Criminal

Criminal

Victory City Crimelords and Gang Leaders

Anyone that would fit under the description of a crime lord, or gang leader that runs something in Victory City

Currently a place holder article so we can get characters rep earned. This article will be updated to meet the organization standards we have in place as soon as possible.
If you have any information that you think can go into this article please post it here:
http://vaxia.org/forums/setting-project-organizations-reputation following the guidelines found here: http://vaxia.org/wiki/posting-template-organizations if possible.

  • Status of Organization: - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
  • Active Membership: - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
  • Where Based and Areas of Influence: - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the Locations pages where possible.
  • Leadership: - Who is the current leader(s) of the organization? Link to the appropriate Notable Characters and NPCs page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
  • Legal Status: - in short are they wanted criminals anywhere or not.
  • Distinguishing Marks: - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
  • Known Enemies: - any other groups that have it out for this one or enemies if applicable.
  • Known Allies: - any groups that work with this one or have formal peaceful type agreements with if applicable.

    The next section should be a details and history part. This section should contain such information like:

    • Founding origin
    • Organization structure
    • Current projects / Interests
    • Membership related information:
        How to join
        Any benefits of membership
        How to maintain membership and obligations
        How to leave (if you can)
        How to get kicked out and any punishments incurred
  • Categories

    Department: 

    Realm: 

    Type: 

    Organization Type: 

    Categories: 

    Has goals: 
    This organization does NOT have goals
    Membership Size: 
    0
    Diplomatic Influence: 
    0
    Material Strength: 
    0
    Economic Influence: 
    0

    Ramsalon Laws and Criminal Justice System

    Here are the laws and criminal justice system (court set up, punishments) for Ramsalon and similar Shi Inkahan territories on the Vaxian Continent


    Laws and Punishments
    The following actions that are considered illegal within these areas:

      Hooliganism – disruptive or behaviors deemed unlawful like rioting, bullying, vandalism, basically disturbing the peace kind of things.
        Associated Punishments: Fines, Service, Restitution

      Stealing

      • Robbery: The act of stealing another person’s property.
      • Robbery with assault: The act of stealing another person’s property with the use of some form of force or injury.
          Associated Punishments: Fines, Service, Restitution, Branding after repeated offenses

      Possession of contraband - the holding of items considered contraband (which are items that are banned in an area or items that have been imported or exported without paying proper duties/taxes). Also includes stolen items.

        Associated Punishments: Fines, Service, Restitution

      Smuggling - The moving of contraband (which are items that are banned in an area, or items that have been imported or exported without paying proper duties/taxes). Also includes species trafficking, and moving of stolen items.

        Associated Punishments: Fines, Service, Restitution, Hard Labor, Branding after multiple offenses.

      Slaving - The buying and selling of people that have been captured and forced to work and have no chance to regain their freedom.

        Associated Punishments: Restitution, Hard Labor, Branding, Banishment or Death

      The use of illegal poisons and/or the creation of illegal poisons – substances that can be injected, absorbed through skin or ingested by a person that can result in death or have been deemed illegal by the local government.

        Associated Punishments: Fines, Service, Restitution
        **If a person was killed by the use of poisons, the poison punishment is added in with the murder punishment**

      Homicide

      • Accidental Death: The death of a person through an accident when no crime was involved.
          Associated Punishments:Restitution
      • Murder: The taking of another person’s life.
      • Consequential Murder: A death resulted from the actions of another crime being committed.
          Associated Punishments: Service, Restitution, Branding (after multiple offenses), Banishment or Death

      Banditry and Piracy - Organized groups of people (especially outlaws) that participate in a variety of crimes, but especially the attacking and robbing of other groups travelling on the roads or ships on the seas without consent of the local government.

        Associated Punishments: Service, Restitution, Hard Labor, Branding, Banishment or Death

      Treason - An extreme act or acts taken against the governing body in an attempt to try and overthrow or rebel against that governing body. High Treason is acts that are directed towards the Emperor and Empress. Petty Treason is acts committed against a lesser authority.

