Saani Kenow
Retanasian Smuggler Queen

Original image credit: Albert Ramon Puig on ArtStation
Erilnar, The Centrality
For nearly nine hundred years the Renatasian people had been without a home. They had fought for their freedom, their desperate heroism turning the Renatasia System into the graveyard of untold thousands of Imperial and Centrality troops, until the guns of a hundred star destroyers had leveled every refuge and two thirds of their number lay dead. The survivors, scattered among the backwater systems beyond easy reach of the Centrality Public Safety Bureau, had turned to crime and terrorism in a desperate attempt to preserve their dying culture by any means necessary. For centuries they had eked out an existence at the fringe of the galaxy, fighting for every scrap.
But whatever strange wind turned the galaxy was changing. With the Republic and the One Sith disintegrating, an age of a hundred warlords had dawned, each clawing for dominion over his or her chosen piece of the great spiral-armed map. Waiting in the long dark, the Renatasian people had learned to become opportunists. Scraps had been enough to slow the death of their culture, but not to stop it. Now came the opportunity to take advantage of the chaos, to take more than scraps, enough to build something like a refuge again. A home, reforged, forward-looking but steeped in the revered past. It was a dream, and not an easy one. Sweat and blood would be shed for it.
It would begin on Erilnar, the capital of their perennial foe the Centrality government. This first step was a big one, and not one they could take alone. Fortunately, the smuggling network known as the Renatasian Confederation had grown wealthy enough on the Lesai Spice trade that it could afford to call in its underworld contacts, a wildly mixed bag of scum and villainy who had plenty of experience in all the steps necessary to bring the local underworld under the Confederation's control. Those who agreed to help would be well-paid. Those who stood against the Confederation would be fought tooth and nail until one side or the other was forced to submit.
One way or another, there would be a great change in the shadows on the planet of the three hundred thousand lakes.
OBJECTIVES:
1. Smuggle guns, spice, and stolen goods past Erilnar's customs patrols so that the Confederation can set up illegal trade planetside.
- Benefit: The Renatasian Confederation will provide smugglers with Lesai Spice shipments for free; half the profits are theirs to keep.
- Complication: The Centrality Public Safety Bureau maintains a large fleet of armed, cargo scanner-equipped customs frigates and cruisers in orbit.
- Complication: Ships arriving on Erilnar must declare their cargo and submit it for inspection at the starport. Smugglers will need to get creative.
2. Collect on the Renatasian death mark against the Dragonsnakes swoop gang, which opposes the Confederation's takeover.
- Benefit: The Renatasians will pay 2,000 credits for every Dragonsnake leatheris swoop jacket turned in to them, or three times that for gang captains' jackets.
- Complication: The Dragonsnakes are well-armed with vibroblades and repeating blasters. Mostly Aqualish and Gamorreans, they are big and tough.
- Complication: Public opinion is against the Renatasians due to their terrorist activities centuries ago; local police may join the battle with deadly force.
3. Bribe and negotiate with local politicians and security officers to look the other way while criminal enterprises are set up.
- Benefit: The Renatasians will pay 10,000 credits for every port official, local politician, or precinct captain subverted to their cause.
- Complication: There is lingering bad feeling toward the Renatasians due to ancient acts of terrorism; persuasion will be difficult.
- Complication: Attempted bribery of a Centrality official is a class one felony; those attempting it should be very, very cautious.
4. Infiltrate disused tunnels of the planet-wide monorail to set up hideouts and stashes of illegal goods.
- Benefit: Valuable salvage may still exist down in the abandoned tunnels, as well as space for personal hideouts.
- Complication: Due to damage, age, and the pressure of the surrounding water, some of the tunnels are dangerously unstable. Tread lightly.
- Complication: Down in the dark, pests have mutated and grown out of control. Duracrete slugs, mynock swarms, and worse things lurk around every corner.
5. Contribute or otherwise participate in any way you see fit.