Disciple-of-the-hand


Disciple of the Hand

You are a member of the intranational artisans' guild, the Disciples of the Hand. You are skilled in a particular field, closely associated with other artisans, and well-established in the mercantile world. You learned your skills as an apprentice to a master artisan under the sponsorship of the Hand, and you can't wait until you can become a master in your own right. For now, you are a journeyman, and you are expected to, well, journey, and learn more skills from other craftsmen around Eorzea.

Guild Business

The Disciples of the Hand is a loose network of artisans who work all over Eorzea, and their talents range far and wide. You can select your guild business from the Guild Business table or roll randomly.

d10 Craft Description
1 Alchemist Brews mundane materials into wondrous potions and salves.
2 Blacksmith Constructs metallic weapons, tools, and armor.
3 Botanist Harvests and cultivates useful materials from plant life.
4 Carpenter Shapes wood into furniture, weapons, and tools.
5 Culinarian Prepares food and beverage to lift the spirits.
6 Fisher Captures the bounty of the sea, lakes, and rivers.
7 Goldsmith Crafts fine jewelry of precious metals and stones.
8 Leatherworker Refines hide, furs, and pelts into garments.
9 Miner Excavates and handles ore, fossils, and other stones.
10 Weaver Sews and stitches garments from fiber and cloth.

As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan's tools), as well as the principles of trade and good business practices. The question now is whether you take on the extra effort to weave adventuring and trade together.

Feature: Guild Membership

As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a Hand guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

Suggested Characteristics

Guild artisans are among the most ordinary people in the world — until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.

d8 Personality Trait
1 I believe that anything worth doing is worth doing right. I can't help it — I'm a perfectionist.
2 I'm a snob who looks down on those who can't appreciate fine art.
3 I always want to know how things work and what makes people tick.
4 I'm rude to people who lack my commitment to hard work and fair play.
5 I like to talk at length about my profession.
6 I don't part with my money easily and will haggle tirelessly to get the best deal possible.
7 I'm very supportive of those who are new to the craft. We all had to start somewhere!
8 I believe the highest form of humor to be puns about the work I do.
d6 Ideal
1 Craftsmanship. I try to do the best work I can, every time. (Neutral)
2 Originality. The worst thing you can say about my work is that it's derivative. (Chaotic)
3 Precision. Those instructions were written for a reason. (Lawful)
4 Security. Adventuring may be lucrative, but trade will keep me comfortable in my old age. (Lawful)
5 Learning. There's always something to learn. I'm a work in progress. (Any)
6 Generosity. My talents were bestowed on me to benefit all of Hydaelyn. (Good)
d6 Bond
1 I set out on adventure to seek inspiration for my magnum opus. I don't know what it will be, but I'm sure I'll know it when I see it.
2 I was inspired by a master of my craft when I was young, and I wish to follow in their footsteps.
3 I had a long-term arrangement with the Serpent Reavers before I left to adventure. They were not happy to see me go.
4 My former lover is also my professional rival.
5 I created my magnum opus for a client too unworthy to receive it. I'm still seeking the right person.
6 The workshop where I learned my trade is the most important place in the world to me.
d6 Flaw
1 Whenever I see something made beyond my skill level, it depresses me.
2 I will attempt to use my trade to solve every problem, even when doing so is absurd.
3 I'm easily discouraged in the face of criticism.
4 I have very strong opinions about art. That's because my opinions are Right.
5 I've destroyed more than one work in progress in fits of anger and frustration.
6 I tend to bite off more than I can chew in terms of work.