All Are One

Content Warning

This article discusses sensitive topics, including

  • Substance abuse and addiction
  • Human Trafficking
  • Brainwashing
  • Exploitation and manipulation related to drug use

Readers who may find these subjects distressing are encouraged to proceed with caution.

All Are One is a gang unlike any other in Ragmarket . What began as a drug cartel evolved into a pseudo-religious cult after the discovery—or creation—of a powerful mind-expanding drug known as the Haze. This substance grants its users telepathic abilities and a profound sense of connection to those around them. Over time, the gang’s leaders developed an ideology that views individuality as an illusion and seeks to unite all minds under their influence. Using the Haze as both a weapon and a means of conversion, All Are One forcefully recruits new members, creating a hive-minded network that expands its control throughout the underworld of Aru’Mas.

Operations and Criminal Activities

All Are One operates with an unsettling efficiency, relying on manipulation, coercion, and mental domination:

  • Drug Manufacturing and Distribution – The gang controls the production of the Haze, ensuring that only those who accept their doctrine have continued access. They also deal in other narcotics, but only as a means to expand their reach and fund their greater mission.
  • Forced Recruitment and Indoctrination – Using the Haze, the gang forcibly recruits individuals by breaking down their will and linking them to the collective consciousness. Those who resist for too long often vanish, presumed dead or permanently absorbed into the gang’s influence.
  • Espionage and Blackmail – Through their network of telepathically linked members, All Are One gathers and exploits secrets, blackmailing individuals in power to further their cause.
  • Psychological Warfare – The gang employs a mix of gaslighting, mental conditioning, and prolonged drug exposure to convert new members and destabilize their enemies.
  • Human Trafficking and Slave Trade – Unlike other gangs that focus on economic gain, All Are One enslaves individuals to expand their collective, seeing it as a form of salvation rather than a crime.

Initiation and Leadership Structure

  • Initiation Ritual: New recruits, whether willing or captured, are subjected to the Unveiling—a prolonged exposure to the Haze, forcing them into telepathic communion with the gang. Those who surrender to the connection are welcomed into the fold, while those who resist are subjected to further conditioning or executed as a lost cause.
  • Leadership Structure:
  • The One Who Sees – The enigmatic and feared leader of All Are One, a being rumored to be permanently linked to every member, controlling the gang’s collective consciousness.
  • Guides – High-ranking members responsible for overseeing indoctrination, maintaining the drug supply, and directing major operations.
  • Whisperers – Enforcers and agents skilled in mental coercion, tasked with recruitment, intelligence gathering, and maintaining control over their network.
  • Echoes – Ordinary members fully indoctrinated into the gang, each linked to the collective and capable of basic telepathic communication.
  • Lost Voices – New initiates who have yet to fully submit to the connection but are under close supervision until they prove their devotion.

Relationships with Other Gangs

All Are One’s radical methods and mind-controlling tactics have earned them both enemies and wary allies within Ragmarket:

  • Dragon’s Claws: The Claws despise All Are One, viewing them as a dangerous cult that threatens the stability of the criminal underworld. They actively hunt Whisperers and Guides, offering bounties on high-ranking members of the gang.
  • Creeping Green : While both groups deal in alchemy and altered consciousness, their philosophies are fundamentally opposed. The Creeping Green seeks to liberate minds from civilization’s influence, while All Are One seeks total submission. Skirmishes between the two factions occur frequently, with the Green occasionally ‘rescuing’ individuals from the cult’s grasp.
  • Iron Boots : The paramilitary gang is the most aggressive force against All Are One, seeing them as a destabilizing threat to Ragmarket. However, the Boots lack a countermeasure to the Haze’s telepathic effects, making it difficult to combat the gang without risking infiltration.

Influence in Aru’Mas Beyond Ragmarket

The gang’s reach extends into districts where desperation, secrecy, and corruption thrive:

  • The Spillway – As one of the most impoverished districts, the Spillway provides a steady stream of recruits. The gang preys on the vulnerable, offering shelter and purpose in exchange for total submission.
  • Temple Way – Certain fringe religious sects have been infiltrated by All Are One, using their doctrines as a cover for expanding their influence. Some whispers suggest that even a few priests have succumbed to the Haze.
  • Aurora Song District – The gang has a presence among struggling artists and philosophers who seek inspiration through altered states of mind. Underground gatherings and ‘enlightenment’ ceremonies serve as recruitment fronts.
  • Spireview – While not a major power in this wealthy district, All Are One has begun targeting the disillusioned elite, promising clarity and peace through the Haze. This foothold could provide them access to influential figures in Aru’Mas.

Conclusion

All Are One is a terrifying force within Ragmarket and beyond, a criminal syndicate that seeks not only wealth and power but the very minds of those who stand against them. Their control over the Haze makes them uniquely dangerous, as their influence spreads not just through crime but through the very thoughts of their victims. While their numbers may be fewer than other gangs, their unity and telepathic connection make them a formidable force in the underworld of Aru’Mas.


Source Source: world-anvil — imported from wa_articles_structured.json