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Klyben (primary trade city of Rhyl)

Posted on September 24, 2025 in Steel-Realms

Steel Realms

The City of Klyben is a trade city in the Principality of Rhylan. It is now a principal city of the duchy, with a large amount of trade going through it to ports on Lake Caolite. It was a city that originally grew on an Inn and caravan stop. It’s still predominantly a stopover and consolidation point for trade rather than a primary living destination.

Population: 35-40,000

There’s a North District of Klyben and South District of Klyben, separated by Killean’s Stream and lowland depression where rice is grown. There’s a stone road through it and a short but big stone bridge where they have channeled water into the depression. The city is unwalled, and sprawling. The city keeps a large patrol on the bridge and a guard house that keeps trade flowing night and day and keeps the rowdier parts of the traders and merchants from spilling over into the town on the south district.

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). All citizens in the north take the pledge of Rhylan the Living.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all share Common Culture - languages, Character Experience, institutions, Law, etc.

Heart of Trade: The city of Klyben centralizes and is a crossroads of Commerce, Trade, and Items of Note in Rhyl with the flow of goods and factions of the Council of Rhylan are constantly struggling for more control in this place.

Crime: Though this place may have a couple local gangs, the Rhylian Criminal Presence is mostly through The Dead Hand; The troubleshooters of the local guilds generally keep a tight lid on crime.

Trade Interests within Rhyl

These are the registered Trade Organizations/Institutions of the Realms within the Territories and Fiefdoms of Rhyl that support the standard Value, Currency/Trade, and Services in the Steel Realms. All are represented in the City of Klyben.


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.

Pervasive Knowledge / Very Easy Difficulty

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.

Common Knowledge / Easy Difficulty

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