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| ==Tinker Town Overview==
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| The people of Tinker Town deeply value Innovative problem solving and one's membership to a Tinker Town guild. Strong competition between the guilds and grand accolades given to impressive innovations has created a culture of impassioned inventors striving to be the next 'Great Inventor'. This obsession with pushing the limits of creativity has unfortunately lead to a cutthroat system of acknowledgment. Being smart isn't enough, thinking 'outside the box' doesn't cut it on it's own anymore. While some find this competition stifling many others find such ambitions liberating compared to a life lived in mediocrity. People who grow up in Tinker Town often identify themselves with a 'favorite invention' this isn't their own work, but rather something that was created that inspires them to create or is nostalgic in some other fashion.
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| Ruling over Tinker Town is a large number of talented artificers that haven risen to the upper echelons of their respective guilds. This 'Council of Guilds' has proven to be... less bad than other alternatives, but most Tinker's pay no mind to politics so long as it doesn't interfere with their liberal pursuit of novel ideas. The Council maintains order via a competent police force and a respected court system, their laws have made sure to cover all manner of strange loopholes brought about by the denizens propensity to 'get creative'. Council members are appointed by a consensus of judges after their respective guild has nominated their involvement in the Council. For all it's shortcomings the Council tends to be very efficient in coming to it's rulings, able to react quickly to developing situation, a trait uncommon for such a large body of opposing interests.
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| Currently the Council is struggling to curb the authority of the judges as some 'biased' rulings had led to 'concern' about some guilds attaining favorable rulings compared to their peers.
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| Historically Tinker Town was founded when a group of artificers were assimilated into the native dwarven population in the region. In the past the various powerful guilds did not operate as a Council and Tinker Town was host to several civil wars between the guilds. These battles greatly disrupted the city state's stability and eventually what brought all parties to the negotiating table was the evaporation of trade and investment, without a functioning economy no innovating could take place and so begrudgingly the guilds signed a treaty of mutual respect for the judiciary. Following this Tinker Town has become an exporter of bold ideas and arcane craftsmanship, the guilds have become bastions of knowledge and wealth. The only threat to Tinker Town's future continued prosperity seems to be the growing distrust between the guilds and their growing affinity with sabotage and subterfuge to get the advantage over their competitors.
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| [[File:ConstructRegion.jpg|frameless|right]]
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| ==Construct Mines==
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| The people of the Construct Mines are, well, overwhelming constructs and have a strange sense of pride when it comes to their accomplishment! ...The massive hole that they have dug... The Miner's organize themselves by which ancient blueprint they are designed from. Despite their dwarven creators having long migrated to unknown lands the Miners have continued in their great work of excavating the mines. These constructs as a group tend to receive great esteem in their tireless laboring, but that does not dissuade them from their other great love in life, partying! The Miners will often host grand celebrations after meeting their monthly quotas and on special occasions their revelry can last for weeks!
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| In addition to ores the most treasured find for a Miner is a 'Creation Core' these runed crystals are occasionally excavated from the Construct Mines and are vital for the creation of more Miners.
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| The Miners ship the resources they have extracted to their singular 'settlement'. This place is called Ore Depot #1, and is managed by a singular overseer that was designated as the sole manager of the mining operation by the dwarven creators of the Miners, The overseer's name is Yero and they like counting ore. Yero has brought 'great prosperity' to the Construct Mines after realizing that they were never told 'what to do' with all the ore they mined post their creator's leaving, so Yero has simply sold it to the neighboring regions to acquire spare parts and the rare reagents to create new constructs. This maneuver has been widely applauded by the Miners and the are extremely satified with Yero's rulership. Because of their love for labor and relative lack of needs the Miners have no internal divisions, so in the case of an external threat or mining disaster Yero organizes a task force to deal with the problem before promptly disbanding the group once the situation is resolved.
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| Though the Miners claim to have an untroubled history their operation has suffered from external factions attempts to gain control of them. Yero has come under attack multiple times from would be usurpers, but somehow they were always able to resolve the situation in just the knick of time. In addition to being immune to magical forms of deception many would be manipulators and conquerors suspect their failings were caused by some powerful ability to warp luck that Yero possesses.
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