[date]
In the absence of the Three Lanterns, a power vacuum sprang up in Aideum. Groups that previously had been kept in check now found free reign to do as they pleased, often to the detriment of the civilians around them. Other gangs were borne of necessity – for mutual protection against other gangs or oppressive nobility, or perhaps common goals now left unorganized. Every person, group, or establishment that wanted to elevate their status grabbed what power they could.
Active Groups & Individuals
Night Fangs – a criminal gang of were-creatures in the seedier parts of Waterfowl led by Kal. So far, it appears that the gang is mostly comprised of young delinquents who squat in abandoned buildings and commit various acts of banditry and petty extortion. The gang was recently ousted from one of their previous bases, a warehouse they had used to store merchants’ incoming goods from the docks in exchange for gold.
Location: Brimlock Row and Lowhaven
The Company of Cutlers – the guild of cutlers led by guildmaster Kith Halbervine. The guild has moderate influence; the Halbervine family itself also owns establishments and buildings in Waterfowl.
Location: Ashgrove
The Free Hammers – a gang formed as a rebellion against unfair and exploitative labor practices. Current influence unknown.
Seven Tooth Tribe – a historically nomadic tribe of goblins that has taken residence in Lowhaven.
Bottle Alley Union – current information unknown
Location: Weavers’ End
Morn Vexler – head of a cult of fire worshipers tied to the Cinderkeeper
Location: Glintrow
Kessric GlĂ© – a shadow broker operating out of the Harborwatch inn in Rumcutter Walk