Star Wars Roleplay: Chaos

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Approved Lore The Mynocks

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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Organization Name: The Mynocks
  • Classification: Criminal Organization
  • Affiliation: None. Some interactions with The Coins of the Agents of Chaos, but just as often antagonistic.
  • Organization Symbol: A stylized myock inside a vaguely circular outline.
  • Description: The Mynocks are a vaguely organized group of miscreants, gangsters, vagabonds, and thugs who hold a decent chunk of territorial influence in the slums outside the city of Eve. Volatile, unpredictable, vicious, and not always entirely effective, they thrive only because of the AoC's loose law enforcement practices.
GEOGRAPHICAL INFORMATION
  • Headquarters: Largely decentralized within the slums of Eve. Each boss has their own personal stronghold but few are noteworthy.
  • Domain: No one "controls" the slums of Eve. Scintilla security forces and even the Agents of Chaos themselves can't wrest control of that tempest of anarchy. The Mynocks do, however, hold a greater level of influence than other local factors. Between intimidation, violence, raw manpower, and general visibility, they bully and press other slummers into obedience pretty reliably. There is, of course, no guarantee any of that will work, and as a result the Mynocks often face heavy resistance.
  • Notable Assets: Various condemned buildings, abandoned social projects, lean-to's, shanties, and other structures spread out across the slums. Basically anything with the gang's symbol plastered on it. One of them even has about half of a starship half-hollowed out and converted into some kind of rusty old junker castle.
SOCIAL INFORMATION
  • Hierarchy: Darwinian tyranny. The gang has no overall boss, though each crew definitely has its own top dog whose authority is secured through money, fear, violence, or whatever other means they can manage. If someone were to ask who runs the show, they'd likely get a loud, condescending laugh, followed by a nervous admission that it's probably either Krystal, Se7en, or Baal.
  • Membership: Dozens, probably hundreds. There's understandably no census taken of slum gangers, and since individual crews can vary between a half-dozen and fifty or more, it's difficult to get an exact estimation. Initiation is easy to the point of sometimes being non-consensual; some join the gang with a quick tribute - credits or swag - or an almost invariably illegal and dangerous "job." Others get in on nepotism or connections. Still others are shanghaied into the gang through no fault of their own, just by being in the wrong place at the wrong time when they needed reinforcements. New recruits tend to get the worst jobs, and "turnover" is high and can be very lethal.
  • Climate: Volatile street gang. Power struggles are constant and normally end in bloodshed. Power vacuums result in either the dissolution of a group or their assimilation into another crew. The loot is better than starving and having power over your surroundings is preferable to being trampled underfoot, but few people on the inside are safe or happy.
  • Reputation: Feared and loathed by the inhabitants of the Eve slums. Openly antagonistic with Scintilla security. Grotesque peasants to the more affluent inhabitants of Eve proper.
  • Curios: Gang tattoos are common, as are piercings. Mynock graffiti is everywhere in the slums, and people know that that marks gang territory.
  • Rules: As much as any criminal anarchists can have "rules," the most important ones are the tithe (50% of your take goes to the gang) and the concept of Face (your rep is our rep, so take care of it). For anything else, the Golden Rule applies: don't get caught and it's not illegal.
  • Goals: Making money and controlling the population of the Eve slums. Short-sighted and self-destructive, no one in the Mynocks is going anywhere in life, except to its short and messy end.
MEMBERS
  • Krystal [NPC] - A tall, rough human woman with more tattoos than skin and a legendary temper, Krystal is the most aggressive of the Mynocks' many leaders. She takes exactly zero lip from anyone and is notorious for breaking knees to make a point. Her territory tends to be the most dangerous of all of the bosses, and she picks a lot of fights with other Mynocks, but her surprising charisma and viciously effective tactics keep her ranks flush.
  • Se7en [NPC] - Some kind of renegade assassin droid with a buggy personality program, Se7en seems to have disabled its ability to emulate human empathy. It delights in torture and information control, and may be the best slicer in the slums. While it doesn't command many gangsters compared to its contemporaries, Se7en is wired with advanced military tactics and has total control over one of the area's few working power grids, making its position and authority relatively secure.
  • Baal [NPC] - A humanoid of indiscernible heritage, Baal controls the largest swaths of territory of any of the Mynocks, and sports a notably larger number of soldiers than his peers. He cares for two things: business, and results. Lives never factor into that equation, and loyalty only matters as far as it takes him towards profit. If the Mynock kingpins were to have an all-out brawl for control of the slums, it would come down to Krystal, Se7en, and Baal fighting over ash and corpses, and in the end Baal would still probably come out ahead.
  • Hound [NPC] - Baal's top enforcer and right-hand man. A huge Talz with a translator implant. Not as stupid as he looks.
  • Raxan [NPC] - Another of the Myock's many "bosses." Controls a food paste plant. Known for his violent paranoia.
  • Marya [NPC] - A Mynock boss interested in softer forms of crime. Has her hands in most of the drug and human trafficking in the slums.

HISTORICAL INFORMATION
Crime and gangs formed as organically as the slums of Eve. As Scintilla grew much faster than its designers had intended, the influx of civilians reached a tipping point very quickly. As those without marketable skills or any notable wealth fell through the storm drain of society they naturally pooled into one place, and the end result of any such gathering of malcontents is generally institutionalized tyranny and violence. Gangs aren't a revolutionary concept, especially smaller ones, but the sudden and relatively unified front that the Mynocks present is a bit difficult to justify. Gangers don't normally play nice with each other, after all.

The loose, tumultuous group of street toughs, drug kingpins, protection thugs, and gutter-trash crime lords that identifies under the symbol of the mynock may have coalesced under seriously unlikely circumstances, but their hold over the slums is as close to "control" as anyone can or could possibly manage in that urban wasteland. Of the five original bosses who established a ceasefire with each other a bit over a year ago, only two are still alive. Marya has lost a great deal of her former power, and Baal seems to have grown fat off her suffering. The others - Bonesaw, L.A.W., and Cinnabar - have all either disappeared or died in tragic turf war "accidents." No one has noted their passing, except as a warning to others - being a Mynock boss is a very dangerous prospect, and not for the faint-hearted.

The Mynocks have recently entered a bit of an active period. With the attack on Scintilla - which Marya and Se7en insist they had absolutely nothing to do with - the Agents of Chaos have become very acutely aware of every malcontent within the borders of their city. The Mynocks are a pest, absolutely, but the very real threat of their accessibility to insurgent forces can't be understated.
 
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