Eris Morgana

Baobhan

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Eris Morgana


Independant Palatine Zakuul Cluster Force Inept

Human-Cyborg Female 28 5’8” / 1.73m 145 ibs / 65.9 kg

Silver’d Hair Fair Skinned Blue Eyed

Michelle Pfeiffer One more Soul to the Call


Personality
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Mentality: Eris is by and large, generally considered to be a serenely confident and motherly figure by those close around her. These traits are most commonly displayed by her strong yet often calm and tone and wit as sharp as a blade with a deep seeded experience and wisdom that she portrays when she speaks to others or preaches her sermons. During her day to day activities Eris holds herself up with an immense amount of personal pride and regality, striding as she walks with power and grace as her mere presence gives off an aura of nobility and authority that can be quite magnetising to those around her.


A deeply spiritual women, Eris portrays herself as a wise and brutally honest leader to those who would deem to follow her teachings and guidance. But beneath this exterior is a somewhat sinister and machiavellian nature. Eris within, aspires to greatness. Profoundly ambitious, she wishes nothing more than to be canonized by her faith and lead her religion to the grand stage of the galaxy, a feat which none before her yet have managed to achieve. She often treats others well solely because she knows that it is better to be humbled than beaten.


Of her shortcomings, Eris, being an outsider, knows very little about modern technology, not so old that she cannot learn, but stunted to such a level that anything complex, even through training, would simply be beyond her. Her home-worlds level of technology, founded by what few travellers had landed there, is hundreds of years behind the rest of the galaxy.


Though Eris’ soothing and rational demeanor are not her only side, as those who cross her quickly discover well that the spiritual leader is not without her edge. Eris is fury incarnate and a puritanical leader of her faith. Though she does not consider herself any greater or wiser than her flock, she abhors insubordination and above all else, heresy and disrespect. She relishes conflict and combat, thinking that the discipline that skill and finesse brings to both the mind and the spirit are things for all people to aspire to in their daily lives, and that through this means trials by combat are common under her tutelage for wrongdoing. Once angered or challenged, Eris freely discards empathy for zealous piety and a sense of absolute righteousness.


Philosophy: Eris’ faith centers itself around the idea of an ageless immortal being from outside this galaxy whom walked the surface of Zakuul and many other planets at the dawn of Sapient life's creation. Before it finally made its leave for other lands far beyond this one, it had warned the people of Zakuul about a disaster that would come in its wake. So it was the being left behind a successor on the backward planet, a boy whom would carry on his teachings and aid them in preparation for the coming adversary. The successor, considered similar to a demigod, developed an artifact, that would allow him to reincarnate through to each chosen successor, supposedly of his direct bloodline. Whether there is any truth to the tales Eris and her cult believe in the entity wholeheartedly, and that he sends messages through the cosmos in the form of visions to them, as well as words of wisdom to the faiths Palatine, a title much like a holy seer or prophet.


With respect to the force, Eris and her people hold it in very little regard. Whether they consider it magic or science, to their minds it is simply a force that is considered completely inconsequential to the goals or dogma of their faith. Though many force-based faiths such as the Nightsisters, Sith Purebloods or Tundian sorcerers, the order consider heretical, as they claim to know the true nature of the cosmos. In fact, past Palatine have been force sensitive, while others have not been, each still passing on their title and wisdom they had discovered through their rule to their chosen successor, who would receive the rights of passage and the artifact upon their masters’ death. What the group seeks is to follow in the footsteps of ‘The Outsider’ and learn.




Biography
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Act I: The Chosen.


Eris’ birth was considered by most to be an immaculate conception. An elderly Palatine several generations back had foretold through prophecy and charting the stars that she had seen a child would be born into their faith with star silver’d hair on the most sacred of days. The womans’ tale told that this child would not only rise up to become their leader through trials of the brightest of flames, but that they would travel in search of the Outsider, and possibly succeed… So it came, that every year from that date, people of the faith would await any children to be born, desperate to see if the star haired child would come to fulfil the prop

hesy. Years passed, every year more hopeful than the last, but the hearts of man are fickle things that yearn for satisfaction. No matter how long they seemed to wait, none matched the prophecy to come. A hundred years passed, the traditions of old had become unobserved, until on their holy day, not one, but two children were born with blue blood and silver hair. Twins...


The sign of the prophecy seemingly coming to pass created a spiritual second coming of those who had been remotely faithful to their old traditions, resurrecting the faith from the brink of extinction. Few could have foreseen however, the scandal of the twins being born, many agreed that one of them was to be the child of the prophecy, but which one? So it was a cunning plan was developed, each of the children were to be taken from their mother and trained by separate mentors, hand picked to be the greatest that the people there had to offer. Each of the children grew up with the tutelage of royalty, trained in ethics, history, religion, combat, strategy and leadership so that they could achieve the mantle that the so sought.


The years were hard on the twins, the brother of the two took to his training like fire spreading over oil, it quickly became known that he was the favoured of the two to inherit the role of Palatine. Eris was left as the undesirable underdog, shunned by her society, however, without knowing it her world had done her a service... She she was now allowed to train with impunity, with the eyes of the crowd off of her, her mentor took her, leaving their secluded temple and travelling across the stars to a nearby world in the same system. It was there, that Eris was introduced to war.




Act II: The Student.


Under the judgmental and watchful eyes of her master, while her twin sat at the seat of her throne, Eris fled the moon, about to undertake the hardest trial she had faced so far. The Zakuul system outside of their hidden temple had been been plagued in civil war for years, rival factions vying for power and prestige because of the stark few resources that could cater to the ever growing demand of increasing populations, while others, fought for more mysterious reasons. Amongst them, the Ssi-Ruu, humans and other minor races in their stark few communities grew to hate one another. It was Eris’ first task to join this battle, and put to practise everything that she had ever learned.


