Inscrutable Inventors

Created by Artifex, the Inventors are, like Servants, more a natural phenomenon than an organized institution. They have no physical identifying features, instead they can only be identified by their tenancy succumb to fits of manic obsession with a project they are working on. During these bouts of mania they gain knowledge and skills they would otherwise lack in-order to complete them. Their energy and to an extent their skills can be inherited by subordinates who get caught up in their enthusiasm and become equally willing minions of the Inventor for the duration of the project.

Inventors are not explicitly born but instead become an inventor when they are first inspired. There are not specific criteria for becoming an inventor, but generally those who already engage in creative endeavors such as craftspeople, magical researchers and artisans are more susceptible to becoming Inventors. That said through a combination of nature and nurture the children of inventors are rather likely to become Inventors themselves.

Inspiration is a state that can become easier to achieve as the Inventor experiences more bouts of it. It can also be trained and, to a certain extent, induced, allowing more experienced Inventors to invent more and to pass down knowledge of how to do so to apprentices.

## M.U.S.E

M.U.S.E is a sprawling AI built in Artifex’s realm that is the source of the inventor's various abilities. Its construction is highly esoteric and eccentric, combining, among other things, silicon based computers, ant farms, animated pebbles on an endless beach, one perfectly bouncy rubber band ball, monkeys operated typewriters, clockwork and stone hendges. M.U.S.E is powered by a universe folded into a fist sized cube within which the laws of physics are vastly different from the ones on Galbar. M.U.S.E mentally links itself to Inventors while they are Inspired, providing the increased cognitive abilities while simultaneously learning from them. It can also link its powersource to their inventions, allowing them to defy the laws of nature.

## Titles

### Manic Muse III

When seeking to solve a problem they will often be struck by inspiration. While inspired the Inventor will obsess about the solution they have seen and will gain the effects of the following three titles.

### Mental Blueprints I

The Inventor can hold in their minds a perfect blueprint of whatever it is they are trying to build.

### Beyond Comprehension II

The solution, invention or project can slightly surpass the Inventor’s and/or the Inventor’s society's technological understanding. Their inventions can also hook into M.U.S.E’s power core using, supplying them with an additional source of power (mana, electricity, heat, motion, resilience etc.) letting them perform better or compensate for inferior materials or construction techniques. The linking system takes the form of a ‘link core’ that become more unstable and delicate the more power they draw from M.U.S.E

### Swept up in the Rush I

When working on a project Inventor enthusiastically and energetically obsesses over whatever they are trying to build, and can pull a few other individuals into this state of being as their subordinates. Subordinates who partake in the Rush gain limited versions of the Inventor’s powers, allowing them to share their grand vision enough that they can help make it a reality.

## Other Details

Title weight: 7

Free titles still available

## Notable Members

### Tadiza

A Vespian from Sancta Civitas who created the first Hiver topped grain silo and the Biremes which became commonly used by the city once they where reverse engineered. Proceaded to lead much of the city's early navel exploration aboard The Wayfinder.

#### Arsarri

A Neiyari from the Luminent. Inventor of the Heart Pierce Spire, who was subsequently locked away in it's high altitude prison after having his wings cut off by one of the Saints when they claimed the tower for their own.