Post by fenn on May 25, 2014 22:24:57 GMT -5
Name:
Fenn Irys'lya
Age:
32
Race:
Bothan
Birth place:
Drev'starn, Bothawui
Height:
155cm tall (5'1)
Weight:
60 kilograms
Eye Color:
Green
Hair Color:
Dark Brown
Appearance:
(Image borrowed from Wookieepedia!)
"What, never seen a Bothan before? I don't look half as bad as you smell, human."
Standing just over one and a half metres tall, Fenn doesn't immediately come off as a threatening individual on stature alone, and the first words usually coming to mind might be 'scruffy' or 'scrappy' rather than dignified, scary or imposing. He's bulky-ish; years of work and training have honed his body's muscles to a toned and defined state, but that's hidden beneath the semi-thick coat of tan-chestnut body fur adorning his compact frame, and a rather casual appearance; enforced by his outward appearance as a cargo hauler.
With pointed ears, bushy eyebrows, a canid-esque muzzle complete with short whiskers, a broad nose, clawed fingers and canine teeth, and covered head to toe in thick, downy fur, Fenn sports a blatantly animalistic, almost 'werewolf-like' visage to humans unfamiliar with Bothans; complete with a short mane of dark brown hair atop his head that trails down his spine; kept untangled and free of any dirt and grit, but likewise scruffy.
Dress-wise, Fenn prefers the casual rather than the formal; favouring loose and comfortable shirts and pants (or, in warmer climates; shorts) rather than snug and form fitting attires that could mat down his fur and cause uncomfortable tangling, keeping his tools tied to a belt in case they're needed. He's generally wearing boots appropriate to the feet of his kind; steel-capped so as to avoid any accidents or uncomfortable toe-stubbing.
You'd never think, looking at him, that he's anything more than a simple cargo courier, and to Fenn that suits him just fine; there's nothing more beneficial to his true vocation than a suitable alibi.
Personality:
"You're wasting your time and my credits; the former might be worthless but the latter sure isn't."
Fenn can be almost two people at times (especially considering his guise as a cargo hauler, he often is); depending on if he is seeking work or relaxation.
Under the guise of his courier role, Fenn is blunt and almost callously honest; he'll tell you what he thinks of you and, well, if you don't like it; too bad. That isn't to say he's rude, indeed he can be as polite as anyone else; he's merely open about his thoughts, as the galaxy-wide stereotype of Bothans as lying and dishonest schemers does grate him somewhat (although ironic in these circumstances). He can be deflective when 'flustered' and bitterly sarcastic, but his frustrations often seem to disappear just as they surface.
Whilst looking for, or indeed performing his true work, Fenn is a professional utilitarian at heart; if it works, keep it, and if it doesn't, ditch it. He's sharp and generally unassuming; preferring to be methodical and active as opposed to relying on his target to make a mistake. And worst of all, Fenn is patient; he can wait a long time if he has to. He'll play up, through his 'disguise', that he's an impatient and crass individual, but this is nothing more than smoke and mirrors.
Fenn prefers nonlethal methods of engagement where it can be helped, either through stealth or subduing his adversary; a dead body or dead target is no good to him, and the bothan distinguishes himself as a bounty-hunter from a hired killer by avoiding kill-only contracts wherever possible; he apprehends targets as opposed to dispensing lethal 'justice' on a whim, and knows when not to shoot more than when to go in blasters blazing. This doesn't mean Fenn is incapable of lethal force; he's a talented shot with a blaster pistol in either hand, a snap-draw from a holster, and won't hesitate to kill if he must.
When not on the job, Fenn relaxes considerably, but still likes to be the bothan in control, moving the pieces about; he becomes a bit more sociable even if it's through blocks and walls, though he appears nothing but open and honest through his 'visage'. He'll learn what he can of you, but plays his cards very close to his chest. He's slow to trust, but if you're counted among his friends, or someone he has come to trust, he is reliable.
Fenn likes the occasional drink (Corellian Whiskey is a favourite, but if he's anywhere tropically-inclined, he loves alcoholic fruit-punches under a warm sun), maybe a casual fling for those so-inclined, but even with such dalliances, he remains cautious. Men like Fenn have enemies, and caution is never a wrong tool to employ.
Profession: Bounty Hunter, using a light-freighter as a front and alternate income for cargo and transport duties.
Previous Faction/Rank: Bothan Intelligence Agent.
Equipment: "Seems to be that a good blaster pistol tends to solve most arguments these days."
Fenn possesses the usual items expected of nearly anybody in the galaxy; a datapad to organise his schedules, pass time and write down his thoughts, a communicator to contact or be contacted, a credit chit-tab to access his funds electronically and, more often than not, his freight licence and spaceport visa.
Depending on the situation faced to him when on contract work, Fenn can bring to bear a myriad of weapons necessary to ensure his success, usually selecting carefully his armaments before heading out to collect a price. Uniform, however, is his preference for grenades as a 'cover-all' escape method; Fenn will carry a pair of flash-concussion grenades and a sonic-howler charge to cover his bases either as a bluff or a sudden, debilitating attack. He has been known to employ Cryoban and Adhesive grenades, as well, depending on the situation and availability.
As a sidearm, Fenn carries a single Arkanian-model heavy pistol with an adjustable power-output, reasoning that the high-power of the sidearm gives him a good defensive capability if he needs to bring solid firepower to bear in either stun or kill settings. He's a very skilled shot with the weapon; capable of drawing fast and putting down some decent firing patterns in a brief span of time.
As one would expect for a bounty hunter preferring to capture live prey, Fenn carries with him means of binding his prey's hands; thick nylon cable-ties not unlike those used by riot officers on many Republic worlds serve as a subtle, disposable, cheap and non-metallic solution to the issue. Whilst not as high-tech as binders or electro-cuffs, these ties aren't detectable through metal scans, and are sturdy enough to keep the hands of most criminals bound fast once they're on all the same. These cable-tie cuffs also feature a nasty surprise; if applied incorrectly, they can be extremely uncomfortable and even painful, and without a double-locking action, can be further tightened after application to ensure restraint. They can be broken, though, but it takes a lot of strength to be able to do so; Fenn has had it occur only once; the prisoner was a Wookiee.
In terms of armor, Fenn prefers the light approach; reasoning that an increased range of joint motion and lighter carry load means he can be just that much faster than an armor laden enemy, and just that easier to hide if it comes time to beat a stealthy retreat. Fenn's combat gear covers chest to toe; a kevlar vest and pants designed to stand up to low-impact melee blows and cuts, interwoven with thermal netting to ward off excess heat, and lined with myriad pouches designed to carry items from as small as a communicator to as large as a hand-grenade. Fenn's 'armor' cannot stand up to even glancing shots from heavy blaster fire, however, so the Bothan tends to avoid extended firefights where he can.