        Associated Punishments: Restitution, Hard Labor, Branding, Banishment or Death (Especially for High Treason)

    These areas do have a formal Court system.

    Court Staff:

    Judges - Also known as a Magistrate as they would also be a government official. They hear the case, and will decide punishment. SI Empire would likely keep in ones that were willing to conform to their ideals and often rule in their favor. Such judges would favor strict adherence to the laws and would give out strict punishments, perhaps even a bit harsher should the actions prove to try and go against the SI Empire. Would also have protections against mind magics to ensure that their rulings are not tampered with.

    Jury Adviser - Someone that basically advises and assists the Magistrate. A Magistrate would likely have no more than 2 to serve them.

    Advocate - Essentially a lawyer - though they do not operate like modern lawyers. The plaintiff and defendant shall be responsible for representing themselves before a Magistrate. However they can bring in an Advocate who can advise them on a strategy and even speak for them if a client so choose. Anyone can be an advocate for the most important thing for them to be able to do is talk no formal ‘law’ training is needed at all. Being an advocate in the right cases is actually a very good way to be able to move up certain political ranks.

    Court Scribe - Someone that records the trial - only will be required in certain cases, mostly those involving nobles or other notable political heads. Though anyone if they have the coin can hire one in, though more often than not an advocate would take up this job if they so desired as well.

    Court Guards - The defendant would have at least 2 - more if said defendant is known to be quite dangerous or has put up serious fights. The Magistrate would have 2 elite guards as well. If a case was becoming quite heated more guards could be called in.

    Witnesses - Witnesses will be the key source of evidence in cases, especially as guards give their account of what they came into and why they took into custody the defendant. Diviners will be counted as witnesses as well - but they must be verified to serve the court as well. Diviners would also mostly be used in high profile (ie noble, and high political figure) trials, if there are no credible witnesses, or the Magistrate can be convinced enough to question with what they are presented with. Diviner services are expensive and are mostly used to verify by the court side, though if an accused wishes to retain a diviner's services they will need to pay for that themselves.

    Court Procedure:

    The guard will submit a formal written report explaining the reason the accused was arrested and the charges against them. This will also include other guard statements, witness statements they took at the time and any other evidence to make their case. The jury adviser and Magistrate will review such records and decide if they need to question anyone mentioned in the report.

    If there is no question in the mind of the Magistrate that the accused committed the crime, the accused will not receive a trial and be assigned a punishment. However if the accused can pay for a trial or is of a noble/upperclass rank, then one will be granted.

    The accused will be allowed to make their argument for why they should not be charged or for a lesser punishment given the situation. The accused may hire an advocate to make their arguments for them or help them with their strategy.

    If the crime was committed against a specific victim, those victims or their chosen advocate may also appear to make an argument as to why the accused to be charged or face a specific punishment. If there is no victim someone looking to increase their political favor may request to be an advocate for the guard to push the charges.

    Once all arguments have been presented the Magistrate will deliberate with his jury adviser's assistance will weight he arguments and then make a decision on what the accused will or will not be charged with, and the punishment they will face.

    If all charges were dropped the accused will be allowed to walk away from the court. If any of the charges against the accused was affirmed they will be escorted to their punishment or to a dungeon for temporary holding depending on what the punishment is. For example if it is just fines or monetary restitution the accused will be escorted by guards to clerks to handle the financial transaction. In cases service punishment it will depend on which service, for lighter sentences like community service the accused will be allowed to return home and guards will deliver the notices for when they are expected to do their service and escort them there. For more harder labor related services the accused will likely be held until arrangements can be made or they get transported where they are being assigned.


