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*'''Level:''' Easy.
*'''Level:''' Easy.


The Red Tigers is often found hanging out in Listeria Alley a few blocks south-west of the player's house in Redhaven, the red bandana-wearing Redhaven Tigers, dubbed "Red Tigers" are a newly formed 56-man street gang, who pay a "[[freebooter's holding]]" to the [[Skyguard]] police to have a blind eye turned to the various nefarious ways they make a living.  
Small groups of the Red Tigers are often found hanging out in Listeria Alley a few blocks south-west of the player's house in Redhaven. The red bandana-wearing Redhaven Tigers, dubbed "Red Tigers", are a newly formed 56-man street gang, who pay a "[[freebooter's holding]]" to the [[Skyguard]] police to have a blind eye turned to the various nefarious ways they make a living.  


As with most criminals in the city, they are technically part of the informal [[Bandits|Bandit]] "faction" - though the other bandits won't care much if they are wiped out. If the player defeats a small group of them, another will take their place in 24-48 hours. If they are defeated, Control in Ikaanos will increase, and the player will gain some Influence.  
As with most criminals in the city, they are technically part of the informal [[Bandits|Bandit]] "faction" - though the other bandits won't care much about their fate. If the player defeats a small group of them, another will take its place in 24-48 hours. If they are wiped out completely, Control in Ikaanos will increase, and the player will gain some Influence.  


The gang might be behind some of the unflattering graffiti that sometimes appears on the player's walls, occasional windows broken by thrown stones, and damaged door locks that the player has to deal with. The Red Tigers are lightly armed and armored, and not very skilled in combat, they won't try to initiate fights to rob the player as they recognize the player as too dangerous for them to take on currently.  
The gang might be behind some of the unflattering graffiti that sometimes appears on the player's walls, occasional windows broken by thrown stones, and damaged door locks that the player has to deal with. The Red Tigers are lightly armed and armored, and not very skilled in combat. They won't try to initiate fights to rob the player as they recognize the player as too dangerous for them to take on currently.  


Being so close to the player's house, this gang could be a convenient source of slaves and loot.
Being so close to the player's house, this gang could be a convenient source of slaves and loot.
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Once Control starts to fall in Ikaanos, [[Bandits]] who normally stay on the less heavily policed fringes of the city start raiding into the more wealthy Whitehaven area. Small groups of them can be encountered in the south-west of the district.  
Once Control starts to fall in Ikaanos, [[Bandits]] who normally stay on the less heavily policed fringes of the city start raiding into the more wealthy Whitehaven area. Small groups of them can be encountered in the south-west of the district.  


If the players defeat a group, Control in Ikaanos will go up 1 point - but another group may replace them the next day.  
If the player defeats a group, Control in Ikaanos will go up 1 point - but another group may replace them the next day.  


Close to your home base in Redhaven, these raiders may be a convenient source of slaves or loot if the player wants to increase law & order in Ikaanos. And the bandits are so loosely organized that, at the moment, attacking some won't affect your Standing with the rest nor alert the bandits at [[Fenrik's Tavern]] in the [[The Underworld|Underworld]].  
Close to your home base in Redhaven, these raiders may be a convenient source of slaves or loot - if the player wants to increase law & order in Ikaanos. And the bandits are so loosely organized that, at the moment, attacking some won't affect one's Standing with the rest, nor alert those in [[Fenrik's Tavern]] in the [[The Underworld|Underworld]].  


==Westside==
==Westside==
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*'''Level:''' Low.
*'''Level:''' Low.


