Difference between revisions of "Gangs of Waterdeep"

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{{WaterdeepGuide}}
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__NOTOC__
 
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[[Image:Waterdeep-gangs1.jpg|right|400px]]
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<div style="text-align: center; font-size: 150%">Waterdeep Locations</div>
==The Adders==
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===[[Castle Ward of Waterdeep|Castle Ward]]===
''[[Dock Ward of Waterdeep|Dock Ward]]''<br>
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* '''[[Castle Waterdeep]]'''
A stunningly vicious and violent gang, the Adders are fond of using poison and are frequently hired as torturers. They are said to have backing of some kind from the church of Talona. They also have established a powerful allied bloc of gangs, alongside the Basilisk Boys and the Six Hands.
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* '''[[Old Temple]]'''
* '''Enemies:''' The Red Readers, Kerrigan's Sons, the Seawolves
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** ''The [[Lazy Dragon]]'', an inn
* '''Allies:''' The Basilisk Boys, the Six Hands
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** ''[[Kreis' Fine Wine and Spirits]]'', an import/export business.
* '''Treatied:''' None
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* '''[[Northern Street of Silver]]'''
==The Basilisk Boys==
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** ''The [[Smiling Siren]],'' a festhall and theater
''[[Dock Ward of Waterdeep|Dock Ward]]''<br>
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A gang well-known for its mastery of Waterdeeps sewers, the Basilisk Boys were on the verge of being wiped out by enemies to either side. They gratefully accepted the Adders' offer of alliance a decade ago.  
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===[[North Ward of Waterdeep|North Ward]]===
* '''Enemies:''' The Seawolves
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* '''[[South Copper Street]]'''
* '''Allies:''' The Six Hands, the Adders
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** ''[[House Adarbrent]] Villa''
* '''Treatied:''' None
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<hr />
==The Blackcoats==
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<div style="text-align: center; font-size: 150%">Other Locations</div>
''[[Dock Ward of Waterdeep|Dock Ward]]'' ''[[Castle Ward of Waterdeep|Castle Ward]]''<br>
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===[[Yartar]]===
Possessing a sinister reputation, the Blackcoats are masters of violent crime, from mugging and home invasions to assassination. They are said to have ties to some dark faith - Mask or Loviatar according to some, or Bhaal according to others.
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<hr />
* '''Enemies:''' The Fire Kings, the Six Hands
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{{DnDNextRules}}
* '''Allies:''' None
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</div>
* '''Treatied:''' None
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==The Caravan Boys==
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'''A ''Dungeons & Dragons Next'' Campaign in the ''Forgotten Realms'''''<br>
''[[South Ward of Waterdeep|South Ward]]''<br>
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Made up of the sons of those caravan-workers who settled in the area south of Caravan Court, the Caravan Boys are known for their smuggling and horse-thievery.  
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''Year of the Bow (DR 1354)''
* '''Enemies:''' The Marrowsons
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* '''Allies:''' The Red Readers
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You are part of a criminal enterprise (call it a gang, call it a mob). Until recently, you were based out of Yartar, a small walled city of about 6000. Through troubles, trials, and tribulations, you became allies (and possibly even friends) during your time in Yartar, allying with one another to take total control over the criminal underworld in the small city of Yartar.
* '''Treatied:''' The Minotaurs, Kerrigan's Sons
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==The Fire Kings==
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But after a while? It just wasn't enough.
''[[Dock Ward of Waterdeep|Dock Ward]]''<br>
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So named for their original proximity to Castle Waterdeep, the Watch has successfully driven the Fire Kings back over the years. They are known to employ several alchemists, and do not hesitate to use the substances those craftsmen create for them. They deal extensively in drug processing and sales, as well as kidnapping and blackmail.  
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Any other gang would have simply milked it for what it was worth, until someone betrayed someone else, etc etc. But not your crew. Instead of resting on their laurels, you've turned your sights toward a new and lovely target, a challenge worth your mettle.
* '''Enemies:''' The Six Hands, the Blackcloaks
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* '''Allies:''' None
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According to one of your number - a sorcerer with a background among the noble families of Waterdeep - it is impossible to form large criminal enterprises in the City of Splendors. Many have tried, and all have failed.
* '''Treatied:''' None
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==Grambar's Blades==
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But those losers? They're not '''''you'''''.
''[[Dock Ward of Waterdeep|Dock Ward]]''<br>
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==Player Characters==
A gang that formed when the mercenary company by the same name lost its official commission twenty years ago, the Blades have a reptutation as well-armed and -armored in comparison to other gangs, a likely reason why they have no current enemies. They run protection rackets and illegal gambling operations.
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* '''[[Roy]]''', strongheart hin rogue & master chef; played by [[User:Chillos|Chillos]] (Calendar)
* '''Enemies:''' None
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* '''[[Randis|Randis the Deathsinger]]''', Half-Elf Cleric of Shar, soft trader, dirgest, and Spirit of Vengeance; played by Kurt. (Chronicler)
* '''Allies:''' Kerrigan's Sons
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* '''[[Tyrannus Adarbrent]]''', Storm Sorcerer & Waterdhavian Noble; played by [[User:Shawn|Shawn]] (Loot)
* '''Treatied:''' The Seawolves, the Marrowsons
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* '''[[Ruithondor Birlond]]''', Half-Elf Monk & ex-pirate; played by [[User:king00nayr|Ryan]] (Chronicler)
==Kerrigan's Sons==
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* '''[[Phila Sandro]]''', Embittered Veteran Scout; played by [[User:Anerin|Chris]]
''[[South Ward of Waterdeep|South Ward]]''<br>
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* '''[[Vincent 'Ace' Greystone]]''', Mastermind Rogue & drug smuggler; played by [[User:Turanod|Dan]] (DJ)
A gang with its roots in adventuring, this gang sprang out of the force of bullyboys put together by Kerrigan's Band, sixty years ago. Though the Band is long gone, the skills they passed on to their henchman are not: Kerrigan's Sons are well-known for their skilled blade work and tactical acumen. They also seem to have superb negotiation skills, having made allies of virtually every other gang adjacent to them, and even fostering alliances between some of them.
