The House of Gond – The Guild of Inventors
Contents
The House of Gond is the beating heart of technological innovation and craftsmanship in Velantis. Unlike the mages of the Assembly, who seek to control magic, the tinkerers, artificers, and engineers of Gond believe that technology and ingenuity will surpass magic itself.
Based in Creastiinta, the floating steel island, the guild is responsible for mechanized marvels, firearms, automatons, and arcane-infused machinery that are rapidly changing the world. Some see them as visionaries of progress, while others fear their dangerous experiments may unleash forces beyond their control.
Guild Structure & Ranks
The House of Gond follows a merit-based hierarchy, where creativity, innovation, and technical skill determine rank. Unlike the rigid structures of other guilds, here one’s intellect and contributions matter more than titles.
The Three Grand Artificers (Guild Leaders)
The House of Gond is ruled by three master inventors, each responsible for a different aspect of technological advancement:
- Magister Ferrognath – A Dwarven engineer, master of mechanical construction and automaton design.
- Zyra Sparkweave – A Gnome artificer, leading innovations in arcane technology and power sources.
- Professor Oglithon “Oggs” Kaldrith – A Vedalken scientist, focused on alchemy, explosives, and transmutation science.
The Hierarchy of Invention
- Master Engineer (Rank 6) – The highest rank below the Grand Artificers, overseeing major projects and experimental research.
- Lead Tinkerer (Rank 5) – Veteran inventors who train new recruits and refine breakthrough discoveries.
- Forgewright (Rank 4) – Highly skilled crafters who work on large-scale engineering projects and mechanical designs.
- Artificer (Rank 3) – Independent inventors who create personal projects, enchantments, and technological prototypes.
- Journeyman (Rank 2) – Trained members assisting in workshops, learning engineering, alchemy, and enchantment.
- Initiate (Rank 1) – Newcomers to the guild, often apprentices or those proving their skill.
Unlike other guilds, rank can shift rapidly based on merit—if a Journeyman creates a groundbreaking device, they might immediately ascend in rank.
Philosophy & Code
The House of Gond believes that technology is the true path forward, and magic is merely a tool to enhance innovation. Their guiding principles include:
- “Progress above all.” Stagnation is the greatest enemy—every failure is a lesson toward greater success.
- “Knowledge should be built, not hoarded.” Unlike the Assembly, the House of Gond believes ideas should be shared freely, so innovation can flourish.
- “Magic and science are not rivals, but partners.” The best creations come from blending technology and magic, not choosing one over the other.
- “If it can be built, it must be built.” Theoretical ideas are meaningless unless tested in the real world.
While the House of Gond promotes discovery, there are rumors of dangerous experiments gone wrong, leading to explosions, rogue constructs, and unpredictable magical phenomena.
Technologies & Inventions
The House of Gond specializes in:
✅ Automatons & Clockwork Constructs – Mechanical servants, golems, and war machines.
✅ Firearms & Explosives – Guns, bombs, and experimental weaponry.
✅ Airships & Vehicles – Steam-powered skyships, mechanized carriages, and underwater vessels.
✅ Arcane-Infused Machinery – Magitech devices, self-repairing armor, and enchanted tools.
✅ Alchemical Innovations – Synthetic potions, alchemical fuels, and artificial magical components.
Creastiinta itself is one of their greatest inventions—a floating city made entirely of steel, powered by a mix of arcane reactors, steam engines, and unknown energy sources.
Rivals & Conflicts
🔻 The Assembly (Mages’ Guild) – The two guilds clash constantly over the superiority of magic vs. technology. The Assembly sees the House of Gond as reckless experimenters, while the House of Gond views the Assembly as stubborn traditionalists.
🔻 The Maskarrans (Thieves’ Guild) – The Maskarrans steal and sell House of Gond inventions on the black market, often turning dangerous prototypes into weapons for criminals.
🔻 The Deathstalkers (Assassin Guild) – While the House of Gond provides advanced weaponry, they strictly oppose assassinations. The Deathstalkers sometimes acquire their creations anyway.
🔻 Religious Orders & Traditionalists – Some anti-technology factions believe the House of Gond is unnatural, disrupting the balance of the world with their experiments.
Despite these rivalries, the House of Gond maintains good relations with mercenary groups and governments, as many armies depend on their weapons and constructs.
Symbol & Calling Cards
- The official symbol of the House of Gond is a cogwheel with a burning forge at its center, representing progress and creation.
- Members often wear utility belts filled with tools, wrenches, and alchemical vials.
- Blueprints and schematics are their most guarded secrets, as new inventions can change the world.
Recruitment & Membership
The House of Gond actively recruits those with talent in engineering, crafting, or invention. Candidates must:
- Present an invention or a mechanical prototype.
- Pass a test of problem-solving, such as repairing a broken machine.
- Swear an oath of innovation, promising to push the boundaries of knowledge.
- Demonstrate their ability to create or improve technology.
Failure is not punished harshly—invention is built on failure. Instead, those who fail are given more opportunities to learn and improve.