale. Many have tried to resurrect its glory, but it has stubbornly refused to become the urban power it once was.

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.

Kemethian Station is technically outside the natural boundary of the Barony of Kopriane, it is the collective front of the Fisherfolk – who’se homeland has been given over to the Baron of Kopraine to rule. Otherwise, there are several smaller family holdings scattered over the wetlands on high spots within the delta area.

Initial Description:

This is…

1-5 Services: {services} | Comforts: {comforts} | Friendliness: {friendliness} | Law/Order: {laworder}

Greater Sovereignty: {part of larger territory?}

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

Governance: {model} (see Titles and Honors of The Realms)

Population: {total perm} / Transient:
Demographics:

Groups/Factions:

Primary Hospitality/Accommodations:

  • {place} > Housing (long or short)/Entertainment (type)

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

Institutions: (see institutions of The Realms)

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:

The Candy Cap Mushroom Trade Pipeline: The Greykin Hill People trade some of the Candy Cap Mushroom Harvest to the The Kemethian Fisherfolk for Kemethian millipedes, and they in turn prepare and sell it to others from Kemethian Station in the Barony of Kopriane and the whole County of Dunaine as a well known delicacy.

Uplands Kemethian Bridge

This stone bridge is under constant maintenance of the locals. It is only wide enough for a small cart, and goods do flow on it at a constant basis. Being nestled amidst the wetlands, with a forest on the south side, the road here is a secondary one. Most of the trade over the river uses Harriman’s Gap, with the Uplands Kemethian Bridge handling smaller levels of trade.


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.


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

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Mizras Temple of the Bone Breakers (Rhyl)

Posted on June 9, 2025

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Mizras Temple of the Bone Breakers is here at the start of The Red March, in the City of Redmark.

Heroic Weapons: The temple purchases Ducateon Weathering armaments for their followers and adherents to purchase on their journey or perhaps even as a reward for heroic deeds in the north. Duxamet can be purchased here for triggering the effects – at a discount to followers of course.

Forge Wax: The warmth of the forges of the Mizras Temple of the Bone Breakers and Redbrand Armory of Redmark supply year round warmth and inspiration for the Forgewax Apiary of Mizras maintained by clergy of Mizras; It is made for the special Redbrand Doublet. Additionally, the Mizras Temple of the Bone Breakers produces more Forge Sweat than any other place in the realms for the defense of North Gate Garrison.


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

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

Simple Outcome / Easy Difficulty & Common Knowledge

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

Scarce Knowledge / Hard Difficulty

It is said Sir General Hadmiren‘s bones are buried in the blessed soil of his homeland of Rhyl at Home Garden at North Gate Garrison – an honor afforded a rare few in thousands of years.

Rare Knowledge / Very Hard Difficulty

One of the minor Orbs of War was drained into the apiary of the bees which create Forge Wax. It is whispered that there is a special Redbrand Doublet made ONLY for special followers of Mizras.


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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Ghost Keeper

Posted on October 23, 2024 in Steel-Realms

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Ghost Keeper is a slim sword that is obviously Mytrial of elven make, though it lacks any identifying prestige mark. The blade is mentioned only a few times in records, and only as a side note that “it was wielded by an individual at the time of X event”. It is a weapon that lives up to its name by protecting its wielder against spirits and non-corporeal undead.

Ghost Keeper

The blade itself is not known for its presence in any battles of note, and vanishes from all records several hundred years ago. The records of its sightings indicates it changed hands several times, until it ended up with a collector in the far south who seemed intending on putting together a band of adventurers in some foolish notion of collecting relics from the fallen Tower Lands of the south. They, and the blade, were never heard from again.

Item Powers (common and Attuned) can be found under Common Knowledge tab.


Chronicle of Ghostkeeper

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

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.

Knowledge is broken down by ease of discovery/accessibility. If nothing is indicated, assume it is Pervasive.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

Ghost Keeper is a slim sword that is obviously of elven make, though it lacks any identifying prestige mark. The blade is mentioned only a few times in records, and only as a side note that “it was wielded by an individual at the time of X event”. It is a weapon that lives up to its name by protecting its wielder against spirits and non-corporeal undead.

The blade itself is not known for its presence in any battles of note, and vanishes from all records several hundred years ago. The records of its sightings indicates it changed hands several times, until it ended up with a collector in the far south who seemed intending on putting together a band of adventurers in some foolish notion of collecting relics from the fallen Tower Lands of the south around CY 8600. They, and the blade, were never heard from again.

The few historians who have ventured to comment on its origins, even evlen sages in Port Towne, find no known exact matched style.

Simple Outcome / Easy Difficulty & Common Knowledge

It seems to have come out of the north, the Rhyl forest area contains some of its first mentions (in old records compiled in the Merchant Cities of the North) when it was carried out of the ruins of a ghostly castle hidden on the edge of the woods in the Vale of Meargensdale area. It is at least two thousand years old by evidence of the styles it was made with, though it looks freshly forged. It gleams and glitters, and water coalesces on the blade as it moves through the air – leaving a faint mist behind its path.

Item Purpose: The silencing of spirits.

Common Properties

SPIRITS = Spiritus or Non-Corporeal Undead

  • Detection: Ghostkeeper vibrates silently in its wielder’s hand when SPIRITS are within 20m if they Concentrate for a moment.
  • Revealment: Invisible/incorporeal or Ethereal creatures attacking the wielder do not gain surprise, advantage or any other benefit – the mist the blade radiates coalesces into a light frost on them and they can be sensed and targeted as normal until the end of the round.

Lesser Attunement (1 Essence total)

  • Scourge vs. Spirits: The blade is especially wrathful to SPIRITS.
  • Spiritus Ward: The wielder is immune to all manner of Spiritus menace – they are treated as if they were fully warded.
  • Possession Ward: The wielder is immune to possession.
  • Fear Ward The wielder is immune to any mystical sources that can cause the effect or conditions of Fear/Frightened/Terror.

Greater Attunement (2 Essence total)

If it kills or banishes any SPIRITS, the wielder gains a measure of SPIRITCHAIN.

i20™ Ghostkeeper Details

This sword can be wielded proficiency as either a rapier or a long sword.

Scourge vs. Spirits: When the blade is within 5m of SPIRITS, the blade is +1 Attack, +1 Damage, +1 Initiative, and the wielder gains a +1 AC. All manner of resistances against Ghostkeeper by SPIRITS are negated, and immunity is reduced to resistance.

SPIRITCHAIN: As an action, The wielder may use 1 measure (reducing the total by 1 permanently) and cast the Spirit Guardians spell.

iCore iCore™ Ghostkeeper Details


Estimated Value: ? (Silver Crowns)

Item Source: i20™ 2023

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.


Ghost Keeper is a relic from the Elven Kingdom of Ilyndria Frostshine. In the hands of an Illyndrian elf, its frost defense does damage to all SPIRITS in a near radius.

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

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