Gangs of Claystone [Archive] - Wizards Community

Post/Author/DateTimePost
Mr. the Hun

07-23-07, 06:45 AM
I'm, in a month or two, going to run an urban campaign that takes place in a large metropolis known as South Port. The concept is that, long ago, the city was a lawful, powerful trade city but, due to numerous invasions, piracy and intrigue, the city has fallen into anarchy and gang-warfare in the districts of the city.

Think the Martin Scorcese film Gangs of New York meets The Sword Coast from Forgotten Realms.

The neighborhoods of the city have broken up and become like territories, goverened by "barbarian-kings" who rule with differing philosophies and goals.

The government holds little or no control over the city as a whole, and can only police the area it can control, essentially becoming yet another gang.

What I'm looking for are ideas for unique gangs and neighborhoods that aren't too generic ("The Mage Neighborhood" or "The Temple District") yet believable.

The city has two distinct regions. Originally built as a powerful elven capital, thousands of years ago, South Port's heart is composed of the old elven city. The government buildings are housed there, along with the major temples and the few remaining nobility.

The other, much larger region, is the new, human additions to the city that raises it to metropolis status. Wooden buildings, winding streets, this is the area where most of the gangs ply their trade.

A few concepts I have would be, looking to the real world for inspiration, having a "Chinatown" area, with an Oriental flavor. Perhaps breaking it down ethnically; a dwarven area, a halfling street. Another aspect would be that the different cultures and gangs would have different rituals of combat, to enhance the feeling of barbarism.

Perhaps a necromatic cult has taken up residence near the cemetery, bolstering their numbers with undead.

Politically, I realized that a city with this weak of an infrastructure would be a tempting target for near-by kingdoms or empires, hungry for conquest. To solve the problem of why South Port has yet to be conquered, I thought perhaps one of the gangs could literally be an invading force from a neighborhood nation, that was overpowered and stranded within South Port, slowly becoming acclimated into the gang-warfare.

Any other suggestions?
Calsan

07-23-07, 08:03 AM
I had an idea for a "Halfling projects" neigherbourhood. I'll work on it a bit tonight and try to post it.

Basicly Halflings with a couple of non standaard weaponry and diffrent kinds of gang rituals.

I'm thinking a "protect your own" additude from them.
Calsan

07-23-07, 01:32 PM
The Halfling projects aka The Swallow Nest

The Swallow Nest is the Halfling community of Southport, almost every resident is an Halfling, although there live other races. Most of the Halflings that live here are descended from slave gangs that have escaped from their masters. They are fiercely protective of their neighbourhood and are very wary of strangers. Pressgangs are not welcome here. The neighbourhood looks like a giant birds nest all as it is build around a small grove of big trees. Homes and businesses are build around and in the trees, with walkways and rope bridges connecting them. A fair few of the homes are also at the bases of these trees.

The leading protector gang are the Swallow blades. Formed almost immediately after the first Halflings arrived, this gangs signature weapon is the skipstoneblade which they use to great effect. Their sign is a bird on such a stone. They defend any Halfling and any people they trust within their own neighbourhood. Mostly they want to be left alone and don’t bother anyone outside their area. The leaders are a council of Halflings of the neighbourhood itself.




Exotic weapon: Skipstoneblade

A weird looking device that the Halflings made during their slave years. It looks like a rock but it has a concealed blade. It’s meant to be thrown. They used it when they escaped from their former masters all these years ago. The stones are highly decorated as they were disguised as “prayer stones” in the slave years. A hidden switch releases the sharp blades.

Special: For Swallow nest Halflings this is a martial weapon and it replaces the hand crossbow on the rogues list.


Ranged weapon Cost Dmg(S) Dmg(M) Critical Ranged Increment Weight Type
Skipstoneblade 3 gp 1d3 1d4 x2 15ft 1lb slashing or bludgeoning

There are some feats for this weapon in my head but I’ll write that later. Also a couple of rituals are in the works. I’ll post it when I got time to work on it. Hope this helps sounds like a “fun” town ;)
Forfeit

07-23-07, 01:42 PM
Ill work on a fishing area gang. They will be a minor gang that started because the fishermen wanted to protect their area, their boats and their family.
Mr. the Hun

07-23-07, 01:47 PM
Cool. Thank you.

I really like the idea of the halfling projects, though I don't think that trees geographically make sense in the area I'm going to put them. However, I think I will keep the more violent gangs of them living in nests on rooftops, because I've always liked that idea of the aboreal halfling.

I'm also thinking perhaps of a dwarven gang, called something like The Pluguglies, based on a real gang of deep Gaelic men in New York during the Civil War. Ruff and tumble, maybe specializing in brawling.

Statistically, what I'm doing is rolling up each neighborhood as if it was a smaller town within the larger city, with it's own power centers and it's own alignment. I thought that would help to make it feel like a bunch of squabbling territories, as opposed to just generic neighborhoods.

[Edit] In addition, there's a harbor gang that I'm going to use, called the Daybreak Boys, who can perhaps come into conflict with the fishing gang.
ewancummins

07-23-07, 02:46 PM
Take it or leave it, here's an idea from an old campaign of mine:

Halfling smugglers and black marketeers have created their own market below the city docks. Under the wharves, larger races are at a disadvantage, and the small halflings are easily able to move in and out on small boats or rafts. This makes conventional raids by the mostly human city watch [or other gangs] difficult to carry out. All sorts of stolen goods are fenced under the docks.
Mr. the Hun

07-23-07, 03:03 PM
Take it or leave it, here's an idea from an old campaign of mine:

Halfling smugglers and black marketeers have created their own market below the city docks. Under the wharves, larger races are at a disadvantage, and the small halflings are easily able to move in and out on small boats or rafts. This makes conventional raids by the mostly human city watch [or other gangs] difficult to carry out. All sorts of stolen goods are fenced under the docks.

Now that, I do like. That's very cool. (I'm a halfling player. I might be a little biased.)

I was already planning on having some gang in the sewers, but a group of tunnels only the halflings and gnomes and move through, I am a big fan of.
Forfeit

07-23-07, 03:07 PM
Shore Sharks
Small-sized Local Gang of the Fishing Comunity
Lawful Neutral
Leaders: Lanos Sonam, Jane Sonam, Eddard Iartor and Eon the Bold

Introduction
The Shore Sharks is a minor gang located in the coastal areas in the city. Mainly consisted of fishermen, family and friends, they also lend their suport to others that live in the areas controled by the group.

Loyalty to their comunity and families are regarded as their motivations, and the protection of those dear to the gang is their objective. The bond that glues all members is respect and honor, ideals that for them is more valuable than gold or fame.

History
Created due to the increasing danger of other gangs controling the area, stealing, raping and destroying property, a group of 8 residents decided to act after the boat of their fathers was burned due to the acts of vandalism of other gangs. With the help of a traveling monk called Eon that was living in the area, they managed to kill the culprits and clear the area of other dangerous individuals.

The gang grew from there, and atracted many of the young individuals in the area. Now, after 20 years, the gang is very close, and hardly accepts members that doesnt live in the region. Their main objective is to protect the area and those that live there. They get the full suport of the population and are asked for help when justice must be enforced. The elders, 3 of the surviving 8 who started the gang, with the council of the monk, control the actions of the group, recruit and train those that join the gang.

Since most of the members also work, and due to the fact that few have many possessions, their weapons are mainly the instrument of their trade: fishing. Members of the gang know how to use quarterstaffs (usually the poles used on boats), daggers, nets, fishing hooks (same stats as guisarmes), shortspears and clubs. That ensures that not only they know the weapons they are dealing with, but also that they are always prepared and armed for conflict. Eon the Old regularly help and train the younger members and ensure that they are ready and fit for combat.

Rituals and tradition
Members usually join before becoming adults. Residents of the area are welcome, and those from outside have to prove they are loyal to those living in the area. Before joining, one member of the gang makes the introduction and stands for the initiated, sponsoring him. If there are no objections (the other members may veto the initiation) the initiation ritual begins.

It consists of a tatoo made on the upper arm of the initiated, done with shark bone tools and octopus ink, materials fished from the sea. The initiated must endure the pain of the ritual and also the danger of infection if the process. Once the tatoo is finished, he receives a collar with the symbol of the gang: a shark bone hook in the shape of a 9, which symbolizes the 8 first members and the monk which helped them.

In this hook, done by the member who sponsored the initiated, is written the name of the initiated family. This symbol must be kept around the necks at all times, and losing it means a lot of shame. If lost, the symbol must be found and returned at all costs. Members of other gangs who kill a member of the Shore Sharks usually keep these symbols as a great treasure.

Also, in this colar, one shark tooth is added for each enemy gang member killed. This is not only a way of showing the rank of each member, but also to show other gang members about who they are dealing with. The highest the number of shark teeth in a member´s collar, the highest the respect he gets from other members.

Relations with Other Gangs
The Shore Sharks are directly against the actions of any criminal gangs inside their areas. Conflict is not desired, but enforced when members of the gang, comunity or their business is endangered or hurt. The relationship towards other gangs that doesnt deal with them directly is neutral, or warm towards gangs that, like them, also believe in the lawfull and honored protection of their people.

Shore Shark Characters
Favored Class: Shore Shark favored class is fighter. Strengh, martial skills and a direct aproach to conflict is desired in members of this gang. Monks are also found inside the comunity, both because many were trained by Eon the Bold, and because the comunity welcomes openly those that are willing to help, in return for meals and shelter. Many children look forward to become monks due to the lack of money to train on more standart classes, and also due to it being a way to improve their life and future. Shore Shark members usually share not only many martial skills, but also some professions and crafts related to their daily jobs. Some clerics can be found, but the comunity lacks wizards, paladins or rangers.
KoraktheBarbarin

07-23-07, 03:19 PM
What about the gang of spoiled rich kids who always have all the good equipment at their disposal?:D
Mr. the Hun

07-23-07, 03:29 PM
Its quite common for gangs to be created to fight against others that have diferent ideologies than them.

Shore Sharks (temporary name, if you have a sugestion or until I come with something better).

Description: The Shore Sharks is a minor gang located in the coastal areas in the city. Mainly consisted of fishermen, family and friends, they also lend their suport to others that live in the areas controled by the group.

History:Created due to the increasing danger of other gangs controling the area, stealing, raping and destroying property, a group of 8 residents decided to act after the boat of their fathers was burned due to the acts of vandalism of other gangs. With the help of a traveling monk that was living in the area, they managed to kill the culprits and clear the area of other dangerous individuals.

The gang grew from there, and atracted many of the young individuals in the area. The gang is very close, and hardly accepts members that doesnt live in the region. Their main objective is to protect the area and those that live there. They get the full suport of the population and are asked for help when justice must be enforced. The elders, 3 of the surviving 8 who started the gang, with the council of the monk, control the actions of the group, recruit and train those that join the gang.

Since most of them also work, and due to the fact that few have many possessions, their weapons are mainly the instrument of their trade: fishing. Members of the gang know how to use quarterstaffs (usually the poles used on boats), daggers, nets, fishing hooks (same stats as guisarmes), shortspears and clubs. That ensures that not only they know the weapons they are dealing with, but also that they are always prepared and armed for conflict.

Rituals and tradition: Members usually join before becoming adults. Residents of the area are welcome, and those from outside have to prove they are loyal to those living in the area. Before joining, one member of the gang makes the introduction and stands for the initiated, sponsoring him. If there are no objections (the other members may veto the initiation) the initiation ritual begins.

