Free Trade Guild Workshop

The Captain

Villainous Scum, Scummy Villain
SWRP Writer
Joined
Sep 1, 2015
Messages
3,088
Reaction score
1,224
Just getting all m of my thoughts, notes, and plans down in code as we get closer to kicking off.

Please, DO NOT post here.

Thank you!
 

The Captain

Villainous Scum, Scummy Villain
SWRP Writer
Joined
Sep 1, 2015
Messages
3,088
Reaction score
1,224
The Free Trade Guild

fygOQzz.png

By all official measures, the Free Trade Guild is simply a private trade guild/union of independent couriers, traders, and engineers who have banded together in one organization in order to better protect each other in a galaxy that chews up and spits out unaffiliated pilots. Officially speaking, the guild offers services and support both to members of the organization and to those that are looking for cheap, fast, discreet private shipping. Having only a handful of members and one base on Ord Mantell, the bastion of culture and commerce that it is, the guild mainly flies under the radar. Which is perfect for the real intentions of the guild, which serves as a base for smugglers and freebooters to meet and work together under a banner of fake legitimacy and legality.

History:
Tired of being kicked around by the galaxy, and watching others like her get kicked around, the Twi’lek smuggler Daesh’afenn organized her friends and contacts to create their own, private smuggling group, hidden in plain sight. Starting off with a single base in Worlport on Ord Mantell, the people in her contact list, and a few business connections, Daesha plans to take her new organization galactic-wide. Assuming she doesn't get shot for it first.

The Smuggler’s Code:
Also known as the four S’s of Smuggling
  • Speed: “Slow smugglers get caught, caught smugglers usually get shot, so you need to move fast and think fast out in the field if you want to survive. It's as simple as that.”
  • Stealth: “The entire point of smuggling is not to get caught, so try not to broadcast who you are, what you are, or who you work for. Discretion is the better part of valor after all.”
  • Subtlety: “Smugglers don’t go kicking down people’s doors and lighting up places, not usually anyway. We get by on our wits, not our weapons, so try to exercise common sense out there.”
  • Solidarity: “We aren’t the Cartel, we aren’t a corporation, we aren’t a street gang, we look out for our own. When one of us is threatened or in danger, we all are, so act like it.”

Structure:
Given the relative small size of the guild presently, it is currently led by a single guild-leader, known as the Guildmaster or Guildmistress, as well as a pair of Guild Councilors that serve as seconds-in-command. Together, the trio govern guild policy with the guild leader acting as a tiebreaking vote when the need arises.

Beyond that, everyone admitted to the guild is considered a full guild member, with all the benefits and rights that entails. More experienced and well-flown members of the guild can, however command some clout within the group and can even lead small groups of associates of their own. Since the guild works on a membership system someone can work for other groups while being a member of the guild.

Aside from actual members of the guild, the group has associates, contacts, and investors who all help to keep them afloat. These people are not given the same benefits as a member of the guild, but are given discounts and prioritization when they're looking to hire from the guild, legally or otherwise.

Services:
For Clients:

  • Contracting Pilots: Legally speaking, the guild is designed to act as a contracting service and union for pilots outside of corporations or other organized groups. They can be used for shipping services, courier work, transportation, the same as any other law abiding private contractor.
  • Illegal Trade: Confidentially, the guild offers illegal smuggling and fencing services for more discreet clients. The guild can move, store, buy, or sell just about any illegal good, but as policy they don’t traffic in live cargo.
  • Pirate Hunting: The guild maintains enough of a combat fleet to act as mercenaries for the purposes of hunting space-based pirates and offering security for other guild members. In order to not draw undue attention, however, these security forces are a smaller part of the organization.
  • Privateering: For a little extra, the guild’s security forces can be convinced to act as private pirates. They can be used to disrupt trade routes, intercept shipments, and cause general mayhem, but the guild prefers to keep their work discreet and distant from the rest of the operation.
For Members:
  • Networking: The guild allows normally independent individuals to meet new friends and contacts to help them on their missions. The guild also has its own network of allies and investors to help support its members.
  • Supplies and Resources: Guild pilots get access to the group’s network of warehouses and safe shadowports to use at their leisure. The guild also offers food, fuel, and other general goods to their pilots to keep them up and flying.
  • Helpful Services: The guild has access to various support personnel like security forces, mechanics, and doctors. It goes without saying that illegal versions of all these services are also available, so if a guild member needs a ship tuned up under the table the guild is happy to oblige.
  • Legal Cover: Solo pilots tend to draw more attention as most people assume they are criminals. Being a member of the guild or being on a guild mission provides legal cover for members. And, in case someone does get caught, the guild is more than willing to shell out to save their bacon, or just rescue them.

