Blacksmith

The Blacksmith’s Guild is the first Guild to achieve cross-border status. Begun as the combination of the Galah, Sterline, and Bayside Guilds, the Blacksmith’s Guild now has Masters in every realm.

History

In 790 P.T. several of Algalon’s best blacksmith’s met at the Temple to Chaldon within Sterline. They met there because several Lords had been importing more Southern metalworks in response to a series of Smiths plying the trade poorly.

The meeting Smiths developed a plan to train and certify blacksmith’s across the continent. By ensuring that the top products came from this Guild and that no Guild product would be poor, they could capture lucrative and steady government contracts.

With the blessing of the Church and the Lord of Sterline, the first Guildhall was set up at the Church of the Forge in the Merchant’s Quarter of Sterline and the Guild was born.

From 790 to 810 the Guild grew quickly, capturing contracts from local and powerful lords. The Guild blossomed form the 20 or so Masters who began it to over 120 Masters and another 400 apprentices. Trade with the Dwarves led to a healthy supply of excellent metal and the Guild had a golden age.

In 810 however the Guild made it’s first mistake. Dwarf Master P’Lip Hamr’shod was named a Grandmaster of the Guild and Dwarves were allowed to enter and attain rank within the Guild. Many Guild members, even Masters, felt that Dwarves were inebriate morons who could only do harm.

In 815, a series of mistakes led the Guild to oust its first Masters. Some of the outlying realms had used poor metal and had let apprentices do work which only a Master should do. The errors caused the Smith to remunerate the aggrieved Lords and stripped the Masters of their ranks for bringing disgrace upon the Guild. Many Masters, angry that the Grandmasters of Sterline would take such aggressive steps, left in anger. The Guild has not been the same since.

Structure

The Guild is led by Three Grandmasters, from its headquarters in Sterline. The Three Grandmasters must collectively represent six groups:

Geographical

The Guild decided that there were three areas of the continent that should be represented.

The Bay

Representing the realms of Sterline, Bayside, Booth, Malte, and Han.

The North

Representing Leyovia, Northern Marches, Erihurst, Brideway, and Ameriland.

The South

Representing Galah, Calindrost, and Varte.

Subject

The Guild also believed that it covered three subjects of smithing.

Arms

Meaning armor, weapons, arrowheads, and other metal of war.

Art

Meaning decorative gates, parade armor, and sculpture.

Work

Meaning axles, nails, tools, and other items used in everyday life.

The three Grandmasters would collectively represent all six areas.

Current Leadership

In all, the leadership has not changed much in the 30 years of the Guld. Only one of the fiery leaders of the past are not still in charge.

Master Dylon Galah

Master Dylan is a fine Artisan from the Southern Region. He was one of the original organizers.

Master Carla De’Pembroke is an armorer from Bayside. She was the original impetus behind the Guild, and was the youngest Guidmaster in the history of he Bayside Guild.

Master Dwarf P’Lip of Hamr’shod is a metalworker from the North and the subject of much consternation among non-northern guild members.

Education

Among other aspects, the Guild set up a rigid structure of advancement.

Apprenticeship

Before one can become a Master, they must learn. While some apprentices learn from Journeymen, many travel to Sterline to learn in the Guild Hall. Those who are not so lucky may be able to find a Master to teach them.

An apprentice starts as a Junior Apprentice and can rise the rank of Journeyman Apprentice fairly quickly. To be named a Master Apprentice, they must work under a Master.

Journeymen

Some apprentices are such that they will never create a masterpiece. Those who are serviceable are still used by the Guild to take care of more menial tasks, such as axles and the repair of weapons and arms. Journeymen almost never attain the rank of Master, but spend much of their days traveling the areas without a Master so that the Guild can maintain its authority.

Master

To become a Master, one must train under a Master of all the disciplines. When a Master believes they are ready, the apprentice will choose their area of expertise. Often, they train under the master of their expertise for years until that Master certifies them to the Guild. The apprentice then travels to Sterline and is tested by the Three Grandmasters. If they perform admirably, they are given the rank of Master and are granted the right to own their own Guild Store. While other stores exist, either by non-Guild members, or forges owned by the Guild itself for use by Journeymen and Master Apprentices, most blacksmiths that sell their wares are Masters.

Opinion of you:

The Blacksmith’s Guild knows of Calvin, but Calvin does not know their opinion.

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Blacksmith

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