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Worker's Guild of Kal'Mugdor


BDanecker
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Worker’s Guild of Kal’Mugdor

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For large swaths of our history, the dwed have gone unpaid & unappreciated for their essential labor for the Grand Kingdom of Urguan. From the rubble of the past, Kal’Mugdor, the City of the Mine, erupted to forge a new way of life for the common Dwed. The city’s name coming from it’s founder, Mugdor-Dharok, who rose to the title of Yemekar’s Pick purely by hard work and dedication, proving that nothing can hold back a Dwed from piercing the top. Following the trend of hard workers is the current Yemekar’s Pick, Dorimnur Goldhand who runs a tight ship and keeps a watchful eye on the horizon of dwarven innovation. Now it is time for all the laborer Dwed to prove themselves in the eyes of Urguan, and to reap the rewards of their crafts. Come all ye miners, blacksmiths, artisans, and more, as your expertise is in high demand in the Grand Kingdom of Urguan.

 

Miners: Supplied with the finest and most exclusive mine in all of the land, our sole job is to provide the Grand Kingdom of Urguan & Urguan’s Worker’s Guild with authentic Dwed ores and minerals. From ferrum and manganese to Carbarum and Volatite, dwedmar miners know how to mine them all, coaxing the bounty from the ground under the blessing of Grimdugan. Miners are allowed to enter the mines for free, without a mining permit. Upon completion of your quota, you will be rewarded with a payslip. Exchanging the payslip at the payment building will reward you with 2 Karzul, a steady wage to advance yourself in Dwedmar society.

 

Blacksmiths: The world remains jealous of the superior blacksmith ways of the Dwed; it is what gives us the most valuable competitive advantage in war and industry. To ensure the Grand Kingdom of Urguan remains at the top of equipment quality, the sole job of the blacksmiths are to forge exceptional armor and weapons. Metal will be supplied by Worker’s Guild Miners, free to use by the blacksmiths. Upon completion of each weekly quota of 5 forged goods, blacksmiths are rewarded with 2 Karzul. With time, your smithing abilities will become renowned across the land, and others will surely be begging for your gift.

 

Artisans: While many Dwed may have sausage fingers, we have a limitless amount of beautiful metals and crystals to work with. Supplied by Worker’s Guild Smiths and Miners, artisans who work within Kal’Mugdor will be given supplies to create amazing crafts and jewelry that people all over the land will be dying to obtain. With each stone week that passes, artisans that complete their weekly quota of two tailored clothes for other professions will be awarded 2 Karzul. By slowly chipping away imperfections from your craft, perhaps your work of art will become an heirloom of a kingdom one day.

 

Engineers: Dwarves who wish to push the frontiers of industry at a more direct pace do so through Engineering! Gadgets and Gizmos made of screws springs and steel abound for those in the Worker's Guild Engineering wing. They harness their natural tinkering and ingenuity to hone their problem-solving skills and creating applications to solve issues dwarven society faces with their own ideas! Their quota will consist of 5 Engineering parts for beginners so the higher ranking Engineers can create functioning products, for the pay of 50 minas per product, and 2 Karzul for 5 parts.

 

How the Guild Works:

 

GUILD DAY

Currently, most smiths and artisans just hammer away at the forge alone, for no one to see. The Dwed’s strength as a people is when they come together, and this rings true when it comes to blacksmithing and artistry. It lacks the social aspect that brings the guild together. The same can be said for mining. Although it can be relaxing to go into the mines with your pickaxe and mine away, humming your favorite war ballad, you don’t grow with the combined knowledge of the other’s who may have developed unique mining, smithing, or artistry techniques. Participating in the Guild’s very own of Guild Day, this would change. Once a week, smiths, miners, and artisans all gather to craft, mine, or work. The workers give pointers and show off their own techniques to one another, each dwed having their own personal experiences to tell and teach. This would also be the time for lessons to be taught, should a worker be contracted to teach someone outside of the guild, or to help those of lower rank than they. The Guild can gather on a preset day, and concentrate their efforts to get the most out of it, rather than everyone working to themselves. Most promotions are held on Guild Day as well, but promotions can be scheduled other days.

 

The Worker’s Guild is open to all races, but, for an outsider to work for the guild, they must work like a dwarf does. If you are a dwarf, you can enter the workforce without any prior experience. If you are not a dwarf, you cannot enter unless you have skill coming into the job, and must work out a deal with the Yemekar’s Pick. 

