The Tiger is Out: Other Factions

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This is a list of all factions that are either directly related to the Tygers of Orc, or one step removed.

Direct Relationships[edit]

The Bluecoats[edit]

  • Tier: 3
  • Relationship: 0*
  • Summary: A secret society of antiquarians and scholars; cover for extortion, graft, vice, and murder.
  • Notes:Lock has a personal enemy on the force.

The Circle of the Flame[edit]

  • Tier: 3
  • Relationship: +3
  • Summary: A secret society of antiquarians and scholars; cover for extortion, graft, vice, and murder.
  • Notes:The Circle of the Flame controls the sacred sites of the Tygers. Madame Tesslyn is their primary contact.

The Forgotten Gods[edit]

  • Tier: 3
  • Relationship: +2
  • Summary: Cults that attempt to follow the old ways from before the cataclysm, doing the bidding of demons and darker things. There are many cults, who rarely organize together. An individual cult is usually Tier I or Tier II.
  • Notes:Bone Meal Miller spends time at a Forgotten God temple run by the priestess Ilacille. They helped the Tygers get Elite Adepts

List of Forgotten God Cults Relevant for Game[edit]

  • The Mask Bearers of a Thousand Faces
  • The Lady with a Shadow and No Name
    • This is the cult of the priestess Ilacille.
  • The Chained Boy
    • This is Orc

The Grinders[edit]

  • Tier: 2
  • Relationship: -2
  • Summary: The former lamp-lighter guild, turned to crime when their services were replaced by electric lights.
  • Notes: They are leftist revolutionaries, but they are Skovlander nationalists and are suspicious of the supernatural. These differences put them at odds with the Tygers.

The Lampblacks[edit]

  • Tier: 2
  • Relationship: 0*
  • Summary: The former lamp-lighter guild, turned to crime when their services were replaced by electric lights.
  • Notes: The leader of the Lampblacks, Baszo Baz, is an old enemy of Onyx. The Lampblacks are at war with the Red Sashes.

The Reconciled[edit]

  • Tier: 4
  • Relationship: -2
  • Summary: An association of spirits who have not gone feral with the passage of time.
  • Notes: The Reconciled are angry at the Tygers for acquiring and developing its ritual sanctorum.

Lord Skurlock[edit]

  • Tier: 3
  • Relationship: 0*
  • Summary: An ancient noble, said to be immortal, like the Emperor. Possibly a vampire. Obsessed with arcane secrets.
  • Notes:A personal friend of Kobb Templeton, not the group as a whole.

No Direct Relationship[edit]

Billhooks[edit]

  • Tier: 2
  • Relationship: 0
  • Summary: A tough gang of thugs who prefer hatchets, meat hooks, and pole arms.
  • Notes:Like the Tygers and the Grinders, they make their home in the Docks.

Cabbies[edit]

  • Tier: 2
  • Relationship: 0
  • Summary: The public coach operators. They also breed the large Akorosian goats used to pull the carriages. An impressive gossip network.
  • Notes:None

The Church of the Ecstasy of the Flesh[edit]

  • Tier: 4
  • Relationship: 0
  • Summary: The “state religion,” if there is such a thing. They honor the life of the body and abhor the corrupted spirit world. Essentially a secret society.
  • Notes:None

The City Council[edit]

  • Tier: 5
  • Relationship: 0
  • Summary: The elite noble rulers of the city government
  • Notes:None

The Crows[edit]

  • Tier: 2
  • Relationship: 0
  • Summary: An old gang with new leadership. Known for running illegal games of chance and extortion rackets.
  • Notes:None

The Deathland Scavengers[edit]

  • Tier: 2
  • Relationship: 0
  • Summary: Convicts from Ironhook and desperate freelancers who roam the wasteland beyond the lightning barriers.
  • Notes: None

The Dimmer Sisters[edit]

  • Tier: 2
  • Relationship: 0
  • Summary: Housebound recluses with an occult reputation.
  • Notes: None

The Dockers[edit]

