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Post by The City on Apr 22, 2012 22:45:20 GMT -5
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Post by The City on Apr 23, 2012 2:07:15 GMT -5
KHLYSTOV BRATVA
Type of Faction: Criminal Organization, Private Corporation Faction leader/s: Vsevolod Khlystov Initial Members: Vsevolod Khlystov, Anatoly Khlystov
HISTORY The Khlystov family has a long history both in the City of Arc and in Russia. The Khlystov family was a noble family that dated back to the early days of the Russian empire. They weren’t extremely prominent, as their true nature was kept a secret by the crown and by the Russian Orthodoxy. The Khlystov family was actually the throne’s, moving hand in terms of the occult.
The Khlystov’s were actually a lineage that could be traced back to King Solomon as a direct line. Throughout the centuries, the descendents of Solomon were scattered across the world, marrying into families and losing their identity. One of those lines found their way to Russia where they married into the ancient Slavic noble family of the Although they were able to retain possession of Solomon’s brazen vessel where he sealed the 72 demons of the Ars Goetia, along with Solomon’s magic ring and other apparatus of his magic. These artifacts were cared for, but their purpose forgotten for a long time. There were many creatures of darkness ravaging Russia. It was Baron Vassili Khlystov who was able to rediscover his family’s connection to the great king, and also of their magical prowess. He made the suggestion of using the magic of his family to combat the forces of darkness. This reignited the Khlystov magical line.
With the times then changed the Khlystov family rose to prominence. They became not only the emperor’s hand in the occult but also the emperor’s magical assault force. They amassed their fortune and kept a relatively influential position in Russia until the downfall of the empire.
With the communist movement, a lot of the pro-Tzarist families were imprisoned if not killed. Inside the prison Khlystov became influential in the birthing of the Russian mafia. Khlystov forsook their noble heritages and became the Khlystov Bratva. They increased their wealth exponentially by both the means of magic and joining in the ranks of the criminal underground. Khlystov Enterprises was founded as an iron-working and shipping company.
Under Vsevolod's leadership, they circumvented their resources into opening the nuclear research facility called Krasnyĭ Merkuriĭname (red mercury). Red Mercury was actually an alchemical creation, that the Khlystov company passed off as treated lithium-6. It was originally meant for the construction of dangerous nuclear weapons for the USSR. But the Khlystov’s predicted the fall of the Union and instead morphed into a nuclear energy company instead. The company helped the USSR built a large complex in the early days of their nuclear weapon program to produce and stockpile Red Mercury but this has been diverted into China since the disintegration of the USSR in 1992.
By the turn of the century, the heads of the family decided to move their central base of operations into Arc City, because the supernatural war over the Arc and the Keys of Power was escalating.
CULTURE AND VALUES The values of the Khlystov criminal family have been hardened by their experiences. They may seem very cold and merciless, especially when dealing with their enemies. Both in business and in the supernatural underworld they have shown actions that dictate winter cold pragmatism. They believe that the end justifies the means and that in the world, there only exists the weak and the strong. The Khlystov family always works to be the best in whatever they dabble in, they do not care how many people they trample on the way. Their views on the other members of the supernatural underground are equally radical. They believe that the creatures of darkness must either be destroyed or controlled. They only accept, humans, gifted, and of course magic users into their ranks.
The official sigil of Khlystov is an upturned demon head, enclosed within a pentagram, with the cross of the Russian Orthodoxy branded upon its forehead in red. It signifies the Khlystov's mission of controlling the forces of darkness, and never being controlled by them. Their preferred magical discipline is the one that was created by King Solomon, whom the main branch of the family are direct descendents of. Because of this powerful blood connection, the main branch of the family has the power to summon and control the 72 demons of the Ars Goetia. Some talented members are also able to summon the angels of the Theurgia, Paulina, and Almadel, although generally they are not used since angels are more difficult to summon and have many restrictions than do not make them particularly useful servants.