If things are suspected to get a little hairy, however, Fenn does possess a Czerka Arms Blaster Carbine, though he is absolutely loathe to use the thing, and it mostly spends time in the cargo hold of his ship rather than pressed to his shoulder. If he's taking this thing along, it generally means Fenn expects he's not going to be able to stay hidden for long, and for the Bothan, such an event is tantamount to a mess. The carbine is still compact and maneuverable enough to allow Fenn to operate stealthily, but it's by no means as subtle as his pistol is.
Finally, Fenn owns a T-3 unit; an older model droid that helps the Bothan keep his ship in good enough shape to fly, as well as an impromptu organiser and even simply someone to talk to. He affectionately named the unit 'Karka' as opposed to its operative number, a Bothese word for 'suspiciously lucky', as a tease to the unit's quirks developed through its age, in that it's lucky it hasn't been scrapped yet.
Starship: "Everyone says their ship is the fastest in the Galaxy; ever find it funny the ones that boast tend to get caught first? It's not hyper-fast, but I guarantee you're getting to where you're need to go with this, and in one piece."
Fenn pilots an unmodified Bullseye Class Light-Freighter, dubbed the 'Zikri's Whim'; a used model purchased from a shipyard on Bothawui shortly after Fenn's departure from the Spynet, using most of the credits accrued from his pay packets from the shady organisation backed up with a bank-loan to start up his private little enterprise. It's a little beat up from the years of use, but its Bothan owner (well, moreso the T-3 unit!) keeps it in relatively good condition, enough to fly from system to system and stay in one piece, that's for sure!
Skills:
Spynet Agent: As a former member of the elusive Bothan Spynet for nearly a decade, Fenn learned from perhaps one of the best sources in known space the skills necessary to remain a step ahead in the fields of espionage and subterfuge; how to slice, place data-taps, and generally get to places where he shouldn't, and it comes through in his mercenary style.
Pistoleer: Through extensive, personal and professional practice, Fenn has also developed a rather impressive quick-draw and a very sharp eye for accuracy; capable of bringing his pistol from thigh-holster to accurate shooting posture in very short order.
Hearing: Owing to his kind's rather large and tapered ears, Fenn's hearing is exceptionally sensitive in comparison to baseline human standards, but it's a double edged sword; his hearing and sound-detection is sharp, but sonic weapons are just that much more effective against him.
Claws: Another natural trait for Bothans are the non-retractable claws adorning the ends of their fingers; these sharpened points serving as implements of gripping and, in combat, defensive weapons capable of landing stinging cuts and scratches on unprotected skin. Whilst not lethal, Fenn will throw swipes in tandem with punches when caught in a hand-to-hand fight.
In terms of languages, Fenn has the following under his command:
Binary (Intermediate), Selkatha (Intermediate; only speech), Huttese (Advanced), Galactic Basic (Fluent) and
Bothese (Fluent)
Attributes:
Physical Strength: 4
Intelligence: 5
Speed: 6
Leadership: 2
Unarmed: 3
Melee Weapons: 2
Ranged Weapons: 6
Bio:
"You want my life story? Yech, it's not that long a trip...You're insistent?...(*indistinct bothese cursing*) Karka! Roll over here and you tell them, I'm off for some liquor."
(The Early Years: 1-12)
Fenn was born into a loyalist Bothan clan-family relatively known on Bothawui but overall unimportant in the broad spectrum. The son of Drev'starn's Junior Minister of Agricultural Supply and a famed crystal-jewelry artisan selling her wares in the Merchant's Square, Fenn's upbringing was relatively comfortable; there was always a sum of credits available to draw upon in times of need and it was very rarely the family went without for any extended period of time. That wasn't to say they were of affluent background, however; by no means were any of the three part of the aristocracy surrounding the upper echelons of society, merely relatively well off.
Enamored by the seeming power he had to a young child, Fenn tended to follow after his father, Raek Irys'lya, in his youth; idolising the intelligence and shrewd manner in which his father seemed to handle almost any problem put before him, even if it meant his father was often away for extended periods of time, either in Council chambers in assistance to the Senior Ministers, or send on errands to the outlying cities. Debate with the farmers of the agrarian fields? It was merely a matter of words and time before the problems were sorted out; an exchange of credits here, a promise or assurance there, and things were smoothed over in no time.
Owing to his father's busy schedule, Fenn would be often left in the care of his mother, Nyir Caer'lya, as she worked her shop within the Merchant's Square. Likewise with his father, Fenn could only watch in wonder as his mother worked her creative talents; weaving from seemingly nothing but sands beautiful crystalline figurines that seemed so fragile that even the gentlest breeze might have disturbed them. Tourist and citizen alike would come to her store seemingly day by day; buying either the pre-made figurines for loved ones or simple appreciation of the arts, and in some cases, even commissioning the artisan for private works, the most notable of which was the Council-sponsored Zikri at Play; an intricately detailed, near purely-crystalline fountain inspired by the water-spirits of Bothan mythos, featured within Drev'starn's Cultural Arts Center as part of an exhibition to planetary visitors.
At age five, Fenn was enrolled into the Bothese education system, and as with any child, he didn't take liking to it, but his mother made damn sure her boy stuck with it right from the get-go; supporting her boy when he came home in tears because he couldn't fully understand the questions his teacher asked, or when he was embarrassed because he called the principal 'dad' in front of his fellow students.
At age seven, with the child's academic skills already beginning to fall behind, Fenn's scholastic hours were increased; his father took the initiative in hiring a tutor by the name of Strask Azira'sil, an elderly bothan of sixty years, formerly an educator for a majority of his own life, to further his son's study on weekends. The extra time behind the datapad certainly helped young Fenn, and the years of experience on Strask's end in teaching young and confused minds only added to this; in short order, young Fenn went from a struggling student to above-average, and whilst his services were eventually terminated, Fenn would still contact Strask now and then and ask for help or advice.
An awkward youth, however, Fenn spent a lot of time on his own, outside of a lot of social circles. It wasn't a matter of not fitting in, Fenn certainly had his friends but...He just seemed to prefer his own company rather than constantly be out and about. It was hard to know, sometimes, who truly was your friend even at a young age among Bothans, owing to the cultural desires for intrigue and subtlety; at least trust in yourself was unshakable, as it was very hard to stab yourself in the back.
It was a lesson Fenn learned young, but one he would carry with him.
(From Boy to Man: 13-18)
In his early teenage years through to age fifteen, puberty struck; as with most children his age, certain changes took place that, like many others, he didn't fully comprehend or understand. It was fortunate the youth had a supportive network around him in both his immediate family and fellow clansmen; the matter was quickly explained in a way the young bothan could comprehend and, perhaps, not be so embarrassed by.