    Categories

    The Desert Coyotes

    • Status of Organization: - Active
    • Active Membership: - Roughly 300
    • Where Based and Areas of Influence: - The Great Desert (Presumed)
    • Leadership: - Isaac Genverich (Unofficially)
    • Legal Status: - Criminal organization
    • Distinguishing Marks: - Emblem of a Coyote, motto: The Desert Coyote runs wild and free.
    • Known Enemies: - Treatise Body Military Planetary Refugees
    • Known Allies: - None

    Isaac Genverich was on the bottom tier of the militia/terrorist unit, Retribution that were known to operate on the borders of the great desert. The members were mostly comprised out of awol military, retired military, and survivalist type attitudes. They believed that all governments were failing their people, and only their leadership had the right stuff to lead. They were an extremist group, and was known to attack anyone that disagreed with any of their views, with them it was join or die. They were believed to be a group small publically, but some intel showed it may have been larger then thought. It was believed that all members of Retribution was apprehended or killed after they attacked a small town in the great desert in order to gain access to a rumored weapons cache - which turned out to be a setup just to bring them down.

    However Isaac managed to escape and went into hiding. That was until The Crowned made their presence known.

    Isaac used the chaos to break out some old acquaintances from prison with the promise that they could reform, but better. That this was now the time of chaos, that there was no more leaders, no more governments, that finally the real dream could come true, and that everything in the world was there for their taking. It was a time for the survival of the fittest, and it was time for them to claim the world which was their right.

    With their help Isaac formed a new group, under a new name - Desert Coyote, a nod to their now scavenging ways and their resilience to survive.

    Currently the group has cleaned out several abandoned towns, and weapon caches that have been hidden in the Great Desert (a left over reminder of the turmoil of the politics between the regions). It is unknown if any of the desert clans have broken from the alliance and joined them. Between the Crowned and the Coyotes communication systems have become compromised or shut down. Leaving many groups isolated and ripe for the picking.

    The Desert Coyotes have no loyalties other then to themselves. They will take what they want by one means or another. They are ruthless scavengers that are showing one of the worst sides of humanity in the middle of a greater crisis, and they don't care.

    Categories

    Department: 

    Realm: 

    Type: 

    Organization Type: 

    Categories: 

    Has goals: 
    This organization does NOT have goals
    Membership Size: 
    5
    Diplomatic Influence: 
    5
    Material Strength: 
    100
    Economic Influence: 
    50

    Pirates

    Pirates

    • Active Membership - Varies from each individual group
    • Where Based - Each group has their own base
    • Leadership - See individual group
    • Distinguishing Marks - Each pirate group has their own banner

    Pirate is a general term for crews of seafaring thieves who prey on merchant vessels.

    East Kadrass Pirates

      The Pirates of the Eastern Kadrass Ocean prey on the copious trade convoys that travel between Vaxia and Candenord and to all the islands in between. Arrenotenos Bay and the Dead Peninsula are the center of pirate activity in this portion of the world, though many can be found in the colder waters east of Ardenia They mostly stay away from the most common trade routes, because those are usually patrolled by the Iron Navy and instead try to prey on ships that wander too from their escorts in less well-guarded waters. They will sometimes daringly approach as close to Iron Navy strongholds as cove-riddled islands in the Argonn Archipelago and near Ish Lavin

      East Kadrass pirates are usually quite egalitarian in terms of hiring: any given crew might include any combination of humans, Elves sea elves, Merfolk Tsefardal Orcs Minotaurs and Gnolls These pirates are rarely at all organized above the level of a single ship, and will fight each other as often as they fight the ships of Candenord or the Vaxian Empire

    West Kadrass Pirates

      The pirates of the West Kadrass are thought to have a central port in the cold waters north-west of Jiroshusai, but the copious islands all along the coast of Shi Inkahan serve as havens for pirates' sampans and junks.

      Shinkan pirates are more centrally organized than their eastern counterparts, and are thought to have some sort of material support from the Lom Gunji or possibly the Kuei Kajan They are also somewhat more unified: the vast majority of them are poor Shinkan humans, often disenfranchised by the brutal rule of the upper-class, though Nagas Lom Gunji, and the occasional Mojingan can also be found in their ranks.

