They make laws of the land, we make our laws under it.


The secret shadowy government of the Hoppits that calls itself the Ahrairah, but is known as the Thieves Guild to everybody else, has branches in nearly every civilised (and some uncivilised) settlements across Knopsis and beyond. The Thieves Guild operates like a Mafia, and like any Mafia, operates solely to profit and protect the family. Any thief, smuggler, or enforcer who can demonstrate their loyalty to the family can be initiated into the Guild, but it talks an exceptional talent and dedicated to be accepted into the inner circle, especially for a non-hoppit. The main directives of any branch of the Ahriarah are: to gain influence, leverage and power over those in power, and to use this to covertly protect Hoppits and their warrens wherever it is needed. Therefore, the Thieves Guild, while profiteering from crime, often serves as an unofficial regulator, as it seeks to keep its operations under the radar, and others from cutting in on their turf.

The faction leader of the Ahrairah is simply called “The Grandmother”, a Hoppit of unknown identity to whom the “Aunties” and “Uncles” – local branch leaders and senior members – answer to. Regular members call each other “Cousins”, even if directly related, for the pact of the Ahrairah takes precedence over the pact of blood.