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View Full Version : Please read: Location, Structure and CLans of the Guild!



Kvettch
Feb 15th, 2008, 01:40:08 PM
This hunk of space junk is located in orbit around Nar Shaddaa, and based on one of the old city structures that broke free of the planet.


For a short time this structure was turned into a kind of small recreational orbital spacestation by some enterprising merchants, but soon after the merchants fell into disfavor with the Hutt Kajidics and ended up bankrupted. After they left the place fell into such a state of disrepair that various parts fell off and it had to be evacuated. For centuries no one regarded it as anything but space junk until a member of an adventurous group of pirates - the Black Bloods - was temporarily using it as camouflage to hide in while being chased by a rival gang, and realised its potential. Soon after, the Gang took over the piece of rock and steel girders and "enhanced" the remaining core by stringing up chains of old spacecrafts to it.


The gang's various technicians and slicers worked hard to make it operational - the end result is a complex system of slave engines on the old spacecrafts being controled by one centralised master computer somewhere in the core complex, where droids are constantly monitoring and adjusting the orbit of the entire structure.


To ensure randomness and make it difficult to recognise as anything other than the ball of scrap it has been known as for centuries, the engines were left spaced unevenly apart (although some would say they were just imprecisely configured) which results in a very kooky tilt and rotation pattern. This also acts as a natural defense system for only a skilled pilot could manage to moor his ship at one of the outlying "scrapyard" docks.


IMPORTANT IC UPDATE:

The pirates have been ousted from their lair, their leader having been captured and most of its members thrown into Imperial prisons.

The Station nevertheless remains operative, and is undergoing major restauration processes to render it usable by its current occupant - the Bounty Hunters' Guild.

As such, the station recently hosted the first meeting of the Guild and will be used as its off-planet headquarters. The Guild has representation on Nar Shaddaa itself, to be used as an address for official requests, but its main location will be this station.


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So if you are planning to post on here, please respect the above information. Not everyone might know about this place - contact one of the Guild's members to discuss how your character might have got the location.



***The place is as described above - pictures will follow at some point once we have some decent ones cobbled together. Just think core of concrete and durasteel, and lots of old scrappy ships attached and sticking out in all directions. The core has a small messhall-like cantina, and the barkeep is good for selling all kinds of useful things (including groceries). You're free to attach your ship to any piece of junk you like***

Darven
Mar 28th, 2010, 08:47:38 AM
The Bounty Hunters' Guild is nominally a democracy: it is lead by a Guild Master, and has a Guild Council in which any member has an equal vote - if they chose to attend the meetings. The leader can overrule votes, if he has good reason to, otherwise whatever motion has most votes gets passed. Only the Bounty Hunter's Creed cannot be changed by vote - unless all (existing, not simply present) Guild members call for it. If the Guild Master is unable to attend or lead, for whatever reason, his second-in-command has the right to act in his stead.

The Guild also has various Guild Lieutenants; each of these is dealing with a specialised form of bounty, and Guild members can chose to join these lieutenants if they want. The Lieutenants represent the "group" at Council meetings. The Guild master is under obligation - once such a specialised group comes to exist - to pass suitable bounties on to the lieutenant who will then chose a hunter himself or give the hunters in his group a choice.
The Guild headquarters are not a base for the bountyhunters to dwell in. Each hunter and each house can use the headquarters to hold meetings and stock up on supplies, but otherwise the headquarters are public domain.

Clients wishing to hire a bountyhunter will have to contact the Guild through one of its official channels (mainly the leader and his second-in-command, or the various liaisons). The fees are also channeled through the Guild, but contrary to the old Guild, the Guild retains only a small percentage of the clients' payment, which is used to supply the various houses with their needs.

Darven
Mar 28th, 2010, 08:55:53 AM
The current list of lieutenants (and sub-lieutenants, if existing):

Jedi: Ecks

Military: Darven (Nya)
Military is referring to deserters from military forces.

Exotics: Hugo Montegue

If anyone wants to head some other clan, go ahead and suggest it.

Mace Riko and his family serve as mercenaries, who can be recruited to join a hunt.

Grym Candle / Chir'daki is the Guild's Black Sun representative.