Gangs of Absalom
The Argent Syndicate
Collection of white-collar criminals. Primarily focused on using the law (when possible) in shady real estate dealings. Suspected masters in creating forgeries. Hasn’t resorted to anything more violent than legal threats. Heavy suspicion of money laundering for other gangs. Notoriously hard to find members.
Gang Sign: None, prefers to avoid drawing suspicion.
Scope and Influence:
Goals: Unknown
Headquarters: Unknown
Key Members: Unknown
Allies: None
Enemies: None known
Assets: Large amount of real estate
Membership Requirements:
Accepted Alignments: Lawful Evil, Neutral Evil
Values: Acquire as much land as possible as cheaply as possible. Acquire Wealth
Anathema: Violence
Current Attitude towards the Party: Unknown
Notes:
Bloody Barbers
The largest of the gangs, this group has members in every district except the Ascendant Court. Every crime is covered by this organization. The main headquarters is suspected to be in the Coins. Assumed to be using legitimate businesses to cover their illegitimate businesses.
Gang Sign: A barber’s pole or straight edge with a drop of blood
Scope and Influence: Nearly all of Absalom. Few can compare in terms of their reach, influence, and violence.
Goals: Through economics, influence, or violence, push out all other gangs.
Headquarters: Somewhere in Coins
Key Members: Twisted Jack
Allies: Most smuggling operations enjoy working with them due to their wide influence and large selection of clientele.
Enemies: Most other gangs hate them but can’t outright attack them. Miogimo has a personal vendetta against them.
Assets: Large selection of various barbershops that serve as safehouses
Membership Requirements: None
Accepted Alignments: Any evil alignment
Values: Acquire assets, destroy competition
Anathema: Allow any other criminal organization power or territory
Current Attitude towards the Party: Hated
Bloodtide
Aquatic thieves assaulting Absalom’s docks for profit and to stockpile armaments Gang Sign: shark’s dorsal fin cresting above bloodied water
Scope and Influence: local (the Docks, Flotsam Graveyard and the Puddles, but only moderate)
Goals: amass wealth, weaken Absalom’s aquatic defenses
Headquarters: decentralized (all underwater)
Key Members: Katharas
Allies: sea devil clans and alghollthu armies (suspected)
Enemies: Pilots’ Guild, Starwatch, Wave Riders
Assets: stockpiles of weapons, underwater communication and transportation, connections with undersea societies
Membership Requirements: must be aquatic, must undergo a branding rite
Accepted Alignments: Neutral Evil (Chaotic or Lawful Evil is also accepted)
Values: acquisition of resources (especially weapons and armor) from landstriders
Anathema: assist landstriders in any fashion
Current Attitude towards the Party: Disliked
The Crimson Companions
A large collection of various establishments that cater to the more physical side of life. Brothels, escort services, nightly companionship.
Gang Sign: A red dress or red opera glove
Scope and Influence: All throughout Absalom and a powerful information broker due to “pillow talk.” Can open a lot of doors.
Goals: Maintain safety of the men and women employed by the Crimson Companions. Cleanliness is also a very high priority.
Headquarters: Unknown
Key Members: Unknown
Allies: Unknown
Enemies: Unknown
Assets: Large collection of brothels
Membership Requirements:
Accepted Alignments: All
Values: Cleanliness, protection of the companions
Anathema: Germs, infections, abuse towards companions
Current Attitude towards the Party: Neutral
Noted:
Diobel Sweepers
A local gang in the Docks district.
Gang Sign: A Crowbar and a Vial
Scope and Influence: Local docks (small)
Goals: Take control over the docks district. Also chemicals
Headquarters: Unknown
Key Members: Bloody Berleth
Allies: None
Enemies: Washboard Dogs
Assets: Various warehouses in the docks. Also chemicals.
Membership Requirements: Unknown. Probably has to do with chemicals.
Accepted Alignments: Neutral Evil (Lawful and Chaotic also accepted)
Values: Take over the docks
Anathema: Not take over the docks
Current Attitude towards the Party: Disliked
Eyegougers
Non-human revolutionary group (possibly funded by external groups) that want to see humans killed or enslaved.
