The Vendrossi Syndicate
Some people say the further south one travels from the central city of Kradence, the more 'lawless' the people become. Others say the people become more free outside the yoke of the Idoran Empire. The Syndicate cares little, 'cause from haughty nobles to rugged beggars, someone is always going to want someone else dead.
And if they don't? Well, lets make it seem like someone does.
With the mixing of Krenian and Tirian cultures, desperation during and after The Cabali War, as well as development of more elaborate towns and cities, it was only a matter of time before organized crime would spread throughout Kerine. New cultures bring new goods and services that may be deigned too hedonistic or debaucherous, wars cause food scarcity and limit travel, and developed cities provide a high density of willing and interested clientele. Needless to say, organized crime like smuggling, drug trafficking, racketeering, and even contract killing were able to take root across Kerine. with the latter two being specialties of the Vendrossi.
The Vendrossi Syndicate are one of the six major crime organizations present in Kerine. While its believed their headquarters is based somewhere in the southern city of Dregden, it is very likely they have hideouts and cells all across the continent. Their work revolves around 'protection' and elimination, fanning the flames of animosity between the peoples of Kerine. The agents of the syndicate are often split into two major groups. The White Rats (or simply The Rats) tend to deal with racketeering, extortion, and can be hired out as bodyguards and collectors. The Sanguine are less public, preferring to remain incognito to the citizenry aside from those seeking them out. The Sanguine are hired out as expensive, efficient, and professional assassins, hunters, and terrorists.
The White Rats, Ruffians and Cutthroats
The White Rats make up the majority of the Vendrossi Syndicate. Acting as rank and file foot soldiers for an undercity army, they openly roam the streets plying their trade of shakedown and extortion. In parts of cities where the syndicate has a relatively strong foothold, White Rats are commonly identified by their namesake; a pauldron of white leather covered in a large albino rat pelt typically worn by the leader of the group. Other low-ranking Rats would bear some other rat-like symbology, or patches of white leather on their armor. Weapons usually used are easily concealable hand weapons like daggers, short blades, clubs, and axes.
It isn't uncommon for White Rats to have deals with local guards, either by force or cutting a deal. White Rats also tend to move into areas of cities and towns where guards have been displaced or relocated from, filling in as the 'law' that is vacant in these places. This does, however, not mean that when gangs of White Rats take over towns or districts in cities that the relationship is always antagonistic with the people that live there. While each gang is different, with some being more ruthless than others, the syndicate's leadership holds their members to a strict code of honor despite their profession. The money a White Rat gang extorts from a town might be less than the taxes the Empire might be charging for protection. There have been cases where villages and towns have hired White Rats to remove corrupt guards station there. So long as money flows towards the syndicate, White Rats have no problem playing peacekeeper.
Problems do arise, however, when money is not flowing. White Rats will fabricate problems for a town when payments aren't being met, either directly or indirectly. These problems range from damages to a home or goods for a shop gone missing in transit, to baits placed in homes or outside towns to attract certain creatures to terrorize the populace. If White Rat gangs moved into a district or town, the best thing to do is appease them. The only alternate means of keeping White Rats out of places is having a strong adventurer, specialized law enforcement, or rival gang presence that might keep them otherwise occupied.
The Sanguine, Bloody Viscounts of the Syndicate
Much more elusive and elegant than the brutish White Rats, the Sanguine are high-ranking members of the Vendrossi Syndicate given the more deadly and discrete work. Where the White Rats are initiates and relatively unskilled, Sanguine are highly specialized and trained by the highest officers of the syndicate, including the leader Leliana Vendross. While any White Rat can eventually become a Sanguine, the rank is usually reserved for those who have been trained since childhood by the syndicate. Furthermore, a majority of the Sanguine are believed to be female, as from the few accounts of Sanguine ever reported, only a handful describe the ranking member as male.
The reason for a lack of accounts for these agents is simply due to their nature and training. Sanguine are hired out by powerful and desperate individuals willing to pay a high price for someone's (or something's) head. Weaponry and armor is not consistent among accounts, as a good Sanguine might appear as anyone and use whatever means they can to stage a kill however they've been hired to do so. Despite rarely being seen, they've developed a reputation nonetheless due to their calling card. A white lily, almost always in perfect health, is planted in the wound of the victim with its petals smattered in blood. While the Sanguine wish to remain incognito, the syndicate needs to display their strength and prowess in this matter in order to establish dominance in their practice.
Furthermore, Sanguine are typically more loyal to the syndicate and job than other members. This is due to memory manipulation, a practice believed to have been brought from a place outside of Kerine and Metiria. Only a few accounts have described the Sanguine giving up memories during a ritual performed as a part of their training. While the memories taken are unclear, the memories are kept by the syndicate until the Sanguine have completed their mission, or until their service to the syndicate is complete. The more missions the Sanguine takes on, the more memories are kept as collateral to ensure their loyal and completion.
Rat Dens, Homes of Fortune and Vigor
Spread across Kerine, Rat Dens are some of the more public places that the syndicate have set up in a particular location. These dens usually house a large number of White Rats along with hired help by the syndicate in the form of bartenders, dealers, musicians, etc. Rat Dens tend to host a slew of gambling activities from cards, dice, roulette, and betting on fights and races.
Aside from a guard barracks or noble family estate, a Rat Den is likely one of the safest locations in the city simply due to the strong presence of the syndicate there. While the White Rats and Sanguine play violent mob and assassin respectively outside, inside the den they act as upstanding citizens so long as the patrons show respect as well. People of all walks of life tend to enjoy Rat Dens, from their wide selection of drinks, foods, and other more illicit substances, to their upbeat and lively swing, jazz, and ragtime tunes.
In some cases, towns or cities might deal with the potential cons of having White Rat gangs roam their streets in the hopes that a Rat Den might be established. Overall, Rat Dens provide a positive face to what is an otherwise typically seedy section of town that is run by a dubious gang of thugs and assassins under one creed.
Enough control to make a profit, enough turmoil to make work.

The crest of The Vendrossi Syndicate is an albino rat, a creature whose strength in numbers and potential is often overlooked.
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