The World of Teréth End - People & Races - Organization

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People

Averrus Adasha (...)
Noll Addas (...)
Aras (Rog3)
Aunda (Rog2)
Iryzar Baldir (...)
Larin Eagùlthar (...)
Ferret (Rog2)
Hurrun (Rog2)
Ikurul (...)
Baràdar Islya (...)
Nul Kel'ëa (...)
Jarron Klidenshreft (...)
Edèrgin Nag (...)
Sëlvàra Nyswarm (...)
Elsun Scarlet (Rog2)
Cr. Arrus Shorbod (...)
Jor Sturwissen (...)
Ordàos Wishsmith (...)
Jordal Zar (...)

Book of the Derècauln

The Derècauln is a massive underground organization whose presence and influence are readily apparent throughout the City of Oth. It is speculated that there is some connection between the Derecauln and the Merchants' Guild.  

The Derecauln was founded in the first century DR by the renowned thief, Gerrit Kauln; the name Derecauln (Verekauln) originates from the Dekàlan meaning "Hands of Kauln".

Physiology: There are no prescriptions of race for membershp within the Derecauln.  It is not uncommon (though not required) that office-holders within the guild bear tattoos upon the back of their sword hand.  The tattoos bear a slender dagger or severed hand inside a thorned circle.

Psychology:  Membership in the Derecauln appeals primarily to society's underprivileged.  Members of the group often feel that society owes them "something" that they wouldn't otherwise be entitled.  Within the organization, paranoia runs rampant because the quickest way to achieve rank is through out-shining your superior, or making a superior disappear.  Those unwilling to partake in the cutthroat politics of the Derecauln but who harbor similar ethics, often find themselves working with the Beggars' Guild or Mechants' Guild.

Culture: The Derecauln is heirarchally structured with a single (somewhat mythical) figure at its head.  The guildmaster is served by a the Circle of Daggers which in turn are responsible for large factions within the region of Oth.  Beneath the Circle there is no firm organization present except for an ever-changing, fluid pecking-order of masters and operatives.

Language:  Most members of the organization speak Othic (Common) or Swallish, which is a dialect derived from Old Othic used in the slums of the Southswall.  Derecauln officials and businessmen are likely to speak (or at least understand) Old Azàlari (Tradespeak) if as part of their duties, they interact with foreign merchants and shippers.  Within the guild there is also a thieves' cant called Tosh (Streetspeak), which is a hybrid of three.  Unlike thieves' cants of other areas, Tosh is not particular to the thieves' guild, but rather used by lower elements throughout the city.

Magic:  Magic is not used or condoned by the Derecauln.  Injurious magical traps that are encountered typically inspire blood-debts, wherein the responsible party is hunted and "paid" for the injury.

History

The Circle of Daggers

The head of the Derècauln is a secret, so much so that most high-ranking members of the organization believe that the guild is ruled by the Circle alone.  Others understand that some force must be present that keeps the members of the Circle in check.

The Derècauln's ruling body is the Circle of Daggers.  Each member of the Circle is referred to as Dagger of her area, i.e. Dagger of Genter, Dagger of the Sulyard, etc.  Within the City of Oth, presiding over a region may include the regions beneath (i.e. the Lower Streets) provided the Poisoners allow it.

The exact number of Daggers is a matter of debate, but six members (similar to the Circle of Six within the Merchants' Guild) are required for a quorum.  It has often happened that votes from the Circle have been challenged when quorum was reached by using a "member" unknown to that point.  These events inevitably erupt into secret warfare until a new and stable Circle emerges.  Groups that deal with the Derècauln understand that this is simply the "way of doing business" within the guild.  The Circle of Daggers are not certain of the incumbent guildmaster's identity.  Whoever it may be, they've held the position for longer than Ordàos Wishsmith, for when he or she assumed the position, the Circle of Daggers at the time disappeared leaving a vacuum of power at the head of the guild.  High-ranking members of the guild at the time could not know if the guildmastership was grabbed by one of the seated Daggers, or an outside party.

