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The Gloam Tithe - AI-generated fantasy Faction

The Gloam Tithe

For its first thirty years, the Blackwell Tenders were a tolerated necessity. Their repairs kept the upper streets lit, and their trade routes through the lower dungeon were seen as unpleasant but essential. The first setback came when a sinkhole opened under the old lamp district, killing dozens and revealing that the lower cisterns had been illegally modified. Public trust collapsed, and the council began audits, arrests, and replacement crews. Rather than disband, the tenders fled deeper, seized the old emergency gates, and made the dungeon into a fortress. Over the next decades they learned the language of underchamber clans, bartered with blind cave scavengers, and adopted rites meant to appease whatever watched in the dark water. Their second great turning point was the Flood-Sunder, when they flooded the council's assault tunnels, lost many of their original engineers, and broke the town's ability to cleanly reclaim the lower level. Since then they have been a hybrid of smugglers, wardens, and priests of managed darkness. They no longer merely maintain the light above. They decide when light is scarce, costly, or bought with obedience.

Faction

The Gloam Tithe

To the desperate, they are necessary monsters.
Type
Underdark-adjacent shadow…
Size
90 members
Reach
Moderate to high within…
Base
The lower dungeon beneath Brimstead

Overview

For its first thirty years, the Blackwell Tenders were a tolerated necessity. Their repairs kept the upper streets lit, and their trade routes through the lower dungeon were seen as unpleasant but essential. The first setback came when a sinkhole opened under the old lamp district, killing dozens and revealing that the lower cisterns had been illegally modified. Public trust collapsed, and the council began audits, arrests, and replacement crews. Rather than disband, the tenders fled deeper, seized the old emergency gates, and made the dungeon into a fortress. Over the next decades they learned the language of underchamber clans, bartered with blind cave scavengers, and adopted rites meant to appease whatever watched in the dark water. Their second great turning point was the Flood-Sunder, when they flooded the council's assault tunnels, lost many of their original engineers, and broke the town's ability to cleanly reclaim the lower level. Since then they have been a hybrid of smugglers, wardens, and priests of managed darkness. They no longer merely maintain the light above. They decide when light is scarce, costly, or bought with obedience.

How it began

The faction began as the Blackwell Tenders, a consortium of millwrights, cistern keepers, and night runners hired to maintain the old dungeon-water system beneath a frontier town. Their founder, Sister Maud Vey, discovered that the lower aqueducts bled a strange mineral seep that could preserve enchanted oils and make wicks burn longer in damp weather. During a brutal winter, the town survived because Blackwell stock kept the lantern streets alive while neighboring settlements fell to beasts and raiders. That success made the tenders indispensable, and indispensability became leverage. When the town council tried to break their monopoly, Maud led the Blackwell Tenders deeper into the sealed lower halls, where they allied with cave-dwellers, took over abandoned storage vaults, and learned to weaponize the dungeon's natural darkness. The watershed moment came in the Flood-Sunder, when they deliberately opened three sluice gates during a council raid. The lower ward drowned, the attackers were lost, and the surviving tenders emerged as something new: a practical shadow power that ruled the dungeon by water, fungus, and fear.

How to know them

MottoWhen the light fails, we remain.
EmblemA broken lantern hanging upside down above a coiling root, with three drips of black oil falling from the glass.
Colours

Blackened brass, Soot gray, Mold green, Lantern amber

Signs

Broken lantern, Black drip over coiled root, Three-ring chain knot, Soot handprint on brass

DressLayered waterproof coats, soot-dyed gloves, brass lantern masks for rank and ritual, and wrist cords marked by colored knots showing trade, labor, or enforcer status.

Standing

AlignmentLawful evil with pragmatic fractures, communal discipline, and a widening cultic edge.
AgeFounded 146 years ago, though its current form hardened after the Flood-Sunder fifty-eight years ago.
WealthModerate in hard goods and leverage, poor in clean coin, rich in black-market influence and strategic scarcity.

What they say they want

Protect the town from beast incursions by regulating dangerous supply routes.
Maintain the ancient waterworks so both dungeon and town remain habitable.
Prevent collapse, flooding, and subterranean infestation.
Offer secure passage through the lower levels for those who pay the proper tithe.

What they are doing now

Keep the supplier alive, but broken enough to bargain.
Control the enchanted oil and wick production from below.
Force the town above into paying a darkness levy for safe nights.
Expand into adjacent chambers before rival cave clans do.
Recover a sealed lower cistern that contains an older, more potent source of blackwater.

