The air before you shimmers and begins to crackle with magical enegry. Out of nothing an ancient door begins to materilize, it slowly creaks open revealing a soft magical glow coming from inside. The moment you cross the threshold, the world behind you goes quiet—like a door closing at the bottom of the sea. Warmth rolls over your skin in waves: forge-heat braided with the chill of far-off starlight. The shop is vast, deeper than it should be, its rafters lost in shadow. To your left: ranks of weapons and armor, polished and waiting, each marked with a faint, ember-bright sigil. To your right: shelves of stoppered glass and wax-sealed packets, where tinctures glimmer and dried herbs hang like charms. Straight ahead, beyond an iron arch, an impossible library rises in spirals—scrolls, tomes, manuscripts, and songbound folios humming softly as if they remember being spoken aloud.
At the far counter stands a hooded figure, face swallowed by shadow. He does not startle. He does not blink. He simply lifts his head as if you were expected—then the air itself seems to listen.
Vaelith Runehand — Shopkeeper of the Astral Foundry:
“Welcome, traveler. … How may I be of service?”
You stand within star-lit stone and iron. Four archways open from the central crucible. Where will you walk?
⚒️ Forge Hall
Blades, armor, relics — and the quiet music of hammer on anvil.
🧪 Alchemy Wing
Elixirs, tonics, dangerous curios… glass sings softly here.
🌿 Living Garden
Rare flora grown beneath impossible skies and humid astral mist.
📚 Astral Athenaeum
Scrolls, tomes, manuscripts, songs — infinite knowledge, slightly alive.
🧙 Vaelith Runehand
Speak with the steward. Seek quests, trade knowledge, and learn what the Foundry remembers.
📖 Codex & Ledger
Rules of the Foundry — and a living record of your party’s trade, quests, and debts.
Forge Hall
Steel and starlight mingle. Relics rest on iron stands, each bearing the Mark of the Crucible.
Roll Inventory (Forge Hall)
Use this when the party visits the Foundry, or when you want the shop to “rotate” naturally.
Today’s Stock: (roll to generate)
- Common weapon rack (mundane)
- Traveler’s repair kit
- Runed whetstone (minor enchant)
- Shield with maker’s mark
- Starlit chain links (component)
- Tempered ingot (rare metal)
- Enchanted dagger (minor)
- Gauntlets of grip (minor)
- Starfire Brand (mythic)
- Crucible Ember (very rare)
- Armor fitting service (story gate)
- Rune-etch service (limited)
- Weapon reforging (quest token)
- Lost relic rumor (hook)
- Cursed item containment (no sale)
- Blueprint shard (Athenaeum link)
- Dragon-sinew cord
- Moonsteel rivets
- Prototype relic (unstable)
- Legend slot (DM chooses)
Starfire Brand — Blade of the First Crucible
Starfire Brand — Blade of the First Crucible
Mythic • Weapon (Longsword) • Requires Attunement
“This blade was the first I tempered beneath the Crucible when I accepted its burden. It does not burn the hand that wields it — only the path before them.”
— Vaelith Runehand
Origins
The Starfire Brand was the first weapon reforged beneath the Astral Crucible after Vaelith Runehand took stewardship of the Foundry. Its core was shaped from tempered steel and quenched in condensed astral flame — a process not meant for mortal forges.
The blade holds two opposing forces in perfect equilibrium: the destructive heat of the forge and the cold brilliance of the astral void. When drawn in defense of others, the Brand burns with purpose. When drawn for selfish ends, its light dims to a dull ember.
Weapon Properties
You gain a +3 bonus to attack and damage rolls made with this magic weapon. On a hit, the weapon deals an additional 1d6 fire damage and 1d6 radiant damage.
- Astral Flame. The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, you can ignite or extinguish this light.
-
Brand of the Crucible.
When you hit a creature, you can sear it with astral fire (no action required).
The target takes an extra 3d6 fire damage and must succeed on a DC 17 Constitution saving throw or be branded for 1 minute.
A branded creature takes 1d6 radiant damage at the start of each of its turns.
The creature can repeat the save at the end of each of its turns, ending the effect on a success.
Uses: Proficiency Bonus per long rest. - Celestial Cleave. Once per long rest, you can sweep the blade in a wide arc of astral fire. Each creature of your choice within 15 feet must make a DC 18 Dexterity saving throw, taking 4d8 radiant + 4d8 fire damage on a failed save, or half as much on a success.