Gang Sign: Aroden’s holy symbol, covered in blood with its eye gouged out
Scope and Influence: local (Ascendant Court, the Coins, and the Foreign Quarter; weak) Goals: forcibly redistribute Absalom’s wealth and influence to its non-human residents
Headquarters: decentralized
Key Members: Hempolton Vates, Irazix Gorethrottle, Rax Sharpclaw
Allies: Slavers, Minotaurs
Enemies: Humans, Graycloaks, Iomedaeans
Assets: Large external support
Membership Requirements: must be non-human and perform a visible, violent act against humans or property dedicated to a once-human deity such as Iomedae or Aroden
Accepted Alignments: CE (CN, NE)
Values: topple human institutions and regimes Anathema
Anathema: aid humans or Absalom’s law enforcement
Current Attitude towards the Party: Hunted
Family Dogs
Criminals working circumspect protection rackets using taxidermied animals as a sign of protection
Gang Sign: taxidermy animal wearing collars or manacles
Scope and Influence: local (the Coins; weak)
Goals: Leech money from the people of the Coins
Headquarters: Unknown
Key Members: Someone known as “The Stitchlip Man” that silences any witnesses. Permanently.
Allies: Unknown.
Enemies: Sanguine Beasts, Token Guard
Assets: terrified local citizens too afraid to quit paying protection money
Membership Requirements: Unknown
Accepted Alignments: Neutral Evil, (Chaotic and Lawful also accepted)
Values: Secrecy, fear instilled in the people of the Coins
Anathema: Excuse payments due from protection victims
Current Attitude towards the Party: Hated
Gylou Sisters
Brutal, all-female shipbuilders and toughs
Gang Sign: inverted pentagon over an outstretched hand
Scope and Influence: local (Docks; moderate)
Goals: promote Chelaxian sympathies, antagonize the gang’s or Cheliax’s enemies
Headquarters: Unknown
Key: Members Gurd, Velacity Tor, Zelva
Allies: Chelaxian Embassy (assumed)
Enemies Firebrands, other Docks gangs (particularly the Dockside Dozen) Assets several lucrative shipbuilding contracts, smuggled Chelaxian goods Membership Requirements must be female
Accepted Alignments LE (LN, NE, N)
Values: Chelaxian prominence, success in shipbuilding
Anathema: disparage Asmodeus, impede the Devil’s Own Shipyard operations, release people from contracts
Current Attitude towards the Party: Unknown
Garrote Sisterhood
A local gang of female assassins recognizable by their stylized garrote necklaces. While most members are female cutthroat killers, the gang also employs a few men to serve as accountants, wizards, fixers, etc.
Gang Sign: A silver choker
Scope and Influence: Serves as assassins for hire
Goals: Kill targets, provide services, maintain a sort of neutrality amongst the gangs
Headquarters: Unknown
Key Members: Cass Hamish, Alzuna
Allies: Whoever pays
Enemies: Red Mantis
Assets: Collection of high quality assassins. The girls can pretend to be “escorts” in delicate situations to target high profile individuals
Membership Requirements: Female, decapitate a target. Males can serve in auxiliary roles
Accepted Alignments: Neutral Evil (Any evil alignment, true Neutral somehow)
Values: Efficient, Reliable
Anathema: Miss a target, not fulfill a contract
Current Attitude towards the Party: Neutral (Cass likes you though)
Miogimo’s Slayers
A former member of the police who once saved the life of the primarch. Arrested for taking the law into his own hand after seeing a particularly heinous attack by a vampire against innocent people and sent to the most dangerous jail in the city. He escaped, studied necromancy to turn himself into a Zealborn for the only purpose of killing more violent criminals.
Gang Sign: A mask of half angel, half demon
Scope and Influence: Primarily operating in the docks at the moment
Goals: Rid Absalom of all violent crime. Through violence. Permanently.
Headquarters: Unknown
Key Members: Miogimo
Allies: None
Enemies: Everyone (all gangs, police, politicians, etc).
Assets: Pure fear and violence. Ruthless. Large public support, but most support is not vocalized due to his aggressive methods.
Membership Requirements: Kill a gang member, take their stuff, donate it to a charity or orphanage for the downtrodden.
Accepted Alignments: Chaotic Neutral
Values: Protecting the citizens of Absalom, even at great personal cost to yourself.
Anathema: Allow violent criminals to continue to live
Current Attitude towards the Party: Complicated. Waiting to see if you turn corrupt.
Muzullah Brothers
Drug Dealing brother alchemists that focus more on the experimental side of the business. Their goods are considered good quality, but wildly inconsistent due to always coming up with new drugs. Due to constantly making new drugs, their empire is largely “legal” as the law takes a few months to update to include their new concoctions.