The members of the Bratva who aren’t part of the main branch usually work in concert to summon one of the demons of the Ars Goetia and contract to themselves familiars or personal demon slaves serving under the legions of the 72. It is also common among Khlystov mages to steal demonic abilities and imbibe it into themselves. However, they can only steal powers that will not be taxing on the human soul; else the demonic energies kill them. Members who posses these stolen demon powers are called Roge, meaning horn. They also employ the use of powerful talismanic magic, that revolves around manipulating the energies derived from the nine planets for various effects. It is not necessary for a member to be a practitioner of Solomonic magic, but it is often the case.
The average demons that Khlystov demonologists use belong to the 4rth circle and the 5th circle. Each usually owns one demon slave, and a single demonic ability. As the demonologists increase in skill, they can attempt to enslave more demons and steal more powers. The safest number of powers to steal is two; advanced Demonologists dare to steal three. Demons are enslaved forcibly by the Khlystovs. Over the centuries, demons have come to loathe the Khlystovs, and seek ways of killing and destroying them. If a demon is summoned incorrectly, then they will attempt to kill (and more often than not succeed) the conjurer.
The Khlystov family being part of the greater Russian criminal underground retains much of the criminal organizations’ traditions. The most honored of these being the importance and symbolic significance of tattoos. Most higher-ups in the Khlystov Bratva are called Painted Men, because of their numerous tattoos.
- Rose Tattoo - The rose is the initiation tattoo that is given when a person joins the gang and is usually placed on the chest.
- Church Tattoo - This type of tattoo is most often found on the chest or back and may not only be a church. Other structures such as monasteries, castles, cathedrals, and fortresses also share the same meaning. This tattoo is used to show the number of times that the wearer has been imprisoned. The number of towers or spires represents either the number of years that the wearer has been imprisoned or the number of times.
- Star Tattoo - Stars can be found usually on the shoulders or knees of a criminal. Stars that appear on the shoulders symbolize the dignity of the person wearing them and that they live by the code and tradition. Stars on the knees are usually awarded when a member attains the rank of Capitan and symbolize that the owner will never be brought to their knees or kneel to anyone. Each point on the star represents a year in prison.
- Spider Tattoo - This tattoo can have two meanings. A spider within a web can signify drug/magic addiction. The spider can also denote that the wearer is a thief. There is also meaning within meaning, for instance a thief who wears a spider climbing up is still active while those who wear it facing backward or moving down either intends to or has already given up the life of a thief.
- Tiger Tattoo - The tiger signifies aggression toward police and other authorities.
- Skull Tattoo - A criminal wearing a skull alone or incorporated into shoulder epaulets is a known murderer.
- Horn Tattoo - The horn signifies that the wearer has obtained stolen powers from a demon; the tattoo is usually placed on a body part with some relation to the stolen power.
- Crucifix Tattoo - The crucifix tattoo is most often found on the chest of the wearer and is a symbol that shows all who understand the complex tattoo language of the Russian prison system that the wearer is a thief. The tattoo is highly honored and respected since it symbolizes the “King of Thieves".
