Cartels of the Arrangement
New Dunhaven's criminal underworld is ruled over by eight cartels, organizations of diverse backgrounds and philosophies with one similar goal: get rich by any means necessary. These cartels control the vast majority of the city's crime, and each cartel has its own turf, its own preferred illicit operations, and its own value when coming together as a crew to pull off a job.
New Dunhaven's criminal underworld is ruled over by eight cartels, organizations of diverse backgrounds and philosophies with one similar goal: get rich by any means necessary. These cartels control the vast majority of the city's crime, and each cartel has its own turf, its own preferred illicit operations, and its own value when coming together as a crew to pull off a job. Here's a quick look at each of the cartels, what they specialize in, and how they relate to the other criminals of the city.
The Circle
The Circle is a cartel that often chooses violence over finesse, and its members have a reputation for being tough brawlers and cold-eyed muscle. One of the youngest criminal organizations in New Dunhaven, the Circle was founded by refugees from the collapsed Vladov Empire, from far across the ocean. Most of the members of this cartel have done hard time in the city's jails or prisons, a result of the Crown's mishandling of their arrival on New Dunhaven's shores. This unfair incarceration only served to harden them into a band of criminals that is as tough as iron and as frosty as the snow-covered landscape of their homeland. Of all of the cartels, the Circle is the only one that is frequently accused of being a threat to the Arrangement, and with good reason. Most of the leadership of the Circle agrees that the Arrangement has made the cartels soft, and believe that it is their duty to toughen up the criminals of the city in order to stand up to the Crown and take their rightful place as the city's most powerful organization. Though they have not yet been bold enough to violate the Arrangement and engage in outright turf war with the other cartels, they push the boundaries of the truce between the cartels on an almost daily basis.
The Family
The oldest, most connected, and wealthiest criminal organization in all of New Dunhaven, the Family also controls the largest swath of turf in the city. The Family treats crime like a business, and business is good. The only cartel to openly reveal its intentions to law-abiding citizens, the Family is deeply connected to the city's commoners, and its members act like the sometimes-unwanted champions of the lower classes; many of the criminal endeavors the Family undertakes are justified as "just watching out for the good people of our fine city." The Family shakes down local businesses for protection money, profits off of merchandise that "fell of the back of a cart," and runs illegal gambling dens in the back rooms of shops throughout the city. Yet despite the fact that they prey on the law-abiding citizens in their turf, they are also fiercely protective of the people that live within their domain; some would even say that living in an area controlled by the Family is safer than living anywhere else in the city, due to the low frequency of random crimes. The Family believes strongly in respect and a twisted sort of honor, and any sign of disrespect, both from other Family members and those not in the cartel, is a grave offense, one that can earn the enmity of the wealthiest cartel in the city in the span of a heartbeat.
The Forgotten
Less a true cartel and more a collection of street gangs, independent thieves, beggars, and other criminals that don't have anywhere else to go, the Forgotten are criminals that have slipped through the cracks of the Arrangement and of society itself. The cartel has no real leadership, and instead members of the Forgotten agree simply to back each other up when threatened and stay out of each others' way when not. One of the most fractious cartels, the Forgotten count among their number many of the city's roving street gangs, and though infighting between members of the cartel occasionally comes to violence, it lasts only until someone from outside of the cartel attempts to intervene. The Forgotten actually have the most members of all of the cartels, owing to their blanket acceptance of criminals that the other cartels would not admit, and as such they have an extremely vast and valuable information network that can get news and information from one side of the city to the other in mere minutes. Members of this cartel tend to be fiercely independent and identify less as Forgotten and more as individuals or by their street gang.
The Gravediggers
Formally known as the Honorable Order of Cemetery Caretakers and Groundskeepers, the cartel known as the Gravediggers controls the city's mortuaries, funeral parlors, cemeteries, tombs, and catacombs. The cartel's legitimate face gives them the ability to deal with law-abiding citizens directly and discretely, and during some of their most vulnerable times. The Gravediggers believe in hiding in plain sight by involving themselves with business that most Dunhaveners find distasteful or disturbing; the cartel's unofficial motto is, "You can't see someone clearly if you won't look them in the eye," meaning that they reduce the risk of being caught in their criminal endeavors because they shroud themselves in death. The Gravediggers are also closely tied to the city's physickers and ward houses, and a large number of the city's plague doctors are actually corrupt and in the employ of the cartel.
