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I'm probably going to have Tir meeting someone to turn in a bounty. That person could be pretty much anywhere.
Say, where is that Tiss'shar DJ right now?
I now need to decide where to come into the RP.
Name – Tir-Nem--Saral
Species – Tiss’shar
Gender - Female
Age - 30
Occupation – Independent Bounty Hunter/Mercenary

Appearance

Tir possesses light green scales with black bands across her back, and a muscular build. Her left forearm has been replaced with a mechanical substitute with similar anatomy to the original. Although, it does not possess synthflesh and is instead covered in simple black plating to protect its inner workings.

Apparel – Like most Tiss’shar, Tir typically wears only a simple tool belt with various pouches and a holster around her waist, along with a bandolier, depending on what is needed.

Weapons – Tir carries one standard DD6 blaster pistol, a vibroblade (which is kept sheathed on her bandolier), and a small knife, which can be stored inside a hidden pocket in one of her pouches.

Equipment – A credit chip, datapad, and small, assorted parts which can be used for simple repairs. Her prosthetic forearm is more durable than normal, but does not provide a strength advantage over her natural body.

Skills

  • Tir’s greatest combat skills are in melee and unarmed fighting. Her natural strength and agility lend themselves to close quarters encounters, and she has heightened reaction times which she attributes to her alacrity implant.
  • Tir is certainly not a bad shot with her blaster, but is not specialized in ranged combat.
  • She possesses limited repair skills pertaining to her equipment, such as her mechanical arm and her weapons.
  • Tir is capable of speaking Basic, Huttese, and the Tiss’shar language.




Flaws – Other than minor repair abilities, Tir does not possess many practical non-combat skills.
Contrary to most bounty hunters, Tir not only dislikes seeing the suffering of others, but is willing to go out of her way to help them. While noble, this can cause her problems in the harsh criminal underworld of level 3030. She will do what she can to help the innocent, often at her own expense, but the sheer number of people in need around her is draining both physically and financially.

Personality – Tir is not a person without some vices. She drinks, gambles, and engages in other petty distractions, and of course, her career does involve killing from time to time. However, she does have strong altruistic tendencies. She is charitable to others, and more than willing to socialize. However, she is generally openly hostile to those with speciesist tendencies.

Goals - Tir seeks to lessen the suffering of those around her in whatever capacity she can, and since many of the organizations around her are corrupt, she often works independently. As well, she has taken a particular stance against the Pure Hand, and many of the bounties she accepts target their members. Overall, she seeks to be a force of justice in the unjust world around her.

Backstory – Tir-Nem-Saral was raised on Coruscant, though she never had a strong relationship with her parents. They had little to do with her as a hatchling, and through her teenage years, much of her learning was mostly independent. However, she did have friends, and a mentor named Aroya. She was a Twi’lek, also from Coruscant, who was a kind and generous, if idealistic soul. It was from her that taught Tir most of what she knows of fighting, and how to survive in the less civilized parts of the galaxy.

While not a member of the Republic’s military in any form, both Aroya and Tir aided the Republic during the clone wars. Mostly, they worked running supplies to the places that desperately needed them. It was during one of these supply runs that she lost her hand, and part of her forearm. It happened as a result of an ambush by pirates, who had been allowed to grow in numbers and strength as a result of the war. It took her time to come to terms with the injury, but luckily, she was in a position to be able to get a mechanical replacement. The now-useless remainder of her forearm was amputated, then replaced with a mechanical limb that replicated the design and functionality of the original. Regardless, their supply runs during the war did eventually come to an end and, although they remained friends, Tir and Aroya went their separate ways.

After the end of the war, Tir settled down in Coruscant’s underworld. Pro-human sentiment was on the steady rise in the fledgling Empire, so she was more comfortable being away from their influence. With her combat skills, she naturally settled into a career using that martial prowess. At first, she tried her hand at being a bodyguard to support herself, but found that many of the clients she was meant to be protecting were too unsavory for her liking. As a result, she began favoring work which allowed her to operate at least mostly independently.

Since Tir was not a person who could accept the suffering around her, let alone actually aid it, it took time for her to get a feel for what kind of work she could be comfortable in accepting. Eventually, she found that bounty hunting could be an acceptable career. Although there was no real organized government in level 3030, the rivalries between the various gangs and larger criminal syndicates meant that they often placed bounties on troublesome members of opposing organizations. These were bounties that Tir usually had no moral objection to claiming, and in the process, could allow her to give some justice to the victims that her targets had wronged. In particular, she has a distaste for the Pure Hand for the suffering they have caused the area’s non-human population. Since they would consider her an enemy simply by virtue of her species, she is often among the first to accept bounties against their members.

