CP - Recovering Castle

Darasuum

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Recovering Castle
1. What is going to happen in your plot?

While in the past the Dread Lords reinvented the idea of the Dread Lords, founded it in fact. It is from D'qar that they established a colony. While small groups of tribes have grown only slightly they seem to have forgotten about the Dread Lords on the planet. But Eskatos Castle remains.

2. What other players will be a part of this?


@Darasuum
@Nefieslab
@Rexx (if he wants to be the leader in the republica)
Other members of the Dread Council

3. Where are all the places (if more than one) that your plot will be taking place?

D'Qar

4. Please provide a basic in-character timeline of what you expect to happen.

Thread 1: Travel to D'Qar and land near a settlement from what was gathered on Eriadu. The people there have probably not had outside contact for years. They will likely shun us and fight us. Some viewed the Dread Lords as saviors, others believed them to be little better than wardens and keeping the trapped on the planet. Speak to them and see if you can learn the location of Eskatos Castle.

Thread 2: Many experiments went on for the study of the Dread Lords. The area outside the castle and must be fought and defeated. It was once a loyal watchdog but now is a ravenous creature bent on only killing anything that comes into its area of activity.

Thread 3: Inside the castle beasts have taken up residence. They are fearsome on their own normally but these also seem to be changed by the location, more savage and aggressive than normal. They occasionally roam the halls but have been corrupted beyond recovery and must be destroyed. There is no capturing of these creatures who will not be swayed by mind tricks or domination.

Thread 4: Speak with a high level of power inside the Sith. The castle will need troops and staff to repair and keep up the presence in Eskatos Castle. If we are able to convince the high echelons of the importance of one such location then it will be solve all other issues.

5. What do you or your character hope to achieve with this plot? What is the "end-game"?

For Hozan to reclaim and resecure Eskatos Castle on D'qar as a fully operational Research and Development outpost in the galactic south that only those that participate and the higher echelons of the Sith know of. This will give them a way to learn about past Dread Lords and decide to take up the mantle but with a different sense than their forerunners.

6. Do you need any involvement of canon NPCs or faction leaders to be DMed by a staff member? If so, please detail who/what and for what purpose.

All opposition will be done by dice unless I can get a decent DM. Will need a person to play Opposition as the higher ranking officer in the Sith which is why i have tagged Rexx. I will see if he wants to oppose our threads as well.
 
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Malon

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@Darasuum

Okay, so, the overall goal of this plot is kosher with me. You're re-occupying the castle. Great. But there's a couple of problems that need to be addressed for lore consistency:
  1. You wrote in your previous lore article that "the Castle remain[ed] unknown to other members of the Sith Empire." And that was 500 years ago. As a result of that line in your lore article, the current timeline's lore article on the matter states that "its location does not appear in any of the Sith's numerous archives." Therefore, you're going to have to do a thread or two explaining how your people suddenly know that there is anything of value to be found on D'Qar.
  2. The lore article also states that the castle is devoid of things with value, and while one can debate the value of battle droids, one also has to ask how they have kept themselves charged and running for 500 years. I'm not seeing any references to droid-charing stations, backup power generators, or anything of the sort on the original write-up. The most you're like to find inside are rusted husk—but you could easily switch this to native fauna that has infested the castle since it was abandoned. That would be allowable.
Please make these changes and get back to me and I will take another look.
 

Darasuum

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@Darasuum

Okay, so, the overall goal of this plot is kosher with me. You're re-occupying the castle. Great. But there's a couple of problems that need to be addressed for lore consistency:



    • You wrote in your previous lore article that "the Castle remain[ed] unknown to other members of the Sith Empire." And that was 500 years ago. As a result of that line in your lore article, the current timeline's lore article on the matter states that "its location does not appear in any of the Sith's numerous archives." Therefore, you're going to have to do a thread or two explaining how your people suddenly know that there is anything of value to be found on D'Qar.
    • The lore article also states that the castle is devoid of things with value, and while one can debate the value of battle droids, one also has to ask how they have kept themselves charged and running for 500 years. I'm not seeing any references to droid-charing stations, backup power generators, or anything of the sort on the original write-up. The most you're like to find inside are rusted husk—but you could easily switch this to native fauna that has infested the castle since it was abandoned. That would be allowable.
Please make these changes and get back to me and I will take another look.
I want to reoccupy the castle and also get back up to working order and make it habitable. Is that fair to say. I wanted to clarify so that we weren't just chilling in some ruins with a leaky roof.