At the age of eighteen, hair cut like the men around her, wearing the battle garb and utilizing the barbaric yet effective weaponry of her people, Eris was keen to become a dominating force on the battlefield. Siding with the human population in a deadlock against the Ssi-Ruu, Eris undertook dozens of frightening missions, striking at the bizarre sapient raptoid species with everything they had. Blaster cannons ringing out loudly with their gauss like sounds as the red skinned reptiles nimbly charged to their deaths. But it was never the red ones that they needed to look out for. While they were quick, fast as a wild cat and strong as a wookie, they were the height of an average person… But the black Ssi-Ruu… they were their own category of monster.


Commanders of the herds wielding technology superior to their own, larger, faster, stronger. They were apex predators on the battlefield, shattering the front lines should ever one of them make it to them before retreating with hit and run tactics, as the crimson swarm would then swell to fill the gap. Very rarely was a black Ssi-Ruuk felled in battle, and for the seldom few times it was achieved, it was never without great sacrifice, as they fought like demons should they ever be backed into a corner.


It was at the battle of Zildrog where Eris learned an important lesson. Battling the Ssi-Ruu had pushed the human military to the edge of defeat, falling back to the fortress in a place called Zildrog in order to create a meaningful battlement. Entrenched, it took thirty days for the siege to be broken, and it wasn’t by war, Eris had found a cache held within the fortress of idols and treasures that had been looted by the reptoids. Realizing her folly upon being discovered, Eris and her master resisted arrest, turning an attempted capture into a strike into the heart of enemy territory, where the goal, was to carve a path for the Ssi-Ruu. Blood, bodies, debris and shattered hope left in their wake as they fought to the gates, opening them from the inside as the combat within the compound had long garnered the attention of the Ssi-Ruu scouts.


The ensuing assault and the breaking of the siege resulted in a resounding victory for the Ssi-Ruu, Eris returned the artifacts that had been reclaimed to their rightful place, including scrolls and prophecies foretelling of their own rainbow’d chosen one. Bonds were built, and the humans, whom historically had been little more but pirates and rogue traders who developed a colony on these worlds, were imprisoned awaiting the justice that was yet to come. Eris was allowed to take the families and those whom had rejected their place amongst the others home, indebted to her for saving their lives, she talked of their faith on the way home, many thought it to be an enlightening change to their former life… may joined, while others, took this as the chance to leave for greater things. One thing was certain however.

It was time for Eris to return home.




Act III: The Palatine.


Eris returned to her homeland on the day that her brother was deemed to become Palatine of their people. Entering with quite a stir, standing beside her now aging master, Eris would confront to challenge her twin, sword in hand, her hair rugged and outgrown, her armour tarnished, dirty and damaged by battles numbering in their dozens. Immediately, the wild wit and charisma of her brother accepted the challenge at but a glance of her ghastly visage… To his error. Long had Eris been forged in the fires of battles against opponents far larger and stronger than herself. Her bones had been shattered over and over again, only to be rebuilt with steel and machines to match her iron resolve. Eris had been through the trials and tribulations of war while her brother had been safe, learning within these very halls under the careful guide of his own instructor. Eris had been fighting for her life for years, with her only reward being her survival, to her, this man was a civilian.


If only all battles were so simple…


It was discovered quickly that they were evenly matched in speed and skill, while Eris had practiced far more, she could not deny her brothers’ natural talent and affinity. He moved with an effortless grace, seeming to be able to keep a calm smile even against Eris’ most relentless assaults and strongest strikes. Eris could not help but think had the roles been reversed, there was no way she could have won this battle. Back and forth the tides of battle ebbed and flowed like the sea, the only difference between the two was their tactics. Eris had been taught practically that even the slightest misstep would kill you on a battlefield, and to engage hard at every turn, while her brother, talented and intelligent, was a prodigy whom though he had never seen war or real combat, was still trained by one of the greatest mentors of their age, with a natural talent seen but once in hundreds of years...


Wearing his sister down, Eris was soon pushed to the defensive, her hefty body weighing on her stamina in the long drawn out fight as her defences began to fall. Her more dexterous twin would nip at her openings as they appeared, using the pain from the light wounds to further drain his sisters’ stamina until with a single flourish, Eris was disarmed. But the boys charisma and need for the approval of others was his downfall. Taking his eyes from his opponent for but a moment to seek acknowledgement for his achievement, be it from his master or cheering fans... Eris had stepped in, without a second thought she had grabbed her brother under his arm, thrusting her elbow into his hyperextended limb, snapping it like a twig. The battle was over there and then as Eris kicked her screaming brother to the ground, following to knock him out with a but a single brutal kick to the temple as his followers stared on in petrified shock… as It was Eris, who had won.

Exiling her brother and his mentor, she took the crown of Palatine. While the rest, as they say, is history.




Skills and Abilities
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Advantages:


Eris has a number of useful skills at her disposal, though some of them are somewhat archaic compared to that of the rest of the galaxy. Strong, well built, and athletic, Eris is physically fit to the point that even enhanced body and wearing her armour no longer encumbers her movements or endurance, save for those few instances where she has to engage in exceedingly long activity without the ability to have respite.


Combatively, Eris was trained in several martial styles from her master, though few of them bare much resemblance to what the galaxy has seen at large. Effective, but simplistic, she’s trained well in firearms as well as fighting with a sword and shield, as all Palatines are, as well as spear fighting and CQC. What is in common with all of them, is the focus on offense rather than defense, each and every one of her martial arts focuses on advancing and pushing that advance should she be able, manipulating the ebb and flow of combat so that she might pressure her opponent into granting an opening of gifting her the upper hand.


