The Galvani Brother's Workshop
On any given day you can see the two Orcs, Crihn and Rit, running to and from workshops. Crihn, the smaller of the two siblings, tags behind their brother holding stacks of ledgers and checkbooks. Rit can be seen holding several pieces of newly made materials inspecting it for defects, usually barking orders to apprentice artisans and carefully showing them where their mistakes lie. Crihn and Rit are quick to approach any new people who enter the shop warning them of the dangers of entering, what is essentially, a construction zone without any guidance. They will take any people who enter that are not artisans to their personal shop-rooms to discuss business.
Purpose / Function
The city of Leccer did not always have a formal workshop, and until 1658 most large-scale production was done on the very spot this place was founded. The workshop is in place to concentrate the local artisans in one spot, increasing efficiency and giving commoners a place to apply for apprenticeships.
Denizens
Each room has at least one master of their craft, and several apprentices. The masters are as follows;
Cobbler: Krek Ikrek, a goblin no more than a meter high and thin as a reed. Krek can be found carving out wooden shoes, and on more lucky occasions can be found crafting velvet slippers for a noble. Krek is a simple goblin and cares not for flashy wear, sporting a small mohawk of white hair, a work tunic, with the only article of note being their custom shoes which seem to have daisies carved and painted into them.
Tailor: Corinna Gilberta, a half-dwarf halfling that is a renowned seamstress for the area. Corrinna stands a little over 1 and a half meters tall and is a large woman with dark skin. Her hair is braided and she is always dressed in some of the most beautiful robes many have seen. Usually adorned with accessories that are simple, yet beautiful. While she is one of the most sought after seamstresses, there are very few apprentices within her workshop.
Cooper: The cooper is a rotund man known as Dennis Cooper. Their family have been the master coopers of the area since the year 500, and every single apprentice within their trade takes the last name at their coming of age ceremony if they become an apprentice Cooper. Dennis himself is a squat man a little under 160cm, and can be seen sporting a work tunic with large thick leather gloves. They are rarely found not-working or teaching their apprentices. Barrel making is an extremely popular apprenticeship but Cooper makes it look easy ringing barrels in the time it takes a person to blink.
Carpenter: K'Thalin Kar, a half-race woman with sharp teeth and equally as sharp ears. Her room can always be expected to smell of fresh cut wood and finish. Her height intimidates many of the new apprentices, but her demeanor is that of a teddy bear. Most days she can be seen sporting what seems to be a cotton work tunic and bottoms. A notable feature of her is that her shoes are adorned with snowflakes, and seem to have reflective materials ingrained into them.
Tinkerer: Crihn and Rit, the general tinkerers just as their mother and father are usually not in their shed house, instead they can be found dashing between artisans organizing the needs of everyone else. After-hours Crihn and Rit can be found in their squat room handling the smaller more precise needs of the workshop.
Jeweler: Elijah Peacock(Real last name of Braund), a world renowned Jeweler from the city of Dür, who used to be the head of one of the families of Dür. Elijah is a half-gnome who generally is dressed in elegant robes and can always be seen wearing a zooming spectacle that acts as a telescope. Their Purple tuft hair swishes back and forth as they closely inspect gems and relics. The glassblower, Andrea, can commonly be found speaking to Elijah during lunchtime.
Glassblower: Andrea Corning is a human woman who is always seen wearing protective gear and working the glass furnaces within the workshop. Their room is next to the extension of the smithy, and they commonly send broken tools and other items to the smithy to be repaired.
Stonemason: Marrak Mason, a Tengu stonemason whose beautiful rainbow feather scheme glimmers in the light. Their blue facial feathers compliment their red eyes. Usually Marrak can be found in a custom made tunic, and shoes from both Gilberta and Ikrek respectively due to their non-humanoid body type. If asked about their shoes or shirt they will happily chirp and recommend both of their workshops to any who ask.
Contents & Furnishings
Cobbler: There are several tables, each with a wooden chair in front of it with cobbler's tools on each table. On each desk there is also a leather-working kit, oils, and measures. At the very front of the room there is a desk where an apprentice sits and greets people, they have several ledgers and quills at the desk. In the very back there is a private room with another door. Within that room is a couch, desk, and chair where Krek meets with individuals. Within the private room there is a locked box sitting on a waist high bookshelf beside the window behind krek's desk. On the bookshelf there are several books relating to cobbling lore and practices.
Tailor: This room is lined wall to wall with robes and tunics that are being repaired or patched. Towards the back of the room there are three desks with mechanical sewing machines, as well as a tailor's kit at each station. On the wall near each desk is a measure, mannequin, and near the center desk there is a loom that looks like it hasn't been used in quite some time. Otherwise it doesn't look like there is any type of "meeting space" within this room.
Cooper: Cooper's workshop has one single back-wall with several tools and contraptions. Next to the wall are several vises that have metal rings, and wooden planks sitting next to them. Several half-finished boxes, barrels, churns, and other woodcraft can be found here. In the back of the room there is a small cutout where a chair, desk, and small table are found. Dennis meets with new customers in this backroom, somewhat secluded by a leather flap that covers the doorway.