As a bounty hunter, Tir has been able to both earn the credits to support herself, and eliminate individuals who cause suffering to the more innocent locals. However, she has many times also been forced to do nothing about injustice because it was out of her capability to change. Since most criminal organizations view bounty hunters simply as tools, or guns for hire, she has not made herself a target of those syndicates, other than the Pure Hand. However, if she were to expand her work to become more of a vigilante, she would not be able to continue her work for long.
Name – Tir-Nem--Saral
Species – Tiss’shar
Gender - Female
Age - 30
Occupation – Independent Bounty Hunter/Mercenary

Appearance

Tir possesses light green scales with black bands across her back, and a muscular build. Her left forearm has been replaced with a mechanical substitute with similar anatomy to the original. Although, it does not possess synthflesh and is instead covered in simple black plating to protect its inner workings.

Apparel – Like most Tiss’shar, Tir typically wears only a simple tool belt with various pouches and a holster around her waist, along with a bandolier, depending on what is needed.

Weapons – Tir carries one standard DD6 blaster pistol, a vibroblade (which is kept sheathed on her bandolier), and a small knife, which can be stored inside a hidden pocket in one of her pouches.

Equipment – A credit chip, datapad, and small, assorted parts which can be used for simple repairs. Her prosthetic forearm is more durable than normal, but does not provide a strength advantage over her natural body.

Skills
  • Tir’s greatest combat skills are in melee and unarmed fighting. Her natural strength and agility lend themselves to close quarters encounters, and she has heightened reaction times which she attributes to her alacrity implant.
  • Tir is certainly not a bad shot with her blaster, but is not specialized in ranged combat.
  • She possesses limited repair skills pertaining to her equipment, such as her mechanical arm and her weapons.
  • Tir is capable of speaking Basic, Huttese, and the Tiss’shar language.




Flaws – Other than minor repair abilities, Tir does not possess many practical non-combat skills.
Contrary to most bounty hunters, Tir not only dislikes seeing the suffering of others, but is willing to go out of her way to help them. While noble, this can cause her problems in the harsh criminal underworld of level 3030. She will do what she can to help the innocent, often at her own expense, but the sheer number of people in need around her is draining both physically and financially.

Personality – Tir is not a person without some vices. She drinks, gambles, and engages in other petty distractions, and of course, her career does involve killing from time to time. However, she does have strong altruistic tendencies. She is charitable to others, and more than willing to socialize. However, she is generally openly hostile to those with speciesist tendencies.

Goals - Tir seeks to lessen the suffering of those around her in whatever capacity she can, and since many of the organizations around her are corrupt, she often works independently. As well, she has taken a particular stance against the Pure Hand, and many of the bounties she accepts target their members. Overall, she seeks to be a force of justice in the unjust world around her.

Backstory – Tir-Nem-Saral was raised on Coruscant, though she never had a strong relationship with her parents. They had little to do with her as a hatchling, and through her teenage years, much of her learning was mostly independent. However, she did have friends, and a mentor named Aroya. She was a Twi’lek, also from Coruscant, who was a kind and generous, if idealistic soul. It was from her that taught Tir most of what she knows of fighting, and how to survive in the less civilized parts of the galaxy.

While not a member of the Republic’s military in any form, both Aroya and Tir aided the Republic during the clone wars. Mostly, they worked running supplies to the places that desperately needed them. It was during one of these supply runs that she lost her hand, and part of her forearm. It happened as a result of an ambush by pirates, who had been allowed to grow in numbers and strength as a result of the war. It took her time to come to terms with the injury, but luckily, she was in a position to be able to get a mechanical replacement. The now-useless remainder of her forearm was amputated, then replaced with a mechanical limb that replicated the design and functionality of the original. Regardless, their supply runs during the war did eventually come to an end and, although they remained friends, Tir and Aroya went their separate ways.

After the end of the war, Tir settled down in Coruscant’s underworld. Pro-human sentiment was on the steady rise in the fledgling Empire, so she was more comfortable being away from their influence. With her combat skills, she naturally settled into a career using that martial prowess. At first, she tried her hand at being a bodyguard to support herself, but found that many of the clients she was meant to be protecting were too unsavory for her liking. As a result, she began favoring work which allowed her to operate at least mostly independently.

Since Tir was not a person who could accept the suffering around her, let alone actually aid it, it took time for her to get a feel for what kind of work she could be comfortable in accepting. Eventually, she found that bounty hunting could be an acceptable career. Although there was no real organized government in level 3030, the rivalries between the various gangs and larger criminal syndicates meant that they often placed bounties on troublesome members of opposing organizations. These were bounties that Tir usually had no moral objection to claiming, and in the process, could allow her to give some justice to the victims that her targets had wronged. In particular, she has a distaste for the Pure Hand for the suffering they have caused the area’s non-human population. Since they would consider her an enemy simply by virtue of her species, she is often among the first to accept bounties against their members.

As a bounty hunter, Tir has been able to both earn the credits to support herself, and eliminate individuals who cause suffering to the more innocent locals. However, she has many times also been forced to do nothing about injustice because it was out of her capability to change. Since most criminal organizations view bounty hunters simply as tools, or guns for hire, she has not made herself a target of those syndicates, other than the Pure Hand. However, if she were to expand her work to become more of a vigilante, she would not be able to continue her work for long.
Orub gave a slight, dismissive wave. "Yeah, yeah, I've got the ships. I hear Colors here managed to get his ships confiscated. He's good at that. Losin' ships. Bit of a patter with him, it is."

