"Forget the stout granite walls and iron gates... you
can see the strength of this city embodied in its people. You can see it reflected in
their eyes and in the gleam of their blades. You can feel it with a strong handshake.
Hands callused by a life of labor, undaunted by hardships and impervious to fear."
- Ghorran of Ghorran's Fine Wares, Forge
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| Ruler | His August Supremacy, Master of the Forges, Lord Protector of the Alliance, King Theodore IV |
| Population | 55,800 |
| Demographics | Human 40%, Dwarven 40%, Elven 10%, Grum 6%, Avarian 4% |
| Languages | Dwarven 45%, Northern 45%, Elven 5%, Avarese 5% |
| Nationality | Uthran |
| National Colors | Black and grey |
| Year Founded | 1993 |
| Currency | A mix of dwarven and northern. |
| Natural Resources and Manufactured Goods | Extensive mining operations are in place to take advantage of the rich deposits of iron ore, zinc, copper, silver, clay, marble, stone, gold and platinum. Ulkran also exports a great deal of armor, weapons and stonework |
| Wealth | Wealthy |
| Government Type | Aristocratic Monarchy |
| Government Stability | Stable |
| Allies | Urmordia, Ulkran, Normidia, Arkalia |
| Enemies | None |
| Walled | Yes |
| Crime Level | Moderate |
| Technology Level | Pre-Industrial |
| Primary Religion | Gorkon |
| Other Religions | Qurtra, Sakyr, Kalishiba, Ukharan, Wardegar, Barrinor |
| Climate | Temperate |
| Terrain | Lightly forested hills |
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Likewise, the layout of the city is very dwarven in that streets tend to be straight and evenly spaced. There is very little variation from this "grid" layout. Unlike the narrow, muddy streets one finds in many other cities, the streets of Forge are wide and well made, being paved with flat stone tiles that fit tightly together. Overall, Forge has the best streets and roads to be found in the west.
Forge is a relatively clean and safe city. Human-dwarf relations are very good and most races are tolerated, though the city guards will keep a close eye on ogres, orcs and the like. The ringing of hammers from the local smithies can be heard in most parts of the city. The city guards are well armed and well trained. These four man teams are a common sight.
Because of its architecture and crafts, Forge has been given the nickname the "City of Stone and Steel".
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Royal Palace of Forge
The Royal Palace of Forge exemplifies the
spirit of the city in its architecture. It is exceptionally well built and crafted
entirely of huge stone blocks that fit together perfectly. The outer walls are elaborately
decorated with bas-relief pictures from dwarven mythology and phrases from dwarven wisdom.
The structure of this building is equally impressive in that many of the walls are 15 feet
thick. This, combined with the fact that the Palace has few windows, gives the impression
of being inside a cave when one is walking its dark corridors. But the dwarven staff seems
to like it that way. Several chambers in this building are fashioned entirely from Girrall
(which blocks magic). The conference room is one such room and this construction prevents
all magical scrying and divination spells from breaching Forge security.
Royal Forgers Hall
The Royal Forgers Hall is a stout, four story stone building that
houses the main city armory and the offices, barracks and training facilities of
the Royal Forgers.
The Craftsmen Academy
The Craftsmans Academy is a place of learning for all manner
of trades black smithing, stone masonry, wood working, leather working, mining,
engineering, etc. Tarrin, the administrator of this school, is a very tall, balding human
male that wears a leather apron and tool belt everywhere. Technically, he is in charge of
the academy but really despises administrative work and can often be found tinkering on a
project in one of the shops. The school graduates about a half dozen journeymen each year.
The Emporium
The city market square of Forge is actually contained within a single building.
This massive stone hall is a rectangular 300 feet long by 100 feet wide. Huge stone
pillars support a roof some 60 feet above the floor. Trading and selling continues day and
night here, but once each month a market day is held and this hall is crowded with those
hawking their wares. The Emporium has its own "house guard" of twenty heavily
armed and well paid men that keep the peace and enforce a sizeable tax on all
transactions.
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The city guards of Forge are called the "Royal Forgers". This force consists of 1,200 well equipped and well trained men and woman. Almost all are human or dwarven and many have the blood of both races. They are armed with heavy, broad blades of fine steel and a distinctive armor which consists of heavy square overlapping plates of metal over leather and padding. This force patrols the city day and night in groups of four. The Royal Forgers, also patrol the countryside just outside the city walls, guard the city gates and inspect caravans entering the city.
