Factions are the groups that make up and run Doskvol, and in which, its citizens huddle for protection and purpose. A lone Dusker is easy prey. Main Diplomacy Map
a clandestine group of elite assassins and spies
A tough gang of thugs who prefer hatchets, meat hooks, and pole arms
The City Watch of Duskwall. Known as the meanest gang in the city. Corrupt, violent, and cruel
The fire-fighters of the city
The public coach operators
The “state religion” honors the life of the body and abhors the corrupted spirit world. Essentially a secret society
A refined secret society of antiquarians and scholars; cover for extortion, graft, vice, and murder.
Barrowcleft is the home to the laborers and overseers of the Ministry of Preservation who attend the radiant energy farms of Doskvol.
Brightstone is home to many of the wealthiest and most influential citizens of Doskvol.
This crowded district is home to the bulk of the workforce of the city
Charterhall is the site of the first major construction in the city, in the days before the cataclysm
Coalridge is home to most of the machinists, industrial laborers, and factories of the city
Crow’s Foot is a crossroads, merging many qualities of its neighboring districts
The docks of Doskvol are ancient, going back to the days before the cataclysm, when the area was a colony town of the old Skov kingdom.
Dunslough is a ghetto for the destitute poor of the city, as well as the site of Ironhook Prison and its labor camp
Nightmarket is a district dominated by commerce
Silkshore is a place of public indulgence and private indelicacy, catering to every pleasure imaginable
This formerly prestigious district has faded over the centuries into a pale shadow of what it once was.
Whitecrown is a rich and rarefied world unto itself
The elite nobility who run the city government, its treasury, magistrates, and public works.
An old gang with new leadership. Known for running illegal games of chance and extortion rackets.
The messenger guild of the city
The consulate for the Dagger Isles.
Convicts from Ironhook and desperate freelancers who roam the wasteland beyond the lightning barriers.
The hard-bitten laborers who work the docks
House-bound recluses with an occult reputation.
A secret society and Forgotten Gods cult that preceded The Church of Ecstasy
A crew of rough smugglers looking for a patron.
Cults that attempt to follow the old ways from before the cataclysm, doing the bidding of demons and darker things
The powerful ancient order of architects and builders
The canal boat operators. Venerated by ancient tradition. Said to know occult secrets (many things are submerged in the Dusk).
A crew of former Bluecoats turned to crime after being framed and expelled from the City Watch.
A vicious gang of former dockers and leviathan blood refinery workers.
A guild of legitimate merchants who secretly trade in contraband. Named for their symbol, a golden bee.
A mass of hollows, all united in some fell purpose, controlled by an unknown power
The Immortal Emperor bound most of the demons and imprisoned them in the dark, hidden places of the world
The armed forces of the Imperium stationed in Doskvol
The journalists, muck-rakers, and newspaper publishers of Doskvol
The criminal investigators of the City Watch
Where many scoundrels spend the bulk of their lives
The consulate for the country of Iruvia
The former lamp-lighter guild, turned to crime when their services were replaced by electric lights.
The captains and crews that grapple with titanic demons of the Void Sea to drain their blood for processing into electroplasm.
An ancient noble, said to be immortal, like the Emperor. Possibly a vampire or sorcerer. Obsessed with the occult.
A group of street-toughs and ex-soldiers dedicated to protecting the downtrodden and the hopeless.
Oversees transportation between cities and the disbursement of food and other vital resources.
This ministry was created to promote and oversee "the Unity of Our Glorious Empire"
A mystery cult that borders on open rebellion against spirit laws
The men and women who protect the electro-trains of the Imperium from the savage spirits of the deathlands
An association of ancient spirits who have not gone feral with the passage of time.
Originally a school of ancient Iruvian sword arts, since expanded into criminal endeavors.
The captains and crews for merchant and Imperial Navy ships
The consulate for the country of Severos
A company of Severosi mercenaries who fought for the Empire in the Unity War. Renowned ghost killers.
The consulate for the country of Skovlan
Desperate survivors of the Unity War, forced to criminal opportunities when denied all others
The engineers who maintain the lightning barriers. Also pioneers of spark-craft technology, indulging in dangerous research.
The bronze-masked hunters who destroy rogue spirits. Also run Bellweather Crematorium to properly dispose of corpses.
A brutal Skovlander, newly arrived in the Dusk, fighting everyone for turf.
An insidious criminal enterprise with secret membership. Thought to pull the strings of the entire underworld.
A new crew of smugglers
A charity and pseudo-religion, honoring the first Lord Governor of Doskvol, Lady Devera
The foremen that run the factories and workhouses of Duskvol
The laborers that toil in the factories and workhouses of Duskvol
A mysterious crew of masked thieves and spies.