Assets:
  • One Base on Ord Mantell
    • NPC Warehouse Workers
    • NPC Mechanics
    • NPC Security Forces
      • Worlport Chief of Security Nadina Ithilos

Roster:
Guild Leader:

Guild Councilors:
Official Guild Members:

Guild Associates:


Notes:
  • Group OOC
  • OOC Contracting

Intent: The main reason this faction exists is to give independent criminals like smugglers, slicers, pirates, etc. a fighting chance in the galaxy without having to join the Hutts. The faction will grow outside of any other main factions based on how the players within it chose to work, and what missions they take. The ultimate goal of the group? To create a criminal group hiding in plain sight large enough, perhaps, to even rival the Cartel.
 
Last edited:

The Captain

Villainous Scum, Scummy Villain
SWRP Writer
Joined
Sep 1, 2015
Messages
3,088
Reaction score
1,224
Mission Packs

INCOMING MESSAGE FROM: Director Kes Drenal
///REGISTERING ID///
///ACCESS GRANTED---PLAYING RECORDING///
"Hello, agents of the Free Trade Guild. My name is Kes Drenal, I'm the Accounts Director of the Intergalactic Banking Clan branch on Mygeeto, and I have an interesting proposal for you. Politics on Mygeeto are controlled by the machinations of the local IBC branch, and those machinations are controlled by a council of five Muun, the Chairman, the Vice-Chairman, the Administrator of the Treasury, the High Officer, and the council's Legal Advisor. The current council is old, traditionalist, set in their ways, and would never allow a foreign trade guild access to Mygeeto. I, and my four associates however, are quite practical and always looking for ambitious new business partners. In exchange for your aid in altering the power dynamics of this bank, I will grant you the cooperation of the Mygeetan government for as long as our partnership remains profitable."

Thread 1, Your Money's Worth: "Legal Advisor Lors Tensay is a man with very expensive tastes, specifically in spices and prostitutes. There's a little club in the upper levels he frequents called 'Flashes and Substances'. It's on the nose, I know, but Lors practically lives in that establishment and makes frequent use of their services. I've heard the club's owner keeps a ledger of clients, as well as holo-recordings of their 'sessions' in his office for use as blackmail material later. I don't much care for the details, just get me something scandalous I can use to undermine Tensay with and keep this mission clean. I don't want to see news of a fire fight in the upper quarter."
OOC: This thread is about breaking into the office of a shady nightclub in order to download incriminating files, without lighting the place up like a Christmas Tree.
Participants: 2

Thread 2, Dead Money: "High Officer Jela Seran is beloved by the branch's security forces, and as far as I can tell she's completely clean. So, we'll have to make up some dirt on her to get her removed, and who doesn't hate a traitor? There's a shipment of unmarked credits headed to the Corellian branch office, I can give you the route and the ship but no security details beyond that, so expect the worse. Here are the most important parts: do not let them know who you are, but let them know that Jela sold them out. It doesn't need to be a perfect plant, just enough of a controversy to put a wedge between Jela and her troops. After all, who else could have sold the shipment out? Feel free to keep the credits."
OOC: This thread involves pirating a bank vessel in order to implicate someone in betraying the bank. You need to get on the bank's ship to steal the credits, and you need to let at least one of the crew members leave with the impression that Jela Seran sold the shipment out.
Participants: 3