When [[Control]] drops to a low level, [[Bandits]] who survive by preying on "civilized" Ikaanans set up camp right inside the city. In the large areas of abandoned parkland in its center, they can find animals to eat, water to drink, nearby victims to rob, and even a few abandoned & overgrown buildings to shelter in. There's the secluded central Wetlands, through which few venture other than hunters, as due to the rough terrain it's quicker to go around it rather than through, and the bandits make it too unsafe for recreation. Then Outer Marston Swamp south and east, containing the pumping station whose failure contributed to the return of these districts to marshland. But the bandits particularly favor Cole's Canyon to the northwest, as this gives both ready access to human prey in the Westside districts around, plus higher and dryer ground than the rest.   
When [[Control]] drops to a low level, [[Bandits]] who survive by preying on "civilized" Ikaanans set up camp right inside the city. In the large areas of abandoned parkland in its center, they can find deer and boar to hunt and eat, water to drink, nearby victims to rob, and even a few abandoned & overgrown buildings to shelter in. There's the secluded central Wetlands, through which few venture other than hunters, as due to the rough terrain it's quicker to go around it rather than through, and the bandits make it too unsafe for recreation. Then Outer Marston Swamp south and east, containing the pumping station whose failure contributed to the return of these districts to marshland. But the bandits particularly favor Cole's Canyon to the northwest, as this gives both ready access to human prey in the Westside districts around, plus higher and dryer ground than the rest.   


In Cole's Canyon, the player will most routinely encounter bandits to the west, generally in small gangs extorting money from hunters returning to Westside Heights and Marston Avenue, as who else would be using this route? Not foolish enough to attack well-armed groups, they may only be a minor irritation; a $60 fee for safe passage is good value for avoiding a fight. Or if the player is in control of the Bandit's faction, these Highwaymen will let him pass and even show some sign of respect for him.  
In Cole's Canyon, the player will most routinely encounter bandits to the west, generally in small gangs extorting money from hunters returning to Westside Heights and Marston Avenue, as who else would be using this route? Not foolish enough to attack well-armed groups, they may only be a minor irritation; a $60 fee for safe passage is good value for avoiding a fight. Or if the player is in control of the Bandit's faction, these Highwaymen will let him pass and even show some sign of respect to him.  


These raiders may be a convenient source of slaves or loot if the player is fine with increasing law & order in Ikaanos. For each small group he clear out, Control will go up 1 point - but another group will likely take their place in a day or three. And the bandits are so loosely organized that, at the moment, attacking some won't affect your Standing with the rest nor alert the bandits at [[Fenrik's Tavern]] in the [[The Underworld|Underworld]].   
These raiders may be a convenient source of slaves or loot if the player is fine with increasing law & order in Ikaanos. For each small group he clears out, Control will go up 1 point - but another group will likely take its place in a day or three. And the bandits are so loosely organized that, at the moment, attacking some won't affect one's Standing with the rest, nor alert those in [[Fenrik's Tavern]] in the [[The Underworld|Underworld]].   


===Kasey's Park===
===Kasey's Park===
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*'''Level:''' Professional.
*'''Level:''' Professional.


The "Space Hulk", with the term "Hulk" being an Ikaanan slang for elite space marines wearing [[H.U.L.C. armor]], or [[duraplate]] which has been modified with extra reinforcement, is the formidable assumed leader of a group of over a dozen rogue [[Space Marines|space marines]], survivors of the notorious "[[Raana#The Haalu incident (2488)|Haalu Incident]]". Changed somehow by what they experienced that terrible day that killed so many of their comrades, these now silent and strangely behaving, heavily armed & armored men have deserted the Republic's forces, despite this being a crime punishable by death. This particular group has taken over an abandoned building in the run-down [[Locations (Ikaanos)#Kasey's Park|Kasey's Park]] area, far from [[Skyguard]] patrols - but right by "Kasey's Crack", the break in Ikaanos' city walls which forms an unofficial gateway for trade caravans to take goods in and out of the city without oversight from bribe-hungry Skyguard customs officials. From this base they are now extorting local businesses for money and food, reducing by 60%+ the profits of the caravans using this vital artery. They keep to themselves in their compound, dealing with the locals only through their mouthpiece - a terse and formidable woman called [[Akari Ito]]. How she came to be connected with the group is unknown, but with the space hulk's firepower behind her, the locals grudgingly comply with her demands.
The Space Hulk ("Hulk" being Ikaanan slang for elite space marines wearing [[H.U.L.C. armor]], or [[duraplate]] with added reinforcement), is the formidable assumed leader of a group of over a dozen rogue [[Space Marines|space marines]], survivors of the notorious "[[Raana#The Haalu incident (2488)|Haalu Incident]]". Changed somehow by what they experienced that terrible day that killed so many of their comrades, these now silent and strangely behaving, heavily armed & armored men have deserted the Republic's forces, despite this being a crime punishable by death. This particular group has taken over an abandoned building in the run-down [[Locations (Ikaanos)#Kasey's Park|Kasey's Park]] area, far from [[Skyguard]] patrols - but right by "Kasey's Crack", the break in Ikaanos' city walls which forms an unofficial gateway for trade caravans to take goods in and out of the city without oversight from bribe-hungry Skyguard customs officials. From this base they are now extorting local businesses for money and food, reducing by 60%+ the profits of the caravans using this vital artery. They keep to themselves in their compound, dealing with the locals only through their mouthpiece - a terse and formidable woman called [[Akari Ito]]. How she came to be connected with the group is unknown, but with the space hulk's firepower behind her, the locals grudgingly comply with her demands.


