Across the next few pages, you’ll find a breakdown of the intricate web of thirty active factions contending for supremacy in the shadowed streets of Gotham City. Each faction is represented visually by a striking and evocative icon, providing a glimpse into their identity. Moreover, each entry delves into the inner workings of each faction, presenting their leader and core members, as well as the motivations that drive them towards dominance.
It's crucial to recognize that the knowledge about these factions varies widely among the denizens of Gotham City. While the public may only know the surface details, those with closer ties to the factions would possess more intimate knowledge. As you immerse yourself in these entries, consider the perspective of your character and what they would or wouldn't know about the clandestine power struggles that shape the city's destiny. With no reference guide handed to your character, each player has the opportunity to carefully craft their character's awareness and understanding of Gotham's intricate power structures.
Arkham Conclave: Push the boundaries of science to unlock the secrets of immortality through psychological and genetic mutation.
Black Glove: Exploit Gotham's poverty-stricken Narrows by perpetuating the cycle of despair to return the Black Mask to the top of Gotham's criminal food chain.
The Cartel: Establish dominance over Gotham's criminal underworld through fear manipulation, calculated violence, and psychological warfare.
Chaos Society: Expose the hypocrisies of Gotham's social and political systems by disrupting existing power structures and challenging the status quo.
Clay Enigma: Manipulate, deceive, and gather information from the various factions across Gotham for a reason unknown.
Clayborn Collective: Unleash their monstrous power, spread fear, and cause chaos without restraint.
Court of Owls: Return to the shadows where they can once again control Gotham through corrupt authority figures, fear, and assassinations.
CryoTech Operations: Operate an ethically controversial, but technically legal, cryo-prison facility providing an alternative form of punishment and rehabilitation.
Daughters of the Bat: Turn Park Row into a safe haven for anyone looking to escape the chaos of Gotham.
Duality League: Capture as many heroes and villains as possible to try them in a kangaroo court for their supposed crimes.
Enigma Alliance: Prove their intellectual superiority by leaving riddles and puzzles with intricate planning, hacking, and mind games.
Feral Enclave: Return Gotham to a primal state where they can hunt the rich and rival in bestial savagery.
G.C.P.I.: Uphold justice and maintain order in Gotham by diligently investigating crimes, dismantling criminal networks, and collaborating with other heroic organizations.
Gotham City Sirens: Confront the criminal element of Gotham head-on and offer protection for its citizens.
Iceberg Lounge: Operate a completely legal and legitimate front for Gotham's secret underground criminal networks.
Jade Serpents: Prepare Gotham City for a complete takeover of its criminal underworld by the Triad.
The Kingdom: Conquer Gotham and establish Merlyn as its unquestioned God-King.
League of Assassins: Burn Gotham to the ground in order for a new society, free from corruption and decadence, to rise from its ashes.
The Legacy: Honor the Joker by perpetuating his reign of chaos, instigating fear, and challenging any potential new Batman.
Order of St. Dumas: Cleanse Gotham in a righteous holy fire that will eradicate its corruption and destroy the forces of darkness which torment the city.
Rising Tide: Sink the islands of Gotham under the waves turning the entire city into a safe haven for criminals hunted by Atlanteans.
Roman Empire: Rebuild the Falcone Crime Family into the defacto criminal empire of Gotham by eliminating all other supervillain-led factions.
Scarlet Blades: Dismantle the remnants of Batman's legacy, erase his influence, and bring his former allies to their knees by exploiting their fears and weaknesses.
Shifting Alliance: Seize control of Gotham through strategic infiltration, manipulation, and using their shape-shifting abilities to replace or control figures of power across the city.
The Signal: Find a mentor for Damian Wayne while preserving as much of Batman's legacy as possible.
Silent Vipers: Establish themselves as the most deadly, feared, and highest-paid mercenaries by eliminating Gotham's most influential figures.
The Veil: Push the affluent elite of Gotham for the city's corruption and decay.
Verdant Guardians: Preserve nature in Gotham, advocate for ecological preservation, sustainable practices, and restore the city's ecological balance.
Vertigo: Subtly manipulates the perceptions of Gotham's citizens, sewing paranoia and discord throughout the city, for their own personal amusement.
Wonderland Gang: Manipulate the fashion industry to spread their influence throughout the city and take control of the minds of Gotham's citizens.
A sinister and secretive group led by the brilliant but unhinged scientist Hugo Strange. Collaborating with the monstrous Man-Bat, Kirk Langstrom, and protected by the undead behemoth Solomon Grundy, they operate from the dark confines of Arkham Island with the audacious goal of unlocking the secrets of immortality through psychological and genetic mutation.
The history of the Arkham Conclave can be traced back to the twisted mind of Hugo Strange. Driven by an insatiable thirst for knowledge and power, Strange sought to unravel the mysteries of life and death, delving into forbidden scientific experiments to achieve his ambitions. In his research, he stumbled upon the enigmatic secrets of the Lazarus Pit, a legendary and mythical source of immortality.
Recognizing the potential of their respective expertise, Strange reached out to Man-Bat, Kirk Langstrom, an accomplished geneticist with a personal fascination with the possibilities of transhumanism. Langstrom's desire to transcend human limitations and unlock hidden potentials perfectly aligned with Strange's quest for immortality, making him an invaluable asset.
To further expand their capabilities and achieve their goals, the Arkham Conclave sought the formidable might of Solomon Grundy, the undead monstrosity with regenerative abilities. Grundy's resilience and near-immortality made him the living embodiment of their research, and he became the physical force needed to ensure their experiments' success.
The Arkham Conclave's primary agenda centers around the pursuit of immortality. They engage in psychological manipulation, conducting inhumane experiments on Arkham inmates and victims. Through their research, they aim to achieve immortality for themselves and their chosen followers, believing that their transcendence will bring about a new era of power and control over Gotham and beyond.
The methods employed by the Arkham Conclave are ethically reprehensible and morally bankrupt. They use the helpless inmates of Arkham Asylum as unwitting subjects in their experiments, subjecting them to torturous and often deadly procedures in the name of science. The Conclave also seeks to harness the dark powers of the Lazarus Pit, knowing full well its unpredictable and corrupting nature.
Operating from the secluded Arkham Island, the Arkham Conclave remains hidden from the prying eyes of the world. They conduct their research in the shadows, exploiting the island's remote location to maintain their secrecy. The Conclave utilizes the extensive resources and facilities of Arkham Asylum to carry out their twisted experiments, evading detection by manipulating the staff and security.
Leader
Hugo Strange
Key Members
Kirk Langstrom (Man-Bat)
Solomon Grundy (Cyrus Gold)
A ruthless and calculating group led by the cunning Black Mask, Roman Sionis. Operating out of the poverty-stricken Narrows district, their primary goal is to exploit the despair and suffering of the neighborhood's inhabitants to elevate Black Mask back to the top of Gotham's criminal hierarchy.
The members of the Black Glove came together through pure desperation. Black Mask, after suffering numerous setbacks and challenges to his criminal empire, found few willing to work with him. Instead, he turned to the castaways and delinquents.
One of the first recruited by Black Mask was Firefly, Garfield Lynns, an arsonist with a penchant for chaos and destruction. Firefly saw an opportunity to sow fear and chaos in the Narrows and his destructive tendencies aligned with Black Mask's agenda.
Ratcatcher, Otis Flannegan, was also drawn to the Black Glove due to his intimate knowledge of the Narrows' sewers and underground passages. With his ability to control and command an army of rats, Ratcatcher could provide them with the means to infiltrate and manipulate the impoverished district.
The Black Glove's agenda centers around perpetuating the cycle of despair in the Narrows. They manipulate the poverty-stricken inhabitants, extort them for money and resources, and exploit their vulnerabilities for their own gain. Black Mask seeks to control the flow of illegal goods and services in the district, ensuring that he holds the Narrows' inhabitants under his iron grip.
To achieve their goals, the Black Glove employs brutal tactics and psychological manipulation. They instigate turf wars among rival gangs, exacerbate existing conflicts, and use fear and intimidation to keep the residents of the Narrows in a constant state of desperation and dependency.
Firefly uses his fiery weapons to strike fear into the hearts of the Narrows' population, while Ratcatcher employs his army of rats to create chaos and spread disease, further contributing to the district's despair.
Black Mask is the mastermind behind it all, orchestrating their operations with cunning and precision. He uses his remaining wealth and influence to control key figures in the Narrows, ensuring that anyone who dares to oppose the Black Glove meets a swift and brutal end.
Operating out of the Narrows, the Black Glove takes advantage of the district's isolation and lawlessness to operate with impunity. They exploit the lack of law enforcement and the indifference of Gotham's authorities to further their nefarious schemes, ensuring that the Narrows remain a breeding ground for misery.