Although Eris’ physical training was a core component of her study, her tasks were hardly of an only physical nature. Many of Eris’ lessons encouraged mental ability and aptitude in place of sheer force and combative ability. Eris is royalty to her small but growing sect, and holds herself as such. Often she can be seen during times of peace pondering her actions and reflecting upon conversations as well as philosophy and the cultures of other races, so that she can better address them should they ever seek to interact.


Eris sharpens her wit like a second blade so that should she need to, she can attempt to end conflict before the need to raise a blade. Knowing full well that deception and subterfuge are equally powerful in the hands of the right leader.




Disadvantages:


Eris is however, not without her flaws. Her enhanced body weighs a considerably large amount more than a normal body, and while much of it is mechanised so that she can move it as if it is a part of herself without inhibition, electro magnetic pulses cause her to have to lift her skeletal structure as if it were dead-weight, causing her to tire much faster than she otherwise normally would. Additionally, the added weight of her enhanced skeletal structure, makes it exceedingly hard for Eris to swim, a trait which she was taught early in the swamps after her return setting in a light amount of aquaphobia, which tends to get worse depending on her circumstances.


Of all her negative quirks however, her foreign nature seems to stand out the most. Eris is not knowledgeable in high tech societies due to her simple background, and while she can understand and learn simple concepts with ease, attempting to describe the complex functions and properties of hypermatter hyperdrives and other exceedingly advanced topics will leave her little more than dazed and confused.


Socially, her pride is one of her weaker points. Flattery would get one anywhere when it comes to Eris and her nature, though she is not so dim witted as to not be cautious. Many a being had been spared by her blades and the wrath of her people by appeasing her ego and the ingrown superiority complex which is developed by the spreading of their faith somewhat naturally.







Equipment
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~Light Spear: A remarkable show that 2 nations, given time, can develop similar ideas. The Light Spear is a high powered plasma cannon similar in effect to that of the light bow / bowcaster that would later be employed by a notable member of the Guardians of the Whills, though, rather than harness the field within orbs to either side, Eris’ Order used bladed prongs to either side of the weapon which could close over the head. The weapon still fires plasma blast in highly accurate and highly powerful blasts of similar equivalency to 55. Calibur rounds of a sniper rifle.


~Heater Sword: A potent weapon for an underdeveloped world. The sword, a symbol of the Palatine, is a 2 sided weapon with a 42cm grip and 91cm blade. The weapon is made of ultrachrome and attached to a vibro engine containing a power cell within the extended hilt (much like that of a lightsaber / vibrosword). The power-cell, with the pull of a trigger, begins the vibrating function of the sword while simultaneously conducting energy into the length of the metallic blade itself, which in response glows white hot with the energy, enhancing its cutting ability further. Though, on impact with high energy weapons like lightsabers, this effect, flares as the absorbed energy glows bright enough on impact to blind people within close proximity, simply due to the sheer amount of energy being absorbed and diffused. However, while heated, this blade is very prone to being broken or bluntened by hard physical impacts the weapon could not penetrate.


~Combat Shield: A shield often used in tandem with the Heater Sword, the shield is made of strong metal but layered with a synthetic electromagnetic material. Power-cells within Eris’ left arm enable her to, with a trigger, channel the electricity to the shield’s exterior plating to radiate with a potent electrical field. On contact, the field delivers a painful electrical charge similar to that of a shock baton, capable of stunning the likes of most humanoids and even stopping the heart should the charge flow through it. Not without its weaknesses, the shield, while it’s good against solid weapons and those which clash against the electromagnetic field of the shield, the steel is nigh useless against blaster bolts, which, anything higher than a pistol would shred the shield in a couple shots or less.


~Armour: Eris wears medium plated slightly ceremonial armour which denotes her station among her order, though, ceremonial as it may be, it is hardly impractical. Full covering between layered metals and kevlar underneaths, it boasts A helmet which reactively filters or enhances light and is capable of night vision, and duraplast medium body armour which covers the arms, legs torso and back. Cloth vestiges with holy symbols fall off the armour as well as gilded symbols decorating the plate itself. The armours only inherent offensive function is in the left arm, which channels a high voltage electrical charge to its hand for use with the stun shield, or for CqC.


~Sidearm: A primitive blaster hand-cannon with lower range than most other blasters. Rather than having the near 20 shots of most blaster pistols, the zakuulian weapon has a 6 shot cell which fires barely contained blaster gas at an effective range of about 40m before the unstable EM field surrounding the bolts hits something or decays. Impact with the bolts causes an approximately 2’ radii thermal explosion capable of rending armour or deleting a good chunk of a person.


~Ship: Eris is flown in a luxury variant of the oceanspray freighter upgraded with basic military class shields and torpedo tubes but with a comfortable suite in place of a brig. Its pleasant exterior rests easy on the eyes while it is practical for use on missions or simply transport from A to B.


 
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Baobhan

Not just a simple courier~
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The Order of the Outsider



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The Order of the Outsider



Affiliation: Void Serpents Palatine: Eris Morgana Stationed: Zakuul Cluster


Heirophant: Jisang Mentacova High Almoner: N/A ArchChaplain: Varcolas Grandmaster: Evelyn Tenebris


Apostles: 0 Honor Guard: 40 Chaplaincy: 30 Praeteans: 40


Legatines: 211 Citizens: 943


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History




First Contact:



... In the beginning, there was naught but the infinite potential before creation. Primordial nuclear chaos of waxing sentience outstretching across the universe as a new god, growing outward over the void as it stretched in within the absolute nothingness. Eventually, the deity lay across the universe, its many arms reaching out in every direction as sleeping death called to it at the end of its reign, ushering in the first law of the universe; that nothing truly ends. From the giant's many hands formed the many galaxies seen in the night sky, within them its blood formed nebulas, stars, systems and planets which would slowly but surely begin to harbour life upon them. Its nerves broke apart into limitless fragments creating the potential for all the sapient species of the universe, while its soul its soul became magic, it became The Force. What spawned from the grand titans death was the age of giants, it is proposed that godlike beings and monsters existed in this era, as before the celestial titan had fully broken apart, larger accumulations of its mass and essence gathered and incarnated beings of immense strength and power, easily capable of calling worlds and life into existence as well as manipulating the laws of nature, space and time with the sheer force of their seemingly absolute willpower.