Thread 3, By the Numbers: "Administrator Shen Gisam is a cold and calculated woman in a very literally sense. She has a head for numbers, which is why she is in charge of the bank's funds, but she isn't infallible. I've been siphoning money in tiny amounts out of the bank in accounts that I create and then rapidly delete, leaving the smallest digital trail possible. I've stolen a small fortune from the bank, and I need you to plant files incriminating Shen for the deed in the personal computer in her office. Even if they don't believe that she was secretly robbing the bank, it will show how incompetent she was in protecting it. As for getting you inside, I can arrange a meeting between representatives of yours and her to discuss potential business."
OOC: While acting as representatives of the Guild, you need to get the incriminating data into the Administrator's computer in her office.
Participants: 2

Thread 4, Look for the Woman: "The Vice-Chairman position has always been a largely political one, possessing little power or responsibility beyond warming a chair at board meetings. Tev Feran is perfect for that kind of do-nothing job, one he earned solely through nepotism and kissing up. Among the many unearned perks of the man's job is easy access to Chairman Visal's lovely trophy wife. One that he is having an active affair with, among a few other women, which would certainly land him in hot water. They frequent a nightclub called 'The Starfield', hack their communicators and you'll have all the blackmail material we need to bring Tev to his knees. And not in the way he's used to. Once he's out of the way, we'll have control of the board and they can install me as the bank Chairman."
OOC: Head to the night club, find Ms. Visal and Mr. Feran, get their communicator records, and get out of there before anyone catches you.
Participants: 2

Thread 5, VIP Security: "Now, I recognize fully that I will have angered a great many wealthy, connected, and unscrupulous people with my machinations. No doubt at least one of them will realize I was behind their untimely downfalls and take vindictive measures. I need to travel to Muunilist to be confirmed as the chairman of the Mygeeto branch, and it would be quite unfortunate if my shuttle was ambushed by pirates. If you can protect me until we reach Mygeeto, I will be in your debt and we will be that much closer to power."
OOC: You must protect Kes Drenal's shuttle from a group of pirates hired to run him down and kill him. Expect heavy resistance both in space and on the shuttle.
Participants: 4

INCOMING MESSAGE FROM: Guildmistress Daesha Keever
///REGISTERING ID///
///ACCESS GRANTED---PLAYING RECORDING///
"Ketaris is a major trade port in the Galactic north, famous for its university of xenoarchaeology and its heated rivalry with Ord Mantell. So, needless to say they might not be thrilled about us dropping on their doorstep to try and set up shop. So, we're just going to have to earn their respect the old fashioned way; by killing some people that neither of us like. There's a pirate gang called the Laughing Skull that's been harassing and plundering trade to-and-from Ketaris for months. They've so far been able to evade the local authorities, but I think I have a plan that will allow us to find their base and take them out for good."

INCOMING MESSAGE FROM: Guildmistress Daesh'afenn
///REGISTERING ID///
///ACCESS GRANTED---PLAYING RECORDING///
"I doubt anyone in this guild has ever heard of a rickety old space station out in J-5 called No. 70, right? Well then let me give you a little history lesson. No. 70 was an old asteroid mine turned space station out along a mid-size hyperlane in the Outer Rim during the Hundred Years Darkness. They were doing pretty well when the war started, but now the place is damn-near deserted. We could count the current population on our fingers, and they probably don't see more than 100 ships a year. I think we can change that. If we can bring some life, and more importantly some credits, into the station we can use it as a deep-space base for the northern Outer Rim, and a good hub for trade. Plus, who doesn't like supporting small businesses?"
  • Ord Mantell (L-7, Owned)
  • Mygeeto (K-5)
  • Muunlist (K-4) Nefie making the plot
  • Ord Cantrell (K-6) Nefie making this plot
  • Old No. 70 (J-5)
  • Phaeda (L-6)
  • Ketaris (L-5)
  • Ord Trasi (L-4)
  • Adumar (J-6) Insal making the plot
  • Ithor (M-6) Auto making the plot
  • Csilla (F-8) Insal making plot
 
Last edited:
Top