Where it leads

To make the town above dependent on the faction for safety, then become the only authority that decides who gets light, passage, and protection.

How others see them

To the desperate, they are necessary monsters. To the law-abiding, they are a shadow tax with knives. To anyone who has traveled at night without a lantern, they are either villains or the only reason the roads still exist.

People

6 ranks

Tithe-Matron of the Deep Cistern

Tess Vey

Calm under pressure, deeply pragmatic, difficult to surprise, and willing to sacrifice principle for continuity.

  1. The Tithe-Matron1 member

    Sets policy, arbitrates disputes, and authorizes major hostage trades, flood releases, and supply levies.

  2. Ledger-Negotiators3 members

    Handle tribute, bargaining, hostage terms, surface contacts, and the pricing of oil, wick, and passage rights.

  3. Sluice Captains7 members

    Command patrols, ambush crews, tunnel crews, and flood defenses; each holds a defended section of the dungeon.

  4. Lantern Breakers18 members

    Elite enforcers who extort, kidnap, escort prisoners, and conduct night raids into exposed passages.

  5. Mire Hands40 members

    Laborers, smugglers, fungus tenders, rope haulers, bucket crews, and salvage divers.

  6. Bound Dross25 members

    Thralls, debt-bonded prisoners, frightened locals, and fungus-addled workers assigned to dangerous tasks.

Other key members

  • Tess Vey, the Lantern Ledger Chief negotiator and public face of the faction
  • Grimholt the Drowned Head enforcer and commander of Lantern Breakers
  • Nera Mosswrit Mire foreman and master of fungus storage
  • Archivist Pell Vane Keeper of old maps, sluice records, and forbidden chamber keys
  • Korrin Slatejaw Captain of the eastern flood gates

How they are organised

How it is runShadow cartel, ritual commune, and underground toll authority
Who comes nextIf the Tithe-Matron dies, the Ledger-Negotiators convene a sealed vote witnessed by the sluice keys and a bowl of blackwater. Publicly, the strongest claimant wins by oath and support. Privately, assassination, flood sabotage, and hostage leverage often decide the result before dawn.
How they recruitApplicants are tested in darkness, damp, and silence. A candidate must complete a utility task, swear a tithe oath, and accept that the faction may hold a family member, debt token, or tool as collateral. Skilled delvers, artisans, and record-keepers can be folded in faster, but most begin as laborers under close watch.
To join
  • Willingness to obey cistern law
  • At least one useful trade or proven ability to work in wet darkness
  • A debt, oath, or hostage bond in most cases
  • Acceptance of rationed light and communal secrecy

Relations

9 factions
Brimstead Civic…COERCED NEUTRALITYThe Free DelversTRANSACTIONAL NEUTRALITYThe Sporecarters of…UNEASY TRADE PARTNERThe Ossuary CourtSECRET BENEFACTORThe Mire SaintsRIVAL WITH UNSTABLE…The Sunscar PilgrimsIDEOLOGICAL ENEMYThe Nightwatch of…OPEN ENEMYThe Ashen ChoirBLOOD ENEMYThe Rootmire KinTERRITORIAL RIVAL
Ally · uneasy trade partner
The Sporecarters of Hollow Vale

They trade fungus salts, cave maps, and safe passage tokens with certain mycologists who resent the surface and want stable market access.

Operations

What they do

Extorting tolls from tunnel travelers
Cultivating fungal stores and alchemical additives
Maintaining old cistern machinery
Capturing useful specialists
Controlling access to the lower dungeon
Trading illicit lightproof goods

How they do it

Extortion
Selective flooding
Hostage taking
Sabotage
Smuggling
Fungus poisoning
Bribery
Ambushes in confined passages
Threatened embargoes on lantern supplies

Services for hire

  • Guided DescentA tithe of goods, favors, or hostage rights
    Safe passage through certain lower tunnels and flood bridges.
  • Hidden WarehousingRare oil, clean water, or a sworn favor
    Storage and concealment of contraband in damp-proof vaults.
  • RetrievalPayment in coin, labor, or leverage
    Recovery of missing persons from the lower dungeon, if the client can wait and keep quiet.
  • Sluice RepairA negotiable levy or future concession
    Temporary flood control and maintenance of damaged cistern machinery.

