The Makers Consortium

Hailing out of the Cotnor Wilderness, where the activities at their headquarters are entirely unobserved, this group of crafty artisans has chapters in each of the five city-states making up The Unified Kingdoms of Craysilt. They are an incredibly wealthy guild, and makers that are invited into the elusive organization have all made master-works, of one form or another, that have caught the attention of the guild's members.

Becoming a member of the Consortium means a life of wealth and prosperity, and an open invitation to move into the guild's stronghold deep in the tundra. Yet not every guild member lives in the fortress-like campus of workshops and living quarters. While it is luxurious and comfortable within the walls of the consortium's home in the frozen north, there are simply not that many opportunities for an ambitious artificer to thrive. While the members all have the option to work for the guild itself, that would mean a fixed salary and company housing; which, while perfectly respectable, is not the apex of success and recognition many of the guild's members crave.

Structure

The Grand Artificer leads the organization, appointing advisors and deputies as they see fit. Critics have called it "cult-like"; and, while the guild denies this vehemently, it is undeniably led entirely from the top.

  1. The Grand Artificer
    • Position: Supreme Leader
    • Role: The Grand Artificer is the highest authority in the Consortium, responsible for overseeing all major decisions, managing external relations with kingdoms and other magical guilds, and guiding the overall vision of the organization. They are the most skilled and knowledgeable artificer, chosen through a combination of skill, wisdom, and leadership abilities.
    • Powers: Has final say in all Consortium matters, may call for emergency councils, and can grant special access to forbidden knowledge or rare resources.
  2. The Council of Masters
    • Position: Advisory and Managerial Body
    • Role: This council is made up of the Master Artificers, each of whom leads a specialized branch of the Consortium. They advise the Grand Artificer and manage the daily operations of their respective departments.
    • Divisions:
      • Master of Constructs: Oversees all mechanical and golem creation.
      • Master of Enchantment: Specializes in magical enchantments and imbuing items with power.
      • Master of Alchemy: Expert in the transformation of materials, potion-making, and magical reagents.
      • Master of Rune Crafting: Leads in the development of magical symbols and wards.
      • Master of Relics: Oversees the study, acquisition, and crafting of ancient artifacts.
  3. The Arch Forgers
    • Position: Senior Specialists
    • Role: The Arch Forgers are elite artificers just below the Masters. They are responsible for leading advanced projects, tutoring the next generation, and occasionally serving as field agents when rare resources or artifacts need to be obtained. They often manage major workshops, ensuring projects run smoothly and that innovation is encouraged.
  4. The Forge Wardens
    • Position: Regional Commanders
    • Role: The Forge Wardens act as regional heads, overseeing the Makers Consortium’s satellite workshops across various realms. They report directly to the High Council, and enforce the Consortium’s edicts while managing local operations and resource flow.
  5. Senior Artificers
    • Position: Experienced Craftspeople
    • Role: Senior Artificers are veteran members of the Consortium. They handle complex commissions, large-scale projects, and mentor younger members. They often assist Arch Forgers in larger tasks or lead medium-sized teams within specific workshops or labs.
  6. Artificers
    • Position: General Members
    • Role: The backbone of the Consortium, Artificers handle day-to-day projects, whether that’s creating enchanted items, developing new technologies, or improving existing magical constructs. They often work under the guidance of Senior Artificers or Arch Forgers and collaborate on important Consortium initiatives.
  7. Apprentices
    • Position: Novices and Trainees
    • Role: The lowest formal rank in the Consortium, Apprentices are learning the ways of crafting, magic, and alchemy. They typically train under one specific Artificer or Senior Artificer but may rotate to gain experience in different fields. They’re responsible for basic tasks, such as material gathering, maintaining workshops, and assisting in minor crafting projects.
  8. Librarians
    • Position: Guardians of Lore and Innovation
    • Role: While not directly involved in crafting, the Librarians are crucial to the success of the Consortium. They oversee the Vault of Knowledge, which contains tomes of ancient magic, blueprints of legendary constructs, and restricted spells. Librarians assist artificers by providing research and safeguarding ancient knowledge.
Additionally, there are roles for taking on special projects within the organization. These are:
  • Quartermasters, who are responsible for managing resources, supply chains, and materials for crafting. The quartermasters ensure each workshop is fully stocked with both materials and tools.
  • The Arbiters, who are the internal mediators and law enforcers of the Consortium. They ensure that no member breaks the laws of creation (such as forbidden magics or unethical artificing).

