Post by kozeph on Dec 26, 2010 17:16:41 GMT -5
Faction Name: Mae'Var guild
Faction Purpose: provide reliable and discreet services when ever law enforcements and other related groups are unavailable.
Faction Planet: Murien
Financial wealth: Moderate - the Mae'Var guild makes the majority of its income from contracts given by large companies such as the corporate alliance and other trading companies. The Mae'Var guild also makes money from contracts from small independent traders and worlds in need of aid and individuals needed protection.
Usually the jobs that the Mae'Var guild takes are, escorting or bodyguard jobs. Hired muscle, driving off pirates and bandits, freeing slaves or dealing with infestations and pest control as well as crowd control and guerrilla operations and smuggling operations involving medical and food supplies. The guild does almost any possible job with the exception slavery, piracy, robbery and smuggling of spice, drugs or materials bad for health or out right illigal.
Military assets:
Ground forces - moderate:
The Mae'Var guild is a para-military group who works in small groups usually from 3 to 50 depending on the requirements of the contract. The Mae'Var specializes in small engagement and are best suited for guerrilla and urban warfare, having access to better training and equipment than most merc groups. The Mae'Var also has a small regiment of lightly armed vehicles as support. The Mae'Var guild forces who are best suited to fight bandits and rebels than a fully equipped army for a long period of time. Put together the Mae'Var has 6000 registered members that are fully equipped and fit for combat around the galaxy. This does not include support personnel which is about 2000.
Navy - small:
The Mae'Var fleet is rather small with no more than fifty or so vessles. Mostly consisting of freighters and corvettes with the occasional carrier and its small attachments of fighters and the bulk being used as transports. The fleet has one frigate which is posted in Murien and patrols the space around the planet. The Mae'Var navy usually is deployed to transport Mae'Var ground forces between missions and Murien. They are best employ to persue and fend off pirates and get pass through space blockades.
Form of Government: democratic hierarchy
The Mae'Var guild is ruled by the grandmaster who is in turn supported by six champions and ten guardians.
Ranks
The Mae'Var guild operates in individual cells, each cell being handled by a Warden who leads a group between thirty to seventy members. The wardens are in charge making sure supplies arrive at their cell, hand out assignments and keep their cell in top shape. Every ten or fifteen wardens are handled by a Guardian who overseers their operations, income and such as well as handing assigments to each Warden so he can pass them on to his cell. Every guardian works closely and under a champion or the head of the guild
*Associate: This is a special rank and the reason why the hlaalu guild has been more successful than most large scale mercenaries group. Associates are people who have regular dealings with the guild and range from bounty hunters, mercenaries who are not quite ready to give their independent career but are willing to assist and work with the guild for extra credits. Associates also includes informants, smugglers, engineers, traders, pilots and mechanics willing to work for the group and anyone not ready to stop being independant but want to help or need a few extra credits. Depending on their standing with the guild they can ask for favors or request help from the guild and the Hlallu guild does like wise, something asking assistance from Associates.
*Greenies: The bulk of the guild lies here, Greenies are mostly young and not very experienced mercenaries or bounty hunters who are out there for a quick buck and trying to build a reputation. They are lightly armed and are deployed in groups of five to ten with a Gunslinger supervising them and generally deal with easiest jobs until they have gain enough experience to be promoted. They have the standard pay of 100 credits per month with out including the bonus they get from contracts
*Journeyman: The second largest group of the guild, the Journeyman or woman is a step above the greenies and are mostly on par in terms of training or skill with regular soldiers from a standard army and are a better equipped than the Greenies. They mostly come from a military background or are Greenies who have done enough missions and have been learning from their trainers Their pay is 200 credits per month plus the bonus from going into missions.
*Gunslinger: If a Journeyman is the equivalent of a regular trooper, the gunslingers are the equivalent of a shock trooper. They also act as trainers for Greenies in their spare time and if they of course want too. Gunslingers are well equipped and their equipment is usually customized to their preferences. Their standard pay per month is 400 credits.
