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Saxon
12-21-07, 11:40 AM
(Awaiting Approval; I apologize to any RoG moderator in advance for this and I thank you if your brave enough to tackle this monster.)


The Omakrav Trust

Description: On the day of Omakrav’s conception, the five criminal syndicates that comprise it had made a collective boon and oath that in order to survive the shadows wars that had erupted between them, they’d need to work together in order to get a piece of the proverbial pie. Formed by businessmen, however ruthless or destructive they may be, Omakrav is and always will be a business first and a guild second. Money will always be the first thing that speaks and dictates the course of the criminal conglomerate, and power will be there to insure we line our pockets. There is an untapped free market out upon the rolling seas and wide open landscape of Althanas, and it’s the Trust’s objective to do whatever it takes to ensure maximum profit even if it means striking a deal with N’Jal herself.

Each sect of Omakrav has a key role to play, all with their own unique skills or approach to the business world, and it has been said time and time again that the Trust will either thrive or bust based on outside interest and member participation. With Saxon’s discovery of Omakrav and his rise to power as executor and leader of one of the most powerful of the crime families, the D’Ciano, he has decided to open the doors to the public and see who will crawl up from the criminal underworld with the promise of power and immense wealth. The power group itself is fully customizable and is open to the public. Every member has the opportunity and right to fight their way to the top, become a made-man, cut down syndicates and build new ones, or even buy the leader of a particular cabal out in order to have one of the most influential seats of power within the business world. Of course, there are rules, taxes, and much more for the members to follow by, but the Omakrav are and always will be open for the public to decide its course. The choice is yours to make!

History: Omakrav was born in the middle of a secret, bloody war that had shaken the underworld so violently, that the sinister details of its bloody escapades are just now emerging twenty years later. Comprised of five majors groups, Omakrav has formed a cabinet and pact with the following organizations:

- The D’Ciano Crime Family – Led by- Saxon (Executor)
- The Firm of Smith & Price – Led by- Morgan Price & Douglas Smith
- The Rocky Blackwell Gang – Led by- Gramma Ogla Blackwell
- The Kuroi Tayou Yakuza – Led by- The Tribunal
- The Red Cartel – Led by- Luis Mendez

Banded together by a blood pact and culmination of negotiations that had taken four to five years to complete, the fledgling syndicate had named itself after the benevolent mediator who had handled the peace talks, Yuri Omakrav. Brought under rule by an elected group designated the executor, the syndicate has managed to sprawl onward ever since, tying and rooting its deepest influences into the hearts and minds of some of Althanas’ brightest. It had taken almost eighteen years before the trust’s name had surfaced and was spoken freely after Saxon stumbled upon it and had participated in a bloody coup de tat. It had landed him the head of the D’Ciano Family and executive of a powerful arms trade. Dotted throughout Althanas, the Omakrav’s roots in the world are so deep and many that it’s almost impossible to tell between the real power and the splinter groups that operate around in various countries. However sparse and bickering they may be, each of Omakrav’s syndicates is symbiotic of each other and to bring one down, is to send the entire system into temporary chaos.

So intricate and wholly different are the cabals that instead of becoming a single guild, they are united under the banner of Omakrav and will spend all of their resources and amassed wealth to insure that the gold shall continue to flow, and the unsteady peace between them remains, even if it means severing a rotten branch in order to save the entire tree.

Roster:

Because there are five different subgroups of Omakrav, their rosters will be shown in their individual posts, until then here is a general outline of distribution of power;

Omakrav Powerbase:

Executor:

Saxon - The D'Ciano Crime Family

Members of the Cabinet:

Cabinet member: Saxon – The D’Ciano Crime Family (Executor)
Cabinet member: Morgan Price – Smith & Price firm (NPC)
Cabinet member: Douglas Smith – Smith & Price firm (NPC)
Cabinet member: Gramma Ogla Blackwell – The Rocky Blackwell Gang (NPC)
Cabinet member: Judicator Hiro Masaki – The Kuroi Tayou Yakuza (NPC)
Cabinet member: Arbiter Po Zhu – The Kuroi Tayou Yakuza (NPC)
Cabinet member: Magistrate Xen Kamahari – The Kuroi Tayou Yakuza (NPC)
Cabinet member: Luis Mendez – The Red Cartel (NPC)

Officals posted for the Cabinet:

Military Advisor: Vacant
Omakrav Book keeper: Vacant
Captain-of-the-Guard of the Cabinet’s envoy: Vacant
Honor Guard: Vacant
Honor Guard: Vacant
Honor Guard: Vacant
Honor Guard: Vacant
Omakrav’s National Treasury secretary: Vacant

Creditors:

Senior Omakrav Creditor: Charles Metzger II (NPC)
Creditor: Vacant
Creditor: Vacant

Syndicate Leaders:

Saxon – The D’Ciano Crime Family
Morgan Price – Smith & Price firm (NPC)
Douglas Smith – Smith & Price firm (NPC)
Gramma Ogla Blackwell – The Rocky Blackwell Gang (NPC)
Judicator Hiro Masaki – The Kuroi Tayou Yakuza (NPC)
Arbiter Po Zhu – The Kuroi Tayou Yakuza (NPC)
Magistrate Xen Kamahari – The Kuroi Tayou Yakuza (NPC)
Luis Mendez – The Red Cartel (NPC)

Vendors (these positions will never run out, and any member may apply for them):

