Current situation
Rhyl is the northernmost city of Kildar. Little of note happens here, and that is precisely why many common folk come—to find safety, calm, and a life of quiet introspection. The more privileged classes, however, arrive with different goals: to meet with the dwarven leaders and hear their opinions in council, which are always valued. Yet the true obstacle lies not in dwarven stubbornness and long considerations, but in the inefficiency of the political system itself, where any intentions rarely turn into real change.
Layout
Rhyl is a fairly small city, shaped by a pragmatic mindset. Its houses are built simply—sturdy enough for living, but never lavish. The one great exception lies in its fortifications. There is a local joke that the walls and towers cost more than everything within them combined. These defenses encircle the entire city, even enclosing the harbor, making Rhyl the only city in Kildar whose harbor can be sealed by massive gates.
At the city’s heart rises the towering Blackstone Hold, home of the Oathstone Clan. It is a place of deep importance not only to the clan itself but to all dwarves of Kildar. Here, the dwarves wrote the code of laws—so progressive and complete that nearly all of Kildar adopted it. In the highest tower of the Hold, the clan’s leaders receive emissaries from the guilds to debate and refine proposals for new laws.
Between the Blackstone Hold and the outer walls, everyone else makes their home. Monasteries and temples stand beside modest dwellings, while taverns cluster near the harbor to greet the city’s rare visitors.
Taken together—its double-layered defenses, harsh northern climate, lack of great riches, and the resolve of its people—Rhyl is an unappealing prize for conquest. And that security matters all the more, given that a great pirate stronghold lies only a few days’ travel away.
Population
The population of Rhyl can be broadly divided into two groups: the dwarves of the Oathstone Clan, who shaped the city into what it is today, and the diverse communities living outside the Blackstone Hold. Yet despite these differences, they share much in common. Most live religious or spiritual lives, embrace a modest, almost ascetic way of living, and hold a strong belief in working toward the good of others.
Oathstone Clan
At the backbone of Rhyl’s population is the dwarvish Oathstone Clan. This is a relatively new clan, formed in the aftermath of the Crimson Dusk. During that time, many clans were devastated and found themselves too weakened to survive alone. In response, several of these struggling clans chose to unite, giving birth to the Oathstone Clan. Together they founded a city that would serve as a refuge where dwarves—and others—could live safely. They swore an oath to uphold the laws of Kildar (later codified by them), protect their kin, and preserve dwarven heritage. The Oathstone, a sacred tablet inscribed with these vows, became the symbol of their unity and is kept in a revered chamber within the Blackstone Hold.
Central to the Oathstone Clan’s identity is the concept of being Oathsworn—a term that refers to those who have taken a solemn vow to uphold the clan’s values and protect the land of Kildar. Every member of the clan, from the youngest child to the oldest elder, is expected to take an oath at the Forge of Vows, a sacred place within Blackstone Hold where the flames of justice are said to burn eternally.
The Forge of Vows is both a literal forge and a symbolic place of commitment. Here, the weapons and armor of the clan’s paladins are crafted, each piece forged with the intent of upholding justice and defending the weak. The process of forging a weapon at the Forge of Vows is a deeply spiritual experience, with each item imbued with the strength of the oaths sworn over it. The clan’s most revered blacksmiths, known as Vowbinders, are said to possess the ability to weave these oaths into the very metal they work with, creating weapons of extraordinary power and significance.
Goliaths
The goliaths are native to this region, and before the dwarves arrived, Rhyl was little more than a sprawling goliath camp. They lived here peacefully, surviving through hunting and fishing. At first, they were frustrated by the dwarves’ arrival and their rapid building, but once the reasons were explained, the goliaths recognized that the newcomers shared many of their core values. After further dialogue, the goliaths agreed to coexist, on the condition that their traditional way of life—guided by the principles of the Guiding Pillars—would not be disrupted. Since then, they have remained in Rhyl, their homes now lying within the protection of dwarven walls, while their culture continues undisturbed.
