Affiliations

The Darewolves MC - Shifters

THE DAREWOLVES MC - a one percenter outlaw motorcycle club. Members are mostly Lycans and Shifters but the MC accepts a few random others in their ranks. They dabble sometimes in offering protection, but their biggest business is running a Lycan fighting ring. They advertise Alpha werewolves as a modified fighting dog breed to lure in thrill-seekers looking for bloodshed, placing bets and rigging fights based on which outcome will put the most cash in their pockets. Today, most fights are predetermined based on the bets that have been placed. The MC also owns "Golden O's" adult movie studio and "Mega Entertainment" escort service located in the same neighborhood as their clubhouse. Despite their reputation, the Darewolves also contribute to the local community by organizing different charity events. Their patched Beta members provide security for the Shifter Omega shelter.

President

The President is the chairman of the club, the face and spokesperson of the MC to the media and authorities. He is responsible for controlling the club and keeping order, as well as handling the MC business. He is the one that organizes meetings and decides who goes where, any action partaken as a Darewolves action must receive his permission. The President may only vote when a plan has been seconded into motion. The President deserves the utmost respect and is the pointman of any riding group.

Vice President

The Vice-President is the Second-in-Command, their word has just as much weight as the President. The VP coordinates all committees and supervises the President’s plans for all club events. The Vice-President is the spokesperson between the President and the Members and Prospects, and as such is responsible for overseeing punishments for infractions. All questions or comments concerning any club business not specifically related to the duties of the other officers should be brought directly the VP. In the absence of the President the VP assumes all responsibilities and duties in their absence. The VP rides just to the left of the President.

Sergeant-At-Arms

The Sergeant-At-Arms is the club’s policeman, responsible for maintaining order within the meetings, enforcing rules amongst members, and pulling patches and executing punishment for exiled members. They can make any member one of the Enforcers, if needed, and is responsible for handling all of the MC's guns. The SAA is the watchdog of the VP and President and is expected to report any real or perceived threats to them, and help them enforce things when needed. The SAA rides behind the President.

Secretary

The Secretary is responsible for making and keeping all club chapter records, including the membership list, the Bylaws, Rules of Order, Standing Rules, records of all decisions, and copies of all correspondence between the club and any outside person or organization, and the minutes. They are also in charge of member’s patches. The Secretary rides behind the Vice-President.

Treasurer

The Treasurer keeps all funds of the club chapter, as well as a record of colors, patches, or reproductions thereof issued to members. They may disburse funds to pay expenses as prescribed in the By Laws and Constitution. The treasurer is responsible for collecting any debts owed to the gang and usually gets the job of checking out business opportunities prior to any decisions being made. The treasurer is usually the person who handles the proceeds of the MC's illegal activity.

Patched members

Patched members are the bulk of the club. Each one of them has done enough time ‘prospecting’ to earn the Darewolves patch, they receive both top and bottom rockers and full membership benefits, (money, access to the clubhouse, the feeling of family).They attend weekly meetings and help run the club through bringing ideas or ‘motions’ to the table for voting.

Runners

Their roles are seldom used but are vital to the club, as they are often charged with hunting lone and dangerous individuals who threaten their livelihood.

Collectors

Information brokers within the mc's area of influence, the collectors are often quiet eyes and ears of the club, maintaining confirmation that order is being kept. They are the first to report any suspicion of rogue shifters, and often are asked to keep eyes on the Syndicate activity as well. The mc values information on them and considers their activity an equal threat and rivalry.

Life Members

There are also Life members, older members that have been with the club for ten years or have stepped down from their offices. They receive a patch that commends them for their service, and are sometimes referred to as a ‘wise one’.

Prospects

‘Prospects’ are initiated into the club, after having two patched members vouch for them. They aren’t full members and have very little rights. They are trying to earn their stripes, so to speak, and it isn’t uncommon for them to do the dirty work other members don’t want too, (cleaning the clubhouse, running errands, cleaning bikes). These individuals have not mastered controlling their transformation, and as such are a liability until mastering it, as they cannot be used in the dog fights and not trusted to keep tabs on their form. They are trained by the Patches, and once they have control, their status is boosted and they are given more privileges within the MC. A prospect must be willing to engage in illegal activities to prove their loyalty, though there is no guarantee the MC will return it until after they have been patched in. The prospect position typically lasts six months (for roleplay, the time is determined between the President RPer and the Prospect Rper.)

Hangarounds

Hangarounds are considered just as much family as members, though they have no say in what goes on. They can be involved in the club’s public activities (such as charities and rides) and be within the clubhouse. Think of them as ‘friends’ of the club, they are sometimes allowed to wear partial patches or other memorabilia and can ask the Darewolves for assistance, though there is no guarantee it will be given.

The Rules

Though they call themselves outlaws, the Darewolves have a strict set of rules and regulations. They aren’t set in stone. The arrival of new officers means the opportunity for rules to change, though the theme of them always remains the same. The MC is, at its heart, a place for people to find a family like them. Loyalty is their greatest law.

