Ocrarte Urmo
All major cities, and even small towns, have an underworld. Crime is a pervasive element. In some cases, it is an organized one. The thieves' guilds share a common structure, code of conduct, and symbolism. They deal with each other as a merchant would, with more violent undertones. They protect their own socioeconomic class and coerce others into service. Though no one is safe from their ire, regardless of social class.
Structure
- Shepherd- Guild leader.
- Crook- Second in command.
- Hound- Head of faction.
- Bellwether- Full member.
- Ram- associated non member.
- Ewe- affiliated non member.
Culture
Code of conduct:
- No fighting amongst members.
- No harming bellwether without Shepherds blessing.
- Can't discuss business with non members.
- All factions pay tribute on full moon.
- Must be of full Arres blood to lead.
- Must have Arres father to join.
- Members must have full beard and mustache.
Public Agenda
Gain wealth, power, and influence in the region they work. Protect the commoner from the nobility, gentry, and wealthy merchants.
Assets
- People of varied skill sets.
- Extravagant wealth.
- Many properties from which they collect rent.
- Weapons and armor.
- Horses and carriages.
History
Founded independently in several cities to protect laborers from the merchants, craftsman guilds, and the corruption of the nobles and gentry. Over time these disparate guilds came together to form a secret multinational guild.
Type
Guild, Thieves
Capital
Demonym
Flock
Leader
Leader Title
Government System
Tribalism
Power Structure
Confederation
Economic System
Mixed economy
Official State Religion
Location
Official Languages
Related Ranks & Titles
Notable Members
Related Ethnicities
Comments