Difference between revisions of "Forger's Coterie"

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Lumira – Elder Forge Master
Lumira – Elder Forge Master


[[Category:Guilds]]
[[Category:Past Guilds]]

Latest revision as of 22:45, 19 July 2024

Forger's Coterie

Introduction:

The Forger's Coterie is a Guild for creative individuals of various skill and affiliation to collaborate in the amelioration of the Dreamstate through the art of Forge Talisman. The Guild is founded by Lumira. The Coterie is intended to be led by the Dreamsmiths and will be overseen by ForgeMaster Lumira and HeadMaster Azlan.

These changes and new additions will bring more purpose to one of the most crucial stations in the dream, along with exciting objectives, outlined responsibilities and the gratification of accomplishment for the fruits of our labor.

The Coterie is organized in a tiered structure known as the Ranks of Expertise. With the exception of the current Dreamsmiths, each title must be earned and does not carry over from any pre-existing Forger’s Circle/Guild affiliation.


Note: (The above statement may have an exception for current Dreamsmith seekers that previously worked toward the Mark under Enoon’s tutelage. Depending on the extent of their previous effort, there will be an opportunity to be grandfathered in after thorough review.)


What is a Forger?

A Forger is a dreamer that has learned to hone the powers of their craft by manipulating elemental essence into matter. A Forger breathes life into the City of Dreams – crafting items of power, weapons, art and so much more. The art is learnable at 5th sphere and can only be taught by Dreamsmiths. Forgers can exist outside of the Coterie, but may be excluded from private projects.


Ranks of Expertise:

The new ranking system will give everyone inside the Coterie a role with purpose to pursue our goals. Each rank will have a prerequisite before being able to move on to the next.

Fledgling – “Recruit” Novice – “Initiate” Adept – “Apprentice” Maven – “Guardian” Dreamsmith – “Leader”


1. A Fledgling is a student currently apprenticing to learn the art of forge. Fledglings can be tasked to assist in the Coterie’s projects along with an understanding of how the art works and the rules that go along with it, should they intend on joining and moving up in the ranks of the guild later on. They are considered a potential member and do not take on an official role.

• Rank-up Requirement(s): Learning the art of Forge Talisman.

2. A Novice is a newer or inexperienced Forger, usually with a lower level or unplateaued Forge. This rank is initiate level and given to anyone that is accepting of it from the get go. A Novice studies under the upper ranks, assisting as they wish while sharpening their skills.

• Rank-up Requirement(s): Each Novice must have their Forge art plateaued to 30. They must experience all of the Specialties. They are expected to attend at least 1 Workshop and create 1 sample item for each category from what they learned. A short interview will be given to test their knowledge and review their work. A discussion will be had regarding their Mentor and Specialty path of choice.

Timeframe: roughly 2-3 weeks, but can take more or less time depending on effort and ability.

3. An Adept is an experienced Forger apprenticing under a Dreamsmith. This is the first rank that must be earned. Each Adept will closely study their chosen specialty by observing and assisting their Mentor in various projects and lessons.

• Rank-up Requirement(s): Each Novice must have their Forge art plateaued to 40. They must complete a minimum of 3 “tasks” from their Mentor and a maximum of 5, should they require more practice.

Timeframe: roughly 3 weeks, but can take more or less time depending on effort and ability.

4. A Maven is a talented Forger that specializes in one of the many fields of work listed below. They are considered Guardian level and serve as the right hand of the Dreamsmiths. They may help guide the lower ranks as a respectable adviser.

• Rank-up Requirement(s): Each Maven must have their Forge art plateaued to 50. Mavens seeking to ascend will be given 2 “tasks” decided upon by the Dreamsmith Council as a whole and approved by the Elder Forge Master. These tasks will involve applying their specialty toward something good for the City.

Timeframe: roughly 3 weeks, but can take more or less time depending on effort and ability.

5. A Dreamsmith carries the most responsibility in the guild. A Dreamsmith is not only expected to teach the art of Forge, but to lead and actively contribute to the enhancement of the Dreamstate. Dreamsmiths are expected to be the paragons of our craft, through which others may view the epitome of creation. They exceed all standards set for others to follow.

Each Dreamsmith is expected to mentor an Adept member in their particular specialty field, should they be chosen to do so.

Dreamsmiths may have their own methods of mentoring an Adept apprentice, but may not allow inadequate effort to pass nor push for more than what is required to rank-up.


Specialties:

- Artistry

- Alchemy

- Architecture

- Bladesmithing

- Metalsmithing

- Portalsmithing

- Transmutation

(This list may be be expanded upon in the future)

Esoteric Beginnings:

A completely new practice is being introduced into the guild that will surely take some trial and error to get accustomed to, but will ultimately serve as a boon not only to the guild, but the entire City. This undertaking will be known as the Pursuit of Augmentation.

