Cabbala Amartia

What is the Cabbala?

The Cabbala Amartia is the group who rules the territory that takes up the majority of the cave system in Sincadere.  Much like Helheim rules the stone human city, and the Skull Coast the jungle of Nescentia. The founding of the Cabbala goes back hundreds of years when the Great Red Tyrant, Vaeros, battled the Empress Tsuiteru.  For more detail on the history you can read the lore of the sim here: https://sites.google.com/view/origins-of-sin/home

This territory is home to all manner of dark and evil creatures, and the occasional mortal who has a desire to flirt with danger.  We are the antagonists, the villains most often talked about on the surface of the realm. The Cabbala Amartia strives to bring together those with like-minded, wicked goals in order to bring down those who would see this world cleansed of corruption. We offer those who might be hunted or banished elsewhere a home. 

How do I join the Cabbala? You may contact anyone on the Conclave to meet in-character to become a citizen.


Places of Interest

The Keep

Description:  The heart of the caves,   everything is in the shadow of the Keep.  This is the center of power for the Cabbala Amartia, where court is held and the offices of the Archon and Shadow Warden are.  The large building is flanked by the College Tower and dark plaza.  There is the Death Gardens to the right of it as well as the Crystal of power. 

Location:  The Keep is located dead center across from the entrance, and up a level. To reach you can go around and climb the stairs on either side or use the HUD - TP - Cabbala - Keep.

The Pit

Description:  There are many ways to settle differences between citizens in the Cabbala, and one of them is to fight it out in the Pits.  An arena carved out of rock, hard to escape and soaked with the blood of past battles.  You don't want to find yourself tossed in the pits to fight for your life,  or do you?

Location:  You can't miss the pits, upon entering the cavern and looking up towards the keep you'll notice a giant statue of the Archon over a sprawling circular pit surrounded by water.   To reach via the hud hit TP - Cabbala -  Dragon Alley

The Horde

Description:  The Horde are the guards of the Cabbala Amartia. They are in charge of keeping the Archon's law and protecting that which we call home.

Location:  The Horde hall is located directly across from the Cabbala Amartia entrance,  right underneath the great keep.  While you can Tp to Peddlers Row or Dragon Alley, you can also just walk around to the other beach.

Peddlers Row

The Fool's Market

Description:  The Fools Market was once named for the fools-gold like texture of the rocks surrounding it.  Rebuilt, it keeps the name. The market is a great place to host events from the Black Market to masquerades.

Location:  The Market is located on Peddlers Row towards the waterfalls. Upon entering the cave, take a left to Peddlers row or use the HUD - TP -  Cabbala - Peddlers Row

The Bound Elf

Description:  The Bound Elf Tavern is a staple in the Cabbala Amartia;  one never knows what will happen there.  From bar fights, to stage shows, its a hub of activity and a great place to meet new people and have a drink.

Location:  The Tavern is located  on Peddlers row,  upon entering the cavern take a left.  Or use the HUD - TP - Cabbala - Peddlers Row.

The Baths

Description:  The bathhouse is a wonderful area to relax,  either by yourself or with someone else.  There are saunas, hot springs, and massage tables for use.

Location:  The bath house is located on Peddlers Row, right across from the slavers and between the market and the tavern.  You can reach this via the hud - TP - Cabbala -  Peddlers Row.

The Verdant Branch 

Description:  The Verdant Branch is not only a place for healing in the Cabbala Amartia, but it is a place for experimentation, and resserection.  Have an ailment?  A broken bone?  Want a job testing out new brews?  Check out the Verdant Branch. 

Location:  The branch is located alongside the left of the great pit, center of the cavern.  The front can be accessed on Peddlers Row.    TP - Cabbala -  Peddlers Row.

The Vinculum Servitas 

Description:  The VS is a part of the main Keep or government of the Cabbala. The VS grants licenses to slavers to operate in Cabbalan territory and employs its own slavers to bring in fresh captives and train current ones, conduct auctions and gladiator games. Slaves are assigned rank in the VS based on their training levels and desirability for sale. All slaves in the Cabbala are registered with the VS and kept on file as proof of ownership.  

Location:  You can find the slavers office on Pellders row, right across from the baths..  TP - Cabbala -  Peddlers Row.

Dragon Alley

The College of Obscure Art

Description:  The Cabbala College of Obscure Arts is the premier school for all those who have the will and drive to practice and learn about magic unhindered by laws or nature. Those who wish to enter the school's threshold find themselves thrust into a society of the Cabbala that is ever changing and fraught with intrigue—not a place for the faint of heart. 

Location:  The college is located on Dragon Alley and has several shops outside,  from a magic shop to an tinker shop and a cafe.   When entering the cavern take a right and head towards Dragon Alley, or use the HU TP -  Cabbala  - Dragon Alley for easy access.

The Green District

Description:  The green district boasts many homes, some available for rent! This cozy if not spooky area is enclosed by rock.

Location:  The green district is located above Dragon Alley,  climb the ramp between the CCOA location and blood flowers to reach it.  Look for the green-lit glow of mushrooms and moss.

Death's Garden and Crystal of Power

Description:  This charming, lava flanked garden is alongside the keep and boasts harvesting blooms,  poisonous thorny brambles and a sacrificial area.  It is rumored to be one of the favorite places of the Archon, and that she grew some of those thorns herself.

Location:   Nestled between the CCOA and the Keep.    HuD TP -  Cabbala - Dragon Alley ( Or Keep)

Deer skulls and more! 

Waterfalls

Description:  Nestled at the entrance, high above is a pool of crystal and waterfalls great for adventerous souls who don't mind heights to perch and enjoy a bit of magic in the air. Reachable through the 'waterfall district' by foot,  or for those blessed with wings.. take a flight.

Location:    High above the main entrance in the caves,  you can TP to Peddlers Row in the HUD and walk through the Fools Market and upward to get there; or fly.

Hideout! (Deer skull)

Description:  What are deerskull places?  They are open to anyone to use IC as they seem fit.  This hideout is meant to drawn in dubious RP ( or any RP) and gives players a semi-private location to meet up or just hang out.  

Location:    Located to the right of the Horde hall on the beach.   You can get there with the HUD - TP- Cabbala - Dragon Alley. 

Rooms (Deer skull)

Description:  What are deerskull places?  They are open to anyone to use IC as they seem fit.  This duplex ( two rooms) are for players to use ICLY to rest,  RP, etc.  Don't have a rental? You're free to use these spaces  on an IC level. Pleasse make sure you're familiar with our Deer skull rules. 

Location:    Located in the Dark plaze just above the fools market. You can TP there through the HUD - Cabbala -  Peddlers Row and walk through the market up to the 2n dlevel. 

Caves and Tunnels

Description:  The Cabbala Amartia was built out of the ground, and because of this there are a variety of caves in the tunnel system to explore and to forage from.  

Location:     The entrance to the tunnels is at the main entrance of the Cabbala Amartia.