- Crucible’s Judgment. When you reduce a hostile creature to 0 hit points with this weapon, you gain temporary hit points equal to your proficiency bonus + your Strength or Dexterity modifier (your choice).
Sentience & Will
The Starfire Brand carries a faint echo of the Crucible that forged it. It is not fully sentient, but it responds to intent. When wielded in protection of others, the blade burns brighter, and its light warms rather than sears. When used in cruelty or ambition, its flames grow unstable and lash unpredictably.
“Forged from the heart of a dying star, this blade holds the light of the heavens and the fire of the forge in equal measure.”
Alchemy Wing
Vapors curl. Bottles hum with contained possibility.
Roll Inventory (Alchemy Wing)
Today’s Stock: (roll to generate)
- Simple healing draught
- Antitoxin vial
- Smokebomb tincture
- Truth-salt (ingredient)
- Clarity tea sachet
- Glowmoss extract
- Fire-resist salve
- Frostbite balm
- Elixir of Rewoven Fate (rare)
- Potion of night sight
- Oil of silence (minor)
- Ink of binding (Athenaeum link)
- Stasis ampoule (unstable)
- Reagent bundle (crafting)
- Monster bile bottle (danger)
- Perfume of glamor
- Stone-skin tonic (rare)
- Greater healing (limited)
- Philter of courage
- Legend slot (DM chooses)
Living Garden
Mist, bioluminescence, and living alchemy. Ingredients are grown, not merely gathered.
Roll Inventory (Living Garden)
Today’s Stock: (roll to generate)
- Glowcap cluster
- Emberleaf sprig
- Starseed pod
- Moondew vial
- Ironbark shaving
- Dream-thistle
- Fae pollen sachet
- Root resin lump
- Emberroot cluster (rare)
- Ghost orchid petal
- Venom bloom (danger)
- Sunspore puff
- Stonefruit pit
- Planar moss strip
- Stormbud (unstable)
- Frostfern frond
- Bloodrose thorn
- Silversage bundle
- Seed of recall
- Legend slot (DM chooses)
Astral Athenaeum
Scrolls, tomes, manuscripts, and songs from across the multiverse. It listens. It remembers.
Roll Inventory (Astral Athenaeum)
Today’s Stock: (roll to generate)
- Common scroll (utility)
- Map fragment (half-true)
- Field notes (monster)
- Song-sheet (charm)
- Blank rune-page (craft)
- Ink of memory (rare)
- Minor ward diagram
- Prayer strip (blessing)
- Scroll of the Echoed Step (rare)
- Codex excerpt (prophecy)
- Forbidden index card (danger)
- Language primer
- Seal-breaking sigil
- Hidden door riddle
- Borrowed chapter (must return)
- Curator’s request (quest)
- Atlas of thin places
- Starlit contract page
- Manuscript that rewrites itself
- Legend slot (DM chooses)
Vaelith Runehand
Master of the Astral Foundry • Warden of the Starfire Crucible • Runebinder, Scrollkeeper, and Cultivator
Vaelith Runehand — The Veiled Arch-Artificer
Background
Born of ancient astral elven lineage in the shifting twilight of the Feywild, Vaelith walked a path that spanned empires, wars, and the farthest reaches of the multiverse—scholar of forbidden arcana, blade in imperial ranks, commander of free companies, sovereign of a spelljamming fleet, hermit in the Shadowfell, and seeker of truths hidden beyond the Veil. Across ages uncounted he mastered the forces of life and death, bargained with powers that predate the stars, and gathered relics and knowledge that could unmake lesser minds, until even mastery itself proved hollow before the endless cycle of creation lost and squandered. At the edge of all things he discovered what remained of the first Forge—an ancient crucible where idea becomes reality—its fires fading and its keepers long gone. There, relinquishing the last fragments of his former existence, he bound his will to the Spire and rekindled its dying heart, ascending beyond mortal constraint into something nearer to a demigod of creation. Now known only as Vaelith, he stands as the final Keeper of the Forge, a quiet arbiter of what is made, mended, and remembered across the planes.
Vaelith does not seek power. He seeks balance. He will arm heroes, but never tyrants. He will sell knowledge, but never truth that should not be spoken. And if the Foundry ever judges that the world beyond its doors is no longer worth saving… Vaelith will be the last to leave.
