The Blacksmith’s Guild made a fortune in outfitting the armies of the Century Wars. But then, that was years past, and they were hit hard in the aftermath. A lot came out of the unification of the Empire of the Free Cities, but one of the sanctions which doesn’t get talked about? A law limiting the sale of weaponry by the Blacksmith’s Guild to an exclusive contract.
And who can they sell their weapons to under this law? That’s it, you guessed it. The other Guilds, and not a soul else.
Sounds unfair, doesn’t it? It should! Came directly from the other Guilds, when they saw how rich the Smithy’s were getting.
You’ve probably never seen their like. No captain, oh no… Instead, they invite Masters from all over to come and play for the Guild. The actual captain for each game is chosen behind the scenes. Makes for a varied playstyle, that’s for sure. Clever way of keeping your opponents guessing, I reckon. But I don’t know that it’s not their worst enemy too. Must be hard to figure out a game plan when you have no idea who your captain will be…
This team is one unlike the others in the game, with no captains and no mascots, and Masters and Apprentices instead. They can switch between footballing and take-outs, but are quite heavy on the setup – they have a lot of buff effects in the guild and tend to focus on amplifying the Apprentices’ effects to enable them to score the victory points.
- Strengths: high adaptability, strong brawlers, tough skinned
- Weaknesses: synergy dependence, high skill floor
- Play If You Like: adaptive synergistic play