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===Alternate Characters===
* '''Enemies:''' The Adders, The Red Readers
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* '''[[Rafenas Birlond]]''', Half-Elf Bard & ex-pirate; created by [[User:king00nayr|Ryan]]
* '''Allies:''' Grambar's Blades, The Marrowsons, The Seawolves
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===Previous Characters===
* '''Treatied:''' The Caravan Boys
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* '''[[Solar Grun]]''', Human Wizard; played by [[User:Rakdos777|Brandon]] (NPC Wrangler)
==The Marrowsons==
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''[[South Ward of Waterdeep|South Ward]]''<br>
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==Campaign Information==
A gang that mostly consists of fairly dangerous thugs and leg-breakers, the Marrowsons are said to have gained their name because they're not happy in breaking the bones of their enemies "until they see the marrow."
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* '''[[Blackstaff Tower House Rules|House Rules]]:''' Alternate mechanics for the campaign
* '''Enemies:''' The Caravan Boys
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* '''[[Gangs of Waterdeep Timeline|Timeline]]:''' Campaign timeline
* '''Allies:''' Kerrigan's Sons
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** '''[[Gangs of Waterdeep Downtime|Downtime]]:''' Campaign Downtimes
* '''Treatied:''' Grambar's Blades
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* '''[[Gangs of Waterdeep Treasury|Treasury]]:''' Group Treasure
==The Minotaurs==
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* '''[[Gangs of Waterdeep Factions|Factions]]:''' Campaign Factions
''[[Trades Ward of Waterdeep|Trades Ward]]''<br>
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* '''[[Investigation of Gangs]]:''' Information to seek when discovering gang info.
A gang originally based around the Court of the White Bull, the Minotaurs are made up of smugglers, muggers, and burglars, for the most part, although they do occasional leg-breaking as well.  
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* '''[[Gangs of Waterdeep Rumors|Rumors]]:''' Rumors the PCs hear about.
* '''Enemies:''' The Tusk Street Boys
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* '''[[D&D5e Downtime|Downtime Actions]]:''' Different kinds of Downtime Actions
* '''Allies:''' The Red Readers
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===Gangs Research===
* '''Treatied:''' The Caravan Boys
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* '''[[Blackcoats]]:''' The gang of thugs and ruffians, known for their black coats.
==The Red Readers==
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* '''[[Six Hands]]:''' A gang of dock hands and smugglers, who control most of the city's docks.
''[[Dock Ward of Waterdeep|Dock Ward]]'' • ''[[Sea Ward of Waterdeep|Sea Ward]]'' • ''[[Trade Ward of Waterdeep|Trade Ward]]''<br>
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Originally based around Book Street, the Red Readers have earned their nickname by maintaining the largest number of wizards among their crew. It is also how they've managed to extend their influence so far beyond their original territory, though they've made powerful enemies in doing so.  
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==Non-Player Characters==
* '''Enemies:''' The Adders, Kerrigan's Sons
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* '''[[Lords of Waterdeep]]'''
* '''Allies:''' The Minotaurs
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===[[Nobility of Waterdeep]]===
* '''Treatied:''' The Caravan Boys
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* '''[[1354 DR House Adarbrent|House Adarbrent]]:''' A house of wanderers and travelers, with interests in shipping, navigation, cartography, and exploration.
==The Seawolves==
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''[[Dock Ward of Waterdeep|Dock Ward]]''<br>
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===The Streets of Waterdeep===
One of the oldest gangs in Waterdeep, the Seawolves have made a number of enemies in their time. They also dabble in nearly every kind of gang crime; its members occasionally dabble in piracy as well, hiring aboard pirate vessels for a few years before returning to the gang. Those who've done so form the leadership of the gang.  
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* x
* '''Enemies:''' The Six Hands, the Basilisk Boys, the Adders
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===Common Folk of Waterdeep===
* '''Allies:''' Kerrigan's Sons
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* x
* '''Treatied:''' Grambar's Blades
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==The Six Hands==
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==Realmslore==
''[[Dock Ward of Waterdeep|Dock Ward]]''<br>
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* '''[[Realms Deities]]:''' The deities of the Realms
Though their symbol is a fairly sinister-appearing circle of six hands (fingers outward), their name comes from their founders: six deckhands who eventually tired of shipboard life and took to helping themselves to the cargos along the docks. To this day, the Six Hands still run the biggest cargo-theft and smuggling operations of any of the gangs.  
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* '''[[Realms North|The North]]'''
* '''Enemies:''' The Fire Kings, the Blackcloaks, the Seawolves
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* '''[[Realms Names|Character Names]]'''
* '''Allies:''' The Basilisk Boys, the Adders
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===Language & Writing===
* '''Treatied:''' None)
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* '''[[Forgotten Realms Languages]]:''' A comprehensive examination of the languages of Faerun.
==The Tusk Street Boys==
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** '''[[Languages in the North]]:''' The most commonly spoken languages in the Savage North.
''[[Trades Ward of Waterdeep|Trades Ward]]''<br>
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* '''[[Everyday Writings in the Realms]]:''' A look at the tools of the scrivener: parchment and ink.
A gang originally based around the Street of Tusks in the Trades Wards, the Tusk Street Boys do extensive sales of drugs, as well as acting as bodyguards and warehouse guards for many of the fences in Waterdeep.
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* '''[[Daily Dwarf Common in the Realms]]:''' A look at some of the Dwarven slang that has entered the Common tongue.
* '''Enemies:''' The Minotaurs
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===Other Lore===
* '''Allies:''' None
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* '''[[Drugs of the Realms]]:''' A look at the narcotics of the Realms.
* '''Treatied:''' None
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* '''[[Time of Day in the Realms]]:''' How Faerunians divide up the hours of the day.
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==Resources==
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* [[DnD5CharTemp|PC Character Template]]
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* [[FR Layout Templates]]
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* [[FR Layout Noble Houses|Noble Houses Template]]
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* [[Card Deck Character Backgrounds]]

