I have a game set primarily in Waterdeep. The PCs (5th Level) have be entrusted with a sacred artifact and have a quest to return it to its rightful owner far from the Sword Coast. But before they can leave town three different organizations will try to take it from them, The Xanathar gang, the Zhentarim, and the Shade. What distinguishing features, tactics, monsters, or whatever could I use to make these three enemies all sound unique and distinct?
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"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
...uhm... swordcoast has over 20 years of material. Just google and look it up. Not everything has to be mentioned in adventure modules. There is just too much material to fit it all in. Plus 5e modules are more open. So you can make it as linear or wide spread as you desire...and are willing to put in the effort.
Thanks Wysperra and Giblix. I will definitely check out that mental floss article. My adventure is home-brew but I am using sources from Forgotten Realms lore.
I guess I'm looking for descriptive adjectives when describing the parties' enemies. In urban encounters where most of their adversaries are all human, and from the same city and similar social classes, I am looking for ideas to help make each gang different from another. I could go the "Crips and Bloods" route.... one gang wears blue and one gang wears red. I was just wondering if any of you used other story telling techniques to distinguish different human/humanoid gangs in a fantasy city setting, in particular the Forgotten Realms City of Waterdeeps' iconic gangs?
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"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
I wouldn't do outlandish things to make gang members stand out. that's rather...counter productive to what most gangs try to achieve. They might have some very small details. b ut only someone who knows thieves cant would pick up on those.
Honestly the biggest way to distinguish different factions is to have different motivations for each. Since this is Waterdeep I am going to assume you have access to each groups motivations and hierarchy already, and therefore you could use that information to flesh out behaviors a bit. An example would be the established lore (at least back in the days of 3e) that the Xanathar Thieves' Guild consisted of some really ruthless individuals that were basically slavers that had to prove themselves by either killing or selling a family member off into slavery. So these individuals are going to look tough and grizzled and have that gaze that looks like it is peering through a person rather than looking at them imo and probably have tattoos and other markings that denote their position within the guild along with tattoos representing their significant excerpts that were in benefit of the guild.
Basically, you have to find that key element that really distinguishes each group from one another and leverage that in the descriptions, tactics, and maybe even the vernacular used by the members, but being careful not to make each group into some caricature of a given trope...because in the end they are all hardened criminals to some degree and there should be some homogenization between the groups.
Then finally, you can make the reasoning behind why each group wants said artifact come into play as well. I can't imagine that all three of those groups wants said artifact for the exact same reason after all.
This is great stuff. Thanks. I really have to work out the motivations. But you’ve given me some fun ideas.
My thoughts are that the Xanathar want to sell it to the drow or another underdark organization that can’t work openly in Waterdeep. I love the idea of tattoos and a grizzled look. The Shade Enclave would want it for themselves. They could send in Shadovar with thier pale otherworldly look, but who would blend into a cosmopolitan environment. I’m thinking the Zhentarim could be working for a devil who wants it for her hellish collection. I imagine the Zhentarim as more of a mafia style organization so they might have the most “normal” look of the three.
Rollback Post to RevisionRollBack
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
This is great stuff. Thanks. I really have to work out the motivations. But you’ve given me some fun ideas.
My thoughts are that the Xanathar want to sell it to the drow or another underdark organization that can’t work openly in Waterdeep. I love the idea of tattoos and a grizzled look. The Shade Enclave would want it for themselves. They could send in Shadovar with thier pale otherworldly look, but who would blend into a cosmopolitan environment. I’m thinking the Zhentarim could be working for a devil who wants it for her hellish collection. I imagine the Zhentarim as more of a mafia style organization so they might have the most “normal” look of the three.
Another thing to possibly think about is whether they are sending lowly grunts or grizzled vets...because depending on the importance of said item to each group, you may have a varied number of people per organization coming after your PCs. Like the Zhentarim sounds like they might just send in a single expert to obtain the item rather than showing up in a group because A) They want to keep their organization out of the spotlight and B) getting an item for a Devil seems like something your group wouldn't want to screw up...figuring out the groups motivations will also help with this step because if people would die for an organizations cause they might send waves of people who are super zealous in their attempts to get said item, while if it is just business it opens up the possibility that the group isn't going to try too hard to obtain the item if other payment can be received in exchange.
