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The High Republic

The High Republic is a light-side aligned constitutional democracy that was founded in Nabooian diplomatic traditions and practices, yet shaped by the vision of a brighter, unified future for the Southern Systems.

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Spacers Guild — Mission Board



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THE SPACERS GUILD EXPLORATION INITIATIVE
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In the wake of the Planetshift event, the galaxy has become uncertain. Trusted hyperlanes have fractured. Systems once thought stable are now silent. Entire sectors remain unaccounted for. With these changes come both danger and opportunity, and the High Republic is asking the Spacers Guild to help lead the charge alongside our Shirayan Jedi and military personnel by forging new routes, reestablishing lost contact of member worlds, and assessing any emerging threats that may impact the sovereignty and security of the Southern Systems.

Below you will find a board that exists as a mission registry for some of these endeavors, simply review which mission best suits your character's capabilities or interests, then decide whether you want to form a crew, or go at it alone. Jedi, naval officers, RIS operatives, and civilian contractors are all welcomed and encouraged to join you on the story.

Once you've decided which mission you'd like to complete, please let us know below so we can update/remove it. Feel free to submit your completed story (or ongoing efforts) to The Herald for official documentation, recognition, and other rewards.

Should you wish to propose your own mission, contact your regional Guildmaster, Aerin Denno Aerin Denno , for inclusion.


 
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MISSION BOARD
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THE DARGULLI FARCE

A company on the planet of Dargulli has reached out for exclusive rights to a new food caravan route. Knowing that the Dargulli are resistant to the neighboring influence of the RNR, the Spacer's Guild sends traders to try and establish contact and contract. The trader himself is of a particular anti-naboo stance, so disguise, guile and negotiation would be needed to successfully pull this off.
TUNNELS OF IKTOTCH

The planet of Iktotch, known for it's inhospitable sand-and-gravel winds has received rumors of a large subterranean tunnel system that has been uncovered by a recently bad storm. There are no historical records of these tunnels and it potentially dates back to the Galactic Civil War era. The Spacers Guild has been contacted by the local governor to aid with the excavation and exploration of the tunnel system. Although, rumors of it being haunted are surely just lies made up to scare children? Right?
BESPIN ZOOLOGICAL SURVEY

Bespin is always after trade partners for its Tibanna gas, but their greed has made them rush into deals. While organizing a trade deal with Naboo for Tibanna Gas reserves, the Queen has expressed concerns of the ecological impact Naboo's additional need would cause Bespin. The Spacers Guild is sent to do a survey of the local fauna that would be effected by an increase in gas mining, only issue is, Bespin's own administrators are far from accommodating and eager to cease any information that could impact future trade power.
THE GREAT GALACTIC RACE

There are many guilds that concentrate on exploration, and all of them offer sponsorships to fund explorers and their adventures. Once ever standard Naboo year the Spacers Guild runs a great race, where ships depart Naboo and do several pinpoint jumps across a pre-determined galactic path. There are areas where nebula runs are forced and refueling stations may be hidden on unexplored moons. Winners of the Great Galactic Race are offered riches and fame…which can make the competition murderously ambitious.
SHADOWS OVER MARAMERE

Once a flourishing resort world and cultural waypoint of the Royal Naboo Republic, Maramere has vanished from all charts.

In the wake of the Planetary shift event, Maramere was violently displaced and ripped from its original position in the Karthakk sector, casting it outward. Now near the edge of Wild Space and the fractured ends of the Corellian Run, the planet is isolated beyond any formerly established patrol routes and far from the Republics reach. More than just a vacation retreat, beneath the waters of Mount Merakan lie ancient stygium vaults that were once protected by Republic oversight, but now lie vulnerable with troubling whispers that independent interests may have found the planet first: smugglers, privateers, and potentially even raiders. Those who find opportunity in every crisis.

Orbital scans have failed and all attempts to make contact with the worlds leaders have been met with eerie silence.

The Spacers Guild is dispatching an elite reconnaissance and diplomacy team to not only chart a new and viable hyperspace route to the planet, but to also reestablish contact with Maramere's leadership, if any remains, and assess both the security of the stygium vaults and the welfare of the planet's people. But proceed with caution. Ships that wander too close to Maramere have vanished without a trace. And if the silence holds, it maybe because someone is ensuring it does.



 
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