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    The United Artificers of Irongate
    Posted on Thu, June 23, 2005 by Dongul
    Phalastar writes "Once a small but thriving guild focusing on the production of magical arms and armor, the United Artificers of Irongate have now become an influential magical guild with a large membership. The associated wizard’s school is highly regarded and their school of evocation is one of the finest in the Flanaess.

    The following article provides a short description of Irongate's only magical guild.

    The United Artificers of Irongate
    By: Phalastar
    Used with Permission. Do not repost without obtaining prior permission from the author.

    Once a small but thriving guild focusing on the production of magical arms and armor, the United Artificers of Irongate, have now become an influential magical guild with a large membership. The associated wizard’s school is highly regarded and their school of evocation is one of the finest in the Flanaess.

    The UA (as they are known locally) now concentrates its efforts on defending Irongate and what is left of the Iron League from the menace of the Scarlet Brotherhood. They also keep an eye on their old nemesis, Prince Reydrich in Zelradton.

    Founding and History

    The origins of the United Artificers can be traced back to before the Battle of a Thousand Banners. Many wizards of Irongate put their magical training to use in the production of magical weapons and armor, utilizing the ready supply of such items produced in Irongate.

    After the formation of the Iron League in 447 CY, the wizards of Irongate were encouraged to form an organization to better manage the city’s magical resources. In 451 CY, that organization was formed and became known as the United Artificers of Irongate.

    As the United Artificers gained power, prestige and wealth, and the population of Irongate increased, more wizards were welcomed into the guild. As more wizards joined the guild, so the focus of the guild expanded into other areas of magic. In particular, the Oeridian mages showed a strong talent for evocation magic. Members of the guild began to share spells, components and arcane knowledge, rather than simply the costs of magical item production.

    With the fall of the Great Kingdom, it became clear to the wizards of Irongate that if they wanted their art to continue to thrive in the city they would need to pass their knowledge on to others. The member states of the Iron League also realized that they had no locations for formal magical training, aside from those available inside allied Nyrond. So it was that the United Artificers School of Arcane Arts was formed. The school’s initial focus was on the creation of magic items and evocation. However, in the aftermath of the Greyhawk wars, the school of divination came to greater prominence.

    During the siege of Irongate, specialist evokers from the guild defended the city gates, earning a reputation for courage and tenacity in battle. They became known as the Gate Guardians and their efforts greatly increased the guild’s standing amongst the dwarven community, who previously viewed guild members with some suspicion.

    Membership

    In recent years the membership of the UA has grown considerably. Displaced wizards from former Iron Leagues states have moved to Irongate and joined the guild, greatly swelling its numbers. This includes a handful of archmages from the former Idee and from Onnwal.

    The guild places few restrictions on membership aside from not accepting members of evil disposition. Guild membership is open to all races and recently the number of dwarves in the guild has increased noticeably, compared to previous almost non-existent membership.

    Visitors, who must be sponsored by a member in good standing, are not uncommon at the UA’s compound - especially wizards from neighboring states that do not have their own wizard’s guild, or at least one with the resources of the UA. Visitors may make purchases, at non-member prices, and use the library for a fee per day. Visitors may also apply for membership, though they need sponsorship from a current member.

    Organization

    Every four years, the guild members vote for a leadership body made up of seven currently active members in good standing. Members of this elite group of seven are known as Master Artificers and they are the governing body of the guild. The Master Artificer with the most votes is also then elected as the Grand Artificer. The Grand Artificer has the power to cast a deciding vote on issues that have split the Master Artificers.

    The Administrators are made up of members and employees who administer the guild and serve the members. This includes services such as the spell component exchange, the library and the magical armory.

    The Magical Artisans are the commercial arm of the UA. They produce high quality magical items for sale. While known especially for their armor and weapons, the artisans now produce an extensive range of magic items.

