Entry in the Original SJ Villian Challenge.
Imperial Smuggler Sardeez, rastipede male F4/T5 (uses smuggler kit from PO:S&P): AC -1; MV 15"; hp 13; #AT 1 or 2; Dmg 1-4/1-4 or by weapon; SD cannot be surprised from behind; AL NE; THAC0 17; S 17; D 17; Cn 17; I 11; W 11; Ch 10 (18 from ring); Cm 10 to rastipedes; modern languages common, modern languages rastipede, appraising (+2 for kit), information gathering, disguise, alertness, ettiquette, forgery, trailing, read/write common, read/write rastipede, read/write elvish, voice mimicry, dagger, shortsword, club, sap, sling, light crossbow; ring of human influence, dagger, shortsword, sap, sling, 20 sling bullets, ring of protection+1, light crossbow, case of 20 light crossbow bolts Sardeez is one of the most accomplished smugglers in the Empire. He has a legitimate pawn shop on the edge of one of the busiest trade ports in the empire from which he bases his less legitimate trade. Sardeez delas in anything, from reselling "lost" items to masterminding slave shipments he has no scruples and is only out to increase his personal wealth. Sardeez is a master smuggler in addition to a legitimate trader. His legitimate trade not only consists of his pawn shop but he also sponsors shipments of goods and will sell (and arrange for delivery) of items to individuals as far away as other spheres (all payment up front, of course--and no refunds). As a master smuggler he actually does no smuggling himself, instead he arranges to have items (and people) smuggled onto and off of the asteroid city where he lives. He deals with most of those he does business with through intermediaries though he's not too fearful of getting his hands dirty (he just wants to make sure he doesn't have to lay out extra bribes to cover his identity or even have soemone killed--and he certainly doesn't want to be directly a part of an open battle with authorities). Like most rastipedes he generally tells the truth about what he's selling and will often do even more, he'll tell the consumer enough so they can make the purchase they want rather than trying to trick them by merely being "technically" truthful. He's perfectly willing to mislead and even openly lie, however, if it suits his needs. He prefers to seem especially honest so as to avoid suspicion. Sardeez's shop is located on the edge of the asteroid for a very good reason: so he can allow ships to secretly dock and load and unload cargo through a secret entrance into a subterranean area of the asteroid located on the asteroid's edge. Sardeez's tries to ingratiate himself with everyone without seeming to work at it (never seems obsequious). Instead he'd rather be seen as a likable, trustworthy person, as he knows this is the best way to lower people's guards (so they'll leak information) and to avoid suspicion. He runs a vast information net through the empire and beyond, though only a few members of it ever deal with him in person and even fewer know his true identity. This information network is key to his success as a smuggler and merchant. Sardeez is opposed to strong authority but does not want to tear down the Empire either. He realizes that no government or control means anarchy and anarchy is just as bad for business of all types as an overly powerful government is for criminals. As such he sponsors groups opposed to the government and groups opposed to the criminal and revolutionary elements (it's also convenient that these others are also competitiors of his). In particular he oppose the Company of the Chalice and the PoTs but he supports the efforts of the IEN (the IEN doesn't generally engage in searching vessels, instead leavign that up to the local authorities but they do help keep the space lanes open for shipping and free of monsters, neogi, and pirates). He knows that sponsoring and aiding groups can be as simple as passing along information or driving business their way and that spreading false information (or true information about illegal groups) is an easy, effective, and cheap way to oppose them. DM Uses: Sardeez can be either used as an unseen adversary of the PCs (and possibly one that manages to win their confidence as a friend) or even as an open sponsor of them. Of course all the "crime" they fight will be competitors of Sardeez's--and maybe even a few of his ex-partners. As much as he likes to spy on enemies directly and sponsor groups openly (at least to the group) he will most likely uses his other sources to accomplish these tasks. He might hinder a group from an entirely different city in space and they would never realize that their true foe lay somewhere else entirely. Likewise the scraps of paper left under their inn room doors whenever they're in port might seem to come from one of the chambermaids working for a local but in reality their benefactor is unobserved and in an entirely different section of the empire. A group of some of his most unusual associatesis detailed below. The Waifs The waifs are a group of young children growing up on the street that Sardeez has recruited to serve him. He has been raising them so they will be loyal to him and serve his needs unerringly. The waifs consist of a large number of races, including two rastipedes but also humans, halflings, a gnome (not a tinker), and a surprising number of half-elves, among others. All are relatively loyal to him (and some are even fanatical about it) and to each other. Sardeez uses them much as Sherlock Holmes used homeless boys to collect information and run messages and packages (Sardeez's ability to read and write in several languages and his skill as a forger have proven very useful in the past) but he also uses them for darker purposes. Despite their name the Waifs are hardened criminals already and have been used more than once to commit sabotage, random acts of violence, and vandalism (in actuality carefully planned damage/destruction). Through Sardeez's efforts and with the help of the Waifs the local thieves' guilds are all weak and those slavers in the city that don't deal with Sardeez have all been discovered by the authorities. The waifs are trained in voice mimicry, begging, information gathering, disguise, trailing, and the use of the sling, dagger, and club to various levels of skill (a few are even learning to read and write--though it's a slow process). Some of the members even count as 1st level thieves (though those that haven't reached maturity suffer additional penalties to their thieving skills because of it).