Professional Documents
Culture Documents
the Red House Tier unknown Hold Strong Faction Clock: the Surgeons Guild Tier II Hold Strong in the Docks
The Red House is a secret club for whispers and their ilk. It is host to a variety of arcane business, and The Surgeons Guild is a well-reputed union of physickers, who serve the moderately wealthy of
is accessible only by one of several ghost doors, which move about Duskwall and disappear. It Brightstone and Charterhall. They are the best surgeons in Duskwall, after those of the Imperial
occasionally hosts auctions of arcane artifacts. Everyone in the club wears a mask, except in private Military, and possess Duskwall’s only library of medical texts. The Guild is chiefly known for
meeting rooms, but the Red House is uncanny in its ability to avoid unwanted guests. providing ships with Master Surgeons. The Guild wants to be adopted as a college of Charterhall
University, but academic politics keeps them out. They cannot join Duskwall Academy, as they are not
nobility, and as Duskwall Academy is home to the Military surgeons. Their guild hall is located on
Lord Ekateros is the friendly host of the Red House (whose name does not appear in any public Poultice Street, in the Brightstone corner of Six Towers
records). He is said to be a powerful arcanist.
The Housekeeper is the elusive enforcer of the House’s security and order, and ensures the proper
running of the establishment. Master Lorne is the Guildmaster and chief surgeon.
Sam is the name given to any of the uniformed manservants of the Red House. Hengist Kumar is a master burglar, and captain of the Guilds gang of thieves, expert in stealing bodies
before the Spirit Wardens can get to them.
Herne is a hunter tasked with the security of the House’s secrets out in Duskwall. His two grey owls,
Dachtylo and Anticher, are known to kill the occasional inquisitive deathseeker crow.
Allies: Leviathan Hunters
Allies: the Cabbies, the Reconciled Enemies: the Botanic Guild, Imperial Military, Charterhall University, Spirit Wardens
Enemies: the Dimmer Sisters, the Spirit Wardens
Yorg Brasshat is the leader of the Brasshats. He serves as his crew’s Grappler. Master Baltazar Baines is a skilled alchemist and the Guild’s Master Botanist.
Grimsby Ironstache is Yorg’s lieutenant. He is a former train conductor, skilled in sparkcraft. Ila Rossini is a physicker and master of poisons.
Siobhan ‘Whiteknuckles’ is another lieutenant. She is known for her ghost-fighting ability, and serves Marlon Hauss is the chief go-between for sales of botanical materials, and is said to have connections
as the crew’s Hammer. with the drug gangs of Duskwall.
‘Boot’ is a silent and mysterious enforcer. He serves as the crew’s Anchor.
Allies: Grinders
Allies: the Rail Jacks Enemies: Surgeons Guild, Jayan Hall of Alchemy, Imperial Alchemists
Enemies: the Spirit Wardens, the City Council
Faction Clock: make alliance with
the North Hook Company Tier IV Hold Strong the Blackfires Tier II Hold Weak the Reconciled
The oldest surviving shipping and naval exploration enterprise in the Imperium, the North Hook The Blackfires are a gang of ghosts, brought together in a pact to achieve prolonged undeath by violent
Company has a massive fleet of trade ships and is considered by many to be merely a private front means.
for the Ministry of Preservation.
Genadi is a ghost, and the leader and founder of the Blackfires. He has been dead for almost a decade,
and is thus extremely skilled at avoiding detection and staying alive undead.
Ash Alfero is a vampire, and almost as long dead as Genadi. He handles most of the Blackfire’s mortal
social business.
Nyssa and Marcus are two hollows used by the Blackfires to move about Duskwall undetected. They
are almost constantly inhabited by at least six ghosts.
Allies:
Allies: the Ministry of Preservation, Sailors Enemies: the Dimmer Sisters, the Spirit Wardens
the Cratchet Company Tier III Hold Strong The Longhands Tier I Hold Strong Faction Clock: Burgle Rowan House
The Cratchet Company owns the greatest share of fishing ships in the region, and is thus critical to the The Longhands are a gang of master thieves, expert at burgling both noble houses and official
economy of Duskwall. institutions. They specialize in acquiring secrets from their enemies, which they sell or use for
economic advantage. They are patronized by House Vichenza, and serve them by corporate
espionage and burglary against rival banks.
