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=Factions and Allegiances= The following are the twelve dominant factions and allegiances within Eversink, and their own allies and enemies. Starting characters declare their own membership of one as part of their High Concept, and usually take on that faction's own alliances and rivalries. '''Ancient Nobility''' - the original aristocracy of Eversink, some dating back to the signing of the Golden Contract nearly a thousand years ago, frequently impoverished, always prideful. Allies: Church of Denari, Triskadane; Enemies: Mercanti. Special Ability: Command. '''Church of Denari''' - the church of the Mother Goddess of Eversink, including Marketpriests, Trade Missionaries, holy prophets and oracles, Church Militant agents and Inquisitors, and others devoted to the spiritual and material well-being of the city. Allies: Ancient Nobility, Mercanti; Enemies: Sorcerous Cabals. Special Abilities: Prophecy, Spirit Sight. '''City Watch''' - Eversink's nominal police force, home equally to upright and keen-eyed Sentinels, and corrupt and venal Watch Houses. Allies: Mercanti; Enemies: Mercenaries, Thieves' Guilds. Special Ability: Spirit Sight. '''Commoners''' - the labouring poor, toiling masses, petty crafters and tradespeople; nominally the bedrock of Eversink, but despised and downtrodden by other factions. Allies: Thieves' Guilds; Enemies: Ancient Nobility, Mercanti. '''Guild of Architects and Canal-Watchers''' - the secretive and select guild that keeps Eversink's buildings from sinking too quickly, its canals clean, and its passageways and cellars well mapped; rumoured to have a sorcerous heart where Corrupted senior members cast grave spells to keep the city intact. Allies: Triskadane; Enemies: Mercanti. Special Ability: Prophecy. '''Mercanti''' - the upstart nouveau-riche winning ever-increasing power and wealth in Eversink, pushing to depose the Ancient Nobility from leadership in the city. Allies: Church of Denari; Enemies: Ancient Nobility. Special Ability: Commerce. '''Mercenaries''' - paid soldiery employed by nobles and merchants alike to guard their properties and defend their interests. Allies: Ancient Nobility, Mercanti; Enemies: City Watch. Special Ability: Command. '''Monstrosities''' - secretive and often semi-legendary communities of monstrous creatures and denizens of the city, barely tolerated by its human inhabitants. Allies: Outlanders, Sorcerous Cabals; Enemies: City Watch, Mercenaries. '''Outlanders''' - barbarians, foreign merchants, emissaries, scholars, and other groups visiting, drawn to, or spying on Eversink. Allies: Monstrosities; Enemies: City Watch. '''Sorcerous Cabals''' - small covens and cults of Sorcerers bound together by mutual interest and fear of persecution; frequently loyal to forces outside Eversink - or the entire mortal plane. Allies: Monstrosities; Enemies: Church of Denari, Triskadane. Special Ability: Corruption. '''Thieves’ Guilds''' - fragmented and feuding coteries and guilds of pickpockets, smugglers, robbers, beggars, blackmailers, assassins, pirates, and every other kind of villain. Allies: Outlanders; Enemies: City Watch. '''Triskadane''' - the Secret Thirteen who rule Eversink from the shadows, selected by the Goddess Herself through granting of a coin - as well as the vast bureaucracy and governmental machinery responsible for executing their decrees. Allies: the Ancient Nobility, Church of Denari; Enemies: Outlanders, Sorcerous Cabals.
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