Zēred

The Rat

  • Born: Unknown
  • Died: Alive

Zēred was born into a farming family in the Elmark. He was orphaned at a very early age. He has no memory of what happened to his parents or family. Friends later explained that he was found hiding inside a small animal shed. A self-identified aunt refused to explain to young Zēred what happened to his family. By the age of 9, he found his way into the City of Oð and began working small jobs for a Derékaln thief named Çaraç. His master treated him like a son and taught him everything he knew. After gaining membership himself, Zēred and his gang began making inroads into opportunities around Southgate, claiming more and more of the territory and its grafts. Çaraç was killed early in the ensuing street-war. For three months, the Merchant Guard were called to remove dead thieves from the neighborhood streets. Toward the end of the street-war, the bodies of Zēred’s enemies began appearing at the end of ropes, hanging, dangling, and swinging from public landmarks. All had been either hanged, choked, or pulled apart with his trademark knots. When five thieves were found twisting in the wind above Southgate, the Derékaln called an end to the struggle and awarded all of Gismir to Zēred.

Zēred has weathered two insurrections since being elevated at Gismir. In response, his trademark executions have become more and more elaborate (and awful). In 651 DR, the Master of Orúm Īnùrrus attempted to overthrow neighboring Gismir, but was in-turn assassinated. The Derékaln granted the leaderless district to Zēred. This granted him expanded access to the Kyrm Oryroð boulevard and opened another potential route (e.g., Çaryndan, Vandùnum) to the Kryçàryn. Unbroken control between the port castle and Southgate would give Zēred one of the most lucrative domains within the Derékaln.

Tressta’s notes: Late thirties, skinny man, very nimble, almost to the point of contortionist. Assistants would ask Tressta to strip before entering the Rat’s chamber. All meetings took place at inns within the Gismir neighborhood, Sulyard. The Rat took great pleasure in tying knots and demonstrating his escape artistry, offering to teach Tressta much of the same. He enjoyed spending time with Tressta, so there were many encounters. The Rat moniker is an inside joke among the Derékaln, similar to calling someone a John Doe or Smith. Encounters: Many