Mafia Codexery

Empire Bay

A Vietnam vet's reckoning in a city where every neighborhood owes a debt to the mob.

Empire Bay

Empire Bay is the fictional open-world city that serves as the sole setting of Mafia III (2016), developed by Hangar 13 and published by 2K Games. Modeled on Boston, Massachusetts, and placed in the fictional state of New Hampshire, it is a port city defined by its layered criminal history, distinct neighborhoods, and the ongoing power struggle between the Italian Vendetti mob and the Irish National Army. The city is the stage for Lincoln Clay's story: a Vietnam War veteran whose family was murdered by the Italian mob and who was raised by the Irish. Empire Bay is not merely a backdrop but a character in its own right—its docks, tenements, and gleaming downtown reflect decades of organized-crime influence on every level of society.

Setting
Empire Bay, New Hampshire (fictional, modeled on Boston, MA)
Protagonist
Lincoln Clay
Primary Antagonists
The Vendetti Family (Italian mob)
Ally Faction
The Irish National Army
Developer
Hangar 13
Publisher
2K Games
Release Year
2016

Lore & Background

Empire Bay was built on trade, immigration, and the quiet tolerance of organized crime. The Italian Vendetti family entrenched themselves in the city's docks, warehouses, and political corridors, controlling labor, shipping, and local government through a web of fear and patronage. The Irish National Army, a smaller but fiercely loyal faction, occupied the working-class tenements and operated as both community protectors and rival criminals. For decades the two factions maintained a fragile equilibrium, each aware that open war would destroy the city's economy. That balance shattered when the Vendetti family moved to eliminate a family they deemed a threat to their expansion. The murder of Lincoln Clay's mother and father—ordinary citizens caught in the crossfire of a mob land deal—left a young Lincoln in the care of the Irish. Raised in their ranks, he learned the city's hidden architecture: which docks to avoid, which aldermen to bribe, which alleyways the Vendetti enforcers patrol. His Vietnam service sharpened his tactical mind, but it was Empire Bay that taught him the true shape of war. The city itself carries the scars. Graffiti in the South Bay neighborhoods marks territory claims; the gleaming glass towers of downtown hide boardrooms where Vendetti money laundered through shell companies; the old harbor still smells of diesel and salt, a reminder that the mob's power was built on the backs of dockworkers who never saw the profits. Empire Bay is a city that pretends to be above its criminal past while being, in every structural sense, a product of it.

In Their Own Story

The rain comes down in sheets over the South Bay loading docks, turning the gravel paths to slick mud. Lincoln stands at the edge of a container yard, his jacket still damp from the walk, watching a Vendetti runner hand a duffel bag to a man in a grey overcoat. The runner's boots scrape the same rusted chain-link fence Lincoln used to climb as a kid, back when the Irish watched over these streets and the only danger was a broken bottle in the gutter. He doesn't move. Not yet. He counts the seconds between the runner's exhales, the creak of the overhead crane, the distant groan of a freighter in the harbor. Three men on the far side. Two in the office. The runner is alone, and the runner is tired, and the runner will make a mistake. Empire Bay at 2 a.m. is a city holding its breath. The neon on the overpass flickers, casting the wet asphalt in stuttering red. Somewhere above, in a penthouse that smells of mahogany and old money, a Vendetti is pouring a drink and thinking this city is his. Lincoln knows better. He has always known better. The city belongs to the people who bleed for it, one street at a time.

Reader's Guide

Early missions introduce Lincoln working under the Irish National Army, running small jobs—pickups, intimidation, a few drive-bys—across Empire Bay's neighborhoods. The player learns the city's geography: the industrial South Bay, the residential tenements, the commercial downtown. Each job reveals another thread of the Vendetti family's reach into local government and labor. As the campaign progresses, the focus shifts to building and commanding a gang. The player recruits members, assigns them to defend captured territories, and uses them to sustain pressure on Vendetti strongholds. This territory-control loop is the mechanical backbone of the mid-game and mirrors Lincoln's real-world escalation from lone avenger to organized leader. [SPOILER] The later arc reveals that the Vendetti family's grip on Empire Bay is deeper than a simple mob operation; political figures and law enforcement are entangled in the conspiracy, and the true architect behind the original murder of Lincoln's family is not who the Irish initially believed. This reframes the entire conflict from a street-level turf war into a systemic indictment of the city's power structure. [SPOILER] The final confrontation forces Lincoln to choose between a clean personal victory and a broader reckoning that would reshape Empire Bay's criminal landscape permanently. The ending reflects the game's central theme: that avenging one family's death is never enough when the machine that killed them is still running. Throughout, the player's choices in gang composition and territory priorities subtly alter the city's visible state, reinforcing the sense that Empire Bay is a living system rather than a static map.

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