The local traders would love for the player to remove this group. This would increase profits from trade passing through this area, and open up [[Jobs and Money#Ikaanos' German caravaneer's guild (Kasey's Park)|new investment possibilities]] for you. But it would take a lot of firepower and courage to defeat them. The marines should have enough valuable weaponry to cover the costs of taking them on - but as potential slaves, their value is more questionable. Their disturbing demeanor makes those around them uncomfortable, and people worry that what's affected them might be infectious. Maybe if the player had enough Influence he might be able to find a [[Hunt Research|high-tech medical facility]] to take a look at them.  
The local traders would love for someone to remove this group. This would increase profits from trade passing through this area, and open up [[Jobs and Money#Ikaanos' German caravaneer's guild (Kasey's Park)|new investment possibilities]] for the player. But it would take a lot of firepower and courage to defeat them. The marines should have enough valuable weaponry to cover the costs of taking them on - but as potential slaves, their value is uestionable. Their disturbing demeanor makes those around them uncomfortable, and people worry that what's affected them might be infectious. Maybe if the player had enough Influence he might be able to find a [[Hunt Research|high-tech medical facility]] to take a look at them.  


===Raikan===
===Raikan===
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*'''Level:''' Professional.
*'''Level:''' Professional.


The Black Scorpion of Raikan is a formidable gang, consisting of many veteran thugs, who wield an assortment of weapons, ranging from swords to .50 Cal rifle. Their grip on Raikan is firm and poisonous to the people here. It would require the strength, will, and courage of a potential hero to take them down.  
The Black Scorpion of Raikan is a formidable gang, consisting of many veteran thugs, who wield an assortment of weapons, ranging from swords to .50 Cal rifle. Their grip on Raikan is firm and poisonous to the people here. It would require the strength, will, and courage of a hero to take them down.  


==The Procoms==
==The Procoms==
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The Dockyard Punks are a worker-union-turned-street-gang, who roam the streets of Ikaanos at night. A bunch of lowlifes, who wouldn't be a nuisance if it wasn't for their constant harassment of shipments going from the docks to the rest of northern Ikaanos. They make a living by threatening merchants, dabbling in petty theft, and working sporadic daytime shifts at the loading facilities. Rumors tell that they're paying a hefty [[freebooter's holding]] to get the local magistrate to look the other way, but nobody would care if someone "accidentally" set their HQ on fire.  
The Dockyard Punks are a worker-union-turned-street-gang, who roam the streets of Ikaanos at night. A bunch of lowlifes, who wouldn't be a nuisance if it wasn't for their constant harassment of shipments going from the docks to the rest of northern Ikaanos. They make a living by threatening merchants, dabbling in petty theft, and working sporadic daytime shifts at the loading facilities. Rumors tell that they're paying a hefty [[freebooter's holding]] to get the local magistrate to look the other way, but nobody would care if someone "accidentally" set their HQ on fire.  


