Falcons Forever! - Part 2: The Not So Good Guys
Thursday, July 2, 2009
The Mummers: Gaudily dressed mummers and madmen walk the streets of Schermo, begging and selling, singing mindless songs and dancing daft dances. These are the Mummers, in their public face — a group of daft folks, lost to their own mind, who beg and cavort to raise money for the asylum that houses them.
What fewer know is that not all the Mummers dress in motley, and most of them do not beg. The costume they wear is often that of a priest, as they sell false relics and blessings, spread heresy and steal alms. They do this because their lord has taught them to hate the Church, a Church he once served.
Ptamic Harlequin-Eye (one eye red, one eye white) was once a Sandman and servant of the Zultanate and the Church. That was before they put fetter upon him and tried to teach him to hate himself for his gifts. Learning to accept himself for the Koldun that he was cost him his home, his pride, and nearly cost him his hand. In the dark time after the loss of his home and faith cost him his sanity as well. Now, years later he has come to Crail to pursue vengeance against the Church, to help those who did lose their minds, and to learn the secrets of madness.
The Mummers work out of The Pazzarella, the largest asylum in Agua Azul, lies just across the street from Schermo, technically in the Buitre district. A former monastery, it is built almost like a fortress, with narrow windows and thick iron bound oak doors front and back. It is three stories tall, though it is said to have more levels below the street than above. Inside the mad of the city stay or are kept, some in locked cells, some in their own rooms that they keep themselves. The Mummers have littered the buildings with traps, especially in the subterranean levels where they keep their real work.
Ptamic Harlequin-Eyed (2 Extra Fortes) 
Foible: Scrupulous if insane sense of justice and fairness.
Motivation: Destroying the Church. Good +2
Nationality: Zultanate. Good +2
Past: Sandman. Expert +4
Swashbuckling Forte: Koldun. Expert +4 (Manticore, Chimera, Qilin, Griffin, Merhorse)
Forte: Lord of the Mummers (Minions). Expert +4 (Either Good Spies or Good Thugs)
Forte: Sanctum — The Pazzarella. Good +2
Notes: Ptamic is both scrupulous and insane, much in the tradition of the anti-heroes in Batman’s rogue’s gallery. His hatred of the Church is based on both its “betrayal” of him, and his vision that the Church restricts the gifted and Kolduns in order to secure their own power and control, making people fear and loath themselves so that they stay weak and needy. The only things he cares about beyond his crusade is his care of the mentally ill, whom he really does care for. As a result of that care he has more resources in the community than one might initially suspect — after all, several of the mummers (or those who are cared for in the Pazzarella) are the secretly disavowed but perhaps still loved members of important families.
Ptamic is an obvious suspect in any crime against the Church, its congregation, or anyone who is suspected of preying on the mentally ill. Even though he doesn’t specifically hate the Zultanate (outside its connection to the Church) he’s also had a history of causing embarrassment and harassment to the embassy, and so the Mummers may come up in any investigation into crimes in that area.
The Rough Tribes: Everyone knows that the Rough Tribes are trouble, but most folks think they’re only trouble well beyond the high walls of Agua Azul. The truth, however, is that while the rough tribes may be barbarians, they aren’t stupid. They know that the raids into their lands come from the city, and at any time one or more of the tribes will have an agent in the city keeping an eye on things and stealing any goods the tribes deem essential to their survival.
Ragara 
Foible: Addicted to soft civilized pleasures.
Motivation: Gaining status by harming Aqua Azul. Good +2
Nationality: Rough Tribal. Good +2
Past: Tribal Ranger. [Athletics, sword and spear, track, survival, tribal lore] Good +2.
Swashbuckling Forte: Smuggler. Expert +4 (Situation: Agua Azul)
Forte: Thunderbird. Good +2 (Maneuver: Blind Luck)
Forte: Leader of the Rough Tribe Runners (minions). Good +2. (Foe: Falcons)
Notes: Rough, tough, and with a wicked sense of humor, Ragara has found herself in a natural alliance with Ptamic. The two work together to smuggle artifacts into or out of the city, disrupt Church missions to the wastes, and steal Church resources to send to the tribes. Ragara also hires out as a smuggler for whoever can pay, and her ability to use the land outside the city walls is in high demand for those who wish to avoid the pratfalls of civilization — things like taxes, laws, and people asking questions when bodies are found. On a less intelligent note, her fondness for hard liquor often ends with her in drunken brawls or public benders, and its likely the PCs have had her in the drunk tank a time or ten.
The Pirates: Once upon a time, Crail was part of Ilwuz (or vice versa) and there are still ties that bind between the two islands. Not the least of which is that pirates need a place to sell their loot, and Crail is always open to the redistribution of wealth, especially into its own pockets. So at any given time any number of pirates can be found in Agua Azul, many of them on shore leave, many of them up to no good. (And most both.)