It was during this time that Fenn began to open up and socialise perhaps a little more than he had in his childhood; driven by both urges of a hormonal nature and simple frustration of being nervous to just talk to people; even if they didn't care what he had to say. They didn't even have to be Bothan; on more than one occasion, a fifteen year old Fenn found tourists to the planet and would offer to act a guide to some of the better sights, if only for the opportunity to learn about the offworlders and their ways!
It was also Fenn's first taste of alien language; Basic was taught in school and Huttese had been partially covered in Strask's tuition, but this was the youth's first time to really test his skills. Of course, Fenn made a mistake or two; but at least the offworlders were usually in good spirits enough under Bothawui's warm sun and friendly people to help the young Bothan out, and even go so far as to make corrections on slipped phrases.
At age fifteen, after hearing about sports shooting during a sports day at school, Fenn took a curiosity to sports shooting; and with practically begging his father's permission, the teenager was eventually given a low-powered sporting pistol and permission to take part in the school's events. Once a week, Fenn spent three hours of his sports class on range, learning the basics in shooting and handling a blaster, and whilst the young man had average skill, certainly not enough to net any great attention as a potential competition shooter, the hours of practice honed the young man's hand-eye co-ordination and dexterity.
During these years, Fenn often sought out his former tutor and would hold conversation with the old man; debating philosophy as they strolled through the streets in the morning sun, or simply asking the elderly Bothan's opinion or advise, or simply asking for a sounding-board for ideas; foremost in Fenn's young mind was what he would do with his life. Politics, like his father? Maybe, but certainly he lacked the charisma necessary. Art, like his mother? No, inspiration and muse never struck poor Fenn in the way it had his matriarchal figure.
It was a question that would take some time to answer.
Of course, during these developmental years, young Fenn did as most teens usually did; experimented. With both intimacy and substance, of thought and activities, from age sixteen to eighteen, Fenn's life seemed to kick up a gear, with a lot of pivotal points in his life taking place in short order; his first kiss, his first date, his first drink (and later first hangover; one too many alcoholic kothtri juices!), and, unfortunately, his first experience with death; his tutor-turned-mentor Strask passing away due to a pulmonary failure. Fenn took the latter news hard, but was honoured to be invited to attend the funerary service and pay his respects shortly thereafter by Strask's extended family.
At the young age of eighteen, however, Fenn had come to a decision to the question he had asked himself for so many years now, and only now understood. Yes, like his father, he would enter the public service, but in a way that was away from the eye. Bothans weren't just politicians after all, but well trained, skilled spies and information-gatherers. There was no shame in such a profession, Fenn knew, and with his mother and father's quiet blessing and the latter's subtle coercion behind the scenes,the young boy was recruited into the Bothan spy network; part of the defensive efforts put forth by the Bothan people due in no small part to the intense battles raged on Bothawui some decades prior between the Republic and Sith Empire during the wars.
(The Bothan Spynet: 18-21):
Almost immediately, Fenn found himself surprised by what was laid before him; the training regimens designed to hone his body and mind to their finest point, the strategic games designed to foster faster response times and challenge problem-solving processes, they seemed so far from what the young bothan had expected from what a spy was supposed to do. Weren't the holofilms all about a dashing figure in a suit, saving the day in a blaze of glory and winning the girl? Didn't often see that suave, heroic figure hunched over a computer terminal, trying to set up a Holonet data-tap and key-logger program whilst re-writing entry logs to ensure the next guy using the comp didn't know it had been tampered with; all the while a timer clicking down the seconds left until the next guard patrol showed up with blasters rifles, ready to cook you where you stood.
Somehow the films glossed over that part.
One of a group of nine trainees, Fenn at least took some comfort in knowing that, with every day that passed where he practically fell into his bunk, exhausted and his muscles screaming at him as if the effort of simply standing was too much, his ears aching from using the Bothan Shrieker pistol so commonly issued to agents, there were at least eight other young men and women sharing the pain enough to know what it felt like.
Of those eight fellow trainees, it took little time for Fenn to get closely acquainted with two; a scruffy, technologically minded young man from the colony planet Kothlis by the name of Jakys Saiga'skra, and perhaps more surprisingly, a determined young woman Fenn had already met, Biree Shayl'ki. Biree had been a classmate of Fenn's for two years; the two young bothans didn't speak and didn't exactly count each other as friends and probably barely even acquaintances, but as classes often went, the two would talk to each other occasionally, more often than not in debating exercises, and more often than not, Fenn would lose; Biree's sharp intellect and persuasive words could have landed her a job in political office had she so chose.
The three, after brief discussion one evening about the difficulties of their training, after the sudden departure of two recruits due to poor scores, made a pact; each would help the other in the areas they knew, and all would benefit. Jakys had the computer talents to teach the others how to slice and hack at will, Fenn knew how to handle a pistol from his sport-shooting practice enough to help his fellow recruits with their target shooting, and Biree had her persuasion talents; seemingly not much but when applied to playing roles and covers, every misdirecting word was worth gold.
Of course, Fenn would simply rationalise the three-way pact as following the Bothan Way; using the skills of others to benefit himself, learning from their experiences and skills to add to his own, but deep down he couldn't help but find that reasoning flawed. It made sense, sure, but it was perhaps a little more comforting to think that it was out of friendship and mutual interest that the three sought to help each other. They were in this together, after all, for the good of their own people. Bothawui had been attacked during the war by the Sith and later liberated by Republic forces, and whilst the Republic maintained a foothold in Bothan space, there were no promises the neutrally-aligned people wouldn't be attacked again; in-fighting and squabbling would achieve little.
And, as much as he didn't want to admit it, Fenn couldn't help but feel a little bit drawn to Biree, as time went on and they got to know each other a little better, through discussion and the heat of training. Whether or not his colleague felt the same, Fenn didn't know and initially didn't dare ask, but there was surely no harm in thoughts; after all, she certainly looked beautiful and had the intellect and personality to match, it was hard not to feel a little...enamored...Especially when it came to close-contact hand to hand training!
At age twenty, after spending a warm summer's night in the Merchant Square over a few friendly drinks, Fenn threw caution to the wind and let Biree knew what he thought about her; asking if she might have felt the same. Biree only smiled, a polite reply to an awkward if at least honest query, and with similar honesty, explained that whilst Fenn was certainly handsome, certainly would make any woman he wished happy, he wasn't her type. it certainly didn't mean they couldn't be friends, however.