Leader
Black Mask (Roman Sionis)
Key Members
Firefly (Garfield Lynns)
Ratcatcher (Otis Flannegan)
A fearsome and relentless group, is under the iron grip of the formidable Bane, with the sinister alliance of Scarecrow, Jonathan Crane, operating from the shadows of Otisburg. Their primary objective is to establish absolute dominance over Gotham's criminal underworld through fear manipulation, calculated violence, and psychological warfare.
In his quest for dominance, Bane formed a sinister partnership with Scarecrow, the master of fear and psychological manipulation. Their collaboration allowed them to exploit the darkest fears of Gotham, ensuring loyalty through terror and intimidation.
The Cartel's agenda revolves around instilling fear and chaos throughout Gotham's criminal underworld, making an example of those who dare to oppose them. They operate with calculated violence, using brutal force to eliminate rival factions and ensure their grip on power remains unchallenged.
Their methods involve a calculated blend of fear manipulation and psychological warfare. Scarecrow utilizes his potent fear toxin to subjugate enemies and keep potential traitors in check, while Bane employs his unparalleled combat skills to crush resistance.
Operating from the shadowy and treacherous district of Otisburg, The Cartel maintains a stronghold in the heart of the city's criminal activities. They leverage their dominance to control illicit operations, including drug trafficking, extortion, and money laundering, solidifying their position as the most feared and powerful force in Gotham's underworld.
The Cartel's motivation lies in the pursuit of ultimate power and control. Bane's vision for Gotham drives their relentless pursuit of dominance, as he seeks to reshape the city according to his own dark desires. The alliance with Scarecrow ensures that fear is ever-present, discouraging any opposition and maintaining the Cartel's ironclad rule.
Leader
Bane
Key Members
Scarecrow (Jonathan Crane)
The malevolent and radical faction known as Chaos Society is led by the enigmatic Anarky, Lonnie Machin, and operates from the shadows of Granton. Together with the deranged minds of Professor Pyg, Lazlo Valentin, and Dollmaker, Barton Mathis, their ultimate goal is to expose the hypocrisies of Gotham's social and political systems by causing widespread disruption and challenging the established power structures.
The origins of Chaos Society can be traced back to Anarky's deep-rooted belief that Gotham's society is built on a foundation of corruption, inequality, and injustice. Driven by a desire to bring down those in power and unveil the truth behind their agendas, he sought allies who shared his radical ideology.
Professor Pyg and Dollmaker, both known for their grotesque and sadistic methods, were drawn to Anarky's vision of exposing the flaws in Gotham's institutions. Each member of Chaos Society brings unique and unsettling expertise to the group, contributing to their shared agenda.
Their primary motivation is to dismantle the illusion of order and morality that masks the city's true face of corruption. They aim to disrupt existing power structures and reveal the hypocrisies of those in positions of authority, whether it be politicians, businessmen, or social elites.
Chaos Society employs various methods to achieve its goals. Anarky is the master strategist, orchestrating calculated strikes and carefully planned acts of civil disobedience. He uses propaganda and media manipulation to sway public opinion.
Professor Pyg and Dollmaker contribute their sinister talents to the group's endeavors. Professor Pyg employs mind-altering drugs and grotesque surgical procedures to create living examples of the corruption he believes plagues Gotham's society. Dollmaker's twisted abilities with body modification and organ harvesting add a chilling and horrific dimension to Chaos Society's operations.
Operating from the working-class neighborhood of Granton, Chaos Society exploits the city's darkest corners to sow chaos and upheaval. They target corrupt individuals and institutions, causing havoc and fear to shake the foundations of Gotham's perceived stability.
Their actions are designed to challenge the status quo and inspire citizens to question the established order. Chaos Society aims to awaken the people of Gotham, urging them to rise against the oppressive systems that have kept them in chains.
While their methods may be ruthless and extreme, Chaos Society views themselves as agents of truth and justice, willing to do whatever it takes to expose the hypocrisy that festers within Gotham's heart. Their agenda is not driven by personal gain but by a radical commitment to unveiling the city's true nature.
Leader
Anarky (Lonnie Machin)
Key Members
Professor Pyg (Lazlo Valentin)
Dollmaker (Barton Mathis)
The insidious and secretive faction known as Clay Enigma is under the cunning leadership of Clayface VII, Ethan Bennett, and operates from the shadows of Newtown. Its primary objective is to manipulate, deceive, and gather sensitive information from various factions across Gotham for a mysterious and undisclosed purpose.
Their motivation remains shrouded in mystery, known only to the innermost circle of Clay Enigma. Their enigmatic leader, Clayface, employs his shape-shifting abilities to take on different identities, allowing him to move freely among the city's elite undetected.
Clay Enigma's agenda revolves around acquiring valuable information and gaining leverage over Gotham's powerful figures. Through manipulation, they create alliances and rivalries within factions, furthering their web of control and ensuring their anonymity. They specialize in playing both sides, pulling strings from the shadows, and using that chaos to further their ends.
Their methods include spreading disinformation, fabricating scandals, and manipulating key events to serve their hidden agenda. Clay Enigma is adept at exploiting the weaknesses and fears of their enemies, using psychological warfare to sow confusion.
Operating from the recently gentrified district of Newtown, Clay Enigma maintains a network of hidden lairs and concealed bases, evading detection and eliminating potential threats. They thrive in the dark corners of Gotham, relying on their anonymity and cunning to remain one step ahead of their adversaries.
Clay Enigma's elusive nature and unknown motives make them a mysterious and unpredictable adversary. With their eyes on every faction and their webs of manipulation stretching far and wide, they represent a hidden threat that poses a serious challenge to the peace and stability of Gotham. As the city's factions play their deadly game, the true masterminds behind the Clay Enigma continue to remain… an enigma.
Leader
Clayface (Ethan Bennett)
A formidable and monstrous group, led by Cassius Payne, Preston Payne, and Sondra Fuller, all sharing the name and powers of Clayface. Operating out of the infamous Crime Alley, their sinister goal is to unleash their monstrous power, spread fear, and cause chaos without restraint, seeking to drown Gotham in terror.
The members of the Clayborn Collective came together through a twist of fate. Basil Karlo, the original Clayface, sought to increase his influence by recruiting others with similar abilities. He found kindred spirits in Preston Payne, driven mad by his transformation, and Sondra Fuller, seeking retribution for her own past. Together, they formed the Clayborn Collective, bonded by their shared pain. Basil didn’t predict Preston and Sondra falling madly in love. Then, even more unlikely, the two had a child, Cassius Payne.
The birth of their child drove a wedge between the three Clayfaces and eventually Basil fled the increasingly violent clay couple. Their rage and madness only increased as Cassius grew older, the couple bowing to their unhinged child’s every desire.
Now, their agenda revolves around embracing their monstrous abilities to sow fear and destruction. Unlike other villainous factions that operate in secrecy or use manipulation, the Clayborn Collective takes a more direct and brutal approach. They revel in the chaos they create, causing massive collateral damage, and terrorizing the innocent without hesitation.
The Clayborn Collective's motivation is deeply rooted in their own pain and suffering. Their monstrous appearances and abilities have isolated them from society, leaving them feeling like outcasts and seeking revenge against a world that rejected them. They channel their anger and anguish into acts of violence and destruction, leaving Gotham City in a constant state of fear and unrest.
Their methods are straightforward and brutal. The Clayborn Collective uses their shape-shifting powers to create terrifying and grotesque forms, instilling horror in anyone who crosses their path. They target populated areas, inflicting maximum terror on civilians, and challenging even the bravest heroes to confront their darkest fears.
Operating out of Crime Alley, the collective takes advantage of the area's reputation for violence and despair. They exploit the darkness and hopelessness to stage their attacks, amplifying the fear they spread among the residents.
Leader
Clayface (Cassius Payne)
Key Members
Clayface (Preston Payne)
Clayface (Sondra Fuller)
The Court of Owls is a secretive and malevolent group led by the enigmatic Lincoln March, known as Owlman. Operating from the shadows within the grand halls of the City Hall district, they are determined to reclaim control over Gotham City by manipulating corrupt authority figures, instilling fear, and assassinations.
The Court of Owls has a long and mysterious history in Gotham City. It is believed that they have existed for centuries, pulling the strings behind the city's most influential individuals and manipulating their fate. Initially, they were an organization of wealthy and powerful elites, hidden behind an ancient symbol of the owl, representing their wisdom and dominance. But as the city grew and evolved, the Court found itself losing its grip on power and fading into history.
Lincoln March, a cunning and resourceful figure, rose to prominence within the Court of Owls, seeking to restore its former glory. With a deep desire to reclaim control over Gotham, he assembled a formidable team of loyalists, each with unique skills and talents. The Court's ranks grew to include the lethal and relentless Talon, an assassin resurrected and bound to the Court's service, the silent and deadly Strix, a former Talon who once turned against the Court, and the cunning and manipulative Dealer, an expert in espionage and information gathering.
The Court's agenda revolves around regaining its control over Gotham City through calculated and insidious means. They utilize their vast wealth and influence to infiltrate and manipulate corrupt authority figures, ensuring that their interests are protected and advanced. They instill fear and uncertainty among the city's citizens, making them susceptible to their influence and control.