• Phase 1 will be to create the necessary tools for each step of the way. The Mavens will be in charge of leading the pursuit of forging the Harvesting Tools, while the Dreamsmiths will lead the pursuit of forging the Tools of Augmentation.

• Phase 2 will be expeditions led by the Adept members to find places of inert power to be tapped into.

• Phase 3 will be the construction of abysmal reservoirs led by the Dreamsmiths and used as a supply source for potential dormant arcane elements.

• Phase 4 will be to use the harvesting tools to collect and preserve elemental Dreammatter until the next step commences.

• Phase 5 will be to amalgamate the elemental Dreammatter. If done correctly, these energies should produce Elementricity.

Elementricity is a form of energy resulting from the existence of charged particles of matter into a powerful and dynamic current. In a controlled environment, Elementricity can be used to augment grand creations throughout the City such as structures, devices, repairing damages and even protecting the dream’s most vulnerable points of interest. The possibilities will be endless and monumentous!

Specialists (Dreamsmiths and Mavens) may coordinate various methods of implementation that best highlight their abilities. As the Dream constantly changes, what might work one time might need to be handled differently another. Communication is important to keep the Coterie's work fluid, yet consistent.

(The details of operations are subject to change in the future, depending on how well things go. This is purely an outline to give an idea or a starting point.)

Dreamsmith Rules:

The creation of formless items for anything beyond immediate, short-term use is deemed to be abuse of the art and a violation for a Dreamsmith. An example of this would be mass producing functional items for houses or other storages without any real shape or detail work. An exception for this would be quickly forging “burner” items while hunting - which is absolutely fine.

These items should never be transferred to another dreamer or left out in the City. One who creates formless items may only seek the Mark after undergoing additional trials outlined by the Dreamsmith Council. Dreamsmiths must follow general “good practice” techniques for the creation of items. Most specifically, not attempting to create items to force thoughts or emotions upon the holder/viewer.


Losing the DreamSmith Mark:

• A DreamSmith who does not dream for 2 months or dreams occasionally but is otherwise inactive in the Guild will have their Mark stripped and return to the rank of Maven.

• A Dreamsmith who blatantly and consistently refuses to teach the art of Forge Talisman, will be submitted to the Elder Forge Master with the explicit request for them to have the Dreamsmith Mark removed if they are found to have been derelict in their duties.

• A Dreamsmith who violates rules regarding the creation of formless items will be submitted for removal of the Dreamsmith Mark.

• Abuse of teaching the Art of Forge Talisman is subject to the standard teaching contract between teachers and the Elder Teaching Council.


Teaching Forge Talisman:

• Each Dreamsmith may determine how they wish to teach the art and plateaus of Forge Talisman. Teaching the Art itself, however, should minimally include an understanding of how to craft an item, what forms can be created, and the color palette the student would be expected to utilize.

• The Dreamsmith will use common sense practices when plateauing the art of Forge Talisman. Any and all tasks are subject to review by the Elder Teaching Council and tasks which are found to be lacking will be handled by the Elders.

• Tasks for learns and plateaus up to 50 should no longer be taught in parts or multiple quests. However, 60 plateaus and up will now require 2 parts. All tasks must be written on Quest codi and not inscribed.


How to join:

• Any current or prospective Forger is permitted to join the Guild itself. Membership does not require anything beyond a willingness to create something new. However, ranking up will have further requirements at each tier.

Details and Tips:

• Any new member that is not a Fledgling or a Dreamsmith will begin as a Novice and can work their way up the ranks through great A.C.C.S. (Activity, Consistency, Creativity and Sportsmanship).

• The time it takes to move up the ranks and earn titles depends on the pace and A.C.C.S. of each dreamer.

• The Coterie will have a scheduled Workshop once a month, but may also gather any number of times for projects, pinning ceremonies or anything else as needed. Coterie Workshops will serve as a place for Dreamsmiths to present their expertise, answer questions and occasionally hold contests.

• Your forge is not limited by the base forms or colors, they are merely starter shapes to mold how you see fit. Your imagination is key in utilizing the shapes and hues to create something new entirely. One might start off with the shape of a feather and the color of earth, but with creativity and precision, you can pick the shape apart and reform it however you like. What it started out as could end up being a stylish piece of jewelry made out of bronze.

• When crafting an item, always consider the five senses: Touch, Hearing, Sight, Smell, and Taste. Thoughts, opinions, and emotions should never be included in your work. These actions are forced and very much frowned upon.

• Remember, we are all dreamers and may make a few mistakes or two along the way. Blemishes can happen. Next time you create something, give it a thorough inspection and polish those blemishes away before you complete your work.

• A forging signature is recommended to leave your own unique mark on your creations, but it is not required.

• ((OOC Reminder: Please remember to only refer to Forge descriptions as “Details, Intricacies, Qualities, etc”. Spelling errors should only be referred to as “Blemishes” or something similar. In-Character forged items are not written, they are physical objects.))


Signed, Lumira – Elder Forge Master