Organized Crime on Callax

## Overview

Seen by some Zeds as a way to face and even overcome the restraints of the Stratum, organized crime has a long and storied history on Callax, and is deeply intertwined with the class system. In a twist on the typical order of things, Laxes and Ghals are barred from participating in any leadership roles in crime families.

There have been claims made by some that the Tarnish governments—and the Calla Family in particular—are complicit in allowing organized crime to survive and even thrive on Callax as there is a symbiotic relationship in their shared interest in maintaining the Stratum. The Stratum is the foundation the government is built on, with Ghals serving in all the top leadership positions, but on the other hand dissatisfaction with the Stratum is also the foundation of Zed perception of organized crime as a way to deal with and even overcome some grievances caused by the system.

Despite the fact that some activists and writers have called attention to this, most Tarnish people don't want to believe this is a real issue and have faith that the government opposed and actively attempts to prosecute organized crime figures. Certainly there have been arrests and incarcerations in the past, but some wonder if these actions are carried out with the permission of crime bosses.

## Drugs

Drug addiction, production, and smuggling are major issues on Callax, and especially in Tarn. Many drugs are produced in the somewhat impoverished country of Qarnath and then smuggled north into the wealthier markets in Norvia and New Bray'ed, where demand remains high. In terms of gross revenue, Norvia is the largest drug market on the planet. Vesma and Kara are the two most popular elicit substances on Callax. Some cultural activists have suggested the use of drugs, especially Kara, is allowed or even propagated by the government in order to keep Zeds more easily controlled.

### Vesma

Vesma, a drug derived from the flowering vines of the Vespyra plant native to the Rayz deserts, has held significant cultural importance among the Sunrunners for thousands of years. Used in extremely low doses during certain rituals and as pain medication, Vesma consumption is considered respectful to the animist essence of the plant, which is thought to "want" to help people without causing suffering. Many Sunrunners today are disgusted by the widespread abuse and appropriation of Vesma by non-Sunrunners, which is sometimes accompanied by traditional Sunrunner decorations. Harvested and processed into a sweet-tasting substance, Vesma induces feelings of euphoria, relaxation, and heightened sensory perception, while excessive consumption can lead to impaired judgment, kidney issues, and temporary memory lapses. It can be consumed as an herbal infusion or in a concentrated liquid form, either by placing a few drops under the tongue or adding it to food or drink. Even Sunrunners who engage in some forms of substance abuse tend to avoid the abuse of Vesma because of strong cultural taboos surround that practice.

### Kara

Kara, or Karamada Silfile, is a synthetically engineered drug with roots in the ancient Callaxian practice of ritual Kardra exposure. The Kardra mineral, found deep in Callaxian mines, was used in conjunction with readings of passages from the Angelic Verses to "see" the angels that were said to have visited Callax millennia ago. Kara is a refined and highly addictive form of Kardra, inducing intense hallucinations, feelings of extreme euphoria, and a sense of detachment from the physical world. Over time, users—especially Zeds—become dependent on Kara for emotional stability and escape from the harsh realities of life in the Stratum. Kara is typically ingested as a fine powder that can be snorted, smoked, dissolved in liquid and consumed orally, or injected directly into the bloodstream as a solution for faster and more intense effects. Known by its street name, "Angel," Kara continues to be a pervasive and dangerous presence in Callaxian society, impacting the lives of countless individuals, most of whom are Zeds.

## Tarn

The organized crime situation on Tarn is complex and deeply entrenched in the social fabric of the continent. The most powerful crime syndicate on Tarn is the Manni Family, a dominant and influential organization that has carved out a significant territory within the continent. The Manni family are Zeds. While their power is mostly concentrated in Norvia and New Bray'ed, their reach has extended to Qarnath, which has been transformed from a stable, culturally rich country into a hub of drug production and smuggling cartels over the last eighty years.

Led by the formidable female Callaxian crime boss, Vil'mi Manni, the Manni Family has established itself as a force to be reckoned with. A common nickname for Vil'mi is "the Queenpin." Vil'mi has delegated the day-to-day operations in Qarnath to her level-headed, ruthless, and reliable grandson, Tormul Manni, who lives like a king there. Accusations have been made that the Manni Family has made deals with the Calla Monarchy and with leaders in Norvia and Qarnath to operate in Qarnath with impunity in exchange for limited violence and control in Norvia and New Bray'ed, but this has not been definitely proven.

