Clobberwrench Family Organization in Arcathia: The new Order | World Anvil
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Clobberwrench Family

Structure

Big boss: The esteemed leader of the organization.
Underboss: The two faces of the Big boss that are seen running the family.
Captain: The right, and sometimes the left hand of an Underboss.
Lieutenant: Officers that takes orders from the captain and serve as point men during missions.
Agent: Authorized for the more complex missions like selling gear to rich buyers.
Goon: We all need to start somewhere, goons are practical muscle that do things and get paid.

Culture

Ain't just business, it's a way of life. To live like each day is the last for a chanse at those three values that hold this world in it's violence.   The first key to success is by no doubt, the greens. Ya can't get anythin' in life without a fat stash to pay all those expenses. So whaddaya do? Start small, ya invest higher and yous don't stop the dealin's til' the day ya drop.   Then we got the fame. Gonna need a crew, gonna need the contacts for the jobs. As reknown grows, more and more will know ya name, know ya business and learn to fear the family you've brought up. Be wary tho, as fame doesn't come as light as the greens do. The bigger the hotshot, the larger the target on their back. Prepare to be hunted, be it knights, mercs, parishes or even rival families.   Should ya live long enough to weather these storms, the power awaits. Peeps put their faith in ya, and in the success of ya dealin's. You'll have all sortsa nobles, royalty, people in high possitions gawking for ya attention. And you ain't bouta just give it over on a silver platter. You play 'em, like puppets on strings, until all thet once was theirs is nothin' more than yous property.   Yeah, thats how ya live life on the high roads. Just, uhm... Don't expect to live too long without our backup.

Public Agenda

If it's the Clobberwrench we're talking, tis' a most tricky bunch. They run all the secret tunnels active beneath the Seltûn'zolise and the lands above, with their HQ being possitioned within the southeastern mountainrange of Norvik, otherwise known as the Upper Goblingroundz.   From here, the organization works Weztehbest's interests in corrupting and infiltrating the United Goblin Trade Federation to crush their monopoly of legal goods and bring a wave of organized crime to the world.   With the civilized world falling into unstability and poverty, it would be the perfect opportunity for the Clobberwrench family to be the first cartel to simply waltz in with all manners of services and goods that could make life easier for the people. The amount of rising crime could also serve as recruiting pools within the city, so that they might wrest control of the kingdoms without as much as pulling a trigger.

Assets

The Clobberwrench family mainly works out of Seltûn'zolise and around Scarnza thanks to a deal with Lord Soth that protect their so called Upper Goblingroundz from being invaded.   From the caverns in this snowy mountainchain, they run smuggling operations that deal with mainly siege weaponry, technology and stolen artifacts.   While their family started out small, with a single mansion and docks by the beach as headquarters, they swiftly grew in numbers. Now the HQ spots a whole town around it, and several smaller camps and riverside black markets all over the northern continent. They also sit on one of the chairs around the council of the Biggest Big Boss.

History

When it comes to humble begginings in the goblin underworld, the Clobberwrench take the prize for a weak start. Their carreer didn't come from rich inheritance, or a power vaccum that required to be filled.   It started as your typical forbidden love story between a goblin and a gnome, that ran away from their societies together in chase of new begginings. Little did they know that their new start would come from an accidental intrution into the lair of Frathnir the Greed draki.   The beast had been captured in what was once his own domain, by the likes of Raggnir the Muspel draki. His master cared little for riches though, and with the gold hidden within his cell, Frathnir used the likes of Miribell and Skizmo to venture back into their dark domain and use his assets to purvey an army to liberate his mountains.   Miribell and Skizmo needed not be asked twice, but hightailed it back home to Seltûn'zolise with riches beyond their dreams. Riches and promises of glory grand enough for the many mercs and opportunists to set their differences aside in their new quest for greatness. Thus came the birth of the Clobberwrench family. An organization so daring and effective that none had the guts to ask where the money came from, as they simply grew and grew by expending Frathnir's wealth.   It was only a matter of months, before they had achieved something no goblin nor gnome had ever done in their lives. Both built bridges between their people, and built an empire from nothing but promises. Promises, a word that didn't mean much to the many families down in the Zolise, yet the Clobberwrench were keen on holding their words.   With a bought army, carrying technological wonders and advances siege engines, they stormed Raggnir's domain from underneath and managed to fight their way through the halls in the mountains untill their ultimate defeat in a battle outside, underneath a frozen sun.   For two months, they ended up smuggling weapons for Raggnir's armies all over Scarnza, before the Draki was ultimately slain by Lord Soth in honorable combat. A feat that marked a new era for the Clobberwrench, as Frathnir was finally freed, and in his wrath of the families failure in rescuing him earlier, choose to simply take over their organization as the Big Boss, as an act of mercy for actually trying.

Gold is golden.

Operations:

 

Siegecraft:

The main income for the family is their smuggling routes through their mountainous domain in Scarnza and the realm underneath, known as the Zolise. Within their dark homeworld, the Clobberwrench clobbers together impressive siegeworks, be it cannons, massive drills or even bombs of epic proportions. Yes, the illegal stuff banned by various war councils. They then use paths and caves underneath the ground to collapse the defences of their contracted targets.  

Blackmarket:

Complex weapons made by goblins, such as pistols, repeaters and precusion rifles are strictly forbidden by laws of the U.G.T.F, to be sold into the hands of any less sophisticated societies than their own, and possibly that of the Dwarves and Velkorians. Instead the goblins of Clobberwrench have been given a whole market on the isles of Skadiyjiar by Lord Soth, to trade their illicit goods to all four corners of Scarnza which causes some trolls to run around with portable hand cannons. Yes, literal cannons.  

Piracy:

Perhaps not what they are known for, but the Clobberwrench are not above using their surperior ironclad destroyers to wreak havoc on the frozen seas. With their capability to cleave through ice like a hot knife through butter, and with fifty cannons on each broadside, it takes only but one of these ships to totally dominate a smaller body of water. These tactics come well in hand to disturb trade, kidnap important officials, as most can't even fight back against the vessel, and even prevent enemy retreats or reinforcements from arriving by sea.
Type
Illicit, Cartel
Related Professions

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