Medium humanoid (Outer Entity) Wizard Artificer, lawful neutral
Armor Class 20 (runic warding, arcane mantle)
Hit Points 225 (18d8 + 144)
Speed 40 ft., climb 40 ft.
STR 18 (+4) DEX 16 (+3) CON 20 (+5)
INT 22 (+6) WIS 18 (+4) CHA 18 (+4)
Saving Throws Dex +9, Con +11, Int +12, Wis +10, Cha +10
Skills Arcana +18, History +12, Insight +10, Perception +10, Persuasion +10, Stealth +9, Smith’s Tools +18, Alchemist’s Supplies +18
Proficiency Bonus +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; fire
Damage Immunities force, necrotic
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 20, Truesight 120 ft.
Languages Common, Draconic, Elvish, Infernal, Celestial, plus gains Tongue of the Sun and Moon and Telepathy
Challenge 19 (22,000 XP) (adjust as needed)
TRAITS
Veiled Form. While Vaelith isn’t in bright sunlight, divination magic that targets him fails unless the caster succeeds on a DC 18 Intelligence check.
Legendary Resistance (3/Day). If Vaelith fails a saving throw, he can choose to succeed instead.
Magic Weapons. Vaelith’s weapon attacks are magical.
Runic Ward. Vaelith has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. Vaelith has the ability to freely cast spells up to 3rd level.
Regeneration. Vaelith regains 15 hit points at the start of his turn if he has at least 1 hit point. If Vaelith takes radiant damage, this trait doesn’t function at the start of his next turn.
SPELLCASTING
Vaelith is a 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks) and is capable of Psionics. Vaelith has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, mending, fire bolt, eldritch blast, viscious mockery, shocking grasp
1st level (6 slots): shield, absorb elements, detect magic, identify
2nd level (5 slots): mirror image, misty step, heat metal
3rd level (5 slots): counterspell, fireball, glyph of warding
4th level (4 slots): greater invisibility, dimension door, fabricate
5th level (3 slots): wall of force, creation
6th level (2 slot): disintegrate
7th level (2 slot): forcecage
8th level (2 slot): antimagic field
9th level (1 slot): power word kill, wish, astral projection
ACTIONS
Multiattack. Vaelith makes two attacks with his runeblade or one runeblade attack and casts a cantrip.
Runeblade. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage plus 9 (2d8) force damage.
Runebound Spark. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 18 (4d8) force damage.
Bind the Counter (Recharge 5–6). Vaelith targets one creature he can see within 60 feet. The target must succeed on a DC 20 Wisdom saving throw or be restrained by spectral chains for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
EQUIPMENT
Runeblade of the Crucible (Attuned). A +2 runeblade etched with living sigils. When Vaelith hits a creature, the target can be Crucible Marked (Vaelith’s choice) until the end of Vaelith’s next turn; Vaelith has advantage on spell attacks against a marked target, and the target sheds dim ember-light.
Mantle of the Veiled Forge. Hooded mantle threaded with star-metal plates. Grants advantage on Stealth checks in dim light and reinforces his fire resistance. Veil of the Counter (1/Short Rest): as a reaction, impose disadvantage on one attack targeting Vaelith.
Runebinder’s Gauntlets. Forging gauntlets inscribed with micro-runes. Vaelith has advantage on Arcana checks related to magical items; he may cast mending or prestidigitation as a bonus action instead of an action.
Aetherfocus Amulet. Crystalline arcane focus suspended over the heart. The listed spell attack and save DC already include its enhancement. Reservoir of the Crucible (1/Long Rest): when Vaelith casts a spell of 5th level or lower, he may do so without expending a spell slot.
Keyring of Impossible Doors. A ring of mismatched keys that do not belong to any mortal lock. Threshold Step (Recharge 5–6): Vaelith may cast dimension door as a bonus action instead of an action.
Ledger of Binding Debts. A black-bound ledger worn at the belt. If a creature has bargained with Vaelith or owes him a favor, Vaelith has advantage on Insight checks against it, and it has disadvantage on Deception checks against him.
LEGENDARY ACTIONS
Vaelith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Vaelith regains spent legendary actions at the start of his turn.
- Attack. Vaelith makes one runeblade attack.
- Move. Vaelith moves up to his speed without provoking opportunity attacks.
- Rune Ward (Costs 2 Actions). Vaelith gains a +3 bonus to AC until the start of his next turn.
