Perched at the northernmost edge of the continent, Rhyl endures where few others would dare to live. Battered by harsh winds, buried beneath snow for much of the year, and locked beneath layers of ice that seal its harbors and mines for months at a time, Rhyl seems an unlikely place for any city to thrive. Yet thrive it does — not through wealth or comfort, but through endurance, discipline, and a culture shaped by centuries of hardship.

Rhyl’s soul belongs to the dwarves. Their influence is etched into every stone, from the heavy, angular architecture to the labyrinthine tunnels beneath the city streets. Though other peoples dwell here, it is the dwarves’ stoic and ascetic worldview that defines the character of Rhyl. Life here is plain, purposeful, and without indulgence. Joy is found in honest work, duty, and the quiet satisfaction of survival.

Often called the “City-Monastery,” Rhyl has long been a destination for those seeking redemption. Outcasts, penitents, and those with heavy pasts come north to start anew, adopting the city’s unspoken creed of humility and restraint. It is said no one asks why you came to Rhyl; they assume you came to leave something behind.

Though its economy lags behind more fortunate cities — its mines yield moderate wealth and its harbor freezes solid for much of the year — Rhyl holds a quiet, undeniable power. Long ago, the dwarves of this city crafted a code of law so balanced and enduring that it became the foundation for the entire continent’s legal traditions. To this day, no major law is passed without first consulting Rhyl’s dwarven elders. While they wield no formal veto, any law pushed forward against their counsel would risk scandal and undermine the fragile unity of the realm. In this way, Rhyl remains a silent guardian of order — a cold, austere beacon whose influence stretches far beyond its frozen borders.

Attetion! These were spoilers during the campaign 3, you may read them, but most probably your new characters would not know this information.

Humongous Spoiler

(Don't read if you are not story DM)

Under Rhyl is a secret underground cavern and mineshaft system reaching very deep into the underground, but everyone will deny it. In this cavern (See Ulla Mirefang Backstory) there is a hidden temple and a mutant monster (See Denia Thalune Vheshra Backstory). The temple is the peak of a Netheril Amunator (also fits very well with law dwarfs) tower shire, once looming high into the sky, now buried deep into the ground. In it lies an ioun stone the Magia ad Nihilum likes to have and a Portal connecting to a demiplane where a sun hating mutated monstrum was trapped, that is now freely roaming the cavers. (for example, a Giant Mutated Drow. Or maybe myconids that have an infection like the cordyceps except it seeks darkness)


Humongous 2nd Spoiler

(Don't read if you are not story DM)

Under Rhyl is a second secret buried under the first one. An ancient Netherese Laboratory, where arcanists were conducting experiments using a great old one warlock to channel it's power through a Mythallar to forge weapons capable of fighting Hadar. The laboratory has two remaining closed-off vaults. One containing a host of Phaerimm. Intelligent and evil abberations hellbent on bringing ruin onto anyone using Netherese Technology (like the Portal Network). The other vault contains a remnant of the great-old-one warlock.

Should the flow of arcane energy be cut off from the lab (such as with an overuse of the portal network), the horrors of the vaults could be unleashed.