Smiling Fallen of Luder
Describe a famous criminal organization and the unlawful acts they commit in your world.
Planet Sharitarn isn't a kind place for criminals. Least not in current times.
There was Ages in the past when large merchant empires grew and flourished, Artist Castes traveled in magical sentient triremes serving princes and archmages on cabins more luxurious than any palace room in our days. Luxurious courtesans lived profitable carriers in large merchant hubs, serving men who would pay whimsical free women for sex and company just to variate from the easy pleasure provided to them by slave-girls. During those softer times of exuberance each merchant house had a criminal shadow at least as large as itself.
That time is past, and it ended long ago.
Common citizens inside their nations enjoy greater freedom now. The poorest families are far better, both in objective conditions of existence and in their subjective sense of pride and self respect. Laws in sovereign State Cities are clear, adequate for reality of each caste, and considered fair by almost all. Punishment is only applied to intolerable violations, and is either very modest or extreme: death for men, slavery for women.
Really influential families get to corrupt the system and keep criminal activities hidden to some extent, but the relatively limited opportunities of commerce acts as a natural factor to limit the profit available for them.
Not to say organized crime is absent. Some nations have even a "Grey Book" of secret laws, to establish the rights and obligation of what we could call "Thieves Caste", or "Bandit Caste".
However, the Grey Castes are seldom a important power in their cities. Besides, how seriously we can talk about them as "criminal" when they are regulated by the law and properly pay (in their own way) taxes like anyone else?
If there is a crime that never goes into any legal books that is the commerce between Peasant Settlements and nameless partners, who can be outlaw, wild folk, or even Dishonest Merchants from enemy nations. That do happens everywhere, and is forbidden and people are killed for that when they are caught, and they are usually not caught very often because in the end of day the city needs this commerce to continue; and to continue as it is, criminal. Still, there is hardly fancy organization to talk about here.
Between the moment you leave your city and the sight of its Warrior Caste patrols and the moment you are seemed by the patrol of the State City, village, of Feudal Domain where you are heading to, crime do not exists. Crime is a logical impossibility in this interregnum because crime is the violation of law and there is no law to be violated in the wilds (save for the Exclusion Law, but punishment for violate that is death and it reaches you in minutes: by magic).
If we are to be strict in this, then I must say there is crime in the wilds. However, it does not concerns you. Each wild tribe has its own laws, and therefore its own crimes. Both categories only apply to those of the tribe, if you cross wildlings and they attack you will not be because you did something wrong but because you are supposed to be attacked, if they want to. To put it in simple terms judgement about attack you or not will be made by wild folk according to the logic they would apply to a beast of the forest, not accordingly to the logic they would apply if you where a member of another wild tribe of their people.
Wild people is the pure definition of barbarism. However, they have a place in the world as civilized Sharitarnes see it. And those of human blood are par of humanity, as much as civilization. Notoriously older than civilization, mind you: Sharitarnes do have a soft spot in their hearts for old institutions, traditions, and ways.
That means wild people evoke mixed feelings.
Who does not evoke mixed feelings are the Lawless.
Lawless people live in the wild, was Earth involuntary immigrants we should be forgiven to assume they are wild folk. Don't count with universal tolerance in that regard.
Wild folk may be considered simple, rustic and even a bit lest than humans by some civilized commoners. That's meaningless. What differentiates them from the Lawless is infinitely more important: HONOR. Wild folk have it, lawless have not.
The most snob civilized person and the most xenophobic humanist will agree implicitly in that point. A non human, and non humanoid, barbarian with honor is infinitely better than any lawless. Perhaps something is more important than honor in the eyes of some Sharitarnes, but I have looked for years and am yet to find a single example of what.
Most Lawless are former civilized people. They may have been banished by their nations, or they escaped after commit a crime punishable by death, or perhaps they where Warrior Castes and deserted (those are particularly hated, as you can imagine). Or could even be that their home nations are lost, destroyed by a natural disaster or by enemies. And in some cases the lawless are born in that condition, in lawless camps or in lawless hidden ports. Makes no difference.
Lawless naturally never commit crimes.
Sometimes civilized nations do rent lawless men as mercenaries, but that is a less than shining note likely to taint_at least a little bit_ the biography of who made the decision of contract those scum. Unless it is a desperate situation, when the very existence to the nation is at imminent risk.