It consists of a tatoo made on the upper arm of the initiated (I´m working on the symbol), done with shark bone tools and octopus ink, materials fished from the sea. The initiated must endure the pain of the ritual and also the danger of infection if the process. Once the tatoo is finished, he receives a collar with the symbol of the gang: a shark bone hook in the shape of a 9, which symbolizes the 8 first members and the monk which helped them.

In this hook, done by the member who sponsored the initiated, is written the name of the initiated family. This symbol must be kept around the necks at all times, and losing it means a lot of shame. If lost, the symbol must be found and returned at all costs. Members of other gangs who kill a member of the Shore Sharks usually keep these symbols as a great treasure.

Also, in this colar, one shark tooth is added for each enemy gang member killed. This is not only a way of showing the rank of each member, but also to show other gang members with whom they are dealing with. The highest the number of shark teeth in a member´s collar, the highest the respect he gets from other members.

Awesome. I really like this. Puts them in perfect conflict with the Daybreak Boys, who loot and pillage ships that are foolish enough to come into the harbor. Whereas the Daybreak Boys are more thieves and rogues, it looks like the Shore Sharks are somewhat monk-like. I see them as being Lawful Neutral, not necessarily good or righteous people, just fed up with the violence inflicted on their community and way of life.

Very cool. Keep the ideas rolling guys.

To KoraktheBarbarian:
There's a "gang" of nobles already, but I do very much like the idea of possibly the young, upstart sons of the nobility, walking about the city, thinking they own it. I see them as being something like the Montagues and the Capulets; rich young boy who have nothing better to do then get drunk, squabble and swing their rapiers around. Nice suggestion. I like it.
KoraktheBarbarin

07-23-07, 03:49 PM
What about a gang of Gnome's who use their Alchemy skills to produce all sorts of illegal drug's for the city? Call them "The Crackers" or something?:rofl:
Mr. the Hun

07-23-07, 03:57 PM
I also like that, but perhaps not just drugs but also technological equipment.

The world I'm setting it in is just on the verge of gunpowder. Not quite full immersion, but it's no stretch of the imagination that the more powerful gnome kingdoms warships are equipped with high-powered bombards.

A crafty enough gnome who could get his hands on that kind of technology in a city that is constantly at war with itself could become a powerful, powerful player in blink of an eye.

Or should we say, the flash of a cannon?
Hochiu

07-23-07, 04:36 PM
I also like that, but perhaps not just drugs but also technological equipment.

The world I'm setting it in is just on the verge of gunpowder. Not quite full immersion, but it's no stretch of the imagination that the more powerful gnome kingdoms warships are equipped with high-powered bombards.

A crafty enough gnome who could get his hands on that kind of technology in a city that is constantly at war with itself could become a powerful, powerful player in blink of an eye.

Or should we say, the flash of a cannon?

http://boards1.wizards.com/showthread.php?t=774496

If you need firearm rules. :) I've been tracking this thread for a bit. It looks interesting.
Alltat

07-23-07, 06:49 PM
Not sure how mapped out the town is yet, or how big the docks area is, but considering the name I figured a lot of the gangs would be sea-oriented.


The Admiralty
While they have no real ties to the old or current city government, this group still see them as the legal protectors of waters around the city. Their ships patrol the nearby sea, keeping the waters safe from pirates, and collecting tolls and docking fees from any ships brave or foolish enough to approach the city from the sea. They see themselves as the protectors of law and order at sea, and their leader has dubbed himself 'the Admiral'. In practice, however, their collection of "tolls", "fees" and "taxes" amounts to little more than protection rackets, and many see them as no than the pirates they claim to be protecting the city from.

Regardless of the legitimacy of their collection methods, the group's activities have made them rather wealthy over the years. They control the 'upper' parts of the harbour area, commonly known as the Sailgardens, and have rebuilt and fortified the old harbour master's office to the point where it mostly resembles a fortress overlooking the sea. Dubbing the structure "the Admiralty", this is where all the collected gold and goods are hoarded, making this the effective center of the gang's area, and one of the most heavily guarded buildings in the city. It is a source of pride among the members, and the gang is usually refered to by its name.

While the methods by which the Admiralty enforces the tolls and fees might often be questionable, the gang does cling to a sense of honor and some semblance of military discipline. They use naval terms for their ranks, and while they don't wear any uniforms as such, they do enforce the dark blue gang colors rather rigorously. Any ship that pays its fees will be kept reasonably safe, both in port and while sailing to and from the city, ensuring that most traders from outside the city will prefer the protection of the Admiralty over taking their chances with pirates (the Admiralty's collection ships included), adding to the gang's already rather considerable wealth.
Mr. the Hun

07-23-07, 11:58 PM
Nice ideas, guys! Keep them coming!

Hochiu, thanks for the gunpowder information. It'll be very helpful. Feel free to throw some ideas down.

Alltat, I love it. It's actually a very cool idea. The city is on a south-pointing peninsula, so there are plenty of harbors. The Daybreak Boys and the Shore Sharks are in conflict in the East Harbor, whereas I would imagine that the Admiralty doesn't have too much competition, so it would probably dominate the largest harbor, the South Harbor, squashing any attempts at other sea-based gangs.

Maybe even the halfling dock-fences can operate in the South Harbor, a constant thorn in the side of the Admiralty.

I'm working on the "Chinatown" neighborhood at the moment and I'll post that as soon as I get it down. It's techincally called The Tendri Streets, but due to the large number of exotic and delicious restaurants in the area, most of the city refers to the neighborhood as simply "Bok Choy", an almost offensive term. The main gang there, the Lu Peng, is what I'm focusing on now.

I also had some ideas for a major gang, similar to the The Federation of American Natives in Gangs of New York, possibily called the Third Street Bakers. I like the idea of the most powerful gang in the city being associated with bread, as it's probably one of the most important functions of the city. A baker is also a nice, innocent image whereas the butcher is too hackneyed and the candlestick maker is just too dorky.

Keep the ideas coming. I'm really liking this so far.
ewancummins

07-24-07, 12:56 AM
Religious gangs! I think having one or two gangs devoted to particular sects or gods would be a good idea.

What about a group of Hextorians who preach an end to anarchy by accepting the rule of Hextor's church? They are evil, but some citizens prefer them to the other gangs because they are better about keeping order in their neighborhoods and can provide healing magic to the needy[ for the price of accepting Hextor as master, of course]. They have formed a vigilante council that punishes criminals within the areas of the city they control. Citizen volunteers help the priests patrol their neighborhoods, trying to keep other gangs out.
Mr. the Hun

07-24-07, 02:23 AM
Ewancummins, that's a brilliant idea. Maybe have the Hextorians be based in the slums, promising riches and stability to all those who submit to their tyrannical, yet orderly god.
ewancummins

07-24-07, 02:29 AM
Glad you like the halfling smugglers and the Hextorians. I'll post a few more ideas, if you like.
Mr. the Hun

07-24-07, 03:35 AM
If you have more gang ideas, keep 'em coming!

What about neighborhoods? There's Bok Choy, the South Portian cousin of "Chinatown", there's a large slums area, inhabited by the Swallow's Nest halflings, there are several harbors and dockside areas and a section of "Old Town", formerly part of the old elven city, now inhabited by the nobles and the "government" of South Port.

There's alot more map to fill. What other neighborhoods could there be?
Mr. the Hun

07-24-07, 04:39 AM
Lu Peng
Medium-sized Crime Cartel of the Tendri Streets (Bok Choy)
Lawful Evil
Leader: Kishi Nong Fu, The Black Tiger
http://www.wizards.com/dnd/images/oa_gallery/Bayushi_deceiver.jpg

Introduction
Tucked neatly into the south eastern corner of the city of Claystone, the Tendri Streets, known as simply “Bok Choy” by the rest of the city, is a thriving, if somewhat reclusive neighborhood of curio shops, exotic restaurants and hanging lanterns, populated largely by Ashita. The Ashita are cunning and crafty marketeers, brilliant business associates and excellent cooks. Possessed of an inner cleverness, the Ashita are not easily duped, swayed or tricked.

To be the most prolific of the prolific is a tall order, but the lean figures of Lu Peng do just that. In a district of veils, spices and subtle deception, Lu Peng are the masters of oppurtunist business, quick and bloody deals and pragmatic growth. What they may lack in morals, they more than compensate for in guile.

Lu Peng is a crime organization in the truest sense; though they do little to hide their influences and even those with only a passing knowledge of Bok Choy know that their long fingers dip into the neighborhood’s most prosporous ventures. They thrive on explotation, legal loopholes and clever fox-trotting around the law, other local gangs and civic politics in general. Often sought as advisors, Lu Peng will always have a place in Claystone, even if relative order does return to its walls.

Lu Peng specializes in four distinct fields within Bok Choy; they own and run nearly all of the restaurants and taverns within the district, that being their most obvious monopoly. In addition, they also back a decent number of curio and magical interest shops. The items found in these shops are difficult, if not nearly impossible, to find anywhere outside of Ashito. Everything from potions and wands to strange enchanted masks and painted veils can be bought here. The prices are especially reasonable, considerably less expensive than the items offered in the other neighborhoods. However, the cunning of Lu Peng is pervasive. The items are tampered with by Lu Peng mages, making their wielders more suspectible to the spells cast by the gang's casters. (-2 Will saves vs. enchantments and illusions cast by Lu Peng mages) Along with the magic items, Lu Peng's curio shops carry a number of alchemical supplies. Rare herbs are the easiest to find, but the cunning know that less than savory substances can be found nearly as easily as their tamer cousins.

Finally, Lu Peng owns and operates one of the largest and most popular gambling establishments in Claystone; a strange, four-leveled tower that sprouts high from the grove of Ashita architecture in Bok Choy known as Falcon's Pagoda. People from all walks of life in Claystone come to the Pagoda, looking for wealth, though Lu Peng is far too wise to allow actual, legal gaming to occur on it's tables and thusly, the majority of the folk leave the Pagoda with less jangle when they entered.

History

Origins (1237 - 1247)
Originally formed in 1237 of the Second Age by an ambitious thief and pickpocket aptly lamed Lu Peng, the gang, like most of the older gangs in South Port, began as a thieves’ guild. “Thieves guild”, however, is still a relatively loose term as Lu Peng’s activities generally involved something more akin to armed robbery than any actual act of sneak-thievery or burglary. Ironically, Lu Peng, when compared to the leaders that followed him, was of little consequence.

The Rise of Getsui (1248-1251)
The gang eventually began to rise slowly in power over the years, especially under the rule of the enigmatic yet brilliant leader known only as Getsui (1221–?). She rarely showed her face, using envoys and messengers as her voice. Few knew what she looked like, fewer knew who she was and almost none knew where she was. Getsui, in the year 1248, consolidated her power by leaving behind the more traditional armed robbery that earlier generations of the gang had stuck to. She began to invest interest and money into the restaurants and taverns in Bok Choy, eventually coming to own the majority of them, through fair play or foul. In addition, she oversaw the construction of Falcon’s Pagoda. The gambling establishment, in it’s first week, became wildly successful. With coffers full of coin and parlors full of drunk, young nobles, Getsui only needed one thing now; power.

Agents in the Ojarl Wars (1252 - 1264)
When the orc warlord King Ojarl the Invincible turned his half-fiendish eye toward Claystone in 1252, he needed an insider; someone with a key to the backdoor. That key was, of course, Getsui. Brokering information to the orc, Lu Peng was a major factor in the invasion and subsequent Ojarl Wars that raged straight into late 1263. Information was exchanged for political posturing and amnesty from the invasion. After three years of orc occupation and Ojarl’s fall, it looked as if Lu Peng was to be tried for treason. However, due to the gang’s intensely secretive nature, the newly reformed government of Claystone wasn’t able to track down most of Lu Peng. The Pagoda was seized, some of the more obvious restaurants went down, but overall, the gang stayed very active, most of the influence and gold that was gained during the invasion stayed there. What did not however, was Getsui. Shortly after the seizure of the Pagoda, Gesui completely vanished. No one, not even the other members of the gang ever saw or heard from Getsui ever again. Some were relieved, others were devastated by the wisest in Lu Peng simply turned up the corners of their mouths, knowing somewhere, in some distant city, someone was being shortchanged and decieved.

Reign of the Geishas (1265 - 1311)
From then on, Lu Peng followed a tradition of female leaders that serve for twelve years and then disappear. In 1297, when the city collapsed in anarchy during the reign of Sao Khan, Lu Peng, unlike most street gangs, didn’t undergo many changes. It began a simple “neutral policy” in relation to the other gangs, and has been known to sell items and poisons to both sides of a conflict. When the law dismantled, Lu Peng’s operations were a little less hidden, with no City Watch or Guard to oppose them, but they remained the ever elusive and subtle gang they always had been and, to this day, only one Geisha, the new title for Lu Peng’s female leader, has begun to change that. There have been six thus far, counting Getsui, and the newest, a beautiful young woman named Kishi Nong-Fu, is said to be the most ruthless since Getsui, perhaps even more so.

The Secret of Kishi Nong-Fu (1312 - present)
In 1312, Kishi Nong-Fu took the mantle of the Lu Peng and ever since, the gang has flourished. She has been a bitter enemy to her rivals, though almost as shadowy as Getsui, earning her the title “The Black Tiger.” It’s extremely fitting as none of the members of Lu Peng realize that their gang is currently being headed by a rakshasa in disguise.

Indeed, Kishi Nong-Fu has started to challenge the “neutral” position Lu Peng has traditionally held against the other gangs, beginning to mingle herself with their politics. It is unclear what the rakshasa’s goals in Claystone are or even if she has any, but she could very well be one of the most dangerous “citizens” of Claystone within it’s crumbling walls at the moment.

Outlook
Lu Peng are not criminals necessarily for the money, though that provides a tasty side beneft. Lu Peng enjoy, more than anything else, the thrill of the crime, though they would rarely admit it. They are not flashy about it, not do they ever even brag about their accomplishments. They appear humble, but truly are extremely elitist. There is no greater thrill to Lu Peng than deceiving someone against their knowledge. They don't necessarily look down on others, they simply view them as tools, pawns in their constant game of chess.

Lu Peng Characters
Favored Class: Lu Peng's favored class is rogue. Guile, trickery and decption are the three traits most valued in Lu Peng gang members. Lu Peng rogues often focus on Charisma based skills and abilities, making bards somewhat more common in Bok Choy than in other regions. Wizards or fighters are not uncommon, though the Lu Peng have almost no paladins or barbarians. There are decent number of monks that call themselves Lu Peng as well.

Lu Peng Politics

http://www.wizards.com/dnd/images/FR_ART/Places/Fourdolphinsfountain.jpg

"O conspiracy,
Shamest thou to show thy dangerous brow by night,
When evils are most free? O, then by day
Where wilt thou find a cavern dark enough
To mask thy monstrous visage? Seek none, conspiracy;
Hide it in smiles and affability:
For if thou path, thy native semblance on,
Not Erebus itself were dim enough
To hide thee from prevention."

-William Shakespeare, Julius Caesar

Lu Peng has the distinction of being one of the few gangs that predate the Collapse, counting itself as one of the oldest consistant illegal operations in all of Claystone. As a direct result, Lu Peng has much more inherent tradition than other gangs might, and these followed unquestioningly.

Since the disappearance of Getsui in 1264, the leader of Lu Peng has been female. Known as a Geisha, she oversees all of Lu Peng's activites, from it's enormous gambling intake to the standard price of every potion sold in her shops. She has complete authority, and the only official way to challenge a degree of the Geisha is to kill her.

This feat, however, has not once been completed, as only a handful of people are ever sure precisely where the Geisha resides. The Palace of Shadows, as it's known among the gang, is an entirely secret location where the Geisha resides in complete luxury. Not even her guards or servants have any idea where their place of employment is located. General speculation leads to the belief that it is underground, perhaps beneath an important structure in Bok Choy, but many believe it might not even be in Claystone.

The Geisha rules over twelve seperate bushi, or vassals, each with different dogma. While the Geisha technically has complete control of each vassal and their domain, she most often leaves them to their own devices. This is what makes Lu Peng so difficult to tie down; each bushi acts entirely independantly of each other, reporting only to the Geisha, who is completely unfindable. In this way does Lu Peng protect itself from sabotage.

Currently, the Geisha Kishi Nong-Fu, despite her ruthless actions and tendencies, has been giving her twelve bushi a great amount of leash to do what they like. She has become even more reclusive than the position demands and, as a result, the bushi have begun, as all greedy folk do, to plot against each other. There is a great deal of inner conflict, all veiled behind a quiet, knowing smile, within the gang at this point. Bushi change allegances and stances more often than the winds, and they weave their nets of deception deeper and deeper still.

Lu Peng Magic
Arcane magic has deep and important place with Lu Peng; going back to the traditions formed at the gangs inception, wizards, bards and to a lesser extent, sorcerers have always been intregal to the gang's success. Divine magic, however, isn't quite as important. Only a few shrines exist in Bok Choy itself, and Lu Peng has no affliation with any of them. They are, like the Swallows, more concerned with worldly matters than other worldly.

Illusion and Enchantments are the two most commonly practiced schools of arcane magic by Lu Peng wizards. Illusionists are common and often legendary, though Lu Peng prefer to decieve in a more traditional, mundane way. Those that disdain illusions despise enchantments, seeing them as the ultimate cop-out. Yet still, the more practical Lu Peng understand that guile and wit aren't always enough and even the craftiest Lu Peng needs a little magic every now and then to fill up the corners with.

Lu Peng Religion
Lu Peng are certainly not the most religious of the gangs operating in Claystone. Not when compared to the Gray Guard or Dreadwood's Apostles or even the Rotting Legion, but those Lu Peng who do serve a deity are most likely to be acolytes of Wee Jas, the goddess of death and magic. Wee Jas is aloof, and uninterested in the affairs of mortals, which is a perfect reflection of Lu Peng's philosophy of the other street gangs. There is a small shrine erected to Wee Jas in Bok Choy and, though not under the jurisdiction of the guild, it is frequented by a decent number of it's members. Those Lu Peng who do not worship Wee Jas most likely serve Tas, the god of thieves, Nerull, the god of magic or Waukeen, the goddess of currency.

Relations with Other Gangs
In relation to the majority of the other street gangs, Lu Peng is largely neutral. In fostering the mercantile economy that it has, it tries to appeal to as many of the gangs as possible. Thusly, political affliations, alliances and grudges are all harmful to the expansion of their wealth. However, the Lu Peng do harbor strong hatred for their rivals, the Dragon's Hoard. The merchant company is much more successful than Lu Peng, which draws their emnity.

In addition, Lu Peng is absolutely merciless to the smaller street gangs that operate within Bok Choy. Two or three smuggling operations, a protection racket or two and several thieves guilds share Bok Choy with Lu Peng, though it has no love of the arrangement. Lu Peng spends a good portion of it's wealth each month to stop out any rival gangs that might be attaining too much strength or promise. Lu Peng is insistant on being the sole criminal power in Bok Choy, and it works hard to keep it that way.

Lu Peng Equipment
Potions are the main export of Lu Peng. If anyone in the city asks about any kind of potion, elixir or brew, they are almost unanimously pointed toward Lu Peng. However, just as those who eat the delicious bread that comes from Third Street must live with the fact that the bread they're eating was baked by one of the most ruthlessly cruel and emptily violent men in all of Claystone, anyone purchasing a potion, wand, scroll on any other magic item from Lu Peng should be wary.

Bok Choy is also one of the only places in Claystone that sells well-made katanas, wakizahis, kamas and nanchaku, as well as a number of beautifully crafted, ornately carved quarterstaves. There are also a good number of specicially designed and often enchanted armors that are sold in Bok Choy, though would be difficult to find anywhere else in the city.

Lu Peng Regional Feats
Subtle [General]
Living in Bok Choy has taught not to show your hand before you can trick your opponent into showing theirs.
Gang: Lu Peng
Benefit: You gain a +2 competance bonus to Bluff and Sleight of Hand checks.

Shrewd [General]
The streets of Bok Choy are full of deals, bargains and promises of wealth. You have learned to pay attention to those that matter
Gang: Lu Peng
Benefit: You gain a +2 competance bonus to Appraise and Profession checks.

Skeptical [General]
Working with Lu Peng has dampened your idealism. You are not easily fooled.
Gang: Lu Peng
Benefit: You gain a +1 bonus to Will Saves and a +2 competance bonus to Sense Motive checks.
Mr. the Hun

07-24-07, 03:55 PM
The Swallows
Small Rebel Group of the Halfling Projects (The Narrows)
Chaotic Neutral
Leader: Deirdre Foldleaf
http://www.wizards.com/dnd/images/cx_gallery/86368.jpg

Introduction
Tenacious and practical, yet small in stature and rarely organized into strong fighting forces, halflings are the favored target of the slavers of the distant island kingdom of Pelejargo. An empire raised on the back of whipped innocents, Pelejargo has long seen the use of many different varieties of slaves; elves are too physically weak and few lived in raidable areas, dwarves are too stubborn and difficult to find and capture, giants are too powerful, orcs too foolish and gnomes too intelligent. The halfling, it seemed was the prime slave for the Pelejargo slavers, though they forgot one very important thing.

Halflings would rather die than live in shackles.

The dangerously indepedant gang of halfling freedom-fighters in Claystone known as the Swallows are not as much of a rarity as you might think. Halflings are folk who love most of all, their freedom. The lawful halfling is almost a legend, a children's story. All across Octuro, the halfling will taste his own blood before he takes the cold steel of manacles and thusly, the Swallows of Claystone are not, for that purpose exotic.

What makes the Swallows unique, however, is their love of the skies, or rather, their hatred of the streets. Living in rooftop dens in the impoverished Narrows, the Swallows leap from rooftop to rooftop like monkeys, swinging on ropes and laundry lines and scramble up sheer brick wall like horses on the plains. Perhaps it is the freedom of the skies, the endless expanse that they love so, but it is soaring over the streets that is what a Swallow truly lives for.

The Swallows are the descendants of escaped slaves; once the properties of Pelejargo corsairs who sacked and later came to dwell within the city walls. They fight endlessly against the descendants of their captors, a war that has been waging for centuries. Neither side will ever submit to truce; war is only possible interaction between the two and they have both come to accept that. It would be wise for worshipers of Hextor the Scourge not avoid walking through the Narrows at night alone, lest they seek death from above.

