Guild:Steamwheedle Cartel

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Steamwheedle Cartel

Originating from the South Seas, this is the biggest and most successful of the Goblin-run cartels. It is run by a goblin simply known as “Trade Prince Steamwheedle.” Below him are many ranks that make the Cartel Cogs run.

A neutral faction, they largely accept all, try to stop anyone who tampers with their operations, and hates anything that puts a dent in their customer base. (ex. The Scourge) To join The Cartel is almost always an act of last resort for one reason or another, but it isn't easy, and climbing the ladder makes it harder to leave. Maybe it's because you're suddenly a big liability, or maybe it's because you're addicted to the profit. Or the social freedoms. Or maybe because returning to the old life just isn't an option. A life of luxury and neutrality is to be had in the long-run, but at what cost?

The Big Two find members of the Cartel to be anywhere from insane, opportune, crafty, sharp, a necessary evil, the gun in the back of the closet, to cruel, soulless, materialistic, superficial, traitor to their ex-faction (though this can depend what they do for a living), and complete sellouts.

Ranks of the Trade Coalition

  • Trade prince– This is the highest rank. The trade prince(ss) runs the Cartel.
  • Mogul – The mogul is the “hand” of the Prince, and the Prince has lots of hands. They run corporations, dole out orders, etc.
  • Baron – The law of the lands of the Trade Princes
  • Slaver – A “secret” Rank. It could be a Worker or even a Captain incognito when out and about marketing to those outside of Cartel life, especially people of the Big Two. This high-ranking official does the dirtiest, yet most profitable, of Cartel work – Either selling slaves, or working their own personal lot of them and profiting from their labor. To be able to maintain any aspect of this rank reflects strongly, in a positive way (to the Cartel) on your management skills, physical and mental strength, discipline, and finances.
  • Captain – Could be a manager, director, ect. They work under Barons and/or Moguls. Wealthy, with some power.
  • Admiral – Same as above, just a lesser rank, or even a high-ranking independent. Wealthy, with a bit of power.
  • Traders and Merchants – They buy, sell, and trade. The wealth starts here. Not much power, unless they hold the Captain or Admiral titles. But still, the more money they have, the more power they can get.
  • Civillian and Worker – Common blue and white collar workers that keep things moving. Unlike the above groups, they are not usually wealthy. Comfortable, but no disposable income. They may be starting the climb up the ladder, people seeking fresh opportunity, new to the Cartel, or have been stuck/are content at that class. This is the class that has the least drama and intrigue in their lives and are least likely to have major enemies inside of the Cartel.
  • Slaves – Tricked, captured, or indentured servants who are forced to do the undesirable tasks of The Cartel.

Remember; the higher your rank, the more shadier your life becomes…

These are not literal guild ranks; players can adopt them freely for character role purposes. Mogul may be restricted to certain CotH ranks.

Trade Prince is off limits to all.


Working With Us

To join the Cartel is a huge change. While you can return to your former faction, providing you didn't climb too high up the ladder and just don't want to leave or “do some things,” whatever business you did in the Cartel may hurt you in the end. If you simply sold basic wares, you're okay. If you sell illegal magic items, heavy weapons to both sides of the Big Two, or slavered, someone may pursue you after your protection is lifted.


The Prince

The higher you rise, the crazier it gets. The real moneymakers in the Cartel are the ones who deal with things that are either

  • Illegal in the rest of the world, or
  • No one wants to touch due to morality issues.

There is a reason why the Trade Princes stay in fortress-like palaces under a volcano and hardly leave the islands unless incognito; All groups, including SC, have committed acts that may lead the princes to persecution by SOME outside party.

You vs. The Big Two

Despite getting our hands dirty, the Cartel values keeping up a good relationship with both sides. How? By not picking a side during a dispute, and helping them in the most apolitical and profitable way possible. This means a Cartel member cannot act as a double agent when on business. Example: If you are a Cartel Human in Stormwind, The matters of Stormwind humans do not matter to you. It's best to stay out of disputes. Also, do not tell your Horde client about what you heard/saw, say, Ironforge Guards doing. Be ready to politely decline any conflict-related talk from a Big Two customer.

Please note that feelings regarding the Cartel are not the same with all governments within either faction. Most Tauren find our ways strange; most Night Elves hate us and often associate us with Venture. They will almost, if not completely, disown their own who join us, and Draenei want to preach to us.