Port Alkavalla has a establishment in its famous market tower, The Beacon, permanently dedicated to those looking to rent mercenaries. Most those mercenaries happens to be lawless. However, Alkavalla is a non-human city. You would hardly find a office like that in any human nation (meaning precisely that, "hardly find": they often exist, but are reason for shame, ergo well hidden, and therefore hard to find).
Luderfall is a village, one of the largest under Shirshan protection. They stand on top of a high cliff, facing the Open Sea. South to Green Poison in the Coast. The nation was founded inside a Xar-Scar, it healed thousands of years ago but the citizens still keep a sort of grudge against magic itself. They did not made it illegal, but will avoid to deal with the thing and certainly don't welcome sigraxes or alchemists warmly with open arms. Being fairly near to their protector nation Luderfall receives a number of visitors from Shirshan over the year. The important families in the village also send their most promising children to sharp their skills and knowledge at Green Poison. Despite the influence and prestige of Glass Viper Fortress Magic University, and the disposition of Shirshan to accept students of Luderfall from time to time, the families of this village politely refuse most invitations. Village economy is based in two main pillars: fish industry and cattle raising. Fisher Caste has two branches, one that works on the two rivers that join close to the Luderfall and the other sails in the Open Sea sailing from the small sea harbor bellow the city. Sea products of Luderfall must compete with those of Shirshan and Timurda, not to mention Alkavalla and all fishing villages on the Sorrowful, better positioned to commerce with the markets of West Coast. The port of Luderfall is small and its military fleet is weak, barely non existent. Sea fishermen are often attacked by sea monsters, and barely can keep a profitable business between the costs of replace lost boats destroyed by tempests and fish-men and the difficulties of sell their product at Port Shirshan. River fishermen are a little more fortunate most years, but they do know their portion of wild treats and natural disasters. The Peasant Caste main business is the shallay beast. Shallay look mostly like sewer rats with a dozen eyes and three or more tails. The most common variant, breed for meat, milk and fur, is about twice heavier and three times larger than Earthling buffaloes. Their meat has a strong taste, naturally spicy, and their bones are a light strong material often used to make tools and musical instruments. Some races are larger than elephants and valued as cargo beasts by Merchant Castes who travel through the South Continent, others are slimmer and faster, have longer legs, and are good mouths for Warriors. There is no competition for Luderfall shallay farms on the planet. The animal is an local eccentricity, and the Peasant Caste of Luderfall mastered the tricky art of tame and breed them. A few feudal domains in the continent have their shallay herds but not many. Unfortunately for Luderfall there is a large variety of products in the market that compete with those of shallay. Still, at least the meat of this animal sells well enough. Shirshan Merchants buy as much as their caste brothers of Luderfall can sell, and their city consumes all. Another prominent business in Luderfall is tourism. Not many people goes to Luderfall itself, but it is a step in the travel between Shirshan and the Xar-Scar of South Continent. The Warrior Caste of Luderfall is far larger than what that village could otherwise afford. They have contracts with caravans to patrol the region, and are frequently contracted as mercenary guards by tourists staying in their city for a couple days. Touristic industry in this scale is a rare thing on Sharitarn, possibly unique. It makes the wild lands nearby a bit less wilds than other parts of Sharitarn. However, the Ungnui Forest isn't that far away, with its catlike cannibal humans who age twice faster than normal people. The scary Giant Mountain are visible behind this exotic forest of intelligent trees. And somewhere between the mountains and the forest lays Ziicrix, the State City build and ruled by intelligent insects who hate all talking mammals except for their neighbors, the giants. Not a place to wander around totally light-hearted, true to be told. One could even say that there is other more trivial treats closer to hand, that don't depend on the importation of non-humans and barely human monstrosities. If you can be bothered by concerns that don't include being eaten alive, not likely. On the other hand, the Warrior Caste isn't the only one over-sized by the transit of tourists. Luderfall also has a larger number of pubs, theaters and hostels than any village of its size would have right to wish for. The Artist Caste in the city is also larger and more skilled than it could hope to be if was not for the Xar-Scar and all attention it attracts. Then of course, you have Grey Caste. The non existent but very real Thieves Caste of Luderfall.