Rejection was slightly deflating, but Fenn took it in stride and at the end of the day, both were glad to at least be as trusting to one another to be openly honest. The rest of the evening, he remembered, quickly resumed its mirthful nature, as if the admission of affection and hopeful proposition had been as casual as discussion of the weather.
At age twenty one, what had been a group of nine had been dwindled down to five, but five agents ready for their first assignments; among the successful were Jakys, Biree, and Fenn.
(First Assignments: 21-23):
Tense times in the universe lead to opportunities for work; with the Republic and the Sith Empire at an uneasy standoff, and rumours abound of even the seemingly-crushed Mandalorian people rising up in rebellion, the information trade was practically abuzz, and there were no people more interested in the chatter than the Bothans. Paired with Jakys and Biree as an operating trio, Fenn was sent on a slough of assignments designed to not only to garner intelligence, but to test the new agents in their recently learned skills in the field.
Their first task sent the group to the factory-planet Kuat; posing as part team of software engineers on rotation through the extensive Kuat Drive Yards, tasked with both the retrieval of information pertaining to orders placed by the Republic Naval Fleets, so as to provide insight to their intentions, or at the very least, just what ships were being built, and just how many the Republic sought to bring to bear, as well as the placement of several software back-doors and data-taps; subtle sub-programs designed to re-route a copy of Holonet transmissions and communications from their source, across a myriad of redirecting mirrors, to the waiting hands of Bothan servers.
After all, if numbers suddenly increased, a re-ignition of the heated conflicts some decades prior with the growing Sith Empire could very well have been imminent; a conflict Bothawui had seen up close and personal both in space and on land. Whilst not sole supplier of ships to the Fleets, Kuat Drive Yards had certainly pushed its way close in the face of its competitors, and backed by the Republic's lucrative long-term contracts, the shipyards had boomed; work was constant and credits seemingly flowed to the yards like water through a stream, and whilst security had likewise been lifted to ensure the safety and secrecy of KDY's inner workings, in comparison to tighter-fisted competition like Core Galaxy Systems and Corellia StarDrive, there was much to be left desired, leaving the way open for the trio of raw recruit-agents to make their move.
Provided false identities, prior history work logs, accreditation to support their roles as experienced software techs, falsified repair-clearance orders and even forged memberships into relevant employment unions, Fenn, Jakys and Biree were soon underway; landing via transport on the luxury planet of Kuat, only to swiftly report to their employment station and await ferry shuttle to the orbital shipyard platforms.
Fenn had to admit, it was a nervous experience, but overall a fun one; staying in character was certainly not too difficult once it had been determined among the group just how they would act. Jakys would act as the superior of the three; his prior experience with engineering and computing afforded him the best chance of success, whilst Fenn and Biree would, through subtle hints and false questions asked through conversation, follow his lead.
Casual discussion about the latest holodramas and games, for example, through careful emphasis on language and the subtle fur-ripples of Bothan expression, actually referred to the status of the holocameras monitoring the server rooms; "I loved that game for the graphics, you know, but I can't help but feel they keep relying on the cover mechanic, as if that's any fun; I get bored after about half an hour." from Jakys translated that the holocams could still see them; that the Bothan was still encountering firewalls accessing the sub-systems he needed to get to, but that it wasn't as challenging as it was expected tedium, and a rough estimation at half an hour's worth of work would get through.
Overall, the mission went off without a hitch aside of setbacks only solved by time. Jakys, Biree and Fenn managed to remain undetected throughout their operation, and as far as the three agents were aware, their secretive additions to the KDY computer systems had gone unnoticed; buried under a web of false code layers and cyclical directories. Extraction had been simple; only a matter of boarding the employee shuttle back down to Kuat's surface two days later and 'disappearing' when their next shift came about.
Returning to Bothan Space for debriefing and further assignment, the next few years of Fenn's life would be akin to a flash of action; his work taking him and his colleagues across the galaxy from Coruscant to Corellia, Zeltros to Ryloth and seemingly all places in-between. Were it not for the high-risk intelligence gathering and the varied roles in which Fenn would find himself, it might very well have seemed like the itinerary of a travel agency tourist cruise rather than work.
It was during this time, however, that Fenn's father, Raek, ascended to the position of Senior Minister of Agricultural Supply for Drev'starn; replacing the former incumbent, who had 'suddenly retired'. It was a strong political move, although the elections held weren't spared the usual controversies and suspected sleights of hand that often accompanied such matters, especially with the unexpected departure of the former Senior Minister. Raek's ascension placed him upon the Bothan Council, and as such, suspicion was squarely placed upon not only his shoulders but those of his family, but it was never really confirmed or denied by Raek as to what really happened.
Fenn was spared the queries, however; being offplanet at the time, it was evident he knew little of the deed; although certainly learning of his father's new position among his people was cause for celebration; another little triumph to acknowledge upon the boy's return home.
(Manaan: 24-26): By far the most memorable, and perhaps most difficult, assignment in Fenn's life was his two year stint on the water-planet Manaan, attached to a diplomatic envoy from Bothawui to, quote, "negotiate matters pertaining to the continued supply of Kolto" to the Bothan home-planet and colonies.
It was Fenn's first solo mission; without the assistance of Jakys or Biree, and it was his first truly long-haul operation, a fact that had the twenty-four year old a little on the back foot, but confident and even a little flattered that he was deemed ready for the task.
Playing as an aide to the aging Ambassador Tryn Pers'Sei and his retinue, Fenn's mission would be to observe not only the team sent on behalf of Bothawui and ensure their safety as a counter-agent, but to learn what he could from his surroundings and the dealings of Ambassador Pers'Sei; Ahto City, after all, was still a trade-city teeming with secrecy, both on the part of the neutral Selkath themselves, as well as Republic, Sith, and even corporate and mercenary interests.
The flight to Manaan was simple and relatively quick, despite the distance, as Fenn used the travel time not only to accustom himself to the new tasks he would have to perform, how he would have to dress and speak, and the expectations of their aquatic Selkath hosts in regards to behavior and social custom. After all, Manaan was known for its rigid stance on neutrality; they weren't prepared to tolerate any incidents. It might have seemed boring, but cycling through the myriad laws of Ahto City certainly passed the hours.
The role itself wasn't exactly difficult to play; Ambassador Pers'Sei was aware of what Fenn's duties were and had little issue with the intelligence agent being present, so there was no conflict about this new aide present. Following the Ambassador's instructions were simple enough; outside of the occasional 'bring me this' or 'see to that', there was very little that Tryn Pers'Sei didn't attend to himself, and other than accompany the ambassador to his meetings, Fenn was left relatively alone.
