"An empty hand is akin to an empty heart -- ever does it long for a companion." - former Tanners' Guild guildmaster, Saiverin Vaireloque
"Gladiators haven't a care whence steel comes, nor archers timber. 'Tis no concern of ours - so long as their gil is good." - esteemed naturalist Pilfa Dalfa, in his cups.
For crafters, the art of synthesis is at the very core of their way of life, driving their industry. They employ a veritable arsenal of tools in working everything from the most delicate cloth to the most resilient metal. Through their labors, the traditions of Eorzea are kept alive, and her culture preserved. Harvesters of nature's bounty utilize an array of tools in their work with all forms of plants and minerals. Their trade encompasses knowledge of all of Hydaelyn's natural resources, be it in cultivated garden or the great outdoors. As a cornerstone of Eorzea's economy, their impact on her inhabitants can hardly be overstated.
The alchemists are a studious lot, well-versed in both the scientific and the arcane. Their diverse knowledge enables them to create a plethora of healing medicines and deadly poisons. It is also the alchemists who create the myriad dyes and paints, as well as other indispensable ingredients used by the other crafting classes. The application of some alchemical concoctions has even been proven to imbue items with potent enhancing effects.
Masters of Science and Nature, the devilish and the divine, alchemists ensure their livelihood through the transmogrification of mundane materials into wondrous waters -- from curative concoctions to potent potables. Upon conducting their symphonies of commixing and combining, distilling and decocting, the impossible waxes possible, and miracles are born. The Eorzean school only recently came to be recognized in scientific circles as a valid branch of alchemical orthodoxy. It is based on fundamental principles originating in the Near East tradition, but draws heavily upon esoteric elements of both Lalafellin herbalism and Miqo'te occultism as well.
Transformation of mesh and ingot into chain and plate, gauntlet and greave, all the forms of armor relied upon by the Disciples of War. In addition to this, they also craft shields and various metallic implements used by the other crafters and gatherers. Rather than working with raw ores and lumber obtained directly from Disciples of the Land, the armorers more commonly work with materials that have been modified from their natural state in some way.
Armorers treat and work the malleable metals of Eorzea into all forms of armor. By binding together sheet, stud, and link, they are able to produce garb of plate and chain that has saved the lives of countless adventurers. Though the armor trade once fell within the realm of blacksmithing, advancements in both metallurgical techniques and material refinement led to its necessary specialization, and it is now recognized as an official profession by all nations. The primary tool of the armorer is the raising hammer.
The heat of the forge, the din of hammer on anvil, the breath of the bellows. All know of the smiths and their deeds, most notably the masterful creation of elaborate blades and axes from lifeless lumps of metal and ore. Yet they are equally skilled at the fashioning of tools used by other Disciples of the Hand, such as the hammer and saw. Other crafters also turn to the smiths for nails, grips, and other various constituent parts that are essential to their own synthesis endeavors.
It is in the fires and on the anvils of Eorzea's blacksmiths that weapons and tools of metal are crafted. Their work is in demand at all times in nearly every location, whether it be hammering the blade of a sword at the forge, or whetting the edge of an axe at camp.
The tradition itself stretches back to the realm's Age of Bronze, though the advanced metallurgical techniques passed on from master to apprentice today bear little resemblance to the simple practices of ancient times. The relatively recent birth of firearms has created an entirely new area of expertise which is being adopted with fervor by many ambitious members of the guild. The primary tool of the blacksmith is the cross-pein hammer. Blacksmithing techniques are capable of weakening enemies constructed of metal, as well as discovering loot that would otherwise be overlooked by the untrained eye. Blacksmiths provide an edge to themselves and others by ensuring that weapons are always kept in optimal condition.
Wood is a primary ingredient in many of the realm's weapons, tools, and armor. As such, it is the carpenter, with trusty saw in hand, who fashions the arrows of archers, the spears of lancers, and the wands of conjurers. Various lumber is also rendered into defensive wear, including masks, footwear, and shields. Beyond the implements of war, woodworking also creates a number of tools used by Disciples of the Land, such as hatchets and lures. The expertise of the Carpenters' Guild renders raw wooden material into a true cornucopia of useful items.
The foremost workers of wood, carpenters possess expert knowledge of the hardness, pliability, weight, and value of all types of timber. Their creed is to bring these natural traits to bear in the form of various wares, including utensils and furniture. Woodworking techniques were, and continue to be, developed and refined by the shipbuilding endeavors of Limsa Lominsa, as well as the towering architectural pursuits of Ishgard. However, it is in and around Gridania, home to the highest quality timber, that the craft's greatest strides have been made. Gridanian carpentry produces everything from the masks used in their religious ceremonies to the enormous structures that make up their city. The primary tool of the carpenter is the handsaw.
Culinarians preside over the world of cuisine, preparing every known consumable in Eorzea. Though they lack the ability to repair items like the other crafting classes, their food and drink are highly sought after by adventurers the realm over for the highly advantageous effects they provide when eaten and imbibed.
Whetting appetites from dawn until dusk with prowess of pot and pan, Culinarians provide more than simple sustenance. Armed with a cornucopia of ingredients from across the realm, and versed in methods from the far corners of Hydaelyn, these master chefs help adventurers maintain their strength on the battlefield, bringing truth to the age-old adage that the road to victory truly does run through one's stomach.
