Newforge

"The Dwarfish arrived here five centuries ago bloodied nearly to death; Yet as a testament to their ceaseless grit, they arose five centuries later a force of respect and strength felt in Gaiatia's every shadowy crevice." -Walton Bellum, Dwarfish Soldier.

Nestled deep within the Cloudrend Mountains, Newforge is a testament to the resilience and iron will of the Dwarfish people. Following the Great Schism, when their once-proud cities were shattered and buried beneath the ruins of war, they carved out a new existence with the great city of Newforge, hundreds of miles from home. Newforge was never meant to be a replacement for what was lost, nothing could be, but it became something new, a fortress-state, a sanctuary of industry and defiance, the last great hold of the Dwarfish race. Though technically independent from Everwealth, the Ironclad Republic of Newforge and the Kingdom of Men share an unspoken bond, a brotherhood forged in the fires of war. While humans remember the sacrifices the Dwarfs made to stem the tide of Elfese invaders during the Schism, they also understand their reluctance to bleed for another war, not when their numbers have yet to recover.

Demographics

Newforge is a city of stone and steel, its tunnels and halls bustling with Dwarfish workers, craftsfolk, and merchants. While Dwarfs make up the overwhelming majority, a small population of Humans and Gnomes have made their homes here, either through business ties or rare friendships forged over generations. Unlike Everwealth’s stratified social order, wealth in Newforge is measured in skill and contribution—artisans, miners, and laborers are honored for their work, while those who do not earn their keep are given little respect. That is not to say there are no disparities, though work is rewarded, power still pools at the top, and those who control trade, exports, and resources often hold more sway than the Republic itself.

Government

Newforge is ruled by the Ironclad Republic, a Dwarfish oligarchy composed of high-ranking forge lords, guild leaders, and elected overseers who govern both the city and its vast subterranean network. In theory, each Dwarf has a voice, their vote counted in the Republic’s great assembly halls. In practice, the wealthiest and most influential families, those who own the forges, the mines, and the lucrative trade routes, hold the true power. The High Overseer, currently Baldric Ironbrand, acts as the city’s figurehead, though he must constantly navigate the cutthroat politics of the Cartels and the guilds.

Defences

The city itself is a fortress, ringed by sheer mountain cliffs and hidden tunnels known only to its inhabitants. The outer walls, carved from the Cloudrend’s toughest rock, are reinforced with layers of steel and runic wards. Watchtowers and artillery positions dot the cliffsides, while the Ironclad Guard, Newforge’s elite warriors, ensure that no unwelcome guests make it inside. Below, the subterranean levels provide fallback positions in case of siege, their halls designed for brutal chokepoint warfare. Despite its fortifications, the city’s true weakness lies in its reliance on Everwealth’s trade network, though self-sufficient in many respects, a prolonged siege would eventually starve them out.

Industry & Trade

Newforge is the beating heart of Everwealth’s metallurgy and stonework, its forges producing the kingdom’s finest weapons, armor, and construction materials. The city exports refined steel, enchanted alloys, rare gemstones, and artisanal crafts that fetch a high price in markets across the continent. However, the Ironclad Republic strictly regulates the sale of its most valuable material, Forge Spice, a strange amber powder used in their famed mage-smithing. The Cartels, however, have no such qualms, smuggling it beyond the mountains to those who can afford it. While their economy is strong, Newforge relies on Everwealth for food, textiles, and certain alchemical reagents, creating a complicated relationship where both sides need each other, but neither fully trusts the other.

Infrastructure

Newforge is built both above and below ground, its surface level dominated by massive stone towers, reinforced battlements, and vast smithing districts, where the streets burn hot with the glow of molten metal. Below, the Deep Halls stretch for miles, an intricate maze of tunnels, workshops, and residential quarters carved into the mountain itself. Great elevators powered by steam and magick ferry goods and workers between levels, while underground rivers provide fresh water. The forges never go cold, their fires burning day and night to keep up with demand.

Districts

  • The Forgeway – The industrial heart of the city, where smiths and craftsmen work tirelessly, hammering out weapons, armor, and intricate Dwarfish engineering.
  • Highthane Hold – The seat of the Ironclad Republic, a heavily fortified citadel where the most powerful Dwarfs convene to decide the fate of their people.
  • The Smuggler’s Causeway – A hidden network of tunnels used by the Cartels to move illicit goods, bypassing Republic regulations.
  • The Underhalls – A vast subterranean district where most of the population resides, its cavernous streets lined with homes, taverns, and market squares.

