The Guild of Makers

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THIS ENTITLEMENT IS NOT SANCTIONED FOR PLAY. PLEASE SEE OOC-NOTES.

For God preserves the true arts in life; this is clear from the fact there are no outstanding craftsmen without divine inspiration.


The act of creation is divine. This simple truth is what defines the guild of makers. This group of like minded Lost have banded together outside the Other to pursue the act of creation, and to support and protect their fellows in the pursuits of their varied arts. At least that is what they will tell outsiders who inquire, for it is a noble cause and a simple one to understand.

In truth this many and varied band of craftsmen have banded together for a very different reason. During their time in Faerie, working beneath each of their varied Keepers, they became privy to a secret - There are things in that realm that scare even the Gentry, and one such force is The End of All Things.

This being (or force) called Abbalah, the Red Nothing, and many other names is an entity that many of the Fey oppose in their dealings. They sometimes use changeling labor to do it, and once they have escaped those changelings involved sometimes find that the fear that wakes them in the night is not of their Keepers, but is instead that which their Keeper's feared.

Those Changelings inevitably seek each other out and resume the labors they took part in while in faerie, because deep down they know that in doing so they are fighting a battle. Each item created is a blow against the Unmaker. Each work of art is another bit of creation he must undo to see the universe unraveled. They create because he destroys. They create because they have no other choice.

To that end the Maker's Guild is a true support structure for it's members. They operate much like any other craftsman's guild, though they cater to the Lost. They organize buyers for the arts of their members so that their labors can be financed, and its masters train apprentices and journeymen in a myriad different arts because each new craftsman is a soldier on creation's battlefield. Most of all they trade their stories and keep watch for the tell tale signs of the Unraveling that will herald The End of All Things.


Titles: Apprentice, Journeyman, Master, and Grand Master - in that order.


Prerequisites: Wyrd 2, Artifice 1, Crafts 3


Joining: Joining the Maker's Guild is as simple as petitioning a Master and demonstrating a bit of talent. If the Master likes what he sees he will agree to take on the student as an Apprentice. All of an apprentice's privileges are funneled through his master, it is not until his teacher decides his skill is advanced enough that he releases him as a journeyman that the Lost gains the ability to draw upon the Privileges of the Entitlenment.

After attaining the rank of Journeyman the Maker sets up his own shop and goes to work plying his craft. Eventually he will be inspired to create his masterpiece. What form this takes is entirely dependent upon the Maker's craft (especially since not all Makers even ply their trade in tangible objects, some crafting songs and music, others dreams and desires). Upon completing the masterpiece the Journeyman returns to his master. Should the Master judge the fruits of his former student's skill a true work of art the Journeyman is welcomed as an equal and elevated to the rank of master.

A Master who has completed his masterpiece is ready to take students of his own, in addition, if he does not already know of The End of All Things, it is at this point that the Lost is indoctrinated into the secret of the Unmaker and the true purpose of the Guild.

A Grand Master is a Master who has seen at least three of his students complete their masterpieces, and additionally has been accepted by the existing Grand Masters as an equal in talent and craft. Usually only one Lost per year is granted this honor, though sometimes more will be found to posses merit, though there is never more than one Grand Master elevated per season.


Mien: Their garb tends to be simple and utilitarian, it also reflects their chosen craft in form and functionality. One thing a Maker is never without is at least a few choice pieces of the tools of his craft.

As time progresses the Maker's mien tends to reflect some aspect of his chosen craft in some small way. A toymaker might find delicate stitching at his joints and when cut, instead of blood, their is just a bit of fluff and stuffing within. A Painter's features might appear at close range to have been painted on, and as his expression changes the colors run and flow to move with his moods.


Background: Many of the Guild of Makers were craftsmen in their previous lives, for that is why their keeper's chose them. What sets them apart from their fellows is that they enjoyed their craft before being taken, and it was the joy of that craft that sustained them in faerie even as their master's literally worked them to death over and over again.

It is no secret that the Wizened are most often found within the Maker's Guild. No other breed of Changeling find themselves more often taken and forced into a role that pits them against the machinations of the Red Nothing than the Kobolds and Goblins of the little people. There are also a fair amount of Elementals within the guild as well, but since every craft is represented, then truly any type of Changeling might be found within the Makers. Even Darkling Gravewights of the mortuary arts could find a home within the halls of the Guild of Makers.

In terms of attributes each craftsman is different depending on what suits his craft. Intelligence and Dexterity are often favored, along with wits. Members universally have some skill in crafts, as well as supporting knowledges and skills. In addition as a Maker progresses he often develops some skills in negotiating, such as persuasion and manipulation to aid in the haggling over prices and payments to keep the guild running smoothly.


Organization: Still cooking something up, stay tuned.


Concepts: Gifted Greasemonkey, Union Boss, Idiot Savant, Brilliant Programmer, Sly Poseur


Contents

Privilege

The following Privilege is proposed only, other suggestions are welcomed.

Upon making his pledge to the guild and attaining the status of Journeyman, a member of the Makers receives access to the contacts and connections of all his fellow craftsman. He may select one of the following merits - Contacts, Resources, or Harvest - and henceforth purchase them at 1/2 the experience cost so long as he remains a member in good standing with the guild.

Should he ever break his pledge and be removed from the guild by his fellows they take back what was given. The rating in the chosen merit is reduced to 0 (even if he had dots in the merit prior to joining) and no experience is refunded.


OOC Notes

This Entitlement is currently not sanctioned for play. Discussion currently exists to determine how the global game wishes to handle Custom Entitlements.

Until such time as Custom Entitlements are permitted in game, the Guild of Makers will exist solely as an Entitlement in name only. The purpose of this is to create the society before it properly becomes an Entitlement, perhaps even forming the Entitlement in game as a story. Characters who are members can participate in the social dynamic and portray their characters according to the background presented but may not take benefit from the mechanical features of the Entitlement.

Membership


Inspirations


Registrations of Interest

OOC Note: If you want to tie your char in some way but don't know how there are two options, either e-mail me at this address or put just put your link in the member's space, I'll take anyone who is interested. I'm looking for some experienced players willing to mentor folks that are newer to the club towards the National game, as well as newer folks who might be interested in the concepts presented herein.

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