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).