Although an established trade far before recorded history, it wasn't until half a century ago when Limsa Lominsan admiral and self-proclaimed gourmand, Guolskyf Bhaldwaensyn, known by the masses as "Mastcleaver," put forth a thalassocratic decree proclaiming the culinary arts a guildworthy craft. Henceforth, it has been recognized across Eorzea as a legitimate member of the Tradescraft Society -- its recipe compendiums now grace the shelves of every librarium in the realm.
The Goldsmiths' Guild concerns itself with all things fanciful and ornate, the fullest expression of which is realized in the resplendent jewelry crafted by its members. Their wide-ranging finery, painstakingly fashioned from delicate metals and precious stones, can be see adorning the ears, fingers, and necks of distinguishing Eorzeans everywhere. In addition, goldsmiths are also capable of creating a number of weapons and pieces of armor, instruments of war as effective as they are elaborate.
Goldsmithing is the practice of working precious metals and stones into a multitude of accessories that appeal to the Eorzean aesthetic. It also makes use of golds and silvers, rubies and sapphires, and a myriad of other materials to decorate weapons, armor, and tools. Due to the extreme value of the source materials being worked with, the guild has adopted a philosophy of "high risk, high return." This has given them a reputation for being laborious scrutinizers of market trends, always paying heed to the fluctuating economy. The primary tool of the goldsmith is the chaser hammer.
The leatherworkers are a dedicated collection of crafters who refine the hides, pelts, and furs of Eorzea's wildlife into all forms of versatile goods worn from head to toe. Foremost among their creations are various pieces leather armor, more substantial than cloth, but lighter and more pliable than chain or plate. By using materials treated with dyes, the leatherworkers are able to render their creations in nearly any color of the spectrum.
Contrary to popular belief, a leatherworker's skills are not limited to the mere boiling and dying of pelts and skins, but also encompass those of an armourer and clothier, for a true leatherworker would never entrust his hides to the hands of another. Perhaps a leatherworker's most arduous and time-consuming task is procuring the various coats and furs necessary for his trade, which is the reason why many who choose this profession tend to dabble in hunting and trapping as well.
The Elezen have long been known for their skill in leathercrafting, yet for centuries their techniques were heavily guarded. However, when dwindling numbers of guildmasters were threatened with the disappearance of their immense wealth of compiled knowledge, Elezen leatherworkers set aside pride and reluctantly began revealing those techniques to a select few. As a result, the quality of Eorzean-made leather improved significantly, creating an increased demand for products using the superior-quality material.
The spinning of thread and the weaving of cloth are acts of creation stretching back countless generations. The Weavers' Guild carries on these time-honored traditions to this day, creating fiber and fabric from base materials before using them to sew and stitch the vast array of garments worn by all. Much like their colleagues at the Leatherworkers' Guild, the weavers are also able to work with dyed textiles to create items of exquisite color and splendor.
From fiber to thread, thread to cloth, cloth to dress, the path of a tailor literally weaves its way from basic beginnings to extravagant ends. And while this alone can prove a long and arduous journey, a weaver's work spans more than just the spinning of strings and the sewing of seams. Those who wish to excel as clothcrafters must also stay attuned to the latest fashion trends, ensuring their custom are never scoffed by their peers for looking anything less than posh. Just as the Spinner, Nymeia, spins the fates of all Eorzeans, the warp and weft of a weaver's work, too, have been known to alter the course of destinies both large and small. Perhaps this is why so many of the realm's tailors pay homage to the fickle goddess.
The botanist's profession encompasses the procurement of resources from all forms of plant life. This includes harvesting various vegetables and grains, tending to fruit-bearing trees, gathering wild grasses, cultivating fibrous plants for use in textiles, Logging timber to supply the carpentry trade and more.
This wide range of raw materials draws the custom of various other guilds, notably the Carpenters', Weavers', Alchemists', and Culinarians'. Botanists also attempt to educate others about the importance of achieving a symbiotic relationship with Eorzea's plants, rather than carelessly stripping them of their useful parts. This is perhaps best exemplified by the revolutionary irrigation methods devised by Gridania, which first made low-impact, high-yield crop propagation possible. The primary tool of the botanist is the hatchet and the secondary tool is the scythe.
Fishers are the harvesters of the realm's marine and freshwater animal resources. The goods they obtain from their catch place them in direct dealings with both culinarians and goldsmiths. Be it from the shore of a sea, the bank of a river, or the deck of a boat, Eorzea's anglers must constantly account for a wide range of factors to optimize their success, including season, time, place, tools, and bait. In addition, the sometimes perilous nature of desirable fishing holes, be they on or offshore, above or below ground, prompts many fishers to employ the protection of more combat-oriented professions. The primary tool of the fisher is the fishing rod.
The Miners' Guild is responsible for the excavation and handling of Eorzea's mineral wealth, be it ores, fossils, precious stones, or otherwise. It should come as no surprise, then, that their most eager customers are the realm's blacksmiths and goldsmiths.
To fully master the advanced techniques developed by the great mining nation of Ul'dah, miners must undertake a wide range of tasks, from the meticulous prospecting of the most minute deposits to large-scale civil engineering. The guild staunchly subscribes to the theory of continental drift, and as such many among its ranks for their patron deity Oschon, the Wanderer. The primary tool of the miner is the pickaxe.
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