Institute of Metalworks: Difference between revisions
Robyn.Blaber (talk | contribs) Created page with "{{Infobox school | title = Institute of Metalworks | archetype = Tinker | substrain = | image = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/15dbd78e-a06c-4238-9454-428acc2cce00/wiki#.png | caption = | location = | headmaster = }} == Teaching Methods == {{LoreImage|#.png|350px|left}} {{-}} {{Copyright notice}} Category:Schools" |
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| archetype = [[Tinker]] | | archetype = [[Tinker]] | ||
| substrain = | | substrain = | ||
| image = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/ | | image = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/5c1c6d4a-4481-4bc8-46ef-af5b67eba600/wiki#.png | ||
| caption = | | caption = The [[Institute of Metalworks]] teaches [[Tinker]]s to intuitively sense temperatures and forge complex components. It relies on rigorous, urban-based shop labs to advance students from basic springs to clockwork mechanoids. | ||
| location = | | location = | ||
| headmaster = | | headmaster = | ||
}} | }} | ||
Second only to the [[Institute of Fireworks]] in popularity is the [[Institute of Metalworks]]. To the untrained eye, this Institute is little more than a school of fancy blacksmithing, though nothing could be further from the truth. While a blacksmith can create most of their stock using a hammer and tongs, the [[Tinker]] requires a hierarchy of tools. | |||
To create something as simple as wire, a [[Tinker]] must first master casting. After casting a die with a small hole, another metal is drawn through it to create the wire... if only it were so simple. The process must be carefully monitored, with temperatures kept at an exact level. | |||
The [[Tinker]] must learn a hierarchy of skills to create the tools and dies necessary to produce ever more complex tools and components. Metal pipes, springs, and other intricate metal shapes require considerable knowledge and are helped along greatly by a [[Tinker]]'s powers. [[Un]]like the blacksmith, the [[Tinker]] can use their powers to sense and maintain the correct temperatures as though it were second nature. | |||
The juvenile at the [[Institute of Metalworks]] begins training by making simple coils and springs. The journeyman [[Tinker]] advances to forging functional weaponry, while the Master is capable of crafting far more advanced contraptions, from vehicles to clockwork mechanoids. | |||
== Teaching Methods == | == Teaching Methods == | ||
{{LoreImage|#.png|350px|left}} | {{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/73155565-494e-4f73-4f76-5f00cae82600/wiki#.png|350px|left}} | ||
[[Tinker]] schools, including the [[Institute of Metalworks]], are strict and no-nonsense. Instructors are usually overworked by their host city or state and have no time for troublesome behavior. The Institutes operate as one part classroom instruction and two parts working in the shop, where dies are cast and metals are heated, poured, bent, crimped, cut, and polished. | |||
The course is paid for through upfront tuition to the school or directly to the instructing [[Tinker]]. Favors or other tasks are rarely accepted as barter, though this can sometimes happen when negotiating for the higher Powers. Through the repetition of the rote preparation of materials, the calibration of tools, and the precise manipulation of molten metals, the Power eventually manifests in a successful student, granting them the baseline intuition to safely perform the rituals in their own workshops. | |||
{{-}} | {{-}} | ||
{{Copyright notice}} | {{Copyright notice}} | ||
[[Category:Schools]] | [[Category:Schools]] | ||
Latest revision as of 07:07, 15 June 2026

| Training for | Tinker |
|---|
Second only to the Institute of Fireworks in popularity is the Institute of Metalworks. To the untrained eye, this Institute is little more than a school of fancy blacksmithing, though nothing could be further from the truth. While a blacksmith can create most of their stock using a hammer and tongs, the Tinker requires a hierarchy of tools.
To create something as simple as wire, a Tinker must first master casting. After casting a die with a small hole, another metal is drawn through it to create the wire... if only it were so simple. The process must be carefully monitored, with temperatures kept at an exact level.
The Tinker must learn a hierarchy of skills to create the tools and dies necessary to produce ever more complex tools and components. Metal pipes, springs, and other intricate metal shapes require considerable knowledge and are helped along greatly by a Tinker's powers. Unlike the blacksmith, the Tinker can use their powers to sense and maintain the correct temperatures as though it were second nature.
The juvenile at the Institute of Metalworks begins training by making simple coils and springs. The journeyman Tinker advances to forging functional weaponry, while the Master is capable of crafting far more advanced contraptions, from vehicles to clockwork mechanoids.
Teaching Methods
Tinker schools, including the Institute of Metalworks, are strict and no-nonsense. Instructors are usually overworked by their host city or state and have no time for troublesome behavior. The Institutes operate as one part classroom instruction and two parts working in the shop, where dies are cast and metals are heated, poured, bent, crimped, cut, and polished.
The course is paid for through upfront tuition to the school or directly to the instructing Tinker. Favors or other tasks are rarely accepted as barter, though this can sometimes happen when negotiating for the higher Powers. Through the repetition of the rote preparation of materials, the calibration of tools, and the precise manipulation of molten metals, the Power eventually manifests in a successful student, granting them the baseline intuition to safely perform the rituals in their own workshops.
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