Iron Fangs
The Iron Fangs are the most powerful gang in Redfern Hollow, feared as much for their brutality as for their cunning business sense. Rooted deep in the Old South District, known locally as The Maw, the gang controls shipping, smuggling, and underground entertainment.
They are infamous for their ties to beast taming owning, training, and unleashing everything from dire wolves and Sharks to Sea serpent in their service. Whispers in the underworld say the Iron Fangs can get you anything weapons, coin, or monsters as long as you’re willing to pay the price.
Their power comes from a mix of strong leadership, loyal muscle, and greased palms. Between their influence on officials and the monsters they control, the Iron Fangs are not easily rooted out. Their sharpened teeth mark them as predators, and their name alone carries the threat of blood.
The Iron Fangs bleed local shops and merchants, offering “protection” from theft, accidents, and monster attacks. Those who pay are kept safe. Those who don’t often suffer unfortunate accidents sometimes involving beasts conveniently set loose in the district. Pit Fights
The gang hosts brutal pit fights featuring trained beasts, criminals, and unwilling challengers. These spectacles draw coin from gamblers and power from spectacle, while also showing off the monsters the gang controls. Smuggling Runs
The Iron Fangs run goods through hidden tunnels and private docks. They are known in the underworld as the crew that can “get it done,” whether it’s slipping a package onto a ship bound across the sea or hiding contraband until it’s ready to move. Underground Casinos
Beyond their one surface level, technically legal casino, the Iron Fangs host illegal gambling dens. High stakes monster fights, rigged games, and deadly wagers are common. For the right coin, anything can be bet even lives.
Territory — “The Maw”
The Iron Fangs’ hold lies in the old southern docks of Redfern Hollow, a district abandoned by the city’s growth and left to decay. Within this territory:- A handful of docks and warehouses used for smuggling.
- A ruined amphitheater that doubles as their headquarters and pit-fighting arena.
- Abandoned buildings converted into safehouses, stash points, and fighting pits.
- A casino that serves as their public “legitimate business,” while the real deals happen in back rooms and hidden basements.
Criminal Activity
Protection RacketsThe Iron Fangs bleed local shops and merchants, offering “protection” from theft, accidents, and monster attacks. Those who pay are kept safe. Those who don’t often suffer unfortunate accidents sometimes involving beasts conveniently set loose in the district. Pit Fights
The gang hosts brutal pit fights featuring trained beasts, criminals, and unwilling challengers. These spectacles draw coin from gamblers and power from spectacle, while also showing off the monsters the gang controls. Smuggling Runs
The Iron Fangs run goods through hidden tunnels and private docks. They are known in the underworld as the crew that can “get it done,” whether it’s slipping a package onto a ship bound across the sea or hiding contraband until it’s ready to move. Underground Casinos
Beyond their one surface level, technically legal casino, the Iron Fangs host illegal gambling dens. High stakes monster fights, rigged games, and deadly wagers are common. For the right coin, anything can be bet even lives.
Structure
Leadership of the Iron Fangs
Boss Doris — Wood Elf Ranger (CR 10)
Doris rules the Iron Fangs through a mixture of fear, intimidation, and ruthless tactics. Calm and calculating, she always looks for the smartest path to power. Violence is a tool she wields without hesitation, but she believes coin and control are sharper weapons. Her sharp grin is her trademark — a reminder that she is both predator and ruler. Companions:Doris keeps a lesser water elemental, a sea serpent named Morgan, and a trio of trained sharks that circle the gang’s flagship vessel, the Lady Num. These creatures ensure that any who dare to cross her at sea vanish without a trace. Right Hand: Rukhar — Half-Orc Fighter, Ex-Pit Fighter (CR 8)
Rukhar is the muscle of the leadership, responsible for drilling the gang into hardened killers. He ensures the Iron Fangs stay sharp by breaking the weak and molding the strong — those who fail him often end up facing him in the ring, and few survive. Companion: Rukhar keeps a savage sea serpent named Mauler, used to terrorize rivals and “discipline” unruly subordinates. Personality: Practical to a fault. To Rukhar, coin speaks louder than pride, but an insult to his honor will be repaid with blood. Left Hand: Shar — Aquiden Beast-Tamer (CR 7)
Shar is the master of the Iron Fangs’ beasts and monsters. He oversees the animal pits, ensuring that every beast is well-fed, well-trained, and ready to kill when needed. Shar is also responsible for breaking in rare monsters the gang acquires, often creating terrifying new attractions for their pit fights. Companions: A mischievous water elemental named Slurp and a slippery sea serpent named Wiggles. Personality: Methodical, almost scholarly in his approach to training. But Shar is utterly ruthless — to him, monsters are tools, and people aren’t much different. Each leader commands their own cadre of underlings, but all three make their presence known within The Maw. Their combined influence makes the Iron Fangs far more than a street gang — they are a criminal syndicate with teeth and claws, feared across Redfern Hollow.
Doris rules the Iron Fangs through a mixture of fear, intimidation, and ruthless tactics. Calm and calculating, she always looks for the smartest path to power. Violence is a tool she wields without hesitation, but she believes coin and control are sharper weapons. Her sharp grin is her trademark — a reminder that she is both predator and ruler. Companions:Doris keeps a lesser water elemental, a sea serpent named Morgan, and a trio of trained sharks that circle the gang’s flagship vessel, the Lady Num. These creatures ensure that any who dare to cross her at sea vanish without a trace. Right Hand: Rukhar — Half-Orc Fighter, Ex-Pit Fighter (CR 8)
Rukhar is the muscle of the leadership, responsible for drilling the gang into hardened killers. He ensures the Iron Fangs stay sharp by breaking the weak and molding the strong — those who fail him often end up facing him in the ring, and few survive. Companion: Rukhar keeps a savage sea serpent named Mauler, used to terrorize rivals and “discipline” unruly subordinates. Personality: Practical to a fault. To Rukhar, coin speaks louder than pride, but an insult to his honor will be repaid with blood. Left Hand: Shar — Aquiden Beast-Tamer (CR 7)
Shar is the master of the Iron Fangs’ beasts and monsters. He oversees the animal pits, ensuring that every beast is well-fed, well-trained, and ready to kill when needed. Shar is also responsible for breaking in rare monsters the gang acquires, often creating terrifying new attractions for their pit fights. Companions: A mischievous water elemental named Slurp and a slippery sea serpent named Wiggles. Personality: Methodical, almost scholarly in his approach to training. But Shar is utterly ruthless — to him, monsters are tools, and people aren’t much different. Each leader commands their own cadre of underlings, but all three make their presence known within The Maw. Their combined influence makes the Iron Fangs far more than a street gang — they are a criminal syndicate with teeth and claws, feared across Redfern Hollow.
Type
Illicit, Gang
Location

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