Some short blurbs for the factions on the ladder. Will surely revise for the final book, but these should serve for your quick start games.
The Unseen: An insidious criminal enterprise with secret membership.
The Silver Nails: A company of Severosi mercenaries turned to crime when the war for Skovlan Unity ended.
Lord Scurlock: An ancient noble, said to be immortal, like the Emperor. Possibly a vampire.
The Hive: A guild of legitimate merchants who secretly trade in contraband. Named for their symbol, a golden bee.
The Circle of Flame: A refined secret society of antiquarians and scholars; cover for extortion, graft, vice, and murder.
The Dimmer Sisters: House-bound recluses with an occult reputation.
Ulf Ironborn: A brutal Skovlander, newly arrived in Duskwall and fighting everyone for turf.
The Fog Hounds: A new gang of smugglers looking for a patron and clients.
The Lampreys: A new crew of scoundrels, getting into the spirit trade.
The Lost: A group of toughs, bravos, and ex-soldiers dedicated to protecting the downtrodden and the hopeless.
Duskwall Council: The rulers of the city government, lead by the Lord Governor.
Skovlander Refugees: Hopeless refugees from the Unity War, turned to criminal opportunities when denied all others.
Ironhook Prison: Where many scoundrels spend the bulk of their lives. Several criminal operations are run by convicts inside its walls.
Spirit Wardens: The bronze-masked hunters who capture and destroy rogues spirits. Also run Bellweather Crematorium. Membership is secret.
The Bluecoats: The street patrol of the City Watch. Known as the meanest gang in Duskwall. Corrupt, violent, and cruel.
The Inspectors: The investigators of the City Watch. They have a reputation for ethics and integrity (no one likes them). They present evidence for prosecutions to the city magistrates.
Leviathan Hunters: The daring captains and crews that grapple with titanic demons on the Never Sea to drain their blood for processing into electro-plasm.
Sailors: The captains and crews for merchant and Imperial Navy ships.
Dockers: The hard-bitten laborers who work the docks.
Gondoliers: The guild of canal boat operators. Venerated by ancient tradition. Said to know occult secrets (many things are submerged in Duskwall.)
Cabbies: The coach operators of the city. An impressive gossip network.
Rail Jacks: The men and women who protect the electro-trains of the imperium from the savage spirits of the Deathlands.
Church of the Ecstasy of the Flesh: The “state religion”, if there is such a thing. They honor the sensual life of the body and abhor the corrupted spirit world. Structured as a mystery cult.
The Weeping Lady: A charity and pseudo-religion, honoring the first Lord Governor of Duskwall, said to be a champion of the poor.
The Path of Echoes: A popular mystery cult which borders on open rebellion against spirit laws. They revere the ancients, and seek to gain knowledge from the past — including consorting with ghosts.
The Forgotten Gods: A jumble of cults and mysteries which attempt to follow the old ways from before the cataclysm, doing the bidding of demons and darker things.
Deathlands Scavengers: Convicts from Ironhook given the choice of execution or work as scavengers outside the lightning barrier. The shortest of life spans.