Nebular Forge

Carved into the volcanic shelf of the world’s oldest tectonic rift, the Nebular Forge is an academy of creation and transmutation where fire meets form, and alchemy becomes art. Its great crucibles and living furnaces are fueled by everburning braziers gifted by primordial elementals, and its forges resonate with the pulse of world-shaping magic.

The Forge rose from the ruins of the subterranean city-state of Halvakar, destroyed in a cataclysmic experiment that attempted to transmute death itself. In its place, the first Forgebinder, Mael Caldrith, forged an accord with the alchemical spirits that haunted the breach — building a new bastion of controlled experimentation and disciplined creation.

“Creation is not invention — it is revelation through fire.”

— Mael Caldrith, First Forgebinder

The Nebular Forge trains alchemists, artificers, transmuters, and elementalists. Students learn to shape raw matter with intent, transmute impossible alloys, and bind volatile spirits into golems, constructs, and weapons. Lessons often occur in laboratories reinforced with time-dampening enchantments, lest experiments reshape the very halls they’re conducted in.

Staff are known as Forgebinders and are chosen not only for their mastery of transmutation but for their capacity to impose will upon unstable essence. The High Forgebinder serves both as headmaster and overseer of the Deep Crucible — a massive living forge said to hold the blueprints of potential realities.

“Every atom remembers what it could become.”

— Irva Tenal, Chronoalchemist

The Forge’s population is considerable — second only to the Solar Order — as it attracts aspiring creators from all walks of life. Admission tests combine magical aptitude with a test of invention: candidates must submit a working prototype of a new alchemical or transmutative design, judged by a council of elementals and professors alike.

In the heart of the Nebular Forge, creation is a crucible — and only those who endure its heat are worthy of reshaping the world.


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Common Classes

Inventors, magical artisans, and seekers of transformation gather at the Forge. Ever in pursuit of creation and refinement, its halls echo with the alchemy of mind and matter reshaped through will. The boundaries of body, magic, and mechanism blur here—no discipline is too strange, no theory too heretical, if it furthers the arc of invention.

Artificer (All subclasses) – The quintessential Forge practitioner. From arcane exosuits to alchemical munitions, their genius fuels Isperia’s most advanced constructs.

Wizard (Transmutation / War Magic) – Scholars who bend the laws of substance, or reinforce them into wards of terrifying efficiency. Their magic is forged, not found.

Sorcerer (Stone Sorcery / Clockwork Soul) – Born with inner engines or elemental matrices, these casters are living prototypes—walking junctions of will and wonder.

Druid (Circle of the Land – Mountain / Earth) – Stewards of raw form. They understand stone and ore as sacred templates, not barriers.

Machinist (Automaton Bond / Arcforge Discipline) – Those who forge intimate bonds with sentient constructs, or channel spellwork through calibrated arc-filament tools. Their talents turn theory into thunder.

Transmutant (Living Alloy / Essence Weaver) – Visionaries who use their own bodies as the canvas of creation, fusing flesh with fluid metal, mutagenic crystals, or adaptable arcana. A Forge without a crucible is just a fire.

“If it does not hum, click, or glow unexpectedly—it’s probably not worth building.”

— Tessia Trueloom, Self-Refining Transmutant, Fifth Refinement Cycle