STRUCTURE Vor v Zakone - is the Boss or Krestnii Otets "Godfather" and controls everything. The Vor v Zakone questions everybody and no one questions his authority. Putting the Vor v Zakone's word in question constitutes an automatic dispel out of the organization in the best case scenario which also can lead to the termination of the individual. This position is currently held by Vsevolod Khlystov. (1/1)
Two Spies - watch over the action of the Avtorityet's to ensure loyalty and none become too powerful. Sovietnik (Support Group) and Obshchak (Security Group)
- Sovietnik ("Councilor") - the advisor and closest trusted individuals to the Vor v Zakone. (0/1)
- Obshchak - the bookmaker collects all money from Brigadier's and bribes the government. He is also in charge of the grimoire library of Khlystov. (0/1)
Avtorityet ("Authority") - is like a captain in charge of a group of men. He gives out jobs to Boyeviks ("warriors") and pays tribute to the Vor v Zakone. He runs a crew which is called a Brigada. Each Avtorityet has earned its place, by proving himself to every other criminal (Vor), they usually have a lot of Boyevik's working under them as well.(0/3)
[/li][/ul] Boyevik - literally "warrior" works for an Avtorityet having a special criminal active to run. A Boyevik is in charge of finding new guys and paying tribute up to his Avtorityet. Boyevik is also the main strike force of a brigada. - Kryshas - literally "roofs", "covers". Those are an extremely violent "enforcers" as well as cunning individuals. Such enforcer is often employed to protect a business from other criminal organizations. (0/5)
- Torpedo – "Contract killer" (0/5)
- Byki - bodyguards (literally: bulls)(0/5)
Shestyorka - is an "associate" to the organization also called the "sixth". Is an errand boy for the organization and is the lowest rank in the Russian Mafia. (0/5)Khlystov Enterprises Employee - Although not technically part of the Bratva, the employees of Khlystov Enterprises obviously have strong connections to the crime family of their CEO. These includes the Red Mercury scientists, researchers, engineers, etc of the corporation. (0/5)[/blockquote] -------------------- [/blockquote][/justify][/size]
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Post by The City on May 20, 2012 23:17:51 GMT -5
DRACULESTI FAMILY
Type of Faction: Criminal Organization, Vampire Coven Faction leader/s: Jusztina Draculesti Initial Members: Jusztina Draculesti, Javier de’Saavedra
HISTORY
In 1428 "Dracula" aka Vlad Dracula or Vlad the Impaler is born. He was a prince of Wallachia, under the Royal House of Draculesti. About halfway through his life he was said to have changed, first and foremost he was never seen during the day, and the events of his renowned blood lust came to existence. In actuality, Vlad Draculesti was turned into a vampiric entity. Bram Stoker’s account of his life was true to some extent, but there were some parts that were twisted and changed to suit the needs of majority human reader public. Dracula had many wives, each one he turned immortal like himself so that he could be with them forever. However, due to the emotional and passionate nature of vampires, each one grew more jealous of the last.
First among his brides was Jusztina, a princess from the old country. She was possibly the most spiteful and ruthless among all of Dracula’s wives. Because her love was spurned, she bled him dry and took in his power for herself. She also disposed of all his other brides, also bleeding them dry before finally completely taking over the coven.
She was a remarkable Vampire Queen, known for her striking beauty, which was both a lure and a weapon of deception. Her Coven grew great and powerful that, the people of Romania could no longer ignore her as a threat. Many vampire hunters and conscripted mages tried to annihilate her coven. As such they were forced disband and flee from their territory. Jusztina with a small group of her more powerful followers, traveled across Europe taking numerous guises and possibly becoming responsible for some of the vampire folklore that exists today. One such is the story of Elizabeth Bathory, who was actually Jusztina herself. Life continued like this before they began to hear the whispers about a city in the New World, where the supernatural gathered.
So in 1607, Jusztina and her shrunken coven traveled to America. The ship they used was aptly named the "The Ship of the Dead" because when it reached the shores of America, it was full of dead crew men and the hull packed with coffins. Of course, these coffins were Jusztina and her brood.
They immediately made their residence in Arc City, and took part in the early War of Power. The Draculesti Family managed to take possession of a portion of the city, largely due to the fact that their group, although small were comprised mainly of ancients. When news of this victory reached the old world, all the other surviving members of the original Draculesti Family began massing to Arc city, bringing with them their old fortunes and new recruits. This gave birth to the council of elders, to be able to maintain control over the growing vampire population.
Jusztina, as the matriarch figure of the Vampire Queen, used these fortunes to build her own business empire, as the changing world would prove that the treasures of her ancestors would not last forever. She used her beauty to guile unwitting businessmen, and became a household name in the upper echelons of the business world. She maintained this for a time, until her unfading youth would begin to attract attention, and she staged her own mock death.
However in the supernatural underground, she was still very much known until today. To appease their appetite for sensuality, the businesses of Draculesti were fitted with the seedy allure of a Scarlet Light District.
CULTURE AND VALUES
The things that Draculesti value are connected with their nature as Vampires: Sensuality, ecstasy, pleasure. Within their coven even the most vulgar acts of pleasure are rarely frowned upon. All the Vampires know that this is a natural part of being themselves.
