The Kingkiller Codexery

The Six

The shadowed fist of Tarbean's slums.

The Six are a notorious criminal syndicate operating primarily within the slums of Tarbean, specifically the district known as the Low. They function as an organized thieves' guild and enforcement group, controlling illicit trade and protection rackets in areas where official law enforcement rarely ventures. While they lack formal recognition by the University or the Crown, their influence is deeply entrenched in the city's underbelly.

Quick Facts

Location
Tarbean (The Low)
Notable leader
Bast
Organization type
Criminal Syndicate; Thieves Guild
Status
Active and Notorious
Territory
Slums and Back Alleys of Tarbean
Relation to kvothe
Former Association

Lore & Background

Their reputation is built on fear as much as efficiency. Merchants who refuse to pay protection fees find their wares ruined or their shops burned. Despite this violence, some citizens view them as necessary guardians against worse predators in the night. The organization remains fluid, with membership shifting based on capability and survival rather than formal enrollment.

Reader's Guide

The Six operate under a loose hierarchy led by a singular figure known as the King or Headman. While Bast served this role during Kvothe’s youth, leadership changes through force or consensus among the lieutenants. Their core belief is simple: survival in the Low requires strength and cunning above all else. There are no sacred oaths, only the understanding that betrayal means death within the alleys of Tarbean.

Initiation often involves a successful heist or proving loyalty through violence against rivals who threaten the group's income. Kvothe’s relationship with them is complex; he was once close to Bast but eventually severed ties upon leaving for the University. To the wider world, they represent the dark underbelly of Chandrian-affected cities where law enforcement rarely treads. They do not answer to the Crown or the University, existing in a legal gray zone where coin speaks louder than law.

Their influence extends beyond Tarbean, with cells operating in neighboring trade hubs to move stolen goods. Members wear no uniforms but carry distinct weapons and signals known only to initiates.

Did You Know?

More in Orders & Guilds

Elsewhere in The Kingkiller

Spotted an error? Know more?

Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced

Comments

Loading…
Open in the interactive codex →