(Nar Shaddaa: 26-27):
(Kossi The Hutt: 27):
(Betrayal: 27):
(Re-evaluation: 28):
(Mercenary Life: 28-32):
RP Sample:
Fenn Irys'lya
Age:
32
Race:
Bothan
Birth place:
Drev'starn, Bothawui
Height:
155cm tall (5'1)
Weight:
60 kilograms
Eye Color:
Green
Hair Color:
Dark Brown
Appearance:
(Image borrowed from Wookieepedia!)
"What, never seen a Bothan before? I don't look half as bad as you smell, human."
Standing just over one and a half metres tall, Fenn doesn't immediately come off as a threatening individual on stature alone, and the first words usually coming to mind might be 'scruffy' or 'scrappy' rather than dignified, scary or imposing. He's bulky-ish; years of work and training have honed his body's muscles to a toned and defined state, but that's hidden beneath the semi-thick coat of tan-chestnut body fur adorning his compact frame, and a rather casual appearance; enforced by his outward appearance as a cargo hauler.
With pointed ears, bushy eyebrows, a canid-esque muzzle complete with short whiskers, a broad nose, clawed fingers and canine teeth, and covered head to toe in thick, downy fur, Fenn sports a blatantly animalistic, almost 'werewolf-like' visage to humans unfamiliar with Bothans; complete with a short mane of dark brown hair atop his head that trails down his spine; kept untangled and free of any dirt and grit, but likewise scruffy.
Dress-wise, Fenn prefers the casual rather than the formal; favouring loose and comfortable shirts and pants (or, in warmer climates; shorts) rather than snug and form fitting attires that could mat down his fur and cause uncomfortable tangling, keeping his tools tied to a belt in case they're needed. He's generally wearing boots appropriate to the feet of his kind; steel-capped so as to avoid any accidents or uncomfortable toe-stubbing.
You'd never think, looking at him, that he's anything more than a simple cargo courier, and to Fenn that suits him just fine; there's nothing more beneficial to his true vocation than a suitable alibi.
Personality:
"You're wasting your time and my credits; the former might be worthless but the latter sure isn't."
Fenn can be almost two people at times (especially considering his guise as a cargo hauler, he often is); depending on if he is seeking work or relaxation.
Under the guise of his courier role, Fenn is blunt and almost callously honest; he'll tell you what he thinks of you and, well, if you don't like it; too bad. That isn't to say he's rude, indeed he can be as polite as anyone else; he's merely open about his thoughts, as the galaxy-wide stereotype of Bothans as lying and dishonest schemers does grate him somewhat (although ironic in these circumstances). He can be deflective when 'flustered' and bitterly sarcastic, but his frustrations often seem to disappear just as they surface.
Whilst looking for, or indeed performing his true work, Fenn is a professional utilitarian at heart; if it works, keep it, and if it doesn't, ditch it. He's sharp and generally unassuming; preferring to be methodical and active as opposed to relying on his target to make a mistake. And worst of all, Fenn is patient; he can wait a long time if he has to. He'll play up, through his 'disguise', that he's an impatient and crass individual, but this is nothing more than smoke and mirrors.
Fenn prefers nonlethal methods of engagement where it can be helped, either through stealth or subduing his adversary; a dead body or dead target is no good to him, and the bothan distinguishes himself as a bounty-hunter from a hired killer by avoiding kill-only contracts wherever possible; he apprehends targets as opposed to dispensing lethal 'justice' on a whim, and knows when not to shoot more than when to go in blasters blazing. This doesn't mean Fenn is incapable of lethal force; he's a talented shot with a blaster pistol in either hand, a snap-draw from a holster, and won't hesitate to kill if he must.
When not on the job, Fenn relaxes considerably, but still likes to be the bothan in control, moving the pieces about; he becomes a bit more sociable even if it's through blocks and walls, though he appears nothing but open and honest through his 'visage'. He'll learn what he can of you, but plays his cards very close to his chest. He's slow to trust, but if you're counted among his friends, or someone he has come to trust, he is reliable.
Fenn likes the occasional drink (Corellian Whiskey is a favourite, but if he's anywhere tropically-inclined, he loves alcoholic fruit-punches under a warm sun), maybe a casual fling for those so-inclined, but even with such dalliances, he remains cautious. Men like Fenn have enemies, and caution is never a wrong tool to employ.
Profession: Bounty Hunter, using a light-freighter as a front and alternate income for cargo and transport duties.
Previous Faction/Rank: Bothan Intelligence Agent.
Equipment: "Seems to be that a good blaster pistol tends to solve most arguments these days."
Fenn possesses the usual items expected of nearly anybody in the galaxy; a datapad to organise his schedules, pass time and write down his thoughts, a communicator to contact or be contacted, a credit chit-tab to access his funds electronically and, more often than not, his freight licence and spaceport visa.
Depending on the situation faced to him when on contract work, Fenn can bring to bear a myriad of weapons necessary to ensure his success, usually selecting carefully his armaments before heading out to collect a price. Uniform, however, is his preference for grenades as a 'cover-all' escape method; Fenn will carry a pair of flash-concussion grenades and a sonic-howler charge to cover his bases either as a bluff or a sudden, debilitating attack. He has been known to employ Cryoban and Adhesive grenades, as well, depending on the situation and availability.
As a sidearm, Fenn carries a single Arkanian-model heavy pistol with an adjustable power-output, reasoning that the high-power of the sidearm gives him a good defensive capability if he needs to bring solid firepower to bear in either stun or kill settings. He's a very skilled shot with the weapon; capable of drawing fast and putting down some decent firing patterns in a brief span of time.
As one would expect for a bounty hunter preferring to capture live prey, Fenn carries with him means of binding his prey's hands; thick nylon cable-ties not unlike those used by riot officers on many Republic worlds serve as a subtle, disposable, cheap and non-metallic solution to the issue. Whilst not as high-tech as binders or electro-cuffs, these ties aren't detectable through metal scans, and are sturdy enough to keep the hands of most criminals bound fast once they're on all the same. These cable-tie cuffs also feature a nasty surprise; if applied incorrectly, they can be extremely uncomfortable and even painful, and without a double-locking action, can be further tightened after application to ensure restraint. They can be broken, though, but it takes a lot of strength to be able to do so; Fenn has had it occur only once; the prisoner was a Wookiee.
In terms of armor, Fenn prefers the light approach; reasoning that an increased range of joint motion and lighter carry load means he can be just that much faster than an armor laden enemy, and just that easier to hide if it comes time to beat a stealthy retreat. Fenn's combat gear covers chest to toe; a kevlar vest and pants designed to stand up to low-impact melee blows and cuts, interwoven with thermal netting to ward off excess heat, and lined with myriad pouches designed to carry items from as small as a communicator to as large as a hand-grenade. Fenn's 'armor' cannot stand up to even glancing shots from heavy blaster fire, however, so the Bothan tends to avoid extended firefights where he can.
