The Crucible Yard

The Crucible Yard is one of the most prominent and infamous landmarks in Ashvault, a sprawling, soot-stained arena complex where molten duels, smithing trials, and brutal contests of endurance take place. It stands as both a symbol of Embergarde’s forge culture and a grim reminder of the city's uncompromising philosophy: only the tempered survive.

Purpose / Function

  • Original Purpose: A proving ground for aspiring smiths and metalwrights to demonstrate mastery of flame and forge.
  • Evolved Purpose: Now doubles as a combat arena for bloodsports, ritual duels over honor, and showcases of enchanted weaponry.
  • It also serves a civic role as a public gathering place for executions, announcements, and grand festivals involving fire-walkers and pyromancers.

Design

  • Layout: An open-air elliptical arena roughly 200 ft long and 120 ft wide, surrounded by tiered basalt and obsidian seating.
  • Center: Dominated by three colossal crucibles of molten metal, each suspended by rune-etched chains over deep wells that glow with magma.
  • Materials: The arena floor is made of blackened iron plates and volcanic rock.
  • Colors: Blacks, deep reds, flickers of molten orange.

Entries

  • Four massive archways allow controlled entry, each fitted with reinforced steel portcullises engraved with runes of warding.
  • Smaller servant tunnels snake beneath for quick removal of bodies, delivery of fresh ingots, or for surprise combat entrances.

Sensory & Appearance

  • Sight: A rippling haze of heat warps vision. Faint veins of glowing red run beneath the iron floor. Occasional jets of steam burst from cracks.
  • Smell: A sharp blend of scorched metal, sweat, and sulfur.
  • Sound: Echoing clangs of hammers, roaring flames, and the low rumble of molten rock below.
  • Touch: Air is heavy, oily, and almost abrasive. The iron floor radiates intense heat.

Denizens

  • Common: Smiths, gladiators, elementalists, arena masters, betting crowds.
  • Uncommon: Bound fire elementals kept as both workers and living displays, drifting ember sprites that nest in cracks.
  • Occasional salamander emissaries from the deep magma flows appear to watch or compete.

Contents & Furnishings

  • Racks of weapons — many still glowing from enchantments or recent forging.
  • Chains, anvils, rune-marked hammering stations.
  • Bloodstains old and new, scorched into permanence.
  • Raised platforms for officiants, local nobles, or important guild representatives.

Valuables

  • Masterwork weapons left behind by the dead or staked as wagers.
  • Crates of rare ores, flux powders, or fire salts used in forging.
  • Betting ledgers containing secrets of debts and under-the-table deals.
  • Occasional enchanted iron coins stamped with runes of warmth (sought after as lucky charms).

Hazards & Traps

  • Random belches of flame from floor vents.
  • Trap chains used to yank fighters backward into molten pits.
  • Enchanted braziers designed to flare violently if someone crosses them without permission.
  • Rogue ember sprites occasionally set careless spectators alight.

Special Properties

  • The floor itself is a giant binding circle, helping contain and direct elemental fire, making it possible to shape even notoriously volatile alloys here.
  • Occasionally, the spirits of past warriors appear in heat-shimmers, whispering maddening taunts.

Alterations

  • Post-Obsidian Riots: Reinforced walls, new security runes to prevent large-scale insurrections.
  • After the 511 AR Salamander Treaty: Small sanctuaries were built into the walls to host visiting fire beings.

Architecture

  • Harsh, angular design typical of Ashvault — high walls of dark basalt studded with iron braces.
  • Decorative molten flows guided in shallow channels across murals depicting victories over rival cities and legendary forge-beasts.
  • Towering braziers around the perimeter burn day and night, feeding on refuse from the city’s smithie

Defenses

  • Besides the sheer heat and fire hazards:
  • Garrisoned by the Crucible Wardens, elite guards in salamander-scale armor.
  • Defensive rune arrays can trigger localized eruptions or seal entryways with walls of flame.

History

  • 317 AR: Original construction as a humble proving yard for local smith guilds.
  • 489 AR: Nearly destroyed during the Obsidian Riots; rebuilt with stronger arcane wards.
  • 511 AR: Hosted the signing of the Salamander Treaty, opening Ashvault to magmafolk trade.
  • Recent: Several high-profile duels between molten dwarves and emberkin champions have drawn thousands.

Tourism

  • Considered a must-see for travelers — either to witness famed duels or simply to test one's endurance against the oppressive heat.
  • Local vendors sell talismans of flame protection (many useless) and scorched festival foods.
  • Foreign dignitaries often come to sponsor matches as displays of power or to curry favor with Ashvault’s ruling smith guilds.

Founding Date
317 AR
Type
Arena
Parent Location
Environmental Effects

The entire yard is infused with latent elemental fire. Temperatures range from uncomfortably warm to skin-scorching depending on proximity to the central crucibles. Sparks drift lazily in the air, and heavy ash constantly settles, clogging lungs and staining clothing. Many outsiders experience mild dizziness or skin irritation after prolonged exposure.

Owning Organization

Comments

Please Login in order to comment!