... The gods and monsters of this era, knew no peace, tearing each other apart in a limitless fight to survive, consuming each other with an insatiable hunger. Those of meek natures quickly annihilated, their power and essence scattering to the winds as one by one the chaos broke down the Primordials parts until they were bit miniscule fading embers of their former greatness. The beings which formed from the cinders were sapient life, while that which came from the ash were the animals of the world, the non thinking sentience which knew naught but the base instincts of their primogenitor. Of all of these beings, humanoid races became the most dominant, crawling from millions of years of evolution to sit upon the top of the food chain, but to think for a moment that they had seen the last of the previous era, was a fools thought. As, in any combat, there is always a winner one who outlasts the others, and there are those lucky few, who never had to fight at all.



... It was one of these beings from the era prior, titled The Outsider by those who came to know it, who had made its way to the known galaxy. With seemingly no ill will, and a vast understanding of language and science, it had made itself known to beings within the outer rim, each in hopes of bringing unfathomable knowledge and understanding to their people. By advancing the hominids into a technological golden age the Outsider hoped that they would raise up to slay the last spectre that haunted the vast nothingness that it had left in its trail. Thus the first planet the Outsider came to, was Zakkul



... In the beginning there was a huge amount of suspicion surrounding the entity which had touched down onto their world with its temple. The primitive hominids of Zakuul were skittish and unruly, having developed fire and steel in the earliest of stages they had a culture and language which the Outsider seemed to have intimate understanding of without consul. The being proclaimed itself peaceful, but the cowardice and distrust of man ran deep, they sought to slay the being and take its technology, but as they surrounded the Outsider and his temple, he surrendered himself willingly, raising a hand to the sky, the people watched in wonder as he terraformed the moon into a deep temple a hollow maze where the knowledge of flight, energy, matter and more was laid out before visitors to the moon. But, the act of power it took to perform the act, had even the most critical observer kneel before the Outsider. Least it turn that awesome power on them in anger...




Under the Outsider:



... Onder the guiding hand of the Outsider, life was easy for his followers, pilgrims to the grand temple in the planet's sky came back changed men who with their leader would rocket their people into a technological golden age. For hundreds of years the outsider walked among the people, supposedly moving their nation from a civilization who had only momentarily scratched the surface of welding metals, into a space faring people within but a few short decades. The progress bought a huge sum of people from around the world to the location, uniting under the mantle of progress, true peace was known for a short time. However, as the nature of work under the wisdom of the outsider was practical and based in infrastructure, it was only artistic pursuits like painting and sculpting which created any depiction of the outsider itself, many of them coming from more artistic minds



... As the Outsider continued to play a pivotal role in society, the longer he stayed and shared his wisdom, it became noted that the Outsider became more and more concerned with his presence amongst these people. Restless to the point of developing a deep seeded paranoia, it felt it apparent that he would have to leave after but a couple centuries after his enigmatic appearance. More and more he began preaching about the independence of people, that they should seek to empower the wisest and strongest of their ranks as their leaders and continue the path to progress studying the vast labyrinth of information that he had lain out before them. This narrative continued for years before it was finally bought to its inevitable climax. The Outsider had to leave.



... The occasion was mourned by all, though the Outsider did not leave without one final parting gift. Its said that reaching into himself, he drew out the artifact which was then given to a child whom had grown into an adolescent at the side of the cosmic being. Implanting it within the mind of the boy, the Outsider proclaimed that he would leave his child here to continue his work while he was gone. It was the child after the implantation was complete that looked to the Outsider and asked his purpose upon their planet Finally the knowledge of the adversary was revealed. The outsider told a parable of the universe's creation, of monsters and gods and that one such monster still remained, though it was far off, it would one day come, it shared knowledge that others might rise up to challenge it, but they could not hope to do it alone, so, it would move onto the next world, and the next, until it could unite all life against the terrible force to come. The Zakuulians held a massive celebration to thank the Outsider, so grand it was said to be heard from the temple moon up above, it was at the end of the Festival, that the Outsider, simply vanished. Never to be seen or heard from again by the people on Zakuul.




Age of the Palatines:



... The childier of the outsider following in his footsteps enshrined the great story of the being into history as the Order grew and grew to massive power and influence over the planets surface. The direct line of the Outsider would rule their people, the artifact that was implanted within each of them would be extracted upon their death and replaced in each subsequent leader as had been directed by the Outsider. Following the implantation, the leaders, who came to be known as the Palatine, would begin to have visions, and know information that was previously known by former Palatine. It was through this evidence that the Order came to the conclusion of the truth of their leaders reincarnation.



... The Heirachy of their society would soon bloom around this factor and their ultimate goal, quickly becoming a warrior culture, the Palatine when they grew to age was almost always assured to be the leading candidate for leadership, it was just a matter of allowing the apostle to reach that point, and deciding which apostle would take the artifact within themselves in cases where there was more than one. The hand-chosen tutors of the aspiring Palatine were robbed of all political power due to their potential influence early, while commanders and leaders of sacred duties as well as training and learning were appointed quickly as the Order expanded. Citizenry was something earned after a stretch of mandatory service for each person after they became of age to serve. Under the rule of the Palatine, the culture around them continued to progress. But support was fading.