If things are suspected to get a little hairy, however, Fenn does possess a Czerka Arms Blaster Carbine, though he is absolutely loathe to use the thing, and it mostly spends time in the cargo hold of his ship rather than pressed to his shoulder. If he's taking this thing along, it generally means Fenn expects he's not going to be able to stay hidden for long, and for the Bothan, such an event is tantamount to a mess. The carbine is still compact and maneuverable enough to allow Fenn to operate stealthily, but it's by no means as subtle as his pistol is.
Finally, Fenn owns a T-3 unit; an older model droid that helps the Bothan keep his ship in good enough shape to fly, as well as an impromptu organiser and even simply someone to talk to. He affectionately named the unit 'Karka' as opposed to its operative number, a Bothese word for 'suspiciously lucky', as a tease to the unit's quirks developed through its age, in that it's lucky it hasn't been scrapped yet.
Starship: "Everyone says their ship is the fastest in the Galaxy; ever find it funny the ones that boast tend to get caught first? It's not hyper-fast, but I guarantee you're getting to where you're need to go with this, and in one piece."
Fenn pilots an unmodified Bullseye Class Light-Freighter, dubbed the 'Zikri's Whim'; a used model purchased from a shipyard on Bothawui shortly after Fenn's departure from the Spynet, using most of the credits accrued from his pay packets from the shady organisation backed up with a bank-loan to start up his private little enterprise. It's a little beat up from the years of use, but its Bothan owner (well, moreso the T-3 unit!) keeps it in relatively good condition, enough to fly from system to system and stay in one piece, that's for sure!
Skills:
Spynet Agent: As a former member of the elusive Bothan Spynet for nearly a decade, Fenn learned from perhaps one of the best sources in known space the skills necessary to remain a step ahead in the fields of espionage and subterfuge; how to slice, place data-taps, and generally get to places where he shouldn't, and it comes through in his mercenary style.
Pistoleer: Through extensive, personal and professional practice, Fenn has also developed a rather impressive quick-draw and a very sharp eye for accuracy; capable of bringing his pistol from thigh-holster to accurate shooting posture in very short order.
Hearing: Owing to his kind's rather large and tapered ears, Fenn's hearing is exceptionally sensitive in comparison to baseline human standards, but it's a double edged sword; his hearing and sound-detection is sharp, but sonic weapons are just that much more effective against him.
Claws: Another natural trait for Bothans are the non-retractable claws adorning the ends of their fingers; these sharpened points serving as implements of gripping and, in combat, defensive weapons capable of landing stinging cuts and scratches on unprotected skin. Whilst not lethal, Fenn will throw swipes in tandem with punches when caught in a hand-to-hand fight.
In terms of languages, Fenn has the following under his command:
Binary (Intermediate), Selkatha (Intermediate; only speech), Huttese (Advanced), Galactic Basic (Fluent) and
Bothese (Fluent)
Attributes:
Physical Strength: 4
Intelligence: 5
Speed: 6
Leadership: 2
Unarmed: 3
Melee Weapons: 2
Ranged Weapons: 6
Bio:
"You want my life story? Yech, it's not that long a trip...You're insistent?...(*indistinct bothese cursing*) Karka! Roll over here and you tell them, I'm off for some liquor."
(The Early Years: 1-12)
Fenn was born into a loyalist Bothan clan-family relatively known on Bothawui but overall unimportant in the broad spectrum. The son of Drev'starn's Junior Minister of Agricultural Supply and a famed crystal-jewelry artisan selling her wares in the Merchant's Square, Fenn's upbringing was relatively comfortable; there was always a sum of credits available to draw upon in times of need and it was very rarely the family went without for any extended period of time. That wasn't to say they were of affluent background, however; by no means were any of the three part of the aristocracy surrounding the upper echelons of society, merely relatively well off.
Enamored by the seeming power he had to a young child, Fenn tended to follow after his father, Raek Irys'lya, in his youth; idolising the intelligence and shrewd manner in which his father seemed to handle almost any problem put before him, even if it meant his father was often away for extended periods of time, either in Council chambers in assistance to the Senior Ministers, or send on errands to the outlying cities. Debate with the farmers of the agrarian fields? It was merely a matter of words and time before the problems were sorted out; an exchange of credits here, a promise or assurance there, and things were smoothed over in no time.
Owing to his father's busy schedule, Fenn would be often left in the care of his mother, Nyir Caer'lya, as she worked her shop within the Merchant's Square. Likewise with his father, Fenn could only watch in wonder as his mother worked her creative talents; weaving from seemingly nothing but sands beautiful crystalline figurines that seemed so fragile that even the gentlest breeze might have disturbed them. Tourist and citizen alike would come to her store seemingly day by day; buying either the pre-made figurines for loved ones or simple appreciation of the arts, and in some cases, even commissioning the artisan for private works, the most notable of which was the Council-sponsored Zikri at Play; an intricately detailed, near purely-crystalline fountain inspired by the water-spirits of Bothan mythos, featured within Drev'starn's Cultural Arts Center as part of an exhibition to planetary visitors.
At age five, Fenn was enrolled into the Bothese education system, and as with any child, he didn't take liking to it, but his mother made damn sure her boy stuck with it right from the get-go; supporting her boy when he came home in tears because he couldn't fully understand the questions his teacher asked, or when he was embarrassed because he called the principal 'dad' in front of his fellow students.
At age seven, with the child's academic skills already beginning to fall behind, Fenn's scholastic hours were increased; his father took the initiative in hiring a tutor by the name of Strask Azira'sil, an elderly bothan of sixty years, formerly an educator for a majority of his own life, to further his son's study on weekends. The extra time behind the datapad certainly helped young Fenn, and the years of experience on Strask's end in teaching young and confused minds only added to this; in short order, young Fenn went from a struggling student to above-average, and whilst his services were eventually terminated, Fenn would still contact Strask now and then and ask for help or advice.
An awkward youth, however, Fenn spent a lot of time on his own, outside of a lot of social circles. It wasn't a matter of not fitting in, Fenn certainly had his friends but...He just seemed to prefer his own company rather than constantly be out and about. It was hard to know, sometimes, who truly was your friend even at a young age among Bothans, owing to the cultural desires for intrigue and subtlety; at least trust in yourself was unshakable, as it was very hard to stab yourself in the back.
It was a lesson Fenn learned young, but one he would carry with him.
(From Boy to Man: 13-18)
In his early teenage years through to age fifteen, puberty struck; as with most children his age, certain changes took place that, like many others, he didn't fully comprehend or understand. It was fortunate the youth had a supportive network around him in both his immediate family and fellow clansmen; the matter was quickly explained in a way the young bothan could comprehend and, perhaps, not be so embarrassed by.
