How? Part of my ongoing DG read. (This one took several months to finish because of how depressing it is.)
What? Several factions that might be potential allies or enemies for your DG characters (with some spoilers):
Allies(?):
* The Center for the Missing Child is focused on tracking missing children and teaching law enforcement about the topic; while mostly mundane cases, a volunteer is obsessed with a supernatural-connected crime he couldn't solve in the past
* The Dream Syndicate is an online group of people who all have the same or similar dreams; one of the members is a creepy stalker obsessed with the original founder.
* Agent Renko is a Ukrainian/Soviet spy who might be defecting or might be trying to trap the characters.
* The Witness Alliance is interested in cataloguing hate groups and new religions/cults; but one of the volunteers is a shattered ex-DG operative, and one of the other members hates DG for what its done to him.
Enemies:
* New Life Fertility is a fertility clinic using Shub-Niggurath material to help the rich and powerful conceive, only the kids aren't totally human.
* The Lonely isn't an organization, but more a loose connection of violent incels who go from feeling aggrieved to taking violent action, all loosely led by a nonentity called CptnSnshn (and connected to the Yellow King)
* The Sowers is a patriarchal Christian cult, which engaged in a ritual murder of Azazel (Nyarlothotep) which grants them innocence; the men also gain supernatural luck through a ritual that costs willpower, which they suck out of their wives.
* The Prana Sodality is a New Age movement interested in electromagnetic resonances that has accidentally found a way to focus the anti-human energy of the Lloigor that have long infested this one Pacific Northwest mining town.
Yeah, so? So this is all very bleak, and as fiction, is sort of wonderfully composed towards that end. Which makes it, for me, a mixed bag for roleplaying. That is, I love most of the groups here, and I love how they are presented as having some dynamism and fracture lines. (Like: the New Life Fertility clinic is run by two inhuman siblings, but one of them is really driven by the ideological goal, while the other is driven by, well, his lust for his sister. (See, the NLF kids are inhuman and can only breed with each other, but they don't really care about incest.))
That dynamism and fracture lines are interesting; but each chapter ends with a potential framework for an adventure or series of adventures, which mostly boils down to: the PCs get wind of something, and when they start investigating, the group fracture comes out in some way. I feel like the Prana Sodality is a very good example of this: PCs can start poking around and learning the true awful history of this locale (there was a mine where the owner killed a lot of laborers; there was a monastery that hosted a lot of child abuse; there was a military base that had a lot of murders), but the present/future of the locale is mostly about the Prana Sodality starting to murder each other. The DG PCs end up seeming like witnesses to the horror rather than participants.
I recently left a comment on the Vintage RPG instagram to the effect that I love books that go "here's some info, and here's a non-obvious adventure using that info -- as long as the adventure doesn't invalidate that info for future use." And here, well, each group seems designed to blow-up in the PCs' faces. So if you play through the Prana Sodality group's framework, the end result is no Prana Sodality.
It makes me wonder if some of these might have been better served by a campaign book.
Still and all, an awful ride with some very compelling stories.