Hydra Organization in Thormose | World Anvil
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Hydra

Hydra is a relatively new organization founded by individuals considered leaders in their respective field. There was a time where groups such as these were banned outright in certain locations in the world, but with the Sundering event order within the world became chaotic. Groups popped up being hired to commit certain tasks and rivalries became a certain within the darker enterprise worlds. Within this realm groups would be hired to target other groups and houses of emerging fame would be cobbled into mediocrity. There came a point where certain people gathered together and decided that there should be a little more organization to this process. Each person representing 1 of the 3 dark noble trades. Angrim Holgg, leader of the largest mercenary company, Throwhammer Brigade. Based in the kingdom of Wesking, his Brigade won the battle of Minheineas against the giant Gomron Empire incursion. Tuncay Demir, head chief of the Demir Tribe. The Demir Tribe rose to wealth and infamy while a string of murders struck the kingdom of Mamerham. Kerlten Diebenhertz maintained an underground network of smugglers and thieves within the Amakir Empire, Midland Birds. Often hired to obtain military supplies for rebellious causes. Blamed for the militarization of the Fair Fields folk, having weapons deemed beyond their ability to produce. These three leaders met with the intention of reducing strife within their fields. They each reached out to other tribes and organizations in a truce, to not only prevent each other from harming one another, but creating a global network. Within this new organization individuals would have access to job opportunities in branches in major cities. They settled for the name Hydra, which represents the 3 dark noble trades and also the number of branches within the new syndicate.     The basic sigil is given to level 4 members, which is a 3 headed hydra coin. This signifies that they are on their way up if they continue to achieve proper work. Once they reach level 3 they will be given a colored tattoo, normally someplace hidden. The tattoo is a point with 3 lines moving outward, evenly spaced, a circle encases them and depending on the color decides their specialization.  
  • Red represents mercenary work.
  • Green represents assassination hits.
  • Blue represents lucrative thievery targets. 
Members can request a specialization, but if they are undecided their local Warden will make a decision based on past work. It is normally frowned upon if the Warden has to do this.   The deeds of Hydra are sewed in the history of the new age. Their mercenaries and present in most global conflicts. Their assassins have ended early the lives of heroes and villians. Their thieves have stolen the darkest secrets of the current world. Hydra uses their members and wealth to shape the world as they see fit.

Structure

The hierarchy of Hydra is very strict, break in protocol could result in expulsion or even execution.   The Head is the title of one who holds dominion of one of the fields. This is the highest position a member could hold. Each head has free control of that sector of the syndicate and convenes only when business is required of another Head. These meetings could discuss: setting up a new hideout and recognizing members of merit.     Before a new hideout can be setup a member must be appointed to reside and manage the branch. The individual must have knowledge about the region and actively maintain secrecy for the hideout and members. The nominee must also receive the approval of all 3 heads.   The Heads may also gather to send out recognizing members that have performance beyond that of their peers. They will normally have get togethers to learn more about the individual and introduce them to other high ranking members.    Below the Heads are the Den Wardens, these individuals maintain order within certain hideouts and perform informational duties on the region. Often are required to set up local networks with merchants, aristocrats, or diplomats and attempt to insert their crew into these social circles. The Den Warden also enforces syndicate law, preventing members for openly fighting one another and squashing bitterness before it festers. The final job of the Warden is to ensure that the hideout is safe from local officials. The Den Warden has his own private quarters which doubles as his office. Has access to the entire hideout.   The 3rd level in the chain would be the Den Warden's Crew, who are individuals that show promise. They are often given first pick on jobs before they are posted, as a way to award those that are within the rank. Crew members are assigned the task of maintaining the hideouts basic functions, posting jobs which they don't want for the open pool. They perform the symbolic rituals when a job is taken. They also act as the Warden's enforcers, following orders given. Crew members are given their own quarters and have access to more quality equipment.   The 4th level members are those that have received tokens of merit, showing that they have completed missions and show promise. They are given daily tasks within the hideout to maintain a level of cleanliness. This is often to gauge if the member is able to accept and perform orders in a organizational level. Acceptance into this level grants them entrance to low level quarters which includes more private bunks and access to low tier equipment.   5th level members are those that have earned a favor from the organization and is the introductory level. 5th level members are restricted to lower level jobs until they can acquire a token or merit from 3rd level members. They are given access to the main hideout center which includes: cots, food, and job boards.

Culture

The guidelines setup by the founders are strict. There is little room if someone were to break any of the rooms and punishment is swift. The organization cannot risk having a disgruntled member talking to authorities or rivals.   It is assumed that if a member accepts a job that they complete it with discretion when called for.  Members are not allowed to talk about the specifics of earlier jobs, to ensure contactor secrecy.  Members must follow orders from high ups. Members are forbidden from killing people that are not active targets or actively assaulting the member.

Public Agenda

The foundation of Hydra is to ensure that those that follow the 3 dark noble trades do not end up fighting others in order to complete a job. It is an organized crime syndicate that allows the lesser of society the option to excel in their preferences for dark deeds. It separates those that desire greater wealth and infamy from local street gangs. Hydra takes those with potential and morphs them into their ideal self. This also creates a safer world where professional soldiers, assassins, and thieves are held to a standard.

Assets

Hydra has not been in business very long, but has still been able to amass a large amount of wealth from a steady supply of jobs. They have a number of hidden hideouts within major cities, often bribing politicians to look the other way for official business. Their network gives them access to almost any armory, castle, or fortress as long as they are hired.

History

Formation of Hydra appointing the 3 Heads and the first Wardens to establish connections.

Many Heads. Ever Reaching.

Type
Illicit, Syndicate

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