Faction Turn

Several factions within (and without) the walls of Doskvol struggle to accomplish their goals and vie for power. This is represented in the Blood and Blades Faction Turn. About once a month a Faction turn episode occurs, where Twitch subscribers can represent the different factions of the city, make decisions as to what goals they are trying to accomplish, and roll to determine how much closer they are to those goals.

## Results

### Bluecoats (III)

Current Active Clocks (Segments)

* Stop Inspector General rooting out corruption in ranks (12)

* Procure “riot-stopper” hulks (8)

* Scapegoat Judd Cooper to protect The Right conspiracy (4)

Resolved Clocks (Segments)

* Relocate Skovlan refugees to Dunslough Ghetto (12)
	+ Completed turn 4
* Arrest & ransom scoundrels back to crews for coin  (4)
	+ Completed turn 4

Unresolved Clocks (Segments)

* Procure bigger budget, military arms & equipment (8)
* Revive the Bluecoat’s public image (4)
* Unmask the Wraiths (4)

### The Circle of Flame (III)

Current Active Clocks (Segments)

* Destroy Bow of Kotar at Wintercliff (8)
* Destroy Axe of Kotar at Blackvale (8)

Resolved Clocks (Segments)

* Steal the Lancets of Setarra from the Spirit Wardens  (4)
	+ Completed turn 2
* Acquire all the ancient Artifacts of Kotar (8)
	+ Completed turn 3
* Nominate Irelen Dimmer to vacant seat on The Seven (6)
	+ Completed turn 5

Unresolved Clocks (Segments)

* Convince City Council to reconstruct lightning wall around Lost District (12)
* Ally with a crew to steal artifacts for the Circle (4)
* Nominate Mother Narya to vacant seat on The Seven (6)

### The Dimmer Sisters (II)

Current Active Clocks (Segments)

* Collaborate with The Foundation to build sorcerous structure in Charhollow (8)
* Locate the Seppiroth Sedarim (6)

Resolved Clocks (Segments)

* Curse Adr. Brance for issuing bounty on Deathland Scavengers  (6)
	+ Completed turn 4
* Petition Oxbacks for audience with Golden Ox (4)
	+ Completed turn 5

Unresolved Clocks (Segments)

* Dominate the Spirit Trade (6)
* Obtain Arcane Secrets (Repeating) (4)
* \* Remove one of The Seven from The Circle of Flame (6)

\* Although resolved by another faction and shown in the resolved section during the Faction Turn, the Dimmers did not complete this clock

### The Fog Hounds (I)

Current Active Clocks (Segments)

Resolved Clocks (Segments)

* Retaliate against Tin Whistles (4)
	+ Completed turn 1
* Reclaim the Fog Hound, the ship (4)
	+ Completed turn 2
* Join the Tin Whistles (\*)
	+ Completed turn 3

Unresolved Clocks (Segments)

* Recruit new members (4)
* Obtain a regular patron (3)
* Rebuild Crew (\*)

\* No rolling took place, was a binary choice between "Join the Tin Whistles" and "Rebuild Crew"

### Ink Rakes (II)

Current Active Clocks (Segments)

* Uncover publisher secretly working with Bluecoats (8)
* Recruit Bravos to protect hawkers and presses (4)
* Investigate demon cults within Leviathan Hunters (6)

Resolved Clocks (Segments)

Unresolved Clocks (Segments)

* Publish exposé on Spirit Wardens (4)
* Negotiate int’l distro with Ministry of Preservation (6)
* Kill exposé for exclusive interview with Master Warden (4)

### The Lost (I)

Current Active Clocks (Segments)

* Rob the night’s receipts from The Veil nightclub and give it citizens of Coalridge (4)
* Replace Ulf Ironborn as bosses of Coalridge (6)
* Recruit shades of those killed in workhouses (8)

Resolved Clocks (Segments)

* Free members from Ironhook; by pardon or otherwise (6)
	+ Completed turn 2
* Destroy cruel workhouses (repeating, 1 occurrence) (4)
	+ Completed turn 3

Unresolved Clocks (Segments)

* Find allies for a war with The Billhooks (6)
* Demand Tin Whistles pay coin or move hideout from railyard (4)

### Ministry of Preservation (V)

Current Active Clocks (Segments)

* Appeal to Immortal Emperor to revoke Scurlock’s immunity (8)

Resolved Clocks (Segments)