Currently, the acknowledged members of the Derècauln's Circle of Daggers are:

Larin Eagùlthar, Dagger of Genter.  Upon the Dagger Peninsula, the name Eagùlthar has been synonomous with power since the turn of the century.  Larin, the patriarch of the family, controls all aspects of life in the town of thieves.  In essence, Genter is the ideal environment for thieves, as the Lord and Merchants' Guild have no sway on the peninsula.  Note: Eagulthar's Rest is owned by Larin's nephew which accounts for its safehouse status moreso than its stone walls.

Larin does not often concern himself with the happenings inside the city walls, but is interested in trafficking goods through the Southswall and the Lower Streets by way of some dark dealings with the inhuman Craw.

Nul Kel'ëa, Dagger of the Kreyard.  Black Kel'ëa (kehl LEE uh) is the mistress of the Harbor ward and one of the most distrusted members of the Derècauln.  Her reputation outside the organization is large, especially among the Merchants' Guild, who vies to control the same critical region of commerce.  Kel'ëa deals well with Edèrgin (utilizing his Skulls more and more frequently) but despises Iryzar and Sëlvàra for their attitudes toward the Merchants' Guild, which Kel'ëa often refers to as the "true enemy".  Kel'ëa infrequently attends meetings of the Council (unless there's a vote), usually sending a proxy in her place.  Her proxies are usually vapid commoners drawn from the street.  Obviously controlled through some foul magics, when necessary Kel'ëa speaks through them.  Kel'ëa is not a spellcaster, but possesses a magic item that grants her magical controls.

  • Ikurul (Visháshün)

Baràdar Islya, Dagger of the Kyard.  An aristocrat, Baràdar is man of wealth and means.  A member of Othic nobility, Baràdar has influence and insight into the political intrigues of the City.  Third son to Lord Islya of Kyard, Baràdar has little chance of inheriting anything from his family.  His choice of joining the Derecauln was weighed for some time against entry into the priesthood of Roth.  He was schooled in the ways of the Temple for several years before he realized that the clergy lifestyle did not suit him.  A master of disguise and conversation, Baràdar (and his select minions) are the ears of the guild, in all matters concerning the Court.  Baràdar wishes to be the next Derècauln guildmaster, and in this pursuit has exhausted enormous resources in trying to discover who the current guildmaster is.

Edèrgin Nag, Dagger of the Naryard.  Edèrgin has not been with the Circle of Daggers for very long (three years) but in that time has built a reputation for both cunning and cruelty that makes the other members uneasy.  It is not surprising that in the last three years there have been eight attempts on his life, all of which have failed terribly.  Edèrgin's "luck" in this regard is believed to result from a close relationship with the Poisoners.  Like Ordàos (who works with him closely, albeit reluctantly), Edèrgin runs a "tight ship" in the North Ward, which continues to be very profitable under his control.  

Edèrgin has reintroduced an old arm of the Derècauln dubbed "The Skulls" which acts as a mercenary branch available to others of the Circle for a price.  Recently, the Skulls have had a series of "unfortunate" run-ins with the Merchant Guard which is straining relations with the Guild, to the distress of Sëlvàra.  Most in the Circle do not want to confront Edèrgin about this, but are waiting for goons to mis-step and anger one of the city's other powers, such as the Lords' Men.

Sëlvàra Nyswarm, Dagger of the Northfields.  The newest member of the Circle as of 652 DR, Sëlvàra appeared unannounced at the Maran meeting with the hand of her predecessor (identifiable by its tattoo) the Azàlari Kaljar.  This cause little stir within the group, as a few had aided Sëlvàra in her grab for power.  Not much is known of Sëlvàra except that she has an uncanny talent for crunching numbers and remebering detail, useful qualities for someone that keeps tracks of all produce and trading in the regions most fertile lands.  Sëlvàra, like her predecessor, is a transplant from outside Oth but no one in the Circle has been able to place her accent.  Sëlvàra is establishing a trend to vote for closer ties with the Merchants' Guild.