The Court's methods are covert and ruthless, employing assassinations and covert operations to eliminate potential threats to their control. Talon serves as their deadly enforcer, carrying out their most dangerous and brutal assignments. Strix uses her unique skills and agility to gather intelligence and carry out stealthy assassinations. The Dealer, with his vast network of spies and informants, ensures that the Court remains informed about all the inner workings of Gotham City.
The Court of Owls operates from the shadows, leaving no trace of their involvement, making it difficult for heroes and law enforcement to uncover their schemes. Their ultimate goal is to regain their dominance over Gotham City, returning it to an era of darkness and control under their iron grip. The Court's reign of terror is a dark and ominous threat to the safety and stability of the city, and it will require the combined efforts of Gotham's heroes to thwart their malevolent plans and bring them to justice.
Leader
Lincoln March (Owlman)
Key Members
The Talon (William Cobb)
Strix (Mary Turner)
The Dealer (Etienne Guiborg)
A unique and controversial group led by the brilliant but morally complex Victor Fries, aka Mr. Freeze. Working alongside the ice-wielding Captain Cold, Leonard Snart, and the skilled marksman Red Arrow, Roy Harper, they operate out of the fortified facility inside the Diamond district. Their goal is to run a cryo-prison that offers an alternative form of punishment and rehabilitation though their methods often raise ethical questions.
The members of CryoTech Operations were brought together by a shared belief in the need for an innovative approach to criminal justice in Gotham City. Mr. Freeze, driven by a desire to save his terminally ill wife, was seeking redemption and a chance to use his scientific knowledge for good. He reached out to Captain Cold, who had grown weary of his life of crime and was intrigued by the idea of a new path. Roy Harper, seeking to move beyond his troubled past, saw an opportunity to make a meaningful impact by helping criminals change their ways.
CryoTech Operations' agenda centers around the operation of their cryo-prison facility. They advocate for a system that aims to rehabilitate offenders by cryogenically freezing them for a set period, giving them time to reflect on their actions and the opportunity to change. While their methods may be seen as controversial and raising ethical concerns, they believe that they offer an alternative to the traditional system of incarceration, allowing for a second chance at redemption.
The cryo-prison is designed to provide a highly secure environment, preventing escape and minimizing the risk to society while the inmates undergo rehabilitation. The frozen inmates are exposed to therapeutic sessions and counseling while in their suspended state, allowing them to confront their past actions and work towards personal growth. CryoTech Operations' vision is that, upon release, these individuals will reintegrate into society as reformed citizens, contributing positively to their communities.
However, CryoTech Operations' methods and practices are subject to scrutiny and opposition. Many question the ethical implications of cryogenic imprisonment and argue that it is merely a way to evade conventional punishment. The group faces challenges from both the criminal underworld and the more traditional elements of Gotham's justice system.
As CryoTech Operations continues to operate on the fringes of Gotham's justice system, they remain steadfast in their belief that their cryo-prison offers a new chance at rehabilitation and a path to redemption. They strive to walk the fine line between ethically questionable actions and the pursuit of a noble goal. Ultimately, their motivations are guided by their desire to make a difference in the lives of those affected by crime, even if their methods continue to stir debate and division within the city.
Current Inmate Population
Brown, Charles (Kite Man)
Cobb, Phil (Signalman)
Coyne, Joe (Penny Plunderer)
Day, Julian Gregory (Calendar Man)
Dekker, Paul (Crazy Quilt)
Doe, Larry (Lord Death Man)
Dumpler, Humphry (Humpty Dumpty)
Fugate, Temple (Clock King)
Mayo, Mitchell (Condiment King)
Pye, Margaret (Magpie)
Reard, Philip (Ten-Eyed Man)
Sartorius, Alexander (Doctor Phosphorus)
Serrano, Juan (Armless Master)
Tweed, Deever (Tweedledee)
Tweed, Dumfree (Tweedledum)
Valentin, Janosz (Zebra-Man)
Leader
Mr. Freeze (Victor Fries)
Key Members
Captain Cold (Leonard Snart)
Red Arrow (Roy Harper)
An extraordinary heroic group led by the skilled and tenacious Batwoman, Katherine Kane. Operating out of the newly formed Park Row district, their primary goal is to transform the district into a safe haven where anyone seeking refuge from the turmoil of Gotham can find solace and protection.
The group came together when Batwoman, inspired by her own journey as a vigilante, recognized the dire need to bring hope and safety to Park Row.
Kane began her crusade by taking a formerly disgraced Robin, Stephanie Brown, under her wing. Brown was a reformed villain operating under the name Spoiler but, with Oracle’s blessing, took the moniker of Batgirl. Stephanie's determination to protect others and make amends for her past mistakes made her a valuable asset to the Daughters of the Bat.
Black Bat, Cassandra Cain, joined the duo next. As a former assassin with a unique talent for reading body language, Cassandra desired redemption and a chance to use her skills for good. Batwoman saw great potential in her and offered her a chance at redemption by becoming a hero.
The Daughters of the Bat's agenda centers around turning Park Row into a symbol of hope and sanctuary. They patrol the district relentlessly, confronting criminals and dismantling criminal organizations to create a safer environment for its inhabitants. They also work to provide essential resources and support to those in need, including shelters, food banks, and medical clinics.
To achieve their goals, the Daughters of the Bat utilize a combination of combat skills, strategic planning, and community outreach. They employ a proactive approach to crime-fighting, preventing criminal activities before they escalate, and establishing strong ties with the residents of Park Row to gain their trust.
Batwoman's strong leadership ensures that the group operates efficiently and effectively, coordinating their efforts to address both the immediate threats and the root causes of crime. Black Bat's stealth and combat prowess make her a formidable ally in the fight against crime, while Batgirl's tech expertise aids in gathering intelligence and uncovering criminal activities.
Through their unwavering commitment and resilience, the Daughters of the Bat aim to inspire the people of Park Row to take ownership of their community. They strive to break the cycle of despair and violence that engulfs Gotham, replacing it with a sense of unity, hope, and empowerment.
Operating out of Park Row, the Daughters of the Bat has become a symbol of hope in Gotham City. Their presence challenges the notion that some are beyond redemption, and they prove that even the darkest memories can be transformed into beacons of light and safety with determination and compassion.
Leader
Batwoman (Katherine Kane)
Key Members
Black Bat (Cassandra Cain)
Batgirl (Stephanie Brown)
The Duality League is a sinister and enigmatic group led by the conflicted and dual-faced Two-Face, Harvey Dent, alongside the unpredictable and eccentric Creeper, Jack Ryder. Operating out of the Upper West Side, their ominous goal is to capture as many heroes and villains as possible to try them in a twisted kangaroo court for their supposed crimes.
The members of the Duality League came together as a result of shared resentments and grievances against the justice system and those who claim to be above the law. Two-Face, once a renowned and respected district attorney, became disillusioned with Gotham's legal system after a tragic accident scarred him physically and psychologically, resulting in the emergence of his dual personality.
Creeper, a disgraced journalist, found a common cause with Two-Face in his pursuit of exposing the hypocrisy and corruption within the city's superhero and supervillain communities. The duo formed a twisted bond, driven by their shared belief in an extreme form of justice, where heroes and villains alike would face their true selves in a court of "law."
The Duality League's agenda is fueled by a skewed sense of justice and a belief that they are the arbiters of truth. They see themselves as the embodiment of a higher form of justice, where individuals' moral worth is determined by the flip of a coin or by succumbing to their dark sides. Their motivation stems from their belief that the heroes and villains of Gotham have escaped true accountability for their actions, and the League seeks to rectify that imbalance through their own distorted form of judgment.
Once apprehended, the victims are subjected to a theatrical courtroom setting, where they are forced to confront their past deeds. The fate of the accused is determined by a combination of rigged trials, manipulated evidence, and the whims of Two-Face's coin, leaving the proceedings to the mercy of chance.
As the Duality League's influence spreads, the League's pursuit of their twisted form of justice becomes a dark specter looming over the city, as heroes and villains alike are forced to confront their own inner demons and face the consequences of their actions in a trial like no other.
Leader
Two-Face (Harvey Dent)
Key Members
Creeper (Jack Ryder)
A cunning and enigmatic group of villains, masterminded by the Riddler, Edward Nashton. Operating out of the vibrant and creative advanced district of Kubrick, their primary goal is to showcase their intellectual superiority by leaving a trail of intricate riddles, puzzles, and mind games.
The group came together through a mutual admiration of intellectual prowess and a shared desire to prove themselves as the most brilliant minds in Gotham. Riddler, driven by an insatiable need for validation and recognition of his genius, sought out like-minded individuals who could appreciate his grand vision.
One of the key members recruited by Riddler was Cypher, also known as Avery Twombey, a prodigious hacker with an exceptional ability to decipher and manipulate complex systems. Avery was drawn to Riddler's enigmatic charisma and the promise of challenging feats that would put her skills to the test.