Carpenter: As anyone approaches the carpenters' area it is easily recognizable because it has no door, instead sporting a 5 meter wide hole directly into the room where several tables with assorted tools and saws can be seen. There are wardrobes, desks, tables, chairs, and an assortment of other large wooden items.
Tinkerer: Crihn and Rit are rarely seen within their small shed that constitutes the tinkerer's shop. Nobody is usually allowed in unless they are one of the workshop workers. For those that find themselves in the room there are tinkerer's tools laying about the place in a very orderly fashion. Each desk seems to have a very specific purpose and with a proper lore check the person could determine what each desk is being used to work on. In the very back of the room is a safe which requires a DC 30 Thievery check to open.
Jeweler: There are several tables facing towards the center. Each has an apprentice who is working at setting stones into jewelry or threading, and repairing chains. Elijah can always be found in a private backroom surrounded by several cases denoting their best work. The backroom contains a beautiful luxurious couch, as well as several cases containing their work. A desk with a beautiful shining amulet is in front of the couch where Elijah sits.
Glassblower: Within their room, connected to the smithy there are several furnaces. The air within is dry, and there are glassblowers tools slotted into several racks. Several utility based glass structures can be found, ranging from vials to wine glasses for nobles. Most of these are contained within crates from the Coopers as well as what seems to be some type of bedding from Gilberta.
Stonemason: The stonemasons have a small room with several tables with stone-carver's gear set at it. Their primary workplace is out in the courtyard hefting cobblestone into wagons and carts to be lifted to the walls for repairs. Marrak can be seen shifting between shipments tapping on ledgers and signing off on agreements most days.
Valuables
Cobbler: 10 silver pieces of leather scraps, 50 silver pieces of lumber, in a locked supply cabinet (DC 30) there is 5,000 gp worth of darkwood lumber. In the locked box in Krek's room there are 50 gold pieces, and a letter from K'Thalin Kar detailing her affections for the goblin.
Tailor: 10 sets of explorer's clothes of regular quality fitted for small or medium creatures, 5 pairs of gloves fit for a medium creature, 3 pairs of gloves fit for a small creature. In a locked wardrobe (DC 30) there is a set of +1 explorer's gear with an armor potency rune crafted into the sewing. Beneath the wardrobe there is a slight crook in the floor where a lockbox of an equal DC can be found. While investigating the crook requires a seek check (DC 25) to notice.
Cooper: 1000 silver pieces of lumber, 50 silver pieces of metal rings, and three DC 40 locks that have yet to be attached to several half-complete containers. There does not seem to be any lockbox or place to hold finances within the room.
Carpenter: 1000 silver pieces of lumber, 500 silver pieces of miscellaneous metal hardware like nails and hinges.
Tinkerer: 100 gold pieces of miscellaneous tiny machine parts, mostly steel, gold or silver in nature. A compass, a broken ornate clock worth 50 gold pieces if it was repaired, and several magnifying classes attached to the desks. Within a lock-box (DC 40) that contains all the contracts between the Galvani family and the city of Leccer.
Jeweler: The following are locked behind 3 cases with DC 40 locks; 500 gold pieces worth of gems, 500 gold pieces worth of silver and gold chains, and one magic gem which can supply the crafting cost for up to a +3 potency rune.
Glassblower: 100 silver pieces worth of glass objects and scrap, 50 vials. The bedding and containers can be scrapped for 100 silver pieces of cloth, and 100 silver pieces of wood and metal.
Stonemason: 1000 silver pieces of finely carved stone and cobble. Nothing else other than stone working tools can be found within their area.
Alterations
Early in it's existence there was an expansion to include the local smithy, made possible by a grant given by the Baron at the time, Lord Durgentar's mother. Since 1658 there have been few changes to the blueprint, but it has expanded over time to include more artisans. Crihn and Rit want to expand the building to include a 2nd floor that would house live-in apprentices and orphans.
Architecture
The main area of the workshop is an open air courtyard where there are weather-safe equipment and supplies as well as open cobbled floor to work on. The side rooms are all different artisans houses including; a cobbler, a tailor, a cooper, a carpenter, a tinkerer, a jeweler, a stonemason, and a glassblower. Nearby to the glassblower is the smithy, which was an extension built on in 1658, and completed by 1659. Each room has it's own architecture that helps them do their work.
History
In 1650, Crihn and Rit's parents, a half-orc and a full orc petitioned Baron Durgentar to allow for them to start a workshop within the city of Leccer. 5 years later they were given the land grant and given three years to prove that this was an effective use of the land. In those three years their parents accellerated the production of Leccer, giving merchants and nobles a place to go and petition local artisans. This was also very helpful in getting local artisans and apprentices to come together for teaching their respective trades. It wasn't long before 1658 rolled around and the Lord gave them a large grant of gold to continue expansion, which allowed them to upgrade the old smithy and attach it to the workshop, further concentrating their power.
Founding Date
1658
Alternative Names
The Workshop, The Factory
Type
Workshop
Parent Location
Owner
Owning Organization
Characters in Location
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