Space Pirate Faction [interest check]

Vindictive

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I've been concocting an idea for a space pirate guild with my character "Kenzie" as the guild's founder. I've been putting a lot of thought into it, and would like help in constructing the guild fully, including getting a rank structure formed, ICly developing the guild's bases and foundations with Kenzie and whoever she meets that's interested, and then getting all the IC materials to make it happen.

So far, all I have to show for what's been swarming my thoughts is this symbol;

3286809-9682855150-Hiera.jpg


So, with all that said, would anyone be interested in joining/helping me start this faction? If so, and you've already got ideas that would help, PM me about them and we'll take it from there.
 
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Vindictive

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Now that I've had a bit more time, I've thought more on the faction's foundations, set-up, and history. It's a pirate guild on the outer rim that occasionally makes its way to the middle and inner rims for some drinking, fighting, and acquiring credits and all sorts of rare and valuable items from any factions, world, and people they can imagine. They can be hired for their services, but tend to stick to their own. They are hard to find, but if one does find them, it's because they're looking to recruit and that person met the needs they were looking for.

Their goal is to remain a people who are not subject to the laws, rules, and supervision of any major governing power. They are not aligned with the empire, rebels, hutts, Jedi, Sith, or anyone. The only people that the pirates answer to are the four pirate kings, which can be either male or female (king will be replaced with queen). Above the pirate kings is the pirate lord, who is the founder and/or leader of the guild and all its sub-factions. Under the kings are four separate guilds, each with their own code and manner of business. While there are small guilds, they are all bound and united, and regardless of any civil wars within the guild, they will always band together as a whole to fight off foreign threats.

Being a member of this guild means 'freedom.' Characters that become pirates under the guild are free from laws and limitations put in place by the major factions that have claimed territories in the galaxy. The fleet itself, though, stays in unclaimed space, and they defend that space as if they owned it. Their base of operations is actually a giant mobile space station that was abandoned from an old era, but was refitted specifically for the guild. The world around the space they thrive in are also under their protection and are used as trade ports between them and other black market worlds.

Force users are permitted in the guild, considering the pirates don't care if you're Jedi or not. If you're a pirate, you're a friend. The goal is to keep from having too many force-adept pirates to keep an allure and mystery around the force users, giving them the image of rare and powerful gods among men.



As for the history, the guild was founded by my character Kenzie Owens. After years of crime and murder, she finally decided just to leave the inner and middle rims, tired of all the drama and trouble she was forced through. She went off the grid, allowing others to think her dead. As she traveled, though, she ran into the remnants of an old fleet called the Du'Sondae'Vagh. They were a fleet that was once under the command of a powerful force adept named Asmodeus. When she found them, they were all but dead, their ships running practically on fumes, food supplies were dwindling with no hope of credits or even a future. They were trying their hardest to remain law-abiding citizens and fierce soldiers, but it was killing them and pushing them apart.

After seeing their decomposing state, Kenzie took the liberty of bringing them back together, using the credits she saved up to buy new parts for their ships, and assist in repairs. She helped them remodel their mobile suits, and redesign their fighters. It took a few years, but the fleet was eventually returned to its original status, but they were also faced with a recurring problem; no creds, no food, no leader. Through several months of debate, the highest ranking officials of the fleet named Kenzie as their commander in hopes that she would lead them to better days.

As it turned out, though the road was dark and mysterious, she did just that.

She turned them into a pirate guild after realizing they were in unclaimed space, and had no laws to follow. She slowly led them to lives of piracy, raking in more credits and valuables than any of them had ever seen since the formation of the fleet. Slowly, four minor pirate guilds formed under the fleet, separating members and organizing them with others who shared their beliefs, ideologies, and methods. But even though the minor guilds formed, they still unified under the same banner; the banner of the Du'Sondae'Vagh.

The first and second of the minor guilds are the businessmen and manipulators of the fleet; the Krooks and the Goons. Most Jedi-gone-rogue who find the fleet end up joining one of these two guilds. The Krooks mostly deal with petty thievery, heists, ship-theft, and most other "sticky-finger" operations. The Goons are those who are good with manipulation, business, deals, and making good sales with the most revenue on the black market. The Krooks have mostly purple ships lined with green, while the Goons have red lined with green.