1. Loyalty to the club comes first. By respecting the patch and the clubhouse, but most of all, by respecting fellow members. Wearing a patch means more than just a good time, though that is most of it. Give respect, expect respect. Act with disrespect, and expect nothing less in return. Loyalty breeds loyalty and begets family, and to turn on the MC would be to betray themselves. Members are excommunicated and branded as untrustworthy.

2.Respect the club’s strict code of silence. Any member found guilty of divulging club business, policies, or goings on to anyone that is not a member – unless specifically directed by the President- will be severely dealt with and/or stripped of his patch. “What you hear here, what you see here, what you say here, stays here.”

3. In addition to the respect touched upon in the first rule, any member found disregarding the club (stealing from a member or the club, threatening a member or the club, disrespecting a member’s family, not helping a member) will be severely dealt with or stripped of their patch. Basically, be a good and respected outlaw.

4. Do not kill humans. To kill a human is considered greatly taboo, as shifters have no biological need to hunt humans. The punishment for doing so is often hefty, often death.

5. Shifters have little taboo toward turning, and in many cases are expected to turn certain relations in their lives. These must foremost be consensual, providing the shifter has the permission of the person to be turned, and they must be sanctioned by the Darewolves as the newly turned will become a family member. All transformations are to be performed under the supervision of a patched member.

The Pot Stirrers - Witches

The crew of witch bootleggers called the Pot stirrers specializes in the brewing, packaging, and distribution of illegally distilled and enchanted alcohol. Their practice is an echo of the moonshiners who brought bootlegging into the spotlight during the Prohibition Era, though it expands much further than those men could have ever predicted. Still, their legacy is carried on by the use of tunnels and heart pounding deals made under the cover of moonlight. Their wares consist of a wide selection ranging from beers, wines, liquors, to specialty brews crafted to accommodate alcohol-resistant species. Most of these selections are enchanted by varying degrees of magic. All brewing and enchanting happens in the basement underneath their headquarters, making security and exclusivity primary concerns for the members. Only those involved in the bootlegging crew are granted keys to access the basement.

Lieutenant

The Lieutenant oversees the entire operation, coordinates and expands routes, keeps a record of all shipments, and basically acts as the face of the gang. He is generally the one that coordinates the bootleggers’ position. Most inquiries can be directed to him. Though he’s in charge, he isn’t all powerful. He’s mainly there to guide the operation and make sure everything runs smoothly.

Brewmaster

The brewmaster oversees the entirety of the brewing, manufacturing, and enchantment of the alcohol and drugs. They work closely with the Lieutenant to ensure that all shipment deadlines are met in a timely manner and that all the supplies that are needed are stocked. The brewmaster is in charge of keeping track of all the recipes and making sure they don’t fall into the hands of anyone outside of the operation.

Runners

The runners are, like the name suggests, those who carry out the distribution of goods and spend the bulk of their time out on the trade routes ensuring that shipments arrive on time. They are not always accompanied by a higher up and are heavily relied upon to make sure that these deals go off without a hitch. These members don’t settle and they’re advised to do whatever they feel is necessary if a deal starts to go south. Usually the runners go in pairs to help maximize safety and may carry weapons at their own discretion. If needed, the runners will also aid in the manufacturing process by procuring any equipment and ingredients required. Note that the runners are not expected to be involved in every single process that falls under their job description. Most of it is based upon the individual’s skillset and where the need is.

The Rules

The rules of the bootleggers are fairly simple. Secrecy is not up for debate. The punishment for squealing of any kind is severe. Respect is earned through commitment to the cause and actions, not freely given on the basis of a title alone. Each member earns their keep. That being said, the bonds that exist within this gang are built off a trust, strong, and tight-knit just like that of a family. Members are expected to treat each other as such and look after their own. There’s strength in unity. If a higher-up, for any reason at any time, feels that a member is unfit to complete a task, they are subject for removal from duty until evaluated. Each new member goes through a probationary period, during which their loyalty to the cause is determined. During this time, the probationary member will be assigned to any task the leaderships deems fit and will not be allowed access to any of the recipes or the basement unless accompanied by a ranking officer. This period usually last four to six months at the discretion of the gang's leadership. Any member that violates this code of conduct and secrecy is subject to trial and punishment deemed fit by the higher-ups.

The V Syndicate - Vampires

The V Syndicate is the largest, vampire-based gang , that specializes in export of highly addictive drugs (common street drugs laced with Elixir). They've also been known to run an underground ring of human transformation. There are no applications to become a member of the syndicate. They solicit specific vampires for membership, one cannot just choose to join up - you need to be invited. There is an initiation blood ritual in the presence of the high ranking members.

Boss

The leader of the syndicate, this individual is responsible for calling the shots. Usually found issuing orders to the underboss, who then later distributes them accordingly. The boss oversees all business transactions, makes decisions on territory and profit, and has the final say in batch turnings. Disobeying the boss is a capital punishment as far as the syndicate is concerned, and may be punishable by death, mutilation, or worse.