History
Both the Swallows and Dreadwood's Apostles of Order are two of the youngest major gangs operating in Claystone, having formed at roughly the same time in 1307. Early October, 1307, the Curved Morning, a Pelejargo slave ship captained by a ruthless inquistor of Hextor, Bishop Korvan Dreadwood, was preparing to dock at Claystone when there was a mutiny on board. The halfling slaves, lead by a wily female named Deidre Foldleaf, overtook the Curved Morning, killed all of its crew, excepting Dreadwood and chartered it into shore. Dreadwood, a cunning and cruel man, managed to escape, but not before Deidre scarred him terribly. Fleeing into the chaotic city, the halflings took to the only place they could find room; the rooftops.

Dreadwood, meanwhile, consolidated a large following who called themselves' the Apostles of Order and went about hunting down the halflings. However, they were cunning foes and it seemed that Dreadwood and Deirdre were evenly matched warmakers. Dreadwood's soldiers and priests took to calling the halflings "swallows", due to their swooping hit-and-run tatics and their urbanly aboreal homes.

The Swallows consist of three main clans of halflings; the Foldleafs, the Hardknuckles and the Skippers. The Foldleafs and the Hardknuckles were both prisoners on the Curved Morning, whereas the Skippers were vagabonds and wanderers, living in doorways in the Narrows, who joined up with the Swallows to better their fortunes. To this day, the Swallows still live in the rooftops of the Narrows, raining stones and spears down upon Hextor's followers.

Outlook
The Swallows are strange foils for their hated enemies, Dreadwood's Apostles of Order. While the Apostles are conservative and prudent yet very hierarchical and tyrannical, the Swallows are wild and undisicplined and yet live in open communes, where no halfling can detirmine the destiny of another. In life, the Apostles are cold and distant, whereas the Swallows are brimming with life and vitality. In religion, however, the opposite is true. Dreadwood's men are fervent, passionate, zealous and even fanatical while the halflings are apathetic about the celestial or the fiendish. They have to look to their survival before they look to the heavens.

The idealogy of the Swallows depends somewhat on which clan the particular halfling in question originated from. Freedom is core principle behind all Swallow action and philosophy, but each clan approaches it differently. Both the Hardknuckles and the Skippers see life as the school of hard-knocks; no one will give you freedom, you have to earn it. For the Hardknuckles, that means you must fight for it. The Skippers believe you should just take it, at whatever cost.

It is the Foldleafs that are the most curious. Believing strongly in each individual's right to breathe free, they see slavery not as a function of the world as the other two clans do, but rather as a horrible injustice. To a Foldleaf, no one has the right to take anyone's freedom, under any circumstance.

Swallow Characters
Favored Class: The Swallow favored class is ranger. The Swallows patrol the rooftops of their territory unceasingly, and have come to know it extremely well. In addition, they hold a great distrust and hatred toward Dreadwood's Apostles, possesing special knowledge on how to best combat them. Barbarians and fighters are also common, as are rogues and the occasional bard. The Swallows have little use for arcane spellcasters, and the monk or paladin are simply too restrictive for their care-free lifestyle.

Swallow Politics
There is a saying in Claystone that states that a true Swallow lives their whole life, never knowing what the earth feels like beneath their feet. From birth until death, the Swallows remain in flight, never pausing on the ground for a moment.

The Swallows are organized into loose warbands or perhaps fifteen to thirty halfling combatants that roam about the Narrows, patroling, raiding and scouting the area. Each group, known as a Flight, has a commander who leads the Swallows on their patrols. Each Flight also has a small home base, located in the top level of an abandoned building. These areas are placed for the Swallows to sleep, rest, and meet with other Swallows to exchange information. These areas are called Roosts and there are roughly eight in existence. In the year 1313, there are nine Flights of Swallows, though more may possibly exist. Once a week, each of the Flight commanders meet together in a secret location known as Swallow's Nest to discuss issuses and problems within the gang. There is no de facto leader, though many look to Deirdre Foldleaf for leadership.

The nine Flights are as follows; the Chestnuts, the Red Throats, the Dusky Crags, the Sands, the White Eyes, the Blacks Caps, the Palefeet, the Tawnies and the Streaks.

The Flights are made up of mostly equal distributions of the three clans, in order to promote teamwork and acceptance.There is still some tension between them, however. For the most part, the Foldleafs and the Hardknuckles trust each other, if the Foldleafs think the Hardknuckles are a little blockheaded and the Hardknuckles think the Foldleafs are a little idealistic. They are both probably correct.

However, it is the Skippers that are causing some unrest in the gang at the moment. The Swallows are tricky warriors and expert tacticans, but the Skippers concept of tactics seem, to the other halflings, especially the Hardknuckles, to be a little underhanded. The Skippers themselves don't comprehend this, as they've been living this way in Claystone for as long as any of them can remember. Yet despite this, the halfling Flights still manage to work together fine.

The nine different Flights are all extremely competitive, all of them claiming their flight is greatest or the most successful. This is a trait, along with the clan tensions, that Bishop Korvan Dreadwood plans to execute with his mole, a young Skipper halfling named Devin. Dreadwood is not sure exactly to what end he will use Devin, but the Hextor-worshipping halfling is providing the Bishop with much needed information about Flight movements and Roost locations, which Dreadwood needs if he's going to fufil his plans for the halfling Narrows.

Swallows Magic
Being a Narrows gang, as they are, the Swallows are by no means wealthy. Indeed, wealth is not truly one of their goals and it is only pursued to ensure that all the gang members have working weapons, food in their bellies and ale in the Roosts. Thusly, there are few magic items among the gang.

Magic itself, is relatively rare. Wizards have no place among nomads, and cleric have no place among the irreligious. Druids are scarites in the city to begin with and arcane blood was never known to flow through the veins of the short folk. However, the Swallows do have a member they called the Glee. The Glee's responsibility is to keep records and tales of the Swallows exploits. Often looked to as the storyteller and muse of the gang, the current Glee is Edwin Foldleaf, Deidre's second-cousin. He is the only member of the gang to dabble in magic, and he is known for aiding his Flight, The Dusky Crags, with his spells, especially judicious use of silence.

Swallows Religion
As previously stated, the Swallows are rather irreligious, though, unlike the Lu Peng, are more concerned with survival than economic gain. The Foldleafs and the Hardknuckles, before they were enslaved, both lived in communities that worshipped Mielikki, and thusly, the elders of the clans still worship them. However, the hard, difficult times and the constant struggle for survival has disenfrancished most of the halflings. There is a small following of Tas, the Foxlord, but also, a rising god of freedom, known as Jodai the Unshackled has begun to surface and develop a following among the liberty addicted Swallows.

Relations with Other Gangs
The Swallows are immensely territorial; they rarely, if ever, stray outside of the Narrows. The only other gang they have consistant contact with are, of course, Dreadwood's Apostles. The two gangs, as previously stated, despise one another, both sporting conflicting values on life and liberty.

They have been known to, upon occasion, raid Lu Peng caravans that move through the Narrows, though these situations are somewhat rare. The Swallows signature winch crossbows were, in fact, originally Lu Peng make. This causes Lu Peng to distrust and generally avoid the Swallows, though there is no real quarrel between them. Lu Peng views them as savages, the Swallows view Lu Peng as elitest nobles who support Dreadwood. Otherwise, the Swallows don't have much dealing with gangs outside of the Narrows, as most people know better than to wander it's streets at night.

Swallow Equipment
http://www.wizards.com/dnd/images/ros_gallery/83303.jpg

The Swallows are warriors, first and foremost and thusly, their armor and weapons are their most important equipment.

Most Swallow battles begin with, of course, ranged weapons. While some halfling use shortbows and a good number are carry Lu Peng crossbows, the stable of the Swallow opening salvo is a rain of stones. Whether fired from slings or thrown by hand, the Swallows do what revoluntaries have always done; torn up the streets and thrown them at their enemies.

In addition, the Swallows are equipped with daggers, knives, rudimentary swords and axes and short spears. Many of the halflings, Deirdre included, still arm themselves with the weapons handed to them by their sworn enemies. To this day, Deidre and many others of her clan, still favor the spiked Pelejargo chains that held them shackled to the slave barge for over two years of their lives.

The Swallows also have a unique variant on the Lu Peng crossbow, known as a winchbow. Outfitted with a spool and grappling hook, the weapon isn't used in combat for attack, but to create roadways and avenues for the Swallow warriors. In perfect Swallow combat, the halflings are darting through windows and swinging on ropes at their landbound foes, never presenting a true target. The winchbows allow the Swallows that mobility that otherwise they would not have had.

Swallows Regional Feats
Street Weapons [General]
Fighting in the Narrows, with limited access to weaponry and armor has limited your choices in battle, though you have found ways to overcome them.
Race: Halfling
Gang: The Swallows
Benefit: You gain Exotic Weapon Profiniency (winch crossbow) and Exotic Weapon Proficiency (throwing stone)

Rooftop Jumper [General]
Life on the rooftops of the Narrows have taught you how to move across the buildings with remarkable speed
Race: Halfling
Gang: The Swallows
Benefit: You gain a +2 competance bonus to Climb and Jump checks.

Uncompromising [General]
You are relentlessly independant, refusing to submit to control, suggestion or domination, which makes some people uncomfortable.
Race: Halfling
Gang: The Swallows
Benefit: You gain +2 Will saves against enchantments and mind compulsion effects. You also recieve a +2 competance bonus to Intimidate checks.
Mr. the Hun

07-24-07, 03:58 PM
While large chunks of the cities wall have been destroyed or hacked down, a good portion of it remains. What about a gang of somewhat crazed dwarves, maybe the aforementioed Plug Uglies, that are intensely anti-immigration and fight relentlessly against newcomers to the city? They lair in the ruins of the old wall, run through the sewers under the wall and otherwise harass incoming travelers?
Rockjaw

07-24-07, 04:35 PM
How about "The Mace Boys" a gang of strictly hired muscle mostly half-orcs and humans all very large and apparently not very bright.

Thier leader is a Half-orc Dunnam Breaker, by far the largest of the group standing close to seven ft tall and weighing over 300lbs his weapon of choice is, of course, a mace. But his is actually the broken remains of a once proud city statue so the haft of the weapon has an additional two bronze 'hands' already on it
Partisan

07-24-07, 06:04 PM
A gang of students in the university quarters I have in mind, the "Uptown Duellists" or "Uptown Blades" more in the tradition of duelling student leagues (this is for the rich kids).
Alltat

07-24-07, 06:47 PM
Random ideas for possible gangs:


With gambling covered, some gang needs to handle the prostitution. Picture a gang of pimps - a mix between classic urban thugs and "P.I.M.P." high hats and (non-pink) furs. Add in some horror-oriented illusion magic and a bit of necromancy, and you've got some seriously twisted pimp-mages and their even more disturbing undead minions.
Considering how many lawful and neutral gangs there are, the city needs a bit more chaos, especially considering that so many gangs allegedly formed to protect their neighbourhood. Add a loose gang of chaotic evil outlaws who regularly raid everyone else for supplies. I picture these as being one of - if not the - largest gangs, making their home somewhere central.
With all those ships coming and going, there's bound to be plenty of goods worth trading. A group of wealthy merchants could dominate the trade in the city from their fairly small area, guarded by mercenaries. The opportunity of employment with them would lure all kinds of people to the city, hoping to make careers as soldiers of fortune.
Not nearly enough people in the city are oppressed! There needs to be a gang who use extensive slave labour to make all kinds of cheap goods. They could simply be known as "the Slavers" and not ask too many questions as to where their slaves came from (possibly even having 'sub-gangs' that roam the streets of other districts at night). The availibility of cheap slave-made goods would also give some nice moral dilemmas for good aligned characters.
Throw in a company of paladins of <insert extremely lawful deity> who came to the city to restore order. Have them gradually become disillusioned over the decades, with hordes of zealous followers who have lost everything they owned to the chaos in the city. All of them are borderline insane (or worse) by now, but still good at heart, and still paladins. Something like this (http://uk.games-workshop.com/download/popup.htm?/empire/artwork/images/8-big.gif).
Since everyone else creates gangs to protect themselves, and nobody likes necromancers, they need a gang of their own. They can live cozily with their undead minions in the vast catacombs under the city's largest cemetery, preparing for the day when they'll emerge and generously free everyone else from this whole 'life' thing, and then finally be able to live cozily with their undead minions in the city streets. I mean, if people hate you then it's okay to raise an unliving army to kill them all, right? So what if that kind of thinking happens to be the reason they hate you in the first place... they're not evil, just misunderstood! ;)
Mr. the Hun

07-24-07, 10:45 PM
Great ideas! I'm making notes of them all.