DM ONLY: Vaelith’s Second Phase — “Crucible Unveiled”
Trigger: Use this only if the party truly forces Vaelith into a boss fight (threatening the Foundry, breaking the Counter’s Oath, or refusing every off-ramp). Vaelith does not “rage”—he unseals. The Foundry answers.
Visual: The hood lifts—still shadowed—yet the runes along his hands ignite like molten script. The Crucible mark blooms across the floor in a circular ward. Shelves rattle. Candles burn blue. A low, choir-like hum vibrates through iron and bone.
PHASE CHANGES
- AC becomes 22 (the wards thicken). HP gains 60 temporary hit points (Crucible Aegis).
- Speed becomes 40 ft. (astral stride). Vaelith ignores difficult terrain inside the Foundry.
- Damage Resistances: gains resistance to cold and lightning; retains existing resistances/immunities.
- Legendary Resistance: refreshes to 3 uses (even if previously spent).
NEW TRAITS
Crucible Aegis (Temp HP). While Vaelith has any of the temporary hit points granted by this phase, he has advantage on Concentration checks.
Counter-Sanctum. Creatures of Vaelith’s choice within 20 feet of the Counter have disadvantage on saving throws against being restrained or paralyzed.
Warden of Thresholds. Teleportation within the Foundry requires Vaelith’s consent. Enemy teleportation fails unless the creature succeeds on a DC 20 Charisma saving throw (wasted action).
NEW ACTIONS
Crucible Flare (Recharge 5–6). Vaelith releases a wave of starfire in a 30-foot radius. Each creature of his choice must make a DC 20 Dexterity saving throw, taking 35 (10d6) fire damage + 18 (4d8) force damage on a failed save, or half as much on a success. Objects and unattended mundane materials ignite.
Forge-Seal Brand (1/Turn). When Vaelith hits with Runeblade, he may force the target to make a DC 20 Wisdom saving throw or become Branded for 1 minute. While Branded, the creature’s speed is reduced by 10 ft., and it cannot benefit from invisibility. The creature repeats the save at the end of each of its turns, ending the effect on a success.
NEW LEGENDARY ACTIONS
- Starlit Step. Vaelith moves up to half his speed without provoking opportunity attacks.
- Rune Snare (Costs 2 Actions). One creature Vaelith can see within 60 feet must succeed on a DC 20 Strength saving throw or be restrained until the end of its next turn.
- Unmake Ward (Costs 3 Actions). Vaelith ends one spell of 5th level or lower on a creature or object he can see within 60 feet.
Exit Ramp: If the party yields, bargains, or retreats, Vaelith ends the phase immediately—no pursuit beyond the threshold.
Crucible UnveiledLair Actions — The Astral Foundry
When Vaelith is fought within the Astral Foundry, the forge itself can take lair actions. On initiative count 20 (losing initiative ties), Vaelith can take one lair action. He can’t use the same lair action two rounds in a row.
- Starfire Vent. A seam ruptures with astral flame at a point Vaelith can see within 120 ft. Each creature in a 20-ft-radius sphere makes a DC 18 Dex save, taking 6d10 fire + 6d10 radiant on a failure, or half on a success. The area is difficult terrain until the next initiative count 20.
- Chains of the Counter-Forge. Spectral chains lash up to two creatures Vaelith can see within 60 ft. Each must succeed on a DC 18 Str save or be restrained until the next initiative count 20. A restrained creature takes 3d10 force damage at the start of its turn.
- Anvilfall Surge. A heavy iron mass tears along a 60-ft-long, 10-ft-wide line. Each creature in the line makes a DC 18 Dex save, taking 8d10 bludgeoning and falling prone on a failure, or half and no prone on a success.
- Runic Reversal. One creature Vaelith can see within 60 ft that is concentrating must make a DC 18 Con save (disadvantage). On a failure, concentration ends and the creature takes 4d10 psychic damage.
- Quenching Vapor. Steam fills a 30-ft-radius sphere centered on a point Vaelith can see. The area is heavily obscured until the next initiative count 20. Creatures that start their turn there make a DC 16 Con save or are blinded until end of turn.
- Gravitic Reforge. Up to three creatures of Vaelith’s choice within 60 ft make a DC 18 Con save or are hurled up to 20 ft (Vaelith’s choice) and take 4d10 force damage; collision adds 2d10 bludgeoning.
