|
| Magda Venn
|
|
Chandrila
|
|
5 ABY (age 39)
|
|
Human
|
|
Female
|
|
1.68 m
|
|
75 kg
|
|
Brown
|
|
Brown
|
|
Liria Venn
|
|
Arrell Venn
|
|
Vasha Voss
|
|
Vasha Voss, Kala'mee, Qua'wiil, Mekka the Hutt, Ged "The Idiot" Nariss
|
|
Hull Derech
|
|
DL-44
|
|
Corellian Kickboxing
|
|
Colonial Freight Broker (Crime Boss)
|
|
|
|
L'Ennui
|
|
9709
|
- "Everything you've heard about me is true."
- ―Lando Calrissian
Magda Venn is not a hero. She is not a villain. She is not good or evil. She is a colonial freight importer and distributor of considerable skill and flexible ethics, as well as a spice distributor, weapons trafficker, and minor crime boss (though she would object to being regarded as minor). With her partner, Vasha Voss, she runs Venn-Voss Colonial Supply Solutions, a legitimate front for her illegitimate business, out of the Carrow's Landing colony on Daleem. Although born on Chandrila into high society, for most of the last fifteen years, she and Vasha have been in the employ of Mekka the Hutt. He supplies the freighters and the goods, while the two women make sure that they get to people with a hole to fill and enough credits to try. The money is good, the parties are better, and Magda chooses not to overthink the rest.
Character History
Youth on Chandrila (5 ABY – 25 ABY)
Magda Venn was born in 5 ABY on Chandrila to Arrell and Liria Venn, scions of a wealthy and ancient Chandrilan aristocratic family. Raised on the shores of Lake Andrasha, she grew up surrounded by family, tutors, friends, servants, and the effortless comforts of old money. Her childhood wanted for little, but the abundance that sheltered her also confined her. The Venn name carried expectations as heavy as its fortune was vast: Magda was to become polished, respectable, well-educated, and socially useful, a daughter suited to receptions, charitable committees, advantageous friendships, and the quiet maintenance of family influence.
From an early age, however, Magda proved poorly suited to the role prepared for her. She had charm in abundance and learned quickly how to please a room, but she lacked the discipline, restraint, and public-minded seriousness her family expected. Lessons, formal obligations, and carefully managed social calls held little appeal compared to music, parties, gossip, games of chance, and the small freedoms she could steal from the edges of Chandrilan propriety. To her family, these habits marked her as frivolous and unreliable. To Magda, they were the first honest things in a life otherwise arranged for display.
By her late teens, Magda had begun treating Chandrilan propriety less as a code of conduct than as a game with rules to be bent, misread, or ignored when convenient. She drifted through receptions, lake parties, private clubs, and after-hours Sabacc games with a practiced ease, but it was her choice of companions that most alarmed her family. Respectable heirs and well-placed daughters bored her; she preferred junior diplomats with bad habits, idle aristocrats with debts, pilots between contracts, household guards with loose tongues, couriers with questionable errands, and other figures who lingered at the edges of polite society. Among these unsuitable associations, none troubled Arrell and Liria more than Vasha Voss, the scandal-prone daughter of the aristocratic Voss family. Where Magda’s other companions amused, enabled, or embarrassed her, Vasha protected her. She was loyal, physical, direct, and violently devoted in a way that made Magda’s recklessness harder to contain. In Vasha’s company, Magda learned the uses of gossip, charm, debt, and plausible deniability, while also discovering how much easier it was to ignore consequences when someone else was willing to stand between her and them. None of it was serious enough to destroy the Venn name, but each rumor, unpaid obligation, and unsuitable association made her a little harder for her family to defend.
By 25 ABY, the Venn family's patience with Magda had expired. There was no single incident that transformed annoyance into genuine ire, but rather a decade-long accumulation of scandals, absences, debts, and public embarrassments. More troubling than Magda’s behavior itself was her attachment to Vasha, whose loyalty had made the Venns’ daughter increasingly difficult to discipline or isolate. Arrell and Liria resolved to remove Magda from society until she could be made useful again, restricting her to the family estate under the supervision of servants, tutors, and carefully chosen chaperones, and severing her from Vasha entirely. Magda understood the arrangement for what it was: confinement dressed in the language of correction. Rather than submit to it, she and Vasha stole away in the night before her parents could put their plan fully into effect. Magda emptied what physical credit chips she could find from the family safe, while Vasha handled the practical dangers of the escape. Together, they stole Arrell’s speeder, raced to the nearest spaceport, and boarded an interstellar transport bound for Nar Shaddaa before either family knew they were gone.
