MERCHANT
General
Since the beginning of time there have been those scattered across Aabahran who ply their trade and make their place not always through strength of arm, but often through services and goods exchanged. "Buy for a coin, sell for ten," these MERCHANTs have emerged from every depth and corner of the realm to deal in anything that might have worth. Always a competitive brotherhood, little is known about the fraternity of Merchants in the land and less still about how organized they may be. Seemingly interested in only their trade, but still each carries the banner of MERCHANT with pride. An adventurer might seek the MERCHANT for any commodity: armors common and rare alike, herbs, and more. Some great MERCHANTs have even been known to outfit entire armies for battle with armors and weapons that make them nearly invincible. The men and women of MERCHANT are seemingly common enough, but rumors persist that few who sought to short them on a deal have survived long enough to brag. MERCHANT RULES: Merchants are a non-aggressive lot, showing the public a legal and friendly front of the Syndicate, while the Hunters take care of the more shadowy work. As such, Merchants are usually peaceful, though they are given the means to defend themselves if attacked. They are able to place contracts, but need a solid reason to do so, so as not to ruin future business relations. Most often, this is only done when the Merchant was attacked or robbed. Merchants may not ask others directly to place bounties (in general or with a specific target in mind), nor may they provide the funds to an individual doing so, as that is the same as placing a bounty themselves via proxy. They are not allowed to sell anything to someone that could not obtain that same item with a group of two peers. Send an application to Syndicate if you wish to join the Merchants.