    The Gate Guardians are the guild’s military force. In return for services provided by (and special allowances made by) the city, the UA provides Irongate’s military with a cadre of wizards trained in war and able to assist in the defense of the city. This cadre of wizards is known as the Gate Guardians. They are held in high regard by other members of the city’s military. Aside from manning the city walls and gates when needed, members of this force are also able to be called out to support the city watch.

    The Advisors provide the city council and the mayor with intelligence and advise based on both magical divination and shrewd judgment. Their current focus is on the activities of the Scarlet Brotherhood.

    The UA School of Arcane Arts is run by a staff of experienced wizards. New students are accepted at the start of every year. Acceptance is gained by sitting a written test and paying an entry fee. Students assessed by the tutors as having a special gift, may be granted entry without payment of the entry fee. Additionally there are a number of city-sponsored scholarships where the entry fee is paid by the city. This is usually given out by the city in return for services rendered. However all applicants must pass the written test to join the UA.

    Operations

    The United Artificers are headquartered in a large compound in the north of the city. The compound houses several buildings and a large hexagonal tower. There is also a significant underground complex directly beneath the tower. The tower houses the residences of those senior guild members who choose to stay in the compound. It also houses the library, the treasury, the assembly hall, and several lecture theatres. Residences for students, tutors and other workers are found in a separate building along with the mess hall.

    A small security force of dwarves and humans provide most of the day-to-day security for the compound. Four iron golems provide added security for the compound and are also used for mundane heavy lifting tasks. These golems can be commanded by most of the senior staff members. Obviously many mighty magics are also employed to protect the compound and the tower from illicit entry and magical scrying.

    The guild has strong political ties with Cobb Darg and the city council. Senior active members of the guild are well versed in the ways of politics. This is viewed with disdain by the purists of the guild’s membership, though the reality is that anyone wishing to progress in seniority in the guild, needs strong political backing, both within the guild and the city.

    Cobb Darg has come to rely on the UA for information on the Scarlet Brotherhood and to keep him informed of events in Ahlissa. The guild dutifully dedicates a number of its diviners to such activities.

    Elayne Mystica, Cobb Darg’s chief advisor and a powerful wizard, is not a member of the UA. She instead prefers to maintain her independence to ensure that the lord mayor receives a balanced and unbiased magical advice. The UA is careful not to get Elayne offside.

    The Gate Guardians are regarded as an essential element of Irongate’s military forces. The UA sees to it that a mid-level wizard is always on duty at the main gate – many more would be dispatched there in times of trouble. A duty wizard is also assigned to the city watch, to be called on in times of trouble within the city, or to provide magical support for investigations and the like.

    The Artisans busy themselves in their dedicated part of the underground complex beneath the tower. They produce magical items for sale. They also undertake commissioned work, with money to be paid in advance.

    The Advisors spend their time discussing and sharing the latest pieces of information on the Scarlet Brotherhood and Ahlissa. They cast divination spells to fill in the blanks and generally work to provide useable information to the lord mayor. They are assigned several rooms in a quiet part of the tower.

    Future

    With the lifting of the siege the UA has had more time to concentrate on many delayed activities. Firstly they are re-establishing their connections with other magical guilds across the Flanaess. They are doing this to ensure that they keep up to date on magical happenings, as well as to try and collect more information on the Scarlet Brotherhood.

    The UA had plans to assist with the creation of another portal, much like the one that currently links Irongate and Mitrik. Those plans were delayed by the Greyhawk Wars and there is only luke warm support to resurrect them – though there is growing support for providing a portal to the Free City of Greyhawk for the trading opportunities it would bring.

    The temporary respite in open hostilities has also led to an influx of applicants to the School of Arcane Arts, especially from former Iron League countries, where opportunities for formal magical training are in short supply.

    "
     
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    Re: The United Artificers of Irongate (Score: 1)
    by mortellan on Sat, June 25, 2005
    (User Info | Send a Message)
    Solid article Phalastar! I look forward to more submissions from you. Irongate is one if not the best of the alternative big cities to Greyhawk and this piece complements it well. The UA have more opportunity for adventure than other cities too given their location and situations.




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