Difference between revisions of "Gangs of Waterdeep"

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{{WaterdeepGuide}}
 
__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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* x
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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===[[Sea Ward of Waterdeep|Sea Ward]]===
* '''Enemies:''' The Red Readers, Kerrigan's Sons, the Seawolves
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* x
* '''Allies:''' The Basilisk Boys, the Six Hands
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===[[South Ward of Waterdeep|South Ward]]===
* '''Treatied:''' None
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* x
==The Basilisk Boys==
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===[[Dock Ward of Waterdeep|Dock Ward]]===
''[[Dock Ward of Waterdeep|Dock Ward]]''<br>
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* x
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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<hr />
* '''Enemies:''' The Seawolves
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<hr />
* '''Allies:''' The Six Hands, the Adders
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{{DnDNextRules}}
* '''Treatied:''' None
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</div>
==The Blackcoats==
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''[[Dock Ward of Waterdeep|Dock Ward]]'' • ''[[Castle Ward of Waterdeep|Castle Ward]]''<br>
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'''A ''Dungeons & Dragons Next'' Campaign in the ''Forgotten Realms'''''<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.
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* '''Enemies:''' The Fire Kings, the Six Hands
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''Year of the Bow (DR 1354)''
* '''Allies:''' None
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* '''Treatied:''' None
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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.
==The Caravan Boys==
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''[[South Ward of Waterdeep|South Ward]]''<br>
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But after a while? It just wasn't enough.
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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* '''Enemies:''' The Marrowsons
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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.
* '''Allies:''' The Red Readers
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* '''Treatied:''' The Minotaurs, Kerrigan's Sons
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According to one of your number - a sorceress 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.
==The Fire Kings==
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''[[Dock Ward of Waterdeep|Dock Ward]]''<br>
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But those losers? They're not '''''you'''''.
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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==Player Characters==
* '''Enemies:''' The Six Hands, the Blackcloaks
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* x
* '''Allies:''' None
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* '''Treatied:''' None
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==Campaign Information==
==Grambar's Blades==
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* '''[[Blackstaff Tower House Rules|House Rules]]:''' Alternate mechanics for the campaign
''[[Dock Ward of Waterdeep|Dock Ward]]''<br>
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* '''[[Gangs of Waterdeep Timeline|Timeline]]:''' Campaign timeline
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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* '''[[Gangs of Waterdeep Treasury|Treasury]]:''' Group Treasure
* '''Enemies:''' None
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* '''[[Gangs of Waterdeep Downtime|Downtime]]:''' Campaign Downtimes
* '''Allies:''' Kerrigan's Sons
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* '''Treatied:''' The Seawolves, the Marrowsons
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==Non-Player Characters==
==Kerrigan's Sons==
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* '''[[Lords of Waterdeep]]'''
''[[South Ward of Waterdeep|South Ward]]''<br>
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===[[Nobility of Waterdeep]]===
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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* '''[[House Adarbrent]]:''' A house of wanderers and travelers, with interests in shipping, navigation, cartography, and exploration.  
* '''Enemies:''' The Adders, The Red Readers
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* '''[[House Zulpair]]:''' A house of seafarers with interests in merchant shipping.
* '''Allies:''' Grambar's Blades, The Marrowsons, The Seawolves
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===The Streets of Waterdeep===
* '''Treatied:''' The Caravan Boys
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* x
==The Marrowsons==
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===Common Folk of Waterdeep===
''[[South Ward of Waterdeep|South Ward]]''<br>
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* x
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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* '''Enemies:''' The Caravan Boys
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==Realmslore==
* '''Allies:''' Kerrigan's Sons
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* '''[[Realms Deities]]:''' The deities of the Realms
* '''Treatied:''' Grambar's Blades
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* '''[[Realms North|The North]]'''
==The Minotaurs==
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===Language & Writing===
''[[Trades Ward of Waterdeep|Trades Ward]]''<br>
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* '''[[Forgotten Realms Languages]]:''' A comprehensive examination of the languages of Faerun.
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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** '''[[Languages in the North]]:''' The most commonly spoken languages in the Savage North.
* '''Enemies:''' The Tusk Street Boys
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* '''[[Everyday Writings in the Realms]]:''' A look at the tools of the scrivener: parchment and ink.
* '''Allies:''' The Red Readers
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* '''[[Daily Dwarf Common in the Realms]]:''' A look at some of the Dwarven slang that has entered the Common tongue.
* '''Treatied:''' The Caravan Boys
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===Other Lore===
==The Red Readers==
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* '''[[Drugs of the Realms]]:''' A look at the narcotics of the Realms.
''[[Dock Ward of Waterdeep|Dock Ward]]'' • ''[[Sea Ward of Waterdeep|Sea Ward]]'' • ''[[Trade Ward of Waterdeep|Trade Ward]]''<br>
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* '''[[Time of Day in the Realms]]:''' How Faerunians divide up the hours of the day.
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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==Resources==
* '''Enemies:''' The Adders, Kerrigan's Sons
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* [[DnD5CharTemp|PC Character Template]]
* '''Allies:''' The Minotaurs
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* [[FR Layout Templates]]
* '''Treatied:''' The Caravan Boys
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* [[FR Layout Noble Houses|Noble Houses Template]]
==The Seawolves==
 
''[[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.
 
* '''Enemies:''' The Six Hands, the Basilisk Boys, the Adders
 
* '''Allies:''' Kerrigan's Sons
 
* '''Treatied:''' Grambar's Blades
 
==The Six Hands==
 
''[[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.  
 
* '''Enemies:''' The Fire Kings, the Blackcloaks, the Seawolves
 
* '''Allies:''' The Basilisk Boys, the Adders
 
* '''Treatied:''' None)
 
==The Tusk Street Boys==
 
''[[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.  
 
* '''Enemies:''' The Minotaurs
 
* '''Allies:''' None
 
* '''Treatied:''' None
 

Revision as of 12:51, 5 June 2016

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

  • x

Sea Ward

  • x

South Ward

  • x

Dock Ward

  • x


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 sorceress 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

  • x

Campaign Information

Non-Player Characters

Nobility of Waterdeep

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

The Streets of Waterdeep

  • x

Common Folk of Waterdeep

  • x

Realmslore

Language & Writing

Other Lore

Resources