Xanathar used to have connections with skullport and drow, Water deep is its stomping ground and the homefield advantage, give his group poisons, especially drow knockout poison. Also possibly likely to have a weird city dwelling monster helping them out - doppelganger, mimic. Call a doppelganger surprise attacking with carrion crawler mucus coated weapons a Xanathar Hello.
Zhentarim have mage and cleric support + orc and other non civilised races as soldiers and expendable fodder. Including a priest (and customise it to be of trickery buffing the front man rogue) and mage support, possibly with a few weird potions, say a giantstrength a few healing and a utility potion that would get them into an otherwise impossible location - alternatively have the mage have scrolls to allow the same thing (and act as a possible treasure reward for the party if they defeat them before its used)
The Shade? not sure whats left of them, (4th edition was my 'gap year' so to speak) but if the level is appropriate have a bound shadow demon as the enforcer and consider adding a spell to the rogue elements (the shade had a flying island home so magic everything up a bit) consider each to be variant human and magical talent or ritual caster at a minimum and let the weird come forth from there.
Adding distinction, Xanthar seem like a well organised thieves guild, Zhentarim compete with each other and so might be played off against each other / betray each other so they can be promoted into the fallen's position, and have the shade look different, sound different and speak an unknown language if they ever break from being totally silent, make them alien.
Thank you all again. This is fantastic feedback and you have given me a lot of ideas. I'm starting to flush out the Xanathar gang and the Zhentarim but I'm struggling with the Shade. I'm thinking of changing it to the Red Wizards of Thay, mostly because I think i can find more complete information on them. But maybe there is a better organization in Faerun for my third adversary. I'm looking for a magically inclined, yet evil, organization, that might want to steal an artifact to power their machinations, rituals, or spells. I'll check out any suggestions you all might have. Thank you!
Rollback Post to RevisionRollBack
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
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I have a game set primarily in Waterdeep. The PCs (5th Level) have be entrusted with a sacred artifact and have a quest to return it to its rightful owner far from the Sword Coast. But before they can leave town three different organizations will try to take it from them, The Xanathar gang, the Zhentarim, and the Shade. What distinguishing features, tactics, monsters, or whatever could I use to make these three enemies all sound unique and distinct?
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
There is no information on them in the campaign material? That's quite shocking.
If you're doing a homebrew, just pick a theme. http://mentalfloss.com/article/55223/21-street-gangs-featured-warriors
Clothing, tattoos, only use certain weapons, race restricted, wear bat masks, whatever =)
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
...uhm... swordcoast has over 20 years of material. Just google and look it up. Not everything has to be mentioned in adventure modules. There is just too much material to fit it all in. Plus 5e modules are more open. So you can make it as linear or wide spread as you desire...and are willing to put in the effort.
http://forgottenrealms.wikia.com/wiki/Xanathar's_Thieves'_Guild
http://forgottenrealms.wikia.com/wiki/Zhentarim
that should be enough to get you started on your own research and inspiration.
Thanks Wysperra and Giblix. I will definitely check out that mental floss article. My adventure is home-brew but I am using sources from Forgotten Realms lore.
I guess I'm looking for descriptive adjectives when describing the parties' enemies. In urban encounters where most of their adversaries are all human, and from the same city and similar social classes, I am looking for ideas to help make each gang different from another. I could go the "Crips and Bloods" route.... one gang wears blue and one gang wears red. I was just wondering if any of you used other story telling techniques to distinguish different human/humanoid gangs in a fantasy city setting, in particular the Forgotten Realms City of Waterdeeps' iconic gangs?
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
I wouldn't do outlandish things to make gang members stand out. that's rather...counter productive to what most gangs try to achieve. They might have some very small details. b ut only someone who knows thieves cant would pick up on those.
