Drinking & Dragons

Category:Coal:Faction

From Drinking and Dragons
  • Blackgate Consortium—A ruthless mining company backed by wealthy southern investors, determined to strip Skarnheim of its coal at any cost.
  • The Rustwrights—Technicians specializing in restoring ancient machines, believing the city’s technology holds secrets far beyond coal. Soot-covered engineers and machinists who have restarted old engines and claimed dominion over the city’s industrial heart. A religious group worshipping fire and machinery, claiming the engines of Skarnheim are divine instruments awaiting reactivation.
  • Forge Wives—A group of widows and women engineers running a critical smelting operation, and a quiet network of influence behind the scenes.
  • Skarnheim Advisory Office—A small but strategic bureaucratic group tasked with coordinating resource allocation, taxation, and city planning for the crown.
  • House Avenholt Freight & Iron—Controlling all major inbound and outbound rail shipments, this logistics powerhouse quietly decides who gets rich and who goes hungry.
  • Golden Hollow Bank—The only financial institution willing to lend in Skarnheim, charging extortionate interest and keeping records no one else has.
  • The Snowblind Choir—A native people’s doomsday cult convinced that the second avalanche was a warning, and the “thawing” of Skarnheim will awaken something terrible.
  • The Iron Lanterns—An underground movement advocating for Skarnheim’s independence from the crown, often using sabotage to send their message.
  • Guild of Northern Cartographers—Mapmakers and explorers charting the sprawling underground railways and long-forgotten tunnels beneath Skarnheim.
  • The First Claimers—A boastful and possibly fraudulent band of adventurers who insist they found Skarnheim before anyone else—want their due.
  • Sootsnakes—They maintain Skarnheim's most critical infrastructure: the vast network of steam pipes and massive boilers. Without their work, Skarnheim freezes again. No one faction enough to mess with their operations since harming them is harming everyone. ([Daryl's] mental image: functionally comparable to the Dabus in Sigil.) c/f: steamfitters
  • Path of the Green World—a militant religious sect that opposes civilization and urbanization. Their beliefs range from a softer "we were meant to live in the natural world of forests" all the way up to "nature, red in tooth and claw, only the strong survive". Their Wild Hunt approaches, and wants to stop anyone from re-opening Skarnheim or extracting the coal, even if it means burning every inch of coal.

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