Rockjaw, I do need some hired muscle, though maybe the "Mace Boys" could use more fleshing out. They seem a little plain jello right now, but it wouldn't be hard to flesh them out.

In Claystone (the new name of the town, South Port was just boring), there a significant orc invasion and occupation from the year 1260-1263. During this time, the orcs actually lived in the city itself. What if "The Mace Boys" are the remants of that invading force? Mostly half-orcs or humans with more orc blood than human, they now have nowhere to go and sell themselves off as mercenaries? I really like that idea as well.

I also admire your work on the "Build a City" thread. I hold talented worldbuilders in the highest respect.

Partisan, I do like the idea of a student gang, maybe something like the A.B.C. Group from Les Miserables. Idealistic, yet noble. Possibly revoluntaries.

There's also a group of young nobles sons wandering around causing havoc, so maybe these two groups, the students and the rich boys could get into scraps.

Alltat, wow. What a bounty of material. Here we go.
1. We do need somewhere to put the prostitution. The pimps I like, though I'm not sure why they're necromantic... I do like the idea of the fur-clad, overly dressed thugs.

2.Yes. You are definetly right. A simple group of marauders who attack other gangs for no apparent reason, maybe supplies or maybe just for battle and chaos. Give it that element of fear that at any moment, an axe could come bursting through the window.

3.Yes! I really like this idea. One of the things that was originally bothering me was that the city, in it's chaotic state, couldn't exactly function as a city where PCs could buy things and go to taverns, as the economy would have collapsed. What if there is a largely neutral merchant company, as you said, that trades with all the gangs? It keeps the city still viable as a city, while retaining that barbarian flavor of tributes and chaos.

4. I don't really see the city as being under one chain, therefore, slavers I don't think would be that huge, but I do think that the Hextorian Gang, the Apostles of Order, would be perfect. In my campaign world, Hextor is essentially, in addition to being the god of tyranny, he is the god of slavery. Maybe the Apostles offer willing service to Hextor and if they refuse, they are pres ganged into service. A protection racket that will chain you up rather than beat your nose in if you don't comply. I like that.

5. This is another great idea that I really wanted to use. I recently bought Complete Scoundrel, and there's a PrC in there, the gray guard, that would be perfect. It's essentially a dirty paladin, one who bends the rules a little for effect. It fits exactly into the role of disillusioned yet still good paladin. Brilliant.

6. The necromantic cult is a staple. Must have.

Beautiful, everyone. I'm really grateful. Keep those ideas coming on gangs, neighborhoods, anything.
Mr. the Hun

07-25-07, 03:19 AM
Dreadwood's Apostles of Order
Small Religious Street Gang in the Narrows
Lawful Evil
Leader: Bishop Korvan Dreadwood
http://www.wizards.com/dnd/images/completechampion_gallery/104743.jpg

Introduction
Of the Six Sons of Pelor, one might say that Hextor is the most lawful. While both Moradin and Hextor’s twin brother, Heronious are both deities of order and justice, they are both, in Hextor’s view, crippled by a sense of moralty. This is something that Hextor has never and will never suffer from. He is god of unwavering ambition and motivation. His priests are direct men who waste little time in their executions. They are the planners. Everyone else are the workers.

Bishop Korvan Dreadwood was the prized possesion of Grand Inquistor Taltas, the leader of Pelejargo's Church of Tyranny. The most powerful slaver-corsair on the Inner Sea and a high-ranking official both in Pelejargo's Navy and in the Church, Dreadwood was the exemplar of Hextorian glory in the late 1200s. However, he soon became one of the Church's gravest embarrasments. Subjected to a mutiny aboard his own legendary slaver ship, the Curved Morning, Korvan was held prisoner and branded by the leader of the slaves. When news of his failure reached Pelejargo, he was instantly excommunicated from the Church and dishonorably discharged from the Navy. But that was not Dreadwood's chief concern.

Stranded in a city on the brink of destruction, Dreadwood did what any loyal follower of Hextor would have done; he saw an oppurtunity and made somone else execute it for him.

Dreadwood's Apostles of Order are perhaps one of the more controlled street gangs in Claystone, reaching near the disicpline of the City Guard. Dreadwood's small legion of devoted followers conduct themselves more like a church than a gang, and spread dogma and propaganda as much as they spread fear of violent retribution. Abandoned by Hextor, Dreadwood knows the only way to regain his honor is to preach the word of the Tyrant, exact revenge on the halfling and bring as many people under the chain of Overmaster as possible.

Dreadwood reasons that, given the circumstances of the city, the average commoner would rather serve an evil yet ordered and lawful deity, than live their lives, fearing everyday that a battle might come flying through the window and impale them. Besides, if he doesn't, that's what the chains are for.

History
Dreadwood's commandiered ship, the Curved Morning, landed in Claystone in October, 1307. The halfling leader, Deirdre Foldleaf, after using one of her barbed chains to horribly scar him across the back, left him to die in the gutters as her people sought a place to flee to. Bloodied and broken, Dreadwood did the only thing he could think of.

Pray.

Pulling himself from the wet muck, Bishop Korvan Dreadwood went about his retribution against the halfling, which he knew would be swift and sweet. He searched the chaotic city, travelling the entire breadth, looking for the perfect people to subjugate. He realized, however, that the neighborhood he had landed in, the Narrows was perfect.

Over the next two and a half years, Dreadwood would begin to assemple, in an old theater, his cult and eventual Church to Hextor. At first, he drew pirates, mercenaries and cutthroats, the ilk one would expect to be in service of the Chainlord. However, as the violence in the city grew, Dreadwood's preached message of peace and order under the Iron Gauntlet of Hextor began to attract less and less deseperate commonfolk until several city blocks were neighborhoods, devoted to Hextor. Dreadwood knew that he was assembling his vengegance.

Continuing to build influence in southwestern Claystone, he began to send raids into the halfling projects, searching for the Swallows. They weren't difficult to find. Border disputes gave way to brawls, brawls gave way to skirmishes and on April 11th, 1310, a Swallow safehouse on Kellan Street fell under attack by one of Dreadwood's platoons. The halfling reenforcements were swift and swiftly into Dreadwood's trap. The Battle of Kellan Street was the largest armed conflict between the two gangs, resulting in 37 Swallow casualties and over 50 Apostles dead.

The fighting died down after the bloody fray at Kellan Street. Both gangs hunkered down and kept to themselves, stewing in their hatred. Any member of either who wanders into the opposite territory is forfeit, but no major battles have erupted yet. Tension is slowly building, however, and both the Swallows and Dreadwood's Apostles are beginning to push their boundaries. It won't be long before they clash again.

Outlook
The Apostles of Order have a strict, code and policy for most interactions. They are firm, resolute and largely unwavering people, though one could certainly not call them stubborn. They are prudent, oberservant and all-together-wise in their affairs, politics and legiturical matters.

However, as Hextorians, Dreadwood's Apostles believe there are two kinds of people; the servants of the Chainlord, like themselves or the slaves of the Chainlord, like anyone who opposes them. While the Lu Peng look down as others as pawns, the Apostles of Order look down on others as truly lesser until they accept Hextor. Hextorian dogma states that non-Hextor worshipers are actually animals, who must be Enlightened and Purified, mostly through pain and servitude.

Apostle Characters
Favored Class:The Apostles of Order's favored class is cleric. While there are a fair number of fighters, evil paladins and monk in Dreadwood's service, it is direct service of the Tyrant that is most appealing to the members of the street gang. The old theater-turned cathedral is the most common place to find a priest of Hextor in Claystone, and you will hear their shouted sermons for blocks before you approach.

Apostle Politics
The Apostles of Order are so structured in their organization, that calling them a gang isn't exactly proper. They resemble, obviously, a church more than a street gang. However, this difference loses none of their potency.

In keeping with Hextorian tradition, Dreadwood is the absolute authority. Within whatever area he deems control of, which, at this point, is all of the Narrows, his will is law. To oppose it means one of three things; to be enslaved or to be killed. Both, however, result in a good thrashing first.

Dreadwood has three Deacons of Hextor, each with a specific task and appointment; the Deacon of War, the Deacon of Faith and the Deacon of Chains. The Deacon of War is Dreadwood's personal military advisor, the Deacon of Faith controls the Church of Hextor and serves most of the "services" while the Deacon of Chains oversees all the slave-labor operations with the Narrows.

Captain Olaver lead one of the first platoons of the City Guard that was overtaken by the gangs during The Collapse in 1297. With all of his men dead and himself presumed slain, Olaver wasn't sure what to do with himself. He no longer needed to hide his secret worship of Hextor and, after wandering the streets for a few years and doing a bit of sellsword work for the Dragon's Hoard, Olaver was found by Dreadwood. Taking the grizzled war vetern under his wing, the Bishop appointed Olaver to be his Deacon of War and put his Whips under the man's command.

Deacon Olaver oversees the war with the Swallows, commanding the Platoons of Order that range the edge of his territory. He is a ruthless general, a brilliant tactican and a dangerous enemy. The Swallows, in their fear of him, refer to him as the Falcon.
Calsan

07-25-07, 03:48 AM
Wow Mr. the Hun, you toke my idea and went in deep.
Great stuff I liked it. I don't have much time lately cause I'm going on vacation soon (and working) but I'll try to post something as soon as I come back and worked out the ideas

And about the Chaos alligned gang, how about a gang of Spiked chain users that venatrate a being called Pure Chaos, that is a extention of the God of Slaughter.
Mr. the Hun

07-25-07, 04:15 AM
Thank you, Calsan. I really like the idea of the Swallows and can't wait to use them in the campaign.

As far as the chaos marauders go, I'm not sure about chains, because I wanted both the Swallows and the Apostles to use chains. Maybe axes for the chaos? I'm not sure.
Mr. the Hun

07-25-07, 04:44 AM
The Plug Uglies
Medium-size Dwarven Tunnel Gang in The Old Wall
Chaotic Neutral
Leader: Dalthor Fireswag

http://www.wizards.com/dnd/images/dungeonscape_gallery/102761.jpg

Introduction
Crumbling and in apparent disuse, the stone walls, known collectively as the Old Wall, that surround the city of Claystone appear to be abandoned and decaying. But, as all folk of Claystone know, only great fools wander into the empty, rotting watchtowers or stroll along the shattered parapets. The foolish think the area is haunted, but those who have heard the tales of the half-mad patrols of dirty armored dwarves that lurk the hallways and tunnels of the cities old towers, gates and walls know that the Plug Uglies are real and very much a danger to the poor soul who enters their domain.

