Cartel History

Important Events:


World’s End (0 BTF): The end of the world knew not status or wealth -- all were subject to its scourge. In the fires of the apocalypse, groups of refugees flee from infested New Amsterdam. The so-called “underbelly” of society left with them, not as predators but as guardians. Wounded and stumbling northward, one such group encounters a few survivor communities and joins forces with them against the horrors of the apocalypse.


The Night Kings’ Due  (12 BTF): Even before the Long Fall, these communities were bonded to each other by support, lineage, and traditions. Years of fighting and working alongside the newcomers begin to smooth over their differences. Suddenly, vampiric marauders raid the villages for captives on the orders of the “Night Kings”.


The Kindly Ones (17 BTF): After a brutal attack by vampiric raiders, the militias coordinate to better protect the communities and the roads between them. A greater portion of this group is peopled by both villagers and newcomers, sharing martial skills, equipment, and monstrous lores. As time passes and the new militia proves itself, they lend their strength and supplies to farther villages that have also suffered from the raids. For their works, this earns them the name “the Kindly People”. 


The Bladed Lotus (25 BTF): With the raids diminished, the next decade brings prosperity to the villages and to the Kindly People, especially when Arcanists join their ranks. Though their military strength waxes, they prefer to advise communities and open mercantile opportunities instead of iron-fisted rule. This brings mixed results. Their philosophy of martial ruthlessness and professional courtesy comes to be known as the “Bladed Lotus”, which becomes their symbol. 


Expansion and Hegemony (32 BTF): The Kindly People expand as the decades wear on, though surviving communities are rare finds. Their emissaries go to other settlements not as conquerors but as trading partners and hired protection. When their ability to defend settlements thin, they start recruiting and equipping locally -- this  leads to the establishment of the “Kindly Cartels”, with each Cartel being a local office of the Kindly People.  


The Southern Road (37 BTF): Cartel progress to the north continues to be stymied by the vampiric Night Kings. However, their southern expansions show greater success, especially at the Port Atlantica and in the communities south of Libertina, including Snakewater. Port Atlantica becomes a major Cartel ally and a casino town. Franky’s Goldens become the Golden Fortunes Cartel. Similarly, distant settlements trading with each other create banking opportunities for the Cartel.


Woe and Weal  (42 BTF): From their coastal settlements, the Cartel finances several seaborne expeditions to disastrous effect. After reports of hull-sundering sea monsters, the Cartel discontinues southern expansion by sea and refocuses on land based operations. The latter continues with some success as settlements near the Capitol ruins show a willingness to host Cartel offices, especially the village at Arundelia.


Western Wardens (49 BTF): The Cartel contacts the Grailguard Wardens and their influence is rebuffed -- those communities already have protectors. They halt westward expansion, though they succeed in basic trade relations with the Order of the Shielding Palms. Meanwhile, the Cartels continue to recruit and strengthen their influence. Also, they work with Scavver Caravans to maintain the trading routes between Cartel allies.


The Battle of Griswold (BTF 53): A brutal attack by the Night Kings halts all northern exploration. In the course of the next few years, the Traveling Webbers Cartel is diminished into nothing or converted to join their armies. A lesser known Cartel, the Royal Haberdashers, steps in their place. The Haberdashers hold  the Night Kings at the bridge town of Griswold in southern New England. This gives the Patient Scriveners and the Peace Makers enough time to rally their forces and scatter the undead army. 


Gardenholt (58 BTF): Far south of the Capitol ruins, the Gardenholt settlement agrees to host Cartel offices. In exchange, the Patient Gardeners Cartel assists them against invading eldritch flora. Despite several near losses, the tide is turned due to the Cartel’s unification efforts in the region and support from the other Cartels. Much of the land southward appears to be an impassable verdant nightmare, marking the end of the Cartel’s southern progress. 


The Night Fades (65 BTF): The Night League raids cease. Scouts sent north find burned out outposts and villages, but they do not venture far. The Royal Haberdashers aid the local towns and consolidate their influence in the area. Griswold becomes a major settlement with the help of the Cartel. After a few decades, the Haberdashers would join the Cartel’s leadership.


Slayer Simone (72 BTF): The Golden Fortunes ascend to join the bigger Cartels in a leadership position. But as time progresses, Director Alessandro Simone’s tyrannical reign brings internal discord. Six bloody years later, Director “Slayer” Simone is put down by his own Cartel and Peace Maker Executors. The Goldens fall from the Big Five, but return a decade later under the previous Director’s daughter. 


Illustrados Contact (83 BTF): Destroying the sea creatures they encountered, several Illustrados ships dock at Port Atlantica and Bridgeboro. Diplomatic relations are enacted with them. When faced with the scope of the Illustrados’ power and the magics of the Templars, the Cartel attempts to foment unity among the settlements of Mid-Atla. This chills relations between the Cartel and the two Archfactions.


Trade with the Templar (85 BTF): Trading relations are established with the Carmine Templars and the Flame Templars who are discovered to have removed the Night Kings from the north. Though these Templars do not invade southward, their strength and their magics are enough to heighten the Cartel’s militancy and quicken their efforts of unification. 


War over Embers (90 BTF): With the arrival of the Harbingers, the Cartel successfully forms the Free Tribes alongside the Grailguard, the Dustriders, and other communities in Mid-Atla. They join forces with the Illustrados and the Templars to defeat the Harbinger Hosts, though at great cost. Many villages and allies are lost in the scattered skirmishes of the war. 


Armistice and current Era (99 BTF): New alliances with the Temple and the Illustrados allow the Cartel new in-roads within those Archfactions. To those ends, they seek not only to recover from their losses but to profit from their new circumstances and new allies – detractors believe that the Cartels will silence or intimidate any opposition at any cost to ensure their future prosperity.


Important Persons and Groups

Carmine Conclave: A portion of the Temple of the Shattered Mother known for its focus on diplomacy rather than militancy, though they are far from unarmed. Members are called Carmine Templars or Carminians. 


The Free Tribes: Formed by the Cartel, this is a group of communities and tribes based in and around the Mid-Atlantic (aka Mid-Atla) area, but also within the New England, Tidewater, and Midwest regions.

Grailgard: A western neighbor of the Cartel, styled like the knights and guardians of the old world.


The Harbingers/Harbinger Hosts: Four sorcerous entities of incredible power and the monstrous armies that followed them. They came from the west and savaged their way to Mid-Atla until they were stopped by the combined efforts of the Free Tribes, the Illustrados, and the Temple. 

Hellhound Motorgangs: Over a hundred different warbands from the Midwest that revel in raucous battle and bloodshed. They used to raid the territories around them for supplies or demand tribute from settlements. 

The Illustrados Union: An Caribbean-based Archfaction known for their technological wonders, their mercantile bent, and their naval prowess

Kindly Cartels: Groups of soldiers and merchants with offices across Mid-Atla and surrounding regions. They comport themselves like businessfolk and corporations of old, but will murder to protect their allies and interests. They are led by the five biggest Cartels: the Golden Fortunes, the Patient Scriveners, the Peace Makers, the Royal Haberdashers, and the Tranquil Garden. 

The Night League: Formerly two dozen settlements and towns under the brutal rule of powerful vampiric entities. Calling themselves the Night Kings, these individuals treat other humans as nothing more than thralls and food. They are greatly diminished but are still a threat. 


Scavver Caravans: These are scattered nomadic communities that convey endlessly in Mid-Atla and nearby regions. They loot city and military ruins, using or selling their gains.

The Temple of the Shattered Mother (aka Templars): An northern Archfaction based on their faith to the God-Empress and dedicated to the destruction of wickedness and eldritch evil.