  • Tier: 3
  • Relationship: 0
  • Summary: The hard-bitten laborers who work the docks.
  • Notes:None

The Fog Hounds[edit]

  • Tier: 1
  • Relationship: 0
  • Summary: A crew of rough smugglers looking for a patron.
  • Notes:None

The Foundation[edit]

  • Tier: 4
  • Relationship: 0
  • Summary: The powerful ancient order of architects and builders. Many of their enemies have disappeared behind the brick and mortar of Doskvol.
  • Notes:None

The Gondoliers[edit]

  • Tier: 3
  • Relationship: 0
  • Summary: The guild of canal boat operators. Venerated by ancient tradition. Said to know occult secrets (many things are submerged in the Dusk)
  • Notes:None

The Gray CLoaks[edit]

  • Tier: 2
  • Relationship: 0
  • Summary: Former Bluecoats who turned to crime.
  • Notes:None

The Hive[edit]

  • Tier: 4
  • Relationship: -2
  • Summary: A guild of merchants who secretly trade in contraband. Named for their symbol, a golden bee.
  • Notes:None

The Imperial Military[edit]

  • Tier: 6
  • Relationship: 0
  • Summary: The armed forces of the Imperium stationed in Doskvol. Garrisons are posted at Gaddoc Rail Station, aboard the naval destroyer Paragon, and at the Lord Governor's stronghold (about 250 troops in total).
  • Notes:None

The Inspectors[edit]

  • Tier: 3
  • Relationship: 0
  • Summary: The criminal 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.
  • Notes:None

Ironhook Prison[edit]

  • Tier: 4
  • Relationship: 0
  • Summary: Where many scoundrels spend the bulk of their lives. Several criminal organizations are run by convicts inside its walls.
  • Notes:Mr Bottles was just released from here.

Leviathan Hunters[edit]

  • Tier: 5
  • Relationship: 0
  • Summary: The daring captains and crews that grapple with titanic demons of the Void Sea to drain their blood for processing into electroplasm.
  • Notes:None

The Lost[edit]

  • Tier: 1
  • Relationship: 0
  • Summary: A group of street-toughs and ex-soldiers dedicated to protecting the downtrodden and the hopeless.
  • Notes:None

The Path of Echoes[edit]

  • Tier: 3
  • Relationship: 0
  • Summary: A mystery cult that borders on open rebellion against spirit laws. They revere the ancients, and seek to gain knowledge from the past— including consorting with ghosts.
  • Notes:None

The Red Sashes[edit]

  • Tier: 2
  • Relationship: 0
  • Summary: Originally an Iruvian school of swordsmanship, expanded into criminal endeavors.
  • Notes:At war with the Lampblacks.

Sailors[edit]

  • Tier: 3
  • Relationship: 0
  • Summary: The captains and crews for merchant and Imperial Navy ships.
  • Notes:None

The Silver Nails[edit]

  • Tier: 3
  • Relationship: 0
  • Summary: A company of Severosi mercenaries turned to crime when the war for Skovlan Unity ended. Renowned ghost killers.
  • Notes:None

The Sparkwrights[edit]

  • Tier: 4
  • Relationship: 0
  • Summary: The engineers who maintain the lightning barriers. Also pioneers of new technology, often indulging in dangerous research.
  • Notes:None

The Spirit Wardens[edit]

  • Tier: 4
  • Relationship: 0
  • Summary: The bronze-masked hunters who destroy rogue spirits. Also run Bellweather Crematorium and research artifacts scavenged in the deathlands. Membership is secret.
  • Notes:None

Ulf Ironborn[edit]

  • Tier: 1
  • Relationship: 0
  • Summary: A brutal Skovlander, newly arrived in Doskvol, fighting everyone for turf.
  • Notes:None

The Unseen[edit]

  • Tier: 4
  • Relationship: 0
  • Summary: An insidious criminal enterprise with secret membership. Thought to pull the strings of the entire underworld.
  • Notes:None

The Wraiths[edit]

  • Tier: 2
  • Relationship: 0
  • Summary: A mysterious crew of masked thieves and spies.
  • Notes:None