 

Hierarchy 

 

Regulars: The backbone of the workforce. Those who show up and get the job done, regardless of how well they do it. Those who have shown a desire to grow begin to see results here. Those who consistently hit their quota each week can expect to move up the ranks quickly. A regular is expected to rank up in three stone weeks, after submitting three quotas, and taking their three lessons. They are able to deal with ferrum and aurum, and that is all the Guild is willing to trust them with, unsure if they will be able to withstand the labor of dwarven industry. The crafts of a Regular are characterized by a high likelihood to crack and warpings of their works, and miners know which end of the pick to swing. 

 

Proficient: This is where most non-dwed stop in their skill level. Those who know the in’s and out’s of their craft make up this rank of workers. Proficient workers can deal with semi-precious gemstones, not quite ready for the likes of gemstones like emeralds rubies and diamonds. Now available to them are the alloys of the world, and all mundane metals and minerals. They can craft with/mine Kulia Crystals, as well as all of the previous minerals, and can deal with Meteoric steel. They also have the skill to work with any potential alloys, so far as the alloys contain the materials the workers have the skill to work with. Also with this rank comes the benefit of using guild forges and materials for personal commissions, at a 25% commission rate. They also are allowed to teach Regulars so they can both progress, and are required to at least once before they become Professionals. They are expected to be promoted to Professional after 8 stone weeks, five of which are of them submitting quotas of their rank, and the final one being a submission of a work of Meteoric Steel. The crafts of a Proficient are characterized by a fine result, not being particularly efficient about it, but being quality work.

 

Professional: These workers have made their craft their meaning in life. They show utmost dedication to what they do, and it shows in their nearly unparalleled crafts.  Professional ranked workers are able to work with precious gemstones that are too fragile and too expensive for Regulars and Proficients to have access too. They are able to work with/mine the dangerous Volatite and Blighted Steel, Azhl, and are required to submit a quota of both before they can be promoted, as only a professional worker could be trusted with such valuable and dangerous materials. The crafts of a Professional are characterized by nearly perfect, ornately crafted and with attention to detail. It would be expected for a Professional to be promoted after 12 stone weeks, or 4 weeks at the rank of Professional, as they have to submit the two dangerous metals, in addition to teaching a Regular their three lessons. Who learns what is dependent on the Professional workers. 

 

Master: Those who have attained full mastery of their craft. They have shown exceptional work with all of the previous materials available to the guild, but most importantly, they can work Carbarum, the most fabled of minerals in the land. Due to this high responsibility, and the rarity of Carbarum, there will be only ONE Master rank worker per profession. The crafts of a Master are characterized by being unparalleled. Nearly flawless would be their works, and they would make them with ease.

 

Grand Master: The pinnacle of Dwarven mastery and craftmanship, those who attain this titular rank are known throughout the land from their deeds and accomplishments achieving this rank. Works made by Grand Masters would be recognizable, and their name would bear assurance of utmost quality, for there would only be one in the Guild. A Master worker attains this rank by submitting a work of Carbarum, as well as taking up the mantle of Foreman and leading those under them. Grand Masters would orchestrate the efforts of their sect of the Guild, leading projects with the Masters below them for the Yemekar's Pick.

 

Progress through these ranks is shown through attendance to Guild Day, meeting quota, fulfilling orders, and exceptional work as deemed by the Forman and Yemekar's Pick. Those who are permitted for moving up must show their craft to the Foreman or Yemekar’s Pick. Examples are: A smith showing an ornate sword; an artisan crafting an oil urn; a miner showing his ability to mine Volatite without exploding. At higher ranks where there is a limited number of jobs, a worker looking to advance to a position that is already filled may Challenge the one holding the position through a contest of craftsmanship. The winner takes the position, and the loser is demoted.

 

The general form for promotion is showing up to a set number of Guild days, and delivering the profession specific quota for a set number of days, and then finally for the promotion, you have to show some of this craftmanship to the Yemekar’s Pick or the Foreman. Teaching another craftsman will expedite this process, as teaching counts as two quotas. Regulars have to teach with the Yemekar’s Pick present, while Proficient and above do not, and can teach at their leisure. This teaching quota can only be applied once per rank.

 

APPLYING TO THE GUILD

Application to the Guild is simple: send a bird to Dorimnur Goldhand. (BDanecker, and BDanecker#1120 on Discord)

 

((Should there be any questions or clarification on what each tier is allowed to do with the current Techlock or what’s available beyond what is on this post, shoot me a PM on Discord))

 

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Despite not being in the guild herself, Dhaen Grandaxe believes her dwarven brethren would benefit from participating more in the workers guild and begins to disperse parchment pamphlets for it all around the city.

 

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As a member of the guild i can tell you that it Is a brilliant opportunity to work with the best craft people this land has and a way to show your skills and learn new ones.

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