Vendor: George Rodriguez – Credit 1000 GP (NPC)
Vendor: Scott Stein – Credit 1000 GP (NPC)
Vendor: Vacant – Credit 0
Vendor: Vacant – Credit 0
Vendor: Vacant – Credit 0
Vendor: Vacant – Credit 0
Vendor: Vacant – Credit 0

Admission: To be a part of the Omakrav, every member must be willing to abide by its rules, pay tribute and tax, and be innovative in the organization’s growth in order to maintain it. Every potential member must post with the job and syndicate they wish to be join, as well as a job within Omakrav’s powerbase if they are interested. Despite how unified the Omakrav are, however, you can only choose one cabal to follow, so choose wisely! Upon review of your character and yourself, the Executor (Egg-Zehk-You-Tohr) or leader of the syndicate will either admit you directly, or sometimes in the case of high-risk members, the entire cabinet will put membership to a vote before admittance, of which the Executor’s group will always abstain unless in the event of a tie in which the leader must cast a tiebreaking vote.

Every first Thursday of every first week each month upon membership a tribute will be asked from its members, now just 200 gold, and it will be pooled into the treasury to help with collective objectives to benefit the entire Trust. People who apply as vendors will have to pay a monthly 10% tax of their entire sales that month, and that’s not counting the 20% the Omakrav’s treasury takes with each purchase. It’s a heavy price to pay to be a part of the syndicate, but this power group isn’t about charity and it isn’t about combating other PGs either, but the membership benefits and overall gain you will make make the price of admission pale in comparison.

Rules:

- Every member must be a part of at least two tri-monthly ‘Universals’ every year.

- Every member must pay the monthly tribute unless authorized by the Executor, 4/5 of the Cabinet (which will only be considered in the event of an emergency or in war), or in the event the quota has been met and the tax has been temporarily suspended.

- Every member must be able to back up any claims or challenges they make against senior members, in which both members will participate in a battle and the winner shall be awarded with a 10% pay raise that is good for three months (this is subject to change depending on the Cabal you’re in).

- Every member is required to treat our clientele with the respect and dignity they deserve, and anything the Cabinet or syndicate leader finds to be counterproductive that drives away potential business, the member in question will be punished and the annual tax upon them will doubled for the next month.

- Every member must be able to bring something to Omakrav, and the leader of the syndicate you join will be required to submit to the council your ‘initial idea’ that your required to make upon admittance. Don’t be hasty and think it through!

- Every member is required by law to prove their worth in a battle thread with a senior member (selected by the Cabinet) once during their tenure within the first six months of membership. This is to size up your strengths and weaknesses and access your overall need in potential raids, wars, or conflicts between PGs or even PG-wide quests (you will be rated and ranked by the Executor, the senior member, and 2 Cabinet members in which there will be 0-3 astericks beside your name upon the list. This will determine your importance in the event of one of the above, and you may ask for a review of your rank at any time).

- Vendors can and WILL pay 10% of their monthly income at the same time as the 20% tax on all of their goods if you are registered as a vendor and expect to maintain those benefits!

- Flaming OOC threads and the Tavern is considered damaging to business, and despite whatever you may think at the time, the Cabinet will take whatever action necessary in order to preserve and maintain the overall image and reputation of Omakrav both ICly and OOCly, and this includes suspending or absolving you of your membership. Flaming casts a negative light upon our PG, and with so much gold and business swapping hands and being practiced, it is impossible to both maintain it and your petty OOC squabbling with somebody else. Business and profit will always be held above personal deviated and destructive interests.

Saxon
12-21-07, 11:45 AM
Powers, Election and tenure of the Executor:

The Executor is voted into office every 3 years ICly (every year on the second Tuesday of November OOCly and will hold that office from the time they are inaugurated, Janurary 5th, to that same date a year later) by the entire Cabal, and in the event of a tie or other discrepancy, it will be decided by a vote of remaining members of the Cabinet, and they MUST come to a decision two weeks before the inauguration date. The Executor is the face of Omakrav and is responsible for a lot of the Cabal’s functions, so even though you can fight your way to the Cabinet, you can only be voted Executor by the Cabinet and the Cabal itself. It is up to the members to vote the Executor into office, so if you don’t like who you voted for after he or she is inaugurated, tough titty. Only the Cabinet will be eligible to suspend or strip the Executor of his or her powers.

The following powers are available to the Executor:

1) The Executor may set tariffs, blockades or embargos upon hostile groups or territories. The Executor may NOT lift tariffs, blockades, or embargos because that is considered the Cabinet’s job, and within 2 OOC weeks of the stated act, the Executor is to be put up for review by the Cabinet and they will decide whether or not to continue said act.

2) He is responsible for keeping and maintaining the blackball list that will be known between him, the members of the Cabinet, and the vendors.

3) The Executor becomes dictator and makes all the decisions during War time unless opposed by the Cabinet and 2/3 of the current membership pool. Otherwise, Omakrav is still considered an oligarchy during Peace time.

4) The Executor has the power to stop tribute at any time for any reason, but after 3 weeks his decision will be put up for review by the Cabinet and they will decide after he or she has made her case on whether the tribute is still suspended. This includes war-time.

5) The Executor may direct up to 50% + 1 gold of the funds raised by the quota to his own syndicate. This action may be disputed and debated during Universals and Universals only.

6) The Executor is the only member within Omakrav that has the right to settle any trade disputes unless designated by the Executor himself.

7) It is up to the Executor to set the agenda for every quota, and may not direct more than 50% + 1 gold of the funds raised to his own syndicate. The Executor is given this right with the respect that he or she holds the best interests for the PG at heart, at any time the Cabinet may revoke this right by a ¾ vote if they feel he is in violation of these terms.