The Mummers
In many ways, the Mummers are the cartel that holds the Arrangement together. Its members include many of the city’s artists and entertainers, from actors and musicians to storytellers and street performers. Unlike the other cartels, the Mummers do not have large areas of turf that they control. Instead, the Mummers’ turf consists of the city’s taverns, inns, ale houses, theaters, and other entertainment establishments. They operate these establishments like embassies inside the turf of the other cartels, and within them the rules of the Arrangement are enforced with extreme strictness. Any one of the Right Kind of People who finds themselves inside another cartel’s turf can make their way to a Mummer-controlled establishment and receive sanctuary and respite until members of their cartel can come and reinforce them. As a result, the Mummers are on friendly terms with each of the other cartels, and its members often have the charisma that makes bringing together a crew of members of different cartels just that much easier. Additionally, as entertainers, the Mummers have two unique advantages that makes them valuable on any job: they can draw attention to themselves easily, and away from the rest of their crew, and they have a legitimate inroad into almost any social function or event where entertainers are expected to be found.
The Red Lotus Society
The Red Lotus Society is a cartel that has cornered the market on a single, extremely valuable type of contraband: black powder weapons. The Society controls all manufacture and illegal firearms sales in New Dunhaven by controlling the secret formulas used in the creation of gunpowder. The Society is also the only cartel to have any significant naval presence, having invested in ships both large and small over the years, which they use for everything from smuggling contraband into the city to fighting off the pirates that plague the islands off of the city’s coast. As such, the cartel’s turf is composed of two largely contiguous areas of the city: the docks that stretch up and down the city’s eastern seaboard, and the districts of the city collectively known as Little Taona. The cartel’s roots are in criminal organizations that originated in distant lands, which came to New Dunhaven as people from the nations of Taona emigrated to the city and banded together to form the Red Lotus Society. Of course, this deep history brings with it some inherent conflict; though they came together on arriving in the city, those criminal organizations fought to retain their own identities as schools within the Society, and their differing traditions, philosophies, and methods sometimes come into conflict with one another and lead to infighting between members of the Society.
The Vespers
As a cartel, the Vespers stake their claim on the city’s nobility. Focused on high society crime, elaborate confidence schemes, and the art of subtle manipulation, the Vespers are exceptionally good at blending in with nobles, wealthy merchants, Senators, and other members of the aristocracy. To the Vespers, everything comes down to manipulation; where other cartels might take a direct approach to the job, a Vesper seeks to gain leverage over someone and have them do the dirty work for them. The Vespers highly value secrets, especially those that can be used for blackmail, and many of their criminal endeavors are specifically designed to either bring other people into the cartel’s debt (for example, their high-stakes gambling dens), to expose secrets (such as their poppy dens and private clubs), or to put people into compromising situations so that they can be blackmailed (as is the case with their brothels and pleasure houses). From time to time the cartel must rely on more direct methods, but even then they choose subtlety: the Vespers have a number of expert poisoners in their employ, who can craft concoctions that can, kill, maim, intoxicate, and everything in between.
The Wardens of the Night
The Wardens of the Night are likely the only cartel that sees themselves as having a truly noble mission, and are only bound by the Arrangement because the Crown has declared them outlaws, not out of any camaraderie with the city’s criminal element. The Wardens of the Night believe that the government of New Dunhaven is corrupt and tyrannical, and they rebel against it in an attempt to protect the common citizens of the city against the injustices they believe are inflicted upon those people by the aristocracy and the Crown itself. Nearly every member of the cartel has a story about how they came to be an outlaw, almost all of which involve some grave personal injustice for which they now seek revenge. The Wardens of the Night call the city’s Reserves, massive forested parks within the city, their turf, and they hide inside the Reserves and emerge to strike swiftly out at their targets. They take to the city’s rooftops and alleyways the same way that scouts and rangers take to tracts of forest, and are skilled survivalists and trackers. The Wardens prefer to work under cover of night, where they blend into the shadows and stalk their marks like a predator stalking prey.
New Dunhaven
New Dunhaven is the fantasy city that serves as the backdrop for capers, heists, and other thievery in Dusk City Outlaws. The digest-sized book that comes with the game, The Traveler's Guide to New Dunhaven, goes into detail about the city's locales, inhabitants, quirks, and dangers in detail, but we thought it might be a good idea to summarize some of the basic information about the setting here, so you can get an idea of what the city is like.