The Nar Shaddaa Years (25 ABY – 30 ABY)
The girls arrived on Nar Shaddaa flush with stolen money and even more anticipation. They ate street food, rented a room above a nightclub, and celebrated their escape by partying through the nights and into the days. Between the drinking, dancing, quick friendships, and dramatic spats, they burned through their credits far faster than intended. Growing desperate but unable to stop their debauchery, Magda fell back on what she knew best: cards and people. She entered her first sabacc game since leaving Chandrila in a seedy cantina and cleaned house. Her lucky streak continued long enough to suggest that luck had nothing to do with it. With Vasha’s wild eyes and happy trigger finger at her shoulder, the credits started rolling back in. Their luck (and legendary audacity) eventually led them straight into the orbit of Mekka the Hutt.
A young and upcoming gangster himself, Mekka was a recent arrival from Jakku, where he had been running operations for his boss, Vorroga the Hutt. He had received a large promotion, relocating to Nar Shaddaa, and a substantial, though largely empty, palace. To add to his scant retainers who had followed him from Jakku, Mekka began sending invitations to local upstarts with a similar youthful (though for a Hutt that meant several hundred years) vigor to his own. He promoted the Twi'lek Kala'mee from a position as a dock administrator to that of his personal assistant, he invited several gangs of Weequay thugs to relocate from the deeper levels of Nar Shaddaa to his palace. And he invited the disparate local gamblers, dancers, and hangers-on who had no permanent haunt to begin attending his parties. Magda and Vasha were included and received an invitation of their own.
The girls attended Mekka's earliest parties in their own ways. Magda was a fixture at his sabacc tables, making even seasoned gamblers look amateurish. Vasha proved early on to be a reliable deterrent to rough housing and trouble making. Soon the pair had caught the attention of the Hutt lord, intrigued as he was by their brash and brazen style, and their standing party invitation became a permanent residence. During these early years on Nar Shaddaa, Magda's and Vasha's friendship evolved into something more amorous. High on Mekka's drugs, the adrenaline, and the powerful feelings of success won by their own virtues (and vices), their formerly close but platonic friendship evolved over time into a deep and devoted romance. Under Mekka's eye and eventual guidance, the two became a singular, permanent fixture at his palace. Vasha entered his formal service as a paid tough. Magda, in a less formal role, became partial arm candy, partial confidante, and partial sabacc-fiend.
Over the following years, Vasha rose steadily through Mekka’s ranks, developing a near-slavish dedication to physical and combat training. She studied under the best mercenaries and fighters Mekka could afford, transforming herself into a lethal enforcer. Parallel to this, Magda grew ever closer to Mekka, becoming his favorite decoration at parties and his most trusted and intimate confidante. A pivotal moment came during one of Mekka’s wild parties when his pet Nexu escaped its enclosure. In the chaos, the beast attacked Magda, ripping off her left leg before Vasha could intervene. Mekka, guilt-ridden, spared no expense on a high-quality cybernetic replacement, further cementing the pair’s place in his inner circle. By the end of their five years on Nar Shaddaa, both women had become indispensable. Mekka’s ultimate show of trust came when he promoted them to run his expanding operations on the Outer Rim colony world of Daleem, dispatching the reliable Twi’lek bookkeeper Kala’mee to ensure the venture’s success.
Venn-Voss Colonial Supply Solutions and Daleem (30 ABY - Present)
Mekka the Hutt had long eyed the Outer Rim colony world of Daleem, located in the Nilgaard Sector, as a prime location for expansion. The planet’s recolonization in relative isolation and with limited Jedi oversight made it an ideal location for a discreet smuggling operation. Trusting in the loyalty and proven capabilities of his favorite lieutenants, Mekka chose Magda and Vasha to lead the new venture. He provided them with substantial startup funds and numerous thugs, and the Twi’lek bookkeeper Kala’mee to ensure that the two women did not squander those funds and thugs. It was both a reward for their years of service and a significant test of their ability to run an independent outpost.
Magda and Vasha arrived on Daleem with Kala’mee and a substantial amount of startup capital from Mekka. The transition was not without challenges. Mekka's clerks handled the back end negotiations to ensure that supply contracts were awarded in the correct directions. Magda and Vasha (with Kala'mee's significant assistance) established Venn-Voss Colonial Supply Solutions as their legitimate front company, requiring careful navigation of local regulations and the planet’s limited infrastructure. Using their funds and connections, they secured control of the small spaceport at the newly established colony Carrow’s Landing, as well as suitable lodging, and opened The Sandbar cantina as their primary social and business hub. Within months, the operation was running smoothly on the surface. Legitimate supplies flowed through their spaceport and to the colonists. However, many of the legitimate shipments also contained hidden packages from Mekka: illegal weapons, spice, and diverted pharmaceuticals. These extra packages were intercepted by Vasha and her thugs and passed along to the Shoreline Courier Service, a local and (otherwise mostly) legitimate operation run by the retired legendary sabacc player Ged "The Idiot" Narriss. His couriers would unknowingly distribute contraband to colonial towns for hundreds of miles up and down the coast from Carrow's Landing.
