The Makers
Developed by Kaladis Anar
1) Secrecy is life. 2) Pay your way. 3) Support your fellows. 4) Support Nashaki.
Description: The Makers are a group of craftsmen, wealthy merchants, their guards, some healers and a few working class people who managed to get in. Originally primarily a human group, the Qi'ora that did join have outlived the humans that founded the group, and are now mostly in control. As such while it is a group that looks after its own interests first and foremost, its interests are usually the cities interest, and so it is tolerated by the council. Not least of which because it is rumored a few of the council pull the strings of the Makers at higher levels, and the Makers do a great deal behind the scenes to keep the city safe. There is sometimes friction with the council if they overstep their bounds, but all in all the Makers maintain healing sites for the poor, through to a crafting academy for the wealthy, and are tolerated as a result. If anyone in Nashaki dislikes the Makers it would be jealous traders who rightly feel their members can out compete them at times, council members who dislike secretive societies and those few who cannot be bribed, or raiders who want their mining sites and trade caravans for themselves.
Strengths and Tactics
Less is more, the less they have to do, and the earlier they can do it, the better off they are. Subtle tactics are much preferred over direct measures. Putting someone out of business, disrupting a negotiation, bribing, or just having a quiet word is seen as much more preferable to assassination or torture, but even that is seen as preferable to fighting someone in the street openly. They will maintain a visible presence guarding their overt members, or a location that the city itself benefits from, though this done as a preventative measure as opposed to an oppressive one. The Makers that want to appear noticed wear bronze colored clothing to identify themselves, mixed in with regular desert attire. It is known the group takes a dim view of others wearing bronze in the city, and will quietly have words with those who break this unwritten rule. Their numbers are estimated to be about two hundred and fifty strong in Nashaki and fifty strong outside of it. Although nearly all the Makers exist in Nashaki, they do maintain agents and spies in other cities, rarely interfering in other cities politics, unless it is going to directly involve Nashaki or their organization. That said they can be quite cunning in taking subtle preemptive actions to prevent greater ones in the future from being needed, long before it even becomes a problem, sometimes confusing people as to why they interfered at all. They are rumored to have singers who can charm animals with their voice, but this is surely a myth. What is known, is that they regular employ singers to help mask covert conversations from eavesdropping.
Maker supply and trade caravans do exist moving through the hotlands, for the most part incognito in civilian clothes, others they want to warn people off directly are decorated in bronze and usually heavily guarded, having a large payoff for the brave or foolhardy raider. Their tactics do include scouting in the desert in small parties, looking for eternal empire patrols, raiders, the undead or other monsters that might threaten the city, and definitely the Aurora, one of the competing factions for influence behind the scenes, whom they often find themselves directly at odds with.
It can't be emphasized enough that secrecy and misdirection are their main tools. For example the main chamber members are known only to a few, usually hidden from view when they observe or make rulings, and often having stand ins speak for them in lesser matters.
Leadership
Locations
Joining Ranks and Roles
Beyond the chamber members the Makers don't have ranks, they have roles, meaning seniority is a tricky thing, involving influence, time served and how popular you are. Because of all the upsides joining is not easy, it requires sponsorship for half an arc, in which time your sponsor is responsible for you, making people wary to take anyone on, or share the benefits with too many people. After that period you become a full member entitled to all the benefit that brings, while under sponsorship you won't have access to anything but the crafting academy, the Maker's hall and the Swell, but you will be looked after if you are in trouble. When you are a full member the Makers will support your businesses growth, look after your interests, and protect you openly, in exchange for you supporting them financially, with information, or an alternative arrangement. There are no hard and fast rules as to how you contribute but you will be expected to. There is one rule set in stone, secrecy is life here, breaking secrecy is dealt with very harshly indeed, and not forgotten.
Roles within the organization are what people already specialise in, and probably why they were allowed into the Makers in the first place. Information gatherers, spies, contacts in different trades or governments. Wealthy merchants, respected guard members or council members are often a key recruiting option. Working class people can get in, but this is usually rarer, as they bring less to the organization.
History
425: Founding and Intent. The Makers were founded in 425 by three wealth human merchants, Dania Shalan, Rinmere Camas, and Isabond Fogmun, as a way to monopolise trade. Originally an organization that was very pro human in city politics, over time more and more Qi'ora joined, and because they lived considerably longer, more and more Qi'ora would slowly rise to seniority within the organization, but not for about a hundred arcs. This meant over time, the intent has changed to be a pro Nashaski organization.
445:The Sorching of the south. After a great fire saw up to a quarter of the southern city damaged, these three founding merchants and their associates saw themselves in a position to offer aid, and at the same time earn a sizeable fortune, gaining a further stake in the city. Some question whether the Makers were involved in the fire, truthfully they were not, but when they found who was responsible, the merchants agreed that there was a need for a body independent of the council looking after their own interests, and of course those of the city. They found out the one who lit the fire was a councilor's son, who disappeared in tragic circumstances not some five arcs later. It has long since worn down, but the cities south gate has a carving thanking friends for the rebuilding of the gatehouse there.
512: The Aurora Collides. Coming into contact with a growing organization in the Eternal Empire, the Aurora, a clandestine organization rumored to have backing or ties from the Eternal Empire itself, has proven to be the most difficult obstacle the Makers face in their expansion. The Aurora are considerably more direct in their methods, still covert but direct, meaning they compete on every level the Makers operate, information, contacts, trade, subtle alliances or movements. True the council tower agents from Nashaki keep the Makers activities curtailed sometimes, and raiders can hamper their caravans, but the Aurora outright assassinate their members, and target them directly. Several small skirmishes have happened over the arcs in back alleys, in taverns or when defending a senior member of their organization.
613: The Day of Bronze. Since the first founding day their growth has been intentionally slow, slow to trust and slow to let anyone into their organization. Growth has however been steady, now reaching some three hundred members in total, specialists in their own fields. It can't be said that every Maker that now joins is loyal to the organization, it is a shady world they work in with lots of double dealing, but they have become quite good at rooting out any bad apples. This was demonstrated in the day of bronze, where a dozen of their members were dump far from the city with no food, weapons or armor, wrapped up in a cloth colored in bronze. Every last one of them a double agent of the council, a member of the Aurora or just someone that had broken their greatest law, andnot one of them survived the walk home.
Secrecy is life.
Player Information
This faction is available for anyone to plot with, write with, join or anything else. It is a neutral and run by no players. No NPCs need moderation here, but please give them some consideration for their abilities, and secrecy. If you could replace any you kill off, and leave an obituary up holding the ones you replaced, that’d be great.