Bosque is the leader of the Longhands and an expert at planning the most unlikely of undetected
burglaries.
Allies:
Enemies: the Red House, City Council
Lord Taddeo Agnello is the young patriarch. Not yet 40, Taddeo is nearly the last of the dying Agnello
Contessa Sibilla Vichenza is the matriarch of the family. Although she's nearly eighty, she has a razor-
clan. He splits his time between caring for his geriatric parents and controlling his many pawns.
sharp intellect and manipulates the city from the comfort of her armchair. She has outlived all
six of her sons, and dictates family affairs to her grandsons. Elder Navarro is Taddeo's mentor and a Magister in the Church of Ecstasy. While many assume
Navarro's involvement in Agnello family business stops at exploiting his relationship with
Lord Horacio Vichenza is the youngest and brightest of those grandsons. He's a social butterfly who Taddeo for donations, the truth is that Navarro is responsible for Taddeo's most vicious decrees,
oversees much of the family's business in the underworld. He feigns an air of privileged naivety manipulating a normally gentle soul into ordering brutal acts.
in public to manipulate people. Ignatio "Mumbles"Agnello is Taddeo's older brother, disinherited from the family’s titles. Mumbles
Nightingale is a sneak and infiltrator, who has become a secret Inspector for the Duskwall has a severe speech impediment which prevents him from speaking clearly, and has such
Department of Treasury, after arranging the betrayal of the Darkarm, who previously held the volumes of hair that he resembles a shaggy dog. Many wrongly assume he has a mental
impairment. Mumbles is in fact the family's prime assassin, a terror on the rooftops who silently
position. He really just looks after the interests of Vichenza’s banks.
stalks his targets with a hunting knife.
Allies: House Rowan, House Clelland, Bluecoats Allies: Ironhook Prison, Church of Ecstasy
Enemies: House Strangford, Path of Echoes Enemies: Spirit Wardens, Path of Echoes, the Reconciled
Allies: Church of Ecstasy, Leviathan Hunters Allies: House Bowmore, House Rowan, Bluecoats
Enemies: House Rowan, Gray Cloaks Enemies: House Strangford, Path of Echoes
Faction Clock: establish an order of Faction Clock: infiltrate
House Rowan Tier III Hold Strong zealous Magister Spirit Wardens The Path of Echoes Tier III Hold Strong House Colleri
A powerful Council family, they reside in one of the last of the original six towers, a veritable A mystery cult that borders on open rebellion against spirit laws. They revere the ancients, and seek
fortress. to gain knowledge from the past— including consorting with ghosts.
Lord Penderyn is the Chief Scholar of the Archive of Echoes, authorized by the Emperor to keep a
collection of ancient ghosts trapped in spirit bottles, to be consulted in cases where knowledge
Lord Rowan is a member of the City Council from the distant past would benefit the operation of the Imperial government. Lord Penderyn
Elder Rowan is a high-ranking Magister in the Church of Ecstasy. also consults the spirits on his own volition, forming the rebellious Path of Echoes society for
other elites and nobles who seek communion with the spectral realm.
Vinicia Blackwood is a scion of the minor noble house of Blackwood, and a renowned (yet secret)
member of the Path of Echoes.
Allies: Crows
Enemies: Allies: House Clelland
Enemies: House Clelland, City Council, Inspectors
Faction Clock: ally or make war Faction Clock: regain a pharmacy
The Nightfists Tier I Hold Strong
with Briarwort Abbey House Lenost Tier I Hold Weak from the Grinders
The Nightfists are a mysterious group of whispers and assassins, based in the Lost District. It is Owned a chain of failing pharmacies across the city, before being betrayed to the Grinders and
unknown how they enter and move about Duskwall. They are disguised and protected by their pursued by their creditors. Deeply traditional and equally deeply resentful of their fall from
characteristic breathing masks. prominence, Lenost is desperately looking for ways they can leverage their connections in the drug
trade and the world of the occult to rise again.
Grigoris is the leader of the Nightfists, and a legendary assassin and whisper.
Lord Milo Lenost is an elderly, blind scientist who developed many of the original compounds the
Nasseer is Grigoris’ lieutenant. Lenost Pharmacies still use. Prone to fits of anger, and deeply reliant on painkillers, Milo is known
Haig is one of the founding members, and a mentor to Grigoris. as a loose cannon.
