Zess' Forge (GAP)

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Magical weapons and armor lose their potency as a body takes them farther from the plane on which they were created. This means that a canny cutter will always try to have his enchanted blade be one forged on his current plane or one close to it. The great thing about the Astral Plane, as far as the Outer Planes go, is that it's near everything.
Zess (or Zess 8, as some call it) is a rogue modron (PI/⌀ rogue modron/F8/Fated/LN) who's twigged to the idea that it's jink that makes the multiverse go and brings order to everything. That said, it (although Zess prefers to be called a female, modrons have no gender) tumbled to the idea of a magical weapon and armor forge on the Astral as an efficient way to make money. It - that is, she - was very, very right. 
Because of the value of the commodities here and the amount of money that exchanges hands, the forge is built and guarded like a fortress. A small army mans the garrison, and - not surprisingly - they're very well armed.
==Forge Layout==
The forge is built much like a githyanki fortress on a floating island. A number of buildings compose the facility, protected by guards and magic.
The alchemists and mages that work for Zess have placed a number of wards to protect the forge. Anyone entering the warded area (see map) without giving the proper command word (which changes once every two weeks for security purposes) is affected as per a fire trap cast by a 12th-level wizard. Further, each building is protected with alarm spells to alert the guards. The warehouse is particularly well protected, but these defenses are detailed below. 
1. BLACKSMITH. The folks that work in this section deal with iron, making the bulk of the magical weapons and armor of the forge. Fifty-five people work here full-time.
2. COLD IRONWORKS. Using a special process, the workers in this area work with what some folks call meteoric iron — rare materials which are of special use against certain planar beings. While the weapons produced here are not magical, the process to forge them is heavily enchanted. Ten workers toil here.
3. GOLDSMITHS. Though gold armor and weapons are made only for special orders (they are expensive, poor-quality, and hard to enchant), many weapons are given gold inlays, plating, and other decorations. Five goldsmiths work here.
4. GUARD BARRACKS. These large buildings house the various guards and escorts for the forge. These cutters are issued their armor and weapons at the beginning of their shift at the warehouse. Standard guards (3rd-level fighters) are armed with +2 weapons and armor. There is a total of 100 standard guards, 30 elite guards, and 6 guard-mages (5thlevel mages).
5. HIGH-UPS' QUARTERS. Zess it- .. . um .. . herself lives here with the 24 alchemists and 14 wizards that provide the enchantments to power the products made in the forge. These are top-shelf accommodations, for Zess is convinced that well-treated folks will produce good work.
Under this building is the vault where Zess keeps the jink that she's earned in this enterprise. Not all of it is hers of course, since the vault also holds all forge funds, payroll, etc. 
6. RECEPTION AREA. Some folks might call this the sales area. Escorts (3rd-level fighters) bring potential customers here to discuss their needs with representatives (Pl/var/F5/Fated/N). The representatives demonstrate weapons and armor - that's why Zess hires only capable fighters for this position — as well as take orders, measure folks for armor, and charm the customers.
Prices are always negotiable. As a standard guideline, however, each "plus" of enchantment costs approximately 1,000 gp, with an additional cost on the top of five times the standard item's price. Those customers looking to buy in bulk get a 2O% discount. Special orders (items with particular engravings, base materials, shapes, or sizes) cost at least 10% extra.
Costly additions, such as gold or silver inlays, raise the base item price by five to ten times but have no effect on the enchantment costs.
Very special items, such as weapons or armor with properties above and beyond the norm (slaying weapons, vorpal blades, etc.) are treated on a case-bycase basis, special order only, and are only occasionally available. The representatives usually have to check with the wizards and alchemists to discover whether the request is even a possibility.
As a precaution, a wizard (Pl/var/M5/Free League/LN) watches from a hidden room, using detect magic to make sure that customers do not place magical influences over the guards or sales representatives. 
7. SILVERSMITHS. Silver items are a little more common than those made of gold, but for the most part, the six silversmiths spend their time with decorative inlays. 
8. STONECRAFTERS. Like the woodworkers, the craftsmen that toil here make nonmetal weapons for the forge. This is the smallest and least used area, because only special projects require enchanted stone hammerheads, arrowheads, or the like. They do produce a batch of magical sling-stones now and again. Three skilled stonecrafters work in this area. 
9. WAREHOUSE. Though this area is called a warehouse, it is more appropriately called a vault. This building is made of thick iron walls, enchanted so as to be virtually impenetrable, even by magic. Further, a symbol of pain protects the doors, and the walls are enchanted so that if they are breached, the force is returned in the form of a 10 HD lightning bolt upon the perpetrator. Ten elite guards (PI/♂ bariaur/F6/Free League/NG) watch over the building at all times, each armed with a battle axe +4 and wearing plate armor +3.
The contents of the warehouse are almost too numerous and too unbelievable to detail. Rack upon rack and row upon row of magical weapons of every possible type and size fill the place. They range in quality from +2 (the most common) to +4. The forge does not produce weapons of +1 quality (for if taken off the Astral, they have no bonus), nor does it produce +5 weapons (for they do not have the skill or required materials). Missiles like arrows and crossbow bolts are the most numerous weapons, with long swords, daggers, crossbows, and spears making up the bulk of the rest. Other types of weapons are represented here, and the craftsmen are more than happy to take a body's special order here. They'll ask for just a little more jink, but no money down.... 
10. WATCHTOWERS. These defensive structures let bashers watch over the forge facilities. They are manned by ten elf guards (Pr/♂ elf/F3/LN) Zess had recruited away from a prime-material world for their skill in archery. Each arms himself with a weapon he's well-acquainted with — a longbow +2 - and wears chain mail +2. 
11. WOODCRAFTERS. Despite the forge name, workers produce a number of nonmetal-related crafts as well. In this area, 18 fletchers craft magical arrows, and woodworkers fashion spears, axe handles, and other wooden items. 
12. WORKERS' QUARTERS. These buildings house the 250 wellpaid and well-treated workers that are the lifeblood of the facility. Many of these folks are highly-skilled individuals with great egos.