Neither the largest not the most sanguinary thieves guild in Luderfall, they are likely the most cosmopolitan and elegant professionals of subtraction. The Smiling are not above extortion of small merchants but their strong side is furtive thievering of valuable items. Following the codes and agreements of their Caste they never steal anything from tourists inside Luderfall, except for information. Most the jobs are made in the wild, inside caravans, or in other cities. The really profitable enterprises however are more distant than that. Spying and eavesdropping the Smiling Fallen get clues about treasures well hidden behind thick walls of strong fortresses everywhere in the South Continent and beyond. They are culinary masters, who cook those puny pieces of information in bold plans to steal residences, temples, and Caste Head Quarters and carry away their treasures. This is the only one to have an permanent safe house in Mevrengau, and terms of hospitality settled with the Yellow Lizards (a barbaric Piwag Tribe considered by many the Thieves Guild of Desert People) more than 200 years old. And for all that they have scarcely more than 250 active members. You will hardly find more than 25 in the city any given time. Resting, keeping their local interests running, and also training the future generations. Some of the richest and most respected citizens of Luderfall are retired Thieves, and a disproportionately large percentage of those on top of this category are retired SFs. More violent and direct guilds are frequently targeting them, but the Smiling's good contacts and finest understanding of diplomacy and politics_ both international and local_makes the organization a dangerous enemy. Deceptively weak, they never killed anyone you could mention or committed a single action of public vengeance. Those spectacles most other guilds consider essential portion of their way of life.
Somehow, it has not been necessary for the Smiling Fallen yet. Their foes seem to misplace their good lucks and fall into one sort of accident or another, in good time, with no action of their part. Not magic, just cunning diplomacy and network. The only blood spilled in the history of this guild that was not a strictly personal matter unrelated with their work was spilled by members of the guild killing others. Seldom happens, but sometimes the succession crisis or some conflict about larger investments results in internal fights. Duels are not enough sometimes, and larger disputes can take place with actual combats and even murders: those are, after all, masters of stealth used to live double lives and act false identities. Who, in the better days, already live by moral standards that we cannot consider representative of Sharitarne civilization. Notwithstanding, those periods of treason and murder are rare. The two dozen families that integrate the Guild have been able to settle their differences fast. Avoiding losses that could cost the Smiling Fallen their profitable reputation of "charming" bandits.
NECESSARY CONTEXT
Global Scale
Port Luderfall
Luderfall is a village, one of the largest under Shirshan protection. They stand on top of a high cliff, facing the Open Sea. South to Green Poison in the Coast. The nation was founded inside a Xar-Scar, it healed thousands of years ago but the citizens still keep a sort of grudge against magic itself. They did not made it illegal, but will avoid to deal with the thing and certainly don't welcome sigraxes or alchemists warmly with open arms. Being fairly near to their protector nation Luderfall receives a number of visitors from Shirshan over the year. The important families in the village also send their most promising children to sharp their skills and knowledge at Green Poison. Despite the influence and prestige of Glass Viper Fortress Magic University, and the disposition of Shirshan to accept students of Luderfall from time to time, the families of this village politely refuse most invitations. Village economy is based in two main pillars: fish industry and cattle raising. Fisher Caste has two branches, one that works on the two rivers that join close to the Luderfall and the other sails in the Open Sea sailing from the small sea harbor bellow the city. Sea products of Luderfall must compete with those of Shirshan and Timurda, not to mention Alkavalla and all fishing villages on the Sorrowful, better positioned to commerce with the markets of West Coast. The port of Luderfall is small and its military fleet is weak, barely non existent. Sea fishermen are often attacked by sea monsters, and barely can keep a profitable business between the costs of replace lost boats destroyed by tempests and fish-men and the difficulties of sell their product at Port Shirshan. River fishermen are a little more fortunate most years, but they do know their portion of wild treats and natural disasters. The Peasant Caste main business is the shallay beast. Shallay look mostly like sewer rats with a dozen eyes and three or more tails. The most common variant, breed for meat, milk and fur, is about twice heavier and three times larger than Earthling buffaloes. Their meat has a strong taste, naturally spicy, and their bones are a light strong material often used to make tools and musical instruments. Some races are larger than elephants and valued as cargo beasts by Merchant Castes who travel through the South Continent, others are slimmer and faster, have longer