@KingfisherIt's terrible! Nah, I jest, I love it. Welcome aboard, Kingfisher.
@Lone Wanderer@PripovednikThank both; what is put in your CS now is really so that we know more for later. I like both your character's, and with a couple of tweaks I reckon we'll be good to G.O.
Name: Aryon Lex Age: 80, looks 40 thanks to juvenat work
Gender: Male
Race: Human
Appearance: A handsome, well-groomed man of average height and build, with sharp green eyes and black hair starting to grey at the temples, with a trim goatee. Wears expensive, well-cut suits in the Gudrun style, usually crimson or dark blue, with a matching ascot. Lex can usually be seen with a drink in hand and/or smoking a lho-stick.
Personality: Elegant and affected, Lex is a man of culture and learning, with a quick wit and slightly blasphemous sense of humor. His somewhat over-the-top politesse masks a calculating mind.
History:
Born on the obscure Imperial frontier world of Rylo II, to a wealthy family of Grox-ranchers, Lex's youth was one of restless boredom with his provincial setting and fascination with broader Imperial culture and learning. In this he was somewhat discouraged by his parents, who resented Imperial taxes and the depredations of a Guard base near several of their grox-ranches. Aryon Lex discovered his latent psychic talents early, when he caused a charging grox to not only back down, but turn and defend him against several of the other cantankerous lizards in the pen he had accidentally fallen into. Lex's family knew enough to hide him from the Imperial and ecclesiarchy authorities as best they could, which on a rural frontier world turned out to be not incredibly difficult.
Lex's life changed irrevocably on his thirteenth year, when Rylo II came under attack from the sky. Giant rocks fell burning from heaven, and hulking xenos monsters flooded the world. Aryon Lex barely escaped in a grox-shipping lifter and a mass-hauling conveyance that fled the crude xenos fleet.
His life since has been one on the margins of Imperial society, plying his psychic gifts as a private investigator, augur, and fixer in the service of crimelords, the rich and mighty (including several prelates of the Church), smugglers and pirates, and the occasional petty cultist. Mentored by other unsanctioned psykers operating in the shadows of the Imperium, Lex makes up for in street-smarts and cunning what he lacks in formal training, and has so far managed to stay one step ahead of the agents of the Holy Ordos.
Why Lex came to Outpost 57 is a bit of a mystery- it has something to do with a botched job on Gudrun. Whatever happened there, the psyker wishes to disappear off the Imperial grid, and has come to Outpost 57 looking to take up with a Rogue Trader.
Skills: Lex is a psyker of considerable power, of Delta designation at least. In particular, he is a skilled telepath and telekine. link
Equipment: Custom hellpistol, and a valise containing various specialized psyker equipment, including a tome on hexagrammic warding, and a psyocculum in the form of a signet ring.
Probably a better list for your other worlds. The current list you have has planets all over the place with planets in the gaps. This gives you a little circle of space and then a little bit more. Three more and you could have an arm to bastion if you wanted.
Thanks Sep. I wanted a cluster of territory around Bastion and Muunilinst, and a cluster of territory around Colla, plus the Neimenoid purse worlds. I'm just going by the zoomable map in the OP, so if you think there are better claims than what I have, I defer to your EU expertise.
‘’I’m sorry about that. Should’ve been more careful. If we make it, I’ll share one fifths of my profit with you folks.’’
"Eh, what's the point of life without a little danger?!" replied Baladas, shrugging as he took a swig from a dented flask. The wizard snapped his fingers and Merci's magelight, guttering weakly over the heads of the party throughout the fight as her attention had switched to more immediate concerns, burst into renewed radiance, bathing the tomb around them in white light. "Besides, some half-wit dragon priest is no match for a Telvanni and his faithful band of companionable usefuls! I mean useful companions!"
Venym turned to face the direction to which most of the draugr had retreated. "Drem Yol Lok, Bahlaan Hokoroni!" he shouted into the darkness, laughing.
Nation name: Hutt Cartel Government type: Ruling Council Flag/emblem:
Description: The Hutt Cartel is one of the longest surviving organizations within the Galaxy. They have seen Empires come and go, watched Republics fall and crumble and have seen the Jedi and Sith wiped out several times in their long reign. They are a universal constant, as is their right. Highly egotistical they control all of Hutt Space via a ruling council of the most powerful Hutts.
