Guild Hall
Twelve crafts. Twelve courses. Each one starts from a single fact plain enough for a child to hold, and then refuses to move on until that fact has been made to explain the next thing, and the next, all the way up.
No equations. No homework. Nothing assumed — every word is defined before it is used. These are not lists of tips. A tip tells you what to do; these tell you why, and once you have the why you can work out the what on your own — including for the situations nobody ever wrote a tip for.
Start wherever you like
There is no order to these. No course depends on another and no guild outranks another — each is its own Course One. Walk into whichever hall you are curious about today.
Every day, whatever else:
- Sharpen your mind. Read something difficult.
- Sharpen your blades. Know your tools.
- Do a little physical work. Move with intention.
- Sleep when needed. Recovery is not weakness.
- Everything in moderation. No excess in any one direction.
Every course here is written to be read in full, by anyone — no account, no prior knowledge, no catch. ships with the fire course because the two belong together, not because the course is locked behind it.