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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.