They also value their aristocratic lifestyle; part of their search for pleasure is dictated by secondary means. Often Draculesti appear gauche or tacky. But for the Draculesti more is always better, they revel in the excess.
A fine point about Draculesti values however is their secrecy. They guard their secrets well, and often times will choose to die before revealing anything. Similarly, those who are too open-mouthed are looked upon with disgust.
Finally, the Draculesti view the coven as a family. To them the coven is above all. The Mundanes, or their term for all other races, are merely nuances or tools that they can use.
Their sigil bear, three roses in full-bloom coiled around to make a ring with their thorned stems. This is a sign that they live on pain and pleasure.
The Draculesti Vampires are very aristocratic. They enjoy the high life, such as sex, parties, and taking full advantage of their immortality. They may be the only one of the factions not arranged in a modern type of structure. This is because they are so long lived, and have grown accustomed to their almost monarchial type of hierarchy. The head of the family is called the Vampire Queen, in the existence of the coven there was once a Vampire King (Dracula) before Jusztina, but under her instructions the first coven is considered separate.
The Vampire Council consists of the 4 most powerful and influential vampires, ranking below the Vampire Queen of course. As vampire powers are connected with age, the social hierarchy of vampires is also very age-dependent, even among the Childe. A vampire one day younger than another vampire is expected to defer in some way.
Vampires are notorious partiers, and are known for their reckless abandon in their search for pleasure. They are also known for being fond of substance abuse, and as such are also in control of a large sector of the drug-traffic in Arc. The values of Draculesti has stemmed from a strict code, of unwritten rules that every coven member should be aware off. They are simple and specific; anybody caught breaking the rules will be dealt with swiftly.
A final thing about the Draculesti is that they have a strict code of conduct impressed upon the members of the coven. These rules are unwritten but carry with them the weight of something stronger than law. ONE - The entire coven must adhere to the Vampire Queen and only she might order the working of the Turning upon a mortal, seeing that the methods and the rituals were properly observed. TWO - That the Dark Gifts must never be given to the crippled, the maimed, or to children, or to those who cannot, even with the Dark Gifts survive on their own. THREE - That no member of the coven be able to destroy another member of the coven, except that the Vampire Queen has the power of life and death over all of her flock. It is her obligation to destroy all vampires who are not properly made. It is her obligation to destroy all those who are so badly wounded that they cannot survive on their own. And it is her obligation finally to seek the destruction of all outcasts and all those who have broken these laws. FOUR - That no vampire shall ever reveal his true nature to a mortal and let the mortal live. No vampire must ever reveal the history of the vampires to a mortal and let the mortal live. No vampire must commit to writing the history of the vampires or any true knowledge of vampires lest such a history be found by mortals and believed. And never must any vampire reveal to mortals the location of his or any other vampire's lair.
STRUCTURE
The hierarchical structure of Draculesti culture is referred to as The Three Pillars.Vampire Queen - She exists both within all three pillars and out of it. The Vampire Queen serves as the brood matriarch and is looked upon as both a mother and a monarch. She is expected to carry out the difficult tasks such as punishing disobedient vampires or eliminating weak ones. She is revered and loved by her coven as something close to a Goddess. This position is currently held by Jusztina Draculesti. (1/1) The highest level is that of the Elders, who are the most experienced and influential members of the Coven. They consist of leaders and founders of branch clans, all under the command of the Vampire Queen. Together they form the council of elders. (0/5)Calmae - After a period of initiation Childe can become Calmae, which signifies experienced members of the coven. They are usually over 500 years old, or possess the powers of the ancients. Each Calmae, commands his own group of Childe and Mundanes. (0/5)Childe - The lowest level consists of Childe who are either new to the lifestyle, inexperienced, or who are children of Vampire adults. They are usually below 500 years old, and only exhibit basic vampire powers. They are however, the most numerous vampires and fill in most roles in the Coven and the criminal organization. - Sânge Fierbinte – They are the foot soldiers of the coven. Their Job to fight and enforce the coven law upon their territory. (0/5)
- Sânge Dulce - They are the seducers and seductresses of the coven. Often working as prostitutes in the Scarlet Light District. Their job is to lure potential meals into the clubs. (0/5)
- Sânge Recoltat - They are the harvesters of the vampire food source. Especially in the modern world, Vampires can’t hunt people in the city at will. As such “blood farms” are stationed across vampire territory. (0/5)
- Sânge Ascultători - These are the listeners of the coven, they report the goings on in the city. They are usually also employed as spies of covert agents. (0/5)
Outside the Three Pillars - In the modern world, the entire force of Draculesti is longer comprised fully of vampires. Many other races, mostly humans though, have joined the crime family. They are called as the Mundanes. A lot of them are actually humans who wish to become vampires. They are required, especially for transactions that occur during the day time. (0/5)
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Post by The City on May 24, 2012 1:38:17 GMT -5
O’CONNEL MOB
Type of Faction: Criminal Organization, Private Corporation, Werewolf Pack Are you in possession of a Faction License: Yes Faction leader/s: CANON NOT-TAKEN Initial Members: Lennox O'Connel
HISTORY Before their change, the O’Connels were a Túatha. Túath referred to both the people who lived in the territory, and the territory they controlled. They were a fair-sized clan, comprised of extended families all owing allegiance to their chieftain. However, around the same time as the Norman invasion, the O’Connel had a run-in with a dark druid. The slighted man decided to take his revenge on the family and sent a werewolf during the night, however due to a miscalculation it was a full moon and the shifts among the O’Connels happened rapidly. Their clan was significantly reduced, but their already close-knit family structure provided for an easy transition into a werewolf pack. Their former chieftain became their alpha and as a family they roamed through Ireland.
The O’Connel family did not start out as an organized group of criminals. They were deviants from the start, yes but as a rogue band of werewolves who did what they could to survive. They were still teetering more on the edge of animalism when they started and committed crimes only related to their bestial tendencies.
The witch hunts of the 17th century were also time of the werewolf hunts. People seemed to think that the two races were related even though they were not. The O’Connel family was always on the run for the majority of their early existence. This made them mistrustful and jaded about the world, but their chieften always seemed to lead them out of scrapes by sheer dumb luck. The constant appearance of good fortune became related to their Alpha, and soon the pack began to respect his uncanny ability to always seem to have things go his way.
The O’Connels had their own share of difficulties during the great potato famine of Ireland, and they took part of the Great Migration to the United States. By the time the ship they were on reached the port of Arc, most of the other crews and passengers were eaten or turned into werewolves.
The O’Connel family was an especially strong breed of werewolves, and they also numbered more than the other packs. They were able to wrestle control over the western portion of the city because it was located so close to the forested outskirts. The O’Connel pack managed to retain their control over their territory by sheer brute strength. However, by the 19th century the Alpha and father of the pack knew that they were at a disadvantage from the other factions, especially economically.
In a brilliant strategic move, which the O’Connel family affectionately calls “The Domestication” members of the O’Connel family infiltrated the top Irish Mobs of Boston. The mob bosses were changed into werewolves against their will. The Alpha used his werewolf power of Law to compel the leaders to reroute the mob's resources for their own cause. This gave birth to the O’Connel criminal family or the O’Connel Irish Mob.
Using the expertise absorbed from assimilating experienced mobsters into their pack. O’Connel quickly cultivated their resources. They put money into building the O'Connel Group of Companies. Under the same company, they opened the Howling Jackeen (Irish slang term for a man from Dublin), the largest casino in the city. It also became the command post of their territory, and group. The Howling Jakeen proved to be successful and the family’s been living large ever since.
CULTURE AND VALUES Dominance is a key element in the O’Connel criminal organization. The Mob is structured in a clear hierarchy, and members move up or down by winning or losing challenges against other pack members.
- Although most dominance battles end when one participant backs down, leadership of the mob is only transferred by a battle to the death.
- A dominant mobster may issue any order to any submissive members, provided that the dominant does not order the submissive to do anything against the mob.
- A mob member may offer or receive "protection" to or from another member. A mob member must accept all challenges on behalf of any person to whom he or she has offered protection.
Another concept that the O’Connel family gives high importance to is Luck, or Chance. They consider chance to be something that guides the course of everybody’s life, and that to be truly powerful is to be able to exert some control over one’s destiny. The family calls this “Making their own Luck”. Most members are known to have a lucky charm in one form or another, and they consider it as a very deep-sign of friendship if one is able to let another touch their lucky charm.
These values were an offspring of the merging between the strict werewolf instinctual norms and the original values of the O’Connel family when they were still human. The official sigil of the O’Connel mob is the wolf head biting on a four leaf clover. It is usually painted in accordance of the flag of Ireland.
The culture of the O’Connel mob is that of traditional Irish families. The O’Connels have always returned to their Irish roots whenever they could. The O’Connel’s have a terrible weakness for alcohol; as such they’ve also built their fortune around distilleries. Almost every major O’Connel gathering is done with the presence of alcohol, and they coin these gatherings as “Sealed to the Glass”.
The upper echelons of the O’Connel mob are notorious drinkers, simply due to the fact that they’re werewolves and that their liver cells – along with the rest of their bodies- can take more abuse than human livers can. The O’Connels have been conning people for ages in drinking bets, but in modern times this has just become a sort of inside joke. The term “Drinking with the Wolves” is used when referring to actions that are near impossible to accomplish.
Because silver is known to harm werewolves, members of the mob are completely prohibited to own anything silver. If anybody is discovered to possess something of silver nature, they are immediately suspected of crimes against the family and put to question. People are lucky to make it out of these circumstances alive, as most O’Connel werewolves might kill silver owners immediately.
O’Connels do have an incredible fondness for gold however. It is said that the O’Connel werewolves even have an added power of always being able to sniff out gold. This is just a rumor of course, but majority of the major O’Connel criminal actions to date, involve gold heists.
STRUCTURE The Boss, The Big Dog, Alpha - The most powerful wolf of the pack. Possessing insane strength, agility and constitution, with special abilities. Can be male or female. Mates aren't necessary but encouraged for continuity. Theoretically, female werewolves may become Alphas, but female Alphas are rare because the strongest males normally have a significant strength advantage over even the strongest females. This status is usually received through slaying the old Alpha, but...to challenge the Alpha is to ask for death. This position is currently held by CANON NOT-TAKEN. (0/1)
Lieutenant, Beta - Second to the Alpha, the Beta is actually also a Constable Stronger than those beneath them, and also having unique abilities, they are considered most likely to usurp the Alpha as much as it is their duty to be mate or submissive. The Beta is the enforcer of the Alpha. The Beta carries out punishments or performs duties the Alpha does not want to do himself, or if he is not available to do so. (0/1)
Constables - A high ranking made member of the O’Connel crime family who heads a "pack" of Teeth and has major social status and influence in the organization. A constable acts as an intermediary between the Teeth and the Alpha. In technical terms, a constable operates his own small pack within the framework of a larger pack. Usually a constable is given control over a particular business establishment, be it a distillery or a casino. This is the last rank that requires someone to be a werewolf. (0/5)
Teeth - These are the main body and strike force of the O’Connel crime family. They comprise majority of the O’Connel Mob’s population. Most of them are werewolves, but this is not a necessary requirement. (1/5)Lennox O'Connel
Coyote - These are the informants, spies and listeners of the O’Connel crime family. Their task is to gather information from around the city and convey them to the pack leaders. (0/5)
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Post by The City on Jun 5, 2012 12:25:37 GMT -5
STREGONI MAFIA
Type of Faction: Criminal Organization, Private Corporation Are you in possession of a Faction License: Yes Faction leader/s: Vincenzo Stregoni Initial Members: Vincenzo Stregoni, Adalina Stregoni, Marco Stregoni
HISTORY The Stregoni family can attribute its strength and mastery over Stregheria to the fact that they are descendants of Aradia, the Queen of Witches. Historically, there was a great decline in Stregheria only to be revived by a Ardia in the mid-14th century. When Aradia first brought Stregheria back to the people of Italy, she taught her followers the old ways as well as the secrets of the Earth, Moon, and Stars. However, with the beginnings of the persecution of witches in Italy, the followers of Aradia split into three clans where each clan was entrusted with one section of the secrets. However, there was one individual who possessed the secrets of all three, a descendant of Aradia.
Because of this, the Stregoni family had garnered quite the reputation with their apparent power and relative mastery over the rituals and rites of Stregeria. However this reputation went from boon to bane at the start of the witch hunts during the 17th century, at the first hint that the Inquisitors would pass by their region, the family went westward to America, specifically where the area of Arc was, because they couldn’t risk losing all the teachings of Aradia to the Inquisitors.
With the immense magical aura of the area, this was where the Stregoni delved more into their magic, perfecting it and generally improving it. It wasn’t long before the Stregoni had fully integrated themselves in the community of Arc; this was also the time when they discovered about the Arc and its abilities to manipulate reality itself. So they were committed in discovering the Arc and gaining it for they wanted a new age of enlightenment to occur.
At some point in the main branch of Stregoni went back to Italy, to finally return to their homeland as they never forgot about their roots and to learn more about their magic. Their homeland was now called the Republic of Venice and upon their return it was already the start of the decline of the Republic. They settled in Venice where there was a lot of tension as competing port cities started to become more aggressive. Seeing the business opportunity, the head of the Stregoni opted to open his own “business” that involved “protecting” clients from competition and theft. This was a brilliant move as he discovered that the passion of these businessmen to come out on top were willing to go great lengths in order to get rid of competition. With magic and war experiences with them, the Stregoni proved successful in this. After a while, they expanded their business. They now operated not only in Venice but in the whole region of Veneto as well. They also dabbled in smuggling and arms trafficking and black market trade. In essence, they became the Mafia.
With their businesses going so well and their competitors crushed at their hands they now turned back to Arc city, still committed in gaining possession of the Arc. Using their grand hotel resort, the La Venezia, as cover they infiltrated the businesses and criminal underworld of Arc city, dead set in using the Arc in bringing back Aradia to usher a new age of enlightenment.
CULTURE AND VALUES The Stregoni values have been heavily influenced by their Italian heritage. They give strong emphasis in terms of family and honor. Family because they believe that one moves more passionately and effectively when one feels that he/she has that sense of “belongingness” in the mafia. Honor because this fosters trust and camaraderie, two things that are quite rare in their current situation. However, these two are not given out freely as the mafia also values hardwork and earning your keep, rather than just it being handed down to you and once you’ve broken that honor and trust it will be impossible to get it back again.
They also value effectiveness and efficiency. They prefer clean jobs done with the least amount of effort but with the most output. Constant streamlining and optimizing and letting go of unneeded employees is not uncommon in Stregoni businesses, both legal and illegal.
They value the goal of being “Renaissance people” those kinds of people that have developed multiple talents and skills. Finally, as Italians, they value good clothing. They pay some attention to clothing and as they always want to have that “buona impressione” (good impression).
The Stregoni sigil consists of a lion, which represents bravery and it’s a nod towards the fact that they are Venetian, as well as the color blue. There are two circles, the outer circle made from a line and the inner solid circle. These circles represent the moon and the earth respectively. The heptagram (seven pointed star) represents the stars. Together, these three elements represent that the Stregoni are in possession of the secrets of the moon, earth and starts.
Given that the Stregoni honor family and honor, this reflects heavily in their mafioso-to-mafioso relations. As much as possible, they encourage close ties within the mafia. As much as the person next to you is a co-mafioso, he/she is also a shoulder to cry on, a friend you need when you have none, and so on. However, this does not mean that the mafia is careless enough to trust one so blindly. An intensive background check is done repeatedly during one’s trials in becoming a mafioso, aside from the usual intense tests that measures the person’s obedience, discretion and ruthlessness. Also there exists what is called the Omertà.
In order to join the mafia, the last requirement is to murder a person. This must be done even if the mafioso-to-be isn’t looking to be a career assassin. The murder also shows the person’s sincerity and binds him to silence – the Omertà. It basically prevents the members from betraying the mafia without themselves being charged guilty. The Omertà also means that one cannot call upon the police even if he/she is a victim of a crime. To do so will undermine the strength, bravery and ruthlessness of not only the person but the mafia as a whole and it shows that that person is a liability. To break the Omertà is punishable by death of the perpetrator and of his/her family.
Membership is open to anyone, given that the prospect mafioso isn’t a relative or have any close links with a policeman and the prospect mafioso has passed the tests stated above. Traditionally, only men can become mafiosi, though in recent times there have been women assuming the responsibilities of imprisoned mafiosi relatives. A mafioso's legitimate occupation, if he has any, generally does not affect his prestige within the mafia and finally, a mafioso isn’t required to resign from his/her current job upon entering the mafia but they must be ready to drop everything and anything when the duties of the Mafia call.
The Stregoni family has been using their innate magic even before the Renaissance, thus this has translated to a complete mastery of what they can do and what they can’t. The Mafia is open to all disciplines of magic but it is imperative that its members have that certain hold over their respective powers as help within the mafia may be rare given its diverse fields in magic, unless of course one of the mafioso also practice that discipline. Demon magic is tolerated, but frowned upon as it is the discipline of the Khlystovs.
The Stregoni follow a certain guide that pushes them towards being good, honorable and respective mafioso. They call this “The Ten Commandments” and these are the following:
[/b] No one can present himself directly to another of our friends or fellow mafioso. There must be a third person to do it. 02. Never look at the wives of friends. 03. Never be seen with cops. 04. Every mafioso should be capable of murder, even if their job in the Mafia does not directly mean murdering people. 05. Always being available for the Mafia is a duty. 06. Appointments must absolutely be respected. 07. Wives must be treated with respect. 08. When asked for any information, the answer must be the truth. 09. Money cannot be appropriated if it belongs to others or to other families. 10. People who can't be part of the Mafia: anyone who has a close relative in the police, anyone with a two-timing relative in the family, anyone who behaves badly and doesn't hold to moral values.[/ul][/blockquote] STRUCTURE Capofamiglia - The head of the family, usually reigning as a dictator, sometimes called the don or “godfather”. The Capofamiglia receives a cut of every operation taken on by every member of his family. Nobody questions the Capofamiglia and to do so results in instant termination (death). This position is currently held by Vincenzo Stregoni. (1/1)
Consigliere - The advisor/s to the family. They are often low profile gangsters that can be trusted. They are used as a mediator of disputes or representatives or aids in meetings with other Families. They often keep the Family looking as legitimate as possible, and are, themselves, legitimate apart from some minor gambling or loan sharking. Often Consiglieres are lawyers or stock brokers, are trusted and have a close friendship or relationship with the Capofamiglia. They usually do not have crew of their own, but still wield great power in the Family. They are also often the liaison between the Capofamiglia and important ‘bought’ figures, such as politicians or Judges.(0/2)
Sotto Capo - The Underboss, usually appointed by the Capofamiglia, is the second in command of the family. The Underboss is in charge of all of the Capos, who is controlled by the Capofamiglia. The Underboss is usually first in line to become Acting Capofamiglia if the Capofamiglia is imprisoned or dies.(0/1)
Caporegime (or Capo) - A Capo (sometimes called a Captain) is in charge of a crew. There are seven crews in the Stregoni mafia, each one consisting of up to ten Soldiers. Capos run their own small family, but must follow the limitations and guidelines created by the Boss, as well as pay him his cut of their profits. Capos are nominated by the Underboss, but typically chosen by the Capofamiglia himself. (0/3)
Uomini D’onore - Literally translated as "Men of honor" and also known as Soldiers. They are members of the family. Soldiers start as Associates that have proven themselves. When the books are open, meaning that there is an open spot in the family, a Capo (or several Capos) may recommend an up-and-coming Associate to be a new member. In the case that there is only one slot and multiple recommendations, the Capofamiglia will decide. The new member usually becomes part of the Capo’s crew that recommended him. (0/5)
Associates - An Associate is not a member of the mafia, and an Associate’s role is more similar to that of an errand boy. They are usually a go-between or sometimes deal in drugs to keep the heat off the actual members. In other cases, an associate might be a corrupt labor union delegate or businessman.(0/5)
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