Culture, Education, Institutions, and Traditions of Rhyl

Steel Realms

The The Grand Duchy of Rhyl is ancient and long settled, especially in the eastern parts. It has a rich history of Culture, Education, Institutions, and Traditions of Rhyl – especially as a dedicated barrier against strife and turmoil from all sides. The western areas in the Great Forest of Rhyl still hold some mysteries; Many vales with their own traditions can be found in its depths, as well as stretches of dales and hollows long under the shadow of trees that never saw the light of day.

Symbol of Rhyl: Great Norther Owl; Owl clasps and patches were displayed prominently on the right shoulder. By the end of the first Duke of his name’s life, the owl eyes went from two yellow gems to a sapphire of Kaald and 1 yellow reflecting the yellow light from the Bastion of the Dawn.

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.

Living in Rhyl

Citizen/Inhabitant Responsibility in Rhyl

  • Age of Consent: 16 (increased in the Tea House Revival of CY 9126)
  • Age of Betrothal: 8 (illegal to consummate until age 15)

Most inhabitants in Rhyl gain the standard benefits of Citizenship of the realms.

Populace of the High King: This territory is considered Dominion of the High King Lands means the rulers have given the Sworn Oath of High King’s Service to the High King of the Steel Realms.

Pledged to Fight: Citizenship in The Grand Duchy of Rhyl requires both pledges of Rylan the Living + Oath of the Day Watch.

Tours of Duty in the Grand Duchy of Rhyl

As with all allies of and lands under the Dominion of the High King, The Grand Duchy of Rhyl is subject to the Realms Levy.

Citizen/Inhabitant Composition in Rhyl

Racial Composition: Humans (Gladnorean/common; Ilbarsi, Pinetribes), Elves (Plains/Wyld elves + one Half-Elf community; most smaller faerie races retreated to the heart of the forest), Ducateon (Tolkisson Mountain Range), Dwarves (mountains and hills in Ruhn-Aahn & Sun Stone Top); A few Giant Kin/Goliath families do exist in the northern reaches of the deep forest and the mountains opposite of it, as well as pockets of old blood descended from Giants like Stoneforge Valley. You will sometimes find half-Orrish (Half-Ork, etc.) – the Orrish are also occupied with the shared threat of the Lich Lords and so foundlings from the Heartlands get placed in the North by druids and priests of the Green Faiths. The remote Greykin Hill People are descended from a mix of Ilbarsi tribe and outcaste Nurth. Druunad and Foxilin are also said to be glimpsed here on a rare occasion. The lightly populated Halfling Montwold Pass Protectorate is technically part of the duchy, but they view themselves as members of North Pines culture.

Unless a specific location offers alternatives, Steel Realms Characters coming of age in/from this locale will shape their perspective to the primary experience of Cultural Experience of Rhyl.

Languages Commonly Spoken: 75% bi-lingual/40% tri-lingual {Gladnorian (‘common’), Dundarian (old northern), Mercat (trade)}; Feyloise (Elven)

Literacy (Average % of Population): Urban 60% | Rural 35% | Wyldes 15% > Education in Rhyl

Travel: Unrestricted w/Bureaucracy by Locale – no papers or constant checkpoints; assayers, assessors, custom agents, and random inspections by patrols.

Cultural Expressions in Rhyl

Renown: The duchy is massive and many areas have specific things they are known for, including the Mushrooms of Rhyl and for having more Lycanthropes of the Steel Realms (though less prone to killing humanoids). Outside the north, it is known for the *Silverstone Tower*. Deep in the Rhyl Forest this ancient fortified hollow tower is one of the few prisons for powerful mystic beings in the Steel Realms.

Defining Construction & Building Characteristics: The motif of the white dragon is everywhere. Rhyl’s ancient days before the North fell into the times of the old kingdoms produced highly stylized buildings. Castles of nobles were no exception. After the fall of Dundaria, construction became more simplistic and most nobles abandoned castles and moved to big cities, making ‘fortified villas’ within walled cities.

A Unifying Game: The ancient game of Rauket is still played with its rivals of the Merchant Cities of the North to help keep the peace with the descendants of the fallen Yvaldysean Empire of the Sea Kings. Even if the lands are warring or engaged in one of their endless disagreements, they come together for this tradition.

Technology in Rhyl: Advanced technology is not prevalent in Rhyl, though Merkaine’s Shrine of Shieldfire is the source of the Lamasoil Lamps in Rhyl.

Institutional Presence in Rhyl
Preeminent Occult Presences:

Occult/Magi Services: General Occult Services is provided here mostly by Quizmans Magusterum in Rhyl. Others focus on supplying and defending The Red March and North Gate Garrison against The Lich Lords forces.

Quizman Locations Within Rhyl
Preeminent Faith Presences:
All Lightbringer & Wyld are welcome > Faith in Rhyl
Preeminent Martial Presences:

Notable Armories in Rhyl (note that some goods cannot merely be purchased):

While the Chipped Anvil Forgeworks at Stoneforge Valley is not considered exceptional, they do make large weapons made for large characters. Their specialty is mauls, and massive hammers and tree splitters.

Social Class Distribution in Rhyl
Social Standing/Status % Population
Outcast 0-4 Outcasts are always living at the urban fringe – slums, etc. A few flee to the countryside.
Least 5-18
Lower 19-40
Average 41-85
Upper 86-95
Privileged 96-99 >/td>
Elite 100
Realm's Aptitude Powers: Divine, Occult, and Psychic