Lord Randuin Lenost is the last heir of Lenost who has not abandoned the family business. Left alone
to pick up the pieces of their former drug empire, he simultaneously takes care of his geriatric
Allies: father Milo and dodges the family’s creditors.
Enemies:
Allies:
Enemies: Grinders, Dimmer Sisters, Botanic Guild, House Vichenza, House Agnello
Allies: Dockers
Allies: Sailors Enemies: Aries Family, Badgers
Enemies: Aries Family, Dockers, Dock Ducks
Imperial Alchemists Tier IV Hold Strong Bellweather Tier III Hold Strong
The process of refining leviathan blood into electroplasm is a carefully guarded imperial secret, Bellweather Crematorium is the site of the spirit bells and the rookery for the deathseeker crows.
known only to the imperial alchemists, and the agents of the Emperor. The refineries in Duskwall Bodies recovered by the Spirit Wardens are incinerated in electroplasm here to destroy their ghosts.
are kept carefully insulated, all movements closely controlled. The imperial alchemists also work
with the Ministry of Preservation in the development of official alchemicals.
Serapis is a Spirit Warden, who oversees the Crematorium. He has dictatorial power over all
operations, but mostly commands the Spirit Wardens who daily deliver bodies to be immolated,
___________ is the Chief Alchemist of Duskwall’s refineries. and protects the mortuary and the city from the ghosts that inevitably break loose.
___________ is an imperial Inspector who oversees Duskwall’s refineries, and keeps imperial The Head Coroner runs the operations of the Crematorium, and employs whispers and rail jacks as
secrets contained, with his team of elite agents. Though he is an inspector, he answers directly to morticians, to perform the morgue’s labor.
the Imperial City, and so has a closer connection with the Imperial Military than with The Master Rooker is a Spirit Warden and the keeper of the Deathseeker Crows, housed in the
Duskwall’s Inspectors. crowcote of Bellweather’s tower. In case of emergencies, the deathseeker crows can be
commanded to rapidly consume a body, killing the ghost.
Faustia Varnham is a skilled con-artist and sneak, founder of the Tongues before her death 10 years
ago. After her suspicious death, she was captured by Lord Scurlock, who kept her for a decade
before she was rescued by the Epimetheans. She no longer associates with the Tongues
Myrto Meir is a member of the minor noble house of Meir, and a member of the Circle of Flame. After
Varnham’s death, Meir took over the Tongues and allied them with the Circle.
Agathinus Blackwood is a scion of the minor noble house of Blackwood.
The Mothhorns Tier I Hold Weak Tipper’s Toadstools Tier II Hold Weak
The Mothhorns are a gang of thieves in Six Towers. They do theft and courier jobs for the other Tipper’s is a growing apothecary in Nightmarket. It has branched into illicit alchemical components
gangs of the district. and narcotics.
Wade is the leader of the Mothhorns. Titus Tipper is the apothecary of the apothecary.
Allies:
Enemies: Allies:
Enemies: The Grinders, The Warthogs
The Uncanny Hand Disbanded
The Uncanny Hand were an unofficially sanctioned team of Inspectors, about 20 years ago, tasked
with investigating occult happenings. They were destroyed when they ran afoul simultaneously of
the Circle of Flame, the Inspectors, and the Spirit Wardens. They were arrested and executed after
uncovering some conspiracy.
Crane was an arcanist and the leader of the Uncanny Hand. Was captured and executed.
Nighter is a whisper and skilled secret agent. He was contacted by Fenger, who gave him tips against
the Circle of Flame, and warned him to avoid arrest, allowing Nighter to escape Duskwall.
Nighter now lives as a Deathlands scavenger.
Raveneye was a skilled mentalist. Was captured and executed.
Durga Orschott is a Deathlands scavenger, and Nighter’s apprentice in the ways of the whisper and
secret agent.
Crow’s Foot:
Captain Dunvil is the leader of the Crow’s Foot division of the City Watch
Sergeant Lochlan. The senior Bluecoat squad leader in the district, reporting to Captain
Dunvil. Lochlan is flexible and reasonable, taking bribes and payoffs when she can; enforcing
the law and making examples when necessary.
Lewit, Jol, Myra, and Reyf are Bluecoat constables who run an extortion racket in Crow’s Foot.
