Mithril Forge

Ervenian Era, 1051 AB
The Mithril Forge is a mountain turned inside out: a hill of the Golden Hills whose heart burns like a sun behind doors of iron and rhyme. Halls of bellows and anvils spiral down around a core of memory-hearths that remember heats and tempers, letting masters reawaken an ingot to the exact color and grain it held yesterday or a century ago. Miners surface with ore that sings when struck; smiths answer in measured blows; apothecaries pass along trays of gleaming ampoules distilled from Segojan’s fungi into clean, standardized medicines. Flandal walks these ways with visor up and smile sharp, patient with the earnest, relentless with the lazy, and at his most radiant when a student’s first blade rings true.  

Customs and Law

Heat-Right: Any creature may step to a public hearth to finish a lifesaving repair or craft a protector’s tool—no coin, only credit in the ledger. Abusers find irons cold to their touch for a season.   Measure True: Scales and yards are sacrosanct; every shop keeps an Honest Measure—tamper one, and your own tools warp until restitution is paid.   Worksong Code: Hammers sing the law. When the cadence shifts to Red Beat, all shop-talk ceases and safety orders carry absolute weight.   Guest Guild: Outsiders may petition to work a bench; three masters must sponsor you, and your first piece is gifted to the commons.   Draught Ethic: Strong medicine is for pain, peril, or pledge—never for idle haze. Dosing without consent is treated as assault.

Geography

Notable Locations

The River of Silver Fire
A narrow, guarded flume where Mithril runs like quicksilver at festival’s height; a ladle of its light anoints a new master.  
The Grange of Hundred Dies
Vaulted press-hall stamping standard parts for bridges, pumps, and braces, kept open to any settlement with need and a fair plan.  
Clinic of the Hammered Heart
Ward and workshop combined, where prosthetics and plated splints are forged to fit while the patient learns the songs.  
The Quench of Queens
Seven sacred tanks, oil, brine, snowmelt, beer, wine, milk, and plain water, each used under strict rite for a different lesson in temper.  
The Scrap Choir
A heap of broken tools that sing faintly until someone names their fault aloud; the song ceases, and the heap gives back a lesson-token.  
The Ring of Hammers
Public forges, bellows halls, and quench-courts where apprentices learn cadence and care. Every blow writes faint temper-runes across the guardrails’ aetherglass.  
Ore-Wind Galleries
Long, cool adits where ore dries in a singing draft; smelters read the wind for sulfur and sweet rock.  
Memory Hearths
The core furnaces, silver-veined brick that remembers exact heats. Masters can recall a prior temper by chant and tap.  
Pharmaciae Galleries
Bright, tiled labs where Segojan’s wild cures are standardized into tonics, anesthetics, salves, and battlefield injectors. Copper stills whisper; ledgers are meticulous.  
Anvil Senate
A stepped chamber of anvils where guilds, Brotherhood, and Apothecary Alliance settle codes and prices. Mallets ring aye/nay.  
Shaft-Gates
Locked, oath-bound tunnels to Elemental Plane of Earth, Ysgard’s smith-halls, portals to mineral planes, and (under heavy seal) Acheron’s war foundries. Each gate bears an iron catechism of fair trade.  

Travel and Access

Seven-Locks to the Midrun
Steam elevators rise to crane-docks that exchange with Dothion’s Brasswork Bazaar and trial gear to Shurrock.  
Great Mountain
A pressure-door opens by pledge and knock; xorn customs check for cursed ore and slave-iron.  
Ysgard’s Link
A rope-bridge of chain and a chorus of rivets lead to cliff forges where storm-steel is tempered in snowmelt.  
Mineral Thread
A glittering crack many planes of Minerals, strict rationing keeps greed from collapsing the seam.  
Sealed Acheron Gate
Kept under vow and ward; opened only for rescue, ransom, or treaties against slave-smithy.  

Inhabitants

Petitioners of the Forge
Artisans, miners, fitters, riggers, reborn at their prime, soot-smiled and strong-backed. They gain steady hands and a sense for honest metal; those who cheat a measure find their grip betrays them until they make right.  
Clergy of Flandal
Masters, inspectors, and mentors who prize safety drills as highly as song. They lead shifts, audit rigs, sponsor new shops, and keep the Hammer Hymns that time the work.

Localized Phenomena

True Temper Haze
Heat-shimmer that outlines hidden flaws. Those who heed it avoid hairline cracks; those who defy it hear that crack later.  
Kindling Debt
Cheat wages or skimp safety, and for a while your fires gutter, flux runs filthy, and sand pits. Making amends relights the coals.  
Runaway Flux
Mishandled reagents bloom into glassy slag and choking glitter. The floor tilts subtly toward sluices; follow the flow to the kill-switch.  
Rust Wake
Summoned or careless corrosion scars a bay; until a ritual cleansing, iron nearby ages a year each day of work.  
Mithril Murmur
The rumored liquid vein hums like a choir. When it swells, apprentices dream perfect joints; when it sinks, all clamps squeak at once.  
Forge’s Favor
Crafting, repairing, and consecrating tools for communal use lean true; fabricate/make whole/magic weapon feel cleaner.  
Oathsteel
Bind a project with a spoken vow at the Anvil Senate; that item resists rust, lies straight on the line, and holds an edge longer when used to protect.  
Apothecary’s Edge
Brewing curatives with realm-certified recipes grants steadier outcomes; mass care for a crew carries farther than solo dosing.  
Cadence Casting
Working magic on the hammer’s beat steadies concentration; benign spells read as part of the job.  
Appointment Travel
Way-walks and teleports keyed to delivery of lifesaving tools or medicines arrive with uncommon precision; casual hops meander.
Trait Type
Description
Gravity Normal
Time Normal.
Shape & Size Finite-Tiered. A single vast hill above; below, seven spoke-warrens (the Seven Shops) ring a miles-deep core. Four great Shaft-Gates lead outward under ward and oath. The Plane is ever expanding.
Morphic Traits Craft-Harmonious as in building or repairing for the common good is easierare enhanced; mundane build time halved). Shoddy shortcuts resist the hand are impeded.
Elemental Energy None Dominant
Alignment Strongly Good, mildly Lawful.
Magic Fabricate, make whole, heat/chill metal, magic weapon/greater, keen edge, wall of iron/stone/steel (homebrew equivalents), resist energy (fire), endure elements, protection from energy (fire), transmute metal/stone, stone shape, communal align weapon, restoration, remove disease/poison, and alchemy-adjacent effects (elixirs, antitoxins) feel truer are enhanced. While, rusting grasp and corrosives used wantonly draw the realm’s ire are impeded; necromancy that creates or compels undead automatically fails unless explicitly sanctioned for a memorial lesson.
Type
Dimensional plane
Location under
Owner/Ruler

Comments

Please Login in order to comment!
Powered by World Anvil