Mònfoumi
The Mònfoumi began as a protective arrangement among Dwarven smugglers and petty thieves who found themselves squeezed between Mercian law, local rivals, and the loss of Dwarven control over Durinn. Pierre Barnabet imposed a compact code: no member sells out another for a private profit, major earnings are divided by prior agreement, and no crime is worth drawing soldiers down on every river worker. Their early years were spent moving small loads, altering manifests, lifting purses, and making problems disappear before they became public. Their greatest early setback was a badly coordinated theft that led to arrests and the loss of a valuable cache. Pierre secured the crew's freedom at a heavy cost, which made him both indispensable and resented. Their later diversion of Mercian supplies to the Durinn rebellion proved that their modest operations could have regional consequences. It also drew a sharper line through the gang: some members believe helping the rebellion honors their people and weakens the occupation; others fear that political loyalty will turn a profitable criminal outfit into a target. Today, the Mònfoumi remain small, mobile, and underestimated. Their influence comes less from numbers than from knowing who moves what, by which route, and when a supposedly ordinary shipment is worth protecting.
Mònfoumi
- Type
- Dwarven organized crime…
- Size
- Tiny
- Reach
- Regional
- Base
- A river settlement on a well-traveled route through Durinn; the gang changes its berth regularly.
Overview
The Mònfoumi began as a protective arrangement among Dwarven smugglers and petty thieves who found themselves squeezed between Mercian law, local rivals, and the loss of Dwarven control over Durinn. Pierre Barnabet imposed a compact code: no member sells out another for a private profit, major earnings are divided by prior agreement, and no crime is worth drawing soldiers down on every river worker. Their early years were spent moving small loads, altering manifests, lifting purses, and making problems disappear before they became public. Their greatest early setback was a badly coordinated theft that led to arrests and the loss of a valuable cache. Pierre secured the crew's freedom at a heavy cost, which made him both indispensable and resented. Their later diversion of Mercian supplies to the Durinn rebellion proved that their modest operations could have regional consequences. It also drew a sharper line through the gang: some members believe helping the rebellion honors their people and weakens the occupation; others fear that political loyalty will turn a profitable criminal outfit into a target. Today, the Mònfoumi remain small, mobile, and underestimated. Their influence comes less from numbers than from knowing who moves what, by which route, and when a supposedly ordinary shipment is worth protecting.
How it began
Pierre Barnabet tells a modest version: a handful of Dwarves with no steady work began moving goods by river and learned that small, reliable crimes paid better than grand, bloody ones. The less modest truth is that the first crew formed after an old smuggling route was broken up and its surviving workers needed protection from both debt collectors and Mercian patrols. Pierre offered shared rules, pooled earnings, and punishment for anyone who endangered the whole crew. The gang took the name Mònfoumi from a dead Dwarven toll-keeper whose name its oldest members claim to have heard in a childhood story. No one can now agree who that toll-keeper was, and Pierre encourages the disagreement. The gang grew from petty theft and cargo switching into a compact regional network, then suffered its defining setback when a clumsy job exposed several members to arrest. Pierre negotiated their release by trading away a valuable cache and accepting a period of close scrutiny. Since then, the Mònfoumi have preferred apparent foolishness and mundane commerce to swagger. Their watershed moment came when they diverted supplies from a Mercian storehouse and quietly passed them to the Durinn rebellion. The operation worked, but the rebels' success made the gang's private political sympathies impossible to ignore. They have since tried to balance criminal survival, Dwarven grievance, and the dangerous prospect of becoming useful to a cause larger than themselves.
How to know them
Soot black, River-mud brown, Dull brass
- A black ant carrying a brass bead
- Three short, wavering lines scratched beneath a cargo mark
Standing
What they say they want
What they are doing now
Where it leads
A Durinn where Dwarves can govern their own communities and the Mònfoumi can operate openly as a legitimate river concern. Pierre imagines a future in which the gang's knowledge and favors give it leverage without requiring it to become a political army. Other members imagine a more assertive Dwarven order, and some would gladly trade Pierre's quiet influence for a decisive role in expelling the occupiers.
How others see them
To most locals, the Mònfoumi are petty crooks with more personality than discipline. Mercian officials often see them as a minor nuisance, while some Dwarves regard them as useful rogues who occasionally remember the larger struggle. Traders may trust Pierre's manners without trusting his accounts.
People
3 ranks
The River Factor
Well-spoken, patient, and hard to provoke in public. His politeness is sincere but also a tool for making others reveal their assumptions.
- The River Factor1 member
Pierre Barnabet sets policy, negotiates jobs, controls major payouts, and decides when political work is worth the risk. He consults the crew but retains final authority.
