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Setting: Forge

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Ravenous Bugblatter Beast of Traal
So, the default 13th Age setting has some wonderful broad strokes for each table to really make their own. I figured I'd do a series of posts fleshing out some at our table in a way to make it easy to yoink if something strikes your fancy.

* There is a grand spire on top of the highest peak over Forge, to collect the lightning needed to animate the Forgeborn. It also functions as a observation post to watch for the approach of orcs, and a very tiring trip to the top (during clear weather!) is a dock for skyships coming down from the Overworld.
* Dwarven cities are all laid out in the same way, terrain permitting. Outsiders may think this is because dwarves are hidebound, but it's primarily for the benefit of The Reserves*.
* The Reserves are halls beneath Forge, filled with dwarves past their prime but still able to fight, who have been turned to stone. In times of great need they are turned back.
* Dwarven cities, due to number of stories the buildings in the walls of the great caverns, are the densest of any cities. Poorer dwarves need to walk up more floors if they aren't in the compounds of their House.
* Outsiders attribute the ever-present hum to the population, but deep within Forge is (one of?) the last of the World Engines, the others lost deep in the underworld.
* Dwarves have a strong banking tradition, and are much more willing to pay outsiders in drafts they can redeem elsewhere rather than giving out gold that rightfully belongs to the Dwarves.
* Outside the great gates, just outside some legal distance, are tax collectors from the Dragon Empire. With all of the expired mines that now have been replenished, the Dragon Emperor wants a cut before it all disappears into the halls of Forge.
 

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