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Faction Clock: Open a surgery

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

Faction Clock: Establish a hideout Faction Clock: Establish an


the Brasshats Tier I Hold weak in Lost District the Botanic Guild Tier II Hold Weak
apothecary in Nightmarket
The Brasshats are a renowned crew of Rail Jacks, known for rarely losing men on the job and for The Botanic Guild is a leader in the production of useful plants and alchemical components, which
defending trains from record numbers of ghosts. They are also thugs and mercenaries, who work as they sell widely to physickers and alchemists. For the most part, they do not compete with alchemists,
ghost-hunters within Duskwall, but will sometimes dip into extortion. They are known to but sell only raw materials, although some physickers and alchemists are members of the Botanic
occasionally unleash captured ghosts against their rivals. They have their own hidden agenda, which Guild. The Guild wants to become a college of Charterhall University, but are kept out by Jayan Hall
may be involved with the Rail Jacks’ push for a union. of Alchemy, who see them as rivals.

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

Enemies: The Hive

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: the Ministry of Preservation, Sailors Allies: House Vichenza


Enemies: House Agnello
Enemies:
Faction Clock: Infiltrate the Unseen Faction Clock: make a (duplicitous)
Kostadin Vinogradov Tier 0 Hold Weak and Spirit Wardens via Adelaide The Catfish’s Court Tier II Hold Weak alliance with Mossmen
The late Lord Kostadin Vinogradov is a powerful arcanist, but a poor noble and the last of the dying The Court of Father Catfish is a host of whispers, vampires, and other outcasts organized into a mock
House Vinogradov. He was kidnapped and killed by the Epimetheans on the orders of Lady aristocratic court, ruled by a powerful witch doctor from the Dagger Isles known as Father Catfish.
Adelaide Phroaig, and delivered to her ‘kind attentions’. He was rescued by the Epimetheans, Catfish acts as a balancing force in the supernatural ecosystem of Doskvol, working to prevent any
and established an unexpected partnership with Adelaide, whom he helped infiltrate the given force from becoming too dominant.
Unseen.
It is unknown whether he maintains the contacts he had while alive. Father Catfish is a very old, unassuming man of kindly disposition. When not healing the sick and
hosting dinners in his Church of the Swamp, Catfish manages the allocation of his court
Former member of the Stygian Ring members. While his Church is a shelter for the disadvantaged, his Court is feared among those
who would try to upset the supernatural balance.
Finley is the child ghost of a long-dead friend of Vinogradov, whom Vinogradov has kept safe for Lady Safa is Catfish's second in command. She is an Iruvian hunter, accompanied at all times by her
decades. Finley now resides in a metal cat-shaped hull. ghostly Severosi bear-dog, Fate. Known to be an effective commander of the brutes at Catfish's
disposal.
Lord Wentworth is a Severosi and an ex-member of the Silver Nails, Wentworth is a whisper,
Allies: Adelaide Phroiag, Fenger rumored to consort with demons.
Enemies: The Unseen, Adelaide Phroiag, Lord Scurlock Sir Gustav is Catfish's Severosi man-at-arms, and a pit fighter on the side. Although boisterous and
friendly, the man is an utter terror in a fight. Rumours abound about the manner of body parts
he's ripped off his opponents with his bare hands.