    Categories

    Department: 

    Realm: 

    Type: 

    Organization Type: 

    Categories: 

    Has goals: 
    This organization does NOT have goals
    Membership Size: 
    50
    Diplomatic Influence: 
    30
    Material Strength: 
    30
    Economic Influence: 
    30

    Ramsalon Elite Guard

    Purpose The Ramsalon Elite Guard were a special division of the Vaxian Government.

    They had three objectives:

    Investigating all matters of corruption and misuse of power in the Ramsalon Guard and Iron Army
    Dealing with any type of magical or supernatural threat that could potentially be dangerous for Ramsalon or its allies.
    Dealing with problems outside of Ramsalon City that may potentially threaten the Ramsalon Nation.

    Current Status: The Ramsalon Elite Guard were drafted into the Iron Army during the invasion by the Shi Inkahanese. They were used to exploit any weaknesses, as well as covert operations. Unfortunately, they were unsuccessful, and those not lost in the siege, fell as part of the ramifications of the war. They no longer exist.

    A brief history: Started as a form of internal affairs due to the rampant corruption within the Town Guard, their purpose soon changed. They were given a purpose and actually authorized by the government to be a true force, rather than a loose structure.

    After the Darkest Night the Ramsalon Internal Guard was renamed as the Ramsalon Elite due to their extraordinary efforts to hold the walls, and defend the city.

    From there on out, any major skirmish saw action by the Elite.

    Structure: They were broken into two teams: Alpha and Bravo.

    Alpha Team: 50 members

    Private: Badge: Vaxian Sun Empire, with two green vines entwined together as a ring.
    2nd Lieutenant: Badge: Vaxian Sun Empire, with two green vines entwined together as a ring plus a sword laid across the sun.
    1st Lieutenant: Badge: Vaxian Sun Empire, with two green vines entwined together as a ring plus two swords laid across the sun. Normally has 1-4 members under their command.
    Sub-Commander: Badge: Vaxian Sun Empire, with two gold vines entwined together as a ring plus a sword laid across the sun. - They are little more than paper processors, with 2nd Lieutenant rank in field.
    Commander: Badge: Vaxian Sun Empire, with two gold vines entwined together as a ring plus two gold swords laid across the sun. - Only two exist at any time.
    Captain: Badge: Vaxian Sun Empire, with two silver vines entwined together as a ring plus two gold swords laid across the sun. - Formerly held by James Graham (NPC).

    Corporal : Badge: Vaxian Sun Empire, with two blue vines entwined together as a ring plus two gold swords laid across the sun - Honorary title that is held by sanctioned investigators for the Elite.

    Uniform: All Elite have a golden long sword sewn onto their uniform in honor of Captain Connor Bandon Langus, who gave his life in service to the Elite.

    Beta Team: 100-150 members.

    Beat Team worked with the Town Guard very closely, and had the same ranking structure. Their primary purpose was to be internal affairs, as well as assist Alpha Team.

    Categories

    Department: 

    Realm: 

    Type: 

    Organization Type: 

    Categories: 

    Ramsalon Town Guard Structure

    Current Events (as of early 2013): The Town Guard of Ramsalon like any organization or military structure has many positions, that form the rank and file structure. The following is a basic layout of the structure tree, flowing from the lowest ranks to the highest.

    The Town Guard Structure is currently in the process of blending both the Shi Inkahan military complex into their ranks, as well as dealing with the reshuffling that has happened due to every ranking officer being demoted (including the major) and that position being taken by a SI officer.

    The lowest ranking SI military member would be a Guard.

    Most SI personnel being moved into the Town Guard are those wanting political gain or to remain within Ramsalon.

    Town Guard Rank Structure

    Militia: A volunteer authorized to assist the Town Guard in cases of emergency. A draft my be mandated depending oh how big the emergency is. Washed out cadets are often the first ones called up. However, a 'militia' has no say during non-emergency situations.