Their presence will interfere with many of your potential passive income streams, such as trade routes (25-50% profit reduction). Paying them off with a one-time fee ($800) will ensure they leave all the player's shipments alone forever; a quick and relatively cheap solution if the player wants to avoid violence. Jumping groups of them to remove them from the area will also work, though it will take a while: the player will find only them in groups of three, and there are about 45 of them in total, and if you defeat one group you will scare the rest into hiding for 2-5 days, though their negative influence on trade will continue during this period - so it will take a long time to get rid of them completely, though their trade penalties end once you reduce their number to nine or less.  
Their presence will interfere with many of your potential passive income streams, such as trade routes (25-50% profit reduction). Paying them off with a one-time fee ($800) will ensure they leave all the player's shipments alone forever; a quick and relatively cheap solution if the player wants to avoid violence. Jumping groups of them to remove them from the area will also work, though it will take a while: the player will find only them in groups of three, and there are about 45 in total, and after one group being defeated the rest will be scared into hiding for the next 2-5 days (during which period their negative influence on trade will still continue) - so it will take a long time to get rid of them completely. Though the trade penalties they cause do vanish once their numbers drop below 10; they don't have to be wiped out completely.  


They could be a useful source of slaves if that's your thing, as people will turn a blind eye to their removal. They are very lightly armed and armored and inexperienced in fighting, so there's little danger in taking them on, as such, there is little loot to gain from them. Quite useful if the player wants to train his less talented mercenaries in combat.
They could be a useful source of slaves if that's your thing, as people will turn a blind eye to their removal. They are very lightly armed and armored, and not experienced in fighting, so there's little danger in taking them on - though they have little loot. Quite useful if the player wants to train his less talented mercenaries in combat.


As Ikaanos criminals, they are technically part of the [[Bandits]] faction, though this is an informal group so other "bandits" won't care much about their fate.
As Ikaanos criminals, they are technically part of the [[Bandits]] faction, though this is an informal group so other "bandits" won't care much about their fate.
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*'''Level:''' Medium.
*'''Level:''' Medium.


In Preacher's Woods to the east of Preacher's Pond is a large band of tribals from the northern swamps that are hostile to the Republic. They are severely disrupting trade caravans, reducing profits by over 70%. They are also terrorizing nearby farmers such as the Walkers of Imogen's Barrow, risking the food supply (and prosperity) of Ikaanos City. And the "degenerate primitives" are also accused of acting aggressively towards travelers, and keeping local villagers awake at night with their drumming.  
In Preacher's Woods to the east of Preacher's Pond is a large band of tribals from the northern swamps, who are hostile to the Republic. They are severely disrupting trade caravans, reducing profits by over 70%. They are also terrorizing nearby farmers such as the Walkers of Imogen's Barrow, risking the food supply (and prosperity) of Ikaanos City. And the "degenerate primitives" are also accused of acting aggressively towards travelers, and keeping local villagers awake at night with their drumming.  


You can ignore the menace, at the cost of reduced profits from certain passive investments. Or you can give the Walkers $1,600 to buy guns so that they can take out the tribesmen themselves over a period of time. Or the player can take on the tribals yourself: there are 74 combatants, lightly armored, with medium weaponry and medium combat prowess, and led from the rear by the Swamp King. They can be taken in small groups as and when the player wishes, all in one day if the player is dedicated enough. These tribals could be a good source of slaves and loot. Or the player can leave them alone, to continue hampering the prosperity of Ikaanos. Or the player could aid them by taking out the Walkers himself!
The player can ignore the menace, at the cost of reduced profits from certain passive investments. Or the player can give the Walkers $1,600 to buy guns so they can take on the tribesmen themselves, and wear their numbers down over a period of time. Or the player can attack the tribals directly: there are 74 combatants, lightly armored, with medium weaponry and medium combat prowess, led from the rear by the Swamp King. They can be taken on in small groups as and when the player wishes - all in one day if the player is dedicated enough. These tribals could be a good source of slaves and loot. Or the player can leave them alone, to continue hampering the prosperity of Ikaanos. Or the player could aid them by taking out the Walkers himself!