The Enigma Alliance's agenda is multifaceted, with each member seeking to outwit Gotham's heroes, law enforcement, and even fellow villains through a series of carefully orchestrated puzzles, riddles, and intellectual challenges. Their motivations stem from a deep-seated need for recognition and superiority, driving them to prove that their intellect surpasses all others in Gotham.
Their methods are intricate and far-reaching, involving meticulous planning, hacking into Gotham's infrastructure, and orchestrating elaborate schemes that test the minds of even the most brilliant individuals. Riddler takes great pleasure in others, leaving behind a trail of cryptic clues and riddles that challenge their deductive skills and intellect.
Cypher's technological expertise allows the Enigma Alliance to infiltrate and disrupt the city's digital networks, further complicating their puzzles and creating chaos in Gotham's systems. Their mind games extend to manipulating key figures, pitting heroes against each other, and using psychological warfare to unsettle their enemies.
Operating in Kubrick, a district known for its arts scene, theaters, and creative endeavors, the Enigma Alliance utilizes the district's resources to enhance its schemes. They harness Kubrick's technology to create complex traps, elaborate holographic displays, and sophisticated surveillance systems to further baffle and challenge their adversaries.
The Enigma Alliance's presence in Gotham serves as a constant reminder that intelligence can be just as formidable as physical strength. Their elaborate puzzles and games of wits become a citywide spectacle, attracting media attention and captivating the citizens of Gotham, who are left wondering who will ultimately emerge victorious in this high-stakes intellectual battle.
Leader
Riddler (Edward Nashton)
Key Members
Cypher (Avery Twombey)
A menacing and savage group led by Catman, Thomas Blake, and joined by the ferocious Cheetah, Barbara Minerva, operating out of the luxurious penthouses of the Upper East Side in Gotham City. Their primal goal is to return Gotham to a state of primal savagery, where they can indulge in their animalistic instincts and hunt the wealthy elite for sport.
The members of the Feral Enclave came together through a shared desire to reject society's constraints and embrace their wild and predatory nature. Catman, a skilled hunter with a deep connection to the animal kingdom, found kinship with Cheetah, a fierce and cunning predator in her own right. Both had felt betrayed and disillusioned by society and sought refuge in their animalistic identities.
Fuelled by their disdain for the affluent elite and their hunger for primal freedom, Catman and Cheetah decided to unite forces. They believe that by tearing down the veneer of civilization, expose the animalistic nature of humanity, and show that survival of the fittest reigns supreme.
The Feral Enclave's agenda revolves around disrupting the social order, targeting the wealthy and powerful, and reducing Gotham's Upper East Side to a lawless and untamed wilderness. They employ a combination of stealth, ambush tactics, and brutal attacks to strike fear into their prey and sow panic among the privileged.
Their methods include transforming the Upper East Side into a dangerous jungle-like environment, using the city's own infrastructure against it. Catman and Cheetah use their animalistic instincts to anticipate their targets' movements and weaknesses, enabling them to strike with precision and efficiency.
The Feral Enclave's actions create an atmosphere of uncertainty and terror among Gotham's elite, challenging the notion of safety and exposing the fragility of their power. They see themselves as agents of nature's revenge, seeking to dismantle the superficiality of high society and restore the natural order of predator and prey.
As the Feral Enclave continues to terrorize the Upper East Side, they attract other like-minded individuals who are drawn to their primal cause. Their growing ranks include individuals who feel marginalized or betrayed by society and who yearn for a return to their true animalistic instincts.
As they prowl the streets, the Feral Enclave leaves a trail of chaos and destruction, leaving the city's wealthy inhabitants in constant fear for their lives. They revel in the chaos they create, embracing their beastial savagery, and seeing themselves as the true rulers of the urban jungle, where only the fittest can survive.
Leader
Catman (Thomas Blake)
Key Members
Cheetah (Barbara Minerva)
Led by the determined vigilante, The Question, alongside trusted allies James Gordon, Harvey Bullock, Crispus Allen, and Lyle Bolton, the Gotham City Private Investigators operate primarily from Tricorner but also claim Blackgate as their territory. Their goal is to uphold justice and maintain order in Gotham by diligently investigating crimes, dismantling criminal networks, and collaborating with other heroes.
The members of the G.C.P.I. came together through their shared dedication to serving the city and their tireless pursuit of justice. Renee Montoya, formerly a detective in the Gotham City Police Department (G.C.P.D.), adopted the persona of The Question after witnessing corruption within the system. Her unyielding quest for justice led her to assemble a team of like-minded individuals willing to go above and beyond the confines of traditional law enforcement.
James Gordon, the former Police Commissioner, brings his years of experience and dedication to the group. Despite facing numerous challenges and opposition in his career, he remains steadfast in his commitment to protecting Gotham and upholding the law.
Harvey Bullock, a seasoned detective known for his rough-around-the-edges approach, provides invaluable street smarts and knowledge of Gotham's criminal underworld. While unconventional at times, his methods often yield critical leads and breakthroughs.
Crispus Allen, a detective with a strong moral compass, joined the group to bring justice to the streets of Gotham and combat the corruption that often plagues the city. His integrity and determination make him a valuable asset to the G.C.P.I.
Lyle Bolton, better known as Lock-Up, is a reformed vigilante with a deep understanding of the criminal mind. He now uses his expertise to help the G.C.P.I. track down criminals and ensure they face justice.
The G.C.P.I.'s agenda revolves around their unwavering commitment to justice. They investigate crimes of all magnitudes, from street-level theft to high-profile supervillain attacks, with the same dedication and tenacity. They collaborate with other heroic organizations to share information and resources, and take down larger threats that the city faces.
While the G.C.P.I. operates within the boundaries of the law, they understand that sometimes unconventional measures are necessary to combat the deeply rooted crime in Gotham. They strive to maintain a balance between justice and the moral landscape of the city.
As a united force, the G.C.P.I. stands as a beacon of hope and justice in Gotham, committed to safeguarding the city from all threats and ensuring that the light of truth shines even in the darkest corners.
Leader
The Question (Renee Montoya)
Key Members
James Gordon
Harvey Bullock
Crispus Allen
Lyle Bolton (Lock-Up)
Led by the agile Catwoman, Selina Kyle, and joined by the vengeful Huntress, Helena Bertinelli, the tech-savvy Bluebird, Harper Row, and the deadly Ravager, Rose Wilson. Operating out of Burnside, they have a noble goal of confronting Gotham's criminal element head-on and offering protection to its citizens.
The members of the Gotham City Sirens came together through a shared sense of duty to protect Gotham City from the relentless tide of crime and corruption. Catwoman, well known for her criminal past, felt a responsibility to use her skills for the greater good. Huntress, seeking to atone for her familys crimes, joined the group to channel her rage and desire for justice. Bluebird, a young and tech-savvy vigilante, sought guidance and mentorship from the experienced heroes. Ravager, eager to prove her worth and forge her own path, found a place among the Sirens, where she could unleash her deadly skills for a just cause.
The Gotham City Sirens' agenda revolves around directly confronting and taking down criminal organizations that threaten Gotham's safety and security. They work to dismantle the infrastructure of crime, disrupt illegal activities, and neutralize dangerous supervillains who seek to harm the innocent.
The group's methods vary depending on the situation. Catwoman's acrobatics and stealth, coupled with her sharp intellect, make her an excellent infiltrator and gatherer of information. Huntress' martial prowess and determination make her a formidable combatant and enforcer of justice. Bluebird's tech expertise allows her to track criminals and expose their schemes, while Ravager's lethal combat skills and tactical mind make her a force to be reckoned with in battles.
The Gotham City Sirens operate with a strong moral compass, avoiding unnecessary harm while apprehending criminals. They prioritize the safety of innocent bystanders and work to minimize collateral damage. Their presence serves as a symbol of hope for the people of Burnside, inspiring citizens to stand up against crime and corruption.
In their quest to offer protection to Gotham's citizens, the Gotham City Sirens face formidable challenges and dangerous adversaries. They must navigate a complex web of alliances and confront the ruthless tactics of supervillains, while also grappling with their own personal struggles and demons. But through their unwavering commitment to justice and their determination to protect the innocent, they stand as a beacon of hope in Gotham City, ensuring that the city's dark alleys are not overrun by crime and that its citizens can live without fear.
Leader
Catwoman (Selina Kyle)
Key Members
Huntress (Helena Bertinelli)
Bluebird (Harper Row)
Ravager (Rose Wilson)
A sophisticated group led by the cunning and calculating Penguin, Oswald Cobblepot. Operating out of the industrial Down River district, the group's is a completely legal and legitimate front, masking Gotham's secret underground criminal networks.
The origins of the Iceberg Lounge can be traced back to Penguin's desire for wealth, power, and influence in Gotham City. Recognizing the limitations of overt criminal activities, Penguin hatched a brilliant scheme to create a front that would not only generate immense profits but also provide him with a veil of legitimacy that law enforcement would find difficult to penetrate.
