Lore · §27

The factions

Added D-239–D-260, D-292, D-295, D-298, D-301 The settlement's powers are defined by what they want from the Tower, and they spend other people's lives to get it. Their sponsorship is the game's sponsor system (../design/proposals/sponsors.md).

Amended D-349, D-350, D-357, D-358 The faction names are set; their stories still signal their purpose. Each is a kind of contract: the Cartographers' own work, the state, trade, science and faith. They may oppose one another, and nothing requires it.

Faction Wants Signs (soft)
The Cartographers' Guild Navigation, its monopoly, its secrets (§9). Worn leather, parchment, brass instruments, the compass.
The Capital's Commission The Tower as a matter of state: Relics under seal, the ways up in its hands, every climber counted. Deep blue and silver, cut uniforms, stamped papers, wax seals with the crown.
The Charter Trade: Shortcuts rigged as trade roads; salvage and Relics bought. The oldest trading company, from the Middle Sea; it holds the old charter. For now it is the only company (D-352). Ochre and brass, tags, weights, brands.
The Long Vigil The Tower's dead, carried home and named, and named Relics kept. A lay order of mourners from every realm's faith, who began at the foot of the stair and keep vigil there. Like every faith, it is split over the Tower (§34). Undyed wool, rust-red thread, prayer cords, hand bells, salt lines at thresholds.
The Collegium Specimens and instruments; they are sure the Tower has rules. Some of their expeditions are lost. Linen coats, goggles, vials, numbered labels.

Factions may mark their people and goods (§19, D-308).