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Criminal Syndicates

Also Known As: Crime Groups

Summary
There is considerable coin to be made in the shadows of Aeldos, and the groups below are best known in lower circles for their skill at exploiting it.


Strafer’s Crewe

Summary: A small but well connected group of highwaymen, burglars, cutpurses, and general scoundrels, Strafers crewe is primarily notable because of their unexpected success stories. The crewe has stolen from some of the most well guarded and prominent figures of the Ossandrian Empire. Numbering only in the dozens, the crew is led by a charismatic swordsman and rogue named Strafer who focuses the groups efforts on infrequent but highly planned and well coordinated jobs, primarily within the Empire. The crewes favorite targets are Ossandrian tax collectors and well-to-do patricians and senators and they have a distressingly high success rate in their jobs. The Crew operates throughout Ossandria and maintains safehouses in several cities using their ill-gotten gains. Between big jobs the group disperses to their own personal pursuits, with their leader only calling on them in emergencies or when planning a new job. All crew members are sworn to aid all others. The one rule that Strafer maintains and insists all members adhere too is ‘no unnecessary killing’. This vague rule is generally interpreted to mean no killing anyone who wasn’t trying to kill you first. Accordingly highwaymen within the crew are known as pollite scallywags, and even the most thuggish crew member is more interested in money than violence. The crew splits the take on all jobs evenly, with a portion going to the maintenance of the groups safehouses and assets. This portion is handled by Strafers second in command, Des. Des acts as a concierge, finding opportunities and coordinating the crewe, Rack, Tack, and Alkara act as Strafer’s muscle, Rodd acts as scout and skulk, Green as a fingersmith, and Strafer as lead or face man. Until recently Strafer shared the role with Rina, but the two have parted way acrimoniously.

Members
Signar ‘Strafer’ Tsakali: The son of a dead culture, Signar acquired the name Strafer in reference to his considerable combat skill. He is, ostensibly, the leader of the crewe, primarily due to his charismatic and honourable ways.
Ivaren ‘Nephi’ Des: Exile of Selene for reasons he does not discuss. A teetotal (hence his nickname of Nephi, short for Nephalic). Nephi’s role in the crewe is as coordinator, planner, and quartermaster. He is considered an impartial party due in no small part to his laconic temperament.
Edar ‘Blackbone’ Tac: A Luxi highwayman who got his name from his preferred weapon, a serrated bone sword carved from the thigh bone of a Tyrn and scorched black. A barrel chested man with a fierce gaze but generally jovial nature, Blackbone is a skilled hunter and enjoys displaying his trophies. He is always wearing the skin, bones, or teeth of a recent conquest.
Jacob ‘Red’ Rack: Former Victran highwayman named for his affectation of a red scarf. A lean, long featured and handsome man with considerable charisma.
Miri ‘Birdy’ Rodd: A short blonde haired woman with multiple piercings and tattoos, who got her nickname due to her trained Urvogel pet named Hook which she claims is two hundred years old. A legendarily fickle and dangerous woman but loyal to the crewe, Miri and Hook frequently act as distractions and accordingly is quite adept at close quarters combat.
Calver ‘Gamble’ Green: Known for his knack for gambling or at least cheating and not getting caught, Green is a skilled fingersmith, capable with locks of all types and able to pick a pocket with ease.
Hanna ‘Cutter’ Alkara: Hailing from the the same dead culture as Signar and the first to join his crewe, ‘Cutter’ refers to her skill with blades. Hanna and Signar have developed an unhealthy relationship somewhat akin to bickering siblings.

Ex Members
Rina ‘Red Molly’ Molin – Seduced and betrayed Strafer and his crew. Red is extremely smart and incredibly ruthless.


Latro

Summary: Also known as Pirata, Pyrates, Privateers, or simply Robbers, the Latro are a general term for irregular soldiers who act without authority of government, fomenting insurrection and supporting revolution. Unlike a mercenary they work for themselves rather than others and tend to rely on banditry, pillage, and marauding to fund their endeavours. Latro are often organized into groups or crewes aligned by common interest or united under a charismatic or intimidating leader.

Articles of the Latro Code

  • Every person shall have an equal vote in affairs of moment. They shall have an equal title to the fresh provisions or strong liquors at any time seized, and shall use them at pleasure unless a scarcity may make it necessary for the common good that a retrenchment may be voted.
  • Every person shall be called fairly in turn by the list on board of prizes, because over and above their proper share, they are allowed a shift of clothes. But if they defraud the company to the value of even one dollar in plate, jewels or money, they shall be exiled. If any rob another they shall have nose and ears slit, and be put to the wild without sword or flint.
  • Each shall keep their equipment at all times clean and ready for action.
  • No child is to be allowed amongst them.
  • They that shall desert the crewe or duties in time of battle shall be punished by death or exile.
  • None shall strike another unawares and every quarrel shall be held in presence of the crewe. At the word of command from the quartermaster, a duel can be held and they that draw first blood shall be declared the victor.
  • None shall talk of breaking up their way of living till each has a share of 1,000 gelt. Any who become crippled or lose a limb in the service shall have 800 silver from the common stock and for lesser hurts proportionately.
  • The captain and the quartermaster shall each receive two shares of a prize, the scouts, one and one half shares, all other officers one and one quarter, and soldiers of fortune one share each.
  • The musicians shall have rest on the seventh day only by right. On all other days by favor only.

The Roach Guard

Summary: A Selenian undercity gang composed of smugglers, thieves, and spies, and primarily composed of young Selenians who have fled or refused to serve the city and those they can blackmail into their service. The Roach Guard smuggles members back into the Grey City after exile, offering them salvation in what many consider their final hour, and turning their bitterness at exile into enduring loyalty to the guard. The Roach Guard would have been eliminated long ago had it not found support in the form of shadowy foreign patrons, who provide coin in return for the information the guard provide. The guard has grown adept at avoiding the attention of authorities and escaping their reach and they discourage violence among the members in order to minimize that attention. The Roaches mostly make their money by theft, extortion, and freelance intelligence work, but has also recently branched out into child and slave prostitution.


The Damned Crew

Summary: A pack of Victran bandits composed largely of the second or third sons of noble houses and assorted riff-raff from the lower class. The leaders of the Damned Crew know they have no real future in the aristocracy and no chance to inherit their estates and so pursue profit and notoriety by causing havoc and raiding the caravans that move goods between Victran cities. The Damned make their money by raiding and operating covertly within Victran cities as dealers in the prohibited. Their main competition on the roads is the Dead Boys.


The Dead Boys

Summary: A gang born from the criminal and undertaker remnants of a western military outpost lost to the flux, the Dead Boys are the survivors and claimed both the outpost and its armaments for their use. They subsequently took to raiding local caravans for supplies, and then expanded outward. The Dead Boy’s are almost entirely lower class and attract significant numbers of runaways, orphans, and serfs dissatisfied with Victran rule. They haven’t attracted the Lord Rit’s attention… yet.


The Dead Boys

Summary: A gang born from the criminal and undertaker remnants of a western military outpost lost to the flux, the Dead Boys are the survivors and claimed both the outpost and its armaments for their use. They subsequently took to raiding local caravans for supplies, and then expanded outward. The Dead Boy’s are almost entirely lower class and attract significant numbers of runaways, orphans, and serfs dissatisfied with Victran rule. They haven’t attracted the Lord Rit’s attention… yet.