*Protector / Defender: They are the veterans of the Mae'Var guild, the are deployed in the most dangerous missions or to provide support for missions of large scale. They work in pairs or on their own and are the equivalent of a Lieutenant when ever they work with lower ranking members. Pay 650 credits each month
*Warder: The captains of the Mae'Var guild, they are small in number and are people with exceptional leadership skills. They are seen in the field usually when ever 30 or 50 members are needed on the field and they handle the day to day life of their assigned group. The captains of every ship are Wardens and every Warden acts as the heads of the police force of the guild and are in charge of dealing with members who brake the rules, etc as well as make sure his group is supplied. Their pay is 800 credits every month.
*Guardian: Honored veterans and people with exceptional skill and adept leadership skill. They also help run the guild, dealing with sensitive issues.. they also act as the head police force and deal with the most hideous cases or missions the guild gets. In essence they are the black ops of the guild and are both trained to act behind the escenes or to be a public face for the guild. Their pay per month is 900 credits. (up to here you can join just by asking)
*Champion: The champions are hand picked by the grandmaster generally they are the best of the best and coordinate and help the grandmaster lead the Mae'Var guild, acting as his advisor's and are the ruling body of the guild. Their authority is second to no one and only one person can overrule them, who is the grandmaster. The Champion can overrule the grandmaster only if four out of the six champions voice their opinion against the grandmaster. Each champion is also in charge of one sector of the Mae'Var guild. The sectors being recruitment & law enforcement, ground forces, diplomacy & trading, Space forces, Research & development and Intelligance gathering. The champions are also expected to act in the field but they are mostly seen in missions that are of the guild best interest. Each champion has as assistants two guardians who work closely with them and carry the orders of their Champion.
*Grandmaster: The leader of the Mae'Var guild, he directs the group in general giving orders to the Champions who in turn give the wardens their orders who handle the day to day operations. The Grandmaster handles the most important assignments that require special attention, such as dealing with big organizations, he is not seen in the field often.
Membership:
The Mae'Var guild is mostly made up of mercenaries and bounty hunters, but is not limited to that. Unlike most other independant mercenary groups, the Mae'Var guild also accepts pilots, smugglers, mechanics, doctors, spies and informants of all kinds, scientist, engeeniers, scouts and explorers, traders as well as negotiators and Vigilantes at times.
The Mae'Var guild cares little of race, gender or background and culture accepting all since the Mae'Var guild does not impose religion or any patter of thought in its member who are free to mix or clash as they see fit as long as the situation doesnt turn violent.
The entry standards are farely low and most people are able to join provided they:
*Be willing to work others or at least be civil to others.
*Have a meassure of prefesionalism while on duty or in a job.
*Must not have a bounty on their heads from any legal goverment.
*Must not be involve in slavery or smuggling of illegal spices and drugs.
*Be able to wield a blaster or be able to defend himself (depending on what role the person is applying this is not required, but regardless after joining the person is given some training)
Public relationship
The Republic: Neutral, the Mae'Var guild and the Republic treat each other neutrally and their relationship is pretty much a mix bag, on one hand small and uninportant planets and most individuals look up to the guild since they get the job done and dont have to go through much of the paperwork the Republic has to go through. The guild generally deals with pest problems or protect small communities from raiders or pirates for a decent amount of credits. On the other hand law authorities mostly look down on the guild and are not happy with them. But the Republic generally tolarates the guild since they obey the restrictions that the Republic placed on the guild. There is also a below the table deal between the current leader of the Mae'Var guild and some shady branches of republic military which allows the Republic to keep taps on Mae'Var guild operations as a whole and in return the republic gives a bit more slack to the Mae'Var guild than other para military groups.
Sith empire: Neutral, The Mae'Var guild and the sith empire are mostly neutral to each other and the relationship in generally is the same that the guild has with the republic, with the exception of some of the "shady" deals between the head of the guild and republic. The current leader of the guild tries to avoid dealing with the sith, but is not above accepting the occacional one for the sake of relationships turning sour. There have been some conflicts but nothing to stain the relationship between the guild and the empire who at times hires the mercenaries.
