Friday, 25 October 2024

The Gangs of Vlaad

Introduction

This post follows on from the earlier post with the map of Vlaad, the lawless pirate port on Fletcher Island in the Kingdom of Ierendi. Vlaad is effectively controlled by criminal gangs as there are no effective law enforcers to stop them. There are probably dozens of gangs at any one time in Vlaad, but some have become more important and longer lasting than others. Others are only a dozen members strong and have only lasted about a year - internal disputes are the most frequent reason for gangs disappearing though war with larger gang can also destroy small gangs. Although gangs can claim territories such as buildings, city blocks or even whole districts, the boundaries are so changeable as to be impossible to draw on a map with any certainty. The same could be said of their membership: recruitment, desertion, defections and deaths can all affect a gang's membership. Gang members switching from one gang to another can provoke anger and a feeling of betrayal but some gangs (such as the Wharf Rats) are more relaxed about this. Typically a gang will have a core membership of gangsters who are the enforcers of a gang (typically thieves and fighters). Then beyond that there will be various associates, often linked to how the gang makes its money. 

The groups listed here do not include organisations that are not considered criminal gangs. Most obviously the Grey Halberds (a force of mercenary fighters led by Turgon Menhir) but also merchant houses and churches and cults are all omitted from this post but may be covered later. 

The Most Prominent and Long-Lived Gangs of Vlaad

The Black Sharks are the main rivals to the Sail Street Syndicate and they control the Dockside Marketplace. All market stalls need to pay a fee to the Black Sharks for setting up each week. The Black Sharks keep this fee relatively low as they don't want to drive away their main source of money but woe betide any trader who tries to avoid this fee - a beating and losing goods and cash is the minimum punishment. The Black Sharks also have a sideline in fencing goods seized by pirates - these will often end up being sold in the Dockside Marketplace. Because of their connections with traders and pirates, the Black Sharks are often more aware of life beyond Vlaad. 
Leader: "Great White" Dorf (human male, 11th level fighter, align C)
Membership: 60 gang members + 100 associated merchants & fences

The Iron Talons control the old Town Hall and keep a certain level of civic maintainence going. However, they only get the work done when either they are being paid well or it is in their interest not to let a building or structure collapse. If people start building or modifying structures without the Iron Talons consent then the contruction project will run into difficulties - supplies will go missing, workers will be scared off, mysterious fires will cause damage and project leaders will be found floating dead in the harbour. The Iron Talons keep a tight grip on what they see as their niche. They have been known to get involved in other activities including more conventional protection rackets and they control a large chunk of the west of the city in this matter, occasionally clashing with the Sail Street Syndicate. The Sordid Rhinoceros is within the Iron Talons territory and the innkeeper Gaerloth pays them a regular fee. Two of the patrons of the Rhino, Malphorius and Durrunock, are sometimes hired as temporary enforcers for the Iron Talons.  
Leader: Grandma Zooni (human female, 10th level thief, align C)
Membership: 45 full time gangsters + 60 associates (including architects, engineers & workmen)

Image by Larry Elmore,
from D&D Expert Set

The Razors are involved in various forms of human trafficking, particularly slavery but also press gangs and prostitution. The Razors have arrangements with certain pirate captains including the slave-taking Vladivar Carriolis and a lady slave trader, Baronia the Shackler. The Razors also have contact with several different Chaos cults including one in a basement beneath a merchant house, and another that follows Jolgruul the Corruptor. The Razors are based mainly in the north of the city. 
Leader: Glump Shrizznak, (human male, 13th level thief, align C)
Membership: 30 gang members + 30 associated slave traders 

The Sail Street Syndicate is run by the notorious Nelth Varangus and specialises in running establishments of ill repute, favoured by sailors, pirates and those seeking sordid pleasures.The syndicate either owns or controls numerous bars, taverns, brothels and gambling houses in Vlaad, particularly around the docks (close to where newly paid sailors on shore leave are likely to disembark). They also run a number of extortion and protection rackets, with a number of smaller, mostly honest businesses, paying the Syndicate a monthly fee to be left in peace. If Nelth is in a generous mood (which is rare), the Syndicate may actually protect the businesses from other gangs. The Sail Street Syndicate has a sideline in narcotics and they sell these through some of their establishments.
Leader: Nelth Varangus, human male, 15th level thief, align C)
Membership: 50 gang members + 125 establishment staff

The Scorpions are the hired killers and assassins of Vlaad. Although expensive, they are very capable and deadly. They include a wide range of methods and classes though many are skilled as thieves but with improved backstabbing. They include several former members of the Holy Killers of the Eternal Secret from Ylaruam, several chaotic fighters and two renegade wizards of Alphatia who can use powerful spells to destroy opponents. The Scorpions are known to travel outside of Vlaad if paid enough and might be found in any nation of the Known World while on a mission. The Scorpions have a tendency to avoid gang wars, and will only accept contracts targetting gang members if it comes from within the same gang. Some refer to the Scorpions as the Assassins' Guild but they don't like that name.
Leader: Allinor the Pragmatic (human male, 17th level thief, align C) 
Membership: 34 members + 12 associates

The Spiders Guild are inspired by stories of classic Thieves Guilds and try to emulate this. They have several different teams, including one of burglars (the Wall Crawlers), one for confidence tricks (the Web Spinners), one for mugging (the Trapdoors) and one for pickpocketting (the Crab Spiders). They have had at least one gang war with the Black Sharks and the disappearance of several senior Black Shark members has raised the suspicion that there is a team in the Spiders Guild that includes some capable assassins (the Black Widows) but they only work for the Spiders Guild, never hired by outsiders.
Leader: Relgor the Karameikean (human male, 15th level thief, align C)
Membership: 35 full time thieves + 60 associates

The Wharf Rats are a team of beggars and urchins who still manage to make money in this cynical and brutal city. Although donated coins and the occasional theft bring in enough money to survive, the Wharf Rats have found that they can also make money as spies and information brokers as most people won't pay attention to a beggar slumped in the gutter or twelve-year olds kicking a can around. Although often considered the least of the major gangs, the Wharf Rats take a strange pride in being underestimated and ignored - that's how they operate.  Some former members have gone on to join other gangs but maintained ties or at least connections with the Wharf Rats, so these former members may contact the Rats for information. 
Leader: Sturnik Shortshanks (halfling male, 11th level halfling scout, align N)
Membership: 60 beggars + 70 urchins + 20 associates

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