Difference between revisions of "Waterdhavian Gangs"

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(New page: __NOTOC__ right|400px ==The Adders== ''Dock Ward''<br> A stunningly vicious and violent gang, the Adders are fond of using poison ...)
 
 
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==The Adders==
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==Dock Ward==
''[[Dock Ward of Waterdeep|Dock Ward]]''<br>
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* '''Apprentices:''' ''Dock Ward''. xxx
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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* '''Blinders:''' ''Dock Ward''. A gang that claims they get their name from some tactic or technique they employ to "blind the Eye," a reference to the Xanathar. They have a street reputation as having refused and even fought the Xanathar's agents before.
* '''Enemies:''' The Red Readers, Kerrigan's Sons, the Seawolves
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* '''Bloody Bosuns:''' ''Dock Ward''. xxx
* '''Allies:''' The Basilisk Boys, the Six Hands
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* '''Krakens:''' ''Dock Ward''. xxx
* '''Treatied:''' None
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* '''Mootkings:''' ''Dock Ward (+ South Ward)''. x
==The Basilisk Boys==
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* '''Pressbow Boys:''' ''Dock Ward''. A gang based out of the Pressbow neighborhood in the Dock Ward
''[[Dock Ward of Waterdeep|Dock Ward]]''<br>
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==South 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.  
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* '''Black Scimitars:''' ''South Ward''. xxx
* '''Enemies:''' The Seawolves
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* '''Courtiers:''' ''South Ward''. xxx
* '''Allies:''' The Six Hands, the Adders
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==Castle Ward==
* '''Treatied:''' None
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* '''Drunkard's Own:''' ''Castle Ward''. xxx
==The Blackcoats==
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* '''Old Temple Crew:''' ''Castle Ward''. xxx
''[[Dock Ward of Waterdeep|Dock Ward]]'' • ''[[Castle Ward of Waterdeep|Castle Ward]]''<br>
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* '''Pinions:''' ''Castle Ward''. xx
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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* '''Squires:''' ''Castle Ward (+ Dock Ward and South Ward)''. A gang that has made as its headquarters the buildings at the feet of the Honorable Knight, one of the Walking Statues. Though they claim to have formed to protect their neighborhood from the predation of other gangs, they still take protection money and certain other gang rackets. They're certainly nowhere near as bad as most street gangs, however.
* '''Enemies:''' The Fire Kings, the Six Hands
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==Trades Ward==
* '''Allies:''' None
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* '''Arulembar's Shields:''' ''Trades Ward + Castle Ward''. A gang notorious for its pickpockets and burglars, the Shields ostensibly began as as group dedicated to protecting the folk in their originating neighborhood in the Trades Ward. Once the burly fighter Arulembar died twenty years ago, however, those who succeeded him found themselves with a small army of trained fighters, and a will to use it to go to war against other gangs. Though the Shields are distinctly a group of thieves, making most of their coin that way, the Shields also run protection rackets, kidnap-and-ransoms, and will hire out as bully-boys.
* '''Treatied:''' None
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* '''Auld Hornies:''' ''Trades Ward (+ South Ward)''. xxx
==The Caravan Boys==
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* '''[[Griffins Gang|Griffins]]:''' ''Trades Ward (+ Sea Ward)'' Supposedly founded thirty years ago by a pair of bored nobles, the Griffins are a gang who focus their efforts on giving folk the illegal things they want, rather than victimizing folk. They deal drugs, fence, sell smuggled goods, and arrange for illegal gambling dens, all with the aim of thrilling rich folk and parting them from their coin. The Griffins maintain the northernmost territory of any other gang.
''[[South Ward of Waterdeep|South Ward]]''<br>
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* '''Redwatch:''' ''Trades Ward (+ South Ward)''. Hard pressed between the Squires and the Auld Hornies, the Redwatch is rapidly losing both territory and members to injury and defection. Even their allies, the Courtiers, seem to have abandoned them.
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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* '''Adventurer's Quarter (Special Location):''' In the Trades Ward, only one neighborhood goes without being claimed by any gangs at all, and that is the Adventurer's Quarter. The various adventuring companies who make their homes there have made it very clear that they're not interested in what the gangs bring to a neighborhood, and have happily resorted to spell and steel to make that point. In the last thirty years, not only have the gangs accepted this, but they have come to regard the Quarter as neutral territory where they can meet one another without ambush, as no one wants to antagonize the Quarter's main residents.
* '''Enemies:''' The Marrowsons
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* '''Allies:''' The Red Readers
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==Previous Eras==
* '''Treatied:''' The Minotaurs, Kerrigan's Sons
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* [[1354 DR Waterdhavian Gangs|1354 DR]]
==The Fire Kings==
 
''[[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.
 