8) The Executor controls all military personnel during War time, and he has the power to select and dictate which members of the PG will participate in any conflict using the asterick system (those with 0 astericks or those who haven’t been tested may not apply or be considered during these events).

9) The Executor may mobilize and control up to 2/3 of the PG’s military personnel at any given time, the rest will be set to defend Cabinet members and key personnel and/or locations in the event of war.

10) The Executor may force up to 4 different members during his tenure to participate and become registered with the asterick system.

Powers and Tenure of the Cabinet:

The Cabinet members are the leaders of each syndicate and the Executor, so at times there will be conflict of interest. But, it is up to the Cabinet to settle any personal disputes. Each cabinet member may serve as long as they like until they are either bought out, fired, resigned, or assassinated, in which the secondary-position of the syndicate in question will be directly promoted as a Cabinet member unless otherwise directed. At no time may a Cabinet member affiliate or negotiate terms with a hostile party.

The Cabinet has the following powers;

1) The Cabinet may declare war upon a hostile entity, and only then will the executor be made a dictator and the transference between Peace and War time will be initiated. War time may only be initiated if there is an enemy to fight in the current war and peace hasn’t been established. Declaring war is put to a vote by the Cabinet.

2) Although they cannot control trade the same way the Executor does, the Cabinet may revoke embargos, tariffs, or blockades if it is found by further review that it is no longer needed.

3) The Cabinet may never engage in trade disputes unless designated by the Executor himself.

4) The Cabinet may choose to print another currency to replace past or current currency if it is considered by the PG to be sufficient or better than its predecessor. At no time can there ever be more than one PG currency in place within Omakrav with the exception of credit or vouchers.

5) The Cabinet may never break a tie vote, in the event of one, a member will be selected by the PG as a whole by a vote, and if that cannot be done, the policy in question will be presented to the PG to decide in a vote.

6) The Cabinet selects its members that will be holding the review of somebody on the battlefield and they will finalize the rank after all scores have been considered and tallied.

7) The Cabinet may review the agenda for the quota once it has been devised by the Executor of the time and check to see if it is up to code.

8) During War Time, although their power has been temporarily taken from them, the Cabinet may still convene and discuss matters of importance. If the War becomes to excessive, the Cabinet will always reserve the right to end War Time by meeting with representatives of the hostile entity and drafting some sort of truce.

9) The Cabinet, the Executor excluded, may amend or change any rules or PG guidelines, within reason, and only once it has been reviewed and decided that the rule or guideline is no longer necessary or needed to promote PG growth. All decisions made in this matter must end in a vote, and in the event of a tie, the matter is to be put to rest and reviewed again exactly 2 months later. Otherwise, any and all rules are considered to be set in stone unless this process is carried out. (Any rule or guideline that has been amended or changed must have its original text crossed out, not erased.)

10) If it is decided by 2/3 of the Cabinet that the Executor can no longer fulfill his duty, they may put it to a PG-wide vote, and if it is decided that the Executor is unfit, he may be stripped of his powers and the Cabinet will choose somebody else among the Cabinet members to fulfill the role as Executor until the next election.

11) The Cabinet holds the right to convene and review potential vendors as well as issuing a Vendor’s license, and at no time may the Executor attend these meetings unless designated by the Cabinet. Furthermore, if a vendor has been found to be corrupt and unfit to serve, the Cabinet reserves the right to review and strip him or her of their license.

Saxon
12-21-07, 11:48 AM
Member Benefits:

People who join the Trust are not forgotten, and aside from engaging in business within their own syndicates, members are given a host of benefits in order to keep and maintain a good membership pool;

1) Members will be given a 20% discount on all Omakrav products.
2) Members are given upon joining a voucher that is good for 200 gold on all Omkrav purchases.
3) Credit is made available for Members to purchase any products they might need (300 GP), but will be required to pay back in full whenever they get the money. Like vendors, their credit amount will go up if they are able to pay off any debt they owe promptly within the next month.
4) Members are not required to pay any interest of any kind on credit or on their voucher.
5) Any member may file to become a Vendor and obtain a Vendor’s license at any time.


Vendors & Benefits:

Vendors are considered the meat and potatoes of Omakrav, and will always be held above other members when it comes to business. In order to apply as a vendor, one must do so by posting in the thread whether or not they’d like to become a vendor, what type of merchandise they will be selling, and which syndicate they will represent (Vendors are the only ones that may choose to be a part of more than one syndicate), as well as some sort of history of your mercantile skills.

At the time of review, the Cabinet and Executor may award the member choosing to apply as vendor with a ‘Vendor’s license’, which is to be posted in the member’s signature of their rank and level as a merchant within Omakrav. Without this license, members cannot become or be vendors, and the Cabinet will always reserve the right to put Vendors up for review if it is found the merchant is corrupt the Cabinet may suspend or strip the vendor of his or her license until further notice. (This is not to say that vendors cannot skim off the top or other such things, but if we catch you ICly or OOCly, you will be put up for review.).

The following benefits are awarded to merchants who obtain a Vendor’s license (these privileges and rights can be awarded to nonmember merchants who’ve filed for a license as well);

1) All Vendors are given a 50% discount on all Omakrav products.

2) Vendors are to be catered to first when new shipments or supplies have been made or received from our various branches within Althanas.

3) Vendors will receive a voucher upon admittance that is good for 1000 gold in Omakrav purchases.