Corporations: Excellent, the main costumers and affiliate of the Mae'Var guild is the corporate alliance, Czerka, the techno union and other large companies who handle large scale trade. They generally employ the guild when ever they need extra security measures to protect their assets and the guild has shown it's self a very relaible security force.
Mandalorians: Good, Strangely enough the mandalorians and the Mae'Var guild get along really well. They share friendly competition for contracts and individual mando mercenaries looking for quick jobs are known to associate with the guild and help out with the most social ones joining the guild for a short duration of time, since it can bring honor and glory to them with really affecting their culture since the Mae'Var guild prouds themself in accepting people of any gender, culture or race. Both factions respect each other and are known to work together from time to time or against each other...
Hutt cartel: Poor, the Mae'Var guild and the hutts don't see eye to eye on most subjects, specially after the Hutts plotted to undermine the Mae'var guild, there have been a couple of less than friendly exchanges and conflicting interest ever since then, but so far the heads of the Mae'Var guild stay clear of the Hutt's business... at least until they gather enough resources and man power.
Exchange: Poor, pretty much the same as the relationship the Mae'Var guild has with the Hutts.
Black sun pirates: Enemies, the Mae'Var guild and the black sun have become sworn enemies and there have been several skirmished between the groups, so far no real large engagement.
Work regions:
The deep core: The Mae'Var guild doesnt have much to do with or in the Deep core worlds, and are rarely seen in those areas of space unless hired by the occacional wealthy client.
Core worlds: Not an uncommon sight in the core worlds, the Mae'Var guild usually seen around this area space working as bodyguards or scorts for wealthy people. Oddly enough Nennius the current head of the guild has banned all and any operations in Corellia and no member of the guild is allowed to enter Corellia space.
The colonies: The guild is usually seen working in this are for traders or handling pest controls and fending off the occacional pirate as well as working for the corporate alliance as security forces. The colonies is one of the most steady routes of incomes for the guild.
The Inner rim: Despite the fact that the guild base of operations is in this section of space, the Mae'Var guild doenst hold much influence in this region of space and their activities are pretty much the same as the ones from the colonies.
The expansion Region: The guild is farely active in this region of space, working under and for traders, travellers and the occacional independant planet with problems.
Mid Rim: One of the areas with more conflict and action for the Mae'Var guild, who has constant run ins with pirates and bandits. The Mae'Var guild toughest jobs are usually from this area of space.
The Outer Rim: Also an area with the most dificult works for the guild, most members assinged to this area are of a rank higher than Greenie. The guild usually fights pirates, slavers and bandits as well as other mercenaries while working for who ever hires the guild services, which most are backwatered planets, traders or even the sith empire.
Wild space and Unknown regions: The guild does not see much action or has activities on this region of space, they are usually seen in this area of space either hunting a particular group/person or hired to protect an expedition and things like that.
Restrictions & rules:
*There can be no more than seventy active Mae'Var's mercenaries on any world controlled by the Republic, Sith empire or any world with a goverment of a moderatly developed planet. If the guild has more than seventy members in a world, the Mae'Var guild must either leave the planet in two days and is banned from entering the planet for three months. Alternatibly any member not inclueded in the list must relinquish his weapons to a law authority.
*No drinking during a contract or Job.
*Members must not have a bounty place on their head by any major goverment.
*Members must not be cought stealing or participating in illegal activities. Punishment may result from either expulsion or being put of duty for a time.
*The guild is forbidden to deal in slavery, theft and smuggling of spice or drugs as well as "assassinations"
*Murder and theft between member will result in the guilty party being expelled from the guild for life and all their equipment being taken as the Guild property.
*Members must abide by the rules and standards of the contracts assigned to them.
*Members must be willing to work with others but are not oblidge too, but at least must act civil with other.
*Obey the chain of command.
*Members braking the rules three times will result in the member being expelled from the order.
Faction History: