The Legend of Entho Forgewrigh - wwestlake/Steamforge GitHub Wiki
The Legend of Entho Forgewright and the Birth of the Steamforge
I. Prologue – The Age of Purity
In the time before the world fractured, there existed harmony between the arcane forces and the natural realms. Magic was not wielded—it was revered. Each of the Three Magical Realms guarded a Sacred Stone, embodiments of primal forces:
- Aetherstone, the crystal of clarity and thought, seated high in the wind-carved sanctum of the Mindspire Peaks.
- Pyrestone, the flame of creation and passion, burning eternally at the heart of the Embermere Temple.
- Tidestone, the font of transformation and flow, guarded deep beneath the tidal sanctuaries of Vael’s Hollow.
These Stones were entrusted to the High Priests of each realm, who ensured balance, stability, and the responsible use of magic. Under their guidance, spells were precise, predictable, and sacred. Civilization moved slowly, deliberately, untouched by machines or industrial ambition.
But not all were content with stagnation.
Entho Forgewright, once a prodigy of the Technic Orders, saw magic as more than tradition. To him, it was potential—untapped fuel. Exiled for heretical experiments that attempted to bind spellcraft to gearworks and pressure engines, he vanished into the northern wastes.
There, amid iron cliffs and steam-veiled valleys, he began a forbidden labor. His vision: to forge a union between two forces the world had kept apart.
He would build the Steamforge—and in doing so, ignite a new era.
II. Act One – The Theft of Power
The Temple of Embermere stood atop a mesa of volcanic stone, its obsidian spires crowned in flickering crimson light. Beneath its gilded domes rested the Pyrestone—a living flame sealed in crystal, pulsing with creation’s breath. It was the holiest of the three Sacred Stones, entrusted to the Fire Priests and guarded for centuries by oath and fire.
Entho Forgewright stood at the temple’s threshold under a false name, his robes altered, his credentials forged from old Technic glyphs. The fire guardians did not know him—yet his hands did not tremble. He had studied every entry rite, every guard rotation, every emergency protocol.
For weeks, he moved among them as a visiting scholar, cataloging fire glyphs, feigning reverence, all while preparing the theft that would reshape the world.
On the third night of the high solstice, while Embermere erupted in chants and offerings, Entho struck.
Through a hidden corridor beneath the western library, he breached the inner sanctum. His tools were a blend of magic and machine—silent steam-picks, runes bound to gears. At the chamber's heart, the Pyrestone floated, humming with warmth and warning.
He hesitated, not out of doubt—but awe. He reached out.
The Pyrestone screamed.
The sound was not heard by ears, but felt in the marrow—across the temple, across the land. Priests fell to their knees. Flame gutters burst. Statues cracked.
But Entho emerged into the night with the Pyrestone sealed in a vault of alloyed glass and cold-iron rings. He vanished into the northern dark, chased by lightning and broken prayers.
The High Priests, in a panic, scattered the remaining Stones—Aetherstone hidden in mountain storms, Tidestone sunk into the deepest ocean caves.
Entho’s name was burned from the magical records, and the hunt for him began. Yet none could catch him.
He had what he needed. And in the deep, he began to build.
III. Act Two – The Forge Ignites
The Ironvale mountains were an unforgiving wilderness of black stone and ceaseless fog. It was here, deep in a hidden chasm scorched by ancient lava flows, that Entho Forgewright chose to shape destiny. His vision had become obsession—one stone, one engine, to prove the world wrong.
At the heart of a carved chamber, lined with obsidian and enchanted copper, Entho laid the Pyrestone into a housing of clocksteel and enchanted brass. The engine was vast—a monstrous lung of iron bellows and sigil-marked pipes. Aether-conductive channels ran like veins across its frame, pulsing faintly with dormant power.
When he turned the key, the engine screamed.
A pulse echoed outward like a silent explosion—no sound, but everything shifted. Nearby wildlife convulsed and fled. Trees warped. The sky flickered like a dying flame. But the gears turned. The pistons moved. And steam, infused with arcane light, hissed forth from the vents.
Magic had become fuel.
But the consequences were immediate. Spells cast in the region began to fracture—some doubled in strength, others reversed. A mage summoning rain brought fire. Creatures touched by the aether-steam began to mutate. A herd of mountain goats grew armored scales. A local predator gained human-like speech before vanishing into madness.
Entho documented everything. He called the phenomenon "magitech resonance"—a side effect, he claimed, of incomplete balance. He believed if he could find the other two Stones, the chaos would stabilize, and the machine would sing.
Despite the risks, he saw only success. Word spread quietly through rogue academies and tinker guilds. A few came seeking knowledge. Others came seeking power.
Entho welcomed them all.
The Forge was lit. The world had begun to change.
- Upon activation, reality begins to bend—the fusion of magic and steam technology causes:
- Spells to mutate unpredictably
- Animals to become erratic or monstrous
- Atmospheric anomalies (shattered weather, floating rocks, magic storms)
- Despite this, Entho sees it as a success: a new path for civilization, powered by magic-refined steam.
IV. Act Three – Consequence and Fracture
The spread of Steamforged technology was swift and seductive. Cities that once relied on old magic or primitive labor suddenly glowed with aether-lamps and pulsed with steam-charged engines. Iron rails replaced dirt paths. Food production soared. Communication devices hummed with low, arcane buzz.
But the edges of these cities told a different story. Villages at the borders fell into decay as their weather shifted unnaturally—blizzards in summer, droughts in spring. Forests near steam towers twisted, trees growing in spirals, sap turning black. Magic became... unreliable.
Spells misfired. Healers accidentally summoned rot. Enchantments decayed overnight or exploded in flashes of blue fire. The Pyrestone’s resonance had bled into the weave of reality, and every spellcaster felt it.
The High Priests branded the Steamforge a blasphemy. The sacred Stones, they argued, were meant to channel, not combust. They sent emissaries to reason with Entho.
He sent them away.
But not all shunned him. Scholars, inventors, exiled mages—those disillusioned by the rigidity of the magical order—flocked to Ironvale. They became the First Steam Circle, a coalition of thinkers, tinkerers, and revolutionaries. Together, they expanded the Steamforge’s capabilities—constructing automatons, crafting tools that could mimic low-tier spells, and harvesting ambient magic from leyline ruptures.
Then came the catastrophe.
A new city, Tarnbraid, attempted to install a secondary Steamforge Core—smaller, modular, and meant for testing. It was meant to power the entire district with aether-infused steam.
Something went wrong. The containment runes failed.
The explosion flattened three districts. Survivors spoke of time loops, melting buildings, people aging backward or freezing mid-motion. A magical reactor meltdown unlike anything ever recorded.
Entho disappeared from public view for months after. Rumors spread: some said he wept beside the wreckage for days. Others claimed he had no remorse, only calculations. The truth lay buried beneath ash and silence.
For the first time, even some of the Steam Circle began to question what they had awakened.
The world teetered, and Entho watched it bend.
- Magical practitioners find their power unreliable or corrupted. Priests call the forge a blasphemy.
- Rogue scholars and inventors flock to Entho’s side, forming the First Steam Circle.
- One failed experiment in a populated city results in massive loss of life—a magical reactor meltdown.
- Entho becomes reclusive, torn between guilt and pride.
V. Act Four – The War of Silence
Fear spread like wildfire across the fractured realms. The Magic Faction, deeply shaken by the catastrophe at Tarnbraid and the growing instability of the arcane weave, declared the Steamforge a heretical abomination. Secret councils were held. Old weapons were unearthed. Ancient oaths, once dormant, were invoked.
The High Priests authorized a silent campaign. Not open war—but whispers, blades in the dark, and spies in steam-cloaked cities. Assassins cloaked in silence sought Entho’s life. Agents of the arcane moved through the Steam Circle, sowing doubt and fear.
But Entho had prepared.
His closest allies—those loyal to the vision of steam and sorcery united—formed the Ironguard, a clandestine defense force loyal only to the Forge. Counter-espionage, misdirection, and deception became a cold war beneath the surface.
In response to mounting threats, the cities aligned with the Tech cause began to arm themselves. No longer content with defensive machinery, they built constructs—metallic soldiers infused with resonance tech, walking armor powered by refined arcana.
Border skirmishes erupted in remote regions. Saboteurs struck leyline nodes. Magical beasts, twisted by residual Forge magic, were weaponized. Yet no full-scale war came.
What emerged instead was the Treaty of Gearsong—a tense ceasefire signed under the watch of neutral arbiters. It forbade deployment of Steamforge Cores in unregulated territories and promised open investigation into magical disruptions. Neither side truly honored it.
Amid this fragile truce, Entho vanished.
No one knew how, or where. Some claimed he ascended into the Forge itself. Others believed he had been betrayed by his own, consumed by the power he had created.
Without its architect, the Steam Circle fractured into factions—some seeking to find the other Stones, others desperate to contain the damage already done.
And the Stones?
Still lost. Still burning with potential. Still waiting.
The world quieted—but only on the surface. Beneath, the war rumbled on in silence.
- The Tech-aligned cities begin militarizing, fearing loss of their new power.
- Espionage, skirmishes, sabotage occur—but an open war is avoided through the Treaty of Gearsong, a temporary ceasefire.
- Entho disappears. His location—and the original Steamforge—are lost to history.
- The other two Stones remain hidden. Some say they’ve merged with nature, others claim they’re entombed in elemental vaults.
VI. Epilogue – The Age of Rupture
Now, the world stands cracked and cautious.
Steam and sorcery run side by side, but never smoothly. In cities that once embraced the Forge, machines hum with uncertain energy. Spells flicker unpredictably. Resonance storms flash across the skies. Old maps are no longer trusted—territories shift with magical distortion. Entire valleys vanish into mist.
Worse still are the forgedbeasts—creatures warped by unstable magitech currents. Once-docile livestock now bear steel plating and echo strange sounds. Wolves breathe cinders. Deer bleed silver. Some say they’re drawn to broken leylines, where magic burns hottest and the air sings like a forge.
Among the people, factions rise.
- The Restorationists, led by reclusive mages and scattered priests, seek to find and return the Stones to their rightful sanctuaries, hoping to restore balance and cleanse the aether.
- The Steambound, descendants of the original Steam Circle, believe in Entho’s vision. They search for the other Stones—not to destroy magic, but to unify it forever with tech.
- And others… darker voices… whisper that the Forge must be reignited. That it still exists, hidden and dormant, waiting for the one who will finish what Entho began.
Legends claim that if the Three Stones are ever brought together again—either in sacred places, or in the heart of the Forge—the world will be remade.
Whether into salvation, synthesis… or ruin, none can say.
But one truth endures:
The Steamforge still waits.. Magic and Tech work in tandem but uneasily—fusions often malfunction.
- Strange creatures roam the land—forgedbeasts, wraithsheep, aether-hounds—creations of broken steam-magic.
- Rumors stir that the Steamforge still exists, and with it the power to:
- Restore the Stones and return the world to a pure magical age.
- Bind all three to the Forge and create a new era of harmony.
- Or, in the wrong hands, unleash total ruin.