Gangs of Hrimnir

Post/Author/DateTimePost
#1

theapokalypseshovel

Dec 09, 2010 10:35:52
"What kinda place be Hrim'nir, you say? Aye, well it ain't a place for the slow or clueless... well if you're slow and clueless but a mean fellow yah could probly get by. Like Schnartz over there, he's a just a dock rat but I've seened him kill three men. Not farmers or the like, but real sea raider types lookin' ta take the coppers off of him. That'd be life here, cheap and dirty, 'less you got the coin for guards or connections with tha Guild. Still I'd rather be here where you can do as yah please than anywhere else on the Moon Sea, 'specially not with those Flamites mucking in e'eryone's business" - Gusfal, dock worker and occasional enforcer for the Shoremen gang

As the jumping of point for Paragon tier, my players will make their way to Hrimnir, a pirate haven along the coast of the Moon Sea (The campaign is homebrew but I'm stealing a lot from published sources when possible). The city doesn't really have a great deal of law and order and functions as a free trade zone for pirates and those of disrepute as well as a considerable amount of legitimate business taking advantage of the lack of tariffs. Although the areas by the port are often filled with dangerous pirates and raiders, the true threat of the city is the local organized crime syndicates and street gangs. I need help fleshing out these organizations and coming up with how they make money in this city. I'd like some human supremacist gangs that might be willing to side with the Church of the Silver Flame in dealing with the 'inhuman' problem of shifters and half-orcs. 

Hrimnir 
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Population: 20,340 though many more consider it a home port and the population can swell. Mainly northern humans (65%), though a large population of half-orcs and orcs also call it home (20%), there are also communities of shifters, shadar-kai, a few lesser dwarves and an outpost of half-elves. 

Government: Ruled by a town council with an appointed mayor, the local governance exists at the whim of Captain Kriegmeister, the self appointed Baron of Moon Sea. He doesn't really interfere unless something disrupts his supplies of goods or the market. A Council member, Paulzinger, is an agent of the Church of the Silver Flame and is actively promoting the idea of fair trade and law and order. The church has stablized a small neighborhood and a certain set of legitimate businesspeople are supporting the church. 

Defense: Law is not really present, make sure you don't offend the wrong people. Many people and organizations hire defense from the Defender's Guild if they have the money, but might can pretty much make right. Given that most of the population is armed, most armies would think twice before attacking it. 

Inns and taverns: Grogy Mule, Soggy Oats, Sunken Dragon, A place for your stuff inn

Supplies: The Dockyard, huge warehouses full of vendors bringing goods to peddle, run by the Defender's Guild, it is considered the safest place to buy and sell goods though there is added cost for selling goods. The Defender's Guild is owned by Kriegmeister, though he has little visible connection to it. The Captain uses various minor gangs to terrorize the merchants enough to keep the Guild's services in high demand. Operations are run by Jorvis Helmstad, a brutal half-orc who serves on the town council and enforces strict disicipline in his organization to maintain it's image as a trustworthy organization. 

The Docks: The small bay that Hrimnir sits on is almost entirely lined with large piers and docks for vessels of all size. Grand Fleet representatives offer safe passage in exchange for goods. The Grand Fleet will hijack ships that don't purchase protection, usually with the goal of ransoming the ship and crew or sometimes for the goods. They also conduct operations to eliminate or absorb rival pirate gangs, though they understand that their business model is dependent on a certain level of pirate threat.  
#2

pruano

Dec 09, 2010 14:11:33
Business protection, smuggling, illegal fights and gambling, selling of arms and drugs; first define what is legal, makes things easier.

Honestly, it seems more a place for recreation and recruitment than actual business, unless you add a higher class, that pretends for some kind of nobility, and thus being the authority of the place.

Regarding human supremacist gangs, there isnt much to say, really, they are quite simplistic in their objectives :/ You could make them a brand (tatoo) of some kind, to distinguish them, and some kind of sensitive beings that track those they hate.
#3

theapokalypseshovel

Dec 09, 2010 22:03:40
I'm not sure how much legality there exists in Hrimnir. There is no judicial system nor a city watch. Neighborhoods are pretty much self-policing and are overlooked by mob bosses (who often pretend to have some sort of nobility but some also prefer lower profiles). It ends up forming a sort of quasi-feudal distribution of power, but with shifting loyalties and the uncertain influx of the pirate port.  At the highest point on the totem pole are those who are on the city council and who appoint the mayor. The council was originally convened resolve differences between various factions in a less bloody fashion than a turf war. I'm still uncertain how one gets onto the council though, any suggestions on this as well as what minimal laws might be in place?

The Church of the Silver Flame is a lawful good organization and I think it would have a hard time associating with any of the powers that be in Hrimnir, but at the same time they have a lot of wealth and power to throw around. Some of the street gangs and organizations will probably 'change' their ways to take advantage of this. I'm thinking that most of the Flamite allies will be focused on business protection (since it seems the most legitimate), but I'd like to have a wider range of operations.

I like the brand idea a lot and simply the mention that it seems more like a place for recreation and recruitment will actually do a lot to help me figure out the city. I'm sort of leaning more towards a Atlantic city type of set up.