The walls of Claystone are build from it's ancient namesake, a metallurgic compound of the clay dug out of the Fionnton River that cuts through the northern arm of the city and the hard granite quarried from the Otion Mountains to the north. They are build in a strange design; it is a layered effect and while it appears to be one wall massively thick wall, that is an illusion. There are, in reality, two walls, each standing an impressive forty feet high and thirty feet apart. The space between is compacted with dirt and well-packed earth. The ancient defense was to ensure that if a besieging enemy broke through one wall, they would simply have another before reaching the city inside.

During the great Ojarl Wars of the mid 1200s, the Lord Mayor Reynald Tamerkin entrusted one of his old adventuring companions, a fiery dwarven warrior named Thranduir the Staunch with the defense of the Outer Wall. Taking his duty very seriously, Thranduir, along with a legion of dwarven warriors, mercenaries and battle-clerics, stood upon the wall and defended it for seven long months. In the end, Thranduir was slain, fighting for his vow to defend Claystone. In the warrior's last minutes, Thranduir's step-son, Dalthor Fireswag, swore to carry on his step-father's legacy and defend the wall until he too was claimed by it.

Though the orcs have come and gone, Dalthor still remains. He and his folk have cleared out most of the earth inbetween the two walls, forming a long, curving tunnel. They unceasingly patrol and protect the wall, never daring to leave it. The folk who have seem them say they are sweaty, dirty and smeared with mud. The bard tales exaggerate this, of course, to yarns about deformed dwarven monsters living in the ruins of the old wall, cursed to eternally defend it from legions of ghostly orcs. The folk call them the Plug Uglies.

The tales are not that far from the truth.
ewancummins

07-25-07, 09:25 AM
Is the city called Southport or Claystone?
Mr. the Hun

07-25-07, 11:11 AM
I apologize. It is called Claystone.

South Port is the name of a city I had used in a previous campaign that had a similar flavor, but when I decided I wanted to re-draw a whole new map, I changed the name of the town.

The reason I called it Claystone was that I've added a river, with a rich clay deposit that runs it's way through the city and was, at one point, the city's main export, in addition to being a trading post.

I still haven't taken the time to hunt down all of the "South Port" references and change them. Sorry. I made a note about it in a previous "Edit." Any other ideas, ewancummins?
Forfeit

07-25-07, 12:52 PM
Wow lot of new and good material. Great work so far.

Also, Ill do some editing on the Shore Sharks to fit into your model. Also, it would be a good idea if you gave us some info:

- About the current year.
- About common names and how much freedom we have in choosing names.

That would make it easier for us to come up with more detailed information.

Also, I currently have an idea that is based on prostitutes. They would be the "information line" inside the city, trading information and taking it where others cant. Since they are a somewhat "secret" society (meaning everyone knows they exist, but dont know who belong to it), they can get into any area in the city, colect information and send it somewhere else. They can also use their seduction to get info out of the men they have sex with.

They hardly get into direct conflict. They use stealth and kill their enemies on their sleep, or while doing sex. The highest ranking members also have some kind of contact with devils (sucubbi), whom they use to kill their most powerfull enemies. I´m thinking of something like this: Some guy kills a prostitute of the gang, goes to sleep, and in the morning he wakes up with a symbol or message on his body. He has one day to live, and on that night, he gets killed, either by someone of the alliance or a sucubi.

No pimps (althrough there could be another gang that has pimps, and get into conflicts with this one). The leadership is a group of madonnas who have information on everything that goes on in the city and sell it for money.

There are all kinds of prostitutes. From those that frequent the poorer areas of the city to those highly skilled in all means of entertainment, not only sex. I though there could be something like a "geisha", who would be bards and frequent the richest areas of the city (maybe the Bok Choy area).
Mr. the Hun

07-25-07, 01:12 PM
Thank you, Forfeit. I'm glad you're on board.

The campaign begins in 1313. One year after Kishi Nong-Fu becomes the Geisha of the Lu Peng, three years after the Battle of Kellan Street.

Feel free with names. If there's something that I don't like or don't think works, I'll probably say something but I'm pretty open. My Elven language spells something like Finnish, but speaks like French. (Ex. An elven ranger in one of my campaign is wieldling an enchated elven scimitar called "Tuienwe" or "Skyflame." Pronouched (ti-oon-way)). Dwarven is a mixture of Norse (obviously), Russian and Hebrew. Humans pretty much have free reign. I tend to use rustic, quaint sounding Anglo-Germanic names for halflings (Lyle, Milo, Theodore, Roscoe). Really, feel free to think of your own specific details. If I don't like it, I'll probably say something or not use it in the final campaign.

I like the idea of the secret "prostitue gang", but I'm not sure how the information lines work. Could you explain it a little more? I don't quite follow.

I'm going to be compiling a binder of world information for my players to access and this is a huge help. Thank you all! Let's keep making gangs!
Mr. the Hun

07-25-07, 03:27 PM
The Admiralty
Large Naval Gang in South Harbor
Lawful Neutral
Leader: The Admiral

http://www.wizards.com/dnd/images/FR_ART/People/MiklosSelkirk.jpg

Introduction
While they have no real ties to the old or current city government, this group still see them as the legal protectors of waters around the city. Their ships patrol the nearby sea, keeping the waters safe from pirates, and collecting tolls and docking fees from any ships brave or foolish enough to approach the city from the sea. They see themselves as the protectors of law and order at sea, and their leader has dubbed himself 'the Admiral'. In practice, however, their collection of "tolls", "fees" and "taxes" amounts to little more than protection rackets, and many see them as no than the pirates they claim to be protecting the city from.

Regardless of the legitimacy of their collection methods, the group's activities have made them rather wealthy over the years. They control the 'upper' parts of the harbour area, commonly known as the Sailgardens, and have rebuilt and fortified the old harbour master's office to the point where it mostly resembles a fortress overlooking the sea. Dubbing the structure "the Admiralty", this is where all the collected gold and goods are hoarded, making this the effective center of the gang's area, and one of the most heavily guarded buildings in the city. It is a source of pride among the members, and the gang is usually refered to by its name.

While the methods by which the Admiralty enforces the tolls and fees might often be questionable, the gang does cling to a sense of honor and some semblance of military discipline. They use naval terms for their ranks, and while they don't wear any uniforms as such, they do enforce the dark blue gang colors rather rigorously. Any ship that pays its fees will be kept reasonably safe, both in port and while sailing to and from the city, ensuring that most traders from outside the city will prefer the protection of the Admiralty over taking their chances with pirates (the Admiralty's collection ships included), adding to the gang's already rather considerable wealth.
Forfeit

07-25-07, 04:59 PM
**** man, where are you getting all these cool pictures? :D

The information line is something very simple. Its like each prostitute goes to the closet gang member of the area and pass the information. This next woman goes to the next and spread the information to the next one, until the information reaches it target. The information can go from mouth to mouth or as a writen message (or some magical mean).

The leaders also have acess to the information, but they never share it with people who should have it. Maybe there could be some kind of magical oath where when one of these woman listen to the message, they can only pass it on once, and once they speak it, they forget it.
Alltat

07-25-07, 07:34 PM
**** man, where are you getting all these cool pictures? :D
At least some (I presume all?) are from the art gallery (http://wizards.com/default.asp?x=dnd/arch/ag) on this site.
ewancummins

07-25-07, 07:47 PM
Wererats? I know it's been done before, but it is a classic.
Dog_As_A_Devil_Deified

07-25-07, 08:41 PM
Wererats? I know it's been done before, but it is a classic.

The Dead Rabbits....perhaps vampiric were-rabbits?

Gangs of New York was an interesting book...half-history/half-action adventure story though it was. (I never saw the film, which I take it was an entirely fictionalized account of the material from the book). The big lesson I take form that book was that street gangs of New York grew up rather organically. In addition to gangs that formed simply to commit crimes as a group, different waves of immigrants formed groups based on national origin (though sometimes, as with the anti-Irish Bowery Boys or the anti-English Kerryonians, they merely organized around a hatred for a certain group of immigrants) to threaten and/or protect themselves from other groups.

From there, once formed, you'd see internal squabbles sometimes fracture the groups (as when the Dead Rabbits split from the Roach Guards gang). Sometimes you'd even see a "merger" of gangs (as when the Chicesters were absorbed by the Whyos) or new gangs that formed from various other gangs that were busted up (as with the Tub of Blood gang).

Sometimes you'd even see a gang go from being a conventional street gang to be primarily known as river pirates, attacking ships.

The organizations were not stable, persistent entities, but more of a roiling mess. But for that, I'd be very tempted to use the organization rules from the PHB2 to describe the gangs, if I ran an urban campaign. As it stands though, I'd hate to have to come up with organizational rules for gangs that might vanish after a few months of inattention by my players.
Rosisha

07-25-07, 09:58 PM
I would recommend you look up the history of Beirut in Lebanon! Plenty of rival gang action there. Probably a few interesting adventure ideas too.

R
Mr. the Hun

07-25-07, 11:24 PM
(chuckles) Yeah, the pictures seem a little arbitrary, but I like them and they'll be put into the binder that I give the PCs, so why not?

Forfeit, thanks for re-explaining the information concept. The prostitutes then serve as information brokers? Selling gang tactics, secrets and things like that?

Dog_As_A_Devil_Defied, thanks for the information on the book. I'm a big fan of the movie, and plan on reading the book. (My girlfriend really likes it.)

I do like the idea of the splinter gangs, as I can't imagine these guys being too courteous to each other. The other thing that you need to consider is that I'm only detailing the large, influential gangs. I'm not taking into account all the tiny robbery gangs, smuggling operations and protection rackets on every street, as that would be too much information. The gangs I'm detailing are groups that the PCs, who are probably going to spend the entire campaign in the city, will most likely come into contact with. You make a valid point, though.

Rosisha, thanks. I will look into Beirut. Know any good places to start looking?
ewancummins

07-27-07, 08:52 PM
What's life in the city like for no gang members?

You mentioned a government, one that still controls a small part of the city. Tell us more about that, please.
Mr. the Hun

07-27-07, 10:56 PM
The city of Claystone was originally a pretty normal, D&D metropolis. Lots of people, typical governement. It's a city-state, so the ruler is called a Lord. When the most recent Lord of Claystone died, his son was a pushover and a spineless leader. The city fell under raids from orcs, goblins and rival cities and the Lord didn't properly defend himself, spreading his forces too thin.

He called for a draft; a major draft to pull almost all the men out of the city and into the City Guard. This, of course, was met negatively. Riots began and while the relatively small City Guard managed to put them down, something was stirring.

Gangs and miltias, from different neighborhoods started to rise and when the first riots overtook a platoon of the City Guard, the true Collapse began. Soon, the gangs, realizing they were stronger than the cities military, began to execerize control of the areas they called home, enforcing their own laws and rules. The City Guard tried to oppose this briefly, but soon realized that the people were rallied behind the gangs, not the Guard.

However, as with most ironic anarchy states, the gangs began to bicker amongst each other and now spend more time fighting other gangs than the City Guard or Watch.