Daily life in Carrow’s Landing revolved around the rhythm of the sea and the demands of the operation. Magda and Vasha made their home in a modest two-story villa perched on the cliffs overlooking the western beach. The Sandbar served as the social heart of their enterprise, with its beach-dweller aesthetic, fish-heavy menu, and open wall facing the ocean. Most evenings found the crew gathered there, with Magda holding court at the sabacc table and Vasha looming protectively nearby. The balance between legitimate business and smuggling allowed the operation to thrive, bringing stability and profit to the colony.
Over fourteen years, the operation faced numerous challenges. The Jedi presence on Daleem, though limited, required constant vigilance to avoid drawing unwanted scrutiny. Rival syndicates occasionally tested their control of the region, and local authorities sometimes needed careful management. Through it all, Magda, Vasha, and Kala’mee adapted and grew stronger together. Vasha’s security network kept the peace in Carrow’s Landing, while Kala’mee’s organizational skills ensured the legitimate business remained profitable. Magda’s charm and social connections helped maintain the operation’s respectable facade. Or at least they would if Magda could peel herself away from the beach and her cantina. As the years passed, the trio turned Venn-Voss Colonial Supply Solutions into a thriving enterprise, expanding their influence across the colony while carefully balancing the demands of Mekka’s smuggling network with the realities of life on Daleem.
Description
Appearance and Attire
Magda Venn is a 39 year old Chandrilan woman with pale, freckled skin and long, wavy chestnut brown hair gently streaked with grey. She has warm brown eyes and a knowing half-smile that often hints at mischief. Her build is compact and athletic, honed by Vasha’s insistence on regular training despite her natural laziness. She bears several tattoos: a scavenger bird on her right shoulder and upper arm, a solid black pattern on her left shoulder, a sun on her ribs, a hawkbat on her calf, and a DL-44 pistol on her outer thigh. Her left leg is a mechanical prosthetic from mid-thigh down, black and brass in design.
In public, Magda favors provocative yet practical attire: tight crop tops that accentuate her figure, low-cut pants that highlight her form, and a leather holster for her modified DL-44. She often goes barefoot or wears knee-high heeled boots, and occasionally adds a leather jacket left open.
Speech and Mannerisms
Magda speaks in a husky voice that leans toward the dramatic and still maintains a subtle hint of the Chandrilan accent from her youth. She is often playful and teasing in her speech, reflecting her inability to take much about life seriously, and she has a tendency to over-rely on gambling metaphors and Daleem beach slang. Through it all she remains ever charming and charismatic.
Magda's laziness often shows up in her mannerisms, which can be languid and theatrical. She blames this on her "ennui." That theatricality, however, can gain a definitive energy when she's retelling stories and the gestures grow as the tales grow. Magda is also rarely without her companion, Vasha, and the two are typically in close physical proximity, leaning or lounging on one another. Despite being quick to laugh and quicker to smile, Magda does have periods of deep and regretful self-reflection, during which she can be morose and quiet in her movements.
Personality
Magda Venn is the epitome of charming laziness. She is intelligent and quick-witted, with a natural talent for reading people and manipulating social situations to her advantage. Her primary ambitions are simple: to lounge on the beach, drink, get high, and enjoy the company of Vasha. She has little interest in the day-to-day operations of her own criminal enterprise, preferring to leave the hard work to Kala’mee while she plays the role of social figurehead and evening gambler.
Despite her self-admitted laziness, Magda is not without depth. She is self-aware enough to recognize her own weaknesses, particularly her lack of willpower when it comes to changing her hedonistic lifestyle. This creates occasional moments of quiet regret and listlessness, though she usually masks them with charm and humor. She is deeply devoted to Vasha, finding comfort and safety in their intense relationship, and she genuinely cares for her crew and the life they’ve built on Daleem. While she often plays the role of carefree socialite, those close to her know there is a more thoughtful and introspective woman beneath the surface.
Relationships
Vasha Voss
- "Venn-Voss runs because Mags smiles at the right people and I break the right fingers."
- ―Vasha Voss
Vasha Voss is Magda’s partner, spouse, and constant protector. Their relationship is intense and all-consuming, with Vasha firmly steering Magda toward better habits than she would choose on her own. This is somewhat ironic, considering Vasha was Magda’s original bad influence back on Chandrila, where she would likely still be if not for her volatile friend's intervention. Vasha’s fierce loyalty and willingness to do whatever is necessary to keep Magda safe allows her to live the lazy, hedonistic life she craves. In return, Magda’s charm and social skills complement Vasha’s more direct approach, making them a competent and effective team. Their bond is deep and genuine, built on decades of shared history, trust, and mutual dependence.