... A strict rigidity in the Order began to form within the Palatines, debates began to spark in the learned as they realized they could likely improve upon the technology of the Outsider had gifted them knowledge of, and whether or not to do so was considered a blasphemy. Stagnation began to take root with no clear sign of the adversary to unite them under the common banner the Order of the Outsider began to fissure. Once the cracks began to form in their culture, there was no stopping what came next, like the flesh of the titan they splintered, the many races which composed the grand order divided based on race and ideals, moving to their own corners of Zakuul to fend for themselves as pirates or nomadic peoples. The freedom of Zakuul allowed other forces to take control and move on, the throne of the world would change hands multiple times in the following millennia, from diplomatic, to anarchic, to sith, and occasionally without leader at all. All the while what little members of the Order there were would rise to numbers and fall to near extinction repeatedly.



Until one palatine changed everything...




The Star~Haired Child:



... Palatine Angelina Atreides, a true and trusted visionary of the Order foretold of a star blonde haired child who would be born on the day the Outsider arrived to their world. The vision foretold that the child would be trialed by flame as hot as the hair on their head. Atreides believed that the vision stated, this chosen child would lead the Order of the Outsider to the stars and follow in the footsteps of their true leader, a goal which she claimed was his divine mandate from the beginning, as The Outsider had stated it had gone in search of others to join together in service against the adversary. To the Palatine, made sense that their task was to find and unite with those other disciples, and learn what they had learned. Who, knew, they could find the being once again...



... Many within the Order and even those who had long left it trusted the vision, some due to the belief in the force, while others believing the reputation of Angelina. The prophecy, called the star child prophecy brung in its wake a massive resurgence of activity towards the Order, making them stronger than they had been in many generations. With the unity came hope, and with the hope came peace as ties long severed and broken were mended with the addition of a new unified goal and purpose for their people to strive towards. Though the concept of interstellar flight was still beyond the people of Zakuul on any grand scale, they had seen pirates travel between worlds, some even gone themselves, yet their engineers were simply not advanced enough to develop hyperspace drives in any mass produced capacity.



... Once again, generations passed, and with time faith was lost. But just as all hope seemed to wither away to its final tether, the date the Outsider had graced their lands came by as every year before it. But unlike the others, this year, a notable pair of twins were born, each of them with hair as silver as the stars above them. Word of the star children spread like wildfire, immediately culling the herd so that they became the only two apostles under the aging palatine. The Palatine decided that the twins would each be given a master and run the trial of the Palatine as any other generation would. But unlike the other Apostles, they would be brought up separate from one another, knowing their purpose and knowing the responsibility that they must uphold for not just the future of their faith, but potentially the future of their worlds But finally, knowing that one would have to conquer the other.



... Of the two, the daughter conquered the brother, raising to the title of Palatine, joining with the faction known as the Void Serpents. Choosing to lend them their blades as they used the faction as a means to spread their numbers, learn about the alien galaxy around them and perhaps even find tale of The Outsiders travels.










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Philosophy




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General Beliefs:



General:


The order of the Outsider have few tenants that would seem simple to the outside world, in preparation for the cosmic war to come, many of their core beliefs surround the need to prepare one's self, mind, body and spirit for the conflict that is to come. Many of the beliefs of the Order circle around borderline Darwinian ideals, intending to become smarter, stronger, better in one way or another in an attempt to create a superior or perfect state of mankind which aspects itself in an idea similar to Zen Enlightenment attained through action.



Entropy, Complacency and Nihilism are considered among the greatest sins of the order due to their infinite ability to cripple a nation, leading it to the path of Atrophy and eventually, annihilation. It is thought that those who do not have the capacity and will to fight in order to survive and improve in order to ensure their survival, should be left behind with the meek to meet the fate nature would intend. While in stark contrast, Instinct, Discipline and Willpower are seen as the prime virtues of the faith. Whether these virtues incarnate as the will to seek simple self improvement such as: learning new skills and adapting the use of another language, or, more commonly; perfect one's body through mastering and honing martial skill, and physical attributes. The result is strength, which, they believe is passed onto your descendants, much like reincarnation.



The Spirit:


The concept of the soul is not something that ever came into being within the Order of the Outsider. The closest concept they would consider parallel to it, would be the spark of cinder within the essence of their being. The shard of spirit or energy or consciousness from the primordial titan which fractured to ultimately give hominids after a long line of grander beings the potential to think, reason and deliberate. This soul to them, while special, is no different than the blood that created matter, or the soul which manifested the seemingly supernatural powers of the force. Though to many the tale of the Primordial Titan is simply a measure of the unknown creation of all things, the allegorical moral of the story is its insignificance, as everything is, it matters little where it comes from other than the need to satisfy childlike curiosity. The goal of the Order of the Outsider, is to ultimately move forward, never back.



The Force:


Of all of the things one would assume to be considered a gift of the Outsider or a Symbol of power, the force is not one of them. Not to say that it is shunned or looked down upon by any members of the Order, it is simply seen as a tool, a natural part of the cosmos that can be harnessed and made to a person's advantage should they have it, like an animal adapting to its environment. The only downfall is; because not all men have use of the Force, dedicating large resources to learning about and training it is often difficult, time consuming, and only benefiting the few among them at any time whom are force sensitive. Thus, within the order, learning and mastering the way of the force, is often seen as a personal goal or

achievement, rather than a community one. However, past Palatines who have been force sensitive have

in the past, put much more emphasis on seeking it out and harnessing it.



