The Underworld of Takashima — where ambition has no rules and every shadow hides an opportunity.
Back to FeaturesCrime on Takashima is entirely organic. There are no NPC gangs, no scripted drug runs, no predetermined criminal storylines. Everything — from petty theft on a street corner to a sprawling organized crime empire — is built, operated, and dismantled by real players making real decisions.
Criminal organizations rise and fall based on the choices of those who run them. Alliances are forged in back rooms and broken in alleyways. Betrayals have weight because every relationship was genuine. Reputations are earned over weeks and months of roleplay — not assigned by a dropdown menu.
The underworld of Takashima is a living ecosystem. When one gang falls, the power vacuum attracts new players. When law enforcement cracks down on one operation, the market shifts and new opportunities emerge. The criminal landscape is never static because it is shaped entirely by the people who inhabit it.
The criminal underworld offers many paths. Choose yours — or carve out something entirely new.
These are just examples — there are infinite ways to approach each one, and countless more possibilities when you combine different aspects together.
Start small and work your way up. The streets are where every criminal career begins.
Build a crew, establish a hierarchy, and run operations that span the entire island.
Not all crime happens in the shadows. Some of the most dangerous players wear suits.
Move goods that others cannot. The port is your gateway, and the night is your cover.
Control through fear and leverage. Make them an offer they cannot refuse.
A hidden marketplace thrives beneath the surface of Takashima's legitimate economy.
What does it look like to live on the wrong side of the law on Takashima?
The day starts before most of the island wakes up. You make your rounds through the district — visiting the businesses under your crew's protection. The bakery owner hands over an envelope without a word. The bar on the corner is two days late. You make a mental note. A conversation will need to happen.
You meet your crew in the back room of a noodle shop. Word is that a rival group has been recruiting in the harbor district — your territory. The lieutenant pushes for immediate retaliation, but cooler heads suggest a different approach. Maybe a sit-down first. Maybe a show of strength. The decision shapes the next week of everyone's story.
A neutral meeting on the bridge between territories. The rival gang's leader arrives with two bodyguards. You bring three. The conversation is tense but measured. Both sides know that a war benefits nobody — bad for business, draws attention from the law. An agreement is reached: shared access to the harbor market in exchange for a cut of the distribution profits.
Darkness settles over the port. A shipment is coming in — contraband hidden among legitimate cargo containers. Your crew works quickly and quietly. One person watches the road for patrol cars. Another keeps radio contact with your inside man at the port authority. The crates are loaded into unmarked vehicles and dispersed across three different safe houses before dawn. Tomorrow, the goods hit the black market. Tonight, you disappear into the city.
Every moment described above is emergent — created entirely by players interacting within the sandbox.
Read the complete Crime faction guidelines, escalation rules, and detailed mechanics on the Wiki.
Read the Full Crime Rules on the WikiThe island runs on more than just crime. Discover the other pillars of Takashima society.