Aabahran

Syndicate source

edited by Erelei · · 3753 chars
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There was such a time in the history of Aabahran when the crime families of various city-states warred and bickered among each other in their conquest of the underworld. The blood of thieves, assassins, and various shady characters flowed back then as freely as the blood of those they preyed upon. Then, with the imminent threat from the undead and the demonic rising upon the horizon, the royal families of ValMiran arose as one in their city and soon gave a royal order for the first chapter of the Justice cabal to be formed in nearby Ofcol.

Much like a single mote of dust may start off a chain reaction, the shadowy crime world of Aabahran was transformed overnight. The great crime families joined together, seeking stability and power to face this new threat of organized Law. And so Syndicate was born.

Composed of every shade of criminal from whores to deadly assassins, the Syndicate cabal has established itself as a business enterprise like no other. If there is profit to be had and blood to be spilled, their intricate network of spies, killers, and henchmen can be found. From espionage to assassinations, from extortion to kidnapping, from drug deals to legitimate trades, their influence may be found in every facet of common life.

Yet those who wish to enter their ranks beware: though promotion in Syndicate is as close as the exposed back of your superior, those who take the quick way through their ranks oft find themselves washed away by the tides of the Dragon Sea.

## Entrance Requirements

You must be Evil to join Syndicate. You must be Neutral to join Merchant. Either way, Neutral or Chaotic ethos.

## Eligible Races and Classes

The two sub-cabals share the same eligibility.

**Races.** [[Races/Avian|Avian]], [[Races/Demon|Demon]], [[Races/Drow|Drow]], [[Races/Duergar|Duergar]], [[Races/Dwarf|Dwarf]], [[Races/Feral|Feral]], [[Races/Fire_Giant|Fire Giant]], [[Races/Gnome|Gnome]], [[Races/Half-Drow|Half-Drow]], [[Races/Half-Elf|Half-Elf]], [[Races/Halfling|Halfling]], [[Races/Human|Human]], [[Races/Illithid|Illithid]], [[Races/Minotaur|Minotaur]], [[Races/Ogre|Ogre]], [[Races/Slith|Slith]], [[Races/Stone_Giant|Stone Giant]], [[Races/Undead|Undead]], [[Races/Werebeast|Werebeast]].

**Classes.** [[Classes/Bard|Bard]], [[Classes/Battlemage|Battlemage]], [[Classes/Berserker|Berserker]], [[Classes/Blademaster|Blademaster]], [[Classes/Cleric|Cleric]], [[Classes/Dark-Knight|Dark-Knight]], [[Classes/Invoker|Invoker]], [[Classes/Lich|Lich]], [[Classes/Monk|Monk]], [[Classes/Necromancer|Necromancer]], [[Classes/Psionicist|Psionicist]], [[Classes/Ranger|Ranger]], [[Classes/Rogue|Rogue]], [[Classes/Shaman|Shaman]], [[Classes/Vampire|Vampire]], [[Classes/Warrior|Warrior]].

## The Merchants

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 each still 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.