It was during this time that Fenn began to open up and socialise perhaps a little more than he had in his childhood; driven by both urges of a hormonal nature and simple frustration of being nervous to just talk to people; even if they didn't care what he had to say. They didn't even have to be Bothan; on more than one occasion, a fifteen year old Fenn found tourists to the planet and would offer to act a guide to some of the better sights, if only for the opportunity to learn about the offworlders and their ways!
It was also Fenn's first taste of alien language; Basic was taught in school and Huttese had been partially covered in Strask's tuition, but this was the youth's first time to really test his skills. Of course, Fenn made a mistake or two; but at least the offworlders were usually in good spirits enough under Bothawui's warm sun and friendly people to help the young Bothan out, and even go so far as to make corrections on slipped phrases.
At age fifteen, after hearing about sports shooting during a sports day at school, Fenn took a curiosity to sports shooting; and with practically begging his father's permission, the teenager was eventually given a low-powered sporting pistol and permission to take part in the school's events. Once a week, Fenn spent three hours of his sports class on range, learning the basics in shooting and handling a blaster, and whilst the young man had average skill, certainly not enough to net any great attention as a potential competition shooter, the hours of practice honed the young man's hand-eye co-ordination and dexterity.
During these years, Fenn often sought out his former tutor and would hold conversation with the old man; debating philosophy as they strolled through the streets in the morning sun, or simply asking the elderly Bothan's opinion or advise, or simply asking for a sounding-board for ideas; foremost in Fenn's young mind was what he would do with his life. Politics, like his father? Maybe, but certainly he lacked the charisma necessary. Art, like his mother? No, inspiration and muse never struck poor Fenn in the way it had his matriarchal figure.
It was a question that would take some time to answer.
Of course, during these developmental years, young Fenn did as most teens usually did; experimented. With both intimacy and substance, of thought and activities, from age sixteen to eighteen, Fenn's life seemed to kick up a gear, with a lot of pivotal points in his life taking place in short order; his first kiss, his first date, his first drink (and later first hangover; one too many alcoholic kothtri juices!), and, unfortunately, his first experience with death; his tutor-turned-mentor Strask passing away due to a pulmonary failure. Fenn took the latter news hard, but was honoured to be invited to attend the funerary service and pay his respects shortly thereafter by Strask's extended family.
At the young age of eighteen, however, Fenn had come to a decision to the question he had asked himself for so many years now, and only now understood. Yes, like his father, he would enter the public service, but in a way that was away from the eye. Bothans weren't just politicians after all, but well trained, skilled spies and information-gatherers. There was no shame in such a profession, Fenn knew, and with his mother and father's quiet blessing and the latter's subtle coercion behind the scenes,the young boy was recruited into the Bothan spy network; part of the defensive efforts put forth by the Bothan people due in no small part to the intense battles raged on Bothawui some decades prior between the Republic and Sith Empire during the wars.
(The Bothan Spynet: 18-21):
Almost immediately, Fenn found himself surprised by what was laid before him; the training regimens designed to hone his body and mind to their finest point, the strategic games designed to foster faster response times and challenge problem-solving processes, they seemed so far from what the young bothan had expected from what a spy was supposed to do. Weren't the holofilms all about a dashing figure in a suit, saving the day in a blaze of glory and winning the girl? Didn't often see that suave, heroic figure hunched over a computer terminal, trying to set up a Holonet data-tap and key-logger program whilst re-writing entry logs to ensure the next guy using the comp didn't know it had been tampered with; all the while a timer clicking down the seconds left until the next guard patrol showed up with blasters rifles, ready to cook you where you stood.
Somehow the films glossed over that part.
One of a group of nine trainees, Fenn at least took some comfort in knowing that, with every day that passed where he practically fell into his bunk, exhausted and his muscles screaming at him as if the effort of simply standing was too much, his ears aching from using the Bothan Shrieker pistol so commonly issued to agents, there were at least eight other young men and women sharing the pain enough to know what it felt like.
Of those eight fellow trainees, it took little time for Fenn to get closely acquainted with two; a scruffy, technologically minded young man from the colony planet Kothlis by the name of Jakys Saiga'skra, and perhaps more surprisingly, a determined young woman Fenn had already met, Biree Shayl'ki. Biree had been a classmate of Fenn's for two years; the two young bothans didn't speak and didn't exactly count each other as friends and probably barely even acquaintances, but as classes often went, the two would talk to each other occasionally, more often than not in debating exercises, and more often than not, Fenn would lose; Biree's sharp intellect and persuasive words could have landed her a job in political office had she so chose.
The three, after brief discussion one evening about the difficulties of their training, after the sudden departure of two recruits due to poor scores, made a pact; each would help the other in the areas they knew, and all would benefit. Jakys had the computer talents to teach the others how to slice and hack at will, Fenn knew how to handle a pistol from his sport-shooting practice enough to help his fellow recruits with their target shooting, and Biree had her persuasion talents; seemingly not much but when applied to playing roles and covers, every misdirecting word was worth gold.
Of course, Fenn would simply rationalise the three-way pact as following the Bothan Way; using the skills of others to benefit himself, learning from their experiences and skills to add to his own, but deep down he couldn't help but find that reasoning flawed. It made sense, sure, but it was perhaps a little more comforting to think that it was out of friendship and mutual interest that the three sought to help each other. They were in this together, after all, for the good of their own people. Bothawui had been attacked during the war by the Sith and later liberated by Republic forces, and whilst the Republic maintained a foothold in Bothan space, there were no promises the neutrally-aligned people wouldn't be attacked again; in-fighting and squabbling would achieve little.
And, as much as he didn't want to admit it, Fenn couldn't help but feel a little bit drawn to Biree, as time went on and they got to know each other a little better, through discussion and the heat of training. Whether or not his colleague felt the same, Fenn didn't know and initially didn't dare ask, but there was surely no harm in thoughts; after all, she certainly looked beautiful and had the intellect and personality to match, it was hard not to feel a little...enamored...Especially when it came to close-contact hand to hand training!
At age twenty, after spending a warm summer's night in the Merchant Square over a few friendly drinks, Fenn threw caution to the wind and let Biree knew what he thought about her; asking if she might have felt the same. Biree only smiled, a polite reply to an awkward if at least honest query, and with similar honesty, explained that whilst Fenn was certainly handsome, certainly would make any woman he wished happy, he wasn't her type. it certainly didn't mean they couldn't be friends, however.
Rejection was slightly deflating, but Fenn took it in stride and at the end of the day, both were glad to at least be as trusting to one another to be openly honest. The rest of the evening, he remembered, quickly resumed its mirthful nature, as if the admission of affection and hopeful proposition had been as casual as discussion of the weather.
