- Pronouns
- He/Him
Slimy_Froggy
Patron
Hello there!
The Tinkers Guild is a group (hopefully) of characters that know how to design and build basic contraptions (being very careful with the tech lock here). City owners from Altera would go to this guild to ask for contraptions like hidden doors, vault locks, traps, etc.
I'm planning to make enough Radiants to buy a wee region to set the following thing up:
Tinker Headquarters.
The region would be a "city/village" somewhere on the map, but no ordinary one. This one will be full of hidden passage ways, (traps perhaps), and knowledge. That's the basic idea. I hope to go into more detail with the people who will join this guild as buildings in the region are placed.
Note that I have no intention of making it look like a steam-punk thing. On the contrary, builds that look the slightest bit like steam punk would be removed from the region (I don't have the region yet, but just a heads-up and a note so that staff knows I'm not going to go against the rules with this plan.)
Before we have the region. Characters need to find each other in Roleplay first and make plans, otherwise it'd be way too much metagaming, and we don't wanna do that.
A global idea on how to start after meeting in a tavern or bar, I think would be by having a small experimental base in the sorrows and see how that works out. Just until we amass enough radiants to buy a region.
The theme would either be like the first or the second of the pictures below. It'd be build on the face of some hill or rock and inside would be the contraptions. The advantage of swamp over desert is that we can have a beautiful nature-site around it. The advantage of desert over swamp is that we'd have no trouble digging down (with water and all).
The Tinkers Guild is a group (hopefully) of characters that know how to design and build basic contraptions (being very careful with the tech lock here). City owners from Altera would go to this guild to ask for contraptions like hidden doors, vault locks, traps, etc.
I'm planning to make enough Radiants to buy a wee region to set the following thing up:
Tinker Headquarters.
The region would be a "city/village" somewhere on the map, but no ordinary one. This one will be full of hidden passage ways, (traps perhaps), and knowledge. That's the basic idea. I hope to go into more detail with the people who will join this guild as buildings in the region are placed.
Note that I have no intention of making it look like a steam-punk thing. On the contrary, builds that look the slightest bit like steam punk would be removed from the region (I don't have the region yet, but just a heads-up and a note so that staff knows I'm not going to go against the rules with this plan.)
Before we have the region. Characters need to find each other in Roleplay first and make plans, otherwise it'd be way too much metagaming, and we don't wanna do that.
A global idea on how to start after meeting in a tavern or bar, I think would be by having a small experimental base in the sorrows and see how that works out. Just until we amass enough radiants to buy a region.
The theme would either be like the first or the second of the pictures below. It'd be build on the face of some hill or rock and inside would be the contraptions. The advantage of swamp over desert is that we can have a beautiful nature-site around it. The advantage of desert over swamp is that we'd have no trouble digging down (with water and all).