Hutt space itself is split up among the leaders of the ruling council, Nal Hutta acting as the centre for all Hutt operations and a world in which none of them have individual claim. Hutt space itself isn't unified with each Hutt having their own holdings and the only real unity coming from deals made between individual Hutts or with the ruling of the Hutt Council. That said while they can sometimes appear to be fractured within their borders they have large enough forces to easily deal with outside threats. This is aided by the extensive criminal network they have throughout the Galaxy including underground contacts and largely unknown hyperspace routes.
Economy:
Spice: Spice is one of the main economic incomes for the Hutt Cartel. The narcotic and mind altering substance comes in many forms, and is addictive. Some variations legal, some illegal. The more potent varieties being illegal in most star systems yet selling for a higher price and the Hutts more or less control the market making them very wealthy.
Slaves: While the Republic had issues with the use of Slaves the Empire did not. The Hutts again control a majority of the slave trade from slaves for pleasure to work with far less restrictions in Hutt space dealing with gaining the possession of another sentient species and the trade of said species. This is paired with their "Training" and "Confinement" techniques to make their slaves some of the most sought after.
Raw Resources: Thanks to the slave trade the Hutts can easily gather their resources for a low price, unlike droids there is very little in terms of maintenance costs. This allows for cheap resource gathering, that can be sold for a "reasonable" market price.
Black Market: Like a lot of the Hutt income a large portion of it comes from outside of Hutt Space. Their influence spanning a galaxy and covering it with crime. They use their secret networks to smuggle slaves, weapons, ships, artifacts and pretty much anything of worth all over the galaxy to sell. Their influence is impossible to miss, yet it is still difficult to pin any illegal dealings to them.
Information: Such a network picks up facts from time to time, informants hear things and people trade secrets. Hutt palaces are treasure troves of such secrets and are available, for a price.
Manufacturing: While they haven't got any of the big company names Hutt space is able to kick out enough in terms of manufactured vehicles, weapons and ships to turn a profit.
Demographics:
Hutts: The Hutts are actually not all that common. Spanning in numbers to mere thousands. However they rule the Hutt Space and the operations of the Cartel throughout the Galaxy.
Residents: The Large number of residents of Hutt Space are split within three groups. First there are the criminals who remain there willingly, second there are the slaves who have no choice. Then there are those that are too poor to leave and forced to become criminals (or slaves) in order to survive.
Species: It is impossible to get a count on the different species within Hutt space, however the Hutts themselves are easily the smallest demographic and yet they hold all the power.
Institutions:
Clans: Different Clans and different families exist within Hutt space, with the most powerful easily being the Desilijic clan. Each Hutt runs their own operations, quite often working with their clan and with rivalries to other clans. The Hutt council itself is lead by the most influential Hutts and only really has authority in being the most powerful Hutts. The more influential Hutts get to run their own operations and own star systems, whereas those of lesser status are in servitude to those with more power.
Bounty Hunter Guild: While the Hutt Cartel does not run the Bounty Hunter guild over the years they have formed a respectful relationship. Giving each other whatever they need to survive.
Black Market: As indicated above the Hutts control the black market, and it is easily their most profitable institution.
Notable Locations:
Nal Hutta: Jewel of all of Hutt Space. The slime covered planet is capital of the Hutt Domain and as equally crime infested.
Nar Shadda: The criminal world of Coruscant is in the undercity, so imagine what a urbanized moon in orbit of Nal Hutta is like. Despite the rampart crime, and the inability to walk five feet without seeing what in Imperial Space would be a fellon it is an important hubb for criminals and those looking for work.
Godsheart: The Pulsar stars system is home to an advanced research facility, and is a place of worship for most Hutts who believe it lead them to Nal Hutta and watch closely to it's pulses to decipher any possible messages.
Klatooine: While Nal Hutta is the centre off Hutt Space and argueably the slime encrusted heart Klatooine is currently the head, home to Riibbo the Hutt who lives in his recently completed palace.
Astrography - Planet and/or Sector list:
Hutt Sector
Other:
Unity: The Hutts are controlled by a council of power hungry individuals, the leading member of which is the most powerful. This causes problems in keeping everyone in line and preventing attempts to usurp the leadership.
Military: The military aren't exactly willing to die for a cause such as the armies of the Alliance of Free Systems or Galactic Empire.
Criminals: While there is some sense of loyalty, and duty. At the end of the day most people here are criminals.
Military:
Organisation: Enlisted/Mercenaries
WIP
Ex-Imperial Stormtroopers & Ex-Imperial Troops under the command of Grand Moff Vaul.
Droideka Support: The Hutts still have a large number of Droideka units available to use to support their troops.