Regional Effects (Optional)
- Living Heat. Flames burn blue-white; unattended metal becomes uncomfortably warm.
- Echoes in Iron. Metal objects faintly resonate with strong emotions from the last 24 hours (DM discretion).
- Shifting Thresholds. Navigation without guidance is difficult; tracking/mapping checks suffer disadvantage.
Ending the Effects: If Vaelith dies or the Foundry is rendered inert, these effects fade over 1d10 days.
Quest Board
The board is not wood, but iron—thin sheets overlapping like scales. Notes are pinned with rivets. Some ink is fresh. Some is centuries old.
Foundry Boons & Bargains
When the party can’t afford an item—or when Vaelith wants something rarer than gold—he offers bargains: short, sharp deals that change the campaign in interesting ways.
- Trade a Secret: Vaelith learns one true secret about a PC’s past. In return: a rare consumable or a one-time upgrade.
- Oath of Return: The party must return a borrowed tome/relief within 7 days. In return: access to higher-tier stock.
- Favor Marker: Vaelith grants a discount, but calls in a favor at an inconvenient time.
- Memory Coin: A PC sacrifices a small memory (their first mentor’s name, a childhood song). In return: a powerful charm for one arc.
Vaelith as Patron (Trust & Unlocks)
Use this when the party returns to the Foundry often, completes commissions, protects the Counter, or pays in knowledge. Trust is not “rep”—it’s the Foundry deciding the story can safely hold stronger relics.
Trust Tiers (Quick Reference)
- 0–1 — Stranger: Basic stock only. Vaelith is polite, distant. Refuses legendary requests.
- 2–3 — Recognized: Minor boons; access to one extra “rare” slot per wing on visits.
- 4–5 — Trusted: Rune-etch service offered; one “favor bargain” per session without escalating cost.
- 6–7 — Bound Ally: Access to restricted Athenaeum index; the Foundry will appear to them once when truly lost.
- 8–9 — Oathbound: Vaelith crafts/loans a signature relic (story-gated). One free reforging/upgrade per arc.
- 10 — Chosen of the Crucible: The Foundry acknowledges them as part of its protection—powerful boons, but heavier consequences.
Codex & Ledger
The Foundry remembers. This page holds the rules of the place — and the living record of your party’s trade, quests, debts, and discoveries.
— Vaelith Runehand
The Foundry Codex
When the Foundry Appears
The Astral Foundry manifests when a story nears a turning point — when an artifact is about to be lost, when knowledge is sought at a price, or when a hero stands at a crossroads. It may appear as a shopfront, a doorway in ruins, a tent on a lonely road, or a door in a dream.
Trade Laws of the Foundry
• Coin is accepted, but never required.
• Knowledge is currency.
• Favors bind stronger than gold.
• Cursed relics are not sold — they are contained.
• The Foundry refuses those who come only to harm the innocent.
• The Counter is Sacred.
• The Athenaeum listens when you lie.
• The Garden remembers hands that harvest without leave.
Using This Site In-Game
Treat each Wing as a location. Use relic dossiers as handouts. Use the ledger below to track purchases, favors owed, and active quests. The “Rumors” section is for information gathering; the “Discoveries” section is for what the party learns in the Athenaeum.
Codex of the Astral FoundryAdventurer’s Ledger
Quest Log
Ledger of OathsRumors, Discoveries, and Notes
Commission Form
Submit a commission to the Astral Foundry. This form currently saves locally and exports a request file (no shipping/logistics yet).
“Not all things are forged in flame. Some are shaped in idea first.”
Astral Foundry Designs by Blaidd
makerworld.com/en/@Astral_Foundry
DM Tools
A control panel for the Astral Foundry as a living location: appearances, laws, events, rivals, and consequence tracking.
Read-Aloud Output
Spoken to the table
Click a generator below to produce narration.
1) “When the Foundry Appears” Generator
2) Foundry Laws + Consequence Engine
Record an infraction to escalate warnings and consequences. Use as narrative pressure, not punishment.
3) Random Foundry Events + “Advance Time”
4) Rival Collector / Customer Generator + Heat Meter
0–3: Nobody notices. • 4–7: Rumors spread. • 8–12: Rivals appear. • 13–16: Factions interfere. • 17+: The Foundry “tests” the party.
5) Reputation, Marks, and Debts (Persistent)
Mark of the Astral Foundry — All relics bearing this seal are crafted or restored under the Starfire Crucible.