    Cadet: A person wishing to become a Town Guard must first be a Cadet. The cadets go through a six week period of training and evaluation. They have no authority and when on patrol are there to learn and listen, and only if the circumstances require it will they be armed and allowed to participate in actual guard-like activity.

    Guard: Once a cadet has undergone six weeks of training and evaluation they face a crossroads. They are either accepted into the Town Guard and become an official guard or they are rejected and sent home. A Guard has the authority to detain citizens for questioning and arrest lawbreakers. Most that make the rank of Guard will remain there, doing the typical patrol work and keeping the streets safe for the citizens of Ramsalon. There are however cases where a superior will recognize ability in a Guard and they may be evaluated for a promotion. There are two levels of promotion; Officer and Non-Officer.

    Non-Officer Positions:

    Office Worker: A guard that has a sharp mind but due to injury or being not physically fit is unable to patrol or actively investigate is rather then fired, often promoted to the rank of office worker. They handle the filing of the case files and fill out and file paperwork for inquiries made to the guard. Many are also responsible for making sure that all crimes are reported to the proper officers.

    Investigator: A guard with a keen set of senses may be promoted to the rank of Investigator. The Investigators have a rank higher then Guard but do not rank as Officers. Investigators comb crime scenes and are responsible for solving, or proving the factual happenings of crime scenes.

    Private Investigator: Not only for financial gain, but to do the city a service, there are several very good Investigators that are hired out to citizens wishing the services of an Investigator. They do undercover investigation work for citizens that have such needs.

    Officer Positions

    Lieutenant: When a Guard shows exceptional leadership qualities and an above average ability in both mental and physical evaluations he is promoted to the rank of Lieutenant. Responsible for a group of Guards, the lieutenant has authority over his assigned part of the city and leads his guards in their patrols.

    Lieutenant Commander: Responsible for a larger area of the city, a Lieutenant Commander has authority over all Lieutenants and Guards in his section of the city. More often then not the Lieutenant Commander does not muddy his hands with the hands-on guard work, typically he is organizing patrols and making sure all guards beneath him are in tip-top shape.

    Sergeant: The next rank above Lieutenant Commander is the Sergeant. The Sergeant is responsible for handling the paperwork, reports and complaints from the officers below him in his area of the city. A Sergeant rarely will take up arms and join the ground patrols as his job is more of a desk position, keeping things under control and reporting to the Captain.

    Captain: A Captain is responsible for a number of lower ranking guards in a given area of the city. Large areas such as the Town Green have several Captains as opposed to small areas which have only one Captain. The Captain is responsible for the men assigned to his part of the city and as such is very hands on, inspecting the morale and condition of those beneath him.

    Commander: Fully responsible for every member of the Town Guard. When requested Captains submit reports to the Commander. The Commander typically finds his time filled with paperwork and making sure that the Town Guard is in good morale, good health and excellent fighting condition.

    Major: The Major is the man behind the scenes. Placed by the General he has full authority over the Commander, and thereby the entire Town Guard. His instructions generally come from the General himself and his word is law as far as the Town Guard is concerned.

    Categories

    Department: 

    Realm: 

    Type: 

    Organization Type: 

    Categories: 

    Vaxia Organizations

    Posting Template - Organizations Submission Guidelines

    Vaxia Organizations

    Organizations covers any unified group, from formal military units to gangs, councils and guilds, universities and colleges. Many religions (officially recognized or otherwise) fall into this category.

    Organizations are also for groups that may provide a reputation within certain circles or are representative of groups (such as city populations and castes/class) that characters may be able to earn reputation with. Not all organizations will provide reputation.


    Candenord

    Shi Inkahan

    GHOUL

    Ish Lavin

    Iskrania

    Jorkana

    Ramsalon

    Elven Alliance

    Elven Nation

    Vaxian Empire

    Druids

    Pirates

    Other


    Historical and Ancient Organizations
    These organizations may have once existed at some point in the past of this world but have long since been disbanded or replaced as time went on. Therefore these articles are for historical reference.

    Categories
    Subscribe to RSS - Criminal