* Exile Iruvian diplomat Avrathi from Doskvol (4)
	+ Completed turn 2
* Investigate relationship between Lords Strangford & Scurlock (6)
	+ Completed turn 3
* Seize control of the Leviathan Hunters (12)
	+ Completed turn 5
* Find assassins who operated in Ministry headquarters (4\*)
	+ Completed turn 5

Unresolved Clocks (Segments)

* Gain Support for new electro rail line to Lockport (12)

\* Clock was formally an 8 segment clock, but was reduced due to the actions of the crew players

### Spirit Wardens (IV)

Current Active Clocks (Segments)

* Uncover the infiltrators (8)
* Investigate Black Pyramid that has appeared in the ghost field (6)
* Take cut from Deathland Scavengers pipeline (4)

Resolved Clocks (Segments)

* Create Spirit Hounds to patrol the Ghost Field (6)
	+ Completed turn 3
* Stop Ink Rakes from publishing leaked identities of Wardens (6)
	+ Completed turn 4
* Shelter Deathlands Scavengers from bounty hunters (4)
	+ Completed turn 4

Unresolved Clocks (Segments)

* Uncover groups within the city hidden from the Spirit Crows (8)
* Arrest Irelen Dimmer for crafting illegal spirit-tech (4)

### Lord Scurlock (III)

Current Active Clocks (Segments)

* Build monstrous geist from 100 wicked souls (8)
* Sojourn to Imperial City to prevent interference by Immortal Emperor (4)

Resolved Clocks (Segments)

* Revive Forsinthia; his long-lost love (4)
	+ Completed turn 2
* Locate the missing Lancet of Setarra (4)
	+ Completed turn 3
* Send assassins after those who stalled rise of Setarra (6)
	+ Completed turn 5

Unresolved Clocks (Segments)

* Obtain arcane secrets (repeating) (6)
* Fulfill debt to Setarra (12)
* Destroy Ministry evidence of involvement with Strangford (4)

### Ulf Ironborn (II)

Current Active Clocks (Segments)

* Strike deal with the Bluecoats to send Cortland back to Ironhook (6)
* Establish illegal bookmaking operation (4)
* Turn Citizens of Coalridge against The Lost (6)

Resolved Clocks (Segments)

* Rise in Tier (4)
	+ Completed turn 4

Unresolved Clocks (Segments)

* Carve out gang territory (6)
* Smuggle Skovlander insurrectionists into City (8)

### Deathlands Scavengers (II)

Current Active Clocks (Segments)

* Lady Thorn enters City to meet with Master Warden (6)
* Distil the perfected Thought Essence formula (8)
* Inscribe arcane wards into bases of Lightning Towers (12)

Resolved Clocks (Segments)

* Establish new secret trade route with the City (6)
	+ Completed turn 3
* Smuggle ancient tome to Irelen Dimmer (6)
	+ Completed turn 4
* Recruit gang of loyal Hawkers within the City (4)
	+ Completed turn 4

Unresolved Clocks (Segments)

* Obtain pardons (repeating) (8)
* Acquire Lost District artifact catalog from Circle of Flame (6)
* Raise the alarm of increased demon activity in Deathlands (6)
* Aid Irelen Dimmer’s nomination to The Seven (6)

### The Wraiths (II)

Current Active Clocks (Segments)

* Steal Lancets of Setarra from the Circle of Flame (6)
* Establish a new headquarters inside the Ghost Field (12)

Resolved Clocks (Segments)

* Remove Bluecoat Captain Michter, by any means necessary (4)
	+ Completed turn 3
* Secure an arcane ally (6)
	+ Completed turn 4
* Hold secret auction of stolen Leviathan Map (4)
	+ Completed turn 5

Unresolved Clocks (Segments)

* Recruit expert thieves (8)
* Steal Iruvian Crown Jewels (6)

### The Oxbacks (II)

Current Active Clocks (Segments)

* Control smuggling on the Docks (4)
* Rise in Tier (6)
* Assume control of Forgotten Gods (12)

Resolved Clocks (Segments)

* Sacrifice a noble to the Golden Ox (8)
	+ Completed turn 4
* Take turf on Docks from The Grinders (4)
	+ Completed turn 4

Unresolved Clocks (Segments)

* Break the Dagger Isles scabs (4)

## Trivia

* During Faction Turn 4 there were four factions who had three clock turns, or turns where they rolled on three different clocks. Those factions were the Bluecoats, the Spirit Wardens, the Deathlands Scavengers, and The Oxbacks.
* No faction has yet to complete all three clocks on a single faction turn.
* John Harper joined Clint on camera for Faction Turn 5 and chose for the Spirit Wardens when their other members were absent.