Misha the Knife is the unofficial representative of the Illwuzzi Congress and Clockkeeper to Crail. Its unofficial on both ends, as the Congress doesn’t normally send diplomats and Crail doesn’t officially accept diplomats from Illwuz. None the less, everyone knows the score, and this “reformed” pirate captain is well respected by the Illwuzi in Crail, and acts as their advocate when they get in trouble beyond simple fines for drunken debauchery. And while she doesn’t engage in piracy (at least around Crail), she does give information, haven, and support to those who do.
Misha the Knife (3 extra fortes) 
Foible: Lecherous
Motivation: To build a secret compact between Crail and Illwuz. Good +2
Nationality: Illwuzzi. Good +2
Past: Pirate Captain. Good +2
Swashbuckling Forte: Brotherhood of the Skull. Expert +4 (Idiom: Taunting, Situation: Against Men)
Forte: Dangerous Beauty. Good +2
Forte: Reputation - Pirate!. Good +2
Forte: Dread Ship Revenge. Expert +4
Unchained Technique: Foe: Officers of the Law.
Notes: Misha is actively trying to work out a deal with the Commandant to secure a long term partnership between Crail and Illwuz. So far she’s met with little luck, and so she may start looking for those with an eye to the future and fewer scruples than greed. (More or less everyone on Crail, really….) As a result she’s likely to offer aid for future favors to just about anyone involved in shady dealings, from smuggling Church missionaries out to the Rough Tribes to helping to hold local authorities for ransom.
The Thieves: Its no surprise that in a city as rich, as corrupt, and as hierarchical as Agua Azul there would be a thieves guild. The current guild, which has been the dominant force in organized crime for almost a full generation, is said to have been founded by a Barathi Imperial Spider who had to flee his country after nearly sliding himself into the Imperial Throne. (Not true, he was an Avokato who was ruined by the Spiders for forging a morgani contract.) Once in Crail he set up shop and took over the other miscellaneous thieves’ guilds by extortion, murder, informing on rivals to the Falcons and getting immunity for his own crimes to it, killing Falcons and Judges who wouldn’t work with him, and even seducing the former Commandant. (All true.) In time he was replaced by his hand chosen successor, a native Crailese who had worked his way through the ranks. (Not true, he was killed and replaced by his eldest son, who then killed all his brothers to be sure.)
Now days the guild is known as the Tarantula, the Eight Legs of Crime, or the Family Web. The guild consciously uses bastardized Barathi spider symbolism and methods, partly from tradition and partly as a form of low-grade terrorism, borrowing part of the Spider’s mystique as their own. The Spiders occasionally object to this, but by and large their attempts to punish the Tarantula for their temerity have backfired, and have even lead the thieves to work with the Falcons to foil Barathi espionage in the city.
The eight “legs” of the guild are each lead by a guild leader, and the eight guild leaders together report to the arch-deacon of crime: Taranto, the Tarantula Himself. The Tarantula is run for the power, profit, and protection of those on this top tier, and they routinely use, abuse, and betray their underlings in order to put themselves ahead. The lower status members are thus afforded some degree of freedom, so long as they follow the rules and pay their cut, they’re able to do more or less what they want. The middle tier is sandwiched in between, without the freedom of the lower levels or the power of the upper, and as a result are the most bitter, given to selling each other out, and given to taking the biggest risks in order to try to rise in rank.
Each leg is run by a lieutenant to villain level foe. The eight legs are:
- Assassins — The most feared of all the legs, for obvious reasons. There are only about 4 active assassins at any time, but the leg also includes all their support (spotters, contractors, runners, weaponeers, etc) and the lesser “hitters” who are barely more than jumped up thugs.
- Beggars — Probably the most numerous leg, and far more brutal than most would expect. They guy and starve babies to get sympathy money, cripple children, and run blackmail in addition to haranguing and harassing folks in public and private events.
- Grifters — The con artists, actors, witnesses for hire, and gambling cheats. A large and well organized leg, but with a noted tendency to fuck themselves when members grift or inform on each other. They’re also currently in a low level war with the Mummers, who’ve managed to take most of their business in fake religious artifacts.
- Thugs — Muggers, muscle for hire, protection rackets, and enforcement for the other legs. Looked down on by the rest of the guild, surly, and often with a brand new leader who took power by braining the old
- Fences — Those who move goods, launder money, and provide fronts. A few are members of the Merchant’s Association as well, with various degrees of loyalty and fear.
- Street Thieves — Pickpockets, pennyweighters, snatchers, shoplifters, anglers, and so on. Many in this leg are young, ignorant, and more than a little impulsive. They’re usually run by an adult spotter and handler, and often work together with beggars to distract and poach large amounts from a single crowd.