________________________________________________________________________________
________________________________________________________________________________
The Stygian Ring Disbanded ________________________________________________________________________________
The Stygian Ring is a former occult society comprised of five powerful mentalists and whispers. They ________________________________________________________________________________
disbanded twenty years ago under unknown circumstances. They would meet in the Swan of Blood ________________________________________________________________________________
club, but never in person. ________________________________________________________________________________
________________________________________________________________________________
Lord Kostadin Vinogradov is a powerful arcanist, but a poor noble and the last of the dying House ________________________________________________________________________________
Vinogradov. He has since died and become a ghost. ________________________________________________________________________________
________________________________________________________________________________
Fenger is a mysterious and powerful mentalist who appears to people at impossible times, and
________________________________________________________________________________
disappears in an instant, and has never been touched.
________________________________________________________________________________
Mother Corrigan was a Magister of the Church of Ecstasy, and a ghastly witch. She is a magician of ________________________________________________________________________________
unknown abilities. She has since founded the Briarwort Abbey. ________________________________________________________________________________
Narya Stroud was a ghost and assassin. In life, she founded the Nightfists, and in death trained her ________________________________________________________________________________
son Elouan. She has since been destroyed. ________________________________________________________________________________
Lord Scurlock is an ancient noble, said to be immortal. Possibly a vampire. Obsessed with arcane ________________________________________________________________________________
secrets. ________________________________________________________________________________
________________________________________________________________________________
________________________________________________________________________________
Enemies: Circle of Flame, Spirit Wardens ________________________________________________________________________________
________________________________________________________________________________
________________________________________________________________________________
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Factions of Doskvol V2
UNDERWORLD TIER HOLD STATUS INSTITUTIONS TIER HOLD STATUS LABOR AND TRADE TIER HOLD STATUS NOBLE HOUSES TIER HOLD STATUS FRINGE TIER HOLD STATUS
The Unseen IV Imperial Military VI The Foundation IV House Rowan III Church of Ecstasy IV
The Hive IV House Strangford III
City Council V Dockers III House Vichenza III The Horde III
The Circle of Flame III Ministry of V Gondoliers III House Agnello III The Path of Echoes III
Preservation
The Silver Nails III Leviathan Hunters V Sailors III House Lussuria III The Forgotten Gods III
Lord Scurlock III Laborers III The Reconciled III
The Red Sashes III North Hook
Company IV House Clelland II Skovlan Refugees III
Strathmill House III Ironhook Prison IV Surgeons Guild II House Dunvil II
Sparkwrights IV Botanic Guild II House Bowmore II The Weeping Lady II
Spirit Wardens IV Cabbies II House Penderyn II Deathlands II
Scavengers
The Red House ? Imperial Alchemists IV Bat-Keepers II House Colleri II Tycherosi II
The Crows II Cyphers II House Phroiag Catfish’ Court II
The Dimmer Sisters II Charterhall III Ink Rakes II Moss Men II
University
The Grinders II Cratchet Company III Rail Jacks II House Lenost I Blackfires II
