The Reclaimed Foundry
Contents
Overview
The Foundry was once the number one place in Sigil when it came to industry and metalworks. Its surroundings were covered in soot from the continual smoke being churned out, and grime grew in every crevice of the labyrinthine warrens that they call streets nearby. Everything changed when the People’s Collective for Sustainable Development attacked. When the Greeners first laid eyes on the faction, their need for a proper headquarters began to outweigh their desire to remain hidden and mobile.
Not being ones to shy from trying something bold, they planned to seize the heart of industry and shut it down. They spent close to a month infiltrating the place, gradually weakening it and swaying the workers before they made their attack.
The assault was quick and brutal. Alchemist’s fire laced with magebane rocked the Great Foundry from two points of entry, the lesser gates crumbling to the weight of sabotage. A few well-placed and well-armed Greeners sprung up to take care of any guards who dared fight back - of which there were few. From the factol’s office, Corin’na was already taking up her seat for the first time.
Visiting the Reclaimed Foundry
What was once the heart of industry is now a building reclaimed by nature. Rusted catwalks and bits of machinery are covered in long strands of newly introduced ivy, which tries in vain to battle for dominance against the native razorvine that floods the building. The debris and crumbling walls of the colossal explosion that tore down the main gates remain in their blasted state, a memorial to fallen Greeners.
Key Areas
Animals and Ecosystem
Those who visit might find themselves wondering what all the noise is. Where once the hum of machinery and roaring furnaces would nary deafen a berk; now is filled with the endless chorus of wittering birds, clucking chukkens, and barking hounds. Greeners work around the clock to tend to the animals here - there ain’t much in the way of native foliage for them to eat, and so food for them is having to be brought in from the outside (the Chukkens can live off of scraps pretty happily).
Being in such a close proximity to razorvine also poses a bit of trouble, and as such special areas have been maintained as ‘animal-safe’ zones. That said, they haven’t had any issues yet… Many are starting to suspect that the razorvine sees these animals as friends too, further lending credence to the rising sect of their members who advocate against the eating of these critters.
The Razorvine itself has a mind of its own within the Old Foundry. It waves and parts as though sentient (which the Greeners well-believe it to be), allowing those inducted into the Greeners to pass without harm inside the Foundry. This makes an excellent defence against would-be intruders, as it poses a bloody threat to any uninvited guests… it even seems to go out of its way to harass and maim any Hardheads that come too near.
‘Course, that’s not to say the Greeners haven’t had any razorvine-based accidents. Rarely does a month go by without at least one fatality.
The Reclaimed
A small community of huts and kips sits between the lesser gate and the foundry, and serves as the front of many independent businesses. Countless Greeners peddle their own handcrafted wares and home baking to the various visitors who pass by, luring them in with the gaudy colours and vibrant displays.
A perpetual farmers’ market sits where the storage yard once was, wherein the crops of the Greeners’ Allotments are sold to passersby or faction members to raise money for their other endeavours. Under the table, weapons and alchemicals are traded between members to aid in some of the more ‘active’ campaigning… It's not unheard of for a Greener to bring home a freshly baked baguette, only to find it hollowed out and home to a magical shortsword.
Allotments
The Allotments are not part of the Foundry proper, but instead located on the other side of two portals that were discovered within the Foundry.
Amn’s Allotment is located within Faerun, perhaps three day’s walk from the capital of Amn. The portal to here leads from one of the old furnaces in the Foundry to the entrance of a disused mine. Temperate weather coupled with mild winters and a good rainy season allow for a huge variety of crops to be grown year round.
Krigala’s Allotment is for the braver berk, located as it is within the top layer of the Beastlands. Perpetually sunny, hot, and humid, this area is perfect for cultivating the various fruit trees and thirstier plants that are native to the area. It’s fraught with danger, being home to some rather feral wildlife - and the plane seems to have a mind of its own when it comes to fighting back against being cultivated.
Using the term ‘allotment’ is something of a misnomer here. In actuality, these take the form of enormous farmsteads, with hectares of land and rows upon rows of crops. Countless unseen servants can be