Enlisted: Not all within Hutt Space are criminals, some believe that the Hutts are the ones to rule them properly and offer them protection and some just don't care. That said a large portion of Hutt military are enlistees, trained (though in some cases maybe not to the standards of the Rebellion or Empire) and then sent out to serve the Hutt Cartel in keeping them safe from outside threats and acting as enforcement.
Slaves: While not all slaves are used in combat some like the Vodrans who have never rebelled and work for the Hutts willingly despite being slaves are some of the best and most reliable forces available to the Hutts.
Army:
WIP
Vehicles: The Hutts use a wide array of vehicles, tending to stick to light skiffs and repulsor craft when they can.
Dropships: The Hutt Cartel do possess some older Clone Wars era LAATs from when the Imperials abandoned old unnecessary bases, as well as many old CIS models.
Equipment: While the Hutts can't easily reproduce Walkers and some of the more modern Imperial technologies they are good with weapons. Typically keeping the most powerful weapons for themselves, or customers with plenty of credits to spare, their army is well equipped in comparison to some outer rim Imperial garrisons or Rebel forces.
Navy:
WIP
Most fighters used are the HH-87 SkyHopper, however some of the older Clone War era ships still have working Z-95, Arc-170s, Vulture droids, etc.
Strategic resources:
Nar Shadda: If you can't find it anywhere else, you can find it on Nar Shadda.
Shipyards: Nothing near the scale of Kuat, Corellia, Fondor etc. but Hutt Space does have it's own shipyards, though nothing capable of throwing out anything bigger than a heavy cruiser.
Easy Black Market Access: You never know what you might need...
Slaves: While you can get these in other areas of space the Hutt Sector easily has the easiest access and the most.
Other:
Bounty Hunter Guild/Mercanaries: The Hutts have strong ties to mercenary groups and the Bounty Hunter Guild meaning that if they need to they can bolster their forces quickly with elite troops, for a price.
Okie dokie, everyone hustle up, listen in...all that good stuff.
As long as (more-or-less) everyone is alright with it, we'll go with the Rogue Trader; let me be clear, however, that I do expect any number of Guardsmen to be with/around the Trader. This will be the last time I change anything, as I do need to get an OOC up, so make your choice now.
Are you in, or are you out?
P.S.
Just to be clear, I'll be allowing nearly every race/species in 40K - excluding Tyranids, Necrons and the obvious ones; if you do wish to play a non-Human/Imperial character though, then you'd best be a darned good writer.
"Wonderful magelight dear," rambled Venym to Merci, far too loudly, as the company descended into the pit, "You're doing beautifully. Illumination is one of the most underrrrrated functions of magic, I've always said so. Do you know, the Dwemer managed to create their own su- oh you stupid fucking n'wah."
The Telvanni trailed off as Balen stepped into the ancient trap and caskets began springing open, the cracking of stone and the groans of the undead filling the vast chamber. Draugr dragged themselves from ancient resting places and charged the adventurers.
"Perhaps you can delude them into lying down again? Make them think they're still dead?" said Venym to Aenyarin with a smile, as Hector shouted for the group to circle up, "Just a thought."
The draugr closed in on the party, and Hector and Hraf scored kills while Merci shouted for space.
"So much for illusion," muttered the Telvanni as Balen put another draugr down. The air in the tomb took on the sharp, burnt smell of spent magicka as the Bosmer summoned a spectral wolf and Merci called forth an atronach.
"Splendid job, if a bit old fashioned in technique!" shouted Venym to Merci, offering the Breton a crooked grin, "The control could be better- remind me to show you one of these days how to- wait, wait, hang on!"
The dunmer mage ducked an axe swing from a charging draugr. The monster turned to strike again, but there was a bright, bluish flash and a bang like thunder and the draugr flew backwards, back arched, electricity crackling around it. The corpse collided with several of its charging companions, bowling them over.
"Annoying, very annoying," said Venym, both hands now on his staff, sweat breaking out on his dark blue brow, "Who goes into a tomb without a basic knowledge of pressure plates. I mean seriously-"
A draugr wielding a two-handed sword charged Sibassius, and the wizard stepped between them, meeting the ghoul's powerful swing with his staff. The draugr's cut should have bisected both wood and wizard, but instead the sword exploded backwards on contact with the Telvanni's staff, impaling the zombie with shards of ancient nordic steel. The hulking beast righted itself, snarling despite its wounds, and launched itself at Venym. The Bosmer's wolf-spectre caught it around the ankle and sent it tumbling to the ground, where Venym crushed it's head with his staff.
"Good boy," he said to the semi-corporeal wolf, "Very good boy."