To bring his plan to fruition, Penguin enlisted the Ventriloquist, Arnold Wesker, an expert puppeteer with a psychotic alter ego that manifests through his dummy, Scarface. Arnold was drawn to the promise of wealth and the opportunity to indulge his violent tendencies through Scarface. Later, Peyton Riley, the second Ventriloquist, joined the ranks, seeking her own twisted version of control over Gotham's criminal underworld.
The Iceberg Lounge's agenda revolves around operating a lavish and upscale nightclub that serves as both a haven for Gotham's criminal elite and a means of money laundering and other illicit activities. The Lounge provides a facade of sophistication and respectability, attracting high-profile clients, politicians, and even law enforcement officials, all oblivious to the criminal activities transpiring behind the scenes.
Their methods are shrewd and insidious, with Penguin using his political connections, charm, and business acumen to establish a powerful network of influence. Arnold Wesker and Peyton Riley intimidate and control their subordinates, enforcing loyalty within their ranks and eliminating any threats to their operation.
The Iceberg Lounge acts as the epicenter of Gotham's criminal dealings, serving as a hub for underground activities such as gambling, smuggling, extortion, and money laundering. Under Penguin's watchful eye, the Lounge operates with strict discipline and a meticulous attention to detail, ensuring that their criminal operations remain hidden from the prying eyes of Gotham's law enforcement.
The group's motivation is twofold: to amass immense wealth and influence through their legitimate front while simultaneously manipulating and controlling the city's criminal underbelly. It operates within the boundaries of the law while simultaneously undermining the very foundations of justice and order.
As the Iceberg Lounge's influence grow, they pose a significant threat to the city's stability and the efforts to rid Gotham of crime. Their sinister agenda, concealed beneath a veneer of sophistication and elegance, demonstrates the lengths to which some villains will go to maintain control over Gotham City's dark and dangerous landscape.
Leader
Penguin (Oswald Cobblepot)
Key Members
Ventriloquist (Arnold Wesker)
Ventriloquist (Peyton Riley)
A formidable and ruthless group led by the deadly Cheshire, Jade Nguyen, and assisted by the skilled swordswoman Katana, Tatsu Yamashiro. Operating out of the vibrant and bustling district of Chinatown, their goal is to prepare Gotham City for a complete takeover of its criminal underworld by the Triad, an infamous and powerful criminal organization.
The members of the Jade Serpents came together when Cheshire, a master assassin known for her deadly skills was approached by the Triad to help expand their reach into Gotham City. Cheshire used leverage she had on Katana, having saved her from the Yakuza hit squad which claimed the lives of her family, to force the weilder of Soultaker to protect her during this mission.
The Jade Serpents' agenda revolves around meticulously preparing the groundwork for the Triad's dominance in Gotham City. They engage in a variety of nefarious activities, including extortion, smuggling, drug trafficking, and organized crime, all while avoiding the attention of law enforcement and superheroes. Their main objective is to weaken rival criminal factions, dismantle existing power structures, and create instability in the city.
The group utilizes their skills and connections to navigate the criminal underworld discreetly. Cheshire's expertise in infiltration, disguise, and assassination allows her to gather valuable information and eliminate potential threats. Katana's proficiency in swordsmanship and martial arts makes her a formidable enforcer, striking fear into the hearts of those who dare to oppose the Jade Serpents.
To achieve their goal, the Jade Serpents forge alliances with other criminal organizations, manipulating and exploiting their resources for their own benefit. They also use their connections within Chinatown's tight-knit community to maintain a network of informants and loyalists, ensuring their operations remain shrouded in secrecy.
The Jade Serpents' methods are calculated and ruthless, instilling fear and intimidation in their enemies. They employ psychological warfare and ruthless violence to ensure their dominance over their rivals. Each move they make is part of a carefully crafted plan to establish the Triad as the unchallenged force in Gotham City's criminal underworld.
Leader
Cheshire (Jade Nguyen)
Key Members
Katana (Tatsu Yamashiro)
A formidable group led by the cunning and skilled archer, Merlyn, also known as Arthur King. Operating out of the strategic district of Crown Point, the group's ambitious goal is to conquer Gotham City and establish Merlyn as its unquestioned God-King, with the help of Jason Blood, host of the demon Etrigan.
Merlyn, once a renowned archer and member of the League of Assassins, grew disillusioned with their code and sought greater power to fulfill his ambitions. His path eventually crossed with Jason Blood, who struggled with the duality of his existence as both human and host to the demonic entity, Etrigan. Merlyn recognized the unrivaled power in Etrigan and quickly worked to bind the demon, and it’s host, to his will.
The Kingdom's agenda revolves around conquering Gotham City. They believe that the current leadership and institutions of Gotham are weak, and that only through their rule can the city achieve true greatness. Merlyn, a master strategist, plans to exploit the city's weaknesses and infiltrate its power structures to secure his ascension as the God-King.
To achieve their goal, The Kingdom employs a combination of tactical warfare, dark magic, and manipulation. Merlyn's exceptional archery skills, combined with Jason Blood's mystic abilities and Etrigan's infernal powers, make them a formidable force in both physical and supernatural confrontations.
The Kingdom's methods are marked by ruthlessness and an unwavering commitment to their cause. They are unafraid to use violence and intimidation to subjugate their enemies and those who stand in their way. Jason Blood's connection to Etrigan provides the group with potent mystical abilities, which they use to further their aims, often leading to dark consequences.
Operating from the strategic vantage point of Crown Point, The Kingdom seeks to exploit the district's resources and connections to gain an upper hand in their quest for dominance. As The Kingdom tightens its grip on Crown Point, they pose an ever-increasing threat to Gotham City. Their lust for power and dominance knows no bounds, and they will stop at nothing to achieve their goal of establishing Merlyn as the God-King of Gotham.
Leader
Merlyn (Arthur King)
Key Members
Jason Blood (Etrigan the Demon)
An ancient and deadly group led by the enigmatic Ra's al Ghul and supported by his daughter Talia al Ghul, the formidable Lady Shiva, the skilled assassin David Cain, the mysterious Whisper A'Daire, and the cunning Kyle Abbot. Operating from the shadows of Gotham's financial district, their ultimate goal is to cleanse the city through destruction, burning Gotham to the ground, and paving the way for a new society, free from corruption and decadence, to rise from its ashes.
The League of Assassins has a long and storied history, with its origins shrouded in mystery and ancient traditions. Ra's al Ghul, a centuries-old mastermind and immortal, serves as the driving force behind the League's sinister objectives. Talia al Ghul, his devoted daughter, stands by his side, sharing his vision of a purged and reborn Gotham. Lady Shiva, a renowned martial artist and deadly assassin, brings her skills and ruthless efficiency to the League's ranks.
David Cain, a master of stealth and manipulation, is a loyal follower of Ra's al Ghul's cause. Whisper A'Daire, a mysterious figure with ties to the supernatural, provides the League with unique and mystical resources. Kyle Abbot, a cunning and deceptive strategist, aids in the orchestration of the League's intricate plans.
The League of Assassins' agenda centers around creating a utopian society born from the ashes of Gotham. They believe that by eradicating the city's current state of corruption and decadence, they can lay the foundation for a new world order. To achieve this, they plan to unleash destruction on an unprecedented scale, burning Gotham to the ground. They aim to destabilize the city's institutions, dismantle its political structures, and destory the social hierarchy to create a blank canvas for their new vision.
The methods employed by the League are both brutal and calculated. Ra's al Ghul, with his mastery of alchemy and access to the Lazarus Pits, is capable of achieving feats that defy mortality, making him a formidable adversary. Lady Shiva's martial prowess and unmatched combat skills make her a deadly opponent, capable of neutralizing any threat.
David Cain, the master manipulator, uses deception and stealth to further the League's objectives. Whisper A'Daire taps into the arcane and supernatural, wielding dark forces to aid in their sinister plans. Kyle Abbot's strategic genius helps coordinate the League's operations and ensures they stay ahead of their adversaries.
Operating from the heart of Gotham's financial district, the League of Assassins strikes fear into the hearts of the city's inhabitants. Their threat looms over the entire city, and Gotham faces an uphill battle in preventing the League's catastrophic plans. The League's ambition to burn Gotham to the ground poses a dire challenge, and the city must unite to protect Gotham from its destruction and stop the League's apocalyptic vision from becoming a reality.
Leader
Ra's al Ghul
Key Members
Talia al Ghul
Lady Shiva (Sandra Wu-San)
David Cain
Whisper A'Daire
Kyle Abbot
A malevolent faction led by the unpredictable Harley Quinn, and bolstered by the cunning Cluemaster and the macabre Rag Doll, operates out of Cauldron with a chilling agenda: to honor the memory of the Joker by perpetuating his reign of chaos, sowing fear throughout Gotham, and challenging any potential new Batman.
