Difference between revisions of "Gangs of Waterdeep"
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[[Image:Waterdeep-gangs1.jpg|right|400px]] | [[Image:Waterdeep-gangs1.jpg|right|400px]] | ||
− | + | ==The Adders== | |
''[[Dock Ward of Waterdeep|Dock Ward]]''<br> | ''[[Dock Ward of Waterdeep|Dock Ward]]''<br> | ||
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. | 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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* '''Allies:''' The Basilisk Boys, the Six Hands | * '''Allies:''' The Basilisk Boys, the Six Hands | ||
* '''Treatied:''' None | * '''Treatied:''' None | ||
− | + | ==The Basilisk Boys== | |
''[[Dock Ward of Waterdeep|Dock Ward]]''<br> | ''[[Dock Ward of Waterdeep|Dock Ward]]''<br> | ||
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. | 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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* '''Allies:''' The Six Hands, the Adders | * '''Allies:''' The Six Hands, the Adders | ||
* '''Treatied:''' None | * '''Treatied:''' None | ||
− | + | ==The Blackcoats== | |
''[[Dock Ward of Waterdeep|Dock Ward]]'' • ''[[Castle Ward of Waterdeep|Castle Ward]]''<br> | ''[[Dock Ward of Waterdeep|Dock Ward]]'' • ''[[Castle Ward of Waterdeep|Castle Ward]]''<br> | ||
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. | 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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* '''Allies:''' None | * '''Allies:''' None | ||
* '''Treatied:''' None | * '''Treatied:''' None | ||
− | + | ==The Caravan Boys== | |
''[[South Ward of Waterdeep|South Ward]]''<br> | ''[[South Ward of Waterdeep|South Ward]]''<br> | ||
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. | 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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* '''Allies:''' The Red Readers | * '''Allies:''' The Red Readers | ||
* '''Treatied:''' The Minotaurs, Kerrigan's Sons | * '''Treatied:''' The Minotaurs, Kerrigan's Sons | ||
− | + | ==The Fire Kings== | |
''[[Dock Ward of Waterdeep|Dock Ward]]''<br> | ''[[Dock Ward of Waterdeep|Dock Ward]]''<br> | ||
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. | 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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* '''Allies:''' None | * '''Allies:''' None | ||
* '''Treatied:''' None | * '''Treatied:''' None | ||
− | + | ==Grambar's Blades== | |
''[[Dock Ward of Waterdeep|Dock Ward]]''<br> | ''[[Dock Ward of Waterdeep|Dock Ward]]''<br> | ||
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. | 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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* '''Allies:''' Kerrigan's Sons | * '''Allies:''' Kerrigan's Sons | ||
* '''Treatied:''' The Seawolves, the Marrowsons | * '''Treatied:''' The Seawolves, the Marrowsons | ||
− | + | ==Kerrigan's Sons== | |
''[[South Ward of Waterdeep|South Ward]]''<br> | ''[[South Ward of Waterdeep|South Ward]]''<br> | ||
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. | 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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* '''Allies:''' Grambar's Blades, The Marrowsons, The Seawolves | * '''Allies:''' Grambar's Blades, The Marrowsons, The Seawolves | ||
* '''Treatied:''' The Caravan Boys | * '''Treatied:''' The Caravan Boys | ||
− | + | ==The Marrowsons== | |
''[[South Ward of Waterdeep|South Ward]]''<br> | ''[[South Ward of Waterdeep|South Ward]]''<br> | ||
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." | 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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* '''Allies:''' Kerrigan's Sons | * '''Allies:''' Kerrigan's Sons | ||
* '''Treatied:''' Grambar's Blades | * '''Treatied:''' Grambar's Blades | ||
− | + | ==The Minotaurs== | |
''[[Trades Ward of Waterdeep|Trades Ward]]''<br> | ''[[Trades Ward of Waterdeep|Trades Ward]]''<br> | ||
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. | 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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* '''Allies:''' The Red Readers | * '''Allies:''' The Red Readers | ||
