Forgelight isn’t quiet, not at all. The hammering of the smithies, the clash of arms against shields and armor, the roar of the furnaces—these things make the place a tempest of metallic noise.

It isn’t quiet, but the people are hushed. The people here don’t waste words; they go about their business with a grim and admirable efficiency of language and motion that infects the whole ward with seriousness.

Forgelight is the city’s most heavily rebuilt and reordered district, where evidence of the ancient city has to be sought out rather than being obvious. Each time the city has been resettled in past centuries, this district has been a starting point; it has clean water, stable ground, and newer structures.

These days, Forgelight is dominated by House Deneith. The house’s numbers are modest, but its employees are numerous. Martial skill is much prized in Stormreach and Xen’drik, so the house’s Defenders and Blademarks guilds do a booming business. Even a simple club-swinger can make a tempting wage working in the city or accompanying expeditions into the jungle.

Forgelight’s mercenaries fill in for the Stormreach Guard and protect shipments and explorers. Its forges and shops buy, sell, and repair the equipment used by these mercenaries, as well as by adventurers.

Adventure Hooks

  • An independent mercenary company is presenting competition to the Blademarks by undercutting their fees. House Deneith intends to eliminate this rival, an act that could result in open or covert violence. Adventurers could be caught in a brawl between the two groups or hired to help with a strike against one of them.
  • A shipment of exotic metal destined for the Foundry has vanished beneath the waves, attacked by sahuagin. A reward is offered for the metal’s recovery.
  • The tunnels beneath Forgelight are particularly labyrinthine and deep. Regular work is available to those willing to sweep through the tunnels and sunken buildings, clearing out trouble.