The Legacy's roots trace back to the aftermath of the Joker's retirement. Grieving the loss of her beloved Joker, Harley Quinn sought solace in his twisted identity, vowing to carry on his chaotic legacy. Cluemaster, an intelligent and strategic villain, found common cause with Harley, seeing the opportunity to create havoc and confusion in Gotham. The eerie Rag Doll, attracted to the chaos, joined them, becoming the embodiment of the Joker's twisted carnival.
The Legacy's agenda centers on continuing the Joker's legacy of anarchy. They revel in instigating fear, not only among Gotham's citizens but also among its new heroes, challenging them to prove their worth in the absence of the Dark Knight. The faction meticulously plans heists, kidnappings, and acts of psychological warfare, always leaving behind their signature clues and riddles for their adversaries to decipher.
Operating out of Cauldron, a district known for its abandoned and decaying Amusement Mile theme park, The Legacy uses its connections to the criminal underworld and knowledge of Gotham's darkest secrets to create chaos. They exploit the city's vulnerabilities, targeting iconic landmarks and influential figures, aiming to evoke the Joker's legacy.
Harley Quinn, driven by her undying devotion to the Joker, leads The Legacy with her unpredictable and manic nature. She channels her former identity as Harley Quinn to embody the Clown Princess of Crime, perpetuating Joker’s madness and ruthless tactics.
Cluemaster brings his strategic mind to The Legacy. He seeks to leave cryptic clues and puzzles for the authorities, maintaining the chaos he believes the Joker would have relished.
Rag Doll adds a touch of macabre to the group. With his contortionist abilities and eerie appearance, he becomes the physical embodiment of the twisted carnival atmosphere the Joker so adored. Rag Doll uses his agility and unpredictable movements to sow confusion and terror among their enemies.
The Legacy's motivation extends beyond their personal vendettas; they aim to showcase the enduring impact the Joker's power held over Gotham. Their relentless attacks on the city, coupled with their taunts and riddles, challenge the very fabric of Gotham's justice, leaving citizens questioning whether anyone can fill the void left by the Joker's demise.
Leader
Harley Quinn (Harleen Quinzel)
Key Members
Cluemaster (Arthur Brown)
Rag Doll (Peter Merkel)
A steadfast group led by Azrael, also known as Jean-Paul Valley. Operating out of the historic district of Coventry, the Order's goal is to cleanse Gotham in a righteous holy fire, eradicating its corruption, and vanquishing the darkness that torments the city.
The history of the Order of St. Dumas dates back to ancient times when the Order was founded as a sacred brotherhood dedicated to upholding justice and protecting the innocent. Over the centuries, the Order's mission evolved, and it became a beacon of hope against the shadows that plagued Gotham City.
Jean-Paul Valley, a former assassin turned heroic figure, took up the mantle of Azrael, becoming the chosen representative of the Order. Guided by visions and a divine calling, he sought redemption for his past sins and devoted himself to the noble cause of the Order.
Willoughby Kipling, a seasoned occult expert and master of the mystic arts, joined the Order, bringing his vast knowledge of dark forces and supernatural adversaries to the group. Kipling's unique expertise complements Azrael's combat prowess, allowing them to confront threats both mundane and otherworldly.
The Order of St. Dumas' agenda centers around cleansing Gotham of its corruption and darkness. They believe that the city's decay is a result of its moral shortcomings and the presence of malevolent forces lurking in the shadows. The group aims to restore the city's spiritual balance by identifying and eliminating sources of corruption and malevolence.
To achieve their goal, the Order employs a combination of physical prowess, spiritual guidance, and strategic planning. Azrael, as the leader of the group, uses his combat skills, augmented by the Suit of Sorrows, to face physical threats head-on. Meanwhile, Kipling provides insights into the supernatural and offers guidance in dealing with otherworldly adversaries.
The Order's methods are rooted in a strict moral code, and they do not shy away from difficult confrontations. They prioritize the safety of Gotham's innocent citizens, ensuring their protection from both mundane criminals and supernatural threats. Their agenda involves investigating and confronting cults, malevolent spirits, and other occult elements that endanger the city.
Operating from the historic and spiritual heart of Coventry, the Order of St. Dumas is a symbol of hope and redemption in Gotham City. They seek to inspire others to fight for justice and righteousness, appealing to the goodness within each person to stand against darkness and corruption.
Leader
Azrael (Jean-Paul Valley)
Key Members
Willoughby Kipling
A fearsome group led by the monstrous Killer Croc, Waylon Jones, and supported by the formidable King Shark, Nanaue, and the graceful Orca, Grace Balin. Operating out of the treacherous Docklands, their sinister goal is to submerge the islands of Gotham under the waves, transforming the entire city into a haven for criminals and outcasts, shielded from the reach of Atlantean justice.
The members of the Rising Tide came together though divine providence with their shared desire for vengeance against the heroes who serve the underwater kingdom.
The spirit Alligardeau, who’s current avatar is Killer Croc, sought out the Hawaiian shark god Kamo'oali'i’s avatar King Shark and proposed an alliance. The two began a war against Atlantis and were soon joined by the avatar of the Whale-like Outer God, Ombraal, in Orca. However, after being defeated by Aquaman the group fled from the oceans seeking refuge from the angered underwater kingdom.
Rising Tide aims to bring Gotham to its knees by flooding the islands, turning it into a lawless paradise for criminals on the run from Atlantean justice. They plan to exploit the city's vulnerable aging infrastructure, causing widespread destruction to achieve their goals.
To carry out their nefarious plans, the Rising Tide combines their raw power and monstrous abilities. Killer Croc's immense strength and durability make him a formidable force, capable of wreaking havoc on Gotham's structures. King Shark's incredible aquatic abilities and brute force add to the group's destructive capabilities. Orca, with her prowess in the water and affinity for sea creatures, plays a key role in manipulating the tides and unleashing aquatic chaos.
The group strikes with calculated precision, targeting key points in the city's infrastructure to destabilize and flood the islands. They employ intimidation tactics, spreading fear among the citizens, and gaining the loyalty of some of Gotham's criminal elements. They see themselves as liberators, freeing the criminals from the clutches of justice and delivering them from the prying eyes of Atlantis.
As the Rising Tide rises in power and influence, they attract more like-minded individuals who share their desire for chaos and retribution. The group's reputation for ruthless tactics and merciless destruction makes them a force to be reckoned with, challenging both the heroes of Gotham and the forces of Atlantis.
In their quest to sink Gotham under the waves, the Rising Tide becomes a formidable threat to the city's very existence. The heroes and villains of Gotham must unite against this monstrous alliance to prevent the city from falling into the depths of darkness.
Leader
Killer Croc (Waylon Jones)
Key Members
King Shark (Nanaue)
Orca (Grace Balin)
Spearheaded by the recently resurrected crime lord Carmine Falcone, also known as The Roman, assisted by the lethal mercenary Deathstroke and the resourceful Franco Bertinelli, operate from the shadows of Robbinsville with the ambitious goal of rebuilding the Falcone Crime Family into the undisputed criminal empire of Gotham City.
The history of The Roman Empire can be traced back to Carmine Falcone, a seasoned crime boss with a long-standing legacy in Gotham's criminal underworld. After Carmine was murdered by Two-Face, the Falcone Crime Family's once-dominant position began to slip. As the years passed, the Falcone name was relegated to Gotham’s history books.
To reclaim their power the head of the Bertinelli crime family, Franco Bertinelli, used his connections in both the criminal underworld and legitimate society to strike a deal with the League of Assassins and their infamous Lazarus Pit. Believing the key to the Family’s return to power rested in the hands of their greatest patriach, Carmine Falcone.
Recently resurrected, Carmine Falcone recognized the need for protection. He moved quickly to secure the services of Deathstroke, a highly skilled and lethal mercenary known for his tactical brilliance and combat prowess. Deathstroke's deadly skills and strategic mind ensured Carmine’s survial as he began to consolidate the crime family’s power once more.
The Roman Empire's agenda revolves around eliminating all supervillain-led factions in Gotham, seeking to reclaim control over illicit activities such as drug trafficking, extortion, money laundering, and other lucrative ventures. Their methods involve a combination of cunning strategies, tactical strikes, and leveraging their vast network of criminal connections to gain the upper hand.
Operating from the shadows of Robbinsville, The Roman Empire meticulously plans their moves, ensuring they strike at their rivals' most vulnerable points. Their goal is to dismantle and absorb rival factions, leaving no room for competition and ensuring The Roman Empire's supremacy over Gotham's criminal landscape.
Motivated by power and dominance, Carmine Falcone's vision for The Roman Empire extends beyond traditional criminal operations. They aim to exert control over Gotham's legitimate institutions, manipulating the city's power structures to further their agenda. Their ultimate ambition is to place Carmine Falcone as the unchallenged kingpin of the city's criminal underworld.
