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The Vapor Trade

Tier: III, Strong Hold

The Vapor Trade is a shadowy network of chemists, poisoners, and smugglers who specialize in crafting airborne toxins, hallucinogenic mists, and incapacitating vapors. To outsiders, they are known as the Vapor Trade—a dangerous and elusive faction. Among themselves, however, they simply call it The Trade. This name reflects their self-perception: not as a gang or syndicate, but as purveyors of a unique and necessary craft. Their products are both feared and coveted in Awarth, capable of destabilizing Holds, altering the balance of power, or silencing dissent in a single breath.

Turf

The Fumeweald in The Shales (HQ). Operation hubs in Riftlight Pier and Tarnmuck Reach. Market presences in Smokestone.

Notable Assets

  • Secretive Chemists: A network of highly skilled chemists capable of crafting complex airborne toxins and hallucinogens.
  • Smuggling Routes: Hidden pathways through The Wound and beyond, ensuring reliable transport of their goods across Awarth and the Isles.
  • Riftlight Warehouses: Deteriorated but secure storage facilities for materials and finished goods.

Quirks

  • Ethereal Branding: Their products often shimmer with an eerie, spectral quality, a side effect of gree-based processing. Buyers view this as a mark of authenticity.
  • Code of Secrecy: Members are fiercely loyal, with an internal culture of silence and self-regulation. Betrayal is met with swift, often lethal, retribution.
  • Chemical Immunity: Long-term members have developed resistance to many of their own toxins, allowing them to handle volatile substances with minimal risk.

Allies

The Esoteric Archive, The Pale Chain

Enemies

The Harrowfield Institute, The Coil

Structure

The Vapor Trade avoids centralized leadership, relying on the expertise of its members to maintain its reputation. Those with the sharpest instincts and best results earn respect and informal authority, but no one is irreplaceable. Trust and secrecy are the foundations of their operations, and betrayal is met with swift, silent retribution.

Culture

Beliefs and Practices:

  • The Art of the Air: Members of the Trade see themselves as artisans, manipulating the unseen forces of vapor and gas to create tools of control, destruction, and euphoria. They consider their work a blend of science and art, and their loyalty is to their craft above all else.
  • The Unseen Hand: The Trade operates in secrecy, rarely showing their faces or identifying themselves. Transactions are often conducted remotely or through intermediaries, with members protecting their anonymity even from each other.
  • Balance Through Breath: Many members believe their work serves as a necessary force of balance in Awarth’s chaos. Their poisons are both punishment and profit, a tool of karmic retribution as much as economic survival.

Public Agenda

Products and Operations:

  • Toxic Vapors: Airborne poisons designed to incapacitate, kill, or send entire crowds into chaos. The Trade’s hallmark product, their vapors are as varied as their clients’ needs—quick and lethal, slow and agonizing, or hallucinogenic and disorienting.
  • Hallucinogenic Clouds: Mists that induce fear, ecstasy, or vivid hallucinations. These are sold as recreational substances or as tools for manipulation and control.
  • Incapacitating Smogs: Non-lethal but debilitating fogs that blind, choke, or render targets unconscious, often used during heists or sabotage.
  • Custom Creations: The Trade frequently develops specialized vapors tailored to high-paying clients, from delayed-release toxins for assassins to smogs that leave no trace.

The Air Carries What Words Cannot

Type
Guild, Professional
Controlled Territories


Cover image: by M.I. D'journey
Character flag image: by Dall-E

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