Revision as of 22:09, 28 May 2024

This page lists bandit groups, political entities, and mercenary crews that are not part of the Political Event system (Conclude Day events).

Most of them don't offer any investment opportunities, save for some. By eliminating some of these groups, the player gain influence, money and can even unlock new business opportunity.

Generally, they are not hostile to the player and his business empire. However, some of the groups do influence how things happen in Ikaanos.

Redhaven

North Redhaven

The Red Tigers

  • Type: Thug.
  • Investable: No.
  • Attackable: Yes.
  • Level: Easy.

Small groups of the Red Tigers are often found hanging out in Listeria Alley a few blocks south-west of the player's house in Redhaven. The red bandana-wearing Redhaven Tigers, dubbed "Red Tigers", are a newly formed 56-man street gang, who pay a "freebooter's holding" to the Skyguard police to have a blind eye turned to the various nefarious ways they make a living.

As with most criminals in the city, they are technically part of the informal Bandit "faction" - though the other bandits won't care much about their fate. If the player defeats a small group of them, another will take its place in 24-48 hours. If they are wiped out completely, Control in Ikaanos will increase, and the player will gain some Influence.

The gang might be behind some of the unflattering graffiti that sometimes appears on the player's walls, occasional windows broken by thrown stones, and damaged door locks that the player has to deal with. The Red Tigers are lightly armed and armored, and not very skilled in combat. They won't try to initiate fights to rob the player as they recognize the player as too dangerous for them to take on currently.

Being so close to the player's house, this gang could be a convenient source of slaves and loot.

Whitehaven

House Carozza

  • Type: Criminal.
  • Investable: Yes.
  • Attackable: Yes.
  • Level: Extreme.

House Carozza appears as an interactable location (Carozza Hall) in Whitehaven if Ikaanos Control drops below 40, or if the player's Influence is 20,000+. They are one of Ikaanos' great houses but are a criminal syndicate that the rest of the Republic would be happy to see gone.

They don't have opposed interests to the player, and once the player's Influence is 20,000+ they will accept donations; each point of Standing gained with House Carozza in this way provides $15 per day. Alternatively, if Control in Ikaanos is below 40, the player has the option of attacking House Carozza from within their mansion - a fight to the death, leaving either the Carozza's wiped out, or the player meeting his demise

For more details, see: Carozza Hall.

Denaar addicts of Raven Woods

  • Type: Thug.
  • Investable: No.
  • Attackable: Yes.
  • Level: Basic.

Dubbed "The Scourge of Raven Woods", this group of homeless denaar addicts hiding in Raven Woods has been reduced to attacking the walkers and even schoolkids of this upper-class district recently, for money and goods to sell to fund their fix. Maddened by a desire that gives them frightening quickness and strength, they are rumored to have pulled the head off one of their victims with just bare hands. If someone takes out this group before the Skyguard does, they will be considered a local hero.

Roaming Raiders

  • Type: Bandit.
  • Investable: No
  • Attackable: No.
  • Level: Low.

Once Control starts to fall in Ikaanos, Bandits who normally stay on the less heavily policed fringes of the city start raiding into the more wealthy Whitehaven area. Small groups of them can be encountered in the south-west of the district.

If the player defeats a group, Control in Ikaanos will go up 1 point - but another group may replace them the next day.

Close to your home base in Redhaven, these raiders may be a convenient source of slaves or loot - if the player wants to increase law & order in Ikaanos. And the bandits are so loosely organized that, at the moment, attacking some won't affect one's Standing with the rest, nor alert those in Fenrik's Tavern in the Underworld.

Westside

Marston Avenue

Almer's Karate School

  • Type: Brawler, civilian.
  • Investable: No.
  • Attackable: Yes.
  • Level: Medium.

Almer's Karate School is situated in north Marston Avenue. They are a peaceful, slave-abolishing organization that protects the citizens of Fullnar Hill between Marston and Westside Heights. Their school is unofficially called Westside's watch tower due to the large number of repelled raider attacks performed by the school's students.

