• The GuardKraiton’s city watch, leaderless since Brekker’s assassination and scrambling to hold order while the treaty sits unsigned.
  • Craiton Hall of Intellectual Mastery and Progress — Scholars and crystal-craft researchers based at Kraiton’s university, valued for their grasp of crystal-power interaction and quietly central to this year’s treaty negotiations through Isaac Newt.
  • The Syndicate — Kraiton’s organised crime, run from the shadows by Red and tapped into every back-alley rumour through fixers like The Mouth.
  • The Illuminated — A name from the city’s wilder conspiracy circles, long dismissed as urban myth, until a letter on a dead assassin suggested they may in fact be real.
  • Deepwell Holdings — An obscure mining enterprise improbably favoured in this year’s crystal allocation, and the thread the party is currently tugging on.
  • The Lamplighters’ Guild — The utility that runs Kraiton’s crystal-lamp networks, lighting streets, homes, and workshops; their allocation is the line item no councillor dares cut without provoking a riot.
  • The Foundry — Kraiton’s golem-crafters, whose construct hearts run on refined crystal and who supply guardians to estates, gate-houses, and the Guard itself.