New Dunhaven is the fantasy city that serves as the backdrop for capers, heists, and other thievery in Dusk City Outlaws. The digest-sized book that comes with the game, The Traveler's Guide to New Dunhaven, goes into detail about the city's locales, inhabitants, quirks, and dangers in detail, but we thought it might be a good idea to summarize some of the basic information about the setting here, so you can get an idea of what the city is like.
New Dunhaven is a sprawling urban environment covering a landmass about the size of modern-day New York City. It is home to over 3 million people, and is a center of culture, commerce, and crime for the entire world. Its technology is comparable to that of Renaissance Europe, though the prominence of alchemy in the city has allowed those with wealth to make some exceptional leaps forward. The City Watch and certain criminals have access to black powder weapons, though most violence in the city happens at knifepoint or with bare knuckles. A network of deep canals crosses back and forth through the city, serving as a convenient way to carry large amounts of cargo or people from one side of the city to the other.
Though the city's laws are largely egalitarian, there is still a stark class division between nobles and commoners. The city is a democratic oligarchy, with a citizen-elected Senate balancing the powers of the royal family and the city's monarch, the Regent. The upshot is that the nobility is a protected class (crimes against nobles are punished more severely, and the nobility receives far more lenient sentences for nonviolent crimes), causing a deep divide between many of the people of the city. Between them sit the merchants, wealthy commoners who have amassed enough money and power to be able to rub elbows with the nobility, even if they do not have the birthright to call themselves nobles in truth. Of course, with enough money and influence, the line between nobility and commoner becomes invisibly thin.
The city's criminal underworld is ruled over by eight major cartels. These cartels have a loose peace agreement, known as the Arrangement, that keeps the cartels from doing more than bickering occasionally over small patches of turf. In order to make sure that the Arrangement is kept, when one of the cartels wants to pull off a major crime, they bring together a crew consisting of members from multiple other cartels and put them on the job. When the job is done, the cartel gets a cut, as does each member of the crew, and everyone goes on their way until the next job.
Of course, things aren't that easy. The southern reaches of the city's underworld are controlled by a group known as the Blooded, a band of criminals that refuse to abide by the Arrangement and prey upon the eight cartels as much as they do on law-abiding citizens. Then, of course, there are the Spiders, the city's secret police force composed of criminals that have turned Crown, offering their services and knowledge of the cartels to the city in exchange for a pardon for their crimes. Sometimes the Crown turns to freelancers, bounty hunters or members of the Dredgers, a tenacious and savvy company of private investigators that are the bane of the Right Kind of People. Then there's the City Watch itself, always vigilant and looking to snap up cartel members and prosecute them for their crimes. Those found guilty are often imprisoned in the Castle, a huge, fortress-like prison overlooking cliffs dropping off to the ocean, a despairing place where prisoners and guards alike take out their frustrations on one another.
The people of the city come from lands the world over, and people of hundreds of cultures, creeds, identities, and origins live side by side. Long ago in the city's past, a tragic fire nearly wiped the settlement out, and it was only by putting aside all petty differences that the city was rebuilt. Now it has risen to prominence on the strength of its peoples' unity, and for the most part the Crown has welcomed people from the world over into the city, encouraging them to add to the city's culture. The citizens of New Dunhaven pride their city on being the only place where anyone can regularly have access to the art, fashion, food, learnings, and ideas of dozens, if not hundreds, of different cultures.
The city's size and population guarantees a wealth of possibilities for enterprising criminals. Despite the dense, urban environment, the city is so large that there are plenty of dark alleys, remote warehouses, and nearly abandoned neighborhoods that skullduggery can take place away from probing eyes. The prime targets, though, are in the more populated areas; the counting houses, noble estates, and gambling halls, all flush with the wealth of nobles and merchants, are simultaneously heavily guarded and in areas where skulking criminals would be conspicuous.
New Dunhaven is big, sprawling, and full of possibilities. It has wealth, yes, but is also has the poor, the downtrodden, the ignored, and the unscrupulous. It's a place where you can make your fortune or lose your life all in the span of a single night. The pickings are prime, the risks high, and the rewards for the bold, the audacious, and the daring enough to fulfill the dreams of any would-be criminal.
