Guild of Artificers

The Guild of Artificers is the most influential guild among the five major guilds, including the Guild of Bounty Hunters, the Guild of People in Government, the Guild of Merchants, and an unnamed fifth guild. Positioned on the secluded island of Kalderin in the midst of Bor’had Lake, the guild’s majestic stronghold, named Auricrest Castle, mirrors the awe-inspiring design of Mont Saint Michel, albeit with its unique magical essence. This castle stands proudly over the world’s sole source of a magical ore known as Etherium, which is essential for crafting the guild’s renowned magical artifacts that are distributed globally.

Life in the Guild

Children deemed surplus by their families in the surrounding regions, such as Theroz and Vemnahn, are sent to Kalderin. These children undergo rigorous training and trials that not only test their physical and mental fortitude but also steep them in a culture of duty, secrecy, and destiny. The guild’s training regimen includes a variety of crafts necessary for artifact creation, such as glassblowing, smithing, and jewelry making, all of which prepare the apprentices for their first major challenge: the crafting of a Ring of Resilience. This rite of passage is arduous and fraught with magical strain, and not all apprentices survive. Those who do earn their first signature tattoo, marking their official induction into the guild.

Tattoos: Marks of Mastery

The Guild of Artificers employs tattoos as a system of accolades, with each tattoo signifying the completion of a magical artifact. These tattoos begin at the fingers and extend up the arms to the shoulders, becoming more intricate with each artifact crafted. The most legendary artificers, whose tattoos reach up to their shoulders, are distinguished by their ability to create exceptionally powerful and unique artifacts, such as the Heart of Flame. These tattoos are a source of immense pride and are openly displayed as symbols of skill and accomplishment.

The Guild and the World

Beyond their crafting prowess, the Guild of Artificers is a central hub of information and knowledge about the world, akin to a collective of scholars and researchers. They dispatch field agents to investigate phenomena of interest across the globe, leveraging the guild’s artifacts and the agents’ combat prowess to ensure their safe passage and success. These agents, capable of overcoming 95% of warriors with powers, are selected for their mastery in combat and significant affinity for one or more powers. The artifacts of power they wield are not only tools but extensions of their will and ability, enabling them to navigate and influence the world beyond the confines of Kalderin.

Field agents are deemed ready for deployment when they exhibit exceptional combat skills and a deep understanding of magical artifacts, ensuring they can handle the myriad challenges they might face outside the guild’s sanctuary. This selection process is rigorous, aiming to identify individuals who not only embody the guild’s ideals but also possess the physical and magical capabilities to enact its will across the lands. The guild’s influence is such that no kingdom dares obstruct their path, allowing these agents to operate with unparalleled freedom in their quest to gather knowledge and safeguard the guild’s interests.

The Guild of Artificers’ combination of unparalleled craftsmanship, thirst for knowledge, and strategic use of powerful artifacts places them at the pinnacle of the world’s power structures. Their secretive nature, coupled with their indispensable contributions to the magical and political landscapes, ensures their status as a revered and sometimes feared organization. Their practices, particularly the use of unwanted children and the high mortality rate among apprentices, highlight the guild’s pragmatic, if harsh, approach to cultivating excellence and dedication among its ranks.

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