Crew Concepts: write your own or react to others

The Scions

You wouldn’t know it from their fancy reputations, but most Iruvians (like most people everywhere in the Shattered Isles) are peasants. The lowly masses rarely travel out of their native Iruvian cities, let alone to distant Duskwall. But those who do make it this far from home find it very easy to pass themselves off as exotic high-born nobles.

Type: Hawkers

How do they make coin? Selling low-quality drugs and cheap junk to gullible locals after packaging it as authentic Iruvian finery.

First job: Plant a set of forged pedigrees among the records at the Iruvian Consulate.

Cutter: Expelled from a martial arts school, nonetheless pretending to be a master sword artist.
Hound: Your pet falcon escaped from a royal rookery. You, also homeless, found and befriended it.
Leech: Formerly a humble tinsmith, now a manufacturer of purported Iruvian valuables.
Lurk: In Iruvia, household servants are trained to be as silent as possible. This skill has many applications.
Slide: Claims to be a visiting noble, despite a history as a mere streetwalker.
Spider: The locals believe Iruvia is ruled by demons. How simple it is, then, to pass yourself off as some kind of infernal overlord.
Whisper: Turns out Iruvia is ruled by demons. You were sacrificed to one. You survived and escaped, forever changed by the experience.

4 Likes

My only problem with this amazing crew is that I’d have trouble as the GM sticking it to them because I’d be rooting for them so much and it plays into some conservative narratives about immigrants. Not that there shouldn’t be Iruvian crews…but…ya know?

2 Likes

Ratcatchers
:hocho::rat::hocho::rat::hocho::rat::hocho::rat:

An adjunct to a forgotten unit in the lowest branch of the most overlooked department of the Ministry of Preservation. You have a dingy subterranean office (mouldy wallpaper, an old desk, a small potbellied stove) in the sewerage tunnels of Doskvol. For a small stipend, it’s your job to go out and catch pests in the tunnels, canals, and subterranean warrens beneath the city. Rats are the least of your worries.

Type: Bravos

How do they make coin? The Ministry’s monthly stipend is a pittance, it doesn’t even cover the cost to keep the office’s single electroplasmic lightbulb on. But there’s all sorts of buried treasure and opportunities for coin down there, in the dark - and plenty of buyers for some of the rarer and more dangerous creatures you’ll encounter.

First job: Guests have been going missing when they use the bathroom in the Golden Plum. The owners think it’s something down the lavatory - time to suit up and head down there.

Cutter: Ratpuncher. All kinds of muscle gets left for dead in the sewers and the canals. Sometimes the Ratcatchers pull one in still-breathing, nurse them back to life and give them a job. At least it beats being dead.
Hound: Ratsniffer. Those caught poaching on Whitecrown Island are given a choice - five years with the Ratcatchers, or ten years in Ironhook. Unfortunately for you, you chose the Ratcatchers.
Leech: You’re the weirdest one in the whole squad - you volunteered for this, not out of desperation but for easy access to new lab-rats, figurative and literal.
Lurk: A sewer-urchin, born and raised down here. Without you these topsiders would get lost within hours.
Slide: The Pied Piper. It’s not all wrestling beasts and netting horrors - the city’s best-kept secrets wash up down here, and you’ve got just the angle to make the most of them. The best confidence artists feel at home when they’re up to their waist in shit.
Spider: Head of Department. There’s a game of thrones up top where nobles and politicians vie for influence, favour, and power. You used to be within reach of the golden ring, but you made a wrong move and got busted way, way down - filing paperwork for a Ratcatcher squad in the darkness below Doskvol. The good news is, the only direction to go from here is up.
Whisper: Ratspeaker. Sometimes Gondolier initiates don’t work out, for one reason or another - but there are darker, smellier waterways where such rejects can put their skills to use.

7 Likes

Ratcatchers, I love these rejects. The idea of the lowest arm of the Ministry of Preservation becoming a gang is amazing.

1 Like

Order of the Shield

The real Order of the Shield is a groups of knights that supposedly existed in Doskvol around the time the Cataclysm has struck. They helped to evacuate the outskirts of the city, fought ghosts and looters, maintained order among the refugees. Unable to maintain their numbers, they disbanded. The only proof they ever existed is a memorial plaque on one of the houses in Charterhall.