Culture

The highly competitive workplace at the Makers Consortium creates an intense, high-pressure environment where success, innovation, and prestige are prioritized above all else. It is an achievement-oriented environment, fostering a constant pursuit of mastery and the pretige that comes with it. Yet the tensions foster rivalries, and the high-stakes innovations demanded of the Makers cause stress and burnout. There is a lack of any real collaboration, unless the Makers are ordered to work together, at which point they can either cooperate or risk being expelled from the guild, and excommunicated from its social structure. Guild members are encouraged to shun "others" as "outsiders", and eventually the social and peer pressures surrounding them can seem insurmountable.

The Makers Consortium would has a cutthroat, high-pressure workplace culture where competition is fierce, and individual achievement is paramount. Collaboration is rare, as artificers focus on personal success, often at the expense of others. This leads to constant innovation and groundbreaking work, but it also creates a high-stakes, stressful environment where burnout, rivalry, and political maneuvering are commonplace.

Public Agenda

The Consortium's public agenda is, simply, to drive innovation and technology to the next levels. They work at the bleeding edge of the newest research, and much of their public image is based on this.

They are also known to work on special government contracts, and have taken on tricky public infrastructure projects in the past.

Assets

The Makers Consortium’s assets would reflect their role as the pinnacle of magical invention and craftsmanship. From legendary forges to arcane airships, rare material stores, and magical constructs, these assets would enable them to remain at the forefront of magical technology. Each asset serves to enhance their ability to innovate, defend their resources, and maintain their prestige across realms.

Some of their more notable assets are listed below, but this is by no means a comprehensive list:

