Irbrand
"Boy, would I like a sword made from an Irbrander!" I had said mere hours ago. With one of those blades held to my throat by the innkeeper, I was far less keen.Irbrand is a large town in the Council of Camelan, famous for its forges and master blacksmiths. The most sought after commodity are its swords, a popular choice for monarchs and nobles alike since the times of Camelot. Though initially a town forged in combat, they have developed more peaceful uses for their metalworking. Their citizens, no matter what class, don't give their land or skills over for free.
Defences
The river acts as a moat and first defence against any potential siege armies. They have three layers of walls: the first protecting the agriculture sector, the second protects the blacksmiths and their forges, with the final set of walls protecting the local government buildings.
Attacking Irbrand is a fool's errand. Skilled in smithing and with plenty of trees at their disposal, they can and will use weapons, artillery and other contraptions to defend their land. An invading noble retreated when they had amassed a row of trebuchets and catapults before the invaders had arrived.
Industry & Trade
Though blacksmiths are the ones touted outside of Irbrand, carpenters, lumberjacks and farmers are just as prolific. There is also a substantial merchant class and guild network that ensures the town's long-term prosperity.
Irbrand is in close communication with the Dwarven Guilds of Gildegan, with whom they exchange techniques and materials. Hopefuls come and go from each locale, eager to hone their skills in the forge.
Infrastructure
On the outskirts are the watermills and farms. They have ample space for agriculture, whilst also remaining close to the river. There's a stone bridge linking the outskirts to the suburbs, where the majority of the forges are located. Far enough for the smoke to not linger over Irbrand, the forges are close enough to the river to get water and near to commerce centres.
Guilds and Factions
The most influential guild, of course, is the Guild of Blacksmiths. Most local legislators are eager to please the blacksmiths, for the sake of the town's reputation. There are also the Guild of Carpenters & Woodworkers, the Guild of Stonemasons and the Merchant's Guild.
History
A King of Camelot once came to Irbrand, seeking a blacksmith that would repair his sword. Eventually, his weapon was reforged and soon used in many successful campaigns. It was said he didn't need another repair or replacement, spreading the work of Irbrand smiths to many ears.
Architecture
Since wood is primarily used for the forges, stone is the go-to for their buildings. This is usually imported from neighbouring towns in the mountains, which they're happy to do in return for steel.
Geography
A river runs around the outskirts of town, where the forges and mills are located. On either side, there's a steep bank. This river snakes around the bottom of a hill, the top marked by the mayor offices.
Natural Resources
The forges rely on ample amounts of water and firewood to keep their trade sustainable. Though the native hawthorn made good kindling, there was soon demand for wood that was easier to split. Birch was brought in to satisfy demand but burned too quickly for forging. Current kindling has a mixture of oak and birch to prolong high temperatures, with hawthorn used when oak is in poor supply.
Irbrand is close to a river bank. Here, smiths gather water, people wash their clothes and water mills use the river's power to crush flour into wheat.
Founding Date
324
Alternative Name(s)
All-Smiths
Type
Large town
Population
8,054
Inhabitant Demonym
Irbranders, Forgelings
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