The Billhooks II Bluecoats III Servants II
The Wraiths II Inspectors III Blue Rose II Tongues of Smoke I
The Gray Cloaks II Iruvian Consulate III Tipper’s II
Ulf Ironborn II Skovlan Consulate III Sabaz 0
The Vultures II Vinogradov 0
The Aries Family II The Brigade II BLUECOATS TIER HOLD STATUS CITIZENRY TIER HOLD STATUS Fenger 0
Brightstone IV Whitecrown V Nighter 0
Severosi Consulate I Charterhall IV Brightstone IV
Dagger Isles I Nightmarket IV Charterhall IV
Consulate
The Badgers I Barrowcleft IV Six Towers III
The Dock Ducks I Six Towers III Silkshore II
The Longhands I Coalridge III Nightmarket II
The Lost I The Docks III Crow’s Foot II
The Brasshats I Charhollow III The Docks II
The Warthogs I Silkshore II Barrowcleft II
The Mothhorns I Crow’s Foot II Coalridge II
Dunslough I Charhollow I
Whitecrown I Dunslough I
Factions of Doskvol V2
UNDERWORLD TIER HOLD STATUS INSTITUTIONS TIER HOLD STATUS BLUECOATS TIER HOLD STATUS CITIZENRY TIER HOLD STATUS FRINGE TIER HOLD STATUS
The Wraiths II Inspectors III The Foundation IV House Rowan III Tongues of Smoke I
The Gray Cloaks II Iruvian Consulate III House Strangford III
Ulf Ironborn II Skovlan Consulate III Dockers III House Vichenza III Sabaz 0
The Vultures II Gondoliers III House Agnello III Vinogradov 0
The Aries Family II The Brigade II Sailors III House Lussuria III Fenger 0
Laborers III Nighter 0
Severosi Consulate I House Clelland II
Dagger Isles I Surgeons Guild II House Dunvil II
Consulate
The Badgers I Botanic Guild II House Bowmore II
The Dock Ducks I Cabbies II House Penderyn II
The Longhands I Bat-Keepers II House Colleri II
The Lost I Cyphers II House Phroiag
The Brasshats I Ink Rakes II
The Warthogs I Rail Jacks II House Lenost I
The Mothhorns I Servants II
Blue Rose II
Tipper’s II
Factions of Doskvol
UNDERWORLD STATUS HOLD TIER INSTITUTIONS STATUS HOLD TIER LABOR AND TRADE STATUS HOLD TIER NOBLE HOUSES STATUS HOLD TIER FRINGE STATUS HOLD TIER
Factions of Doskvol V1
UNDERWORLD TIER HOLD STATUS INSTITUTIONS TIER HOLD STATUS LABOR AND TRADE TIER HOLD STATUS NOBLE HOUSES TIER HOLD STATUS FRINGE TIER HOLD STATUS
Brightstone IV Whitecrown V s
Charterhall IV Brightstone IV s
Nightmarket IV Charterhall IV s
Barrowcleft IV Six Towers III w
Six Towers III Silkshore II s
Coalridge III Nightmarket II s
The Docks III Crow’s Foot II s
Charhollow III The Docks II s
Silkshore II Barrowcleft II s
Crow’s Foot II Coalridge II w
Dunslough I Charhollow I s
Whitecrown I Dunslough I w
Factions of Doskvol V1
UNDERWORLD TIER HOLD STATUS INSTITUTIONS TIER HOLD STATUS BLUECOATS TIER HOLD STATUS CITIZENRY TIER HOLD STATUS FRINGE TIER HOLD STATUS
Cabbies II w
Cyphers II s
Ink Rakes II w
Rail Jacks II w
Servants II w
Factions of Doskvol
UNDERWORLD STATUS HOLD TIER INSTITUTIONS STATUS HOLD TIER LABOR AND TRADE STATUS HOLD TIER NOBLE HOUSES STATUS HOLD TIER FRINGE STATUS HOLD TIER
Factions of Doskvol
UNDERWORLD TIER HOLD STATUS INSTITUTIONS TIER HOLD STATUS LABOR AND TRADE TIER HOLD STATUS NOBLE HOUSES TIER HOLD STATUS FRINGE TIER HOLD STATUS
Brightstone IV Whitecrown V
Charterhall IV Brightstone IV
Nightmarket IV Charterhall IV
Barrowcleft IV Six Towers III
Six Towers III Silkshore II
Coalridge III Nightmarket II
The Docks III Crow’s Foot II
Charhollow III The Docks II
Silkshore II Barrowcleft II
Crow’s Foot II Coalridge II
Dunslough I Charhollow I
Whitecrown I Dunslough I
Factions of Doskvol
UNDERWORLD TIER HOLD STATUS INSTITUTIONS TIER HOLD STATUS BLUECOATS TIER HOLD STATUS CITIZENRY TIER HOLD STATUS FRINGE TIER HOLD STATUS
Brightstone IV Whitecrown V
Charterhall IV Brightstone IV
Nightmarket IV Charterhall IV
Barrowcleft IV Six Towers III
Six Towers III Silkshore II
Coalridge III Nightmarket II
The Docks III Crow’s Foot II
Charhollow III The Docks II
Silkshore II Barrowcleft II
Crow’s Foot II Coalridge II
Dunslough I Charhollow I
Whitecrown I Dunslough I
LABOR AND TRADE TIER HOLD STATUS NOBLE HOUSES TIER HOLD STATUS
Factions of Doskvol
UNDERWORLD STATUS HOLD TIER INSTITUTIONS STATUS HOLD TIER LABOR AND TRADE STATUS HOLD TIER NOBLE HOUSES STATUS HOLD TIER FRINGE STATUS HOLD TIER