Agarland Engineers (og-er-land enj-uh-neers)
A highly select and prestigious group tasked with the design of the Moldur Kingdom's major towns and cities.
Like many of the Moldur Kingdom's organizations and departments, it is ran by a council itself that is filled by the most experienced of their own and is in charge of a certain province throughout the Moldur Region. Beyond that council there are 20-30 teams divided amongst the council members that each contain a team lead that reports back to their respective council member.
The Agarland Engineers are a very tight knit group filled with some of the brightest and most clever of their trades. They believe in efficiency and effectiveness above extra flourishes and meaningless touches. If it doesn't serve a purpose, they are not apt to put it into their plans. This doesn't mean they are not creative, however. Making something beautiful that serves a purpose is one of their most fulfilling goals every time they begin the planning phases.
The Agarland Engineers were formed to create the most efficient kingdom Tomeria had ever seen and to ensure the Dwarves survival as the Humans began their rise to dominance. Since the end of the War of Endless Aggression they have continued that goal with a continuing focus on exploring the use of new technologies that came from Grimm such as the Arcane Rails and Divine Cannons.
The Agarland Engineers have been so successful throughout their history, they have nearly unlimited funds should they desire it and whatever they're planning is within the proper scope. This goes beyond simple finances and extends to tradesman, equipment, horses, and other needs they may have when in the Moldur Kingdom.
The Agarland Engineers were founded at the start of the official rise of the Moldur Kingdom as the clans decided to ban together in the face of the human's domination of the elves, the orcs continued bloodshed, and the increasing rate of war across The Continent. The Dwarves knew that they would need to have efficiency and effectiveness throughout the entire kingdom and thus came up with plans to form a dedicated group of engineers. Contrary to the name however, the Agarland Engineers are filled with the best of the best in many different trades such as chemists, botanists, agriculturalists, carpenters, blacksmiths, and so on. Their first task was to set out the groundwork for a magnificent city with buildings and foundations that would not only stand the test of time, but also be able to be the capitol city for years to come and remain efficient throughout the ages as populations and needs increased. They then began their work converting what was then known simply as Moldur into High Moldur. The engineers were than tasked with creating the gateway cities into the Moldur Region later in time prior to the War of Endless Aggression . Throughout the Colonization Era the Agarland Engineers are tasked with "smaller" projects. Due to the ever-increasing time to plan and execute teams that used to be able to design layouts for entire towns will spend the equivalent amount of time on a single district leading to many disputes over the future of the Agarland Engineers. The engineers have come under scrutiny during the latter years of the Colonization Era. As they were assigned to projects outside of the Moldur Kingdom. The Empire was far stricter when it came to how the contracted tradesman and workers under the Engineers were treated, with the engineers being used to the tireless commitment of previous workers and working the Empire's tradesman far too hard. This has also been seen in the High Seas Archipelago with the native Genasi races and their work with Grimm.
Efficiency, Simplicity, and Neatness does not conflict with beautiful and creative any more than a fish conflicts with a fishing line
Remove these ads. Join the Worldbuilders Guild