Cercyons' Hammer and Anvil

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Within the Hammer and Anvil, the ways are simple. One must work with skill and have that skill confirmed in order to advance. The (tentative) ranks follow. Their nomenclature is not standard, and it can be common for localized terms to take the more formalized rankings.

Bellows - Those who work the Bellows are the newest of the new or have brought such shame to the craft that they must unlearn what they have learned and begin anew. Those of this rank are never unsupervised, and any work they do is carefully inspected before being re-done. Despite this, their work is important, for without the bellows the fire is uneven, and what they do well is to be praised. Their advancement is gained by the crafting of a flawless nail. The nail is to be kept on their person during their working hours, a reminder of the humble origins that all must come from.

Nail - Those of the Nail are unsupervised for simple tasks and routine work. They are charged with operating the smelter, maintaining the general cleanliness of the forge and are allowed to craft simple routine items, such as nails and horseshoes without their work being checked or remade. Advancement to the next rank is proven by their crafting their own set of tools and an apron. The set of tools must be worthy of the name and be used by someone of higher rank to craft with. If the tools are suitable, they are given the mark of Cercyon and granted the title Maker. At the rank of Maker, they are given their first permanent mark; a brand or scar of Cercyon on their dominant arm. A tattoo is also acceptable if local culture prefers. In any case, the mark serves as a reminder that there is no advancement without pain.

Maker - The bulk of the Hammer and Anvil are the Makers. Journeymen who choose to not settle or who only have marginal skill, they can craft without supervision and set up their own forges, earning their own keep. They craft mostly for the commoners, but at any time may submit a work to be judged for advancement to Smith. The work may be armor, a weapon, or even an urn. Whatever work they craft must be flawless, or it is rejected and the Maker cannot submit for advancement for a full year. At the level of Crafter, their second mark is earned; their own personal mark to be placed wherever they will.

Crafter - The Crafter has proven themselves; generally they are the areas' best known smith, crafting works for the low nobles. Their works are sought after, and their mark guarantees quality. Items created by the Crafter are passed down, and they are generally found teaching the lesser ranks in some finer detail. They themselves are not (Or should not be) idle; their advancement comes from a genuine masterwork or discovery of some new way of forging that benefits all. After this, there is a solemn ceremony where they undertake their greatest challenge; walking 15 paces over the coals of a banked forge, demonstrating mastery over not just metal, but the fire that shapes the metal.

Forger - The Forger is generally not an active craftsman; they spend most of their time grading the work of others and are the respected teachers of the Hammer and Anvil. When they do set their hand to the hammer, it is because a high noble or king has asked for their work. Their work is exceeded only by the gods themselves, as their entire lives have been spent in their service to the forge. They are the keepers of the greatest knowledge and are respected by all within the Hammer and Anvil.

Joining - Joining is a simple matter; one is born to the hammer and anvil or one joins by asking to work the bellows. It is only by asking to work the bellows can one begin along the path.

Oaths:

We do not take a Crafters' mark as our own. We earn our marks by our own craft.

We do not teach poorly. We were not taught poorly, and so we will not bring shame upon our teachers by failing to teach the earnest student. If a student exceeds you, you have taught well. Send him on his way with a blessing.

We do not act lazily at the forge. The forge is your life.

Regression: It is possible to fall from ones path. Age, disease, and other such things can rob a smith of skill.