- Wrong Crate
- Tiny Syndicate
- Bigger Teeth
The Wrong Crate
When a crate is taken by mistake, the crew finds itself holding cargo meant for a far larger faction. What should have been a quiet dockside job turns into a scramble through alleys, taverns, rooftops, and backroom deals, with every hidden hand in the harbor reaching for the same prize.
At the center of the chaos is a wiry goblin nuisance who should have been too small to matter. His riddles, giggles, and brandy-soaked instincts make him impossible to trust, but his talent for noticing patterns may be the only reason the crew survives long enough to become something worse.
Smuggler’s Cove, a rough coastal settlement consisting of weathered shacks, improvised docks, patched warehouses, and poorly constructed homes hidden along isolated shoreline cliffs and sea caves. Though insignificant compared to larger criminal organizations, the Undertow has begun carving out a dangerous reputation among coastal traders, fishermen, and black-market contacts willing to risk illegal cargo along open waters.
Still considered a fledgling operation by most established syndicates, the Undertow survives through desperation, adaptability, and willingness to take jobs larger factions consider too risky, unprofitable, or politically dangerous. With only a handful of seaworthy vessels and limited manpower, every shipment matters, and every failed run threatens the survival of the entire organization.
Unlike older criminal powers built on tradition or rigid hierarchy, the Undertow operates more like a loose brotherhood of smugglers, scavengers, sailors, and opportunists bound together by necessity and shared ambition. Their crews are rough, unpredictable, and often under-equipped, but highly motivated by the promise of freedom, profit, and eventual expansion beyond their tiny coastal beginnings.
Many underestimate the Undertow due to its size and lack of polish. Those who spend time around Smuggler’s Cove quickly learn that desperate people with nothing to lose can become extremely dangerous once they start believing they have something to build.

- Coastal Smuggling
- Sea-Bound Outlaws
- Desperate Opportunists