The Fortified city of Alstaad (North Gate Garrison)

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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