One of my current tech plots is actually a reference to a known warehouse in Eriadu. Last TL Cyzyn took over the warehouse of a gang and so there will be some location reference in that warehouse about D'qar system for this plot. A bred crumb leading to a bred crumb leading to a bred crumb if you will. While that ongoing tech plot is for acquiring advanced tech we will be roleplaying the discovery of a clue for this very purpose

The battle droids were mediocre for their time. I did neglect a droid charging station in the original writeup but I was planning on having them be damaged and only a threat in numbers as like zombie droid-ish things. Once they were cleared they would barely be worth scrap metal. However I can change the opposition to some animals or a dark side abomination or mad-ex sith trooper stranded there.
 

Malon

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I want to reoccupy the castle and also get back up to working order and make it habitable. Is that fair to say. I wanted to clarify so that we weren't just chilling in some ruins with a leaky roof.

One of my current tech plots is actually a reference to a known warehouse in Eriadu. Last TL Cyzyn took over the warehouse of a gang and so there will be some location reference in that warehouse about D'qar system for this plot. A bred crumb leading to a bred crumb leading to a bred crumb if you will. While that ongoing tech plot is for acquiring advanced tech we will be roleplaying the discovery of a clue for this very purpose

The battle droids were mediocre for their time. I did neglect a droid charging station in the original writeup but I was planning on having them be damaged and only a threat in numbers as like zombie droid-ish things. Once they were cleared they would barely be worth scrap metal. However I can change the opposition to some animals or a dark side abomination or mad-ex sith trooper stranded there.

Okay, so two things:
  1. I'm okay with the warehouse thing. Just plop in one small thread afterwards to "follow the crumbs" as it were. That way it's a bit more realistic. This castle wasn't really talked about to the others in the Sith Empire, so there needs to be some degree of difficulty, other than just finding a warehouse, to point to its location.
  2. The droids are a definite no. Only the most robust of droids would be functional 500 years later, and that's only with a constant power supply to refuel them. These droids were neither robust nor charged in the last 500 years. You can find their rusted remains, but they will never be functional again. I'd recommend putting in some dangerous wildlife instead.

Everything else, I approve of. Once you make those changes, I'll give you the green light! @Darasuum
 

Darasuum

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Okay, so two things:
  1. I'm okay with the warehouse thing. Just plop in one small thread afterwards to "follow the crumbs" as it were. That way it's a bit more realistic. This castle wasn't really talked about to the others in the Sith Empire, so there needs to be some degree of difficulty, other than just finding a warehouse, to point to its location.
  2. The droids are a definite no. Only the most robust of droids would be functional 500 years later, and that's only with a constant power supply to refuel them. These droids were neither robust nor charged in the last 500 years. You can find their rusted remains, but they will never be functional again. I'd recommend putting in some dangerous wildlife instead.

Everything else, I approve of. Once you make those changes, I'll give you the green light! @Darasuum

edited

I also added that the creatures that will be fought are corrupted and cannot be swayed by mind tricks, kind of like Arkanian dragons.
 

Malon

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Thanks for making those edits!

But I'm also slightly confused. I see you have an approved plot to actually learn about the Dread Lords, which would be the logical first step. Why are you doing these both at the same time? @Darasuum
 

Darasuum

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Thanks for making those edits!

But I'm also slightly confused. I see you have an approved plot to actually learn about the Dread Lords, which would be the logical first step. Why are you doing these both at the same time? @Darasuum
One is technically a techplot. The reward of learning that D’Qar exists didnt seem like it was worth a whole plot so i made it into a tech plot. Whereas this one gives the Dread Lords a castle.
 

Malon

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A'ight. Good enough for me. Approved!
 
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