• Noble Factions:
    • House Somerset
      An old British house known for raising gremlins.
    • Angleterre
      A house descended from French nobles with a talent for finding things.
    • The Shawnee
      A tribe of Native Americans who have preserved most of their old traditions.
    • House Creoda
      Once an ancient and respected house, the original bloodline has died out, leaving only descendents of those adopted by the original members.
    • The Coalition of Tradesmen
      The most powerful group of merchants in the city, dealing in any good not completely monopolized by another faction.
    • The Steel Barons
      Once hugely wealthy off their ties to the grim, now in decline and calling in old favors to stay afloat.
  • Common Factions:
    • House Enfield
      Thrown out of the nobility for practicing incest in order to preserve their bloodline's power.
    • House Donnelly
      Known for preserving its leaders with necromancy, the house is as erratic as would be expected of a house that dances to the tune of seven insane undead leaders.
    • The Bergmann Family
      Most noted currently for having fought on the other side for the first half of the recent war. Also noted for the dead animals they use as guards.
    • House Slattery (the Tinkers)
      Specialists in building all manner of novel devices.
    • The Businessman's Club
      Once known for their criminal ties, now middle managers at ordinary stores in the grim who make a fortune by importing objects and selling them at a mark-up.
    • The Speakeasy
      Manufacturers of all manner of illicit drugs.
    • The Smiths
      Specialists in fine tuning and refining weapons.
    • The AMMA (Allegheny Masters of the Magical Arts)
      Specialists in the old techniques of stage magic, which they often put to use covering up problems for other factions.
    • The Order of the Silver Oak
      Part religious cult, part merchant guild.
    • Micah's Question
      Explorers who seek out new pockets and other mysteries
    • Gaslight Hospital
      As the name suggests, the local hospital
    • The New Dunston Post Office
      The local mail carriers (or mail teleporters)
    • The Dabrowski Initiative
      The electric company (and provider of other minor maintenance services)
    • The Keepers of the Lost
      Maintainers of an ancient library of books lost to the rest of the world
    • Buena Vista College
      A school and research center for the residents of New Dunston
    • The Monastery
      A retreat for those who wish to retire from their faction
  • Dead or exiled factions:
    • House Vester
      A house exiled and destroyed over a century ago, but it's rumored that the descendents of a few survivors still plot revenge
    • The Gaslight Guild
      Importers of gunpowder and lamp oil, ruined by the invention of rifle cartridges and the provision of electricity. Officially disbanded in 1924.
    • The Pachek Brigade
      A short-lived faction made up of non-humans who felt descriminated against in the other factions. Attempted to enlarge its territory by military conquest in 1982, and was abolished as a result.
    • The Builder's Association of New Dunston
      A collection of architects, carpenters, and other craftsmen who served as a local construction firm. Taken over by the Coalition of Tradesmen in 1861.
    • The Weavers, Spinners, and Dyers
      The only internal garment makers in the city. Merged with the Coalition of Tradesmen in 1839.
    • House Ghirlandaio
      Operators of a local farm. Bought out by the Coalition of Tradesmen in 1925. The heirs split between the Coalition, Micah's Question, and Buena Vista College.