Ordàos Wishsmith, Dagger of the Prayard.  Ordàos is the eldest member of the Circle, having survived in his current position for more than twenty years.  This is no small feat as his region includes Temple Square, the largest and most proftiable marketplace in all of the city.  Ordàos is a rare combination of shrwed businessman, brilliant tactician, and ruthless adversary.  Each of these qualities has kept him on top of his game, and make him one of the most influential and powerful members of the Circle of Daggers.  There is suspicion that Ordàos himself is the Derècauln guildmaster, as no struggles for that office have occurred during his "watch".  One factor that has kept him in power is a reliable network of underlings:

  • Cr. Arrus Shorbod (Temple)
  • Noll Addas (Temple Square)
  • Jor Sturwissen (High Collector)
  • Averrus Adasha (Commerce Control)
  • Jarron Klidenshreft, Dwürden (Enforcement)

Jordal Zar, Dagger of Southswall.  Very little is known of Jordal Zar.  He showed for one meeting of the Circle of Daggers to announce his membership, and present the hand of his predecessor (as is customary in such transfers of power) but has not appeared since.  After the first year of his absence (644 DR), the Dagger of Genter sent messengers into the Southswall to check on Jordal, but messengers returned with conflicting stories; that he had died, that he was quarantined in a plague cave near the Ghûlwood, that he was hiding from would-be successors.  Two years later, Larin Eagùlthar claimed to have met with Jordal Zar and testified before the Circle that he was in good health, but dealing with "internal issues".  Speculation rose that he was dead, and that Eagùlthar was using the opportunity to spread his control into the Southswall.  Such was the belief until 649 DR when a messenger from Jordal arrived at the Circle's Tolth meeting with word from the Dagger, signed with the seal of the Sorbur Ort.

Iryzar Baldir, Dagger of the Sulyard.  Iryzar is the most business saavy of his colleagues, even moreso than Sëlvàra, another Merchants' Guild sympathizer.  Kel'ëa has often speculated aloud that Iryzar may also sit on the Circle of Six (see Merchants' Guild), but the elder businessman has never answered her accusations, only laughing and shaking his head.  These accusations would be bad enough if it weren't for the fact that the Fat Man also resides and operates somewhere within his ward.  When Iryzar first became a Dagger, his initial objective was to root-out the Fat Man and destroy his business.  He lost many of his most valued subordinates in this task, before pulling-back and waiting for his adversary to mess-up.  He makes claims to the Circle that he still seeks the underground figure (as does the Merchants' Guild), but recently has committed very few resources to his capture.

Iryzar's favorite haunt is The Tower, where he can be found, approached, and talked-to in relative public.  The Tower's proprietor Oddus Maddire is a "personal friend" of Mister Baldir and ensures that nothing untoward happens to his favorite client.  The protections are reciprocal.  The back room where Iryzar and his colleagues meet and deal is referred to as "Baldir's Court".

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Races

The main races of Teréth End are:

Uren (Humans)
Chaosborn (Magic-Kin)
Duinu (Dream-Folk)
Dwürden (Dwarves)
Ejara (Dream-Folk)
Elve (Elves)
Faer (Changelings)
Faeri (Faerie)
Gnorm (Gnomes)
Gru
Grumun
Halvarel (Elf-Kin)
Halvers (Human-Kin)
Hörks (Elementals)
Ikitikirittik (Insectoids)
Neveren (Elf-Kin)
Ogren (Half-Ogres)
Ortor (Orcs)
Sha'al (Saurians)
Shul (Centaurians)
Urdar (Goblins)
Werrid (Lycanthropes)
Zultaya (Ichthyoids)

Ref. PHB (Player's Handbook), © Wizards of the Coast