A Member's Duties

  • DO NOT AID THE SCOURGE. Fight them.
  • Do not hesitate to market, make, and trade goods with either of the Big Two. Do not question the Big Two's reason for such purchases. This includes, but is not limited to: heavy arms and WMDs, robotics, prosthetic enhancements, general goods and materials, goods and technology banned in Big Two lands, living commodities. Do not share information between the Big Two regarding either side. Granted, if you're a Cartel Orc trying to establish business with a Stormwind Human, don't expect miracles during these rocky times.
  • Do not go out of your way plant seeds of peace nor turmoil within the Big Two.
  • Remember: Business First, and, when in doubt, ask What Would Janeiro Do?
  • Meet up and discuss ways to market to the Big Two. We will schedule meetings to discuss new ideas and talk about good business behavior.
  • Visit only cities that your race is allowed to enter. If you are in what would be deemed “enemy area,“ have been granted clearance, be sure to wear your insignia. Try not to overstay your welcome, and hide yourself if you can. Be clear that you are there for business, and be smart; even to visit a friend is risky right now. We can't provide sanctuary for Sin'Dorei who go to Darnassus, and Kal'Dorei who visit Silvermoon, for example.
  • DO NOT favor a faction over another. Getting business from one more than another is uncontrollable, but outright refusing to aid one group while helping the other may be grounds for banishment.
  • You can, however, reject to involve yourself with a race you don't feel comfortable with. But, please do take tolerance classes to overcome this.
  • DO NOT sell information to each side for the same reasons as above.
  • If you find yourself unable to remain neutral or productive within The Cartel, please contact Hiero to arrange a proper and safe dismissal. DO NOT, by any means, abandon without notice.

Violations

Just because you are Cartel doesn't mean you're free from laws and trust. In exchange for our protections, our wealth, our prostitutes, and our opportunities, you must be a productive citizen, pay your taxes, and follow the rules and laws the Barons work hard to enforce. The Cartel generally favors outright punishments over jail time, though you may be held for a period of time depending on how long the punishment queue is and if a trial is necessary. The reason for this is so you can be sent back to work. (or find a new job)

  • Crimes such as minor theft, public disruption- especially those stemming from a dispute regarding the Big Two, and other small things may result in fines or public beatings.
  • Crimes such as grand theft from The Cartel, threatening Barons, Moguls, or The Trade Prince, using The Cartel to abuse your neutrality, selling information to the Big Two regarding either The Cartel, Horde, or Alliance, desertion/abandonment – leaving the Cartel without clearance, aiding those who are against The Cartel may result in things such as minor dismemberment, torture, public humiliation, forceful extraction of funds, removal of rank, enslavement, or even banishment.
  • Crimes such as purposeful mass destruction of Cartel property, terrorism, double agenting, murder of citizens/customers will result in all of the following; public humiliation, torture (that may or may not result in death), followed by an execution.

The Small Details (OOC info and guidelines)

This guild acts as a faction tag for people in The Steamwheedle Cartel.

Please don't use your Cartel status for careless, abusive purposes. (i.e. Using bruisers as hitmen) (Yeah, please do not do that. It got someone's character deleted. )

Right now, characters with a history in the SC are being considered over total newcomers who're merely looking for work. (Newcomers aren't discouraged from applying) The reason for this is because of the brewing war between Stormwind's king and his threat on the Horde. Newcomers, while welcome, may be seen as people trying to escape the growing tension. Political asylum seekers are being considered with great scrutiny (but are still allowed to apply).

Characters new to the Cartel: They are required to write a letter (or come in person, if unable to write) to Representative Hiero. (You can send the letter three ways: PM to me (Preferred; make sure the letter is IC) or meet him in person if illiterate-PM to schedule a meeting. Do not send me an in game mail as they don't allow enough room for a proper letter.) He will respond with his decision. Your goal is to have the character explain why they are wanting to become a part of the Cartel, be it for opportunity or protection.

Characters already in the Cartel: Just have this stated in their profile with an explanation as to why they're already in it and a good writeup on their personality. Personality and alignment are most important.

Recommended Alignments: All chaotic, neutral evil, lawful evil. True neutral can be okay, but you will either turn out to be a huge liability or a huge asset. We don't care, really. Why not Neutral Good, and Lawful Neutral and Good? Lawful Neutral may get a pass because clear-headed law abiders are welcome, but characters who are either Neutral Good or Lawful Good will have issues with the fact that most Cartel members will pass up profit for morality, unless it interferes with their own customer base. Note that we accept all alignments; some just work out better in the Cartel than others

You are also welcome to make your own guild separate from the group that is part of Steamwheedle Cartel (B.O.O.M, some original thing, etc.), or an affiliate group (Blackwater Raiders, some other original thing, etc.) but please try to keep close to the lore in general mannerisms.

While we do not have an exact "base of operations," until more people are leveled and boats are less screwy, we will be most active in Booty Bay. Everyone is free to RP with us. We guarantee a "unique" experience. Guild Chat: /g - OOC talk /o - IC talk (translations, announcements, radio transmissions, etc.)

Guild Ranks: Guild ranks are (mostly) vanity, but please edit your guild notes to reflect whatever it is your character does.

Affiliate Program

This is good for characters who want to do business on Cartel property or with it's members. They don't have to enlist in the Cartel, but they don't get all the same perks, either.

This is an interesting affiliation that could send your character on the most messed up ride ever. If you're interested, apply with Hiero / TwilightDisciple over PM.

Reference Links

AND of course:


Main Contacts (That have Invite Access)

Affiliate Guilds

These are guilds that represent groups or companies within the Steamwheedle Cartel:

  • The Corsairs
  • Cartel EMT

Please PM TwilightDisciple or Touchseed if your guild is part of the Steamwheedle Cartel to be listed here.