HQ District Location: Barranor
District of Operation: Barranor, Khalahan, Kazimar
Alliance: Scarecrow (Fuller District)
Ennemies: The Jester (Khalahan District)
Area claimed:
The Redz are now in control of the entire district of Barranor.
Number of Members: 180
Main Hideouts
BARRANOR ::
-
The Red Barrel
-
The Red Moon
-
The Jack Ass
-
The Melody
-
The Cubster
KHALAHAN::
-
The Relidgyx
Leaders
[10 / 10 | N/A] CELL: Chief and Leader:
Chris (Human)
--- True Chief Leader (unknown to most until after the Merge and gain of The Relidgyx):
Rakhell (Ratling)
* Pay/Cut: 50 sp per month each.
[10/10 | 4000 sp] CELL: Second in command:
A group of person acting as a cell
- Vumpek, Mithran, Sammy (Nanouk), and Thorgred
* Pay/Cut: 20 sp per month each
* New Pay/Cut from the Relidgyx: 500 sp per month each (=2,000 sp as 50% of The Relidgyx Profit)
Guild's Treasury:
Chest accessible only by Chris (and Rakhell):
#1: 3,000 gp
#2: 10,000 sp
Chest accessible by Chris and The Second In Command Cell:
#1: 1,000 gp
#2: 2,500 sp
Chest accessible by The Second In Command only and at The Relidgyx:
** See Group Finance in Journal entry on Foundry **
Profit/Income per month from all standard and stable sources (after paying members, giving shares, and providing food and all so this is actual profit and extra cash left): approx 13,150 sp (5,100 more sp per month since The Relidgyx
- Must pay 5,000 sp (500 gp) to Daanvy every month for the next 35 months.
== 9,150 sp left.
__________________________________________________________________
___________________Before The Relidgyx (Game 17)__________________
Total = 5 250 gp approx (Starting 3 month after the Guild Merge)
Profit/Income per month from all standard and stable sources (after paying members, giving shares, and providing food and all so this is actual profit and extra cash left): approx 8,050 sp
- Must pay 5,000 sp (500 gp) to Daanvy every month for the next 35 months.
== 3,050 sp left.
__________________________________________________________________
===== GUILD TREASURY History Log ======================================
Total = 5 250 gp approx (Starting 3 month after the Guild Merge)
+ 1100 sp (110 gp) Month #1 = 5,360 gp
+ 47500 sp (4750) Month #2 to #7 (After The Relidgyx) = 10,110 gp
=======================================================================
Cells and Groups
[9/10 | 500 sp] Cell: The Rats
:: Barranor
- Leader:
Rakhell (Ratling)
- Right Hand:
Alzamos (Dwarf)
Other Number of members: 18
Specialty: Pick pockets (Sleight of hand)
Description: They are the ones in the street doing the hard work based on Intel often gathered by the Owls.
[9/10 | 300 sp] Cell: The Owls
:: Barranor
- Leader:
Sylverster (Tabaxi)
- Right Hand:
Pokee and
Tatianna
Other Number of members: 10
Specialty: Spying (Stealth)
Description: They are the ones keeping an eye on the street and following potential targets while gathering information.
[10/10 | 3800 sp] Cell: The Crows
:: Khalahan (Protector of The Relidgyx and Keeper of the Khalahan HQ)
- Leader
Brakhorn (Lizardfolk)
- Right Hand:
Felix (Human)
Other Number of members: 9
Specialty: Combat (Athletic)
Description: They are the muscles of the Guild. When someone requires a beating, they are the ones to call.
One thing the Maleekym never did, was to give special names to their cells. Any cells actually carries the name of their leader and officer. When that officer change, so does the cell name. Each cell IS their leader, so the name grows in fame, or shame.