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Major temples include: Gorkon, Sakyr, Ukharan and Uxamar. Minor churches and shrines include: Izmerrul, Qurtra, Wardegar, Barrinor and Daramis.
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The Gargoyle's Perch
A large and ornate monument displaying some fifty gargoyles perched on ledges and
platforms arranged around a central spire. The entire construct is fashioned of a
variety
of stones and metals, chain and leather trimmings. This work was commissioned by the King
many years ago as a cooperative effort among all the craftsmen in town. It is a symbol of
the city's strength, technical prowess and unity. The Gargoyle's Perch stands 100 feet
tall and the base is 30 feet wide.
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King Theodore Bretain IV The Learned
A short, but well muscled middle aged man with reddish brown hair, a thick beard
and balding head. Theodore is the fourth male of the Bretain line to hold the
throne and, like many of that line, has some dwarven blood in him
which is most apparent in his stocky build. Other dwarvish features are apparent
in his large
nose and deep belly laugh. Like his father before him, Theodore is deeply
concerned with the "vision" of Uthran... the merging of two cultures
into onw which is richer than either is alone. Theodore is an intelligent man who reads
voraciously of many subjects. He has mastered several languages, writes a great
deal and enjoys nothing more than finding a quiet corner of the palace to read a
newly acquired book.
Queen Isadris Bretain
The queen of Uthran is a human woman named Isadris. She is a short, chubby
little thing, but actually has no dwarven blood in her. Isadris is renowned for
her extensive collection of wigs which she wears quiet often. These wigs are
colored, often powdered and each more outrageous than the last. Isadris is a
good hearted person, although a bit eccentric. She wears gaudy clothing and too
much makeup, but everyone loves her as she is so generous with her money, hugs
and advice. She is the life of every party. She does have a tendency to flirt
with younger men, especially adventurer types.
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| No | Name | Owner/Operator | Description |
| 1 | Iron Worm | Angus | Inn/Tavern - The Iron Worm is an inn and tavern run by an irreverent dwarven brewer and barkeep who also happens to be a respected member of the local thieves guild. Angus is very good at picking locks and has quite an elaborate lock picking tool set. Angus is Nojstans brother (see below) and every time Nojstan creates a new lock, Angus will find a way to pick it open. This little mechanical war has been going on longer than anyone can remember. Angus is optimistic to the point of being happy-go-lucky. He always seems to be in a good mood and never seems phased by anything. The Iron Worm is named for a large mechanical snake-shaped creation that hangs above the bar. Nojstan was commissioned to fashion the metal worm long ago, but then the man who ordered it died before he could pay. No one knows what it was going to be used for. It has become one of the best known conversation pieces in Forge. |
| 2 | Ghorran's Fine Wares | Ghorran | General Store and Trading Post - Like many of the buildings throughout Forge, this general store and trading post is exceptionally well built and is almost entirely composed of tight fitting stones and iron trimming. Gorran, a handsome, well built man of 35, conducts a thriving business and counts many in the city as his friend. His shop carries just about anything you could want mining equipment, metal smithing tools, ingots of workable metal, clothing, weapons, armor, wilderness gear, tools, dry rations and other food that travels well, pots and pans, maps, lantern oil, coal, firewood and a wide variety of other goods. |
| 3 | Lucky Horse Shoe | Nojstan | Smithy - Nojstan is incredibly clumsy in every day affairs and is constantly bumping into things and knocking things over. Fortunately, most everything around him in his forge is either stone or metal, so seldom does anything break. Nojstan is a very good smith and gets so caught up in his work that he often forgets to eat or sleep. When an idea catches him, he will pace back and forth in deep thought (and often walk into walls). Nojstan is particularly good at locks and is always trying to come up with a new lock that will baffle his brother, Angus. |
| 4 | Hammer and Anvil | Lokos | Smithy - The Hammer & Anvil is the largest smithy in Forge employing 20 journeyman blacksmiths that work under the watchful eye of Lokos, a master blacksmith and businessman, formerly of Drakkel. The Hammer & Anvil does most of the weaponry and armor for the militia of Forge. Although the Hammer & Anvil creates more work each month than any other smithy in Uthran, many of the other smiths in town grumble beneath their breath that Lokos focuses too much on profit and not enough on quality. |
