Jergervalt Forge

A hammer and anvil is stamped into the forge’s rivetedsteel door, and a cervine Jegervalt guard standing to its rightgives a nod. She bangs the door twice with a gauntleted fist. It swings open a moment later, blasting your faces with the aroma of oil and hot steel. As soon as it’s open, a clanking gear turning overhead closes it tight again.

The forge room is a wide, circular hall with a sturdy brick wall covered in protective wards. Seven wells of magic sit in the floor, with a combination of a smith’s and wizard’s workshop in the center. Hulking, overheated elk and bears occupy five of the forges. Their sweat-caked arms glimmer in the overhead Summerstone’s light, bulging with exertion. Hammers fall and bellow-chains clatter in a rhythmic performance.

Each forge flashes with blue light with the fall of a hammer, hissing strings of magic erupting from the objects within. One maester is plucking the exposed strings of his piece, hooking them around his fingers and weaving them together. The pattern they form changes with each sweep of his hands, gradually reshaping its arcane nature.

A grizzled little otter woman sits amid this circle of height and hulk, dressed like a roughshod member of Allemance’s Crown Guard. A cervine maester at least thrice her size stands over her. The two are in the middle of a friendly argument about the object in the forge—the otter’s dented, bronze prosthetic arm.

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Witch Arm
Wondrous item, rare, requires attunement This articulating, bronze-cast prosthetic limb is filled with animated water that operates the pistons in the joints. Belts and buckles strap it to the torso, and a needle pricks the wearer to mix a drop of blood into the water during attunement.While wearing this arm, it moves and functions the same as a body part, though you cannot feel with it. You can speak its command word as a bonus action to activate it. While active, you add your Charisma bonus to melee weapon damage rolls and Strength checks. This effect lasts 1 minute, or until you end it as a bonus action. The arm can’t be used this way again until the next dawn.