What they can do

Flooding and draining sections of the dungeon on short notice
Navigating and mapping old maintenance shafts
Fungal alchemy that preserves, poisons, or sedates
Light discipline training for stealth in near-darkness
Blackmail networks tied to night supply shortages

What they have

Flood gates that can seal or drown approach tunnels
Stored enchanted oil reserves
A network of hidden maintenance shafts
Fungus gardens that thrive in damp darkness
Several captured or bribed surface couriers
Old dungeon maps and sluice keys

Where they are weak

Their dependence on old machinery makes them vulnerable to sabotage of valves and pumps.
Internal division between profit-minded pragmatists and apocalyptic zealots.
The supply chain is fragile if the supplier and their knowledge are removed.
Their fungus infrastructure can be burned, salted, or starved.
Many laborers are coerced rather than loyal, making them unstable under pressure.

Territory

Headquarters

The lower dungeon beneath Brimstead
KindFlooded cistern-fortress and ritual workhouse

A tiered cistern-fort built around an old pump chamber, with dry meeting galleries above flooded work pits, hanging lantern cages, and fungus racks glowing faintly behind iron mesh.

Lands they hold

The lower dungeon beneath Brimstead
Flooded cisterns and valve chambers
Old maintenance tunnels
Fungus farms in damp vaults
Collapsed stairwells that connect to the surface ward

Outposts

  • The Needle SumpCollapsed well access under the north wardHidden intake point for supplies, prisoners, and bribes
  • Mothgate GalleryOld cistern bridge in the lower dungeonCheckpoint, toll station, and ambush ledge
  • The Green VaultFungal chamber beyond the fourth sluiceMushroom cultivation, drugging stock, and hidden storage

Secrets

The big secret · GM only
What they really want · GM only
Hidden plans · GM only
Smaller secrets · GM only
What insiders say · GM only
Trouble inside · GM only
Crimes · GM only

Plot hooks

5 hooks
  • 1
    The Empty Cart
    EasyReward: Clue to the lower route and a name to confront
    The party finds the supplier's cart, but the oil casks have been carefully drained and refilled with water, leaving only a coded toll receipt from the Gloam Tithe.
  • 2
    The Brother in the Silt
    ModerateReward: An ally, a route map, and a way into the cistern-fort
    A terrified Mire Hand offers to guide the party if they can extract his sibling from the bound labor pits before the next flood cycle.
  • 3
    Terms in the Dark
    ModerateReward: Information, access, or a dangerous temporary truce
    The faction sends a negotiator to bargain for the supplier's release, but the real offer is a covert trade for the town's night watch roster.
  • 4
    A Knife at the Ledger
    HardReward: Political leverage and a chance to prevent escalation
    A Sluice Captain plans to assassinate Tess Vey and blame the surface, which would plunge the dungeon into open war and disrupt the supply line completely.
  • 5
    The Source Beneath
    Very hardReward: Campaign-shaping control over the region's night safety
    Deep below the flooded halls lies the blackwater chamber, and if the party can seal or cleanse it, the faction's oil monopoly collapses.

Work they offer

1Recover a stolen cask of enchanted oil from rival tunnel thieves.
2Escort a negotiator to the surface council under strict silence and no open flame.
3Clear a fungus choke from the east sluice before it breaks the water pressure.
4Retrieve an old valve key from a sealed ruin where something still moves.
5Deliver a hostage exchange without allowing the Nightwatch to identify the lower entrance.

What gets in the way

The flooded halls can shift in a single night, isolating cells from one another and making the faction look larger or smaller than it truly is.
Their fungal blight is both a weapon and a liability, spreading into stores, lungs, and sacred wells if not carefully managed.
Several members believe the surface town should be starved of light until it submits, while others want a long-term bargain instead of open war.
The supplier they captured knows a hidden maintenance route that bypasses two of the dungeon's worst defenses.
Their old infrastructure is failing, and every season requires more labor, more bribes, and more bodies than the last.

Rumours

1They can put a city to sleep by cutting three specific valves.
2The Tithe-Matron is not a single person but a title passed by ritual throat-cutting.
3The enchanted oil is mixed with grave dust, which is why it keeps beasts away.
4There is a whole second level below the dungeon where the faction stores its real treasury.
5The supplier was spared because the faction needs their hands, not their life.
6The old founder still lives, half-drowned, somewhere in the blackwater chamber.

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