The Boromar Clan is the most powerful criminal organization in the city of Sharn. From its humble start as a gang of smugglers and thieves, the Boromars have risen to become one of the most influential forces in the city. They have a stranglehold on the smuggling trade and own the majority of the gambling halls in the city, while most of the fences and thieves in Sharn either work directly for the them or pay tribute in exchange for independence. The Boromars control a vast network of extortion, blackmail, and graft that extends throughout the city, and their influence reaches far beyond the criminal underworld. The early Boromar patriarchs invested wisely over the centuries, and today the Boromars are one of the Sixty, the elite tier of Sharn’s aristocracy. The Boromar Clan owns warehouses, taverns, and inns throughout the city, and it has a considerable interest in the shipping trade. A Boromar heir sits on the city council of Sharn, and the current head of the clan is a member of the Gold Concord of the Aurum (described in chapter 4).
As much as some members of the Sharn Council and the Watch would like to see the Boromars disbanded, the syndicate is unlikely to collapse any time soon.
Membership. The core membership of the Boromar Clan—comprising about one in six of its members—is an extended family of halflings descended from immigrants who came to Sharn from the Talenta Plains. Another third of the members are unrelated halflings, and the rest belong to other species. The syndicate employs a wide variety of bookkeepers and administrators as well as burglars, con artists, smugglers, and other criminals. When a situation calls for physical violence, the Boromars usually hire freelancers—members of the Sharn Guard or agents of House Tarkanan. The Boromar family proper has a team of personal bodyguards called the Clawfoots, who are mostly fierce halfling warriors recently relocated from the Talenta Plains. They primarily defend Boromar holdings and headquarters in the halfling district of Little Plains.
Allies. The Boromar Clan has a reputation for omnipotence that makes even the forces of law and order in Sharn hesitant to cross it. It’s far safer to be an ally of the syndicate, or at least to stay out of its way, than it is to be its enemy—and it’s more lucrative to boot. The following groups count themselves among the Boromar Clan’s closest allies:
- House Jorasco. The head of the Boromar Clan, Saidan Boromar, is married to an unmarked heir of House Jorasco, Mala Boromar d’Jorasco. This marriage has created important ties between the Boromars and the halfling healers of Sharn. Members of the Boromar family can secure healing for free, and other members of the syndicate receive a 10 percent discount at Jorasco houses of healing.
- Sharn Council. Of the seventeen members of Sharn’s city council, four have close ties to the Boromar Clan—including one, Ilyra Boromar, who reports directly to the head of the syndicate. These four vote as a bloc to ensure that the council doesn’t take direct action against the Boromars, while enough of the other council members fear the syndicate that they tend to carry the vote. A member of the Boromar Clan can call in a favor to secure an audience with one of these councilors, though such does not guarantee aid.
- Sharn Watch. The Boromars have been bribing captains of the Sharn Watch for generations. What’s more, if the Boromar Clan collapsed, the underworld would erupt in anarchy as dozens of petty crime lords fought for territory and position. As a result, a member of the Boromars can call in a favor to get minor criminal charges dismissed.
Enemies. Despite the Boromar Clan’s position of strength in Sharn, it has many foes, and their unrelenting assaults have put the syndicate in what might be its most precarious position ever. Currently, the following groups pose the greatest threats to Boromar interests:
- Daask. The monstrous criminal guild called Daask, a pawn of the leaders of Droaam, has started launching violent raids against Boromar holdings over the last two years. A mobile organization using guerrilla tactics, Daask has managed to circumvent Boromar security and avoid serious reprisals for a range of violent thefts and sabotages. Agents of Daask go out of their way to harm up-and-coming Boromar agents.
- Sharn Council. Despite four friends on the city council, the Boromar Clan has several enemies as well. At least three councilors oppose the Boromars because of genuine concern for their constituents; two more oppose the syndicate because they’re part of rival organizations (the Aurum and the Tyrants). Because of their influence, the council has so far refused to devote any resources to combating the rise of Daask, hoping the monstrous guild will bring down the Boromars. Individual members of the Boromar Clan can be sure that these councilors will oppose any petition they might bring to the council.
