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Jerhit Syndicate - VESSELBORN Codex

Jerhit Syndicate

Era of Imperial Conquest to Modern Geba

Type: Criminal Organization

Era: Era of Imperial Conquest to Modern Geba

Region: Deep Inland Thazvaar

Current Leader: Brena Jerhit

The Jerhit Syndicate is a criminal organization operating from deep inland Thazvaar. The syndicate is estimated to be worth approximately 112,000,000 Auren combined, a figure that would place it among the wealthiest entities on the planet were it not dwarfed by Yelidra Veykar, who alone is worth over 800,000,000 Auren.

Origins

The Jerhit family has existed since the Era of Imperial Conquest. They were unaffected by the Geban-Thazvaari War due to their origins in regions so deep within inland Thazvaar that even the Thazvaari Dominion never exercised control there. While the Dominion collapsed and its coastal territories fell under imperial rule, the Jerhit remained untouched, isolated by geography and indifference.

By the Era of Fracture, they were already amassing a great fortune through kidnapping engineers and smuggling technology from Geba and Jeyrha. They reproduced stolen designs and created new monopolies, primarily in relay technology. The Jerhit are the original source of non-Solarn private relays, a technology that would later spread back to western Geba and become common among private clearings. What Solarn Legacy Engineering had built for imperial infrastructure, the Jerhit replicated for anyone willing to pay.

Rise to Dominance

During the Warlord Eras, Brennen Jerhit leveraged the family's accumulated wealth and technology to dominate the region. His raids and underworld alliances laid the foundation for the modern syndicate. He broadcast atrocities across captured relays, exploiting the chaos of imperial collapse.

Modern Structure

Brena Jerhit (born Iaisa Jerhit) is the current matriarch. She discovered the legacy of Brennen Jerhit and was inspired by his example. Disillusioned by imperial attempts to rewrite the past, she cast off her given name and assumed the mantle of Brena, embracing the syndicate's violent inheritance as her own. She commands the inland circuits of Thazvaar with a hybrid strategy of theft, propaganda, and advanced tech design. Her branch, Brena Propulsion Designs, supplies jetpacks, micro-cannons, and illicit relay tech to pirates, elites, and private warlords alike, much of it produced by captured Berinese engineers. Kidnappings, ransom extractions, and forced prototype development are commonplace under her rule.

Brena funds anti-Shadow Rule music acts and weaponizes culture through syndicate-backed festivals. Genres like Rebelcore and Conwave glorify syndicate ideals, wealth, and pirate ascendancy. Though she remains publicly elusive, her influence stretches across both private and public relays, where she taxes independent acts and launders narrative control through performance and sound. She has managed to legitimize her people on Solarn relays for global access, giving the syndicate reach that no other inland organization possesses.

Daer Jerhit, an adopted Tactician-Class Hybrid named after Prince Varethis'Daer Venar, rejected the syndicate's core criminality. He now brokers legitimate deals outside inland Thazvaar, employing his tactical brilliance to stabilize regions economically while secretly containing internal atrocities such as those committed by Iera Jerhit.

Iera Jerhit, younger sister to Brena, descended into madness. She orchestrated massacres of innocent Thazvaari families, engaged in ritualistic cannibalism, and executed dissenting bodyguards. Her atrocities were uncovered in a hidden archive beneath the syndicate palace, containing preserved remains in grotesque displays. Brena, unable to kill her, had her confined to an undisclosed, sealed location.

Ioe Jerhit, twin to Iera and youngest sibling, rejected the underworld entirely. Using his share of the Jerhit fortune, he established mercenary groups in Kela dedicated to escorting settlers and researchers through hostile regions and protecting them from predators, pirates, and syndicate raiders. His operations specialized in hunting wanted criminals across Geba, particularly tracking fugitives to remote areas like inland Thazvaar. Following a failed expedition to the Permanently Uncharted Continent, Ioe adopted controversial tactics, kidnapping skilled engineers and forcibly relocating them to Kela to develop technologies for surviving the Uncharted's extreme conditions. Despite their captivity, these engineers were exceptionally well-paid and protected, housed in fortified compounds with unparalleled security. Ioe coerced many to his cause by relocating their families to private clearings, providing them with abundant resources and luxury to ensure loyalty. For those without families, unconvinced by wealth, he appealed to their ambition, arguing that the Uncharted represented Geba's true final frontier.

Position

The Jerhit Syndicate is the main source of private relay infrastructure in inland Thazvaar. They are at war with the other syndicates, yet they profit from those same syndicates by providing the very infrastructure they fight over. The result is a paradox. The Jerhit compete with the syndicates they supply. They profit from the conflicts they participate in. They have made themselves essential to the very networks they destabilize. This is how they have survived since the Era of Imperial Conquest, and this is why they remain untouchable.

VESSELBORN Codex - Jerhit Syndicate

About Vesselborn

Vesselborn is the story of Geba — a world that has carried an empire for six thousand years.

It begins with Vaer’karesh, who unites five nations into the first empire and fixes a common language and law. Across the ages, the empire fights and finally breaks Thazvaar, welcomes Jeyrha through engineering and diplomacy, and liberates Berinu by choice. In Ngorrhal, the people of the mountain passes lose their ancestral name and are permanently renamed the Frost Sentinels, whose strength helps secure imperial rule. The Haavu cannon systems cement that dominance.

At its height, the empire spans continents and raises relay towers that bind cities, coasts, and passes into one network. Assassinations and civil wars follow — the Fracture — but the answer is not a vacuum. The Shadow Rule forms from imperial networks and manufactures peace, ending the warlord broadcasts and taking the world back from collapse. They are the empire made quiet: continuity without ceremony.

Today, the Shadow Rulers still govern from the background while the Energy Wars — covert struggles over power grids and relays in uncivilized regions — decide who controls energy, transport, and culture.

Stories range from relay-field defenses and inland recoveries to city governance and frontier resettlement; from rail lines and air programs that stitch regions together to festivals and work crews where culture and politics collide; from Frost Sentinel memory to families choosing the safety of hub clearings or the risk beyond the grid.

This is Geba.
It began in silence.
It has not yet ended.