The ten factions / FND
Foundries
· 0 builds in this style
The guilds keeping the whole mechanical world alive.
The entry
They cast, forge, machine, weld, and teach, and in back rooms they chase the two lost arts, the Deepline and the treatment. The treatment was made once by people in a dying world, so it can be found again, and no guild has stopped looking.
Livery & marks
Works black and oiled steel, brass guild marks, and a riveted rebuild plate on everything they restore.
On the road
Bench and field reference · FND
- Paint & palette
- Works black and deep gray above, oiled steel below, with soot as a finish coat. Guild marks in brass paint, and a riveted brass rebuild plate on everything they restore. Chalk marks everywhere, because chalk is how the Belt thinks.
- Field cue
- Brick factories, steam cranes, machine shops, soot, brass plates, and clean floors where precision matters.
- Common posture
- Businesslike. Work is the language, and they respect anyone who respects the shop floor.
- Best contact
- Enter by the office door, not the rail gate. Touch nothing in motion. Bring broken things. They enjoy a puzzle.
- Registry mark
- A crossed hammer and caliper.
- Home ground
- Works: brick mills with rail spurs, row housing under the stacks, a guild hall with the hammer and caliper over the door. The pattern shop hangs wooden casting patterns like art, and off it sits the locked long bench where the treatment is chased by lamplight.
Reference only
Factions are part of the Longlight world's story — there is nothing to join and nothing to sign up for. Borrow their colors, marks, and attitudes for a build if they inspire you, or ignore them entirely.
Builds in this style
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No published builds borrow this look yet.