Artificers' Guild
The Artificers’ Guild is one of the
oldest groups in Dannae (along with The Collective
and the Church of Technology).
Most hold the Artificers responsible for beginning the war. Hoping to increase
their power and standing among the former nations of Dannae they attempted to
use a ritual to create a small, stable gate to the Plane of Gears to steal its
technology to further their own science. However, they were not prepared for
the overwhelming strength and numbers of the Machine-Men
and the Imperium. The Imperial Clock
used its power to tear the gate, now known as The Rift, wide
open and maintain it then began pouring its forces through. This leads to a lot
of suspicion and mistrust of guild members.
Most of the technology that has not been adapted from the Imperium or developed by the Church is of Artificer origin. The guild does not generally miss a chance to use this to leverage power for themselves. The majority of the citizens of the City States today question the guild’s motives.
The Artificer citadel of Hightower is the second city state under their control, the first having been lost and destroyed on the day of Rift Opening and has since been rebuilt into the Clockwork Citadel.
Hierarchy of the Artificers’ Guild:
I. High Artificer Archibald
II. Elevated Engineers (Guild’s Secret Police)
III. Artificers’ Council (7 members)
III.a. Academy Masters
III.a.1 Academy Instructors
III.a.2 Academy Students
III.b. Clockwork Practitioners (study, control and improve clockworks)
III.b.1 General Artificers
Most of the technology that has not been adapted from the Imperium or developed by the Church is of Artificer origin. The guild does not generally miss a chance to use this to leverage power for themselves. The majority of the citizens of the City States today question the guild’s motives.
The Artificer citadel of Hightower is the second city state under their control, the first having been lost and destroyed on the day of Rift Opening and has since been rebuilt into the Clockwork Citadel.
Hierarchy of the Artificers’ Guild:
I. High Artificer Archibald
II. Elevated Engineers (Guild’s Secret Police)
III. Artificers’ Council (7 members)
III.a. Academy Masters
III.a.1 Academy Instructors
III.a.2 Academy Students
III.b. Clockwork Practitioners (study, control and improve clockworks)
III.b.1 General Artificers
Bankers' Guild
The Bankers’ Guild is one of the more powerful guilds
in Dannae. It is the major financial backer of the guilds/companies/cities of
the Dannan. More simply, this guild holds all the money (well, most all) and
the growth and development of the City
States is governed by the Bankers’ Guild making Bastion
City the unofficial capital of the Dannan City States. It arose from a
collection of banks and investment houses shortly after the beginning of the
war which quickly coalesced to organize Dannae’s financial might for the war
effort.
The guild holds possession of 70% of Dannae’s wealth not under Imerium control, the rest mostly divided between the few standing nations still intact just out of Imperium reach. However; the NationState corporation lays claim to more than half the guild’s holdings.
Bankers’ Guild hierarchy:
I. Chief Financial Executive
II.a. Board of Financiers (6 members)
II.b. Department of Accounts Collection “Repo-men”
II.c. Employee Resources
II.c.1. Loan Officers
II.c.2 Branch Managers
III. Public Financial Officers (i.e. tellers and account managers)
The guild holds possession of 70% of Dannae’s wealth not under Imerium control, the rest mostly divided between the few standing nations still intact just out of Imperium reach. However; the NationState corporation lays claim to more than half the guild’s holdings.
Bankers’ Guild hierarchy:
I. Chief Financial Executive
II.a. Board of Financiers (6 members)
II.b. Department of Accounts Collection “Repo-men”
II.c. Employee Resources
II.c.1. Loan Officers
II.c.2 Branch Managers
III. Public Financial Officers (i.e. tellers and account managers)
The Collective
The Collective is both the Mages’ Guild and the tower abode of the mages.
The Collective has existed essentially as it is today since the time of the
gods. Not much is known about the inner workings of the guild to those outside
its circles other than the guild itself is in only the top-most levels of the
tower. The lower levels housing the city which supports the guild.
The tower itself is a massive, monolithic structure, literally. The building was grown from the bedrock through magical means ages past and is even capable of further growth, mainly upwards but also out in width like a great stone tree, to accommodate an increasing population over time.
Hierarchy of The Collective:
I. Masters of the Schools (5)
II. Initiated Wizards
III. Apprentices
IV. Servitors
The tower itself is a massive, monolithic structure, literally. The building was grown from the bedrock through magical means ages past and is even capable of further growth, mainly upwards but also out in width like a great stone tree, to accommodate an increasing population over time.
Hierarchy of The Collective:
I. Masters of the Schools (5)
II. Initiated Wizards
III. Apprentices
IV. Servitors
Wayfarers' Guild
The Wayfarers’ Guild is one of two neutral organizations within Dannae (The
other being the NationState
Insurance Company). The guild originated as a group of independent balloon
pilots from before the war. Lead by Airman Jack, a very charismatic and
intelligent man, who successfully flew a zeppelin into the Plane
of Gears and back during the early days of the war. They built themselves
up by accepting any paying transportation job and have since obtained a
monopoly on air travel and freight (owing much to the fact they are the only
balloons in the air no one will shoot down). The guild enjoys political
immunity and considerable privileges with both sides in the war and their base
of operations, Boiler
Town, is a neutral city.
The Wayfarers provide the only means of safe long-ranged travel, via Zeppelin, to all locations of note in Dannae. Although the guild can also be contracted to transport troops (behind friendly lines only) deploying troops from within Boiler Town itself is not permitted.
The Wayfarers provide the only means of safe long-ranged travel, via Zeppelin, to all locations of note in Dannae. Although the guild can also be contracted to transport troops (behind friendly lines only) deploying troops from within Boiler Town itself is not permitted.
Weaponers' Guild
Formed during the early years of the war the Weaponers’ Guild owes its
origin to the Bankers’
Guild. Smiths and crafters of all sort were gathered together in the newly
constructed forging city, The
Foundry, and re-purposed to intense military output.
The Weaponers care little for politics or any particular guild or city state, their single-minded focus only holds that the weapons they produce are top quality and put to effective use against the clockwork. The most devastating weapons in Dannae are made by this guild and the best are huge, manned machines capable of wiping out entire battalions by themselves.
The Weaponers care little for politics or any particular guild or city state, their single-minded focus only holds that the weapons they produce are top quality and put to effective use against the clockwork. The most devastating weapons in Dannae are made by this guild and the best are huge, manned machines capable of wiping out entire battalions by themselves.
NationState Insurance Company
The second of the two neutral companies within Dannae. The history of the
NationState Corporation is largely unknown, having seemingly popped up over
night some ten years prior. It is not clear from where it drew its organization
either as no-one can be traced as being its originator. The company, focusing
mainly upon financial insurance of property, holds rights to some 75% of
Dannae’s wealth (Dannan and Imperium alike).
It provides insurance coverage, for a modest premium, to any non-military holdings on either side of the war (having defined ‘non-military’ as “anything which of its own capacity cannot inflict direct, intentional harm on a living being, organic or mechanical, and which is not directly used in the obstruction of any military force. [IA-302 “Industrial Accident” Endorsement applies]."
This is a source of immense frustration for the Bankers’ Guild as NationState has the ability to command the shifting of large sums of money at a moment’s notice to pay covered claims (most infuriatingly to the Imperium for which premiums are deposited into the bankers’ holding).
It provides insurance coverage, for a modest premium, to any non-military holdings on either side of the war (having defined ‘non-military’ as “anything which of its own capacity cannot inflict direct, intentional harm on a living being, organic or mechanical, and which is not directly used in the obstruction of any military force. [IA-302 “Industrial Accident” Endorsement applies]."
This is a source of immense frustration for the Bankers’ Guild as NationState has the ability to command the shifting of large sums of money at a moment’s notice to pay covered claims (most infuriatingly to the Imperium for which premiums are deposited into the bankers’ holding).