Kaelwick Underground

## Underworld

The primary trade of the Kaelwick underworld is sugar. Though the substance itself is not banned all export from the Unified Ordelian Isles and The Third Hegemony of Rochau is disallowed by economic sanction. Therefore smuggling has become a key component to criminal enterprises in the city. Though sugar is their primary import other restricted items are also ferried into the city by these secretive means including other restricted or highly tariffed goods, weapons, military equipment, drugs, and even people.

With smuggling comes profit, and with profit comes competition, though Kaelwick is far from a city of rampant criminal warfare it does contain some major factions. They do come into occasional conflict, though mostly limited to brawls and property destruction it does on occasion escalate to murder or mayhem.

## Major Factions

There are four major factions in the criminal underground of Kaelwick. While their are other smaller outfits within the city, most fall under the protection or direction of one of these more prolific factions.

### Salt Stitchers

So named for their habit of stuffing wounds with salt to purify as well as render the scarring more pronounced. The Salt Stitchers is an organization bonded by ritual, and their members do not hide their affiliation with the group. Initiation in the Salt Stitchers usually involves performing some substantial criminal act, or partaking in violence in defense or advancement of their reputation.

### D'vrost Family

This organization of course is lead by the rather large D'vrost family. Slowly growing in size and influence, it is almost impossible for non-family members to rise to prominence within the organization. They run an extremely tight lipped and efficient outfit, where trust is slow to earn and quick to lose. Though they cannot expand as quickly as other groups, their vigilance keeps them protected from law enforcement and agents from the other factions.

### Inheritor Syndicate

The successors to the Hierophant Syndicate within Kaelwick after the breakup by Dradirian Police. Some former members of the Hierophant Syndicate as well as smaller groups that banded together trying to salvage the resources and power of the Kaelwick arm of the Hierophant Syndicate. Though it does not hold the power of the former, that vulnerability makes it more vicious than its predecessor.

### Kit Runners

More of a network than an official group, the Kit Runners were originally formed by military members, supply ship captains, quartermasters and other opportunistic officers and soldiers. It is a community of smugglers, fences, and black market merchants which is happy to operate with any that are versed in their methods of communication. Their loose affiliations lends the group to more cautious dealings, many a transaction occurs without either party sharing names or any other information. New 'runners' are often caught by police force operations, and so those that remain free are the most paranoid and lucky of the network.

## Smuggling

Smugglers employ multitude of means to pass goods through the ports of Kaelwick. From small packages tucked surreptitiously into unassuming passenger's luggage to entire ships passing in the dead of night eluding naval ships and watchful wharf masters. Some groups focus more on certain products and methods, but every major faction has a hand in each of these products.

### Drugs

One of the most reliable smuggling trades in Kaelwick, and the world, is narcotics. The majority of the trade is focused on recreational drugs, but a smaller portion of the population relies heavily on performance enhancing 'prescriptions' helping them to stay awake and stay focused at intense jobs or through sleepless nights. A very small amount of the trade is for oddities like Serenity and Halt which can be used for a multitude of nefarious purposes.

#### Jazz Haze

A powerful hallucinogen that makes the user experience sensory distortions and vivid visions, often causing them to become disoriented and lose touch with reality.

#### Flapper's Folly

A powder that, when inhaled, induces a feeling of intense euphoria and a sense of detachment from reality. However, prolonged use can lead to addiction and severe hallucinations.

#### Slumber

A plant-based drug that, when chewed or brewed into a tea, induces a deep sleep and vivid, often controllable dreams. It's used for escapism and meditation, but can be addictive and leads to insomnia and psychosis with overuse.

#### Sparks

A psychoactive drug that heightens the user's focus and cognitive abilities. However, it also has the side effect of inducing intense migraines and can cause permanent brain damage if overused.

#### Ampstick

A vasodilator and adenosine receptor blocker which is chewed like tobacco or gum over a period of time to keep users active and awake. Comes in a putty like stick. However, it also causes strain on the cardiovascular system and can be fatal if overdosed. It also contributes to hypothermia due to the feeling of warmth it creates.

#### Serenity

A powder that, when ingested, induces a sense of calm and detachment from the physical world. However, it also has the side effect of causing the user to become extremely suggestible and vulnerable to manipulation.

#### Halt

A black liquid that, when injected, temporarily stops the user's heart and induces a state of death-like suspended animation. It's sometimes used by criminals to fake their own deaths or to escape pursuit. Since it is said to emulate death purposely some seek it out to experience death and become numb to it. It can cause dizziness, weakness, and nausea upon awakening.

### Weapons

Firearms are fairly well regulated within The Concord and so criminal elements need to bring weaponry in from outside sources in order to arm themselves against one another and police incursions. Most come in the form of small concealable weapons used as last resorts in dire situations. However robbers, enforcers, hitmen and others drive the need for higher caliber rifles and machine guns.

Many of these weapons originate from military caches in the Ivuld Archipelagoes, abandoned or lost during the war. Others are smuggled from supply ships or produced in shadow factories on islands with no inhabitants.

### Goods

Some things despite their legality are still smuggled into the city. Many are moved surreptitiously to avoid import taxes such as rare vintages, jewelry, and designer clothes. Others such as antiques and relics would be allowed, but are often reviewed by the authorities for cultural significance or value which may result in them being seized by the government to be put into a museum or used for study, this is done with the stipulation that the item will be returned to the owner but the process can take decades or more. With these fears many of the wealthy prefer the cheaper or safer option of employing smugglers to transport their goods through Draedirian waters.