Scum and Villainy - No Disintegrations - Factions
Imperial Factions
The Eighth Armada [IV]
- Reclaim the Galaxy for the Empire
- These are your classic lost cause “Imperial Remnanters”. They control a handful of systems and style themselves as the Heirs to the entire Galaxy.
The Emperor’s Reach [III]
- Infiltrate the nascent Republic and steer it’s growth
- Though the Emperor is dead, his network of intelligence agents and spies has survived. Trained in infiltration, disguise, and decentralized communication, the Reach acknowledge that the battle is lost and have “gone to ground”, allowing their grander strategies to go into hibernation or wither on the vine… for now. Jussup likely will recognize some important faces… if he ever sees them coming.
The Inquisitorious [II]
- Wreak vengeance against the Jedi
- More a cult of Darth Vader than an Imperial Remnant, those members of the Inquisitorious who have remained loyal to their Dark Father even in death are, to a man, deranged and extremely dangerous dark-side Force users. Their number are few, but they are much scarier than their influence on the Galactic stage might suggest.
Independent Factions
The Blind Knives [I]
- Expand their operation to neighboring worlds
- Arvan’s former gang. A small-time, single planet organization with dreams of glory.
The Bondsman’s Guild [II]
- Maintain legitimacy as an organization among all Galactic players
- The people you call when you have a bounty. They have strict rules and codes, and those caught breaking them are publicly and, often violently, expelled. Their reputation is everything.
The Deep Sun Collective [I]
- Maintain Elkestenni rule over Elkest-7’s refinery output
- The newly formed self-ruling coalition of Elkest-7, the Deep Sun Collective are in the unenviable position of sitting on a goldmine of resources that everyone wants, and very little power with which to keep it.
Droid Gotra [II]
- Liberate droids
- A droid crime syndicate.