Honestly the biggest way to distinguish different factions is to have different motivations for each. Since this is Waterdeep I am going to assume you have access to each groups motivations and hierarchy already, and therefore you could use that information to flesh out behaviors a bit. An example would be the established lore (at least back in the days of 3e) that the Xanathar Thieves' Guild consisted of some really ruthless individuals that were basically slavers that had to prove themselves by either killing or selling a family member off into slavery. So these individuals are going to look tough and grizzled and have that gaze that looks like it is peering through a person rather than looking at them imo and probably have tattoos and other markings that denote their position within the guild along with tattoos representing their significant excerpts that were in benefit of the guild.
Basically, you have to find that key element that really distinguishes each group from one another and leverage that in the descriptions, tactics, and maybe even the vernacular used by the members, but being careful not to make each group into some caricature of a given trope...because in the end they are all hardened criminals to some degree and there should be some homogenization between the groups.
Then finally, you can make the reasoning behind why each group wants said artifact come into play as well. I can't imagine that all three of those groups wants said artifact for the exact same reason after all.
Melee, mages, ranged weapons
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Mages? Bugbears?
This is great stuff. Thanks. I really have to work out the motivations. But you’ve given me some fun ideas.
My thoughts are that the Xanathar want to sell it to the drow or another underdark organization that can’t work openly in Waterdeep. I love the idea of tattoos and a grizzled look. The Shade Enclave would want it for themselves. They could send in Shadovar with thier pale otherworldly look, but who would blend into a cosmopolitan environment. I’m thinking the Zhentarim could be working for a devil who wants it for her hellish collection. I imagine the Zhentarim as more of a mafia style organization so they might have the most “normal” look of the three.
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
Another thing to possibly think about is whether they are sending lowly grunts or grizzled vets...because depending on the importance of said item to each group, you may have a varied number of people per organization coming after your PCs. Like the Zhentarim sounds like they might just send in a single expert to obtain the item rather than showing up in a group because A) They want to keep their organization out of the spotlight and B) getting an item for a Devil seems like something your group wouldn't want to screw up...figuring out the groups motivations will also help with this step because if people would die for an organizations cause they might send waves of people who are super zealous in their attempts to get said item, while if it is just business it opens up the possibility that the group isn't going to try too hard to obtain the item if other payment can be received in exchange.
Xanathar used to have connections with skullport and drow, Water deep is its stomping ground and the homefield advantage, give his group poisons, especially drow knockout poison. Also possibly likely to have a weird city dwelling monster helping them out - doppelganger, mimic. Call a doppelganger surprise attacking with carrion crawler mucus coated weapons a Xanathar Hello.
Zhentarim have mage and cleric support + orc and other non civilised races as soldiers and expendable fodder. Including a priest (and customise it to be of trickery buffing the front man rogue) and mage support, possibly with a few weird potions, say a giantstrength a few healing and a utility potion that would get them into an otherwise impossible location - alternatively have the mage have scrolls to allow the same thing (and act as a possible treasure reward for the party if they defeat them before its used)
The Shade? not sure whats left of them, (4th edition was my 'gap year' so to speak) but if the level is appropriate have a bound shadow demon as the enforcer and consider adding a spell to the rogue elements (the shade had a flying island home so magic everything up a bit) consider each to be variant human and magical talent or ritual caster at a minimum and let the weird come forth from there.
Adding distinction, Xanthar seem like a well organised thieves guild, Zhentarim compete with each other and so might be played off against each other / betray each other so they can be promoted into the fallen's position, and have the shade look different, sound different and speak an unknown language if they ever break from being totally silent, make them alien.
Thank you all again. This is fantastic feedback and you have given me a lot of ideas. I'm starting to flush out the Xanathar gang and the Zhentarim but I'm struggling with the Shade. I'm thinking of changing it to the Red Wizards of Thay, mostly because I think i can find more complete information on them. But maybe there is a better organization in Faerun for my third adversary. I'm looking for a magically inclined, yet evil, organization, that might want to steal an artifact to power their machinations, rituals, or spells. I'll check out any suggestions you all might have. Thank you!
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer