Attention Citizens of Antiford: The following information will be touching on a vague basics of crime in Antiford and, quite possibly, worldwide. This is not an absolute rule set on how they work, but this is to prevent current structures being damaged or made obsolete by new content.
Please Note: It was the consensus of the creators that, at this time, we make this incredibly clear. For Antiford to work in its current state, there can not be an all-powerful crime lord or an all controlling background villain to crime. Antiford is a Steampunk world made up of many different authors and creators all trying to make an impact on the world while writing their own stories for their characters to adventure through and overcome.
For such a world to exist with:
- A Government categorized as a Technocracy
- Secret Societies and Subcultures
- Organized Crime and Crime Lords
- Villains and Heroes
- Secret Police and Spies
- Normal Everyday Life
Then we must all admit the truth that not one of these can be overpowered or all controlling. If one of these aspects became overpowered or mary sue, then the rest would crumble and not exist.
It is for that reason we present to you the idea that no one secret society, crime syndicate, or secret police is all-controlling or all powerful in Antiford, nor shall one ever “rise up” unless a major world event threatens to upend this. This will allow others to join the site and build off this, and thrive without breaking anyone else's’ previously created content.
With that said, if you want to use or build off of someone’s premade content, please be courteous and collaborate with them to benefit both parties and improve the world.
TL;DR: No Moriarty, No League of Doom, No Super-Gotham. Pls don’t break other peoples’ canon.
Organized crime refers to highly centralized operations run by criminal groups who engage in illegal activity motivated by money, political gains and economic extortion. The often additionally act as quasi-law enforcement and local protection. Other organizations, such as governments, police forces, religious groups, and corporations/industries -- while they may conduct illegal activities with or use similar methods as organized criminals-- are not considered a part of organized crime or the underground subculture in general, since their status and power comes as a part of formal social institution.
Gangs that have a central leadership and specific focus may be considered organized. Not all gangs are this way, however other organized crime structures may utilize particular gang members in order to enforce their will on a civilian level. However, gangs are separate entities from the Mob and are often times not specifically linked with higher levels of organized crime.
Most organized gangs are smaller and formed locally, within a particular neighborhood or district within a city. They may engage in forms of racketeering or gambling, etc. and are more likely to use more direct and outwardly violent means of asserting power.
An individual gang’s power typically only extends to the district in which they reside, and thus they are are territorial, willing to fight (and sometimes kill) other gangs who encroach on their territory.
Out of world examples:
Mobs are sophisticated criminal enterprises that are typically run by a central person, family, or small group of people which provide extra-legal protections and their own form of law enforcement.
There is typically one boss which controls a mob and directly under them are advisors and senior members who are entrusted with controlling their own subset of the mob (the specifics of how control is divided differs depending on cultural and geographical elements). Associates -- merchants, policeman or public officials, and other individuals who are involved in mob activity but are not direct members of a mob -- typically have contact only with low-ranking members of the mob, it is very rare for outsiders to have any important contact with the boss.
Mobs often engage in protection and labor racketeering, gambling, loan sharking, prostitution, money laundering, and fraud (counterfeiting and forgery). In Antiford, many mobs also have a hand bootlegging by way of illegal water condensation.
Many mob bosses have ties to individual politicians or civil servants, giving them moderate sway in their local governments (i.e. falsifying permits to keep water condensers, assisting in making a political campaign victorious). These organizations also tend to keep within their city limits or stretch out between one or two close cities, like Argenstrath and Gearford. However, they are not by definition territorial, and usually more than one mob exists harmoniously within a single city.
In World Examples:
- Dun'cahrun (Ryan Holme's syndicate based in Argenstrath)
Out of World Examples:
Lodka is a term generally used to describe any kind of international organized crime network in Antiford, especially those dealing in darker, more serious criminal activities such as black market trade, sex trafficking, forced labor, and drug cartels. They mainly deal with the illegal import or export of materials and people, as well as facilitating illegal travel.
Lodka also involve connecting criminal activity on a global scale. Due to their reliance on travel, they often deal with or partake in piracy, falsifying travel documents, or facilitating illegal activity between different criminal organizations, even across the ocean. Along with more organized piracy, they also have an elaborate and organized smuggling operation in Antiford, especially for water.
Out of world examples:
Piracy & Bandits
Desert/Highway Bandits are crews or groups of individuals who ambush travelers, trains, or even armed caravans to loot them of their goods and scrap parts.
In Antiford, many of these groups get around using Sand Skimmers, Landships, Chanka, Steam Bikes, and other vehicles they can design or steal to outrun their pursuers. They often hide out in secluded camps deep in the badlands.
Naval Pirates are just like Pirates we would know today. Using sailing or sea ships, sometimes even submersible crafts, they ambush ships and airships traveling across the ocean in an attempt to loot their vessels. Some crafts will even sink ships, only to dive down and loot the wreckage afterwards.
In Antiford, these ships are rarely a nuisance due to Antifordian technology and Titania’s superior Navy to the North. Many naval Pirates actually dock in Antiford Ports to rest, refuel, or make repairs. Naval Piracy is much more of an issue to the south and deep in the Ocean around Paorr.
Airship Pirates are the natural cause of the vast popularity of airships in the modern world. Just like the two above, these crews use their maneuverability and ability of flight to ambush and disarm their targets and steal as much supplies and loot as they can. Due to their airships, Airship Pirates can easily travel great distances quickly to attack supply lines or travelers or even small outposts and then disappear into the sky back to their hidden lairs.
In Antiford, many Airship Pirates hide out in Airship Docks or in the Hoganmar Mountain Range and plan attacks on air shipments, trains, and popular travel routes in the desert.
Unorganized crime is basically everything else. We can not possibly categorize each and every type of crime. However, what we did attempt to categorize was forms of crime where multiple people come together and methodically plan out their criminal activities.
Individualized crime like cat burglars, serial killers, and mad scientists must be mentioned. One time jobs like heist teams, assassins, and single minded villains shouldn't need to be categorized either.
We should also mention that even though these are basic guidelines, it's fine that the rules bend for some Pirates, or some Mobs, or an individual. We just wanted them to be outlined as to protect the creativity of those here and those who will join Antiford in the future. We think this setup will help make many stories possible and entertaining for everyone.