BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Tinkers

Considered the more eccentric of the two branches, Tinkers view it as their duty to not only find and invent new ideas and technology, but also to reinvent that which has come before in an effort to make it better. The inventions they take credit for may often be wondrous as their reputation demands, but the ones the order is most proud of are functional and effective, ranging from the letter of credit to a better kind of horse collar. They are also political activists, constantly reinventing social constructs and political theory. They tend to work closely with the Cobalt Soul, and can often be found in the Soul's libraries and repositories, their noses deep in an ancient book or tome. The central philosophy of the Tinkers is not Unity, like their counterparts the Gearectors, but instead what they call the River. The Tinkers will patiently explain that their work is never-ending, but also that their work can become meaningless in the blink of an eye should better ideas come along, borrowing earlier ones as tributaries form a larger stream. What they don‘t tell just anyone is that the same concept applies to societies; that some societies simply come to a natural end, while the surviving ones borrow traits from those that came before and start over. Essentially, the philosophy of the River is a direct contradiction to Unity in that it expects empires to fall, much as Unity impels them to rise. It‘s not unknown for other worshipers of Erathis to look askance on this idea, and it has on occasion even been deemed heretical, leading to internal warfare in the name of unity. But as the Tinkers say, this is also the function of the River.   The Tinkers are deeply involved in politics wherever they go, be they interpersonal or national, and they tend to interpret everything in a political slant. Adventuring Tinkers will often dabble in useful alchemy and delight in finding new societies and learning about them as much as they enjoy immediately meddling with them. They are also explorers, and often travel with settlers who wish to form a new community.   The Tinkers in a specific location are led by a High Tinker -- usually the most senior among them -- who reports to the overall leader of the Tinkers, known as the Architect.
Parent Organization

Remove these ads. Join the Worldbuilders Guild

Articles under Tinkers


Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!