  • The Great Forge
    • Description: The heart of the Makers Consortium, the Great Forge is a massive, enchanted forge where the most intricate and powerful artifacts are crafted. It operates using rare magical energies, possibly fueled by ancient relics or elemental sources.
    • Capabilities: The Great Forge allows artificers to work with legendary materials, craft massive constructs, and imbue items with near-limitless power. Only the highest-ranking artificers (such as the Grand Artificer and the Masters) have unrestricted access to this sacred workshop.
  • The Vault of Knowledge
    • Description: A vast underground library filled with ancient tomes, blueprints, and forbidden texts. This repository contains the accumulated wisdom of generations of artificers, including rare magical theories and long-lost crafting techniques.
    • Security: Protected by complex magical wards, runes, and constructs, the Vault can only be accessed by those with proper authorization. The Librarians of Knowledge act as the keepers of this archive.
    • Notable Contents: Scrolls describing ancient enchantments, blueprints for legendary constructs, and formulae for rare alchemical potions.
  • The Arcane Workshop Network
    • Description: A series of regional workshops, each dedicated to a particular aspect of artificing. These workshops are scattered across various realms and are managed by the Forge Wardens.
      • Clockwork Lab: Specializes in creating mechanical constructs and golems.
      • Rune Forge: Focuses on runic crafting and magical warding.
      • Elemental Forge: Deals with binding elemental powers to weapons and items.
      • Alchemical Lab: Where magical substances are refined, potions are brewed, and exotic materials are created.
    • Functionality: These workshops allow artificers to collaborate or specialize in various crafts, ensuring a steady flow of new innovations and powerful items.
  • Rare Resource Stores
    • Description: The Consortium has vast reserves of rare and exotic materials required for their projects. These could include enchanted metals, magical gemstones, dragon scales, elemental essences, and other hard-to-obtain resources.
    • Control: The Quartermasters oversee the management and distribution of these resources, allocating them to projects based on need, rank, and the success of the artificer’s previous work.
  • The Grand Hall of Exhibitions
    • Description: A grand, ornate building where the Makers Consortium holds exhibitions, competitions, and public showcases. This is where artificers reveal their latest creations, innovations, and breakthroughs to the public and other members.
    • Purpose: The Hall serves as a symbol of the Consortium’s prestige and an arena where artificers vie for recognition. During large events, visiting dignitaries, scholars, and even royalty come to witness the Consortium’s latest marvels.
  • Legendary Relics Collection
    • Description: Over centuries, the Consortium has amassed a collection of powerful relics and artifacts, either crafted by its own members or acquired through quests, trade, or conflict. These relics hold immense magical power and are often studied or used as inspiration for new creations.
  • The Skybound Fleet
    • Description: A fleet of magical airships used for long-distance travel, transporting materials, and securing rare resources. Some of these ships are outfitted with powerful magical defenses and offensive capabilities, making them formidable in battle.
    • Purpose: The Skybound Fleet allows the Consortium to maintain a presence across different realms, facilitate trade, and protect its assets. They are often deployed to seek out rare resources or ancient artifacts in uncharted territories.
  • Arcane Foundry Constructs
    • Description: A force of autonomous constructs, golems, and clockwork servants that assist with heavy labor, crafting, and defense. These constructs are essential in the large-scale operations of the Consortium’s workshops and for the protection of its most valuable assets.
    • Types of constructs:
      • Sentinel Golems: Guard the vaults, workshops, and key assets. Equipped with powerful defenses and attack capabilities.
      • Labor Golems: Used in the workshops to handle repetitive or dangerous tasks, allowing artificers to focus on delicate or advanced work.
      • Automaton Assistants: More specialized and intelligent constructs that assist artificers directly in crafting or research.
  • The Citadel of the Grand Artificer
    • Description: The personal stronghold of the Grand Artificer, a towering fortress filled with laboratories, workshops, and arcane defenses. The Citadel is where the most secret and dangerous projects take place, and only the most trusted members of the Consortium are allowed entry.
    • Security: Protected by layers of magical defenses, including defensive wards, guardian constructs, and powerful enchantments that can repel intruders.
  • The Consortium Treasury
    • Description: The Consortium’s wealth is vast, consisting of gold, gems, rare magical reagents, and enchanted objects. The Treasury is essential for funding expeditions, securing resources, and paying those who provide services to the Consortium.
    • Investments: The treasury would also fund ventures such as the hiring of adventurers to retrieve rare items, the establishment of trade routes, or the construction of new workshops.
  • The Eternal Flame
    • Description: A magical, ever-burning flame located in the heart of the Consortium. It is said that this flame holds incredible power, capable of igniting only the rarest materials, purifying magical metals, and serving as a source of energy for powerful spells or constructs.
    • Uses: The Eternal Flame is tapped for the creation of artifacts of immense power, and is used in rituals by the highest ranking members of the guild.

The sky is the limit

Founding Date
5328
Type
Guild, Craftsmen
Alternative Names
The Makers, The Consortium
Demonym
Makers
Leader Title
Notable Members
Related Ethnicities
Related Plots
Cotnor Wilderness
Geographic Location | Sep 1, 2019
The Unified Kingdoms of Craysilt
Geographic Location | Sep 5, 2024

♫Oh soooool a miooooooo♫

Economic Partner

The underground criminal organization known as Kate's Lads is a large part of the Consortium's resource gathering arm. Kate's Lads finds its relationship with the Makers quite lucrative.

Allies

The Kingdom of Cotnor is one of the Consortium's biggest clients and closest allies. There are rumors that Cotnor uses the Makers as a de facto spy agency.

Economic Partner

The government of the Kingdoms is a long time client of the Consortium's.

Economic Partner

The geniuses at the Headship Nautical Construction Company often collaborate with the Makers in order to engineer their latest innovations.

Economic Partner

The flyings islands of Cloud Nine are, unsurprisingly, repeat clients of the Makers'.

Aware

These two organizations are rivals on the most basic levels. Neither trusts the other, yet each of them have had dealings with the other out of necessity.

This article has no secrets.

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