While he had been noticeably nervous outside, Colors actually appeared comfortable at the moment. He leaned back in his chair, relaxed, and met Orub's jab at his abilities with a laugh. "Ah, well, it's a particular talent. Really, it takes a talented smuggler to make whole ships disappear."

"Yeah." Orub began with an amused grunt, turning to Gallus before he continued. "You know what we used to say about Colors here? He's the absolute best, most skilled Argonian smuggler with full colorblindness in all of Senchal. And that's completely true. Ain't no one whose exactly like him."

After another hardy laugh, Orub leaned back in his chair and shifted quite suddenly to a more serious expression. "Anyway, about these cattle. Now, I hear you've got Senche with them. Just ignoring how mad you have to be to try to keep one of those under control, just transporting those things is gonna be a problem. We have cages we can put on the top decks, but there aren't any chains that we have that can hold them back for long. I don't want any of my crew losin' an arm 'cause they wandered too close to the big cats' cages."

Meesei spoke up clearly and politely. "I have checked, double-checked, and triple-checked all of the enchantments on their collars. It pacifies their mind, and if need be, I can drain their energy as well. So far, there has not been a trace of resistance from our larger stock. Our buyer believes he has a way to keep them under control, but we will be paid regardless of his success or failure."

"Right, well you'd better be confident in that magic stuff. Any one of my crew gets hurt, and I will get my...compensation." Orub warned. "Now, before we talk price, there's a few rules you've got to know. Your people will be guests on my ships; they'll be treated like guests, and will act like guests. All your cargo will be searched, and any weapon's you've got bigger than a dinner knife will be locked up as long as we're at sea. Understood?"

---

Ma'tanza lifted up the shackles in her hands and stared down at them worriedly. "Ma'tanza...knows she shouldn't be afraid. These bindings aren't nearly enough to hold any of us. If something goes wrong, we can get out of them at any point, but..."

Pausing a moment, Ma'tanza looked down nervously towards her feet. "It's just...being bound, chained up as slaves. It's something this one was told about as a cub. Back when the Dunmer used to come to our lands and steal people away from their families, never to be seen again. It's terrifying. We're supposed to be vigilant to never let it happen again. Weren't you told about slavery as a cub?"
Meesei nodded confidently. Unlike the others, her clothes were distinctively mage robes, which she had gone through the effort to make look dirty and worn. "Yes, I am the mage who placed the pacifying enchantments on the Senches' bindings, and..." She began before letting out an annoyed sigh. "...Colors' current mate. Truly that just had to be what you told the last representative we met?" She said, holding back a glare.

Colors clasped his hands together and looked to Meesei apologetically. "I'm...sorry. It was just the first thing that came to my mind."

"Well, in all fairness, I do not doubt that is a true statement. Now, I suppose we should begin." Meesei continued. She was about to start leading the way out of habit, but stopped short to allow Colors to lead the way.

Inside, a lookout in the main room of the inn spotted Colors as soon as he stepped through the door and quietly ushered him and the rest of the group upstairs, and to the farthest room from anything else at the end of the hall. Stepping into the room, they saw that there were three others besides the lookout escorting them: a Bosmer and a Suthay-raht who both appeared to be guards, and an Orc man whose outfit and demeanor painted him firmly as a sailor. They had moved around the furniture in the room so that there was as much room as possible, with a table in its center. Although, there were only two chairs.

Standing up, the large Orc walked around the table and stood silent for a moment, directly in front of Colors, looking down on the notably shorter Argonian. Given Colors' propensity for upsetting people, Meesei was worried for a moment, until the Orc wrapped his arms around Colors, giving him a quick hug and a hardy laugh. "Ah, Sees-No-Colors. Good to see your scaly hide 'n one piece. Thought you died. My crew even went out 'n got drunk in your honor the night we heard."

Colors gave the Orc a few pats on the shoulder and chuckled. "Orub, your crew got drunk every night."

"Ha! Right you are, right you are. Take a seat. I'd offer one to the others, but there ain't any." Orub said as he returned to his chair and motioned for Colors to sit as well.

"Now, introductions. I'm Orub. Who are all you people?" He asked, simply and directly.

---

Ma'tanza was laying out one of the shackles when Tzirret suddenly mentioned something about spiders on the ship. She looked up at him, eyes wide, and spoke nervously. "S-spiders? That...really doesn't help Ma'tanza's nerves." She commented as she took in a few deep breaths. "But yes, thank you. This one doe snot want to be alone during this. She wants all of her friends to be with her. We can all...shackle ourselves to each other. She wishes her sister could be with us, but she's going to be one of the slavers. And she probably couldn't fit below decks anyway."

After placing down another of the shackles, Ma'tanza stood up straight, closed her eyes, and took in a deep breath. "Ma'tanza does not like any of this. She knows we can break out at any time, but still. But still, being bound up like a slave has been part of some of this one's worst nightmares, other than the bug ones."
Goodnight.
It's just a big gauntlet, I think.
Oh, yeah, I meant Senche-raht. One moment.
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