Consigliere

The consigliere operates as an advisor to the boss. While the consigliere has little power themselves, their advice to the boss is considered valuable to the wellbeing of the syndicate, and they are often widely respected among the gang, despite having little authority. This effect is generally widespread, and disrespecting the consigliere risks bringing down the wrath of the boss.

Underboss

The underboss is the second in command in the syndicate, and takes orders only from the boss. It is their job to oversee the smaller transactions, and to ensure that direction and order is given to the capos. They hold the second most power in the gang, and disobeying them is prohibited unless it goes against a direcd or4er from the boss.

Caporegime

The caporegime, or capo, acts as a colonel of sorts, guiding their own faction of soldiers. There are often several capos at once, each with their own regime of soldiers, and they are responsible for taking orders from the underboss and overseeing that action is taken. Often the heads of the dirty work, the capos may take heat for unsatisfactory performance of jobs.

Enforcer

Enforcers are what the syndicate calls in when a job needs to be done. These vampires can vary in age, class and background, but are all sworn to remain loyal to the syndicate. They act as the muscle, keeping tabs on things and using force when necessary. They sit in on trials for vampires that break the syndicate's code of conduct, and are often the ones that are charged with punishing them. In compliance with the syndicate's beliefs, an enforcer can use whatever means they deem necessary to prevent a vampire from breaking the code. Enforcers are on the syndicate's payroll and may be assigned specific locations or territories.

Informant

These are the syndicate's eyes and ears, and often act as a form of espionage for them. They are often accompanied by an enforcer when they appear in public, or have one stationed nearby should they require assistance. Informants report directly to the capos.

Soldier

A general member of the syndicate, a soldier holds almost no power within the gang. They're considered lackeys to a point, a body to be expended, or a means to an end. These are the most plentiful ranking among the syndicate, and they must obey each rank above them, lest they risk punishment.

Associate

Associates are not considered part of the syndicate, but rather are akin to business partners. They need not obey the boss, but may find it in their best interests to do so. Often they are business owners or general individuals who have something to offer, and gain from, the syndicate.

Ambassador

While inherently not antagonistic, the relationship between the V Syndicate and the Darewolves can at times be strained. it is the job of an ambassador to extend a hand to shifters and the mc, and help keep relations between the two running smoothly.

Code of Conduct

When the V Syndicate was founded it brought with it a set of rules sanctioned to help maintain their members in such a way that would allow for it to remain hidden and protected. Under the growing might of human technology, the syndicate was concerned and fearful of being discovered by their human neighbors, and thus agreed upon a list of four rules, often called the CARDINAL LAWS, which are still followed to this day and are as follows:

1. DO NOT EXPOSE
The first and most sacred of the syndicate's rules. To keep silent about the Syndicate around outsiders. You must never betray any of the secrets. Violating this rule will almost always result in true death ( the ultimate destruction) of the violator, although favor may be granted depending on the severity of the violation. To date, there have been no major risks of exposure due to the syndicate's strict adherence to this rule.

2. THINK TWICE BEFORE TURNING
The second rule, this one heavily weighs in on the first. It proposes that victims should be selected based not only on class, but importance to family and likelihood to be reported missing. This rule was enacted as a way to garner less suspicion when selecting victims.Turning has long since been regarded as the more taboo method of reproduction, as an unwillingly turned vampire is quick to cause trouble and must then be dealt with. There was a brief string of mass turnings two decades ago, which resulted in the deaths of four perpetrators, as well as the twenty-five fledglings they had created.

3. DO NO HARM BEYOND WHAT IS NECESSARY
Considered a more arbitrary rule, the third of the cardinal laws is taken by most as a suggestion. It states that a vampire should be careful in hunting, keeping mind to look after their victims and to clean up after themselves, as not to garner unwanted suspicion. This rule has the least severe punishment, and is often regarded by the syndicate on a case-to-case basis.

4. MORAL CONDUCT
Omegas of other species must be treated with respect. Members must never touch the Omega mates of other Syndicate members. On the other hand, bloodbonding and use of blood dolls (mortals who freely let vampires drink from them) is allowed. Members must also vow not to steal; not to kill other vampires unless strictly necessary; not to quarrel with other Syndicate members.

Trial

Vampires thought to have broken any of the four cardinal laws are offered a trial, which composes of three enforcers who must agree or disagree upon guilt or innocence based on a 2/3rds majority. Defendants are allowed to plead their case, and afterwards granted their verdict. Offenders of the first rule are always sentenced to true death, regardless of of the severity of their crime. Offenders of the second rule are mostly sentenced to true death, alongside any fledglings created, although there have been rare occasions where their sentences have been lessened. The third and the fourth cardinal rules, being more lax, the offenders are more often required to serve some sort of job or offer compensation to the syndicate. True death has only been doled out for repeat offenses.