Gang Sign: A rainbow-colored distorted beaker
Scope and Influence: Mainly the upper class who want to have a unique experience at one of their high end private parties.
Goals: Create the ultimate high with as few of the negative effects as possible.
Headquarters: Unknown
Key Members: Sharim and Halan Muzullah. The Whisker Brothers (smugglers)
Allies: Unknown
Enemies: Few (largely non-violent and has favors with those in power)
Assets: Large assortment of various chemical reagents. Drugs. Fruit. Surprisingly, one of the largest importers of fruit into Absalom.
Membership Requirements: Must be able to either craft drugs using alchemy or be able to smuggle.
Accepted Alignments: Neutral to Chaotic
Values: Creativity, experimentation, new experiences
Anathema: Growing stale or sticking to traditions
Current Attitude towards the Party: Unknown.
Notes:
Puddlejumpers
Halfling gang of killers, kidnappers, and slavers
Gang Sign: Small bloody footprint
Scope and Influence: Local (the Coins; weak)
Goals: Rebuild Pardu Pildapush’s personal and financial successes
Headquarters: Somewhere in Misery Row
Key Members Benkt Slipshod, Pardu Pildapush, Punstil Everbasher.
Allies: Slavers
Enemies: Absalom government, Firebrands
Assets: loyalty of gang members
Membership Requirements must be a former halfling slave freed by Pildapush and commit a crime with other Puddlejumpers
Accepted Alignments NE (CE, LE)
Values: Continuation of Absalom’s slave trade
Anathema: defame or disappoint Pildapush, free slaves
Current Attitude towards the Party: Hated
Sanguine Beasts
Violent toughs specializing in extortion. Rumor has it that the leader is a follower of Norgorber.
Gang Sign: lion’s silhouette, painted in blood
Scope and Influence: local (the Coins, Foreign Quarter; weak)
Goals: force locals to pay the gang for protection
Headquarters: decentralized
Key Members Groske, Karthok Daggerborn, Mezuk
Allies: Skinsaw cultists (suspected, but no skinsaw cultists have operated in Absalom for a few decades)
Enemies: Caydenites, Family Dogs, Sleepless Suns
Assets: lucrative protection arrangements, suspected connection to local gambling dens
Membership: Requirements must have the might or guile to act as an enforcer
Accepted Alignments: NE (CE, LE, LN) Values brute strength, Belkzen affiliation
Anathema: allow disrespect to go unanswered, refuse a bribe or payoff
Current Attitude towards the Party:
Silkenhand
Drug dealers who exploit sex workers
Gang Sign: hand wrapped in gauzy cloth
Scope and Influence: local (Ivy District; weak)
Goals: hook citizens on vices supplied by the gang
Headquarters: decentralized
Key Members: Ammiot the Idle, Corella Dalithayne
Allies: desperate theater companies and sex workers
Enemies: Brotherhood of Abadar vigilance committee, Street Performers and Actors’ Guild, Thistleguard
Assets arrangements with several drug dens and brothels
Membership Requirements must provide a roster of additional clients to make purchases from the Silkenhand
Accepted Alignments NE (CE, N)
Values: discretion, connections in Absalom’s theater scene
Anathema: partake of the gang’s drug stores, reveal a client’s identity
Current Attitude towards the Party: Unknown
Warhounders
Anarchists who seek to cause as much trouble as possible
Gang Sign: snarling dog with teeth bared
Scope and Influence: local (the Puddles and Shoreline; moderate)
Goals: cause mayhem, rob passersby
Headquarters: Pyramid of the Dog (ruined siege tower south of Shoreline)
Key Members: Nessian, Marrow Chomper
Allies: various anarchist groups
Enemies Muckruckers
Assets: War dogs, military level equipment?
Membership Requirements: unknown
Accepted Alignments CE (CN, NE) Values discord for its own sake Anathema aid Absalom’s law enforcement
Current Attitude towards the Party: Hunted
Washboard Dogs
A local gang in the Docks district.
Gang Sign: A barking dog
Scope and Influence: Local docks (small)
Goals: Take control over the docks district
Headquarters: Unknown
Key Members: Maurrisa (suspected)
Allies: None
Enemies: Diobel Sweepers
Assets: Various warehouses in the docks
Membership Requirements: Unknown
Accepted Alignments: Neutral Evil (Lawful and Chaotic also accepted)
Values: Take over the docks
Anathema: Not take over the docks
Current Attitude towards the Party: Disliked