- The Hands2 members
Vites and Poch coordinate movement, access, equipment, and escape plans. Their practical authority is strongest during an operation, though neither can overrule Pierre's decision to accept or reject a job.
- Vites Fast courier and custom-trained martial artist
- Poch Artificer, equipment keeper, and specialist in concealed cargo
- The Crew4 members
San'sevo, Domi, Tris, and Iyen handle lookout work, infiltration, muscle, distraction, and whatever unexpected task a job demands. Their specialties overlap, and assignments are adjusted to avoid foreseeable clashes.
- San'sevo Lookout, porter, and unreliable distraction
- Domi Infiltrator, thief, and watcher
- Tris Enforcer and close-quarters fighter
- Iyen Bard, performer, and social diversion
How they are organised
- Be vouched for by a current member who accepts responsibility for the recruit's conduct.
- Keep the gang's names, routes, and business out of public disputes.
- Accept agreed shares and agreed limits on violence.
- Do not bring a personal feud, political faction, or private employer into a gang operation without Pierre's consent.
Relations
5 factionsThe rebellion sometimes buys stolen weapons, forged travel papers, and safe passage through the wetlands from the Mònfoumi. The arrangement is transactional, uneasy, and never publicly acknowledged.
Operations
What they do
How they do it
Services for hire
- Quiet PassageA modest fee, a favor, or a negotiated share of recovered goodsMove small cargoes or messages through river routes while reducing the chance of routine inspection.
- Find the Missing ThingA fee, useful information, or a promised service in returnLocate stolen property, discreet buyers, or the likely source of a leak. Results depend on how far the target is from the gang's usual routes.
- Covered CargoA negotiated price and proof the goods will not immediately endanger the crewAcquire or arrange custom concealment, forged papers, or smuggled equipment. Magical or extradimensional storage is subject to campaign rules and is not guaranteed.
What they can do
What they have
Where they are weak
Territory
Headquarters
A river settlement on a well-traveled route through Durinn; the gang changes its berth regularly.A modest river barge and a handful of rented rooms near a busy landing serve as the gang's changing headquarters. Cargo, ledgers, and sleeping arrangements shift often. The barge looks like an ordinary merchant vessel, but its false-bottomed lockers and concealed compartments can hide contraband or people for a short journey.
Lands they hold
Outposts
- The quiet berthsTemporary moorings near trading landingsAllow the barge to change location, transfer goods, and avoid building a fixed pattern for patrols to follow.
- The borrowed doorsRented rooms and borrowed storerooms in several settlementsProvide short-term hiding places for people, messages, and goods; no site is treated as permanently safe.
Secrets
Plot hooks
5 hooks- 1A Name in the LedgerLow to moderate, personal scaleReward: Coin, a favor from Pierre, or a contact along the riverPierre hires a character to carry an ordinary-looking cargo manifest to a river contact. The manifest is genuine, but one line has been altered to implicate a local Dwarven household in smuggling. The character can protect the household, expose the forgery, or keep the job simple and take the payment.
- 2Cargo with Two OwnersModerate, local scaleReward: Supplies, faction goodwill, or evidence of Pierre's hidden choicesThe Mònfoumi ask the party to retrieve a seized shipment before Mercian authorities connect it to the gang. The goods include supplies meant for the Durinn rebellion, but also property stolen from local civilians. The party must decide what to return, conceal, or deliver.
- 3The Missing HandModerate to high, party scaleReward: A lasting alliance with the gang or leverage over its membersA member vanishes after a bungled operation, and the remaining crew members give conflicting accounts of what happened. The trail leads through a marsh route, a merchant's storehouse, and a group of officials who believe they have caught a larger rebel network.
- 4The River DecidesHigh, regional scaleReward: Rebel support, criminal resources, or the right to influence the gang's political directionThe Durinn rebellion requests a major delivery that would meaningfully aid its campaign but almost certainly expose the Mònfoumi's routes. Pierre asks the party to assess the danger. Vites wants to take the job immediately, Tris argues that refusing betrays Durinn, and Pierre privately considers sabotaging the delivery if it threatens the crew.
- 5The First CacheHigh, campaign scaleReward: A major shift in faction relationships and possible control over a valuable networkThe source of the gang's first rebellion shipment is discovered. A Dwarven community demands restitution, the rebellion demands that the Mònfoumi keep supplying it, and Pierre asks the party to find the informant whose protection motivated his decision. The characters can reconcile the claimants, choose a side, or reveal the entire story.
Work they offer
What gets in the way
Rumours
Media
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