The Cycle:


Reincarnation is an interesting idea within the Order of the Outsider, to them, there is no life after death, but that does not mean they believe in the concept of death. No thing can simply end. It is believed within the culture that a man or woman lives on through their descendants, thus, members within the order often have one child at very young ages to secure their lineage. In so doing, it is not uncommon for a child to learn the names, lives and deeds of their notable ancestors while they are young, passing the torch and mantle of their family onto them so that they may be inspired by their greatness and their strength. It is to the deeds of the past, the young and the faithful look to in order to surpass, to become greater than the deeds of those before you, to prove you have become stronger, and thus, have grown. The pressure, of carrying ones entire ancestry on their backs, can be difficult or even stressful, especially for those whom have performed great deeds, but processing and conquering that stress is a right of passage many are taught to go through, coming out stronger for it in the end.



The concept becomes interesting should a couple have multiple children, as they are all seen to be incarnations of the same person. Multiple children are often seen as a parting of ones spirit, where one child may inherit one strength from certain ancestors while the other would inherit others. The decision to have a second child in any family is a serious decision to be made, and is extremely difficult in the culture. As fissuring a bloodline is thought by many to weaken the children over-all, putting far more stress on them to succeed. The more children a parent has, the more he has considered to have broken up his lineage.



Cosmology:


While the nature of the Cosmos and the Celestial heirarchy is vast in potential for the Order of the Outsider, it is at its very core Duotheistic, but not in origin. They believe that there is the Outsider, who is a cosmic being representing wisdom and knowledge, while then there is The Adversary, who is a being of pure malice, hunger, and void. Its said that there was once potentially a pantheon of beings similar to that of the Outsider and the Adversary, but, due to their nature they found themselves killing one another. Those who were kind and peaceful fell quickly, while those who fought were eventually devoured by a more powerful opponent. The Battle left only two, the Outsider, who, with his great knowledge and wisdom managed to evade the fight and the Adversary, the being who won it.



Some scholars consider the two to be intimately related be it in story or by blood, while others contest the idea due to the nature of the Outsider as a cosmic being much like a god, while The Adversary is often depicted as more of a Monster or Eldrich horror, thus mindless or mad. Each of them were birthed from potentially massive fragments of the Primordial Titan before they had broken and divided to the extent required for the basic life which exists today. Some would claim that they were, in that respect, fathered by the Titan, but the greater consensus is, they are parts of him, its wisdom, its potential ruthlessness, its power. There have been some records found detailing other beings in the grand temples made by the outsider, but even during his time on Zakuul, speaking of other entities like himself led it to become distant, as if it were guilty, or lost in reminiscence.



Casual Beliefs:


... General: While the active beliefs of the fundamentalist order are varied within their own ranks, ranging from metaphorical interpretations in the abstract to far more literal ideals. There are many thousands of people in the greater galaxy who bring the ideals of the Order of the Outsider down from the level of fantastic to the level of the mundane and ordinary. Focusing less of their attention on the spiritual specifics of the religion and more on the individual themes and morals crafted within them. However, it’s to be noted that for every core belief held within the Order of the Outsider, there are hundreds if not thousands of interpretations of their sacred lore with little to determine whom would be correct or otherwise. The fact of the matter is, at the heart of the Order of the Outsider, it is a faith centered around creating a moral standard so that a society can function together rather than eat each other alive.

... Common Interpretations: Many of those who have a more casual belief in the order, believe that the many of the elaborate stories spouted by the religion, such as the creation of the universe and god-like beings are more like metaphorical folk tales, each of them intricate in their own right, but are nonetheless fictional tales meant to inspire and teach moral lessons to children and adults alike.

... Those who follow these base ideals all surround a few basic foundations, the first of these is that the Order is the faith of Unity; that the galaxy would be stronger and more at peace were everyone to come together under one united banner, and that a common enemy, even in the abstract, may be required for that level of peace. Many people use terms like ‘the great disaster’ or ‘the coming enemy’ as vague terms used to describe some unknown trial in the distance, which would be great enough for the galaxy at large to need to be together as one to overcome. For, in a universe with infinite possibilities, there is an infinite chance of at least one such force existing.


... The second founding ideal, is that inaction, atrophy and entropy are the enemy at the heart of mankind in one form or another. Meaning that people should strive to achieve higher goals than the last they achieved to unlock and come into their true potential and be everything they were meant to become. Unlike the fundamentalists, many don’t think combat is the sole means to achieve this goal of personal strength and accomplishment, but it is rather more widely accepted that overcoming ones struggles and hardships counteract this ephemeral enemy.


... Thirdly, The concept of the universe once being a single centric entity is in many cases considered to be a metaphor for the celestial being before the big bang, where all its parts and energy fragmented to construct the universe.


... Finally the laws and tenants at the heart of the Order of the Outsider, to the common woman outline morals and standards that are virtuous and important in everyday life. That people are stronger together than they ever are apart, but also to endeavour that you make the collective stronger, not drag them down. That one should not dwell on ones’ failings or limitations and look to your strengths and goals. That your family are your foundation, and your ancestory is something to be proud of. And finally that every man is accountable for all of his actions, the good as well as the bad.


... The Outsider: The Outsider, by those who would casually think of him, is often thought to be a representation to be the first alien to encounter primitive human life. Many people consider it was at that time that people began to worship the nomadic entity due to his advanced technology, as many would have considered him to be godlike at that point in time. While others believe that the Outsider himself is more of a metaphorical unknown, for a long time ago in a Galaxy far away, the knowledge of the mundane has long been lost to history. Who invented the single celled battery? Who discovered electricity? Who invented the wheel? The theory of the Outsider postulates, that the spark that spurred man on the road to where they are now, was that of intervention of some kind, a simple yet kind act to otherwise savage men. However, as the entity at the heart of the faith, there is likely more varied interpretations of the Outsider’s nature and existence than any other aspect of the Order’s entire constitution.