* '''Treatied:''' The Caravan Boys | * '''Treatied:''' The Caravan Boys | ||
− | + | ==The Red Readers== | |
''[[Dock Ward of Waterdeep|Dock Ward]]'' • ''[[Sea Ward of Waterdeep|Sea Ward]]'' • ''[[Trade Ward of Waterdeep|Trade Ward]]''<br> | ''[[Dock Ward of Waterdeep|Dock Ward]]'' • ''[[Sea Ward of Waterdeep|Sea Ward]]'' • ''[[Trade Ward of Waterdeep|Trade Ward]]''<br> | ||
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. | 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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* '''Allies:''' The Minotaurs | * '''Allies:''' The Minotaurs | ||
* '''Treatied:''' The Caravan Boys | * '''Treatied:''' The Caravan Boys | ||
− | + | ==The Seawolves== | |
''[[Dock Ward of Waterdeep|Dock Ward]]''<br> | ''[[Dock Ward of Waterdeep|Dock Ward]]''<br> | ||
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. | 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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* '''Allies:''' Kerrigan's Sons | * '''Allies:''' Kerrigan's Sons | ||
* '''Treatied:''' Grambar's Blades | * '''Treatied:''' Grambar's Blades | ||
− | + | ==The Six Hands== | |
''[[Dock Ward of Waterdeep|Dock Ward]]''<br> | ''[[Dock Ward of Waterdeep|Dock Ward]]''<br> | ||
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. | 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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* '''Allies:''' The Basilisk Boys, the Adders | * '''Allies:''' The Basilisk Boys, the Adders | ||
* '''Treatied:''' None) | * '''Treatied:''' None) | ||
− | + | ==The Tusk Street Boys== | |
''[[Trades Ward of Waterdeep|Trades Ward]]''<br> | ''[[Trades Ward of Waterdeep|Trades Ward]]''<br> | ||
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. | 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. |
Revision as of 12:18, 5 June 2016
The Adders
Dock Ward
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.
- Enemies: The Red Readers, Kerrigan's Sons, the Seawolves
- Allies: The Basilisk Boys, the Six Hands
- Treatied: None
The Basilisk Boys
Dock Ward
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.
- Enemies: The Seawolves
- Allies: The Six Hands, the Adders
- Treatied: None
The Blackcoats
Dock Ward • Castle Ward
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.
- Enemies: The Fire Kings, the Six Hands
- Allies: None
- Treatied: None
The Caravan Boys
South Ward
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.
- Enemies: The Marrowsons
- Allies: The Red Readers
- Treatied: The Minotaurs, Kerrigan's Sons
The Fire Kings
Dock Ward
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.
- Enemies: The Six Hands, the Blackcloaks
- Allies: None
- Treatied: None
Grambar's Blades
Dock Ward
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.
- Enemies: None
- Allies: Kerrigan's Sons
- Treatied: The Seawolves, the Marrowsons
Kerrigan's Sons
South Ward
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.
- Enemies: The Adders, The Red Readers
- Allies: Grambar's Blades, The Marrowsons, The Seawolves
- Treatied: The Caravan Boys
The Marrowsons
South Ward
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."
- Enemies: The Caravan Boys
- Allies: Kerrigan's Sons
- Treatied: Grambar's Blades
The Minotaurs
Trades Ward
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.
- Enemies: The Tusk Street Boys
- Allies: The Red Readers
- Treatied: The Caravan Boys
The Red Readers
Dock Ward • Sea Ward • Trade Ward
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.
- Enemies: The Adders, Kerrigan's Sons
- Allies: The Minotaurs
- Treatied: The Caravan Boys
The Seawolves
Dock Ward
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.
- Enemies: The Six Hands, the Basilisk Boys, the Adders
- Allies: Kerrigan's Sons
- Treatied: Grambar's Blades
The Six Hands
Dock Ward
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.
- Enemies: The Fire Kings, the Blackcloaks, the Seawolves
- Allies: The Basilisk Boys, the Adders
- Treatied: None)
The Tusk Street Boys
Trades Ward
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.
- Enemies: The Minotaurs
- Allies: None
- Treatied: None