Benefits
Assignments. The Boromar Clan doesn’t pay you, but it might assign you to particular tasks. Sometimes these are tasks someone has hired the syndicate to perform (such as an assassination), in which case the syndicate passes 85 percent of the fee on to your group. Other times, your aim is to enrich the syndicate (such as by pulling off a heist), in which case you have the privilege of keeping 85 percent of what you steal. Other syndicates might take more or less than a 15 percent share, at the DM’s discretion.
Contraband. You have access to your syndicate’s “business” of dealing with contraband, such as poisons or narcotics. You don’t receive a discount on these goods, but you can always find someplace to purchase them.
Fences. Members or associates of your syndicate are skilled at disposing of stolen goods, and you have access to this service as well. Fences are useful for selling not just illicit goods but also expensive items such as works of art and even magic items. In the case of magic items, this allows you to delegate the work of finding a buyer (a downtime activity described in the Dungeon Master’s Guide and Xanathar’s Guide to Everything) to the fence. The drawback is that you don’t get to choose whether to accept the offer you might receive—the fence makes that call for you.
Immunity. As a member of the Boromar Clan, you are protected from other members of the clan. No one in your syndicate targets you for their own criminal operations. (Of course, the same is expected of you.) On the other hand, if you have rivals within the clan, they might find other ways to interfere with your activities.
Syndicate-Owned Businesses. The Boromar Clan owns several businesses, primarily as fronts for laundering money. When you buy from one of these businesses, you get a 5 percent discount. The DM decides what goods and services are available.
Build Your Group
Naturally, a large portion of the Boromar Clan’s members come from a criminal background. There’s no reason characters with other backgrounds can’t be part of the syndicate, though. The Boromars recruit ex-soldiers as muscle, trained sages for research, sailors to crew smuggling vessels, and charlatans and urchins for their unique talents. Consider some or all of these roles for characters in your party:
Bruiser. Sometimes subtlety means breaking just one of a snitch’s kneecaps. The Bruiser uses force and the threat of force to make sure that the crime syndicate gets what it wants. Strength is a natural prerequisite for the role, but Charisma can also be useful, especially when combined with proficiency in Intimidation to reinforce the danger inherent in the Bruiser’s presence. Plenty of Bruisers have a criminal past, but former soldiers are often recruited into this role as well. Fighters and rogues make natural Bruisers.
Burglar. Agile and nimble, the Burglar relies on Dexterity and proficiency in skills such as Acrobatics, Sleight of Hand, and Stealth to get in to a target location, take valuables, and get out without being noticed. Some Burglars specialize in certain types of theft, such as housebreaking or picking pockets. Besides characters with the criminal background, young urchins often find a place in criminal syndicates by filling this role. Rogues are natural Burglars, but anyone else with the right combination of skills and abilities can do the job.
Mastermind. Somebody has to be the brains of any criminal operation—that’s where the Mastermind comes in. A high Intelligence benefits this character, as does proficiency in skills such as Insight and Investigation. Masterminds often come from backgrounds such as acolyte, noble, or sage, that give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role.
Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s job. A typical Safecracker might have proficiency with thieves’ tools, as well as the Dexterity required to use them expertly. Intelligence can be important for figuring out complicated locks and secret doors. Many Safecrackers also boast a high Strength for those cases where lockpicks fail. Safecrackers often come from criminal backgrounds, but characters with experience using other tools and devices, including guild artisans and even sailors, also fall naturally into this role. Artificer or rogue makes a natural class choice for the Safecracker.
Talker. From con artists to fences, anyone who relies on interpersonal skills and a network of contacts falls into the role of the Talker. Charisma proves useful for this role, along with proficiencies in skills such as Deception, Intimidation, and Persuasion. The charlatan background is perfect for Talkers, but criminals, urchins, and others can fill the role with the right skills. Bards are a natural fit for the job as well.