The Emberforge Collective
Artificers, Engineers, and Weaponcrafters
“Fire is the first language. We just gave it grammar.”
Quick Facts
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Known Headquarters: The Emberworks, Core Foundry Sector
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Power Tier: High (Industrial & Military Influence)
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Reach: Arms dealers, guild contracts, Ember Court consults
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Defense: Heavily armed workshops, prototype mechs, fire wards
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Influence: Manufactures weapons, engines, armor for half the city
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Respect: Feared and admired; indispensable but volatile
Overview
The Emberforge Collective is where invention roars. This is the guild where sparks fly—literally. Artificers, flamewrights, mechanists, and weaponmasters converge in a chaotic symphony of clanging hammers, molten metal, and arcane engineering.
Their work fuels Ironspire’s war machines, defense systems, and power grid. From siege-fire lances to skyport generators, they’ve designed it, built it, and weaponized it. But their progress is not without cost—ideological fractures burn within.
Some embrace radical innovation. Others hold fast to ancient flamecraft. And in between? The occasional explosion.
Known Headquarters
The Foundryspire, Forge Heights
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Towering forge-complex built atop volcanic vents
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Echoes with the sounds of ringing anvils, arcane calibrators, and steam-pressure booms
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Lower floors house mass production lines for tools and arms
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Upper sanctum reserved for elite Flamewrights and restricted research
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Rumors speak of a vault containing experimental weapons too volatile for use
Identity & Philosophy
Creation is conquest. If it can be built, it can be broken—and rebuilt stronger.
The Collective sees no line between craftsmanship and warfare, science and sorcery. Their members believe in pushing boundaries, breaking limits, and forging legacy through innovation. Whether working for the Ember Court or arming rebel factions, they prize function, not politics.
Roleplay Hooks
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You’re a disgraced engineer trying to redeem yourself with a new invention
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You’ve been hired to test a weapon prototype no one expects to survive
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Your family died in a fire caused by one of their failed experiments—but you joined anyway
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A faction wants you to sabotage the Collective’s warforged production
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You discovered a long-lost flamecrafting technique… that shouldn’t be possible anymore
Power Tier
High
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Combat Reach: Significant (they design and distribute advanced weaponry)
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Reputation: Feared and respected across Ironspire
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Wealth: High, with government contracts and black-market clientele
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Legal Standing: Sanctioned—but regularly scrutinized due to accidents and rogue elements
Rivalries & Tensions
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The Cogborn Union – Accuse the Collective of exploitation and unsafe practices
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The Arcforge Order – Compete for innovation grants and intellectual acclaim
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The Iron Accord – Disagree over traditional bladecraft vs. enchanted weaponry
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The Veilwrights – Dislike being surveilled; the Collective creates anti-stealth devices
Alliances: Work closely with The Ember Court for military outfitting and defense contracts
Leadership
Brannith Cael, Forgekeeper Primus
A war-scarred artificer known for welding steel with one hand and carving runes with the other. Brannith has survived more detonations than any sane person should—and each scar is a story. Half her face is metallic, etched with flame-binding glyphs.
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Veteran of the Redline Rebellion; designed the first warclad suits
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Believes failure is a step, not a stop
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Keeps a living forge elemental in a glass orb on her belt—her “second opinion”
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Known to shout “MORE FIRE” at least once a day, regardless of context
Known Practices & Traditions
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Sparksworn Trials – Apprentices must craft a functioning device under pressure (often literal)
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The Emberbrand – A voluntary glyph-scar proving one’s invention caused “glorious mayhem”
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Firechant Rites – Flame-inscribed hymns used to stabilize volatile forging rituals
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The Smeltpit Ledger – Chronicles every invention that caused a casualty (required reading)
Membership & Structure
Common Roles:
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Flamewrights – Weapon specialists who blend metallurgy with rune-magic
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Glimmerbinders – Focused on enchantment, containment, and light-energy cores
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Voltminders – Handle lightning-based tech and experimental arc-craft
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Blastwrights – Experts in controlled detonation (and uncontrolled, often unintentionally)
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Moltenhands – Mass-production smiths and industrial forgers
Symbols & Style:
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Sigil: A hammer striking a flame-wreathed gear
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Style: Soot-covered aprons, rune-etched goggles, gauntlets that spark when clapped
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Weaponry: Forge-born creations—flamebows, sonic mauls, arcanic blades, warclad armor suits
Rumors & Whispers
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“They’ve built a cannon so large it needs a mountaintop—and a moon-sized target.”
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“Someone keeps stealing schematics from the vault. No one knows who. Or how.”
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“The Foundryspire hums at night. As if something inside it breathes.”
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“Brannith Cael once forged a sword that burned with a dead man’s last words.”