The third guild are the fighters of the fleet. They are called the Hounds. Most Sith-gone-rogue join this guild to continue their unsatisfied blood lust. The hounds are more like swords-for-hire. They fight for the fleet, pilot the ships and mobile suits, and perform most of the raids. They are the ones in charge of conquering worlds for the fleet if they every decide to have a planetary base. They are also mercenaries when they aren't soldiers for the fleet. They handle hits, fighting in a war for whoever pays their wages, and assassinations. They may call themselves pirates, but deep down, they're still the soldiers the fleet once knew. Their colors are black lined with green.

And lastly, the fourth sub-guild are the Saints. The Saints are the fleets' mechanics, techies, and medics. They are the best in the business, capable of fixing and working on most ship models, able to crack and slice into almost any mainframe they need, and are able to keep most of their crew patched up with their medical expertise. They are hard-working and reliable in terms of pirates. Don't let that fool you into thinking they're big softies; if you try to take one on in a fight, they'll give you a run for your money if they don't win.

Each guild is led by one of the four kings, and under each king are three Dukes. The Dukes serve as council members in the pirate council, which handles all matters of the code and upholding it. The kings handle cooperation within the guild as individual leaders, and the lord serves as the most powerful position. No one questions the pirate lord, and no one tries to usurp that person. If he/she can't kill you, their guards will do the trick.

Under the Dukes are captains, which lead individual ships and set the direction and goals the ship and crew takes. Under the captain is the master. Masters are second in command on the ship, and operate much like how the kings function under the lord. Under the masters are the ensigns, which are general leaders all around, free from politics. Under the ensigns are the Corporals, which make up the bulk of the fleet. Corporals are those who've completed all their training and are the general foot-soldiers all around, almost at the bottom of the food-chain.

Lastly, there's the recruits. The recruits are the newest members, who have yet to receive their training and are not full-on pirates. They go through several weeks of training before choosing their guild and entering in the fleet. They are literally the lowest rank, and are not treated with respect by any of the higher ranking pirates.

So, the rank structure in order;
Pirate Lord (1)
Pirate King/Queen (4)
Dukes (12)
Captains (no cap limit)
Masters (no cap limit)
Ensigns (no cap limit)
Corporals (no cap limit)
Recruits (no cap limit)

It is the duty of Corporals and Ensigns to teach and train recruits before sending them into the fleet.

Starting off, the higher ranking positions save for Pirate lord (Kenzie has the spot filled) are first come first serve. After that, promotions will work like any other faction.

Lastly, the only thing left I have to cover is the Pirate Code. The code isn't a huge parchment set with laws to make the faction an empire, but only a few small rules to make sure some order is set up in leadership.

Pirate Code;
I; The Pirate Lord is the sole holder of the codex. The Lords' word is law.
II; war can only be decided by a voted decision from the council, then to the kings, then must be approved by the Lord.
III; The Pirates of Du'Sondae'Vagh are only loyal to their own. If an action leads to betrayal, it will not be committed.
IV; Pirates are free. Any laws made in this codex to remove that freedom is automatically removed and vetoed.
V; Should any position of rank need to be replaced or filled, it must be agreed upon and voted for by the council and then by the kings. The Pirate Lord must then approve.
VI; Should a new pirate lord be needed in the event that the current one died, there must be a vote from the council and kings.
VII; Every Pirate must earn their own keep. Nothing will be given for free.
VIII; If any pirate feels that their duke, king, or lord is unjust for the position, said pirate may challenge the subject to a deathmatch, where the winner acquires the position.
IX; The Codex is law. It will be upheld, or there will be death.
X; Every Pirate may keep what they kill.

With all that said, if there are any takers for helping me start this faction, again, please PM me with any questions you have. I'm very excited to see this kick off, mates.
 
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Dóiteán

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Just a suggestion but maybe you should switch the king/queen with the lord. Though this reminds me of Pirates of the Caribbean: At World's End.
 

Vindictive

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That was a bit of the goal, yes. I thought it'd be interesting to have a faction similar to how Pirates of The Caribbean operates. However, I wanted the "Lord" title to be a higher position than king/queen, lest it be even more screamingly obvious what the influence was. I tried to change a few of the aspects to make it different and have it be a stand alone thing for the star wars universe.
 

Vindictive

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Yeah. In any case, if the faction doesn't work out, I'll probably just have her hire some hands for her ship.
 
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