
What this guild is about
Make things people use.
Turn raw materials into the things a community needs. The Master Artisans bring miners, refiners, smiths, carpenters, loggers, gemcutters, leathercrafters and scale crafters together in one guild. You can train it alongside an adventuring guild and add skilled work, equipment services and province construction to what you do.
An artisan’s work lets other people do more. A repaired piece of armour goes back into battle, prepared timber becomes part of a building and a carefully cut stone shows the hand that finished it. The satisfaction is in knowing your materials, tools and workplaces well enough to do reliable work. The Master Artisans teach the shared foundation, and each branch teaches its own trade. It suits players who want their progress to leave something behind, like supplying other people and want work to do between expeditions. Skill matters, and so does the workshop you use it in.
You might feel at home here if…
- You want to choose a trade and learn its materials and tools.
- You like making things other players need.
- You want each finished piece or building to show your progress.

Lore & origins
A hall where the trades meet
The Hall of the Master Artisans in Vaerlon shows off the trades through what they handle: ore specimens and surveyors’ notes in one bay, seasoned timber in another, cured leather in a third. Smith-hammers hang beside a model of the forge, and a guild tree under glass shows a newcomer how the branches relate. The brazier doesn’t quite keep out the cold from the Street of Stone Walls.
Each workshop next door has its own history. The Refiners’ low hall has working furnaces, cooling bars, crucibles and an assay ledger. The Smiths’ granite room holds patterns for blades and armour, named tools above the anvils and a Fire-priestess’s mark beside the hearth, and an older Earth-priestess’s mark survives in the shared hall. The Gemcutters work in a narrower, colder room with grit, borrowed loupes and a scarred practice bench.
The family reaches beyond the main building. Loggers work from a plain wooden hall, learning to recognise, fell and prepare timber. Carpenters need practised hands and the right tools. Leathercrafters work their own materials, and the scale-crafting tradition maintains valuable equipment made from the world’s dangerous creatures. The Master Artisans coordinate these trades without replacing their teaching: someone extracts, someone prepares, someone shapes and someone uses the result.

A place in the world
The artisans’ complex, Vaerlon
The shared hall opens from the Street of Stone Walls, with mining and refining nearby and the smiths above. Other trades keep their own workshops. The guild’s practice benches are a step towards the better facilities that provinces build for serious production.
Read about the worldTheir role in a fight
Equip the people who take the risks.
Artisans contribute preparation, equipment and the buildings that support adventures. You train the crafts alongside a combat guild, and your role in a fight comes from that guild and your equipment. Artisan work decides what is ready before the party sets out and what can be repaired when it returns.

With a party
A group benefits from someone who knows what materials and equipment it needs. Equipment service, prepared resources and construction work link your workshop time to the next expedition. Check what is needed before you spend on supplies or take on a specialised job. Much of your contribution happens before the first attack and shows in the equipment everyone carries.
On your own
A session on your own can still produce something: mine, prepare wood, work at a suitable station or practise a specialist trade. Some work rewards close attention, such as watching a gem for a promising facet or a creeping flaw. Pick work your training and facilities can handle, and each result adds to your progress.
Trade-offs
Materials, tools, facilities and guild standing all limit the work. Joining the main hall doesn’t give you every trade, and a practice bench is no match for a developed province workshop. Rare materials and unusual equipment add more limits. The real decisions are where to specialise, what to invest in and which jobs you are actually ready for.
Abilities
Signature abilities
Mining
Extract useful material
With a mining pick wielded, you work deposits and learn the craft of extraction. Mining skill improves speed and ore purity, reduces wear on the pick and helps with stone, clay and splitting ore. You also need suitable tools and the ability to work the particular ore.
Carpentry
Make functional wooden work
Carpenters turn timber into useful objects and structures. Knowledge isn’t enough: your tools and the quality of the workshop affect the result. Experienced workers can make tools that suit them, and better province facilities let their skill show.
Gem Cutting
Read the stone and choose when to stop
Work a stone on a grinder, judging its promise as each pass reveals more of the cut. A bright facet calls for a quick response; a hairline crack calls for care or an immediate stop. Equipment, lighting and knowledge all affect the work. The guild bench is for practice, and province cutting rooms are for demanding work.
Construction
Turn skill into settlement progress
Construction knowledge helps raise buildings. At a province construction site it counts whenever you use the build command, alongside related crafts such as carpentry and masonry, so you don’t need a separate ‘use construction’. The result is a building the whole settlement uses.
Progression
A profession learned at the workbench.
You qualify for the Master Artisans by completing apprentice craft training or through the Logger’s Hall, then use the main guild to reach the specialist branches. The hall advances with advancement points, not profession levels. Each branch still has its own membership and requirements, and Smiths, Refiners, Gemcutters and the other trades have their own curricula and facilities. Start with a concrete goal, check the current guild requirements and build the skill, materials and workshop access that goal needs.
Play Icesus
Make a character
and try a guild.
Pick a race and a first profession, then meet your guild’s teachers in the game.