* '''Enemies:''' The Six Hands, the Blackcloaks
 
* '''Allies:''' None
 
* '''Treatied:''' None
 
==Grambar's Blades==
 
''[[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.  
 
* '''Enemies:''' None
 
* '''Allies:''' Kerrigan's Sons
 
* '''Treatied:''' The Seawolves, the Marrowsons
 
==Kerrigan's Sons==
 
''[[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.
 
* '''Enemies:''' The Adders, The Red Readers
 
* '''Allies:''' Grambar's Blades, The Marrowsons, The Seawolves
 
* '''Treatied:''' The Caravan Boys
 
==The Marrowsons==
 
''[[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."
 
* '''Enemies:''' The Caravan Boys
 
* '''Allies:''' Kerrigan's Sons
 
* '''Treatied:''' Grambar's Blades
 
==The Minotaurs==
 
''[[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.  
 
* '''Enemies:''' The Tusk Street Boys
 
* '''Allies:''' The Red Readers
 
* '''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>
 
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 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
 

Latest revision as of 15:13, 16 May 2019

Waterdeep-gangs-1491DR.jpg

Dock Ward

  • Apprentices: Dock Ward. xxx
  • Blinders: Dock Ward. A gang that claims they get their name from some tactic or technique they employ to "blind the Eye," a reference to the Xanathar. They have a street reputation as having refused and even fought the Xanathar's agents before.
  • Bloody Bosuns: Dock Ward. xxx
  • Krakens: Dock Ward. xxx
  • Mootkings: Dock Ward (+ South Ward). x
  • Pressbow Boys: Dock Ward. A gang based out of the Pressbow neighborhood in the Dock Ward

South Ward

  • Black Scimitars: South Ward. xxx
  • Courtiers: South Ward. xxx

Castle Ward

  • Drunkard's Own: Castle Ward. xxx
  • Old Temple Crew: Castle Ward. xxx
  • Pinions: Castle Ward. xx
  • Squires: Castle Ward (+ Dock Ward and South Ward). A gang that has made as its headquarters the buildings at the feet of the Honorable Knight, one of the Walking Statues. Though they claim to have formed to protect their neighborhood from the predation of other gangs, they still take protection money and certain other gang rackets. They're certainly nowhere near as bad as most street gangs, however.

Trades Ward

  • Arulembar's Shields: Trades Ward + Castle Ward. A gang notorious for its pickpockets and burglars, the Shields ostensibly began as as group dedicated to protecting the folk in their originating neighborhood in the Trades Ward. Once the burly fighter Arulembar died twenty years ago, however, those who succeeded him found themselves with a small army of trained fighters, and a will to use it to go to war against other gangs. Though the Shields are distinctly a group of thieves, making most of their coin that way, the Shields also run protection rackets, kidnap-and-ransoms, and will hire out as bully-boys.
  • Auld Hornies: Trades Ward (+ South Ward). xxx
  • Griffins: Trades Ward (+ Sea Ward) Supposedly founded thirty years ago by a pair of bored nobles, the Griffins are a gang who focus their efforts on giving folk the illegal things they want, rather than victimizing folk. They deal drugs, fence, sell smuggled goods, and arrange for illegal gambling dens, all with the aim of thrilling rich folk and parting them from their coin. The Griffins maintain the northernmost territory of any other gang.
  • Redwatch: Trades Ward (+ South Ward). Hard pressed between the Squires and the Auld Hornies, the Redwatch is rapidly losing both territory and members to injury and defection. Even their allies, the Courtiers, seem to have abandoned them.
  • Adventurer's Quarter (Special Location): In the Trades Ward, only one neighborhood goes without being claimed by any gangs at all, and that is the Adventurer's Quarter. The various adventuring companies who make their homes there have made it very clear that they're not interested in what the gangs bring to a neighborhood, and have happily resorted to spell and steel to make that point. In the last thirty years, not only have the gangs accepted this, but they have come to regard the Quarter as neutral territory where they can meet one another without ambush, as no one wants to antagonize the Quarter's main residents.

Previous Eras