Star Wars Roleplay: Chaos

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Faction New Group Created - The Verge Flotilla

Urvan Wode has created a new group called The Verge Flotilla.


At the edge of known space, beyond the reach of the great galactic powers, an alliance of nomads roams the distant stars. The Verge Flotilla, a gathering of countless ships large and small, has a single guiding principle: work together to survive. If you're a smuggler, mercenary, cargo pilot, tech specialist, scout, scavenger, fighter ace, outlaw doc, refugee, or fugitive from justice, you have a place with us. Come drift at the galaxy's edge.

Join us on Discord at https://discord.gg/gJPyb5s




  • The Verge Flotilla is a loose alliance of independent starships crews, some as big as cruisers and bulk freighters, some as small as individual starfighters. Stranded together in the Tingel Arm, out beyond Sith and Bryn'adul space, these crews rely on each other for mutual protection. The result is a massive independent community of self-sufficient space nomads, working together to keep their people fed and their ships flying, no matter the cost.

    Smugglers, scavengers, outlaw techs, starfighter aces, frontier scouts, pirate doctors, and fugitives from Sith justice are all common in the Flotilla. No one asks about what you've done or cares where you came from... as long as you pull your weight. The fleet is always on the edge of falling apart, with cramped conditions and too little food and water, so freeloaders don't last long before they're marooned or spaced. There are always more refugees eager to earn a place.

  • The Flotilla is a loose confederation, and ships come and go with some frequency, but there has to be someone making decisions about where to go and how to distribute resources. This role is filled by the Council of Captains. The captains of the five largest vessels, elected by their crews, call the shots for the Flotilla's overall direction. Smaller ships can declare themselves "part of" one of the five largest in order to vote for its captain, who must then represent them too.

    Freedom is a core value of the Flotilla, and captains of individual ships are generally free to run them however they want... as long as they contribute their share to the fleet as a whole. Each crew is responsible for paying a "fleet tithe" in fuel, food, or repair parts; the amount each ship is responsible for depends on how many crew members it has. The Council of Captains divides the pot of resources from the fleet tithe equitably... at least in theory.

  • In keeping with the Flotilla's libertarian tendencies, most discipline is left up to individual captains - punish your crew how you want. When fights break out between crews, however, that system breaks down. Enter the Fleet Marshals. Nominated by any member of the Council of Captains and confirmed by at least three of the five, Fleet Marshals resolve conflicts involving multiple ships - in addition to taking the lead on protecting the fleet and its interests from outside threats.

    Being a Fleet Marshal is no easy job. It means compelling fractious, fiercely independent outlaws into working together without killing each other, forcing them to respect someone else's authority for once. It means watching for the countless dangers of the galaxy's edge, and any encroachment by nearby governments. It means ensuring that the fleet tithe is collected and distributed fairly. Without the Fleet Marshals, the Flotilla would collapse.

  • Outside the borders of the great galactic powers are more pirates, warlords, cults, and crime syndicates than there are hairs on a Wookiee. Add to that the risk that a nearby government will try to take control of the Flotilla, and you have an urgent need for a strong defense. Every ship in the fleet is expected to contribute if the Flotilla is attacked, but a few groups prepare more actively for the ever-present possibility of combat.

    When space battles break out, the Saberdarts take the lead. A squadron of battered, mismatched, and heavily-modified starfighters of all types, the Saberdarts are nonetheless a very effective group of pilots. Ex-military aces, career racers, and former pirates, they are clever and deadly in battle. In boarding actions or rare planetary fighting, the undisciplined but boisterous Verge Irregulars take the lead, bringing an unusual assortment of exotic weapons and long experience.







  • As (hopefully!) a Major Faction, the Verge Flotilla would take advantage of the Vagrant Fleet mandate to move around the far East and Northeast of the galaxy, pursuing stories relevant to whatever region it's passing through each month. For safety's sake (since we have no Capital protections), we would probably take advantage of our one dominion per month to add a hex or two, but we would never be more than a three-hex faction (so we can move).

    The Flotilla is not a faction interested in war or acquiring territory, so we will not be launching invasions; the fleet is focused on mutual defense, not on righting wrongs or fighting evil or crushing enemies. It is possible that we would end up defending ourselves from an invasion, probably from the Sith or Bryn'adul. If that were to occur, faction staff would work together in order to create a fun and thematic battle as the Flotilla defends itself.

    For a starting hex, I'm strongly considering Belkadan. The Flotilla could then move south and east from there, getting into all sorts of trouble along the way. We can discuss how closely we want to get to the Sith and Bryn'adul's borders. If we're around long enough to move a bunch of times, the staff will certainly seek member input on where to go next.

  • Desperation: The Flotilla has no factories, government funding, or conquering army. It is always on the edge of collapse from threats inside and out. Everything is old and battered, and there's never enough to go around. The best you can hope for is to manage to keep flying for another day.

    Self-Reliance: The Flotilla keeps going because of strong-willed, resourceful outlaws who manage to work together and figure out solutions, however temporary, to its problems. There's no safety net; you can only rely on yourself and your fleet-mates in order to pull through.

    The Frontier: The Flotilla operates at the very edge of known space, full of strange aliens, uncharted stellar phenomena, hyperspace hazards, dark cultists, and other bizarre facets of the galaxy. Exploring them and plumbing their mysteries will be key to the fleet's survival.

    The Impact of War: Everyone in the Flotilla came from somewhere else, and they have carried their stories with them. Many are fleeing war, genocide, or enslavement, whether as narrowly-escaping victims or as deserters. Wherever the fleet goes, it will see the scars of galaxy-spanning conflict.

  • The Verge Flotilla's themes, stories, and aesthetic come from the "space trucker" tradition, which has a long and proud history in Star Wars and other media, as well as from the "last survivors fleeing an evil space empire" trope. Good examples of the look and feel I'm going for with this faction are:
    • The Quarian Migrant Fleet, Mass Effect
    • Drifter Colonies, Titan A.E.
    • Belters, The Expanse
    • The USCSS Nostromo, Alien
    • Colony Ship I.S.C.S. Armstrong, Space Siege
    • The Serenity, Firefly
    • The Bora Mining Guild, Tachyon: The Fringe
    • Mar Sara Colony, Starcraft
    • Raynor's Raiders, StarCraft II
    • The Groundbreaker, The Outer Worlds
    • The "Ark" Ships, Mass Effect: Andromeda
    • The Von Braun, System Shock II
    • The Junkers, Freelancer
    • Association of Free Traders, EV Nova
    Battered, secondhand tech and scarred, hardbitten characters are the general aesthetic, with minimal (if any) Force involvement.


 
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