... The Adversary: But if the Outsider represents forgotten progress, the Adversary represents the opposite. Darkness, loss, the fear of the unknown and all those forces that would pressure a man into inaction. To many, the adversary is a very real force within the heart of all people. Others believe that the Outsider and the Adversary are the same entity, but two sides of the same coin and more commonly, that the Adversary is simply a metaphor for some coming danger in a distant future… a predicted apocalyptic event that all people must unite to overcome. Whatever his interpretation, it is the greatest threat to mankind in the eyes who believe in it, however he manifests.





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Laws and Tenants:



General:


The laws of the Order of the Outsider are few and simple to those who would perceive them, but within them is a sort of inner complexity and philosophy surrounding the nature of why the law is in place. The Order of the Outsider understand that rules and laws are a necessity to create a society which can function, however they relish their freedom, and abhor arbitrary laws of convenience or those which would cement an elite or ruling class over anything other than merit and potential. By and large, the Order of the Outsider follow four major doctrines or commandments which they hold as sacred truths or gnosis from the Outsider.


Strength Through Unity:


There is a simple truth to be learned that not every battle can be won alone, but while this tenant is about standing together against ones foes or uniting to achieve a common goal. It is not about strictly relying on one another, it's about being able to be relied on. The doctrine asks the member of the Order; Are you going to make a meaningful difference in this group? If called on, will you provide aid, or simply get in the way? Together we may be strong, but we are only as strong as our weakest member...


Look to the Horizon, Never your Shadow:


The foe of any standing army is idleness, the Order above all know that well due to their loss of numbers and prestige during times of peace. While that damage may be being undone in recent times, it nevertheless highlights the danger of complacency or Entropy. This tenant reminds those that whats done is done, and it is impossible to undo what has already come to pass. The more noble path is to overcome failure, and look toward the future where you are now better prepared. But more subtly, it speaks against the concept of looking toward the light ahead of you, rather than the darkness you cast. Sometimes evil deeds or crippling decisions need to be made to reach a far grander far away goal.


Blood is Thicker than Oil:


Blood and lineage are heavy themes within the Order of the Outsider, this line determines oil to be a corruption, a taint, and that ones great and noble deeds through their lineage will always be remembered over ones failures. As there is no death, one must revere all as still alive. Also, using oil as a corrupter once again, and blood as a metaphor for kinship or brotherhood, its this tenant thats used to enforce the idea that one should not harbour hate for ones kin, especially should it lead to striking at them. The murder of another kinsman outside of a ritual arena is a grave offence, especially if theyve yet to have a child. As youre not merely killing a man, youre allowing his lineage to erode and break down into a lesser form.


Nothing Ends:


The final, and singularly most important law of them all, a term used to mourn or send off a fallen warrior, celebrate a marriage or success adding to a persons greatness. The full quote being; Nothing ends, everything is remembered. It encapsulates the idea that there is no death, only transformation. That no progress is truly meaningless or wasted. That all things in some way mark the universe be it the rewards of a great deed or the consequences of a great failure. So it is, one must act as though every deed they commit, will be remembered eternally.







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Rituals & Customs:



General:


Rituals and celebrations of the Order of the Outsider are many and varied. From grand feasts and parties to celebrate the coming of the Outsider, to gladiatorial bouts to the death.


Celebrations:


There arent many sacred days for the Order of the outsider, each Palatine often holds a celebration of one sort or another to commemorate the day they rose to their station. There are smaller sacred days for the deaths of great palatines such as the first child of the Outsider and those who have committed great or legendary deeds. Most of all, the grandest celebrations which have always been upheld are the commemoration of the day the Outsider came to Zakuul, and one on the day he was considered to have left. Grand feasts, martial entertainment, storytelling, singing and dancing take place on those two days in particular more than any other.


The Arena:


The Sacred Arena is said to be the place where a fighter not only fights as themselves, but channels the power and lineage of their family line within them. The Order of the Outsider use the Arena for cultural rituals, mainly involving combat where warriors would channel the energy of their family line to aid them in defeating monsters or sacred beasts to resemble the adversary, all for status and glory. The act is not one solely for entertainment or strength gathering, but it is considered a ritual like any other, where movement and power would replace the words or incantations of other rituals. There are many specific techniques which are considered to have deep and meaningful significance if used in the arena as each battle often tells a deep tale about an ancestor or even potential futures. Warriors in the arena many a time have claimed to feel possessed as if they were acting at the inclination of some other will feeding more and more into the culture. Members of the honor guard often undergo battles in the sacred arena, and must have done at least one against a notable sacred beast to earn their position.


The sentencing of criminals in the Arena is also commonplace, where the culture settles many of its grievances though trials by combat in which opponents may be handicapped or advantaged based on the severity of their crimes or other outlying factors. Advantages or handicaps could involve restraints, limited to additional access to weaponry and armour or even allies to aid them in combat. Victory in the arena is always considered just, should a criminal succeed in their trial, even if handicapped greatly, they are treated as if they had done no wrong by the society.


So strong is this gladiator culture that combat skill and ability within an arena is considered sacred, an energy source and even an art form. Olympic competitions where men and women compete in speed, dexterity, strength, stamina, endurance and strategy are commonplace outside of the arena. Men and women are very seldomly separated as they compete, going head to head with men as they would themselves in any and all confrontations. These events are more done to honor past lineages than for ones own status, but pride can be a component.





