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 15, 2026
The history of Six Spires Pass is mostly noted in the Histories of Gladnor – the full chronicle of the Kingdom of Gladnor.
Some of the history of this locale is built as part of A living world setting wherein Content is updated continuously. as part of the Campaign Records of the Steel Realms.
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.
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.
The Ducal Navy of Rhyl take great pride in their dragon prowed ships and how integrated they are. Of all the powers on the lake, they are the one those in trouble are most grateful to see. The Port City of Alacaster is a smaller backup port for the navy. The ship building facilities are located at Arbenants Port.
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:
Posted on May 12, 2026
The history of for _ within the Grand Duchy of Rhyl.
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.
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.
See the Herald's Quarterly for world updates.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.
Posted on May 12, 2026
The history of for _ within the Grand Duchy of Rhyl.
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.
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.
See the Herald's Quarterly for world updates.
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.
For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.