CHARACTERS OF KALANDAR:
The Dragon's Coils tavern, in Ghastal, is
property of Kilgarr Dk'orr, or Kilgarr for short, a cold, ever
suspicious Duros. It is hard to tell Kilgarr's age from his
aspect, though the fading blue hue of his skin and the may
wrinkles around his mouth would suggest that he is no longer a
youth... or that he indulges too often in the alcohol and the
Kiran cider he sells in his basement.
Kilgarr takes care personally of the business
of his tavern, with sporadic help from some droids or some hired
hands called in for the season. The tavern has quickly become an
obvious gathering point for Ghastal and the majority of Kalandar:
a place where to obtain news and meet contacts, and Kilgarr is
almost always there, spending his time serving drinks (rarely)
and examining the customers going in and out (often).
The usual customers of the Coils have learned
to know Kilgarr for what he is, and they know that the best way
to obtain credit or one more drink from the patron is to mind
their own business and, above all, not to mess with him.
Kilgarr is very brusque with newcomers, to the
point of crudeness sometimes. This actitude, though, only lasts
for a limited time: once a customer has become a regular, the
alien turns out to be cheerful and generous, much to the surprise
of those who have so far considered him an hostile old grump.
Actually Kilgarr has very good reasons not to
trust strangers, and many others in his place would not display
the control and the nerve the alien displays by sitting at his
place in the tavern.
Few people know that some time ago Kilgarr was
Drauross Ne' Kaarv, the feared spice smuggler king of Deimoss,
whose assaults on merchant ships had become the greatest fear of
trade companies and the shame of the sector Imperial fleet.
Drauross' ships attacked the spice trasnports, stole their loads,
sold them on the black market and used the incomes to buy even
more ships to be added to the pirate fleet. In the space of a
year Drauross' pirates were undisputed masters of Deimoss'
commercial lanes in spite of the Imperial Navy's best efforts and
they were about to reorganize themselves into a powerful fighting
Drauross' prosperity and success was his
undoing. The pirate fleet at his command worked so well that it
finally caught the attention of a far too dangerous enemy for a
pirate of any sort: Black Sun itself longed for the command of
the Deimoss' pirates.
When the galactic criminal syndicate decided to
absorb Drauross and his pirates in its own organization, Drauross
did what no sane pirate would have ever dared: he refused.
Black sun's emissaries uttered no word: they
nodded and left Drauross' ship, suggesting the pirate leader to
contact them if he ever changed his mind.
For that day on, things changed for the
pirated: the black market, without an explanation, refused to buy
their stolen goods, or did so at miserable prices. Private and
corporate ships turned out to be heavily shielded, protected by
escort flights and, once or twice, filled with Kiran mercs
instead of the intended load. The little kingdom Drauross had
managed to build was soon collapsing.
Well aware of being at the center of Black
Sun's maneuvers to inglobate his operations, Drauross summoned
the emissaries back to discuss terms of their
But when the emissaries returned back aboard
the pirate ship to take the helm, they had their own surprise:
they found the full crew of Drauross waiting for them, blasters
blazing. One command from Drauross' men and the emissaries met a
quick and violent death. Drauross hand his men had decided to
destroy the fleet, rather than having Black Sun taking it over.
And so it was: once alerted of the emissaries'
demise, a fleet of merc and bounty hunter ships assaulted
Dauross's ships. The pirates, ready for the escape, spread out in
every direction, but even so, many of them fell under the blows
of Black Sun's wrath. The remaining ships, cargo and equipment
were destroyed or confiscated by the forces of Black Sun.
Drauross was among those who made their escape
good. Well aware that his days as a pirate leader were at an end,
he vanished in the seedy underworld of the galaxy and build a new
identity for himself. He resurfaced in Kaladar: he was now
Kilgarr, a quiet and anonymous owner of a tavern in Coruscant's
Life as a bartender, though, soon turned out to
be much too boring and uneventful for one who had commanded an
horde of cut-throats. Even if he was aware that his days at he
helm of a ship were over, Kilgarr needed a little action to
remember the old times. Moving with extreme caution and
contacting some old acquaintances through a complex network of
intermediaries and aliases Kilgarr managed to put back in
activity a small clandestine sale of smuggled spice in Kalandar.
Nothing that could be compared to the old ways,
of course, but just enough to provide him with some of the old
excitement other than cleaning tables at late night and
downloading cider cylinders.
Even today Kilgarr maintains his hidden
activity and the Dragon's Coils, aside from being a rallying
point for many of Kalandar'' rejects --nother thing Kilgarr is
very proud of, and that reminds him of his times as a pirate
leader- is also a facade activity for his illegal sale of spice.
Kilgarr knows he works against his own safety by keeping selling
spice: since the time of the Deimoss battle, Black Sun has never
given up searching for him. So far Kalandar has been quite a safe
refuge, so safe that he decided to take a risk and re-enter the
world of smuggling.
So Kilgarr examines every new customer with a
keen eye and a thousand suspicions. He lives in fear that one day
a Black Sun bounty hunter or spy might walk through the door and
recognize him: should that happen, his life wouldn't be worth a
false credit. But not even fear of being discovered is enough to
convince him to give up his old passion...
(Drauross Ne' Kaarv)
Brawling Parry 4D+2
Melee Combat 6D
Melee Parry 5D+2
Pick Pocket 5D
Planetary Systems 5D
: Deimos 8D
: Black Sun 6D+2
Capital Ship Gunnery 6D
Capital Ship Piloting 6D+1
Ship Shields 5D+2
Space Transports 4D+2
Ship Repair 4D
First Aid 5D
Force Sensitive? No
Character points: 5
Force points: 2
A Quote: "If you want some more,
then pay. Otherwise, leave. And don't think to threaten me. That
would be ludicrous."
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