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Many of the largest factions in the City operate over many districts, including the City Druids, the Harpers, and the Network of Bones.
Faction (Tier) | Turf | Description | Clocks |
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The City Council (V) | |||
The Druids (V) | |||
The Skeleton Network (IV) | The Catacombs, a mercenary office in the 3rd. | To the wider city, the Sketetons are a high-end group of mercenaries known for their brutal effectiveness. Below the surface however, the Network of Bones is a massive and storied criminal organisation. The Network is made up of many smaller cells, gangs, and solo operatives, all working for their own gain. Most Skeletons see being in the gang as an leg up in the criminal underworld - you have allies waiting wherever you go, and the whispering voice that gives out jobs usually points to lucrative scores. However, the directions given to Skeletons by the mysterious patron that coordinates the network, or any of her nebulous goals, are not well understood. This has lead many to question their orders, and be severely punished, and recently there have been several splinter factions that have broken off. The Network are currently facing harsh reprisal by the City for the first time, due to a skirmish with one of these splinter groups, which has made opperations difficult. |
The 2nd District is Labyrinth's biggest port, and so is home to many merchants, mercenaries, sailors, smugglers, pirates and adventuring parties, many fresh off the boat from the lands across the sea.
Faction (Tier) | Turf | Description | Clocks |
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The Xanathar Guild (IV) | A vast hideout beneath the 4th, The City's sewers. | Xanathar's Theives Guild has crawled in the sewers below the 2nd for many years, building a reputation as chaotic, brutal, and all-seeing. Masterminded by a mysterious and paranoid being living below the surface, the Xanathar Guild holds a monopoly on much of the smuggling in the port, and aims to continue to accrew wealth and status as the Xanathar vies for greater security and control. In criminal circles, it's considered either a ridiculous conspiracy theory or open secret that the Xanathar is an enourmous Beholder, depending on which faction you ask. The Xanathar Guild has the oversight and resources to make life hell for any gang it chooses to, and frequently goes to war with rivals across the City. | Find the Stone of Golorr (?/12). Crush smaller gangs (repeating) (6). |
Bregan D'aerthe (III) | 2 carnival ships in the port. A theatre in the 69th. | Find the Stone of Golorr (?/12). |
The 3rd is home to many notable adventuring parties, mercenary companies, guilds, and knight's orders.
Behind the many front businesses of the 27th, gangs and cults hide in the shadows, all plotting as powerful forces move beneath the surface of the district.
Faction (Tier) | Turf | Description | Clocks |
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The Brick Scales (I) | Scavenger's shop front, several abandoned factories and warehouses. | Gang-turned-Cult of Kobolds known for their stony scales who have recently stolen a dragon egg from Skeleton Network smugglers. They run a scavenge/scrap business as a front. | Hatch Dragon Egg (4). Empower Dragon with rituals (6). |
The Silver Cuffs (I) | A gang of cutters and thieves who have recently began to move up in the world after gaining significant magical power from a mysterious patron. Known as the Silver Cuffs because they prefer to fight had to hand, and now their punches leave an empowered shimmer. However, as their debt to their patron reveals itself more fully, they may find themselves with more than they bargained for. | Improve their Tier (6). Their Patron asks for a favour in exchange (4). |
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The Wererat Runners (II) | Sewer routes beneath the 27th, a den in the Wererat nest. | The Runners began smuggling illicit goods through the sewers to make some money for the Wererats of the nest, and to please the Matriarch. Now, as they contest with Xanathar's Guild for passage through the sewers, they have become a key piece in the Matriarch's plan for the nest, as their routes are in demand for many potential allies. | Win over a new powerful ally (8). Seize sewer turf from Xanathar Guild (6). |
Faction (Tier) | Turf | Description | Clocks |
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The House (V) | The Argent Palace, the largest casino on the strip, and the deep vaults below. | The City God of gambling and debt, with a powerful force of devils and and debt collectors working towards his mysterious. The House uses debt, vice, and blackmail as his primary tools to gain influence, He is also an anonymous figure, doing all his work through emissaries and telepathy. Very few have ever been brought to the lightless vault at the core of his casino, to personally meet with The House, and fewer have survived long after. | Gain leverage over a councillor in the 69th (8). |
The Immortals (I) | An old gothic house, several dark bars and nightclubs. | A lavish gang of vampires enjoying the debauchery of immortal life, staying up til the sunrise drinking, partying, and hunting the drunk patrons of shady bars and nightclubs across the 69th. The Immortals care little for mortal lives, and only seek to drain them to fuel their hedonism and taste for luxury. | |