Assets

Newforge’s greatest wealth lies in its mineral abundance, industrial dominance, and closely guarded secrets of Dwarfish craftsmanship. Its forges and mines produce some of the most coveted materials in Everwealth, yet much of their true value lies not in what they sell, but in what they choose to withhold. The Emberfall Forges serve as the city's industrial heart, producing superior steel, enchanted alloys, and mastercrafted weaponry that few outside the Dwarfish people can replicate. While Newforge officially exports high-quality arms and armor to Everwealth, its finest works, blades tempered with Forge Spice, rune-engraved plate armor, and reinforced siege engines, remain within the Republic’s hands, ensuring their own supremacy.  
  • The Deep Mines yield a wealth of iron, mithril, gemstones, and rare arcane minerals, fueling both their economy and the black market. Among these, Forge Spiceremains the most mysterious and valuable asset, a strange amber powder used exclusively by Dwarfish mage-smiths to bolster the strength and durability of their craft beyond conventional metallurgy. While the Republic keeps its production under strict control, the Cartels see to it that some of it finds its way into the hands of smugglers, mercenaries, and warlords across Everwealth.
  • Beneath the city, the Ashen Pit serves as both a refinery and a prison, where criminals and debtors work under grueling conditions to extract and process volatile minerals. Though officially condemned by the Republic, it remains an open secret that its operations keep the wealth flowing.
  • The Runestone Vaults, hidden deep beneath Highthane Hold, contain centuries-old treasures, enchanted relics, and vast stockpiles of gold, ensuring that even if war were to come to their gates, Newforge would never be truly bankrupt. In times of crisis, this hidden wealth allows the city to buy loyalty, mercenaries, and strategic alliances, keeping the Ironclad Republic secure even when its walls are threatened.
  • Beyond material wealth, Newforge’s greatest asset is its people, hardened laborers, master smiths, and a warrior class that does not break. The Dwarfs do not waste time with frivolity; every hammer stroke, every battle-scarred veteran, and every carefully engineered defense ensures that the city remains untouchable. While Everwealth fights its wars and the world shifts around them, Newforge endures, because that is what the Dwarfish do.

Guilds and Factions

  • The Forge Guild – The dominant crafting guild, responsible for overseeing weapon and armor production, as well as construction projects.
  • The Ironclad Guard – The city’s standing military force, fiercely loyal to the Republic.
  • The Dwarfish Cartel – A tight collection of crime families and smugglers, dealing in restricted goods, from Forge Spice to illegal enchanted weaponry.

History

When the Schism tore through the land, the Dwarfish strongholds of old were among the first to fall. Entire generations were wiped out as the war shattered their cities, forcing the survivors to flee into the Cloudrend Mountains. There, under desperate conditions, they built Newforge, not as a monument to the past, but as a bulwark for the future. The early days were brutal, resources were scarce, avalanches and cave-ins frequent, and starvation a constant threat. But the Dwarfs endured, their stubbornness and craftsmanship shaping the fortress-city into an industrial powerhouse. Though technically independent, their alliance with Everwealth remains unbroken, a rare brotherhood forged through shared suffering and mutual respect.

Points of interest

  • The Anvil Throne – A massive stone seat carved into the heart of Highthane Hold, where the High Overseer holds court.
  • The Emberfall Forges – A legendary smithy where master mage-smiths craft the most powerful weapons known to the kingdom.
  • The Ashen Pit – A deep, smoldering cavern where Forge Spice is refined, its true origins a closely guarded secret.

Tourism

Few outside the Dwarfish people visit Newforge, save for merchants, diplomats, and scholars eager to study their craftsmanship. However, the city does attract adventurers and mercenaries seeking custom weaponry or training from some of the best warriors in the world. Visitors are welcome, but only if they prove useful.

Architecture

Newforge’s architecture is pure function over form stone-hewn halls, reinforced battlements, and intricate runic engravings that channel heat and ward against collapse. While some ancient Dwarfish artistry remains, much of the city is built for endurance, its beauty found in its sheer permanence.

Geography

The city sits deep in the Cloudrend Mountains, its surface-level structures clinging to the mountainside, while the bulk of the city extends beneath, winding through underground caverns and lava-heated halls. The terrain is treacherous, filled with steep cliffs, deep ravines, and avalanche-prone slopes, making the city nearly impenetrable to invading forces.

Climate

Cold dominates the higher levels, snow and frost covering the peaks year-round, but the deep tunnels maintain a steady warmth from geothermal vents. The forges themselves create pockets of intense heat, making some districts sweltering while others remain bitterly cold.

Natural Resources

Newforge sits atop vast iron, mithril, and gemstone deposits, its mines yielding materials that fuel both its economy and Everwealth’s military. Underground lava vents provide natural heat for smithing, while deep reservoirs supply fresh water. However, food must be imported, and the city relies heavily on Everwealth’s grain and livestock to sustain its population.
Founding Date
3 CA
Alternative Name(s)
'Doorway to the Dwarflands'
Population
60,000.
Inhabitant Demonym
Irons.

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