Kala'mee
- "She gets what she wants and somehow you're happy for her. That's the trick. I've never figured out how she does it."
- ―Kala'mee
Kala’mee, a Twi'lek refugee turned clerk, is Magda’s close friend and the organizational backbone of Venn-Voss Colonial Supply Solutions. As Mekka’s trusted bookkeeper, she was sent to Daleem to ensure the operation ran smoothly, and she has become indispensable to its success. Kala’mee respects Magda’s social skills and charm, though she often finds it difficult to respect Magda herself, particularly since Kala'mee ends up doing the actual day-to-day work that her lazy friend avoids. Despite this, their friendship is genuine, and Kala'mee can't help but laugh at Magda's ability to get whatever she wants without lifting a finger.
Qua'wiil
- "I watched her lose on purpose twice in one night just to see what Hull does when he thinks he's winning. Third hand she took everything. I was taking notes. It didn't help."
- ―Qua'wiil
The pilot of Magda and Vasha’s personal yacht, the T-2 Ramsidian-class Yacht L’Ennui, Qua’wiil is a Rodian of great skill. Before entering the women’s service, Qua’wiil had retired from the Starfighter Corps of the New Republic, where he flew the RZ-1 A-Wing Interceptor. In addition to being their pilot, the Rodian is also Magda’s best gambling buddy and never fails to miss their regular sabacc game. He and Magda are notoriously obnoxious players when in one another’s company, feeding on their mutual energy and enjoyment of the absurd.
Mekka the Hutt
- "I have never had to remind her who pays her. She remembers. Smart girl. Pretty, too."
- ―Mekka the Hutt
Mekka the Hutt is Magda and Vasha’s patron and benefactor. The relatively young and ambitious Hutt first encountered the pair during their early days on Nar Shaddaa and quickly took a liking to them, particularly Magda. Over the years, Mekka has served as both mentor and close ally, providing them with opportunities, resources, and protection. He encouraged their partnership and watched with amusement as they rose through his organization. While he maintains a certain affectionate distance (knowing he will outlive them by centuries), he genuinely values their loyalty and skills.
Rome Arde
- "She’s my cousin, but she’s also my favorite troublemaker. Some things never change."
- ―Roma Arde
Roma is Magda's younger cousin, who, much to the chagrin of her family, followed in Magda's footsteps some years after her departure from Chandrila. However, Magda's and Vasha's unlikely luck was not repeatable and Roma fell in with a tough crowd on Chandrila itself. Disappearing from her household and living among the hidden lower classes on the aristocratic world, Roma began a relationship with spice that would plague her for years to come. Finally, when faced with death, Roma reached out to Magda to ask for help, not able to face the shame of returning to her family. Magda obliged, paying the fare to get Roma from Chandrila to Daleem. She and Vasha funded and enabled Roma's rehabilitation. Today, she maintains a stable job as the bartender at the Sandbar, and is one of Magda's closest friends. She never stopped looking up to her and would be surprised to learn that Magda looks up to her in turn.
Hull Derech
- "She's infuriating. I know she's cheating. I know it! Everyone else thinks she's delightful, which just makes it worse."
- ―Hull Derech
Hull Derech is a youthful courier with Ged’s courier service. Born and raised on Daleem, he is now an adult who loathes the colony and dreams of escaping to the larger galaxy. Fortunately for Hull, he is a decent sabacc player, particularly considering his youth. Even more fortunately, his employer, Ged Nariss, is a retired sabacc legend who has taken him under his wing. Hull is a regular fixture at Magda’s standing game. Outwardly, he detests her. She doesn’t play right. She folds winning hands. She wins with nothing. But inwardly, Hull is obsessed.
Ged "The Idiot" Narriss
- "She's beaten me more times than I care to admit. I remember every hand. I don't think she remembers any of them."
- ―Ged "The Idiot" Narriss
Ged Narriss is a legendary sabacc player, with a name known at gambling tables across the galaxy. After a major game-fixing scandal, he took what winnings he had left and retired to Daleem, a place with a small enough economy that he could eke out a living for the rest of his years on that small amount. He started his delivery service, Shoreline Courier Service, in order to bolster his meager finances, and now makes a substantial amount of money running the weapons and drugs that Magda's organization brings in from off world. He further supplements his income by playing at her sabacc game. He and Magda are the two best players at the table and maintain a playful rivalry as well as a number of inside jokes none of the other players ever pick up on. For Narriss's part, Magda is Hull Derech's final lesson: a player who plays the players, rather than playing the cards. So far Derech has not picked up on what Ged is trying to teach.