This changed recently, after a rich nobleman tried to recreate the order to combat crime in the city. He grew bored with playing a vigilante pretty soon, but he had managed to bring enough people that the organization could continue to function in his absence. Minor nobles far enough in the succession order to be virtually penniless, bastards and disinherited, ordinary citizens with delusions of grandeur – they saw a chance to get some recognition and maybe money too. Most of them left after the founder stopped paying, but some were more tenacious.

Type: Bravos (or Vigilantes)

How do they make coin? After their funds dried up, the Order started to operate more like a common gang with each passing day. They take a voluntary tax from the shopkeepers in the territory they protect and are very upset when someone calls this a protection racket. The illicit goods they confiscate used to be delivered to the Bluecoats, now they keep everything except the most dangerous and illegal stuff.

First job: The war in the Crow’s Foot is a blessing in disguise. The Lampblacks and the Red Sashes are vulnerable and, after Roric’s death, the Crows do nothing to stop them from slaughtering each other. Rumor has it that both gangs will battle in a few days… a perfect occasion to either wait in hiding and defeat the victors, taking the credit for eliminating both groups, or go after their assets when they are slaughtering each other.

Cutter: As a fencing instructor for rich fops, they earned some money but very little respect. They joined the Order and discovered they like to be feared. The earnings may be worse, but seeing the face thugs make when they realize they had bitten more than they can chew is a reward in itself.
Hound: A former minder. Their master’s son liked partying a bit too much; they frequently had to find the spoiled brat in a drug den of their choosing and drag him back to his father. After their employer died, they lost their job and decided to use their talents elsewhere. Secretly they hope to once again find their quarry doped just to slit the ungrateful bastard’s throat.
Leech: Used to study medicine, pressured by their parents. They dropped out to join the Order, convinced they have found their true calling. Now it no longer looks like a good idea, but the alternative is facing their parents and admitting their mistake.
Lurk: A nobleman’s bastard, who was mercifully allowed to live with their blood family. Tormented by their blood brothers and disliked by the nobleman’s wife, they learned to be unseen very quickly. The Order is their chance to become independent; the alternative is living with their family forever.
Slide: A child of a butler and a cook who pretends to be an impoverished Skovlan nobleman even to their crew. Being a part of the Order gives them enough legitimacy to pass, at least unless they flaunt their “birthright” too much.
Spider: Joining the Order, when it could still pose as a respectable organization, was their way to avoid being sent to the front. With their patron and funds gone, they assumed leadership. They see the Order becoming just another criminal gang and they don’t mind: you can’t make an omelette without breaking a few eggs, after all.
Whisper: A researcher of the Order’s history and perhaps the last person who believes they still are a force of good. Their problems are a temporary setback; as soon as the city realizes their usefulness, the recruits and funds will start coming again.

5 Likes

The Rascals of Ruby Street

A small band of second and third children of lesser noble families. Swashbucklers and bravos, mucking it with the lower classes looking for excitement and adventure. They follow a fairly arbitrary “code of honour”, which changes with the whims of their leadership. They keep their HQ in an abandoned mansion in Six Towers (the property still belonging to a family member of one of the core members of the crew), though as the name suggests the members grew up in Brightstone.

Type: Bravos
How do they make coin? Extortion
First Job: “Convince” a few local merchants to pay them money to “keep the ruffians away.”
Character concepts

  • Cutter - Duelist or disgraced ex-officer-in-training
  • Hound - Grew up hunting for sport
  • Leech - Educated as a physiker at the University. Or child of a wealthy industrialist
  • Lurk - Her mother forced her to become a dancer, a ballerina. She has found other uses for her acrobatic skills
  • Slide - A charming young man, or alluring young woman, of obviously excellent breeding. Learned from early days that they could get whatever they wanted if they just played their cards right.
  • Spider - Though their family isn’t the richest or most powerful, their mother taught them the fine art of dealing in backroom connections and favours.
  • Whisper - Child of cultist parents (they’re not high in the ranks of their cult, but the Whisper is nominally a member, too. Whether they actively believe in the cult…)

Favourite Contact Morlan Vale, a lieutenant of the Bluecoats and nephew to Captain Vale, the Quartermaster. +2 Relations with the Bluecoats, -2 Relations with Greycloaks (or possibly Inspectors?)

Special: They all grew up on the streets of Brightstone. They are especially friendly with a number of the Bluecoats in the district, and do not suffer the -1d engagement roll penalty due to heavy Bluecoat patrols, as long as their target is not a noble or someone of particular power or influence. However, they stand out like a sore thumb in the poorer districts, which might invite trouble…

4 Likes

I wrote up a few more on this blog post.

2 Likes