Our goal is a living FiveM city where players operate the economy, lead public institutions, shape the criminal world, and create stories that become part of Montaro's history.
THE PUBLIC MANDATE
Volunteers protect the framework. Players create the city.
Montaro's systems should create opportunity without deciding every outcome. The people who live here determine which businesses matter, who holds public trust, how the underground changes, and what stories the city remembers.
CITY OPERATING MODEL
Four parts of one living city.
Each part depends on the others. Commerce needs regulation and risk. Government needs residents to serve. The underground needs a public world to influence. Oversight keeps the entire system safe enough to continue.
01Department of Commerce
A player-run economy
Residents should create the city’s jobs, services, supply, wages, ownership, and trade. Volunteer administrators provide stable systems and fair boundaries; players create the market and decide what succeeds.
Businesses hire and serve real residents
Trade and services create connected storylines
Growth comes through in-game decisions
No donation purchases economic advantage
02Public Administration
A player-led government
Public offices and departments are meant to be led by characters. Policy, budgets, appointments, public hearings, investigations, and institutional conflict should all produce roleplay with visible consequences.
Departments are active parts of city life
Public decisions should create public scenes
Authority remains accountable to city law
Office is a responsibility, not a prize
03Organized Crime Framework
A Fachelli-led underground
The Fachelli Family anchors and coordinates Montaro’s established criminal underworld in character. Their position creates continuity, standards, alliances, rivalries, and an understandable point of entry for criminal stories.
Criminal influence is exercised through roleplay
Other crews still create their own identities and choices
Power can be challenged through story and consequence
No in-character title grants out-of-character control
The National Intelligence Agency is both an in-character institution and the name of Montaro's out-of-character administrative system. Those functions are connected by responsibility, but they are never treated as the same kind of authority.
In character: oversight, intelligence, and investigative scenes
Out of character: safety, rules, conduct, and fair review
Administrative decisions are not roleplay victories
Roleplay never excuses harassment
THE PLAYER-DRIVEN LOOP
Every system should create another reason to roleplay.
01
Residents create
A person opens a business, joins an office, forms a crew, plans an event, or brings a useful service into the city.
02
Systems connect
Customers, employees, regulators, law enforcement, rivals, media, and the underground all gain reasons to interact.
03
Choices create consequences
Prices change, reputations grow, laws are tested, alliances shift, and institutions respond through roleplay.
04
The city remembers
Important outcomes become shared lore, giving future residents a living history to inherit and continue.
MONTARO NATIONAL INTELLIGENCE AGENCY
One name. Two clearly separated responsibilities.
NIA scenes may be intense, political, secretive, or adversarial. NIA administration must remain neutral, private, evidence-based, and focused on community safety.
IN CHARACTER · CITY INSTITUTION
NIA roleplay authority
The in-character NIA exists inside Montaro's lore. It may conduct intelligence work, oversee institutional integrity, investigate threats, and participate in scenes under city law.
Produces scenes, evidence, and consequences
Can be questioned, resisted, or challenged in character
Acts through law, lore, and roleplay systems
Does not decide real player discipline
OUT OF CHARACTER · COMMUNITY ADMINISTRATION
NIA safety responsibility
The out-of-character administration handles rules, harassment, consent, player safety, disputes, and appeals. Reviews happen outside the story and are never used to secure an in-character advantage.
Listens privately and reviews available context
Separates a difficult scene from personal misconduct
Uses an uninvolved reviewer whenever practical
Protects people without favoring factions or offices
Explains decisions and the path forward
WHEN A SCENE CROSSES THE LINE
Protect the person first. Review the story fairly.
A safety concern is not an opportunity for either side to win the scene. It is a request to separate what happened in character from what happened between players.
01
Step out when needed
If a player feels unsafe or believes conduct has crossed into harassment, they may leave the scene and use the established community support channels.
02
Preserve the context
Share the clearest available account, clips, messages, or witnesses. Volunteer administrators review behavior and context—not faction status or who was winning.
03
Separate IC from OOC
NIA administration determines whether the matter belongs in city roleplay, requires an out-of-character response, or includes both issues.
04
Return with clarity
Volunteer administrators explain the boundary, resolve any conduct issue, and identify whether the storyline can continue, should change, or must end.
WHAT THIS MODEL PROTECTS
Immersion without confusion.
Player agencyResidents make meaningful choices inside systems they can understand and influence.
Shared opportunityBusinesses, departments, and factions exist to create participation for people beyond their leaders.
Story continuityThe city keeps enough structure for decisions, relationships, and consequences to matter over time.
Human safetyNo storyline, title, faction, or position is more important than the person behind the character.
CONTINUE YOUR STORY HERE
Choose where your character belongs in the system.
Apply for residency and tell us whether you want to build commerce, serve the public, enter the underground, report the city's history, or create something Montaro has not seen yet.