[7/10 | 2500 sp] Cell: Rulki
:: Barranor
- Leader: Rulki (Dragonborn Female)
- Right Hand: Shawn (Human)
Other Number of members: 11
Specialty: Mixed, new Startup in Khalahan
Description: They are some of the best spies and investigators and pick pocket that were sent to maintain their position in Khalahan for the duration of the treaty with The Jesters.
LOG: +2 Loyalty as they were moved to The Relidgyx.
[7/10 | 500 sp] Cell: BroakTeeth
:: Khalahan
- Leader BroakTeeth (Bugbear)
- Right Hand: Zupp (Half-Elf)
Other Number of members: 8
Specialty: Turf Bullies (Forbidden Lake)
Description: They operate a turf and get coins from people trying to make an honest living who must pay the guild protection fee so that the guild don't take more from them or don't trash their stuff. They are also the one who will beat up the citizen of their turf if said citizen snitches. They are also the ones who keeps eyes and ears on their turf to prevent other thieves from operating on their turf. Turf Bullies are also the cells that got hit the most by the war and their names and leaders has changed recently after the death of their previous leaders, causing the loyalty to be compromised and uncertain.
[7/10 | 900 sp] Cell: Luther
:: Kazimar
- Leader: Luther (Half-Elf)
- Right Hand: Shnerlogh (Dragonborn)
Other Number of members: 6
Specialty: Mixed, new Startup in Kazimar
Description: They are some of the best tricksters and liars of the guild sent to work in Kazimar and take control over the district, but the task turned out to be more challenging than expected. Bullying people to pay up, offering protection, intimidation, all don't work well. The people of Kazimar are all snitches and somehow are not afraid of possible repercussion for snitching when the guards themselves ensure that a snitch gets appropriate protection and compensation until the culprits are caught. Pick pocket and Burglary are the only ways to make money sop far, anything else is 3x harder to accomplish in Kazimar than anywhere else.
[9/10 | 400 sp] Cell: Black Blade
:: Barranor
- Leader: Black Blade (Human)
- Right Hand: Zor (Human)
Other Number of members: 6
Specialty: Protect and manage The Red Moon
Description: They are in charge of keeping the Red Moon Brothel in check, they spend most of their time there, watching, trying to estimate and calculate the amount of wealth the brothel makes in a month, while also acting as bouncers and protector. Most of them are also clients who doesn't pay much to be serviced.
[7/10 | 100 sp] Cell: Spinner
:: Barranor
- Leader: Spinner (Human)
- Right Hand: Iron Breaker (Dragonborn)
Other Number of members: 14
Specialty: Manage The Jack Ass
Description: They are in charge of watching the Jack Ass tavern. They keep an eye on Tchignak as best they can 24/7. They try to estimate how much wealth the tavern makes every month, but any good leader knows the task is relatively impossible and most of them are afraid of Tchignak. Mainly, they hang around the area and take turns to sip a beer in the tavern for as long as they can until Tchignak kicks them out. The members in this cell are actively changing on a regular basis and some even see this as a punishment for failure or when they need some rest to heal from a bad injury. They almost never fight, they sit in turns inside or around the tavern, doing nothing but watching and listening.
[9/10 | 300 sp] Cell: Pete
:: Barranor
- Leader: Pete (Human)
- Right Hand: Pink Eye (Dwarf)
Other Number of members: 6
Specialty: Manage The Melody.
Description: The leader is also the owner of the Melody and officer of the guild. His cell is small, but they are the bouncer and protector of the main Head Quarter of the guild. Most officers are known to visit and enjoy food and drink at the Melody. Leaving a message to Pete is the fastest way to get in touch with any cell or guild leader.
[3/10 | 1500 sp] Cell: Nasz
:: Barranor
- Leader: Nasz (Dragonborn)
Note: Nasz, after Daanvy's surrender of the guild to the Red Gates, has asked to become Independent, but remains part of the guild through some arrangement
- Right Hand: Seawaeen (Genasis Fire)
Other Number of members: 16
Specialty: Information Gathering
Description: The leader is also the owner of The Cubster Brothel and officer of the guild. Every members of this cell is a prostitute, only 2 are humans. They are the prostitutes of the brothel. They live there, sleep there, provides their services there. People from all around Barranor and even people from other districts visits the brothel and when drunk or in bed, men are known to say a whole lot of things they shouldn't say.