| 5 | Marble Hall | Mobius | Stone Masonry Shop - The Marble Hall is a stone building fashioned from several different types of stone in an array of architecture meant to show off the skill of the crafter. Mobius, the stone mason that lives and works here with his wife and son, is as proud of his building as he is of his business. |
| 6 | Tan & Creaking | Sakron | Leather Goods and Garment Shop - Sakron is a short human male that runs a fine leather and garment shop. While he fashions saddles, gloves and other leather items, his wife and five daughters mend clothing. The small shop is run out of their home. |
| 7 | Gleaming Eye | Trythok | Jeweler/Money Changer - Trythok is a very wealthy dwarf that has a streak of Drakkellian in him in that he jealously tracks every last iron petty that flows through the city. Trythok is the official money changer of Forge and holds the office by official writ of King Theodoric. Trythok offers a 90% exchange rate and does a good job of exchanging between the many forms of currency that find their way into Forge coffers. Much of the money that circulates in this kingdom is northern and dwarven, although quite a bit of Drakkellian coins also make it to Forge. Trythok also dabbles in gemcutting, appraisal, jewelry and fine art. He operates his business out of his large estate in the south end of town. Besides being a wizard at mathematics, Trythok is known for tirelessly accounting for every last coin, no matter how insignificant, in all of his dealings. |
| 8 | Potter's Wheel | Ukmar | Stone Mason/Pottery Shop - Ukmar is perhaps the best mason and potter in the nation. His pottery and stonework are exquisitely crafted and polished. What is most remarkable is that Ukmar is completely blind and does all of his work by touch alone. His apprentice, Shae, a young human girl, mixes dyes and paints the pottery. Ukmar is very old and respected by all of the dwarves in the city. He is a retired Symul (dwarven judge) from Ulkran and is often called upon to settle disputes. |
| 9 | Iron Guild | Ven Tir | Guild Hall - This is the name of the craftsmens' guild in Forge. Smiths, masons, carpenters, tanners and more are members. Guild Master Ven Tir, a retired smith, runs the guild. |
| 10 | Assassin's Quarrel | Cendath | Tavern/Inn and Thieves Guild - The name of this establishment is an example of the character beneath. This tavern is a front for the local thieves guild and they hold many of their meetings here. In fact, the guild has several secret chambers beneath this building. The local authorities have long suspected that this tavern harbors the leaders of a criminal network, but they have never been able to prove or find anything. The thieves guild of Forge is over 100 members and they are very careful. This tavern is one of the best kept secrets in the city. Only members know of its true nature. Visiting thieves may be contacted by the guild but under no circumstances would they be taken here (except perhaps blindfolded to one of the lower chambers). The tavern was named as it is out of sheer audacity. The master of the thieves guild is smug in his anonimity and does not fear the authorities. Besides monitoring thieving activities in the city, this guild specializes in stealing and smuggling Forge metal and stone work (mostly weapons and armor) out of the city. Cendath is the half-dwarf who runs the place. He is a member of the thieves guild. |
| 11 | Iron Flagon | Manx | Brewery/Pub - Manx is a dwarf brewer with a heart of gold. He loves to brew ale and is actually quite good. But he has a very undwarf streak of compassion in him and undercharges his customers where he could be making a fortune. (Yes, his ale is that good). Often, he will feed a bard for a song, or let a group of muddy travelers stay the night even though they don't quite have enough to pay for the rooms. While his actions will never make him rich, they have made him a beloved town character. Everyone in the city knows Manx and everyone likes him. |
| 12 | The Iron Horse | Argus the Rat | Barding Shop - Argus is a small, wiry man with a scruffy beard and cracked spectacles. He is a coward and somewhat unethical. However, his bony hands can work magic with armor. He is capable of working a variety of materials and can produce just about any kind of armor a customer needs. His specialty, though, is barding. He makes the best barding in the city without a doubt. He has two young apprentices who help out in the shop. A life sized statue of a horse made entirely of armor dominates the center of his shop. |
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This page last updated Monday, October 08, 2007. Copyright 1990-2008 David M. Roomes.