Monks and clerics
Rhyl is not the most comfortable place to live, yet it attracts many religious folk who seek to test their will, practice introspection, and serve the gods. Because of its many temples, churches, and monasteries, it is often called the “City-Monastery.” Not only monks and clerics dwell here, but also pilgrims who come to walk its austere streets.
The most important temple in Rhyl is dedicated to Moradin, the Father of the Dwarves. It serves not only as a place of worship but also as a court in the broadest sense. Crimes are judged here—though such cases are rare. More often, dwarves from other cities are brought here for trial, as Rhyl is seen as a place of impartial judgment. Even more common, however, is the evaluation of works crafted by dwarven artisans. For a dwarf in Rhyl, it is almost a requirement to create something of worth. Many journey first to Ironhold to gather the finest materials, then return to Rhyl to complete their work, sometimes at the Forge of Vows itself. While not every dwarf in Kildar is bound to such a standard, achieving it earns immense respect among their kin.
Monks hold a special place in Rhyl. They spend much of their time secluded in monasteries or braving the harsh wilderness beyond the walls. Many take vows—such as silence—and strive toward mastery of body and soul. They are known for their peace, patience, and deep wisdom, and are highly respected by all. Yet once, their discipline was tested for the good of Rhyl. In the city’s early years, a small conflict arose with nearby Teristraz, infamous for its pirates. Though the pirates soon realized there was little to gain by attacking Rhyl, they amused themselves by mocking its people—sometimes blocking the sea gates or making noise simply to harass the townsfolk. Though not dangerous, it was deeply irritating.
Wishing for a peaceful resolution, the dwarves sent ambassadors—including several monks—to the forum in Teristraz. The dwarves spoke their concerns, but were mocked. The monks remained silent, watching and listening. Only at the end, when they had discerned the nature of Teristraz, did they speak—insisting on peace, but making it clear they would fight if forced. A challenge was proposed: if the monks could defeat Teristraz citizens in hand-to-hand combat, the harassment would end. The outcome stunned the locals. The monks’ victory was swift and overwhelming—many opponents were struck down before they could even take a step. From that day on, Teristraz came to regard Rhyl as a mysterious wasp nest: quiet, but dangerous to disturb.
People with a burden on their mind
The last major group in Rhyl consists of former criminals and others who once committed wrongs—some who have served their sentences and repaid their debts, yet still feel unredeemed. Many come here seeking a simple life of prayer, humility, and quiet service, hoping to atone through good deeds.
In recent years, a notable influx of adventurers has also arrived: a band who call themselves the Unbound. They are remembered across Kildar as the heroes who slew the dragonlich Grandmother. Yet many of them still carry guilt for the crimes they committed while under her thrall. In Rhyl, they live among the penitent, striving to find peace. When needed, these adventurers can be hired for little or no pay, often volunteering their blades and spells simply for the chance to balance the scales by doing good.
Together, these groups create a unique atmosphere in Rhyl. The city is usually quiet—except near the Blackstone Hold and its ringing forges—and it is one of the safest places in Kildar despite having no guards on its streets. Crime is rare, for no one here wishes to stain the peace. And should anyone dare, the entire city stands ready to act: be it trained dwarves, towering goliaths, monks with supernatural strikes, or repentant adventurers eager to prove their worth.
Economy
From an economic standpoint, Rhyl is still seeking its own form of success. Most people here live simply and provide for themselves, but their ascetic lifestyle leaves little room for the pursuit of wealth. They are content with what the land and sea offer—animals and timber from nearby forests, fish from the cold northern waters, and stone from the Prowlpeaks. Still, the city sustains itself through a few modest avenues:
Mining
When the dwarves first settled in Rhyl, they began mining to supply building materials and to search for metals and coal. However, after extensive excavations, they discovered that the land was poor in minerals, and the permafrost made mining operations even more difficult. Their efforts also brought them into conflict with the local goliaths, who tolerated construction but opposed excavation, fearing it would disturb the graves of their ancestors. As a result, the mines were eventually abandoned.