Cole's Canyon

Bandits, Robbers, Highwaymen

  • Type: Bandit.
  • Investable: No
  • Attackable: Yes.
  • Level: Low.

When Control drops to a low level, Bandits who survive by preying on "civilized" Ikaanans set up camp right inside the city. In the large areas of abandoned parkland in its center, they can find deer and boar to hunt and eat, water to drink, nearby victims to rob, and even a few abandoned & overgrown buildings to shelter in. There's the secluded central Wetlands, through which few venture other than hunters, as due to the rough terrain it's quicker to go around it rather than through, and the bandits make it too unsafe for recreation. Then Outer Marston Swamp south and east, containing the pumping station whose failure contributed to the return of these districts to marshland. But the bandits particularly favor Cole's Canyon to the northwest, as this gives both ready access to human prey in the Westside districts around, plus higher and dryer ground than the rest.

In Cole's Canyon, the player will most routinely encounter bandits to the west, generally in small gangs extorting money from hunters returning to Westside Heights and Marston Avenue, as who else would be using this route? Not foolish enough to attack well-armed groups, they may only be a minor irritation; a $60 fee for safe passage is good value for avoiding a fight. Or if the player is in control of the Bandit's faction, these Highwaymen will let him pass and even show some sign of respect to him.

These raiders may be a convenient source of slaves or loot if the player is fine with increasing law & order in Ikaanos. For each small group he clears out, Control will go up 1 point - but another group will likely take its place in a day or three. And the bandits are so loosely organized that, at the moment, attacking some won't affect one's Standing with the rest, nor alert those in Fenrik's Tavern in the Underworld.

Kasey's Park

Kasey's Park Robbers

  • Type: Thug.
  • Investable: No.
  • Attackable: Yes.
  • Level: Medium.

A small group of 6 robbers, who constantly ambush and steal items from people who are unfortunate enough to run into them. No one would bat an eye if they were killed, but the person who did so would gain a respectable amount of influence.

Die schwarze Flut

  • Type: Slaver, street gang.
  • Investable: No.
  • Attackable: Yes.
  • Level: Medium.

Die schwarze Flut or The Black Tide in English, is a notorious German slaver/street gang controlling the northern part of Kasey's Park.

The Space Hulk

  • Type: Soldier.
  • Investable: No.
  • Attackable: Yes.
  • Level: Professional.

The Space Hulk ("Hulk" being Ikaanan slang for elite space marines wearing H.U.L.C. armor, or duraplate with added reinforcement), is the formidable assumed leader of a group of over a dozen rogue space marines, survivors of the notorious "Haalu Incident". Changed somehow by what they experienced that terrible day that killed so many of their comrades, these now silent and strangely behaving, heavily armed & armored men have deserted the Republic's forces, despite this being a crime punishable by death. This particular group has taken over an abandoned building in the run-down Kasey's Park area, far from Skyguard patrols - but right by "Kasey's Crack", the break in Ikaanos' city walls which forms an unofficial gateway for trade caravans to take goods in and out of the city without oversight from bribe-hungry Skyguard customs officials. From this base they are now extorting local businesses for money and food, reducing by 60%+ the profits of the caravans using this vital artery. They keep to themselves in their compound, dealing with the locals only through their mouthpiece - a terse and formidable woman called Akari Ito. How she came to be connected with the group is unknown, but with the space hulk's firepower behind her, the locals grudgingly comply with her demands.

The local traders would love for someone to remove this group. This would increase profits from trade passing through this area, and open up new investment possibilities for the player. But it would take a lot of firepower and courage to defeat them. The marines should have enough valuable weaponry to cover the costs of taking them on - but as potential slaves, their value is uestionable. Their disturbing demeanor makes those around them uncomfortable, and people worry that what's affected them might be infectious. Maybe if the player had enough Influence he might be able to find a high-tech medical facility to take a look at them.

Raikan

The Black Scorpion

  • Type: Thug.
  • Investable: No.
  • Attackable: Yes.
  • Level: Professional.