legs, and are good mouths for Warriors. There is no competition for Luderfall shallay farms on the planet. The animal is an local eccentricity, and the Peasant Caste of Luderfall mastered the tricky art of tame and breed them. A few feudal domains in the continent have their shallay herds but not many. Unfortunately for Luderfall there is a large variety of products in the market that compete with those of shallay. Still, at least the meat of this animal sells well enough. Shirshan Merchants buy as much as their caste brothers of Luderfall can sell, and their city consumes all. Another prominent business in Luderfall is tourism. Not many people goes to Luderfall itself, but it is a step in the travel between Shirshan and the Xar-Scar of South Continent. The Warrior Caste of Luderfall is far larger than what that village could otherwise afford. They have contracts with caravans to patrol the region, and are frequently contracted as mercenary guards by tourists staying in their city for a couple days. Touristic industry in this scale is a rare thing on Sharitarn, possibly unique. It makes the wild lands nearby a bit less wilds than other parts of Sharitarn. However, the Ungnui Forest isn't that far away, with its catlike cannibal humans who age twice faster than normal people. The scary Giant Mountain are visible behind this exotic forest of intelligent trees. And somewhere between the mountains and the forest lays Ziicrix, the State City build and ruled by intelligent insects who hate all talking mammals except for their neighbors, the giants. Not a place to wander around totally light-hearted, true to be told. One could even say that there is other more trivial treats closer to hand, that don't depend on the importation of non-humans and barely human monstrosities. If you can be bothered by concerns that don't include being eaten alive, not likely. On the other hand, the Warrior Caste isn't the only one over-sized by the transit of tourists. Luderfall also has a larger number of pubs, theaters and hostels than any village of its size would have right to wish for. The Artist Caste in the city is also larger and more skilled than it could hope to be if was not for the Xar-Scar and all attention it attracts. Then of course, you have Grey Caste. The non existent but very real Thieves Caste of Luderfall.
THE SMILING FALLEN
Neither the largest not the most sanguinary thieves guild in Luderfall, they are likely the most cosmopolitan and elegant professionals of subtraction. The Smiling are not above extortion of small merchants but their strong side is furtive thievering of valuable items. Following the codes and agreements of their Caste they never steal anything from tourists inside Luderfall, except for information. Most the jobs are made in the wild, inside caravans, or in other cities. The really profitable enterprises however are more distant than that. Spying and eavesdropping the Smiling Fallen get clues about treasures well hidden behind thick walls of strong fortresses everywhere in the South Continent and beyond. They are culinary masters, who cook those puny pieces of information in bold plans to steal residences, temples, and Caste Head Quarters and carry away their treasures. This is the only one to have an permanent safe house in Mevrengau, and terms of hospitality settled with the Yellow Lizards (a barbaric Piwag Tribe considered by many the Thieves Guild of Desert People) more than 200 years old. And for all that they have scarcely more than 250 active members. You will hardly find more than 25 in the city any given time. Resting, keeping their local interests running, and also training the future generations. Some of the richest and most respected citizens of Luderfall are retired Thieves, and a disproportionately large percentage of those on top of this category are retired SFs. More violent and direct guilds are frequently targeting them, but the Smiling's good contacts and finest understanding of diplomacy and politics_ both international and local_makes the organization a dangerous enemy. Deceptively weak, they never killed anyone you could mention or committed a single action of public vengeance. Those spectacles most other guilds consider essential portion of their way of life.
Somehow, it has not been necessary for the Smiling Fallen yet. Their foes seem to misplace their good lucks and fall into one sort of accident or another, in good time, with no action of their part. Not magic, just cunning diplomacy and network. The only blood spilled in the history of this guild that was not a strictly personal matter unrelated with their work was spilled by members of the guild killing others. Seldom happens, but sometimes the succession crisis or some conflict about larger investments results in internal fights. Duels are not enough sometimes, and larger disputes can take place with actual combats and even murders: those are, after all, masters of stealth used to live double lives and act false identities. Who, in the better days, already live by moral standards that we cannot consider representative of Sharitarne civilization. Notwithstanding, those periods of treason and murder are rare. The two dozen families that integrate the Guild have been able to settle their differences fast. Avoiding losses that could cost the Smiling Fallen their profitable reputation of "charming" bandits.
Type
Guild, Thieves
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