Nowadays, most mining takes place in the nearby settlement of Prowlpeak Haven. These mines are relatively new and remain largely unexplored. While no great riches have been uncovered, they yield a steady supply of iron and other basic materials sufficient for Rhyl’s needs. The region is especially known for its vast coal deposits, which are vital for heating such a northern city. Much of this coal is also exported across Kildar. It does not make Rhyl wealthy, but it provides a dependable foundation for survival.
Religious Practices
Rhyl is home to many sacred sites, drawing pilgrims from across Kildar. Though individual visitors rarely bring great wealth, their donations to temples and monasteries add up over time. Some come seeking miracles—especially the gravely ill who, having lost hope elsewhere, turn to Rhyl for divine intervention. Rumors persist that such blessings occasionally occur, and when they do, the beneficiaries often offer everything they have in gratitude.
Safe Harboring
Rhyl is also known as one of the safest ports in northern Kildar—a valuable trait in a region plagued by the pirates of Teristraz. Because of this, merchants bound for Teristraz sometimes dock their ships in Rhyl instead, leaving their vessels secured while traveling inland by caravan. Once their business in Teristraz is complete, they return to their ships in Rhyl and set sail again. This “safe parking” brings in docking fees and supports local taverns and inns, creating a modest but steady flow of income.
There is a cheap inn called the 'Snowed-inn'
Government
Local Government
Rhyl is governed by a king—the leader of the Oathstone Clan. Yet in truth, nothing in Rhyl stands above the law. The city’s legal system is so rigid and thorough that it is considered strict even by the standards of other dwarven cities.
Technically, the king issues all major decisions, but every decree must first be reviewed by a special court to ensure it does not contradict established law. If the decision aligns, it is approved and enacted. If not, the court meets with the king to discuss the conflict. In most cases the issue is obvious from the start, and the process is swift, but the review must always be carried out.
In times of crisis, the court may grant the king temporary authority to rule unchecked. However, once the crisis has passed, all of his decisions are reviewed retroactively—and this oversight is considered as inevitable as death itself.
Minor disputes in Rhyl are usually resolved by the citizens themselves. If not, they are brought on Fridays to the Blackstone Hold. Typically, neighbors (or the head of the organisation, for example monastery) select one representative to present the issue before an overseer. The overseer then issues a ruling; if the matter is deemed too weighty, it is passed upward to the king.
Role in Kildar's political system
Rhyl is the birthplace of Kildar’s modern code of laws, a legacy that grants the city considerable indirect political power. By tradition, whenever a guild proposes a new law, it must first be reviewed by the lawyers of the Oathstone Clan—the very lineage that authored the original code. If the dwarves find the law just, it moves forward to the voting stage without issue. But if they deem it flawed or unjust, their objections carry great weight, and the proposal is expected to be reworked. Technically, the council may ignore their judgment, but doing so would spark scandal and ripple unrest across all of Kildar.
For this reason, guild leaders often travel to Rhyl in person, attempting to persuade the dwarves that their proposed law is fair and beneficial. The hope is that, if convinced, the Oathstone lawyers will lend their approval and sway the rest of the council. Yet this strategy has never succeeded. The dwarves are meticulous, slow to yield, and utterly unwilling to bend their standards. And in any case, every member of the council holds the power of veto, ensuring that no law can pass without near-unanimous agreement.
Because of its political importance, Rhyl was one of the first cities to be connected to the portal system. This brought not only ambassadors but also more tourists and more pilgrims. However, the most devoted locals are not fond of this, as they do not consider portal-travelers to be true pilgrims. In their view, the long and arduous journey to Rhyl is an essential part of the pilgrimage, and using the teleportation system undermines its meaning.