Thusly, at this point, the "government" has just become another gang, a group of people with weapons who try to enforce their rule on any area that they can.

As for the daily lives of the people involved, it mostly depends on where they live. For most people, it functioned the same as a military coup. The people in power changed, there were new policies, sometimes better, but often times worse. In addition, it wasn't always possible to transverse the city or go to all the places they could have before. People had, depending on gang poltics, been rendered into their own neighborhoods. As a result, the neighborhoods become more like countries, with boundries and border disputes and all the other trappings of nation politics, but on a much smaller scale.

Crime is committed when someone commits an act against the laws set up by the local gang. For example, anyone worshipping Heron in the Narrows west of Kellan Street is breaking Dreadwood's law and thus subject to his punishment. Anyone caught smuggling in South Harbor has to answer to The Admiral. Anyone who strays into the Old Wall without the Plug Uglies blessing is likely axed down.

The government is housed within the Noble District, in what was once the elven capital. Walled off and protected by what remains of the City Guard, most of the gangs don't risk expanding into that area.

"Law enforcement" in Claystone is divided into two groups; the City Guard and the City Watch. The Guard are the soldiers in chainshirts and breastplate, with steel shields and longswords that enforce the law. The Watch are generally, though not always, of higher rank than the Guard and serve as detectives or a sort to the Guard's policemen. Think of the difference between the soldiers of Gondor in Lord of the Rings and the rangers of Ithillen.

As far as the old nobility goes, the nobility is mostly fine with staying inside their walled and guarded compounds and ignoring the barbarism that rages around them. Some have dealings with the gangs, usually the more civilized ones, such as The Dragon's Hoard or the Admiralty or even Lu Peng. A few nobles hire Slaughterhouser mercenaries to protect their villas, but mostly, the old nobility stays out of gang affairs.

That's sort of the crash course in Claystone. I am still working on it, I've been busy with work lately, but am going to expand each article tonight and maybe post a new one on the Slaughterhousers.

If you guys have more ideas, I still need quite a few more gangs. I would hate to see this post slip off into obscurity...

Thank you, ewancummins, for saving it.
Forfeit

07-28-07, 08:24 PM
Forfeit, thanks for re-explaining the information concept. The prostitutes then serve as information brokers? Selling gang tactics, secrets and things like that?


Anything, as long as its information. Information on the family of gang leaders, tactical moves and spells gang members usually use in street battles and combat, secrets that people have and could be used as blackmail, interesting stories, knowledge about assets and newcomers to the city that may prove usefull, spells that could change a decisive battle ahead... The possibilites are endless.

Ok, here it goes:

NightLine Lips
Medium-sized Prostitution and Information Trading Sisterhood
True Neutral
Leaders (Madonnas): Alana Alora, Sasha Balista and Jeena Ropethights
http://i18.tinypic.com/4vq2ss8.jpg

Introduction
Knowledge is power, and those that hold information dont share it for free. In the streets of Claystone, there are many lips, mouths and specially ears eager to colect those words that may change destinies, wealths and lives in this chaotic society, where the smallest change might tip the power balance toward diferent people. But, this same chaotic society also has many unwriten laws, and one of them is that you stay in your area, and shouldnt go where you dont belong. In a vast city where each neighborhood could be considered a separate country, sometimes travelers, and messengers, may have a hard time going where they should.

One group rose with the promise to fulfill the job. Messengers, spies, anything dealing with information, they can do it, and with neutrality. These women speak all languages through their bodies and there are no boundaries to them, meaning the members of the NightLine Lips can colect, share, trade and deliver messages, information and even goods to where it is needed, as long as the reward is good enough, without starting wars or conflicts between the diferent gangs.

History

Initial ideas of Heilen Miranda
A prostitute called Heilen Miranda, after hearing what could be a very important secret spoken by a sleep-talking customer, decided it could be a good idea to sell the information to someone interested. Achieving a profit worth 10 times her daily earnings from the sale, so she saw much potential in the action. Using her friends and coleagues as assets, slowly gathering important knowledge on powerfull people, places, secrets and events that could be sold to those interested - or used as blackmail towards those invoved - Miranda made much profit from her information trade. At least until she was killed by a jealous wife that discovered Heilen had deals with her husband. Sadly, the information had been sold to the wife by another prostitute of her area, and Danah Miranda, sister of Heilen, realized that Heilen missed a very important detail: trust.

The Singing Birds
Deciding that trust would be essencial if she wanted to follow her sister´s profitable path, Danah´s first action was to split part of the profits with other members of the group, which she called "The Singing Birds" at the time. Many of the rules and traditions of the Nightline Lips sisterhood were created and enforced in these days, and the nucleus on how the group should run was stablished. The Birds grew from a group of five women to a small sisterhood of thirty in about one year, and in consequent decades, more women joined. And so did the Singing Birds area of influence, which althrough big, was still kept localy.

The turbulent years and rise of the NightLine Lips
The sisterhood had about 200 members when the gang wars started. Many of the members were killed in the process, including the leader Danah Miranda. Some kind of action was required: among the turmoil, those involved in the killings were assassinated in retaliation by Mana Didja, a veteran member acustomed to poison and torture, who rose to the leadership of the Singing Birds. The sisterhood took a much darker turn, changing its name to the NightLine Lips, imediataly retaliating any violence on any of the members: meaning many men were killed. This got the atention of not only many prostitutes, who joined for protection, but also from a succubus called Shami-Amourae, who contacted Mana Didja and became an asset to the group, dealing with targets and assassinations. With their numbers reaching 500 members, The sisterhood got involved in many political schemes and power strugles inside the city, mainly due to Mana Didja desire for power and wealth. Ironicaly enough, Mana schemes produced many deaths of the younger and weakest members of the group who werent able to resist or control the changes.

Wrath of the weak and the Oaf´s Oath of spoken neutrality

Many lipsisters, claiming for changes, were silenced not only due to outsiders, but also by Mana´s violent poisons and magical powers. Angela Miranda, daughter of Danah Miranda, who was not happy to see the sisterhood fall into chaos, and the legacy of her mother disapear became enraged due to her leader actions. She recruiting many of the sisters, atempting a coup that suceeded due to Shami-Amourae influences - now unhappy with her pact with Mana - and the massive suport of most members. To avoid the mistakes of the past leadership, Angela instantly shared her powers with two more members, in her opinion the best option to keep the stability and power of the the sisterhood. The leaders, now called Madonnas, are chosen democraticaly by the members through a voting, where every member has a say in the process.

Aditionaly, forecoming the importance of neutrality towards the political and conflictual situation of Claystone, Danah demanded from all members the swearing of the Oaf´s Oath, or pact of spoken neutrality, where all members are bonded to the idea of neutrality towards other gangs, conflicts and politics in the city, with the objective of protecting all its members and only taking action when their trade or power is endangered.

This neutrality proved unvaluable to the sisterhood. Now away from any conflict, the lipsisters can reach and go into any area of the city, expanding their influence and information network. Trading with all sides, the protection of the members is assured by a small number of higly powerfull members, and also by the still ongoing pact with the succubus Shami-Amourae. Nowadays, after 13 years since Angela Miranda took the leadership, and 3 years since she died, the stable leadership is into diferent hands, while the number of lipsisters recently reached more than 400 members.

Outlook
With such high numbers, the NighLine Lips sisterhood has, day and night, at least one member in every important street and corner in the city, and many of the secondary streets are also covered. Through first hand observation of events, gossip, buying of information from third parties and use of magic, the sisters always know what is happening in the city, and hold much knowledge about important details and people. Each sister has her own assets and many have deals with beggars, merchants, spies, guards or prostitutes that arents in the sisterhood, which get payed for their information or help.

Many of the most rich and famous courtesans in the city are also members of the Lips. Trained in many arts, they can entertain all kinds of clients, and many hold a respectable array of relations that give them information directly or indirectly. Many use magical means to get what they want, such as ilusions, enchantment and divination spells, or the use of familiars or homunculus as a way to indirectly get what they desire.

The information flows in many ways. The sisters are trained to remember exactly which words are contained in a message, meaning a simple message can travel mouth to mouth from its original sender to the destination. This message can also be sent as a letter, document or even a package, which is sent as discretely as possible, and reach the receiver just as quickly, usualy from a few minutes to many days. Specially trained rogues and mages deal with the most important jobs and personaly complete the assignment to the best of their abilities, with as much discretion and competence necessary.

Covering the entire city, from the poorest slums to the richest neighborhoods, the sisters know many routs or "lines", as they call them, which they can use to transport the knowledge. The price payed by the clients, from a few coppers to many thousands of gold, determines the level of care and ressources that will be used in the job. The most common lines consists of the major roads that every member knows of, while the most secret of them contains safe houses, dark alleys, secret passages filled with traps and secondary roads that are used only when the job is extremely dangerous or important.

Since information is their art, all members are bound to produce as much of it as possible. Perceptive, curious, inteligent and wise members are specially recruited and treasured, and are required to share their knowledge pool with as many sisters as possible. Every week, each cadrel (see below) assembles, and each member is required to trade at least one new information for the weak that has passed. The most important information is recorded by the chronicler and sent to the Madonnas for examination.

The Cadre: Due to its spread distribution all over the Claystone, members work inside cells, each of them responsible for an assignated neighborhood. Members usually remain in the neighborhood they are recruited in, meaning they are already adjusted to the culture, people and politics of the area. Besides chroniclers, raging from one in the smallest cells to many dozens in the biggest, no member knows where the madonna´s work or hide, or who are the chroniclers in other cells. All cells work in a similar way, and there are five ranks to the entire NightLine Lips sisterhood:

Virgins: These are the newcomers, recently recruited potential members to the Lips. A virgin is a prostitute observed by a veteran member for many months, or even years, until the offer to join is made. A recruited prostitute becomes a virgin, which is an unoficial member that still cant atend the meetings or meet the other members of the sisterhood. She is taught by her sponsor on the tradition, history, methods and rituals of the lipsisters, until she is deemed ready. The process usually takes more than one year, and when she is ready she is introduced to the cell and becomes a lipsister.

Lipsister: Lipsisters, or "soft lips" (softies) are the regular members. They have all the powers and protection of full fledged members, and share all the knowledge the sisterhood possess. Most of the members belong to this group.

Chroniclers: These are the veteran members, who usually have been a lipsister for years or decades. Due to age, or by choice, these women stop being prostitutes and take positions of leadership inside cells. Also, due to the knowledge harnessed after years, they are responsible for its control and storage, and also to the transportation of it. They are also the main responsibles for accepting jobs, assigning tasks and receiving the payment for it. Part of the payment is sent to the Madonna (who also have many chroniclers working with them), part is kept to themselves and some is distributed among the members that participated in the job. Also, chroniclers know every other member of their rank, and are the only ones that know the place where the Madonna´s assemble and hide.

Agents: These women directly serve the Madonna´s, and when assigned, also chroniclers. They have many powers and professions, and consist of fighters, rogues, bards, wizards and sorcerers. Each of them has a specific talent and designation, working on jobs that require their talents, protection of members or other tasks. They get a regular payment, and also part of the profits on jobs that they participated in. Most of these women arent prostitutes anymore, since some used their profits to improve in their current profession, or never were prostitutes at all.

Madonnas: These women are the leaders of the entire sisterhood. They control the profits, assign positions, expand cells into new areas, create new cells, hold all the information (with help from chroniclers), recruit agents, assemble task groups and are aware of all the operations. The Madonnas are veteran members who were chroniclers or agents themselves, and are voted on by other members to assume the position. Every madonna stays in the position until death or after ten years, after which they retake the role of chroniclers.