What is Dusk City Outlaws?
The first game from Scratchpad Publishing will be Dusk City Outlaws, a tabletop roleplaying game set in the sprawling fantasy city of New Dunhaven. Dusk City Outlaws is an out-of-the-box game, designed to be pulled off of your game shelf and played on short notice, with little prep work and time required by the players.
The first game from Scratchpad Publishing will be Dusk City Outlaws, a tabletop roleplaying game set in the sprawling fantasy city of New Dunhaven. Dusk City Outlaws is an out-of-the-box game, designed to be pulled off of your game shelf and played on short notice, with little prep work and time required by the players. One player takes on the role of the Silver Judge (in the vein of the Gamemaster from traditional tabletop RPGs), while the rest create characters that are members of the city's criminal underworld, drawn together to pull off daring, dangerous, and lucrative heists and other crimes.
Each player makes a character by picking one of the city's eight cartels, and one specialty role on the team. These two aspects of the characters are represented by 4" x 8" cardboard player mats that, when placed next to each other on the table in front of you, give you everything you need to play your character. You'll also want a character sheet, which you can use to write down your character's name, aspects, and track resources, so that if you end up playing another session and want to continue with the same character you can pick up right where you left off.
On the Judge's side of things, the game comes with 10 scenarios, some of which can be played in a single session and some of which are more complex and require the players to work over multiple sessions to complete them. Each scenario provides the basics of the job (the objective, the target, time limitations, etc.) and a wealth of information on the things that might stand in the path of a bunch of clever criminals trying to pull off an elaborate scheme.
Of course, only half of running a successful roleplaying game is having the information on the setting and the antagonists; the other half is knowing how and when to introduce new challenges and unexpected twists to heighten the dramatic tension. Instead of asking the Judge to simply know when and how to do this, Dusk City Outlaws provides a resource that the Judge can spend to introduce complications. This resource is Heat, and it represents in abstract the reaction of the law-abiding citizens of the city to the criminals' deeds. As the players generate more Heat through their actions, the Judge can spend that heat to ratchet up the tension and provide new challenges in the middle of the action, forcing the players to stay on their toes and improvise.
Dusk City Outlaws is a game drawing inspiration from lighthearted crime thrillers and the heist genre; if you've seen movies like Ocean's Eleven or The Sting, seen the TV shows Leverage or Firefly, or read books like The Lies of Locke Lamora or The Great Train Robbery, you should have a good idea of the game's tone. It's less about hard-edged crime drama, and more about outlandish confidence tricks, elaborate heists, and reckless risk-taking.
The game's setting is the city of New Dunhaven, a fantasy metropolis that sprawls across an area the size of modern-day New York City, but with a culture and technology more analogous to a combination of Renaissance Europe and 18th Century London. It's a dense urban world where thousands of stories are taking place all at once, a city of infinite possibilities for the enterprising thief. It is a city where alchemy makes wonders possible, and whispers of sorcery are used to frighten and tempt. It's a city where proud bravos strut about with swords at their hips and elite squads of the City Watch patrol the streets with flintlock firearms.
Most of all, Dusk City Outlaws is a game where the players are in control of the plan and executing it. There's no "correct" way to pull off the job. There's no "right" plan that the Judge leads the players to execute. Instead, the Judge merely lays out the facts before the players, and it is up to these fine, capable criminals to come up with a plan, do the legwork to put it into motion, and then execute the plan if they can. The game's environment and scenarios are an urban sandbox, giving the players both freedom and creative control over the nature of the setting.
Lastly, Dusk City Outlaws is a game meant to bring players together for fun, laughter, challenge, and excitement at the table. We sincerely hope that you find as much fun in playing it as we have had in making it.
Welcome to Scratchpad Publishing!
Today is the first day of a new era, as Scratchpad Publishing gets off the ground!
Today is the first day of a new era, as Scratchpad Publishing gets off the ground! Today we are pleased to announce the formation of a new entertainment publishing company dedicated to bringing you fun games in compelling worlds.
In the coming weeks, you'll start seeing more information about our flagship game, Dusk City Ourlaws, but in the meantime we'd like to thank you for stopping by and taking a look around. In the meantime, follow us on Twitter, Instagram, or Facebook for notifications and updates.
Thanks, and we look forward to making some fun memories with you in the future.