The Cartel

**The Cartel** is Maelstrom's primary source of financial stability and of course, they specialize in crime. Anything from production to robbery is processed through the cartel. Small time work such as pick pocketing and burglary are also a staple of the cartel, it literally covers anything crime related. Those who work for them often start at the bottom, but the work gradually becomes more demanding as you progress, as the rewards pile up. This is the only branch of Maelstrom that actively engages other organizations. The cartel is always open towards trade and showing a friendly face, but of course, they're all trained liars and tend to keep more than one facade in place. The cartel rarely introduces itself as the cartel but otherwise takes the shape of various other organizations, most often viewed as benevolent or mundane. This makes tracking all the crime back to Maelstrom extremely difficult, if not impossible.

## Known Members

**Ringleaders:**

Charlotte Fletcher - Operator

Nurlee - Operator

**Inner Circle:**

Henry Rheiter - Sealkeeper

Weilark Tharm - Administrator

Mialon Frostbranch - Administrator

**Cartel:**

Sylvestar Morroh - Unknown

Scott Paxon - Sealkeeper

Remissa Knowles - Enforcer

Eric Fletcher - Smuggler

Sejanus Sedulius - Breaker

Tilivolt Grandfuse - Thief

Colin Donovan - Enforcer

## Specializations

**The Administrator**

*As an administrator your work in the cartel is often drenched in bureaucracy and business. Your job isn't to fight but to establish business arrangements, launder money and otherwise handle the non-practical parts of business.*

 Completion | Good job! You've become a fully-fledged glorified paper pusher. Well, maybe a little more than that. You gain the ability to now call in favors from the Audience, Dagger's Hilt and Wildfire, as if you were a member of any of those branches. They do however have a preference between Fame/Neutral/Infamy characters and will not always listen to you.

**The Enforcer**

*If every line of work needs it's very own tough guy who does all the practical work that guy would most certainly be the enforcer for the cartel. This is essentially a position which entails almost all the grunt work. You'll be the one they call for watchdog duty, busting heads and the practical applications of crime. Typically, enforcer's aren't much for social behavior but have impressive combat skills and unlike Dagger's Hilt mercenaries, they tend to get very unorthodox.*

 Completion | You've unlocked all the perks and upgrades as an enforcer, which supposedly will make it easier for you to be hired as a bouncer. Probably. Anyhow, you enjoy a bonus +5 to your strength. All that heavy lifting was put to good use!

**The Smuggler**

*Also known as runners, these rather skillful errand boys maintain the supply network of the Cartel. They deliver supplies and satchels as orders go, but they also keep the information between various Cartel employees going. They're trained at subverting danger. Well, that and spotting hidden caches. They seem to be really good at that.*

 Completion | You're a fully fledged smuggler! Doesn't being a mule ever get tiring? Well, nonetheless you enjoy an additional +5 to your instinct for all your hard work.

**The Thief**

*The crimes committed by the thief can range from petty pickpocketing to the theft of a large azerothian diamond but typically thieves in the Cartel don't like getting too much attention. In this sense, they prefer to fade into obscurity to make their job more bearable.*

 Completion | The thief gains +5 Perception once he/she has acquired all perks and upgrades from the kit. Good work... Now get out of my store.

**The Operator**

*The operator, much like the enforcer is practical in nature. Unlike the enforcer however, the operator excels at tactical brilliance and supporting their allies. Their job is to relay information to criminals currently in the field and often involves themselves directly by participating in the situation at hand.*

 Completion | The operator increases Willpower by 2 for everyone in the group. Good team effort! Probably. This is provided you have gained all the perks and upgrades that is!

**The Breaker**

*The Cartel has a history with certain individuals of magical nature. It's happened more than once that a mage or warlock has caused trouble for the criminal organization. After witnessing the ogre breakers of Nagrand first hand, they eless.decided they would finally find a solution to the problem. Breakers are Cartel personnel specifically trained for the purpose of detaining or tormenting casters. They are very good at what they do, but tend to overspecialize, outside of casters, their abilities and training are near us*

 Completion | Maybe you should've been born a Blood Elf. Oh well. You enjoy a healthy +5 bonus to your Willpower for your efforts. Don't let those bastards keep you down.

**The Spellsworn**

*Just because you see the same thing doesn’t mean you will all approach it in that manner. Such is true for the Spellsworn. All while Maelstrom studied the Ogre breakers and devised a way to create their own “breakers” Arc planned something on a much larger scale. By using the Ogres as reference, he created a refined art of spellcraft which he intertwined with his own style and art. The result are the Spellsworn, Arc’s very own disciples. Now, we have access to his research as well, but who will follow in the footsteps of this notorious “traitor”.*

 Upgrade (5) | Battery/Replicate/Overcharge: Battery also increases your mana by 2. Replicated spells cost 1 less mana to cast, which can reduce the cost to zero. Overcharge now also makes your damage
unpreventable.|-
 Completion | There is much you probably don't know about magic still. But with your newfound talents that will be much easier to explore. Knowledge is great, and you enjoy a permanent +5 bonus to your magic for finishing the Spellsworn perks.

The Sealkeeper

*After the defeat of the Heartless One, the Sealkeepers were formed to shoulder the power of the idols. By doing so, they actively dampen the effect the idols have on the entire world. Maelstrom has learned from the past and this particular brand of cursebearers suffer no known negative effects on the mind. Instead, their body is "forever" cursed to be that of a monster. Though with the seals, they can adapt an "almost" normal form. Sadly, all great responsibility is a burden in its own way and undoing this class choice is not as easy as others. On the other hand, while people will think you're disgusting, you truly champion quite the cause for people everywhere. Even if you are not entirely selfless...*

 Completion | You're quite the freak at this point. Which is perhaps exactly why you're freakishly strong as well. If you have a Heartless or Suffering Seal. You increase all your physical stats by 3. If you have a Sightless or Soulless Seal. Instead increase all your mental stats by 3. Try to avoid people. It's for the best of mortals everywhere, probably.