NOTE: It is confirmed and true, there is a tunnel leading all the way to Khalahan. Somehow, they found a passage, apparently through some ancient ruins, deep underneath the surface and into a crumbled underground maze with no other exits, but one in Khalahan. The exit happens to bring them right out into The Relidgyx in Khalahan. For many years, a Human man called Grog lived in the area underneath the Relidgyx. The man was a fierce barbarian and didn't let anyone go through 'his' tunnel unless they paid him in lots of Gold, sometimes more than the cost of getting the gates open. Although the guild tried many times to get rid of him, it was decided after over 12 failed attempts and 30 man lost, that it was futile to keep trying. Even Daanvy is known to have tried, with his right hand Cody and their four best fighters, but they failed, although Daanvy and Cody managed to survive and made it out alive. When Dgyx took over The Cathedral, which the name was different until she changed it to The Relidgyx, it was decided that trying to get rid of her would be futile since rumors had it she killed Grog in a one on one fight. Regardless, Nasz seemed to have established some sort of relationship with Dgyx, causing more clients from outside of Barranor to visit The Cubster, but the agreement is still a secret Nasz keeps for herself. Some members of the Guilds are allowed to travel through that tunnel, but only on Dgyx's terms and for a price, almost as steap as Grog's price was.
[5/10 | 400 sp] Cell: Hazo
:: Barranor
- Leader: Hazo (Tabaxi)
- Right Hand: Silver-Tongue (Half-Elf)
Other Number of members: 9
Specialty: Turf Bullies (Elven Side)
Description: They operate a turf and get coins from people trying to make an honest living who must pay the guild protection fee so that the guild don't take more from them or don't trash their stuff. They are also the one who will beat up the citizen of their turf if said citizen snitches. They are also the ones who keeps eyes and ears on their turf to prevent other thieves from operating on their turf. Turf Bullies are also the cells that got hit the most by the war and their names and leaders has changed recently after the death of their previous leaders, causing the loyalty to be compromised and uncertain.
[4/10 | 300 sp] Cell: Xan
:: Barranor
- Leader: Xan (Human)
- Right Hand: Paul (Human)
Other Number of members: 6
Specialty: Turf Bullies (Market Place)
Description: They operate a turf and get coins from people trying to make an honest living who must pay the guild protection fee so that the guild don't take more from them or don't trash their stuff. They are also the one who will beat up the citizen of their turf if said citizen snitches. They are also the ones who keeps eyes and ears on their turf to prevent other thieves from operating on their turf. Turf Bullies are also the cells that got hit the most by the war and their names and leaders has changed recently after the death of their previous leaders, causing the loyalty to be compromised and uncertain.
[4/10 | 350 sp] Cell: Shark
:: Barranor
- Leader: Shark (Human)
- Right Hand: Fuzzy (Human)
Other Number of members: 5
Specialty: Turf Bullies (Nam-Ryan Blocks)
Description: They operate a turf and get coins from people trying to make an honest living who must pay the guild protection fee so that the guild don't take more from them or don't trash their stuff. They are also the one who will beat up the citizen of their turf if said citizen snitches. They are also the ones who keeps eyes and ears on their turf to prevent other thieves from operating on their turf. Turf Bullies are also the cells that got hit the most by the war and their names and leaders has changed recently after the death of their previous leaders, causing the loyalty to be compromised and uncertain.