The Black Scorpion of Raikan is a formidable gang, consisting of many veteran thugs, who wield an assortment of weapons, ranging from swords to .50 Cal rifle. Their grip on Raikan is firm and poisonous to the people here. It would require the strength, will, and courage of a hero to take them down.

The Procoms

The Wrool Cat Wranglers

  • Type: Thug.
  • Investable: Yes.
  • Attackable: Yes.
  • Level: Medium.

The Wrool Cat Wranglers are a small but powerful group of raiders headquartered in Diggory Alley in South Procoms, and holding much of the area hostage - demanding "protection money" from vendors and merchants.

The Wrool Cat Wranglers will provide a substantial part of that money to the person who invested in them, however, this will harm the stability of Ikaanos. However, if someone brave enough or just doesn't care about the money takes the group out, the vendors and merchants of the Procoms will be very happy and maybe even offer that hero a business opportunity.

The Docks

The Dockyard Punks

  • Type: Thug.
  • Investable: Yes.
  • Attackable: Yes.
  • Level: Very easy.

The Dockyard Punks are a worker-union-turned-street-gang, who roam the streets of Ikaanos at night. A bunch of lowlifes, who wouldn't be a nuisance if it wasn't for their constant harassment of shipments going from the docks to the rest of northern Ikaanos. They make a living by threatening merchants, dabbling in petty theft, and working sporadic daytime shifts at the loading facilities. Rumors tell that they're paying a hefty freebooter's holding to get the local magistrate to look the other way, but nobody would care if someone "accidentally" set their HQ on fire.

Their presence will interfere with many of your potential passive income streams, such as trade routes (25-50% profit reduction). Paying them off with a one-time fee ($800) will ensure they leave all the player's shipments alone forever; a quick and relatively cheap solution if the player wants to avoid violence. Jumping groups of them to remove them from the area will also work, though it will take a while: the player will find only them in groups of three, and there are about 45 in total, and after one group being defeated the rest will be scared into hiding for the next 2-5 days (during which period their negative influence on trade will still continue) - so it will take a long time to get rid of them completely. Though the trade penalties they cause do vanish once their numbers drop below 10; they don't have to be wiped out completely.

They could be a useful source of slaves if that's your thing, as people will turn a blind eye to their removal. They are very lightly armed and armored, and not experienced in fighting, so there's little danger in taking them on - though they have little loot. Quite useful if the player wants to train his less talented mercenaries in combat.

As Ikaanos criminals, they are technically part of the Bandits faction, though this is an informal group so other "bandits" won't care much about their fate.

Roaming

Urban Titans

  • Type: Ravager.
  • Investable: No.
  • Attackable: Yes.
  • Level: Extreme.

The Urban Titans, also known as The Scourge of Crow's End, is a paramilitary group of wealthy adventurers/mercenaries that spawn after day 30. They have a daily 10% chance of lowering City Control with one point down to a minimum of 19.

Ikaanos City Outskirts - the Westside Swamps

Preacher's Pond

Tribesmen

  • Type: Thug.
  • Investable: No.
  • Attackable: Yes.
  • Level: Medium.

In Preacher's Woods to the east of Preacher's Pond is a large band of tribals from the northern swamps, who are hostile to the Republic. They are severely disrupting trade caravans, reducing profits by over 70%. They are also terrorizing nearby farmers such as the Walkers of Imogen's Barrow, risking the food supply (and prosperity) of Ikaanos City. And the "degenerate primitives" are also accused of acting aggressively towards travelers, and keeping local villagers awake at night with their drumming.

The player can ignore the menace, at the cost of reduced profits from certain passive investments. Or the player can give the Walkers $1,600 to buy guns so they can take on the tribesmen themselves, and wear their numbers down over a period of time. Or the player can attack the tribals directly: there are 74 combatants, lightly armored, with medium weaponry and medium combat prowess, led from the rear by the Swamp King. They can be taken on in small groups as and when the player wishes - all in one day if the player is dedicated enough. These tribals could be a good source of slaves and loot. Or the player can leave them alone, to continue hampering the prosperity of Ikaanos. Or the player could aid them by taking out the Walkers himself!