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Cabals / SYNDICATE

There was such time in the history of Aabahran when the crime families of various city states warred and bickered between each other in their conquest of the underworld. Blood of thieves, assassins, and various shady characters flowed back then as much as of those whom 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 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 head, 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 whom wish to enter their ranks beware: Though promotion in Syndicate is as close as exposed back of your superior, those whom take the quick way through their ranks oft find themselves washed away by the tides of Dragon Sea.

Entrance Requirements

  Good Neutral Evil
Alignment   x x
  Lawful Neutral Chaotic
Ethos   x x

Races: Half-Elf, Half-Drow, Stone, Gnome, Human, Werebeast, Slith, Feral, Minotaur, Fire, Avian, Dwarf, Duergar, Halfling, Drow, Illithid, Ogre, Demon and Undead
Classes: Bard, Berserker, Thief, Monk, Ninja, Dark-Knight, Warrior, Cleric, Necromancer, Ranger, Battlemage, Invoker, Shaman, Blademaster, Psionicist, Lich and Vampire

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 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.

Races: Half-Elf, Half-Drow, Stone, Gnome, Human, Werebeast, Slith, Feral, Minotaur, Fire, Avian, Dwarf, Duergar, Halfling, Drow, Illithid, Ogre, Demon and Undead
Classes: Bard, Berserker, Thief, Monk, Ninja, Dark-Knight, Warrior, Cleric, Necromancer, Ranger, Battlemage, Invoker, Shaman, Blademaster, Psionicist, Lich and Vampire


Page last modified on November 16, 2018, at 12:51 PM