Allies:
Enemies: the Red House, City Council

Faction Clock: gain acolytes and Faction Clock: Track down


The Moss Men Tier I Hold Strong
rise in tier Sabaz Tier 0 Hold Strong
Red Spirit Wardens
Properly, the Moss Men are an order of clerics of a growing deathlands cult. They serve some of the Sabaz is a renegade Spirit Warden, and a powerful whisper. He is old, wizened, and stooped, and was
same functions as the Spirit Wardens, disposing of the dead, and protecting the people from the renowned among the Spirit Wardens prior to his defection. He is truly expert at hiding himself,
supernatural. They wear Dread Spirit Masks, and have the ability to produce supernatural fright in and is almost never seen. The Wardens don’t truly expect to find him, though certain of them are
enemies. It is rumored that they can even frighten ghosts. entrusted with the task. His reasons for leaving the Wardens, and his agenda are unknown, but he
The faction within Duskwall, based in the Six Towers and the Lost District, consider themselves will occasionally hire a discreet whisper for some arcane job or another.
missionaries and forerunners of the rising up of nature against the scourge of industrialized Dwimmer is Sabaz’ lean, black greyhound. He is arrow-swift, and can almost supernaturally disappear
civilisation, particularly those practitioners of Duskwall’s abominable spiritual practices. They into the darkness of Duskwall’s streets. He is also a vampire, bound with the ghost of another
secretly plot against the Spirit Wardens, and chip away at the establishment wherever they can, Spirit Warden, killed while defecting with Sabaz.
gathering proselytes along the way.
Allies:
Gorgo is the leader of the Duskwall Moss Men. He is expert at battling ghosts. The Moss Men capture Enemies: Spirit Wardens, Inspectors
and breed rock doves, which Gorgo prepares and uses against a ghost; the dove, one released, will
forcibly absorb the ghost, and will then be trapped while the dove and ghost are destroyed.
Snaketongue is a magician, alchemist, and botanist. He carries bags of spores, and fungal material,
which he can cause at will to grow rapidly, namely that fungus used by Moss Men to destroy
bodies and the ghosts inside. He also carries bags of Black Salt, which the Moss Men use to repel
ghosts.
Arga is expert at battling the living. She carries an arcane sword of bone, and large poisoned darts,
which she can throw with great precision.

Allies: Deathlands Scavengers


Enemies: Spirit Wardens, Church of Ecstasy, the Reconciled, Briarwort Abbey
Faction Clock: take a seat on the Faction Clock: collect debt from
House Vichenza Tier III Hold Strong
City Council House Agnello Tier III Hold Weak
House Lenost
The Vichenza family are central figures in Doskvol's financial sector, competing with the Hive for The Agnellos have deep ties with the Church of Ecstasy. Their wide array of investments (legal and
control of banks and related institutions. Although they put on airs of legitimacy, their criminal otherwise) brings them enough money to be major bankrollers of nonprofit institutions across the
activities are an open secret. They are utterly ruthless. city. Their reputation of religious philanthropy masks their deep involvement in the drug trade.

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: the Longhands Allies: Church of Ecstasy


Enemies: The Hive, House Agnello Enemies: House Vichenza, Path of Echoes, House Rowan

Faction Clock: gain a permanent Faction Clock: control and renovate


House Lussuria Tier III Hold Strong
guard of Colleri Swords House Colleri Tier II Hold Weak
Lost Tower
Lussuria possesses the largest share of the leviathan hunting trade, owning about a fifth of the total House Colleri owns a well-reputed mercenary and private law enforcement company, the Colleri
ships. Obsessed with honour and tradition, they are the only of the seven families not to engage in Swords. The family is legendary for their bloodthirst and hunger for power, which seem to be
criminal channels, choosing to insult and manipulate their peers through three varieties of duelling: constrained only by Imperial Law and financial interests.
social, financial, and literal.
Lady Odilia Colleri is a disciplined woman with an ice-cold demeanor. She is close friends with Karina
Lord Kristoff Lussuria is a fifty-six year old ex-leviathan captain who reluctantly returned to the land Lussuria, and regards Kristoff like an uncle.
upon his father's death to take on the duties of his title. Wise and patient, Kristoff walks softly but Lord Enzo Colleri is the head of operations for the Colleri Swords. He's deeply skilled at masking the
carries a big stick. Small gestures of disrespect from his peers are met with devastating responses. difference between hired and family business.
Karina Lussuria is Kristoff 's only daughter. She is a kind wife, a patient mother, and an absolute killing Marco Colleri is not an official officer of the Colleri Swords, but instead dwells in the underworld as
machine. Age 25, she has killed over sixteen grown men in duels on her father’s behalf. She uses an information broker, employing many disguises as he builds relationships with many gangs..
an epee and is renowned for her speed, ending most duels in mere moments. Secretly close friends with Horacio Vichenza, in violation of their families' opposition to one
another.
Allies: House Colleri, Colleri Swords, Leviathan Hunters
Enemies: House Strangford Allies: House Lussuria
Enemies: House Vichenza, House Strangford
Faction Clock: Remove Strangford Faction Clock: establish chapel of
House Bowmore Tier II Hold Strong from Council House Dunvil Tier II Hold Strong Ecstasy in Dunslough
A family on the City Council, Bowmore financed Bowmore Bridge centuries ago and now holds many A family on the City Council, Dunvil owns Dunvil Labor Camp in Dunslough, where prisoners and
positions of power. The Bowmore House still controls one of the original six towers, a veritable debtors work, mining in the Mire.
fortress.

Lady Dunvil is a member of the City Council.


Lady Bowmore is a member of the City Council. Preceptor Dunvil is a powerful Magister in the Church of Ecstasy.
Commander Bowmore is the Chief Officer of the Watch in Brightstone. Captain Dunvil is the Chief Officer of the Crow’s Foot division of the City Watch

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

Faction Clock: regain Council Faction Clock: establish tolls between


House Strangford Tier III Hold Strong
support House Clelland Tier II Hold Weak
Crow’s Foot and Charterhall
The Strangford Family owns many of the factories and workhouses in Charhollow, and is a powerful Clelland is a council family with deep ties to the City Watch.
family in the City Council. They also operate one of the largest leviathan hunter fleets. Their grand,
fenced estate perches in the hill of a private island overlooking the district of Charhollow.

Lord Clelland is a member of the City Council


Lord Strangford is an ex-leviathan hunter captain, who operates one of the largest leviathan hunter
fleets, serves on the City Council and is a high-ranking member of the secret order within the Commander Clelland is the corrupt Chief Commissioner of the Watch
Church of Ecstasy

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: House Clelland, House Bowmore, Church of Ecstasy, Spirit Wardens


Enemies: House Strangford, Path of Echoes, the Reconciled, House Agnello Allies: the Circle of Flame, House Penderyn, The Reconciled
Enemies: the Church of Ecstasy, Spirit Wardens, House Rowan

Faction Clock: Increase scale and Faction Clock: infiltrate House


Strathmill House Tier II Hold Strong quality of criminal training and Murmur Tier I Hold Strong
Vichenza
The lost children and unwanted orphans of Crow’s Foot inevitably pass through the operations Murmur is a mysterious figure, expert at manipulating Duskwall’s bureaucratic systems. He is
halls of Strathmill House. Some are cared for and trained for jobs at the docks or the workhouses of actively coercing many officials, gaining information to use against them, offering favors to
Coalridge. Others are quietly instructed in the arts of the lookouts and runners used by the gangs of indebt poor fools to himself. He only ever appears wearing a mask, when he appears at all; his
the district—all for a small fee to Strathmill House, of course. victims mostly hear from him in coded notes or signals, or in the sound of their careers being
killed; but scouting suggests he is a barrister, or lawyer of some sort. He is a successful
Madame Gisella is the headmistress of Strathmill House, and the mastermind of its criminal training information broker.
enterprise. Throat is Murmur’s only known confidant, and an elite intelligence agent. He is believed to be a
Master Adair is the House’s taskmaster, preparing the orphans for the world of city labor. traitorous Inspector, but his identity is a mystery.
Master Harper is the resident expert in illicit business, training those chosen youngsters in the art of
criminal enterprise, from running messages for local gangs to performing acts of grand
burglary.

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

Faction Clock: gain proselytes


The Briarwort Abbey Tier I Hold Strong among Deathlands Scavengers The Bat-Keepers Tier II Hold Strong
The Abbey is a ghastly coven of witches based in the Lost District. Duskwall’s Coursing Bats are large nocturnal hunters, bred to keep the streets clear of troublesome
huge insects. The Bats are bred and trained by the Bat-Keepers, who allegedly also use the bats for
private correspondence. Owing to the fact that the Coursing Bats are a less well-regulated civil service
Mother Corrigan is Briarwort’s Abbess, an aging former Magister of the Church of Ecstasy. She is than, for instance, the Deathseeker Crows, the trade of bat-keeping has begun to enter into the sphere
apparently crazy, and is a magician of unknown abilities. of Duskwall’s underworld.
Former member of the Stygian Ring.
Sister Iris is Mother Corrigan’s favored initiate. She is trusted with leading the Abbey’s mysterious
occult operations.

Allies: Lord Scurlock


Enemies: the Spirit Wardens, Deathlands Scavengers, Mossmen, Silver Nails
Allies: Ministry of Preservation
Enemies: Bellweather
Faction Clock: ally with Reconciled,
The Aries Family Tier II Hold Strong Faction Clock: Increase in tier Blue Rose Tier II Hold Strong increase in tier
The Aries Family are an Akorosian and Severosi clan of merchants and laborers, who raised a The Blue Rose Distillery in the Docks is a well known producer of spirits and wines, recently saved
successful business in the docks out of nothing. They own several wharves and boathouses, as well as from economic collapse by the mysterious new owners. They now produce various potions and
a few boats. Their business is mostly legitimate, but they gained their success by taking advantage of elixirs, serving locations in the Docks, Silkshore, and even Nightmarket. In addition to producing
every opportunity, ethical or not. alcohol and potions, their trade obscures a smuggling operation, specializing in alchemicals,
poisons, and ghosts.
Appius Aries is the middle-aged head of the family, overseeing all their business, and keeping their
children & cousins in line.
Mariel Tremblay is the enigmatic businesswoman who recently acquired the Blue Rose. No one had
Laela Brit-Aries is the elderly Severosi matriarch, Appius’ mother. She married the late Stanislao Aries,
bringing their two families together, and making them a power in the Docks heard of her until a year ago, and her background is unknown.
Daido Aries is the nephew of Appius, in charge of the family’s operations in the field, particularly Elouan Stroud is Tremblay’s shadowy partner, and a skilled whisper. He deals with the Blue Rose’s
those less than ethical. business in the underworld. Stroud may have connections with the Nightfists.
Zabette Aries is Appius’ daughter, managing the business’s finances and paperwork.
Kallias Brit is Laela’s nephew, a former sailor, and the family’s hitman & bullyboy.

Allies: Dockers, The Hive


Allies: Dockers, Sailors Enemies: Badgers
Enemies: Badgers

Faction Clock: make war on the Faction Clock: make war on


The Badgers Tier I Hold Strong
Dock Ducks and increase in tier The Dock Ducks Tier I Hold Weak
the Badgers and strengthen hold
The Badgers are a newer gang of manipulators and extortionists. They have somehow managed to The Ducks are a cheap gang of street thugs and bullyboys. They are a strangely persistent annoyance
sustain a pirate business model. They own a couple businesses in the docks, rather than simply to the other gangs of the Docks.
extorting them.
Jekyll Towner is a docker, and the leader of the Ducks. He recruits thugs from among the dockers.
Witty Willey is the wily leader of the Badgers, a former sailor; he secured their burst of success by his Eliav Gage is the proprietor of the Mulled Mallard, a popular pub among dockers and sailors. He
acute business acumen. makes sure that his customers are not caught in trouble caused by the Ducks, and that he and
the Mallard maintain deniability.

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.

Allies: Inspectors, Imperial Military, Ministry of Preservation, Leviathan Hunters


Allies: Spirit Wardens, Rail Jacks, the Church of Ecstasy.
Enemies: Grinders, Blue Rose
Enemies: The Reconciled, the Path of Echoes

Faction Clock: expand to Crow’s


The Tongues of Smoke Tier I Hold weak Faction Clock: strengthen hold The Vultures Tier II Hold Strong
Foot and increase in tier
The Tongues of Smoke are a small cult, infamous 10 years ago for obtaining the Hand of Kotar. The Vultures are an up-and-coming smuggling outfit. Based in the Docks, they smuggle contraband
However, they fell out of prominence, and the Hand’s location is unknown. along northern routes in their small steamship Courser, and in client ships.

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.

Allies: Dockers, Sailors, Lampblacks


Allies: Circle of Flame Enemies: Bluecoats (canal patrol), Foghounds
Enemies: Lord Scurlock, Circle of Flame
The Warthogs Tier I Hold Strong Ankhayat Tier II Hold Strong
The Warthogs are a gang of hawkers, selling drugs on the streets of Nightmarket. They are based in The House of Khayat is one of the four noble houses of U’duasha, the capital city of Iruvia. It owns
the grocery The Saucy Sow. half of Iruvia’s leviathan hunter fleet, three of six total ships. Ankhayat oversees the fleet in
Duskwall, based at the manor in Ankhayat Park, the extravagently landscaped, largest open space in
Duskwall. The high-ranking members of the house are bound to the demon Khayat.
Lys Vlang is the Master Grocer of the Saucy Sow.
Hagar Beranek ‘the Boar’ is the captain of the Warthogs, reporting to Vlang.
Lord Majd Ankhayat is Iruvia’s emmissary in charge of overseeing her fleet.
Lady Sabriya Ankhayat is the captain of the Eagle, the flagship of Ankhayat’s Sky Fleet
Amar is the falconer serving Lord Ankhayat, but secretly a skilled manhunter.
Yusef is the captain of Lord Ankhayat’s guard, trained in the Rising Moon sword art. They are rivals
of the Red Sashes, who follow the Falling Star school.
Azad is Lord Ankhayat’s advisor and astronomer, the whisper and alchemist responible for the
Allies: Park’s exquisite botany.
Enemies: Grinders

Allies: Leviathan Hunters, Iruvian Embassy


Enemies: Ministry of Preservation, Ankhuset

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.

Allies: Spirit Wardens


Enemies: The Reconciled, the Path of Echoes, Church of the Ecstasy, Spirit Wardens, Inspectors,
Circle of Flame, Stygian Ring, Lord Scurlock, the Barrow Lords

Faction Clock: Infiltrate Duskwall,


Nighter Tier 0 Hold Weak
ally with or declare war on Moss Men
Nighter is a former inspector and whisper. He was a member of the Uncanny Hand before its
destruction. He escaped arrest, and lives in hiding as a Deathlands scavenger. He resides largely
in the Old North Port, and has a few contacts within Duskwall.

Durga Orschott is a Deathlands scavenger, and Nighter’s apprentice in the ways of the whisper and
secret agent.

Allies: Deathlands Scavengers, Fenger


Enemies: Inspectors, Spirit Wardens, Circle of Flame, Lord Scurlock, the Nightfists,
Church of the Ecstasy
Fenger Tier 0 Hold Strong Faction Clock: Infiltrate House Penderyn Bluecoat Individuals by precinct
Fenger is a mysterious and powerful mentalist. He appears to people at impossible times, and Charterhall:
disappears in an instant, and has never been touched. He has contacts in the very heart of many Commander Clelland is the corrupt Chief Commissioner of the Watch
factions, and employs whispers to do work for him; he has even trained some of them. Captain Michter is the fierce chief instructor of the Watch.
Former member of the Stygian Ring Captain Vale is the Watch’s chief quartermaster, quiet and sharp.

Allies: Vinogradov, the Reconciled, Red House


Enemies: The Unseen, House Phroiag, Circle of Flame, Spirit Wardens
Brightstone:
Commander Bowmore is the Chief Officer of the Watch in Brightstone. Bowmore’s family financed
Bowmore Bridge centuries ago and now holds many positions of power.

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 ________________________________________________________________________________
________________________________________________________________________________
________________________________________________________________________________
________________________________________________________________________________
________________________________________________________________________________
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 Unseen IV Imperial Military VI Brightstone IV Whitecrown V Church of Ecstasy IV


The Hive IV Charterhall IV Brightstone IV
City Council V Nightmarket IV Charterhall IV The Horde III
The Circle of Flame III Ministry of V Barrowcleft IV Six Towers III The Path of Echoes III
Preservation
The Silver Nails III Leviathan Hunters V Six Towers III Silkshore II The Forgotten Gods III
Lord Scurlock III Coalridge III Nightmarket II The Reconciled III
The Red Sashes III North Hook
Company IV The Docks III Crow’s Foot II Skovlan Refugees III
Strathmill House III Ironhook Prison IV Charhollow III The Docks II
Sparkwrights IV Silkshore II Barrowcleft II The Weeping Lady II
Spirit Wardens IV Crow’s Foot II Coalridge II Deathlands II
Scavengers
The Red House ? Imperial Alchemists IV Dunslough I Charhollow I Tycherosi II
The Crows II Whitecrown I Dunslough I Catfish’ Court II
The Dimmer Sisters II Charterhall III Moss Men II
University
The Grinders II Cratchet Company III Blackfires II
The Billhooks II Bluecoats III LABOR AND TRADE TIER HOLD STATUS NOBLE HOUSES 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

The Unseen IV s Imperial Military VI s The Foundation IV s Church of Ecstasy IV s


The Hive IV s
City Council V s Dockers III s The Horde III s
The Circle of Flame III s Ministry of V s Gondoliers III s The Path of Echoes III s
Preservation
The Silver Nails III s Leviathan Hunters V s Sailors III w The Forgotten Gods III w
Lord Scurlock III s Laborers III w The Reconciled III s
Ironhook Prison IV s Skovlan Refugees III w
The Crows II w Sparkwrights IV s Cabbies II w
The Lampblacks II w Spirit Wardens IV s Cyphers II s The Weeping Lady II s
The Red Sashes II w Ink Rakes II w Deathlands II w
Scavengers
The Dimmer Sisters II s Bluecoats III s Rail Jacks II w
The Grinders II w Inspectors III s Servants II w
The Billhooks II w Iruvian Consulate III s
The Wraiths II w Skovlan Consulate III w
The Gray Cloaks II s
The Brigade II s
Ulf Ironborn I s
The Fog Hounds I w Severosi Consulate I s
The Lost I w Dagger Isles I s
Consulate
BLUECOATS TIER HOLD STATUS CITIZENRY 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

The Unseen IV s Imperial Military VI s Brightstone IV Whitecrown V Church of Ecstasy IV s


The Hive IV s Charterhall IV Brightstone IV
City Council V s Nightmarket IV Charterhall IV The Horde III s
The Circle of Flame III s Ministry of V s Barrowcleft IV Six Towers III The Path of Echoes III s
Preservation
The Silver Nails III s Leviathan Hunters V s Six Towers III Silkshore II The Forgotten Gods III w
Lord Scurlock III s Coalridge III Nightmarket II The Reconciled III s
Ironhook Prison IV s The Docks III Crow’s Foot II Skovlan Refugees III w
The Crows II w Sparkwrights IV s Charhollow III The Docks II
The Lampblacks II w Spirit Wardens IV s Silkshore II Barrowcleft II The Weeping Lady II s
The Red Sashes II w Crow’s Foot II Coalridge II Deathlands II w
Scavengers
The Dimmer Sisters II s Bluecoats III s Dunslough I Charhollow I
The Grinders II w Inspectors III s Whitecrown I Dunslough I
The Billhooks II w Iruvian Consulate III s
The Wraiths II w Skovlan Consulate III w
The Gray Cloaks II s LABOR AND TRADE TIER HOLD STATUS NOBLE HOUSES TIER HOLD STATUS

The Brigade II s The Foundation IV s


Ulf Ironborn I s
The Fog Hounds I w Severosi Consulate I s Dockers III s
The Lost I w Dagger Isles I s Gondoliers III s
Consulate
Sailors III w
Laborers III w

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

BLUECOATS TIER HOLD STATUS CITIZENRY 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

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