Latest revision as of 14:34, 17 January 2019

Gangs-of-Waterdeep-S1.jpg
Waterdeep
The Gem of the North
Waterdeep-seal.jpg
• People • 
• Wards • 
• Locations • 
• Calendar • 
• Language & Communication • 
• Other Lore •
• City Map • 
Map-waterdeep-sm-1491DR.jpg

Waterdeep Locations

Castle Ward

North Ward


Other Locations

Yartar


House Rules
Rules Additions

A Dungeons & Dragons Next Campaign in the Forgotten Realms

Year of the Bow (DR 1354)

You are part of a criminal enterprise (call it a gang, call it a mob). Until recently, you were based out of Yartar, a small walled city of about 6000. Through troubles, trials, and tribulations, you became allies (and possibly even friends) during your time in Yartar, allying with one another to take total control over the criminal underworld in the small city of Yartar.

But after a while? It just wasn't enough.

Any other gang would have simply milked it for what it was worth, until someone betrayed someone else, etc etc. But not your crew. Instead of resting on their laurels, you've turned your sights toward a new and lovely target, a challenge worth your mettle.

According to one of your number - a sorcerer with a background among the noble families of Waterdeep - it is impossible to form large criminal enterprises in the City of Splendors. Many have tried, and all have failed.

But those losers? They're not you.

Player Characters

Alternate Characters

Previous Characters

Campaign Information

Gangs Research

  • Blackcoats: The gang of thugs and ruffians, known for their black coats.
  • Six Hands: A gang of dock hands and smugglers, who control most of the city's docks.

Non-Player Characters

Nobility of Waterdeep

  • House Adarbrent: A house of wanderers and travelers, with interests in shipping, navigation, cartography, and exploration.

The Streets of Waterdeep

  • x

Common Folk of Waterdeep

  • x

Realmslore

Language & Writing

Other Lore

Resources