- Burglars — break and enter experts, second story girls, infiltrators, resurrection men, and all the thieving that requires going into someone else’s house or property and removing what they value. A very large leg, but with a very cell-based structure that often leads to anarchy at the lower levels of operation
- Forgers — check writers, art forgers, figure dancers, and dirty lawyers. This leg also includes the prestigious “handlers” — the folks who bribe, interface with, and sometimes blackmail, seduce, or kill Falcons.
Taranto (6 Extra Fortes — Arch Villain!) 
Foible: Secret Identity: The Drunkard Rinaldi
Motivation: To become the defacto ruler of Crail. Good +2
Nationality: Crail. Good +2
Past: Rogue. Expert +4
Swashbuckling Forte: Firearms. Master +6 (Idiom: Precise, Foe: Falcons, Maneuver: In the Back, Weapon: Pistol, Weapon: Dual Wield)
Forte: Sanctum — The Heart of the Web. Expert +4.
Forte: Minions: Tarantuals. Master +6
Forte: Has a Plan. Good +2.
Notes: Taranto is the Tarantula, and if he has his way he’ll soon be more powerful than the Commandant. Through his spies, informers, thieves, and assassins he’s involved and taking a piece of the majority of underhanded dealings in an underhanded city, and he’s starting an aggressive bid to make it every underhanded dealing. He’s got no conscious to speak of, but he always has a plan, and a plan after that plan. Make no mistake, he is the big bad, and even most Falcons think of him more like the boogeyman than like a real person.
Ulema (2 Extra Fortes) 
Foible: Devotedly Loyal to the Guild
Motivation: Arete: To pursue a life of excellence in all things. Good +2
Nationality: Hekuban. Good +2
Past: Rogue. Expert +4
Swashbuckling Forte: Stalker of Men. Expert +4 (Idiom: Patient, Situation: While High, Weapon: Crossbow)
Forte: Streetwise. Good +2
Forte: Alchemist. Good +2 (Drugs)
Forte: Connoisseur of All Things. Good +
Notes: Taranto’s right hand, Ulema is the head of the Assassins. A former killer for the Queen of Hekuba, she left the Queen’s service due to boredom, feeling the Queen kept her too safe and constrained. Ulema seeks for excellence in all things — what she eats, what she wears, what she reads, and of course who and how she kills. She is a connoisseur, a sophisticate, and just a little bit of a hedonist. She frequently makes alchemical drugs to heighten her senses during a hunt, which give her an air of surreality during her bloody business.
The Unaligned: And then there are the folks who just don’t fit anywhere else. Independant operators following their own dreams, sometimes in ways that help the Falcons, sometimes in ways that might cause their posteriors large amounts of torment.
Shuk-Jai 
Foible: Bird Brain!
Motivation: To find respect amongst a new tribe. Good +2
Nationality: Sha-ka Ruq. Good +2
Past: Been Just About Everywhere. Good +2 (Maneuver: Haven’t we met before?)
Swashbuckling Forte: Ruq Rider Good +2 (Idiom: Idiotically Reckless, Situation: On Silvertongue, Maneuver: Death From Above)
Forte: Sidekick — Silvertongue. Expert +4
Forte: Likable if a bit impossible and twee. Good +2
Silvertongue: Ruq +4; Smarter than Shuk-Jai, Good +2; Willful Average +0 (War Trained, Be Where He’s Needed)
Notes: Shuk-Jai is an exile from his tribe, due in part to accidentally blowing up part of their village. For years he’s wandered from place to place, avoiding death mostly only because his Ruq, Silvertongue, has more brains than his master. Now Shuk has settled in Crail, working as a mercenary and messenger. But he desperately wants not just friends but a new family, and combined with his dim little brain, that makes it all to easy for the bad sorts of Crail to use him to do things far more wicked than he’d ever do on his own.
Pierre Jean-Luc 
Foible: Arrogant
Motivation: To found the greatest school of fencing known to man. Good +2
Nationality: Royalist. Good +2
Past: Musketeer. Good +2
Swashbuckling Forte: Fencing. Master +6 (Idiom: Precise, Weapon: Rapier, Situation: Outnumbered, Maneuver: Riposte, Situation: Formal Duel)
Forte: Devilishly Handsome. Good +2
Notes: Pierre is a simple man — simply the best man. Or so he says. He’s recently come to Crail to start his own school of fencing, using the new scientific and honorable techniques he has perfected since leaving the Musketeers. Of course, to do so, he may need to wound or kill a few of the best fencers in Crail in order to prove his mettle. Isn’t it lucky the Falcons have a reputation as the best?