4) Vendors may abstain from fighting in any War and are the only ones besides Cabinet members that can refuse to apply for the Asterick system if forced by the Executor.

5) Vendors will be given a protective detail from their designated syndicate of two NPCs or PC members of their choosing, and they are required to pay these bodyguards a wage of some kind. The number of protective detail may increase if the merchant is considered to be key to Omakrav trade.

6) Vendors are absolved from the annual tribute required by regular members, but will be required to pay the 10% flat tax every month of the profits they have accumulated during the current month. (All vendors will be required to keep a record on hand of all purchases, sales, and current net worth in case of any discrepancies between them and the board and in case the Cabinet decides to review their worth to the PG. )

7) Vendors may create their own union in order to discuss matters of business and share prices in order to maximize Omakrav profit. At no time will the vendors ever be allowed to expound any special rules or restrictions to other regular members. Unions that have been made may create a bank or location in order to store their wealth, and will be defended by personnel that have been purchased directly by the PG.

8) Vendors may dip into their designated syndicate’s treasury with the syndicate leader’s permission and use these funds to purchase or enhance their wares and shops that they own.

9) All Vendors will be given a start-up fee from the PG treasury to help them purchase or make a shop. (these shops until further notice are not to be made or located inside, near, or around the Bazaar; we have to discuss and hammer out a trade agreement with the leaders of the Bazaar before we will sell our wares there, and until then we will be creating our own markets within specified regions for players to buy from.)

10) Vendors will be given two coffers within the PG treasury to secure their profit and will be defended in the event of a raid. (Because these are part of the PG treasury, they may be cracked open by hostile PGs in the event they overcome us. So use these sparingly and at your own risk!)

11) Vendors are allowed to keep the rest of whatever they’ve made from sales as long as they’ve paid the 20% sales tax on each good that they've sold and the monthly 10% flat tax of their overall profit for that month.

12) Vendor unions will be required and aided through funding to purchase, furnish, and create a warehouse to store their wares and supplies. These warehouses are considered to belong directly to the vendor and not the PG, making them harder to detect and even harder to subject to a hostile raid. The locations of these warehouses are to be kept by the vendors, their protective detail, and shared with the Cabinet in order to process and send out shipments of any product they would like to sell (This will make any PG wishing to raid these independent warehouses to get creative and clever with how they obtain these locations).

13) Vendors are not required to pay any interest whatsoever on credit, shipments, or anything involving Omakrav.

14) Vendors are allotted 1000 GP in credit in order to purchase shipments, and the amount will go up if the vendor is able to pay off what they owe promptly within the next month.

If the Executor is considered the face of Omakrav, then the vendors are seen as the veins of the PG that will pump wealth directly into the heart of Omakrav in order for it to prosper. As you can see, we treat our vendors with the respect and dignity they deserve and award them with benefits in order to maximize and insure the PG’s profit and growth. Although we give you these benefits to help you improve sales, we can suspend or strip you of any of them if we find you to be corrupt and unreliable.

Saxon
12-21-07, 11:50 AM
Tribute:

The Omakrav have an annual tax every month upon their members of just 200 gold in order to help fund the purchase of resources, build factories, or anything the Cabinet decides is necessary for the PG’s overall progression. This tribute is to be submitted by every member upon the first Thursday of the first week of every month directly to the PG’s treasury, unless otherwise directed. This tribute is meant to bolster membership not strain it. So if you find the tax to be too harsh upon its members, remember that there will be quotas set by the Cabinet and Executor for these taxes, and once met, all members who have paid tribute at least once will have this tax suspended upon them for two months or until a new quota has been set. So you are encouraged to recruit suitable members and bring them to the Cabinet’s attention. The faster the quota is made, the sooner your tax will be suspended. The quota at the moment is 15,000 gold, which will be used for:

1) To purchase the land to build two gun parlors (The D’Ciano will vote to choose the locations of each parlor).
2) Hire three of six gunsmiths (Which the members of the D’Ciano will vote to select)
3) The purchase of four mineral veins to mine iron within Salvar (Smith & Price’s firm will vote upon what portion of their slave market will be eligible to work as miners and the location of each of these mineral veins)
4) The first of three payments needed in order to make Smith & Price’s first steel foundry.
5) New fittings and the first payment on the purchase of a ship for the Red Cartel’s smugglers (The Red Cartel’s members will vote on the ship’s name).
6) The purchase of Kuroi Tayou’s di-seasonal opium seedlings which will be used for the next two harvests.
7) The purchase of another harvesting field for the Yakuza’s opium, as well as 30 workers that will be purchased from Smith & Price’s slave market.
8) The down payment for a new lumberyard for the D’Ciano so they may produce their weapons.
9) The purchase of equipment and supplies necessary for the Blackwell’s next bank hit (raid) (Members of the Blackwell Group will discuss amongst themselves and in secret of where this hit will be and who is to be involved).

The tax upon vendors will be used for the same reason, and just because the Cabinet as a whole decides to tax a net of 10% of your profit every month, doesn’t mean the syndicate your apart of isn’t allowed to. The leader of every syndicate is required by PG law to inform all vendors three weeks in advance of any change in annual tax. In the event of overtaxing, the Executor is allowed to with 2/4 of the Cabinet’s permission to absolve the vendors of any debt they owe, reimburse 10% of it, and take 25% of the syndicate-in-question’s state treasury and pool it into the overall treasury. If there are any complaints or conflicts of interest involving tribute, please PM either myself, the Executor at the time, or a member of the Cabinet so we can sort this out.

Wage:

Every member unless designated by the job description within their syndicate will be required to have a wage of some kind. Payment is to be set by the leader of the syndicate, and in the event of any distressing conflictions between the two parties, a meeting will be held between said parties, the Cabinet, and the Executor. The wage, if given, is to be at a minimum and proportionate to half the current monthly tribute. Payment is entirely subjective, and it is up to the leaders of the syndicates themselves to decide what they consider to be ‘fair and equal payment’. Within the first year of membership a member is required to have made at least 5,000 gold unless specified directly by the Cabinet. Failure to do so will put the syndicate leader up for review and his or her privileges temporarily revoked. Wages will be initiated when the PG’s main functions and businesses are sufficient enough to pay the members they hire on.

Universals:

This is a meeting held PG-wide that is available to all current members and will be hosted by the Cabinet and Executor in a chat room for a preferable IM service (At the moment it is AIM, so if you don’t have one, get one!). These meetings are required to be held at least three times every year and are to be at least three months apart from the prior meeting unless specified by the Cabinet. These meetings will be held for members only, and it will be to discuss the current business within the PG, treasury updates, upcoming events, emergencies, or anything else that has been brought up by the Cabinet, the Executor, or at least 1/3 of the overall membership body.

If in the event of an emergency, all members are expected to attend and will count towards your yearly required Universal quota. You will never be asked as a member to hold a Universal unless you are a part of the Cabinet or the Executor, and any important decisions made by the Cabinet MUST be discussed at the next Universal in order to inform all members directly of these changes.

At any time a member may approach and speak during a universal if they are designated by the Executor or the Cabinet, and in the event of the floor being taken, nobody but the speaker, the Cabinet, and the Executors may speak unless otherwise designated. Ideas or suggestions are more than welcome during Universals.

Saxon
12-21-07, 12:26 PM
History: The D'Ciano Family has been around for well over three hundred years, and has made every attempt to flood the market with its arms trade. Having been located in the D'Ciano estate within Corone, the mafia has tried and failed to compete against its fellow syndicates even before Omakrav was conceived, its biggest rival being the firm of Smith & Price. Once led by Gary D'Ciano, the family and Omakrav itself had looked to be on the brink of being wiped out with its turf war in the crime underworld. That was until Saxon came and unwittingly played the essential role in a bloody coup de tat that landed him the leader of the crime family itself and oddly enough was promoted to the position of Executor, making him the most single influential businessman in the Omakrav food chain. Right now, however, the D'Ciano are looking to Omakrav to help furnish and supply the resources for their ever expanding weapons trade, and the only current gun parlor in the family's possession is called Cicero's in Radasanth.

Description: The D'Cianos are a family of criminals that wheel and deal in the weapons trade. No matter what it is. Guns, knives, swords-- Anything they can get their hands on. The D'Cianos have also been one of the leading competitors in the bootlegging and drug trade that is slowly arising in Althanas' black market. Membership within this family is short-term at best, and the only ones who can make it to the top and through the ranks are those lucky enough to survive the bloody escapades of their brethren.

Base location: The D'Ciano Estate in Muloxi, Corone.

Roster:

D'Ciano Family Boss: Saxon
Made Man: Vacant
Family Book & Ledgerkeeper: Jacob Cicero IV (NPC)
Family Lawyer: Franklin Kane (NPC)

Gunsmith: Jason Westin (NPC)
Gunsmith: Vacant

Arms Dealer: Wyatt Bennett (NPC)
Arms Dealer: Aaron D'Ciano (NPC)
Arms Dealer: Vacant
Arms Dealer: Vacant

Bookie: Edmund Harding (NPC)

Enforcer: Olaf Romice (NPC)
Enforcer: Ronald D'Ciano (NPC)
Enforcer: Vacant
Enforcer: Vacant
Enforcer: Vacant
Enforcer: Vacant

Hitman: Malcom D'Ciano (NPC)
Hitman: Julian Cicero II (NPC)
Hitman: Vacant

Bootlegger: Michael Jonns (NPC)
Bootlegger: Vacant
Bootlegger: Vacant

Brewmaster: Caleb D'Ciano (NPC)
Brewmaster: Vacant

Smuggler: Vacant
Smuggler: Vacant
Smuggler: Vacant

Membership: The only way in to the D'Cianos twenty years ago was to either belong to it by blood, have a family member vouch for you, or prove yourself through gruesome tasks to help knock off their competitors. Ever since Saxon has taken control, however, the membership has become more lax. All a member has to do to join the family is to put up 100 gold towards the family vault, declare the job you wish to take in the PG thread along with original membership post and be willing to get your hands dirty if necessary. But, as always, getting into crime is cake compared to getting out.

Wage: Will be posted once Omakrav's and the family treasury have reached a sufficent amount.

Benefits: To be posted at a later date.

Saxon
12-21-07, 01:03 PM
History: Brought and concieved by two dirty businessmen twenty-four years ago, the firm of Smith & Price have dealt in just about any illegal trade they can get their grubby hands on. Led by Douglas Smith and Morgan Price, the company had bolstered its profit by bringing back the slave trade by smuggling and kidnapping Fallien natives. Its biggest rival, the D'Cianos, had been one of the biggest reasons why the firm had been on the verge of bankruptcy twenty years ago when the crime family had robbed them of their stores and scuttled one of the trading ships with a cargo in steel, slaves, and drugs that would've kept the firm from falling into the red.