NightLine Lips Characters
Favored Class: Rogue and Bard.

NightLine Lips Magic

NightLine Lips Religion

Relations with Other Gangs

Work in progress.
Mr. the Hun

07-28-07, 09:52 PM
Nice, Forfeit! I like it!

I'm working on another group of information brokers and thieves right now. They call themselves The Unblinking, and they are completely and totally secret. Some people have heard of them. Though no one knows who they really are; a gang of gnomes and halflings who mettle with gang politics, turning different groups against each other.

Perhaps the Unblinking and the Nightline Lips could be deadly rivals?

In any case, I really, very much like the Nightline Lips. Keep up the good work!
Forfeit

07-28-07, 10:41 PM
Yes, I think they would be rivals, I have no doubt about it. I´m thinking of the Nighline Lips as a very neutral gang, that does the job but usually refrain from entering conflict and getting into politics. Since the Unblinking do get into politics, sometimes a member of the Lips could suffer from something she didnt do, and that would make them enemies. Also, the Lips are more famous, and some of the members can be recognized by some symbols they use on their clothes.

Also I was thinking of a mage gang, but that is a kind of hybrid of some ideas I saw on this topic. It would depends if there is something that ressembles a magic academy or school in this city or not.

The idea is that there is a small group of very rich and spoiled wizard students and veterans that feel they "own" the city, and since there is not a central government in the city, they can do anything they want as long as they dont get caught. That means they do stunts and daring stuff to get respect and fame from their equals, just because they can. It would be something like "I dare you to go to Bok Choy and steal a set of cards from Falcon's Pagoda" or "Go to the Narrows and paint in red a statue of Hextor, if you have the guts". There would be mainly two group of friends who have nicknames for their groups and are always competing to see which do the most daring/stupid thing and get away with it.
Tomkin

07-28-07, 11:10 PM
Wow, some very cool stuff here. Allow me to add my own (probably useless and misguided, but what the heck) ideas to the mix...

What about a group of "public-minded citizens" that have decided the government is too weak and has taken the law into their own hands? They would probably be composed of some of the rich citizens who could afford to train and equip enforcers of their own and occupy a small formerly residential but highly defensible area of the city.

And, let's see... a guild-type thing of shopkeepers and business owners who have banded together to protect their businesses - this might not be feasible, but it stands to reason.

Obviously there would be some gangs running protection rackets; I know the Apostles of Order do but surely there are others? Maybe a mafia-type guild...

Since I only skimmed the thread, I'm not sure how possible any of these would be, but there you go. Hope these help!
Mr. the Hun

07-28-07, 11:32 PM
Forfeit, alright, alright, I'm liking it.

What if it was a school of spellswords, bladesingers, duskblades, whatever? Their headmaster was killed and they formed an "elite cadre of wizard/warriors" when in fact they are nothing but a group of upstart teenagers with wands and blades who think they own the city?

Tomkin, some solid ideas there, though most of them are already somewhat covered.

Most of the gangs control their own law and legal systems in their areas of the city. The wealthy are aloof and don't really want to tangle with the gangs, most of whom are at least as powerful, if not more so, than the City Guard.

The Guild of shopkeepers/business owners sounds something like the Shore Sharks, but I could certainly see another group. There's the Third Street Bakers, but they are much more of street gang who uses their legitamate business as a front. Yeah, I'm not sure what business they would use...

Speaking of fronts, there's a good number of protetction rackets, but they aren't that large. There's the Apostles, the Admiralty and the Third Street Bakers, but I could certainly see others. The majority of them are much smaller, mostly just on a block or two. Lu Peng uses a lot of energy squashing these groups, though other gangs aren't necessarily that territorial.
ewancummins

07-29-07, 02:02 AM
Mr. the Hun mentioned the possibility of gangs formed soldiers of an invading army, now cut off in Claystone. I really like that a lot.

What about a gang who are descended from a company of combat engineers that were cut off inside Claystone, during a failed invasion by a neighboring power? They have since adapted to the hostile city environment.

The gang structure is based off their old army hierarchy. A Captain sits at the top, surrounded and supported by his Lieutenants. Sergeants oversee and train the common soldiers[ all gang members are called soldiers, even if they do not have much fighting ability]. The Chief Arcane Engineer, Chaplain, and other specialized officer positions act as advisers to the Captain, as well as carrying out special duites suited to their talents and abilities.

Assets they possess include: disciplined fighters, good number of gang members with craft skills, and multiple casters. They have experience working with gunpowder weapons and incendiaries. They make pretty good traps, too.

These guys have a fortified neighborhood block that serves as a base of operations and safehouse. The whole affair started a last stand defense against the City Watch and Guard, but has grown into an impressive cobbled together sort of castle. There are traps, alarms, spell effects, mines, and sentries - all tied together to make a dense screen of security for the castle. An well, enclosed with a courtyard, provides water as needed. Food is even grown on the roof, in small gardens. With a good stockpile of supplies, the place can hold out through a siege by one or more rival gangs[which it has done it the past].

Magic among the gang members is taught by the Chief Arcane Engineer[ usually a wizard or warmage] and the Chaplain[ a cleric, adept, or healer]. They make an active attempt to identify and train potential casters.

Training for soldiers includes basic building skills, wound dressing, fighting as a team, and gang regulations. Beyond this basic training, most soldiers are further trained to do a particular job. Some are combat specialists, others are craftsmen.


[more coming when I am not half-asleep]
Mr. the Hun

07-29-07, 02:14 AM
Ewancummins, beautiful. It gives the high level PCs something to infilitrate that isn't an old theater or a bakery.

The neighboring country is called Gimland; thusly the army is something like "the 18th Gimlish Siege Brigrade". The only other thing I would say would be that they probably wouldn't have extensive gunpowder, as that's a secret that the gnomish kingdoms are keeping to themselves, as it aids their conquests and empire-building.

(Oh, that's right; gnome empires baby. In the real world, the people with the gunpowder, the Turks, the Chinese, were the people who won battles.)

That brings up another thing; I need a campaign idea. What should the general storyline for the campaign be. We're making the setting. What kind of adventures could I run in Claystone?

I'm thinking that perhaps an adventure with Lu Peng wherein one of the Geisha's runners has been kidnapped and is planning on selling the location of the Geisha's hideout to the highest bidder.

Any other ideas?
ewancummins

07-29-07, 02:52 AM
Okay, so downplay or remove the gunpowder angle. Just sub with arcane magic[warmages and wizards]. Plenty of flash and bang with that stuff.

Gimland, eh? Sounds cool. Anything important I should know about the place, before I do a more complete write up on these dudes?


metallurgic compound of the clay dug out of the Fionnton River that cuts through the northern arm of the city and the hard granite quarried from the Otion Mountains to the north

-That sounds cool. These guys have possibly added some of it to their block fortress. Maybe control of the resource was one of Gimland's primary aims in invading[along with seizing the port, I'd imagine].


Oh, does the city have sewers, aqueducts, canals, etc? What sort of infrastructure are we talking about? I was assuming something almost Roman. The civic engineering will mostly be in bad repair, I'd imagine. After all, the government isn't really able to keep things going. If it was all built to last, it could still be mostly functional, even after a long period of semi-neglect.
Mr. the Hun

07-29-07, 03:15 AM
Exactly. The city growth in past decade or so has been random and unplanned. The Narrows have no truly defined streets, and Bok Choy is also dissolving.

It is semi-Roman. The city was originally built by elves; though that area is significantly smaller than the eventual city grew beyond. The elven city was called Ition (Elven for "South of River", Otion mountains meaning "North of River"). Ition is a walled area in southern Claystone where the nobility live.

The rest of the city was founded by gnomes, who settled on the river, for it's clay, and named it Fionnton. (though it is more commonly referred to as "Redclay", just as the mountains are more commonly referred to as "Blackcliffs"). Human settler came later and eventually began the town.

The walls and stone buildings were designed by dwarven-inspired gnomes; and thusly the sewer system beneath the city would probably be still effective, as it was masterfully crafted.
Forfeit

07-30-07, 02:55 PM
Forfeit, alright, alright, I'm liking it.

What if it was a school of spellswords, bladesingers, duskblades, whatever? Their headmaster was killed and they formed an "elite cadre of wizard/warriors" when in fact they are nothing but a group of upstart teenagers with wands and blades who think they own the city?
.

Those are good ideas, but I´m not used to those classes. I usually stick to the PH book and dont go too far from that.

Also, do you need major gangs? Because Ive been sticking to small gangs, since I really wouldnt like to create something that wouldnt fit in your setting, or change it too much. But if you do have need for more ideas, or you need help figuring out some, just say it.

And the idea about the metallurgic compound is quite good.
Mr. the Hun

07-30-07, 10:23 PM
I need the bigger gangs. It's nice to have the small ones as well, but bigger gangs would really be helpful.

As I previously said, I also need adventure ideas, so if you have any of those, that would be cool.
ewancummins

07-30-07, 10:32 PM
I've been busy with other stuff, but the Gimlander gang will get a proper write up soon. Sorry if I've been slow. Working on LoC and also my own homebrew.
ewancummins

08-05-07, 01:54 AM
Wallbreakers


medium sized military gang, foreigners by origin
Lawful Neutral


[Introduction

The Wallbreakers are more correctly styled the 18th Gimlish Siege Brigade. They are a gang formed from the remains of an invading army. The gang reatins a military structure and sensibilities, but is no longer part of the Gimlish military in any meaningful sense. Don't tell them that, or they might bust your skull.

History

In the year XX, Gimland sent it's armies to conquer Claystone and seize its mineral resources. The invasion met with only limited sucess. Troops were able to penetrate the city's defenses, but were cut of inside when the Gimlanders abandoned the field to return home to defend against invasion by a hostile power.

The Gimlish troops inside the city had been abandoned, but proved unwilling to surrender. They retreated to a fortified blockhouse they'd established, and dug in. Improvements were made to both the fortifications and the living areas. The Gimlish soldiers had to rely on raiding other neighborhoods to stay alive.

For several years, the natives tried unsucessfully to oust the Wallbreakers, as the unit of combat engineers were known. These efforts failed, partly due to the efficient organization of the Wallbreakers, and their unusually high proportion of arcane casters. The mages gave them a serious advantage in combat.

After a time, the natives began to accept the newcomers, if only grudgingly. They were scrupulously honest and kept their oaths and bargains They treated noncombatants pretty decently, and had one thing going for them that most other gangs lacked: building skills. The Gimlanders were an engineer unit, and the understood how to maintain and build roads, dig wells, build fortifications, etc. The infrastructure in their territory is better developed than in most of the rest of the city. Used to improvising in field conditions, they have cannibalized old ruined buildings to create newer structures and machines.





[more later, I am sleepy now]
Unorthodox

11-13-07, 02:36 AM
I don't know what races you're planning to have in your campaign, but if you're thinking of using the Changelings from the Eberron setting, how about a gang that has no actual territory of their own?

A racial gang of changelings, that do have their own rules and traditions, but subvert them and pretend to be loyal and unwavering members of the other gangs. They do whatever it takes to get in the important position in the various gangs, and bid their time until the moment is right. Even better if they have the PrC Chameleon. :)

They're both a new gang and a campaign plot. :D