As The Roman Empire tightens its grip on Robbinsville and expands its influence throughout Gotham, they become a force to be reckoned with. Their collective determination and unwavering commitment to their goal make The Roman Empire a potent and dangerous adversary, ready to dismantle any opposition in their relentless pursuit of dominance.
Leader
Carmine Falcone (The Roman)
Key Members
Deathstroke (Slade Wilson)
Franco Bertinelli
A sinister faction led by the twisted mastermind James Gordon Jr. and bolstered by the sadistic killer Victor Zsasz, operates out of the shadowy district of Burnley with a chilling ambition: to dismantle the remnants of Batman's legacy, erase his indelible influence from Gotham City, and bring his former allies to their knees through manipulation, fear, and psychological torment.
The origins of the Scarlet Blades trace back to a grim alliance formed in the depths of Arkham Asylum. James Gordon Jr., plagued by his own dark past and estranged from his father, former Police Commissioner James Gordon, found a kindred spirit in Victor Zsasz, who reveled in inflicting pain upon others. Together, they hatched a sinister plot to exploit the weaknesses and fears of Gotham, sowing seeds of discord and despair.
The Scarlet Blades' agenda revolves around undermining the foundations of Batman's legacy. Utilizing James Gordon Jr.'s intricate knowledge of Gotham's heroes, particularly their deepest fears and vulnerabilities, they orchestrate a series of psychological attacks aimed at breaking the spirits of those who once stood by Batman's side. They use manipulative tactics, carefully crafted to exploit the heroes' emotional weaknesses and erode their self-confidence, leaving them paralyzed with doubt.
Operating from the shadows, the Scarlet Blades employ a combination of cunning strategy, intelligence gathering, and psychological warfare. James Gordon Jr.'s keen intellect and understanding of human psychology make him a formidable puppeteer, while Victor Zsasz's sadistic and ruthless nature ensures the group's actions are ruthless and effective.
To erase Batman's influence from Gotham, the Scarlet Blades target symbols associated with the Dark Knight, aiming to destroy them both physically and symbolically. They undermine the trust between Gotham's heroes, turning former allies against each other, and weakening the city's collective resolve to fight crime. Their methods leave behind a trail of chaos, disillusionment, and broken spirits, as they seek to cripple those who once stood as Gotham's protectors.
The Scarlet Blades' motivation extends beyond personal vendettas; they aim to prove the fallibility of even the most revered heroes. By targeting Batman's former allies, they expose the fragility of Gotham's social order, causing the people to question whether their protectors are truly capable of securing the city's safety. The psychological trauma inflicted upon the heroes serves as a chilling testament to the Scarlet Blades' dominance over Gotham's would-be defenders.
As the Scarlet Blades continue to exploit the fears and weaknesses of Gotham's heroes, they pose a grave threat to the very fabric of the city's hope and resilience. Their relentless attacks on the remnants of Batman's legacy challenge Gotham's defenders in ways they have never faced before, pushing them to confront their deepest insecurities and making them question whether they can truly stand up to the malevolent force that the Scarlet Blades represent.
Leader
James Gordon Jr
Key Members
Victor Zsasz
A devious faction led by the shape-shifting Clayface, Basil Karlo, in collaboration with the formidable Clayface II, Matt Hagen, operates out of Cherry Hill with a sinister agenda: to seize control of Gotham City through strategic infiltration and manipulation, using their shape-shifting abilities to replace or control figures of power across the city.
The roots of the Shifting Alliance trace back Basil Karlo’s departure from the Clayface Collective. Seeking protection from the chaotic and violent Collective, approached Matt Hagen and the two masters of shape-shifting joined forces, united by their desire to reshape Gotham in their own image.
The Shifting Alliance's agenda revolves around strategic manipulation of Gotham's power structures. They plan meticulously, using their shape-shifting abilities to infiltrate key positions of influence and authority. Through disguise and subterfuge, they replace prominent figures in politics, law enforcement, and the business world, gradually gaining control of the city's institutions from within.
The faction's motivation stems from their belief that Gotham's current state is flawed and in need of a complete transformation. They view themselves as superior beings, capable of ruling over Gotham's citizens and guiding the city towards their twisted vision of order.
Their methods involve exploiting the weaknesses and vulnerabilities of their targets, using their shape-shifting abilities to assume their identities and gain access to sensitive information. By impersonating key figures and manipulating events, they sow seeds of distrust, creating confusion.
The Shifting Alliance's ultimate goal is to establish themselves as the dominant force in Gotham City. They believe that by reshaping the city according to their vision, they can bring about what they perceive as necessary change and create a new order that aligns with their ideals.
Operating from the peaceful and idyllic neighborhood of Cherry Hill, they utilize the serecnity of the area to plot and execute their schemes. Within Cherry Hill, they maintain hidden bases and utilize their shape-shifting abilities to assume various identities, covering their tracks and avoiding detection.
As the Shifting Alliance continues to execute their plans, they become a constant threat to Gotham's power structures and those who stand in their way. Their ability to blend in with society and manipulate events from within makes them elusive and challenging adversaries.
Leader
Clayface (Basil Karlo)
Key Members
Clayface (Matt Hagen)
Led by the tech-savvy Barbara Gordon, also known as Oracle, alongside the skilled vigilante Robin, Damian Wayne, and the reformed Talon, Calvin Rose, the Signal operates from the historic district of Old Gotham. Their goal is to guide Damian Wayne in his journey to become a worthy successor to Batman while preserving the legacy of the Dark Knight.
Barbara Gordon, having previously served as Batgirl and now Oracle, recognized Damian Wayne's need for a mentor after Bruce retired. Knowing that her expertise and intelligence would be crucial to the task, she took on the mantle of leadership.
Damian Wayne, was in need of guidance and support as he transitioned into his role as a solo hero. He sought to carry on his father's legacy and mission, but he needed the wisdom only a figure like Barbara Gordon could provide. Her knowledge and experience in crime-fighting made her the perfect mentor.
Talon, Calvin Rose, was a former assassin once under the control of the Court of Owls. However, after breaking free from their grasp, he sought redemption and a chance to make amends for his past actions. Joining The Signal allowed him to find purpose and contribute to a greater cause, helping to mold the next generation of Gotham's heroes.
The Signal's agenda is twofold: Firstly, they aim to guide and mentor Damian Wayne, ensuring he hones his skills, values justice, and becomes a symbol of hope for Gotham. They impart the teachings and principles that made Batman a legend, preserving his legacy for the future. Secondly, they work together to protect Old Gotham from emerging threats and crime, safeguarding the historic district and its unique heritage.
Their methods involve a combination of training sessions, strategic planning, and cooperation. Barbara Gordon's technological expertise allows them to gather vital information and stay one step ahead of potential adversaries. They operate as a close-knit team, supporting each other in their missions and tackling challenges with a combination of combat skills, intelligence, and determination.
As The Signal operates in Old Gotham, they serve as a symbol of hope and continuity, reminding the city's inhabitants that Batman's legacy endures through his successor. Their efforts to mold and mentor Damian Wayne not only shape the future of Gotham's crime-fighting, but also serve to preserve the spirit of the Dark Knight, ensuring that the symbol of Batman remains a beacon of justice and inspiration for generations to come.
Leader
Barbara Gordon (Oracle)
Key Members
Robin (Damian Wayne)
Talon (Calvin Rose)
A group led by the deadly sharpshooter Deadshot and backed by the venomous assassin Copperhead, operates out of the gritty district of Bowery with an insidious goal: to rise as the most feared, lethal, and lucratively paid mercenaries in Gotham City.
The Vipers trace their origins back to the high-security prison Blackgate where Deadshot and Copperhead found themselves incarcerated. Bound by mutual respect for each other's deadly talents, they formed an alliance to escape their confinement. The breakout showcased their remarkable coordination and strategic prowess, leading them to establish a formidable reputation within the criminal underworld.
The Silent Vipers' agenda revolves around attaining dominance and control over Gotham's lucrative assassination market. They meticulously plan and execute hits on powerful figures, dismantling Gotham's social and political infrastructure by eliminating influential targets and instilling terror in those who dare to oppose them. Utilizing their respective lethal abilities, they leave no room for mercy or compromise, earning a reputation as cold-blooded, precise, and relentless killers.
Operating with precision and secrecy, the Silent Vipers maintain an extensive network of informants, spies, and insiders. They gather intimate knowledge of their targets' vulnerabilities and routines, manipulating and infiltrating key circles of influence to ensure successful assassinations. Their methods, shrouded in deception, allow them to strike from the shadows and ensures they remain elusive to Gotham's law enforcement.
The Silent Vipers' motivation extends beyond wealth and notoriety; it stems from a deep-rooted desire for control and supremacy. Their insatiable thirst for power drives them to compete with rival mercenary groups, establishing themselves as the most lethal force for hire in the criminal underworld. Each successful assassination fuels their ambition, leading them to accept only the most high-profile and challenging contracts, further cementing their reputation and commanding top-dollar fees for their lethal services.