However, once the Firm had gotten word of peace talks between several syndicates, they decided to try and bolster their allies and destroy the pesky D'Cianos once and for all. Unfortunately, when they had arrived, sitting in front of them at the negotiating table and smiling gleefully was Gary D'Ciano, head of the infamous crime family. Too vile and corrupt to exist on its own for long, Smith & Price managed to talk itself into becoming a part of the crime conglomorate that would later become Omakrav, fighting tooth and nail all along the way to see that the D'Cianos don't interfere with their trade. Nowadays, the firm has retreated into its privately owned warehouse on the pier of one of Corone's seediest of cities.

Description: Originally a small trading company that had operated between the shores of Corone and Fallien, the firm is the slimiest and dirtiest of all of Omakrav's members. Smith & Price will do anything necessary to net a profit, and with the slave trade being their biggest success in years, they've become drunk with power and borderline bigots. However, whatever can be said about the Firm negatively, they're the only ones aside from the Red Cartel with the naval power and financial backing to trade directly over seas, making them essential to Omakrav's desire to become known worldwide.

Currently, Smith & Price have been working on creating their own arms trade in an effort to sink the D'Cianos once and for all. Just as well, Smith & Price have been the leading entreprenuers in the rise of an underground fighting ring that pits man against man, slave against slave, or even man against beast! Its to little wonder how its becoming so wildly popular in Corone with the bloodshed and the gold that exchanges hands. As of now, Smith & Price have control of one fighting ring within the criminal underworld, called The Marinax.

Base Location: Smith & Price Company headquarters in Warde, Corone.

Roster:

Senior Partner: Morgan Price (NPC)
Senior Partner: Douglas Smith (NPC)

Personal Bodyguard: Big & Lil' Bob (NPC)
Personal Bodyguard: Vacant

Associate: Daniel Faust (NPC)
Associate: Vacant
Associate: Vacant

Captain of the Haven: Harold 'Set' Sallinger (NPC)
First Mate: Todd Grimm (NPC)
Purser: Vacant

Sailor: Paul Dedrim (NPC)
Sailor: Jack Elric (NPC)
Sailor: Nathan White (NPC)
Sailor: Matthias Holmes (NPC)
Sailor: Vacant
Sailor: Vacant

Slaver: Euestus Colt (NPC)
Slaver: Marcus Tarrice (NPC)
Slaver: Vivian Smith (NPC)
Slaver: Vacant
Slaver: Vacant

Slave Market Auctioneer: Garrett Fife (NPC)
Slave Market Auctioneer: Vacant

Marinax Fight Coordinator: Arnold Hayes (NPC)
Marinax Fight Announcer: Vacant
Marinax Enforcer: Vacant
Marinax Enforcer: Vacant
Marinax Enforcer: Vacant

Membership: The saddest part of Smith & Price is that they function solely on profit and feed off it like gnats, but will only tolerate members of certain race or ethnic origin. Until further notice, Morgan Price has been the only Fallienite in the company's history to have ever been employed, and since then any and all have been banned from the trade. Anyone wishing to join the seedy organization will have to overlook the company's strong and inherent desire for racial conformity, and be willing to do what is necessary to line their own pockets before getting the hell out of dodge. People asking to be admitted to this syndicate will be required to list it as the syndicate they wish to join and front 200 gold for the Company vault.

( Disclaimer: This PG does not tolerate racism and never will, but as a story mechanism the company are bigots and will only ask for your character's race and NEVER will ask the same thing for the character's writer. Any member of the PG found to be fanning the flames and provoking other Althanians OOCly into racist bigotry will be removed from the PG and blackballed on the spot.)

Wage: Will be posted once Omakrav's and the company account have reached a sufficent amount.

Benefits: To be posted at a later date.

Saxon
12-21-07, 02:02 PM
History: Around for so long not even the Blackwell family itself knows how it got started, the family of ogres have dipped their hands in robbery and thievery for as long as they can remember. Approaching one hundred and thirty-six years old, Gramma Ogla Blackwell is the oldest remaining member of the family-turned-syndicate. Everybody that knows her calls her Gramma, even the ogres themselves do it out of tradition and fear. Running the organization, Gramma has kept a tight lid on all of the bank hits and robberies they've have ever made and has made every member of the family do just the same. Practically founding some of the most daring and brutal robberies in Althanas history, the Blackwells have been around long enough to know their days as thieves were numbered.

Pursued by every lawman in four different regions, the Blackwells couldn't continue to thrive in their bloody trade while the long arm of the law was still after them. Their biggest competitors being the Red Cartel in their smuggling operation, the family turned to their old friends, the D'Cianos, for help. In an effort to both crush Price & Smith and become dominant in its arms trade, the D'Cianos managed to convince Gramma Blackwell to attend the peace talks with other crime syndicates and found that the Red Cartel's leader, Luis Mendez, had been anticipating this for weeks. Reluctant at first, Gramma and the Blackwells made peace with the cartel and had managed to land themselves in Omakrav's grasp. Currently, however, the Blackwells still remain in the estate of their home country, Salvar, and are awaiting the backing of their comrades to keep the law off their backs while they do what they do best.

Description: There are two things the Blackwell Gang can do; Fight and steal. They do it so well, in fact, that most syndicates will trade an arm or a leg to get a hold of the Gramma's loyalty. However, the only things that could change Gramma Blackwell's stubborn mind is between the ogre matron herself and a lightning bolt. Consisting of mostly ogres, the family's brawn often gets ahead of their brains and it was the only reason why the Blackwells had decided to look outside to find criminal masterminds to help them continue to rob and steal.

The Blackwells are the enforcers and muscle for Omakrav in most conflicts, and almost like savants they are able to rob and steal anything that isn't bolted to the ground, and in some cases that stuff too. Its for these reasons that the country bumpkins have been desired and paid extravagantly by the trust in order to hold their loyalty.

Base Location: The Blackwell Estate located in the Crullum Mountain chain in Salvar.

Roster:

Family Boss: Gramma Ogla Blackwell (NPC)

Gramma's Whipping Boy (The only way to become a made man in the Blackwell Gang): Vacant

Mastermind: Ryan Thrum (NPC)
Family Book keeper: Vacant

'Safe Man': Vacant
Explosives Expert: Vacant

Robber: Grakkus Blackwell II (NPC)
Robber: Vacant
Robber: Vacant
Robber: Vacant
Robber: Vacant

Enforcer: Kral Blackwell (NPC)
Enforcer: Scrig Blackwell (NPC)
Enforcer: Vacant
Enforcer: Vacant
Enforcer: Vacant
Enforcer: Vacant
Enforcer: Vacant

Front Man: Ulysses Berig (NPC)
Front Man: Vacant

Lookout: Petras Jo (NPC)
Lookout: Vacant

Membership: Wanting to join and actually getting into the Blackwell Gang are two very, very different things. Becoming a Blackwell is easier said than done, and anyone attempting to join must first prove their worth by fighting a Blackwell barehanded (If you can manage to convince Gramma otherwise, she might suspend this initiation with a bribe. All enforcers MUST fight a Blackwell in order to have any hope in advancing in the gang). After that, you must donate 100 gold to the family chest, and then post the job your looking to obtain in the PG thread along with the other standard requirements.

Wage: Will be posted once Omakrav's and the family treasury have reached a sufficent amount.

Benefits: To be posted at a later date.

Saxon
12-21-07, 02:55 PM
History: The oldest criminal organization to date, the Karoi Tayou have been around longer than even the Blackwells. Practically a religion with the amount of dedication and fanaticism needed to join the crazed cult, the yakuza has made Akashima its new home after the destruction of its mysterious homeland. Appearing just thirty years ago in the limelight of the criminal underworld, the Karoi Tayou have taken Althanas by storm with its new potent, and heavily addictive strand of opium dubbed the 'purple lotus'. With the drug trade in its grasp, the Karoi Tayou have had an army of customers approach them and become their central marketbase in almost a revolving door fashion.

It wasn't until groups in recent years like Sine Nomine that have made the yakuza quietly appreciate the collective strength of Omakrav. One of the original members of Omakrav, it was this syndicate and the D'Cianos who managed to quell the bloody turf wars in Corone by hiring a mediator for peace talks. One by one, however, the yakuza watched as three of the strongest criminal cabals joined them and helped make a pact that would help them survive the emergence of fringe criminal organizations trying to muscle in on their marketbase.

Description: Pooling their efforts with Omakrav, Karoi Tayou have made phenomenal leaps in all of the dark, sinister trades they've had a hand in. Their opium sales having skyrocketed, the yakuza have been using the funds to help gain a hold in both the necromancy and organ trade that has become a craze in recent years with the rise of augmentations and the need for quick-to-rise hordes to fight en masse. Apparently, the Karoi Tayou have found roots in Akashima with four opium dens, a body shop, and a warehouse to store the hundreds of bodies they had purchased from grave diggers. However quiet and numerous they are, Althanas itself cannot overlook the dark intentions this cult seems to have with the financial aid of Omakrav itself.

Base Location: Temple of Karoi Tayou in Fo Shu, Akashima.

Roster:

The Tribunal:

Judicator: Hiro Masaki (NPC)
Arbiter: Po Zhu (NPC)
Magistrate: Xen Kamahari (NPC)

Yakuza Bookeeper: Vacant

Karoi Tayou Cult:

Head Priest of Karoi Tayou: Makashi Zo (NPC)

Sorceror: Yun Hu (NPC)
Sorceror: Vacant
Sorceror: Vacant
Sorceror: Vacant

Gravedigger: Quentin Zimmerman (NPC)
Gravedigger: Vacant

Bodysnatcher: Bo Weiss (NPC)
Bodysnatcher: Aman Lucius (NPC)
Bodysnatcher: Vacant
Bodysnatcher: Vacant

Opium Dealer: Chuck Tsu (NPC)
Opium Dealer: Joseph Harringer (NPC)
Opium Dealer: Vacant
Opium Dealer: Vacant

Drug Cook: Finneas Sol (NPC)
Drug Cook: Vacant
Drug Cook: Vacant

Enforcer: Vacant
Enforcer: Vacant
Enforcer: Vacant
Enforcer: Vacant
Enforcer: Vacant

Hitman: Jess "One-Eye" Wong (NPC)
Hitman: Vacant

Membership: Getting into Karoi Tayou is one of the reasons why the yakuza became so mysterious and unknown for hundreds of years; You've got to die. Most members may not even get to the honor where they must practice the ritual suicide or murder in order to be initiated into the higher echelons of the cult, but the only serious cash that switches hands is in the hands of the undead. Anyone living wishing to join the Yakuza is going to find it far more difficult to advance then it would be if they were to become undead.

Ever since the war that had caused them to move to Akashima, however, the Yakuza's dwindling numbers have caused the Tribunal to reconsider its prejudice towards its counterparts. Because of this, they have hired sorcerors, wizards, and anyone with the magical genius to craft lockets with enchantments that allow the wearer to become undead in order to fully witness the black magic that is often practiced with the syndicate. Upon applying, all potential members are required to donate 150 gold to the Yakuza's coffers, accept a locket, and pledge in blood of their loyalty with the Yakuza (It'll be handled in an IC thread).

