Tarus Association of Runesmiths Organization in Elderforge | World Anvil
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Tarus Association of Runesmiths

The Tarus Association of Runesmiths, better known as their acronym, T.A.R, are a group of the best and esteemed Dwarven Runesmiths. Runesmithing is a booming industry in the Tarus Kingdom, with skilled smiths being sought after by buyers all over the world due to the beauty and extreme power capable of being held in these same runes. To sell runes in the Tarus Kingdom, and to have the title of 'Runesmith', you must be an associate of T.A.R. However, unlike other trade guilds that take a cut of the profit, T.A.R focuses entirely on quality. The Dwarves that work for T.A.R drop by and check all the Runesmiths on a regular basis to investigate their work. They make sure that it is up to code, meaning there are no mistakes that could cause a devastating explosion, or any other magical mishap.   The people of T.A.R do this not for profit or fame, but because they want to uphold the Dwarven Runesmithing reputation. Everyone around the world expects Dwarven runes to be these delicate, yet robust etchings containing beautifully hidden messages and underlying power. They want to make sure that every official 'Runesmith' does their job properly and is constantly improving their work with better and better designs. When someone sees someone covered in a stark, yet bold body tattoo sshowing their clan heritage whilst also empowering them with a magic shield, T.A.R wants that person to know that it was done by a Dwarven Runesmith. This is as much about pride of their work as it is for business, maybe even more so. The Dwarves of the Tarus Kingdom are competing with the Goliath Runesmiths that have started to develop throughout 400AU, but the two types are very contrasting. Goliath runes are large and usually individual, marking a singular word with a lot of meaning. Dwarven Runes are much more subtle, containing patterns and etchings that can be very minute, to very large bands wrapping around a body. T.A.R are very prideful of their work, they do not want to see any Runesmith producing low-quality runes, for it would hurt the Dwarven reputation.   After the Great Unite and the merging of many cultures, the Dwarven Runesmithing trade has boomed like never before. There is an influx of adventurers and heroes, as well as villains, that collect gems and jewellery throughout their travels that sought after a talented Runesmith to make them powerful magic items for them to use. Not only that, but the possible subtlety of the runes makes them perfect for things such as small alarms on a front door for security, or a small explosive runestone in a travel pack for a worried lady travelling around late at night. It is one of the biggest trades coming out of Tarus, alongside the ores and minerals, and is an incredibly large business. Because of this, T.A.R has grown massive as well, containing dozens of skilled associates an hundreds of registered Runesmiths, all flocked towards the Tarus Kingdom for the best Trade Guilds, materials and customers.

Structure

The top role in T.A.R is the Guild Master. He ranks above all others and leads the Guild in all ways. The Guild Master is determined by the best Runesmith, through a series of rigorous tests and competitions, producing a variety of runes on gems and other surfaces, all whilst in terrible conditions (one test took place in a volcano, carving runes onto ice).  Alongside the Guild Master is an appointed Grandmaster, chosen as the right hand man for the Guild Master. This is to make sure the Guild Master is not overrun with responsibility as well as conforming to the Taruan traditions of the best things coming in twos.  The Guild Master then appoints five Masters, all overseeing different sects. For example, there is one Master for Southern Tarus, and two Masters for the capital city Vin'Gurahm, each looking over half. These Masters run the day to day and administer the associates to the different Smiths within their area. If anything serious happens within their sect, the associates go to the Master first for direction. The final title is Associate. These are the grunt-workers of the organization but are still well respected and essential workers. They visit Runesmiths and physically check all the registered work, making sure it is up to the code given out by the Guild Master. The associates are the ones determining quality, and must be very skilled at Runesmithing themselves. Then it is just the Runesmiths that are registered with the Guild. They come in a variety of specialties, ranging from tattoo work, to jewellery, to large-scale environmental runes.

Culture

The culture of T.A.R is filled with hard-work and respect. Everyone that works for or is registered with T.A.R is extremely passionate about runes and wants to make works of sheer beauty. They enjoy being challenged and testing themselves with their pieces, taking feedback from associates well and using it to improve. Also, it is easy for Runesmiths that have proved themselves to work their own way up the Guild if they want, everyone in the Guild shares their works and techniques with each other so names become well known very quickly. The mutual respect that sits with all Runesmiths, for how difficult the trade really is and how skilled one must be to make a living out of it, makes the Guild a generally friendly place.
Founding Date
13AU
Type
Guild, Craftsmen
Alternative Names
T.A.R
Leader Title
Parent Organization
Location
Related Ethnicities

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