The Great Khans

Overview
Displaced by the acts of the New California Republic in quelling them, the Great Khans were once one of the most fearsome raider gangs in all of the Mojave. Whilst the majority of the Khans reside in Red Rock after the massacre, a small group have made their way to Yuma to carve out a piece of the land for their gang and make their presence known. The 'Yuma Khans' is what they call themselves, having taken initiative to take charge and strive for a return to their roots -- to the warrior culture of days past. The Yuma Khans aim to return to the ways of raiding for supplies and even more profit out of plundered goods, whilst maintaining their reputation as the wasteland's greatest pushers.

As such, the Yuma Khans are both feared and villainized in the region, making an enemy of various factions when it suits their purposes. Namely the New California Republic, whom they still hold the greatest infamy with. The gang has found themselves aligned with other forces despite their disreputable ways; outlaws of the region, as well as the various crime syndicates that take seed in neighboring places of the town.

The current leaders of the Yuma Khans have taken great care in shedding the perception of their old ways. No longer are they slavers, pimps, or mere pushers. They seek to return to their former glory, and most importantly to seek reclamation of the fear that once found them so respected by their rivals.

What Does It Mean to be a Khan?
OOC Note : This does not give you a free pass to hunt down NCR or other enemies of the Khans without proper reason and escalation. But this also means that we expect you to treat your enemies appropriately and not seek immediate friendships with rival factions.

When you choose to play a Khan, you are creating a member of a gang. One of the oldest and most established gangs in the region, who hail from generations upon generations of raider tribes assimilated under one banner. Through all of the hardships they have faced, dwindling numbers, and a call to return to form, the Khans rely on but one thing; themselves. They are a very insular, tight-knitted group. They are loyal to very little else besides their own clan, whom they consider to be their family. You would be hard-pressed to find a Khan so willing to turn against their own, unless ample reason has been given.

If you are planning to play a Great Khan, keep these facts in mind. You are not beholden to stay inside of the camp, but we expect you to create a bond with your fellow gang members and spend time with them. Find your own place inside of the clan and make the base your home. Seek friendships with outsiders when it benefits you, and keep your enemies at arms length. Whether you are a chemist, a brawler, an enforcer, a dealer, a scout, or otherwise - each Khan holds a great and equal importance within the ranks.

Khan Rules
These rules are posted by the front door of the camp, and seen by everyone coming and going.


 * No personal connections with our enemies. Business only if any, out in the open and agreed upon by all of us.
 * Should a Khan feel that another Khan has done wrong, the punishment for the wrongdoer may not be dished out by a single Khan, but all Khans. This means, that a single Khan should not kill his own, no matter how awful the action of the wrongdoer.
 * If there's an issue between Khans, keep it between Khans.
 * If two Khans want to fight it out, they can. But it can't end in lethality, or both will be sent away from the camp to cool down for a day, in separate locations.
 * No raping, pimping, or slaving. If you don't like it, take your ass back to Red Rock and send Papa our regards. Punishment will be dished out -- and should the accused run from their punishment, they will be kicked out without further notice.

~ Rules still in progress, subject to alteration or additions. Forward any suggestions to Frostbite. ~