Wage: Will be posted once Omakrav's and the cult's coffers have reached a sufficent amount.

Benefits: To be posted at a later date.

Saxon
12-21-07, 03:39 PM
History: Ever since the bloody gang war that had erupted decades ago and with the aid of the Coronian and Salvic Civil War, the Red Cartel has managed to climb its way to the top with one of the most mind-boggling smuggling and piracy rings to date. Led by Luis Mendez, the cartel has made its fair share of mistakes attempting to secure a profit, one of them being upsetting Gramma Blackwell in a bank hit that could've made the Blackwells hundreds upon hundreds of thousands of gold. It was hard to overlook, however, since Gramma herself had settled the strife originally by punching a hole in the hull and sinking the Red Cartel's flagship at the time right in the Radasanthian docks. Following in suit, many of the Blackwells managed to scuttle the ships in revenge for their lost fortune, practically ruining Luis. The exploit that remains between Luis and the Blackwells to this very day makes them uneasy allies after that strife, but they've managed to settle their differences with the birth of Omakrav.

The Red Cartel have had their hand in both piracy and smuggling, and it was for these reasons that they were almost essential to Omakrav. Luis being the slick and quick-witted businessman that he is has been making his way back to the top with his only ship, The Carpathian, and is trying desperately to dodge Smith & Price's offers to join the slave trade.

Description: The Red Cartel is the only sect besides the Blackwells within Omakrav that doesn't make it a practice to create goods, it merely just trades what it find on its many seaward pillages and makes it a habit of being one of the best when it comes to smuggling things in and out of Althanian regions right from under the nose of law enforcement and custom house officals. It wasn't until recently that the Cartel had been making its attempts to rule the seas again ever since the Blackwells had destroyed their entire fleet.

Luis' pirating ring is intricate in the fact that nobody really knows where they get their money or where they are stationed. Luis keeps a tight hold on these facts because it could just as easily attract vagrant lawmen and competitors to crush the fragile remains of his struggling business. The Cartel has employed many, many people to destroy documentation of their whereabouts, and will continue to do so until their leader is satisfied with his grip upon the pirating business.

Base Location: Unknown. Rumors have said that the Carpathian has been found in several of Coronian ports and Luis and several of his men have been spotted at a local hole-in-the-wall, Macobb's.

Rank:

Leader: Luis Mendez (NPC)
Luis' 'Right Hand': Vacant
Treasurer: Vacant

Captain of The Carpathian: Luis Mendez (NPC)
First Mate: Isaac Wallace (NPC)
Purser: Steven Munce (NPC)

Smuggler: Andrew Crowe (NPC)
Smuggler: Harry Rodriguez (NPC)
Smuggler: Edric Von Paige (NPC)
Smuggler: Vacant
Smuggler: Vacant

Lookout: Vacant

Inside-Man for the Coronian Authorities: Unknown (NPC)
Inside-Man for the Fallien Authorities: Vacant
Inside-Man for the Salvic Authorities: Vacant
Inside-Man for the Alerarian Authorities: Vacant
Inside-Man for the Raiaeran Authorities: Vacant

Membership: Getting into Luis' circle of trust is like trying to rob the bazaar; it ain't easy. To become one of his smugglers, your going to have to go through a long, painfully slow process with the Red Cartel's leader watching your every step. Much like a game of telephone, Luis will speak to you through random people once you've posted your interest upon the PG thread and scrawled your name down upon the wooden wall of McCobb's (IC quest). Once Luis believes you to be clean and without any sort of attachment, the pirate will meet with you in person after his men blindfold you and take you to what is to believe his hideout. Once this has been accomplished, Luis will expect you to have money for the ship's safe, 300 gold in fact. Nobody ever said becoming a pirate was easy.

(People applying to be an inside-man for the Cartel will have to PM me directly in order to keep your identity a secret. I know its a lot of hoops to jump through, but really, it is worth it.)

Wage: Will be posted once Omakrav's and the ship's safe have reached a sufficent amount.

Benefits: To be posted at a later date.

(Done with the thread and awaiting approval. Thanks for your patience!)

Call me J
12-29-07, 10:29 PM
I find all the NPCs that you have a bit problematic. NPCs have to be earned now under clan rules. I can approve you with a few of them, but you seem to have a complete army of them.

I know you did a lot of work to have this, but even so, we'll have to figure something out here.

Saxon
12-29-07, 10:54 PM
Omakrav is a branched organization, so there are still individual interests. So, like you said over AIM, not everybody is loyal or for the same cause. The Firm demands the D'Cianos be crushed, the Blackwells will give their loyalty to the highest bidder, the D'Cianos will gun down anybody who tries to corner their arms market, the Tribunal is attempting to integrate their fanatical religion into Akashima with as little trouble as possible, and Luis will do whatever is possible to make sure his business stays afloat. In whole, there are going to be far more in-house problems then outside.

I've also been making sure that the only family that even has the muscle to go against other PGs are the Blackwells. There will be times where some of them will work together, but on the whole, the only thing binding them together is the Omakrav name. Its like tying five wolverines to your face that don't fancy to each other then spray them with mace, and hope for the best. It's going to be messy.

Call me J
12-29-07, 11:05 PM
As long as the edits discussed on AIM are made, and you follow the stipulation that the only revenue Omakrav can make result from PC activity, then we have an approved PG.