Factions of Duskvol
The
Billhooks: A tough gang of thugs wielding hatchets and meat hooks.
The
Brigade: The fire-fighters of the city. Beloved for their life-saving heroism,
or reviled for their looting and extortion rackets. Also known as “Sallies”
(from “salamanders,” their ancient name).
The
Bluecoats: The City Watch of Duskwall, tasked with upholding the law. Known as
the meanest gang in the city. Corrupt, violent, and cruel. Rigney used to pay
them extortion money but stopped a year or two ago as the fees were getting too
high.
Cabbies:
The public coach operators. They also breed the large Akorosian goats used to
pull the carriages. An impressive gossip network.
The Church
of the Ecstasy of the Flesh: The “state religion,” if there is such a thing.
They honor the life of the body and abhor the corrupted spirit world.
Essentially a secret society.
The Circle
of Flame: A secret society of antiquarians and scholars; cover for extortion,
graft, vice, and murder. Someone one of you is close with is a member of this
society, but you don’t know who that is yet.
City
Council: The elite noble rulers of the city government.
The Crows:
An old gang with new leadership. Known for running illegal games of chance and
extortion rackets. Roric, their previous leader, had negotiated a peace treaty
between The Lampblacks and The Red Sashes that is now null and void. Crow’s
Foot is presently in a state of anarchy as the Crows consolidate power while
the other gangs fight.
Cyphers:
The messenger guild of the city. Cyphers swear sacred oaths of secrecy – never revealing
their messages or the identities of their clients – or so they claim.
Deathlands Scavengers:
Convicts from Ironhook prison and desperate freelancers who roam the wasteland
beyond the lightning barriers. No one is sure how they manage to survive, but
they sometimes give aid to those who they find beyond the barriers.
The Dimmer
Sisters: House-bound recluses with and occult reputation. Some claim that none
of them have been outside in over 100 years.
Dockers:
The hard-bitten labourers who work the docks.
Doskvol
University: The prestigious institution of learning in the city. Students come
from all continents to study here and at the academy.
The Fog
Hounds: A crew of rough smugglers looking for a patron.
The
Forgotten Gods: Cults that attempt to follow the old ways from before the
Cataclysm, doing the bidding of demons and darker things. There are many cults,
who rarely organize together.
The
Foundation: The powerful ancient order of architects and builders. Many of
their enemies have disappeared behind the brick and mortar of Doskvol.
Gondoliers:
The guild of canal boat operators. Venerated by ancient tradition. Said to know
occult secrets (many things are submerged in the dusk). They ply the canals of
Silkshore and the rest of the city.
The Gray
Cloaks: Former Bluecoats who have turned to crime. Some claim that they were
all framed to cover for the crimes of their superiors, and some say that they
make the Bluecoats’ corruption look quaint.
The
Grinders: A vicious gang of former dockers and Leviathan blood refinery workers
from Skovlan.
The Hive: A
guild of merchants who secretly trade in contraband. Named for their symbol, a
golden bee.
The Horde:
A mass of hollows, all united in some fell purpose, controlled by an unknown
power.
Imperial
Military: The armed forces of the Imperium stationed in Doskvol. Garrisons are
posted at Gaddoc Rail station, aboard the naval destroyer Paragon, and at the lord governor’s stronghold (about 250 troops in
total).
Ink Rakes:
The journalists, muck-rakers, and newspaper publishers of Doskvol.
Inspectors:
The criminal investigators of the city watch. Unlike the rest of the watch,
they have a reputation for ethics and integrity (no one likes them). They
present evidence for prosecutions to the city magistrates. Also known as “whitecoats.”
Ironhook
Prison: Where many scoundrels spend the bulk of their lives. Several criminal
organizations are run by convicts inside its walls. Jules’ character was
recently released from the prison.
The Lampblacks:
The former lamp-lighter guild, turned to crime when their services were
replaced by electric lights. Led by the charismatic Bazso Baz. Currently
embroiled in a war in Crow’s Foot over territory. Anise’s father was associated
with the gang, and it is rumoured that he was killed by Bazso. Anise’s brother,
Corbyn, joined up with the gang prior to their father’s death.
Leviathan
Hunters: The daring captains and crews that grapple with the titanic demons of
the void sea to drain their blood for processing into electroplasm. Jules’
character is a former Leviathan hunter, but cannot rejoin due to his prison
sentence.
Lord
Scurlock: An ancient noble, said to be immortal, like the Emperor. Possibly a
vampire. Obessed with arcane secrets. Currently has a seat on the city council
and owns several leviathan hunting ships.
The Lost: A
group of street toughs and ex-soldiers dedicated to protecting the downtrodden
and hopeless.
Ministry of
Preservation: The governmental body of the Imperium that oversees all
transportation between cities and the disbursement of food and other vital
resources.
The Path of
Echoes: A mystery cult that borders on open rebellion against spirit laws. They
revere the ancients, and seek to gain knowledge from the past – including consorting
with ghosts.
Rail Jacks:
The men and women who protect the electro-trains of the Imperium from the
savage spirits of the deathlands. Have recently been making noises about
forming a union.
The
Reconciled: An association of spirits who have not gone feral with the passage
of time.
The Red
Sashes: Originally an Iruvian school of swordsmanship, expanded into criminal
endeavours. Obeluska’s sister, Wilma, is a member of this gang. They are
currently fighting the Lampblacks after the breakdown of the truce.
Sailors:
The captains and crews for merchant and imperial navy ships.
The Silver
Nails: A company of Severosi mercenaries who turned to crime when the war for
Skovlan unity ended. Renowned ghost killers.
Skovlander
Refugees: Desperate survivors of the Unity War, forced to criminal
opportunities when denied all others.
Sparkwrights:
The engineers who maintain the lightning barrier. Also pioneers of new
technology, often indulging in dangerous research.
Spirit
Wardens: The bronze-masked hunters who destroy rogue spirits. Also run
Bellweather crematorium and research artifacts scavenged in the deathlands.
Membership is secret.
Ulf
Ironborn: A brutal Skovlander, newly arrived in Doskvol, fighting everyone for
turf.
The Unseen:
An insidious criminal enterprise with secret membership. Thought to pull the
strings of the entire underworld.
The Weeping
Lady: A charity and pseudo-religion, honouring the first Lord Governor of
Doskvol, Lady Devera, said to be a champion of the poor.
The
Wraiths: A mysterious crew of masked thieves and spies.
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