As the Silent Vipers continue to eliminate Gotham's most influential figures, they challenge the city's heroes in a deadly game of cat and mouse. Their reign of terror tests the resolve of Gotham's defenders, pushing them to their limits as they confront the cold, calculating, and relentless threat of the Silent Vipers.
Leader
Deadshot (Floyd Lawton)
Key Members
Copperhead (Jane Doe)
The clandestine and enigmatic group led by the enigmatic Phantasm, also known as Andrea Beaumont operates out of the opulent district of Brideshead, The Veil is driven by a deep-seated desire to expose the affluent elite of Gotham for their role in perpetuating the city's corruption and decay.
Aafter experiencing personal tragedy and witnessing the corruption that plagues Gotham's upper class, Andrea Beaumont became disillusioned with the city's wealthy and powerful. Seeking justice and vengeance, she adopted the persona of Phantasm, a spectral avenger, and began her one-woman crusade.
Over time, Phantasm's actions caught the attention of like-minded individuals who shared her disdain for the city's corrupt elite. The Veil gradually came together, drawing in individuals who felt betrayed by the upper class, their families harmed or destroyed by their avarice. Among its ranks are victims of corporate greed, social injustice, and white-collar crime.
The Veil's agenda revolves around pushing Gotham's affluent elite to face the consequences of their actions. They seek to expose their dark secrets, unveil their devious schemes, and shatter their pristine public personas. The group aims to disrupt the established power structures, tarnish the reputations of those considered untouchable, and hold them accountable for the suffering they have caused to Gotham's marginalized communities.
To achieve their goals, The Veil employs a variety of methods, all designed to exploit the vulnerabilities of the affluent elite. They operate in the shadows, using their expertise in espionage, hacking, and surveillance to uncover the darkest secrets of their targets. The Veil's members master the art of manipulation, using blackmail, intimidation, and psychological warfare to destabilize their adversaries.
One of The Veil's most powerful tools is the use of technology and media to disseminate damning evidence against their targets. They leverage their knowledge of the digital realm to hack into secure databases, expose financial fraud, and unveil hidden connections. Through social media and anonymous leaks, they expose the truth, causing scandals that rock the foundations of Gotham's elite society.
Operating from the luxurious and affluent backdrop of Brideshead, The Veil operates as ghosts, weaving in and out of high society's functions and events. They mask their true identities, leaving the upper class bewildered and fearful of the unknown force challenging their privilege and power.
Motivated by their thirst for justice and revenge, The Veil represents the conscience of Gotham's marginalized and oppressed. Their actions serve as a reminder that even behind the veneer of opulence and elegance, the corrupt elite will be held accountable for their sins. As The Veil's actions escalate, heroes are faced with the complex task of navigating a morally gray world, questioning the methods employed by the enigmatic Phantasm and the consequences of their own inaction.
Leader
Phantasm (Andrea Beaumont)
A unique group led by the eco-activist and botanical mastermind, Poison Ivy, operating out of the lush and vibrant Robinson Park in Gotham City, the Verdant Guardian’s goal is to preserve and protect nature within the city, advocating for ecological preservation, sustainable practices, and restoring the delicate ecological balance that has been disrupted by urbanization and pollution.
Poison Ivy, known for her deep connection with plant life and her unwavering dedication to ecological causes, sought out allies who could help her in her mission to protect the natural world. Swamp Thing, the elemental guardian of the Green, was one of the first to join the Verdant Guardians. His symbiotic connection with the plant kingdom and his profound understanding of nature made him a powerful ally in the fight for ecological preservation.
The Verdant Guardians' agenda extends beyond simply protecting the plants and wildlife of Robinson Park. They aim to raise awareness about the importance of ecological preservation and advocate for sustainable practices throughout Gotham City. They believe that by fostering a greater appreciation for nature and the environment, they can inspire positive change and a collective effort to protect the planet.
To achieve their goals, the Verdant Guardians utilize a combination of scientific knowledge, plant-based abilities, and a deep understanding of the natural world. Poison Ivy's control over plant life enables her to heal polluted areas, create green spaces within the city, and repel those who threaten nature with her botanical prowess. Swamp Thing, as the embodiment of the Green, uses his powers to communicate with plant life and influence the environment on a grander scale.
The group engages in educational initiatives, community outreach, and peaceful demonstrations to raise awareness about environmental issues and encourage people to adopt eco-friendly practices. They work with scientists, environmental organizations, and the city's authorities to promote green initiatives and implement strategies to protect nature.
Operating from the sanctuary of Robinson Park, the Verdant Guardians not only nurture and protect the park's botanical wonders but also use it as a base for their operations. Within the park, they cultivate unique plant life and harness the power of nature to further their cause.
The Verdant Guardians strive to be a force for positive change and a beacon of hope in a city often plagued by darkness and chaos. By protecting and advocating for nature, they aim to inspire others to join the cause and create a greener and more sustainable future for Gotham and beyond.
Leader
Poison Ivy (Pamela Isley)
Key Members
Swamp Thing (Alec Holland)
The enigmatic group known as Vertigo is led by the cunning and sadistic Count Vertigo, Werner Zytle, and operates from the opulent heights of Gotham Heights. Their sinister goal is to subtly manipulate the perceptions of Gotham's citizens, inducing hallucinations and distorting reality to sow paranoia throughout the city, all for their own amusement.
Vertigo’s agenda revolves around exploiting the weaknesses and vulnerabilities of the city's inhabitants. They utilize advanced technology, hallucinogenic substances, and their vertigo-inducing powers to subtly alter the perceptions of their targets. By creating illusions, false memories, and paranoia, they sow discord among the city's civilians.
Unlike other villainous groups that seek power or wealth, Vertigo's motivation is purely sadistic. They take pleasure in watching the psychological torment they inflict on their victims, finding amusement in the chaos they create. They have no grand plans for world domination or accumulation of wealth. Instead, they thrive on the thrill of manipulating others and disrupting the city's sense of security.
Operating from Gotham Heights, the luxurious and affluent district, Vertigo uses its sophisticated surroundings to their advantage. They exploit the city's elite, using their influence and connections to further their agenda of psychological manipulation.
Vertigo's methods are subtle and insidious, leaving no direct evidence of their involvement. They prefer to operate from the shadows, carefully orchestrating their schemes to remain undetected. Their actions serve as a constant reminder that even in a city like Gotham, where physical threats are commonplace, the most dangerous adversaries can be those who manipulate perceptions and twist reality.
The battle against Vertigo is a psychological one, as heroes must confront their own fears and uncertainties while trying to decipher the truth amidst the illusions. Their sadistic agenda challenges the the very fabric of Gotham's society, leaving the city vulnerable to chaos and uncertainty at every turn.
Leader
Count Vertigo (Werner Zytle)
A sinister group led by the twisted mind of Mad Hatter, Jervis Tetch, and supported by the devious Killer Moth, Drury Walker operate out of the high-fashion district in Gotham. They have a dark and insidious goal – to manipulate the fashion industry and use it as a platform to spread their influence, ultimately taking control of the minds of Gotham's citizens.
The members of the Wonderland Gang came together through their shared desire for power and control. Mad Hatter, with his obsession with mind control and a warped fascination with Alice in Wonderland, seeks to create a chaotic world where he reigns supreme. Killer Moth, a failed and retired villain, found a new purpose in aiding Mad Hatter's ambitions, believing that by assisting in the gang's plans, she can finally establish her place as a major player in Gotham's underworld.
The group's agenda revolves around infiltrating and manipulating the fashion industry, which serves as the perfect cover for their nefarious activities. They corrupt designers, models, and influential figures, weaving their sinister influence into the very fabric of Gotham's glamourous façade. The Wonderland Gang sabotages rival fashion houses, stealing valuable designs, and conducting heists to acquire rare and exotic materials, all for their twisted experiments.
Mad Hatter, with his hypnotic technology and mind-controlling gadgets, plays a key role in ensnaring the minds of Gotham's elite and influential figures. He uses his mesmerizing abilities to bend their wills to his own, making them unwitting pawns in the Wonderland Gang's grand scheme. Killer Moth, on the other hand, employs her strategic mind and resourcefulness to infiltrate high-profile events and gatherings, ensuring the gang's operations remain covert and unpredictable.
The Wonderland Gang's ultimate goal is to use the fashion industry as a vehicle to disseminate their mind-controlling technology throughout Gotham. By manipulating perceptions and beliefs, they aim to sow seeds of distrust among the city's populace. They seek to weaken the resolve of ordinary citizens, making them susceptible to their mind-controlling tactics.
Operating from the shadows of Gotham's fashion district, the Wonderland Gang becomes an elusive and dangerous adversary, leaving their mark on the city's social elite and criminal underworld. Their actions strike fear into the hearts of Gotham's inhabitants, reminding them that even the most elegant and sophisticated world can be twisted and contorted by the dark machinations of the Wonderland Gang.
Leader
Mad Hatter (Jervis Tetch)
Key Members
Killer Moth (Drury Walker)