Although Qarnath is now home to the mass production of drugs that flood the rest of the continent, particularly Norvia and New Bray'ed, the Qarnite people have not totally relinquished their cultural identity. However, their northern neighbors often view Qarnath as a dangerous and lawless place, home to a dangerous and lawless people, dismissing its rich cultural history. This prejudice is beneficial for the governments of Norvia and New Bray'ed, and some claim they use Qarnath's perceived lawlessness as a distraction from their own issues.

The Manni family, often referred to by their nickname "The Sea Serpents," or just "The Serpents," derives its moniker from the Argony Sea, a vast body of water central to Tarn. The Manni family is said to control all illegal smuggling on thar sea, leading from the New Bray'ed ports to the many densely-populated cities that exist along its coasts, mostly in the country of Parinar.

Vil'mi Manni has proven to be a shrewd and calculating leader. Under her guidance, the family has expanded its criminal activities and influence while maintaining a delicate balance with other crime families on Tarn. They are involved in various illicit enterprises, such as drug trafficking, arms smuggling, extortion, human trafficking, and illegal gambling, as well as more "sophisticated" crimes like money laundering, fraud, and cybercrime.

Despite being the dominant crime family on Tarn, the Manni Family must contend with other criminal organizations that operate on the continent. Vil'mi Manni is known for her ability to navigate these rivalries and maintain the family's position at the top of the criminal hierarchy.

## Kemper

In Kemper, organized crime has had to adapt to the unique social and political landscape. The Lazzi Family, the primary crime syndicate operating in Kemper, has learned to navigate the relatively low-corruption government and the Kemperian society's values of equality and progressiveness.

One key aspect of the Lazzi Family's operations is their ability to blend in and operate covertly within Kemper's more open and inclusive society. Instead of relying solely on overt displays of power or control, the Lazzi Family often engages in more subtle forms of manipulation and influence. They are known to exploit legal gray areas, taking advantage of the complex web of laws and regulations that accompany Kemper's more progressive stance.

Additionally, the Lazzi Family has diversified its criminal activities, focusing on enterprises that are less likely to draw attention from the authorities or the general public. These may include white-collar crimes, such as embezzlement, fraud, or cybercrime, as well as more clandestine operations like smuggling, illegal gambling, or the black market trade of various goods.

Another factor in the Lazzi Family's survival is their ability to maintain a veneer of legitimacy. They often invest in legitimate businesses, using them as fronts for their criminal activities or as a means to launder their illicit profits. By maintaining a public image of respectability and contributing to Kemper's economy, the Lazzi Family can deflect suspicion and avoid scrutiny from the government and society at large.

Furthermore, the Lazzi Family has developed a network of informants and collaborators within Kemper's society, which allows them to stay informed about potential threats and law enforcement activities. They may also use their wealth and influence to secure the loyalty of individuals in key positions, such as law enforcement, the judiciary, or local government, who can either turn a blind eye to their activities or actively protect their interests.

That said, there can be no doubt the Lazzi family has much less influence and produces reduced profits compared to their counterparts in Tarn and Rayz. And especially in the country of Ildaria, the Lazzi family doesn't have much of a foothold at all.

## Rayz

The Caddi family is the primary organized crime syndicate on Rayz, having established a strong presence there over the past two centuries. Their Tarnish ancestry and ties to New Bray'ed have allowed them to maintain their power and influence despite being on a different continent.

One unique aspect of the Caddi family's operations on Rayz is their interplay with the local Sunrunner population. While Sunrunners typically practice a philosophy of interconnectedness and respect for all beings, disaffected Sunrunner youth in the Oasis region have been known to get involved with the Caddi family's criminal activities, often joining up as button-people in the hopes of climbing the ranks someday.

This is seen by many Sunrunners as a tragic betrayal of their beliefs, and has led to high tensions between the Caddi family and the greater Sunrunner community. However, the allure of money and power offered by the Caddi family has proven too strong for some Sunrunner youth, who are attracted to the family's wealth and influence. For some, there is an attitude of "If the government is going to persecute us just for being Sunrunners, why shouldn't we fight back by participating in crime?"

The island of Tikka, off the southern coast of Rayz, has in particular become a hub of income and activity for the Caddi family, who use it as their base of operations. Sometimes called "Pleasure Island", Tikka is home to a thriving scene of gambling, prostitution, and drug use in addition to housing theme parks and other attractions.

The Caddi family's monopoly on organized crime on Rayz has also allowed them to exert a significant amount of control over the region's economy and political landscape.