[4/10 | 400 sp] Cell: Rhinly
:: Barranor
- Leader: Rhinly (Half-Orc Female)
- Right Hand: Trog (Half-Orc)
Other Number of members: 6
Specialty: Turf Bullies (The Stream)
Description: They operate a turf and get coins from people trying to make an honest living who must pay the guild protection fee so that the guild don't take more from them or don't trash their stuff. They are also the one who will beat up the citizen of their turf if said citizen snitches. They are also the ones who keeps eyes and ears on their turf to prevent other thieves from operating on their turf. Turf Bullies are also the cells that got hit the most by the war and their names and leaders has changed recently after the death of their previous leaders, causing the loyalty to be compromised and uncertain. Their turf is one of the biggest, they were also 22 members in this cell, but the war made a lot of ravages and a lot of them now are new recruits.
[4/10 | 500 sp] Cell: Mitch
:: Barranor
- Leader: Mitch (Human)
- Right Hand: Simon (Human)
Other Number of members: 11
Specialty: Spies
Description: They are the members who takes the highest risk by patrolling, spying and watching over territories that don't belong to the Guild. With the new merge, their role is ambiguous, for they have no enemies within the district. Their current new role is to help wherever needed, so they assist other cells for now, mainly the Turf Bullies, but secretly, they are also watching over the Turf Bullies to help keep them in check and loyal. Should one Turf Cell declare themselves independent, others may follow and it would part the guild in multiple guilds once more, although Chris isn't worried about such an event and the word has already been spread that if one Turf Cell should try and become independent, they'd be wiped out instantly and without a second thought, all members without exceptions, so the members have to keep their leaders in line, even a snitch would be executed, for the Redz, don't like snitches.
[9/10 | 0 sp] Cell: Itta
:: Barranor
- Leader: Itta (Lizardfolk Female)
- Right Hand: Bhirlut (Lizardfolk)
Other Number of members: 0
Specialty: Assassins
Description: Killing people in their sleep or when they least expect it is their specialty. Sadly, this cell has lost all of its members except the last two Lizardfolks who are now the only members and leaders of their cell. Most of the cell was sent to assassinate members of the Red Gates in the past few weeks, a few succeeded, but most of them died against Chris, Ned, Rakhell, mainly, but also a few of them against other officers of the Red Gates. Itta pledged loyalty to Chris and The Redz and she intend to recruit a few more assassins from other cells and from new members that shall join in the near future.
Rumors and Intel coming to light after the Merge
Constable Meross
- His real name is Aetmeros.
- His harem at the Cubster are all very young or small or looks young, and he likes them that way.
- He would never leave Barranor for he is in charge, has all the possible power one could dream of having and this is probably the only place he can enjoy his vice without being frowned upon.
- He is very careful and never reveals much of his secrets, although it is clear, that Meross is protecting/keeping/protecting something big, or a big secret in his house.
Constable Flauhg
- He often brag about knowing everything about The Red Gates Guild
- He brings up Rakhell's name way too often and the Dwarven hoe he often fucks believe Flauhg is in love with the Rat.
- Flauhg will kill anyone the instant he feels the person is about to or going to black mail him, often before any possible leverage is even showed to him.
Constable Gore
- Of all his slaves, apparently he keeps a young very valuable blue skin slave in his basement. Apparently, that slave's been there since he arrived in Barranor some 11 years ago.
Constable Nam
- He has powers granted to him by a demon called Absyden.
- He raises/train his orphans to pray a creature called Absyden and they spend most of their days, meditating to try and provide their energy to their 'demon'
- Some says that very recently, a little before the Guild Merged, Nam has displayed the usage of Magic in a much efficient way, defying the EoM block and his acolytes claims they can feel the magic running through them.
Zoren
- He's a Human wizard living in Noble Hill, in the house owned by the Zhang family.
- He can make cupcakes that keeps one fed for an entire week without going hungry.
- He is otherwise more of an Hermit, except when he goes out to leave cupcakes all over the place for orphans to find so they won't starve.
- The Guild found out about him a while ago, but never considered him a threat of any kind and his magic doesn't work much often and he spends most of his time and energy casting his cupcake spell