MrKingOfNegativity

Factions, major players and other person's of interest operating in Bedlam City

Sep 8th, 2020 (edited)
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  1. The Nash Brothers: A group of "common men from an uncommon place" who run the city's leading taxi company, Nash Brothers Taxi. As providers of one of the city's most prominent modes of public transportation, they've managed to acquire funding from numerous other organizations, as well as no small number of protections. Very few people who've lived in the city for very long like to start trouble with the Nash Brothers, as the act of doing so invites retribution from some of the city's more powerful figures.
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  3. Marcus Gore: The former leader of an undead biker gang, who eventually left his position to ride the streets alone. Nowadays, he operates as a vigilante, killing those who would prey upon the weak. He bears massive strength (to the point that he is strong enough to carry his own motorcycle on his back easily whenever he isn't riding it), as well as an artifact of little-known origin that protects him from various magical abilities.
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  5. The Blackshaw Siblings: Annis and Percy Blackshaw, two powerful sorcerers who may have a couple of screws loose. Percy is more active in the city than Annis is (Percy is native, Annis lives off-world), but both are extremely dangerous and unpredictable, and have a tendency to turn up anywhere within the city.
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  7. The Coalition of St. Lancaster: A collective of reformed outlaws who serve as peace-keepers in various parts of the city. Most legends indicate that they were founded centuries ago after group of renegades who found themselves stranded in the city through unknown means were discovered by a holy magician. Most wield guns from the Frontier era that have been modified via magical means, and have various magical protections maintained by their semi-eponymous leader, Saint William Lancaster.
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  9. Gregory Saint-John: A prolific shaman and necromancer who travels throughout the city, communing with spirits and performing tasks for the dead. Said to know more about death and its many facets than anyone else in the city, Gregory's abilities are vast and numerous, but his motivations are shrouded in mystery.
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  11. The Mantello Nero (trans: "Black Cloak"): Bedlam City's equivalent to the Mafia; A syndicate of organized supernatural criminals, almost all of whom have Italian ancestry. Thought to have been founded by warlocks, the Mantello Nero employ numerous sorcerers as well as no small number of undead beings in their ranks, and has eyes and informants all over the city. They don't take kindly to bad happenings within their various established territories.
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  13. The Legion Family: A "family" of eldritch beings who appeared in the city many centuries ago. Their ranks are said to have a power-based caste system, where the older and stronger members outrank the younger and weaker ones. Many of their members have numerous offensive capabilities (as well as innate regeneration and a variably abnormal physiology), and the strongest members who have been seen within the city thus far are practically gods. Most believe that the only thing stopping them from taking complete control of the city is the major divide between them; many sections of the Legion Family have separated themselves from each other as a result of frequent disputes, leaving the Family splintered into numerous sub-groups that don't see eye-to-eye with one-another.
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  15. Kurtis Landry (A.K.A. "the Mad-Daydreaming Oracle"): A homeless man who roams around LeMarchand Valley, the infamous "Demented District" that tends to attract insane people of all types. Believed to be one of the "children of the Rim", Kurtis is a man who reputedly sees everything in the present at once (as well as every possible future) through various daydreams, though many who have spoken to him believe this to be a delusion of his. While public opinion on this power varies wildly, it is said that, if spoken to the right way, Kurtis can detail present events and predict the future with shocking accuracy. However, the intelligibility of his predictions suffers due to his manner of speech; he almost always speaks in coded and somewhat incomprehensible language and metaphors, many of which he may make up on the spot for the occasion.
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  17. The Valkyrie Organization: A recently formed collective of mages, warriors and supernatural beings working towards a common goal. They wish to "bring an end to the Bedlam", and are working in the shadows on a massive scale in order to achieve that goal. Most of their motivations are unknown, as they adhere to a strict code of secrecy and are protected from on-high by an unknown superpower.
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  19. The Spawn of Valqim: A group of supernatural extremists thought to have been formed by the long-dead scholar Valqim. Far more actively violent than the Coalition and the Valkyrie, the Spawn seek to cripple the many illicit organizations and factions of the city in every way they can, sabotaging their efforts and destroying any progress they make towards their various goals.
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  21. Jack Sweeney: A freelance magician known by many throughout the city, and one of the few "good samaritans" of the city who prefers to work alone. He wanders throughout the city at various points at the day and during the night, lending aid to the downtrodden and backing up the defenseless with supernatural firepower.
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  23. Jack believes in making a difference on a small scale. As a longtime resident of the city, he is wary of making too much of a name for himself, being thoroughly convinced that remaining unknown allows him to operate at his best. Despite this, his reputation for saving lives with his magic and performing good deeds through violence has started to catch up with him, yielding numerous tales of his exploits as well as no small number of enemies.
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  25. Teenage Jesus: [To be written]
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  27. Randolph Strider: [To be written]
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  29. The Children of the Rim:
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