At age twenty one, what had been a group of nine had been dwindled down to five, but five agents ready for their first assignments; among the successful were Jakys, Biree, and Fenn.
(First Assignments: 21-23):
Tense times in the universe lead to opportunities for work; with the Republic and the Sith Empire at an uneasy standoff, and rumours abound of even the seemingly-crushed Mandalorian people rising up in rebellion, the information trade was practically abuzz, and there were no people more interested in the chatter than the Bothans. Paired with Jakys and Biree as an operating trio, Fenn was sent on a slough of assignments designed to not only to garner intelligence, but to test the new agents in their recently learned skills in the field.
Their first task sent the group to the factory-planet Kuat; posing as part team of software engineers on rotation through the extensive Kuat Drive Yards, tasked with both the retrieval of information pertaining to orders placed by the Republic Naval Fleets, so as to provide insight to their intentions, or at the very least, just what ships were being built, and just how many the Republic sought to bring to bear, as well as the placement of several software back-doors and data-taps; subtle sub-programs designed to re-route a copy of Holonet transmissions and communications from their source, across a myriad of redirecting mirrors, to the waiting hands of Bothan servers.
After all, if numbers suddenly increased, a re-ignition of the heated conflicts some decades prior with the growing Sith Empire could very well have been imminent; a conflict Bothawui had seen up close and personal both in space and on land. Whilst not sole supplier of ships to the Fleets, Kuat Drive Yards had certainly pushed its way close in the face of its competitors, and backed by the Republic's lucrative long-term contracts, the shipyards had boomed; work was constant and credits seemingly flowed to the yards like water through a stream, and whilst security had likewise been lifted to ensure the safety and secrecy of KDY's inner workings, in comparison to tighter-fisted competition like Core Galaxy Systems and Corellia StarDrive, there was much to be left desired, leaving the way open for the trio of raw recruit-agents to make their move.
Provided false identities, prior history work logs, accreditation to support their roles as experienced software techs, falsified repair-clearance orders and even forged memberships into relevant employment unions, Fenn, Jakys and Biree were soon underway; landing via transport on the luxury planet of Kuat, only to swiftly report to their employment station and await ferry shuttle to the orbital shipyard platforms.
Fenn had to admit, it was a nervous experience, but overall a fun one; staying in character was certainly not too difficult once it had been determined among the group just how they would act. Jakys would act as the superior of the three; his prior experience with engineering and computing afforded him the best chance of success, whilst Fenn and Biree would, through subtle hints and false questions asked through conversation, follow his lead.
Casual discussion about the latest holodramas and games, for example, through careful emphasis on language and the subtle fur-ripples of Bothan expression, actually referred to the status of the holocameras monitoring the server rooms; "I loved that game for the graphics, you know, but I can't help but feel they keep relying on the cover mechanic, as if that's any fun; I get bored after about half an hour." from Jakys translated that the holocams could still see them; that the Bothan was still encountering firewalls accessing the sub-systems he needed to get to, but that it wasn't as challenging as it was expected tedium, and a rough estimation at half an hour's worth of work would get through.
Overall, the mission went off without a hitch aside of setbacks only solved by time. Jakys, Biree and Fenn managed to remain undetected throughout their operation, and as far as the three agents were aware, their secretive additions to the KDY computer systems had gone unnoticed; buried under a web of false code layers and cyclical directories. Extraction had been simple; only a matter of boarding the employee shuttle back down to Kuat's surface two days later and 'disappearing' when their next shift came about.
Returning to Bothan Space for debriefing and further assignment, the next few years of Fenn's life would be akin to a flash of action; his work taking him and his colleagues across the galaxy from Coruscant to Corellia, Zeltros to Ryloth and seemingly all places in-between. Were it not for the high-risk intelligence gathering and the varied roles in which Fenn would find himself, it might very well have seemed like the itinerary of a travel agency tourist cruise rather than work.
It was during this time, however, that Fenn's father, Raek, ascended to the position of Senior Minister of Agricultural Supply for Drev'starn; replacing the former incumbent, who had 'suddenly retired'. It was a strong political move, although the elections held weren't spared the usual controversies and suspected sleights of hand that often accompanied such matters, especially with the unexpected departure of the former Senior Minister. Raek's ascension placed him upon the Bothan Council, and as such, suspicion was squarely placed upon not only his shoulders but those of his family, but it was never really confirmed or denied by Raek as to what really happened.
Fenn was spared the queries, however; being offplanet at the time, it was evident he knew little of the deed; although certainly learning of his father's new position among his people was cause for celebration; another little triumph to acknowledge upon the boy's return home.
(Manaan: 24-26): By far the most memorable, and perhaps most difficult, assignment in Fenn's life was his two year stint on the water-planet Manaan, attached to a diplomatic envoy from Bothawui to, quote, "negotiate matters pertaining to the continued supply of Kolto" to the Bothan home-planet and colonies.
It was Fenn's first solo mission; without the assistance of Jakys or Biree, and it was his first truly long-haul operation, a fact that had the twenty-four year old a little on the back foot, but confident and even a little flattered that he was deemed ready for the task.
Playing as an aide to the aging Ambassador Tryn Pers'Sei and his retinue, Fenn's mission would be to observe not only the team sent on behalf of Bothawui and ensure their safety as a counter-agent, but to learn what he could from his surroundings and the dealings of Ambassador Pers'Sei; Ahto City, after all, was still a trade-city teeming with secrecy, both on the part of the neutral Selkath themselves, as well as Republic, Sith, and even corporate and mercenary interests.
The flight to Manaan was simple and relatively quick, despite the distance, as Fenn used the travel time not only to accustom himself to the new tasks he would have to perform, how he would have to dress and speak, and the expectations of their aquatic Selkath hosts in regards to behavior and social custom. After all, Manaan was known for its rigid stance on neutrality; they weren't prepared to tolerate any incidents. It might have seemed boring, but cycling through the myriad laws of Ahto City certainly passed the hours.
The role itself wasn't exactly difficult to play; Ambassador Pers'Sei was aware of what Fenn's duties were and had little issue with the intelligence agent being present, so there was no conflict about this new aide present. Following the Ambassador's instructions were simple enough; outside of the occasional 'bring me this' or 'see to that', there was very little that Tryn Pers'Sei didn't attend to himself, and other than accompany the ambassador to his meetings, Fenn was left relatively alone.
(Nar Shaddaa: 26-27):
(Kossi The Hutt: 27):
(Betrayal: 27):
(Re-evaluation: 28):
(Mercenary Life: 28-32):
RP Sample: