The Dercos Family
One of the five houses that share Empire City's blood-soaked table.
The Dercos Family is one of the organized-crime families that make up the Commission in Empire City, the fictional stand-in for 1940s–1960s New York in Rockstar's Mafia II. As a peer family to the Marabanti, Luchetti, and other syndicate houses, the Dercos operate within the same rigid hierarchy of territory, loyalty, and backroom politics that defines the game's criminal world. While the player's narrative follows Vito Scaletta (born Joe Barbaro) through the Marabanti, the Dercos and the other Commission families form the broader ecosystem of power, betrayal, and shifting alliances that the protagonist must navigate across two decades of Empire City's underworld.
- Franchise
- Mafia II (2010)
- Setting
- Empire City
- Role
- Commission family
- Affiliation
- Empire City Commission
- Era depicted
- 1940s–1960s
- Status in canon
- Active syndicate house during the game's timeline
Lore & Background
Empire City's criminal landscape in Mafia II is structured around a Commission: a council of family bosses who divide the city's rackets, settle disputes, and enforce a fragile peace. The Dercos Family holds a seat at that table, operating alongside the Marabanti, the Luchetti, and other established houses. Their exact territorial footprint and internal hierarchy are woven into the game's ambient world—their name surfaces in overheard conversations, newspaper clippings, and the political maneuvering that drives the Commission's decisions. The family exists within a world where post-war prosperity, the rise of the mob in labor and construction, and the slow encroachment of federal law enforcement reshape what it means to run a family. Loyalty is currency, silence is law, and the Commission's edicts carry the weight of a gun under the table. For a Made Man like Vito, the Dercos are not merely rivals; they are the institutional reality that dictates who gets to operate where, who answers to whom, and who disappears when the balance tips. As the game's timeline stretches from the 1940s through the 1960s, the Commission's dynamics shift. Alliances that held in the war years fracture under the pressure of the McCarran era, internal betrayals, and the changing face of American organized crime. The Dercos, like every other house, are caught in that long, slow unraveling.
In Their Own Story
The back room of a midtown club smells of cigarette smoke and old bourbon. A Dercos lieutenant leans over the table, sliding a manila envelope across the felt. Inside: a list of names, a date, a dollar figure. Across from him, a Marabanti soldier doesn't touch the envelope. He just watches the lieutenant's knuckles, white-knuckled around his glass, and says nothing. The Commission doesn't need words. The envelope is the word. Outside, Empire City hums with the indifferent roar of a decade that doesn't yet know how the table is about to be overturned.
Reader's Guide
In Mafia II, the Dercos Family functions as part of the Commission structure that governs Empire City's criminal hierarchy. Early in the campaign, the player's interactions with the wider syndicate world are filtered through the Marabanti, but the political weight of the other families—including the Dercos—shapes every major decision Vito is asked to make. [SPOLIER: The Commission's decisions, including those involving peer families, directly drive the mid-game escalation where Vito is tasked with actions that test his loyalty beyond the Marabanti's walls.]
The player is periodically pulled into tasks that touch on inter-family tensions: protecting a Commission interest, silencing a witness whose testimony could implicate multiple houses, or simply being present when the bosses convene. Who is pulling the strings shifts as the timeline advances from the 1940s into the 1960s, and the Dercos' position at the table reflects that broader power shift. [SPOLIER: Later in the campaign, the Commission fractures, and the player's arc moves from executing orders to questioning whether the institution itself is worth preserving.]
The Dercos, as a peer house, represent the institutional inertia that Vito must either work within or break against. Their presence in the narrative is less about a single mission and more about the ambient reality that Empire City's crime is a system, not a single family's story.
Did You Know?
- Mafia II's Empire City is a fictionalized New York, and its Commission structure mirrors the real post-war Five Families arrangement, with the Dercos occupying one of those seats in the game's canon.
- The game's timeline spans roughly two decades (1940s through the 1960s), meaning the Dercos' position and influence would shift across the McCarran era and the changing landscape of American organized crime depicted in t
- Rockstar's Mafia II was developed by 2K Czech (formerly Illusion Softworks), and the Commission's political dynamics are a recurring narrative thread throughout the campaign.
- The Dercos name appears within the game's ambient world—overheard dialogue, period-appropriate newspaper references, and the political context of Commission meetings—reinforcing the idea of a multi-family criminal ecosys
More in Story & Campaigns
Elsewhere in the Mafia universe
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