Star Wars Roleplay: Chaos

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Approved Location A Thief's Rest

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Kaz Kūhiō

Thieves Guild Agent: The Desert Wolf
Name: A Thief's Rest

Image Source: https://www.theuntappedsource.com/image.php?id=18998

http://blog.ubi.com/app/uploads/2013/09/AC4BF_Cave-concept-art.jpg

Classification: Guild Base

Location: Alderaan, deep in a Forest along the coast

Affiliation: Thieves Guild

Description: The Thieves Hideout is a cavern in the side of a cliff that has been repurposed to serve as a base of operations for the Thieves Guild.

The Entrance:
https://www.theuntappedsource.com/image.php?id=18998

There are two main entrances/exits for the Thieves Hideout, the one they use more is the waterside entrance, to get in, Thieves must use row boats to find the cave entrance.
The Interior:
http://blog.ubi.com/app/uploads/2013/09/AC4BF_Cave-concept-art.jpg

After making their way through the entrance of the cave, their boats would follow the flow of the water until they reached the sands of the cave. The Hideout is divided into areas, the area where the boats are docked, and the area where the Thieves rest and relax after a hard day's work. Many lanterns can be found throughout the cavern for there is little electrical work, the only electricity would be generated from small generators.
Area 1: Boat Dock and Ship Port- This is where the Thieves dock their boats. If a major heist has just been successfully accomplished, a ship would land through a hole in the top of the cavern, this is where they would unload their 'findings’ and bring it to be divided up.
Area 2: The Main Cavern-
Everybody needs one to themselves, The main Cave is where the Thieves rest, eat, and train. The main cave also holds a small tavern where the Thieves can get drunk.
Area 3: The Vaults-
Somewhere inside the Main Cavern is a false rock wall. Upon close examination of the wall one would find several keyholes, the only people who would have the keys would be the most trusted members of the Guild. If one were to use all the keys to open the wall, they would be met with a keypad. Only select members of the Guild would know part of the combination, the only one with the master code would be the Guild's leader. If one were to get past both security measures, they would be granted with access to the Guild's Vaults, the Vaults held the main amount of takings from bigger heists.
Area 4: Holding Cells-
Directly behind the main cavern is a small cave that leads to nowhere, this is the holding cells are where the Thieves hold kidnapped persons for ransom. The small cave is filled with cages of various sizes, they are rusted and smell of urine and poodoo.



History: While this structure was there long before Kaz had stumbled upon it, he still found a way to make it his home. One day after pissing off local authorities, he was forced to run. Making his way to a forest. The law enforcement was close and Kaz was too busy running to notice the large hole that popped up in front of him, before he could stop himself he fell right in and down to the cavern floor. When he came to, he found himself in a cavern. Upon further inspection he would find that the place he was In would make a perfect base of operations, from there, he would contact the Thieves Guild leader [member="Desmond C'artyom"] for help in making the cavern the Guild's new home.

Intent: To create a location for the Thieves Guild to utilise as a base of operations and a place where they can spend their off time.

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