• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Colldria
  2. Lore

The Outfit

The Outfit

The Outfit is a vast, borderless criminal syndicate operating across nations, cultures, and regimes. Where laws change and borders harden, The Outfit remains fluid—moving contraband, secrets, and bodies with equal efficiency. They are masters of coordination, specializing in theft, international smuggling routes, and discreet contract killings for those who can afford their price.

Unlike many criminal organizations, The Outfit is not bound to a single city or bloodline. It functions as a professional network rather than a family, valuing competence, discretion, and reliability above loyalty to any nation or ruler. Their operatives are trained to vanish, leaving only rumors and empty pockets behind.

A strict non-aggression pact exists between The Outfit and the Tripano Crime Family. While they occasionally cooperate on logistics or information exchange, neither side interferes with the other’s territory or internal affairs—a balance maintained through mutual benefit and carefully enforced consequences.

Structure & Organization:

The Outfit is divided into semi-autonomous cells known as "Crews," each responsible for a specific region or operation type. Crews answer to anonymous regional coordinators called Brokers, who in turn report to an unseen ruling council referred to only as The Board.

Membership is earned through proven skill rather than birth. Initiation often involves completing a job under observation.

Operations:

  • Grand thefts targeting vaults, relics, and arcane assets

  • Cross-border smuggling of magical, political, or forbidden goods

  • Contract assassinations performed with surgical precision

  • Intelligence brokerage and blackmail

  • Kidnapping and extortion of high-value individuals

Culture & Code:

  • No job within another Outfit crew’s claim without permission

  • Contracts are binding—backing out is unforgivable

  • Collateral damage is discouraged; attention is bad for business

  • Betrayal is met with a dagger

Style & Aesthetic:

Practical, understated, and adaptable. Members favor neutral tones, modular gear, and disguises suited to their environment. Symbols are subtle—often a single thread, coin mark, or hand signal rather than overt insignia.

Notes:

  • Operates across all known nations except the Hearthbound Concord which is left to the Tripano Crime Family.

  • Leadership identities are unknown even to most members

  • Difficult to eradicate due to decentralized structure