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The Universal Guild of Most Noble Engineers: Membership
The Universal Guild of Most Noble Engineers: Membership
Membership
The Guild is a fairly open institution; most of its members are more than
happy to talk about their work to anyone who will listen (or anyone too slow or too
polite to run away) and accept apprentices or inductees from any race, provided they
show the aptitude.
Membership to the Guild is simple - once accepted by the Guild a member simply
has to send a percentage of their earnings to the Guild (originally 5%, but since the
construction of Antithyka, 10%) to ensure that the organisation can continue to run
and its city to stand. Beyond this, each individual is free to do as they wish as a
member, although they are expected to keep a certain standard
Life as a Guild member is fairly simple; there is no need, if the individual does not
wish to, to move to Antithyka, nor are there many limitations on which contracts and
commissions an individual may take. However, in addition to the fairly simple
'membership fee' that they must pay to the Guild, members are expected to heed to
word of the Guild council on the rare occasion it does chose to make a decree.
The council is a fairly informal body at the heart of the Guild; a collection of
roughly a dozen of the most august, renowned and financially successful of its
members who meet at the Great Patent Office - a grand and imposing building that is
spiritually and physically at the heart of Antithyka - and discuss the issues facing the
Engineers. It is this council that acts as the voice of the Guild and the Free City when
dealing with other states and organisations, that chooses which projects to back for the
good of the city, and that decides what actions to take against those few Engineers
who do not pay the Guild their cut, or work for those on the Guild's blacklist.
Guild Factions
Despite being a single organisation, the size of the Guild (as well as their
member's eccentric tendency to be eccentrics and insane 'visionaries') means that the
Engineers are often divided into ideological camps. Some of these are small,
consisting of only a few individuals in a relatively small geographical location, whilst
others come and go within a year or two - the most famous example being the
factionalism between proponents of coal against supporters of the more traditional
Barrow-Ore, which despite almost leading to civil war, was all but forgotten in a year.
However some factions are large, with almost all members of the Guild belonging to
one or another, and have existed almost since the Guild's founding. Of these, the two
most common are as follows;
Arcana-Isolationists
Also known as 'Mechanics', 'Anti-Ritualists' and 'Steam-Engineers', the Arcana-
Isolationists are perhaps the largest faction and the ones that, to their own minds at
least, are closest to the ideals laid down during the Guild's foundation. However, their
views are also the most 'extreme' by the standards of the wider society, which is
perhaps part of the reason why many people are still unsure about the Engineers. The
Steam-Engineers believe that rituals and other temporary bridges are a danger to
world and that everyone would be better off forgoing the use of rituals entirely.
To this end the Mechanics labour tirelessly to create devices powered by a stable
and permanent bridge, or by some mundane energy source, so that they need no
longer rely on rituals. Indeed most swear never to use even the smallest of ritual
magic once they become a full Engineer, choosing instead to keep their house tidy
with honest labour (or with a self-propelled broom), their blades sharp with a
whetstone (or with an automated weapon-keener) and their fields free of crows with
mechanical automatons.
The Arcana-Isolationists have produced some of the most widely reAntithykanised
creations of the Guild to date, such as; the musket, van Pierce's Clockwork Messenger
Fish, the steam-pistol, the electric plough and the (infamous) Exploding Platypus.
Ensorcellers
The other major faction within the Guild, Ensorcellers take a far less radical
approach to progress than the Mechanics. They too focus on creating permanent
magical objects, although they do so not through steam power or by creating enduring
bridges, but by using so-called 'Anvil Rituals' to create objects with unusual
properties. They are known throughout the land for their ability to use strange rituals
to create magic weapons and armour, as well as endless alchemical potions and
powders.
Guild Gizmos
The Engineers have over the past years created innumerable incredible
inventions, however some have gained truly legendary status within the Guild - and
sometimes even beyond! Presented below are a selection of the most common of
these famous items:
Edgar Raven's Neverdull Blades
Perhaps the most well-known example of the Ensorceller's art, Neverdull Blades
are keen swords that have an almost impossible edge able to all but pass through
armour as if it wasn't even there. Despite their legendary status, Neverdull Blades are
surprisingly easy and simple to make, which has led to may Ensorcellers teaching
their apprentices how to make these swords early on. There are rumours abound that
in recent years Ensorcellers have begun to discover variants to the procedure that
allow for the creation of Neverdull Axes and Spears...
Leonardo's Lightning Wand
Annoyed at the cost of ammunition for his new steam-pistol, Leonardo - father of
the Dreadnought project - set about creating an ensorcelled alternative that would
never need reloading. The result was the lightning wand; a device capable of creating
and 'firing' bolts of magical lightning as potent and deadly in the right hands as any
pistol ball or musket bolt. Early models could only be created during thunderstorms,
but it is now fairly common practise in the Guild to use a teacher or friend's lightning
wand to create your own.
Izabelle's MkIII Ingenious One-Use Detonating Duck Egg (Patent Pending)
A relatively new, but already popular, weapon design created by a young
Mechanic protégé, the Detonating Duck Egg is a simple device which uses black
powder to create controlled explosions when broken. Three workshops were
destroyed as Izabelle developed the first Detonating Duck Egg, but now the MkIII
represents the pinnacle of weapon's technology - a fist-sized device able to kill
assailants by the score. The Guild is hurriedly trying to rush through the patent
paperwork so that they can develop larger variants for use in the Dreadnought project.
Piston Hammers
A catch-all term for the strange gear-driven and magical hammers that fill the
workshops and forges of Antithyka, piston hammers are remarkable works of art used
by both Ensorcellers and Steam-Engineers in order to create their remarkable artefacts
with even more precision. For as long as the Guild has existed, there have been
dozens of variant piston hammers but all have one thing in common - they give
apprentices' work the quality of a full Engineers', and turn an Engineer's work into a
masterpiece.
Emilia's Heart of the Air
In an organisation as accepting, eccentric and progressive as the Guild of
Engineers, it takes a lot to be considered controversial and yet in creating her Heart of
the Air, Engineer Emilia managed it. A remarkable device, the Heart of the Air
utilises a simple magical engine and a series of strange glass panels in order to
improve the power of rituals - particularly those used in the heat of battle. Given the
Guild's desire to be (mostly) free of their dependence on rituals and battle magic in
particular, the creation of such a device sparked heated and occasionally violent
debate. Despite that, Hearts of the Air are common enough as any Engineer looking to
make a profit can sell them to non-members relatively quickly and easily once they
master the art of making them.