The Unwalked Path:



... The unwalked path is the name of philosophy surrounding those who follow the Prophecy of the Star-haired child. The unwalked path refers to the path the Outsider took to either reach Zakuul in the beginning, or the path he took to other worlds after he left. So, those who follow the Unwalked path are those who attempt to seek out The Outsider, his origins or teachings that he had left behind to other people after he left Zakuul. While not for everyone, and many think of the Unwalked path as a dangerous quest which could divide the faith. Those who dedicate themselves to the Unwalked path are seen to be noble, taking a step into the unknown in order to become stronger and bring back knowledge so that others may become stronger in turn. The unwalked path is a path few take out of fear or a sence of alien unfamiliarity with the greater galaxy, but those who do quickly find themselves changed by the experience forever.



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The Outsider:


... The Origins of The Outsider are unclear to most, other than what the being defined itself as, its hotly disputed to whether or not the being was a god, the incarnation of the force or simply an advanced alien race that long preceded their own who used metaphors and allegories to teach a primitive people. What is known and is abundantly clear, is that the being was exceedingly powerful, capable of performing grand actions through the sheer might of its willpower, leading many to believe it had some connection to the force in one way or another. The outsider crafted the ancient deep temples that lay on the moon while upon the planet of Zakuul, engraving its knowledge upon the walls in a massive display of power which single handedly bought the army of Zakuul to its knees and assured their subservience.


... Contrary to the those who would argue that the Outsider was Tyrannical, it worked tirelessly and constantly to ensure that the people of Zakuul thought of it as little more than a teacher rather than a leader. Though it was an act of power that opened the ears of the Zakuulians, it was the later continuous acts of kindness and selflessness, healing the sick and spreading peace and unity which truly bought people under its banner. Many believers of the alien theory compare the entity to the celestial race or something similar who had been destroyed by something grander, leaving it alone to access the greater galaxy.


... While the true nature of the Outsider was considered to be supremely honest with those who worked underneath it, wise and philosophical should there have been an ulterior motive to its allegedly selfless actions. Historians assert that disputing the nature of a being that has come and gone means little considering the good it had done for their civilisation, giving them order, peace and skyrocketing their technological advancement into a golden age that had never been seen before.


... The outsider, although it has many artistic depictions, the most commonly accepted is depicted by many to be a construct of the science and machines that it gave to people. Hooded and cloaked, what skin could be seen was composed of eternally shifting and moving devices and complications, a veritable rorschach of impossible machines, steels and energy folding in on itself infinitely within a humanoid form.





The Adversary:



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... Seen by many to be the equal and opposite force of the Outsider by those new to the Order of the Outsider. It can be said with confidence those who think that the Adversary has a single equal could not be farther from the truth... The Adversary is a monster, vastly superior to the Outsider. A creature of malice and seemingly infinite power said to overshadow and exceed the Outsiders own by more than a considerable sum. However unlike the Outsider, it was in the nature of the Adversary to devour all before it, consuming it for power and adding to itself in an act of cosmic cannibalism, opposed to gather allies or ranks. It was because of its frightening superiority and power, but also its isolated nature that prompted the Outsider to attempt to recruit as many races and fragments of creation as it could in order to turn against the hideous beast that hounded him. Believing in Strength in Unity.


The Adversary as it stands, has no form to speak of, as it has never been seen by mortal eyes. A single mural found in the deepest room within the gigantic temple of the moon of Zakuul depicts the only attempt at an actual or accurate representation of the Adversary. The mural shows a massive, wraithlike being of cosmic blood and an internal nerve or circulatory structure blackened and dying within it. The only solid mass on its person in this depiction seems to be bone-like ravenous talons and what seems to be like a massive proto-avian skull it wears as a headpiece. Whether the bone like decoration is its own bone or some relic or weapon from a conquered god or titan is never defined. But even the bravest of the Order who look at the tapestry are said to have their sanity quake at the thought of the enemy they ultimately face.


Simply put, the Adversary is the one true enemy of all creation in the opinion of the Zakuulians who subscribe to the Order of the Outsider. Whether it is merely a metaphor or allegory for some grand calamity, enemy or apocalypse of another kind that a civilisation should unite to prevent is yet to be made clear. But for those who follow under the Star Haired Palatine, the Adversary is a very literal force of evil who threatens to consume the galaxy. Jedi who have managed to clear past the sacred sites and view the tapestry have thought of the Adversary to be perhaps the purest depiction of the Dark side they have ever seen, shaking even their resolve as the depiction seems to have a presence in the force, like something within it looks back at the force sensitive who observes it.








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Ranks & Structure




Leadership:



Palatine:


The Palatine of the Order of the Outsider is its leader, always chosen among those who have a blood lineage to the first Palatine, or child of the outsider. Little distinguishes them from others, aside from the fact that many of them display genetic rarities at a far more common rate. Such rarities as blood which never looks oxidised, white hair, vibrant eyes of unnatural colors or unprecedented force potential. The Palatine has executive command over all areas of the order, however how that command is used often changes from Palatine to Palatine, some governing as an equal to the people, while others from a much stricter and more absolute position of power. Any given Palatine is always overseen and guided by their Heirophant and undergo a procedure where a small stone called the artifact is implanted among their nervous system at the back of the neck. The artifact is known to give visions to the palatine, and hold some manner of the knowledge and learning of the Palatines who had it implanted before. Working very similar in theory to genetic memory on some level. In the stories of the Arena, the Palatine is often considered to represent the Outsider.




Heirophant:


The Heirophant is the former master of the Palatine when they were but an apostle and have absolutely no political power to command or order anyone within the Order, even with the express permission of the Palatine herself. An effort to stave off corruption. It is the duty of the Heirophant to seek out apostles for the Palatine so that they could succeed her should she fall and continue the faith, as well as choose the masters who would see to each of them and guide them so that they would be ready for their trials. Should the Heirophant grace the Arena, he is considered to represent Destiny's’ hand.




Apostles:


Apostles are those found to be the next in line for the role of Palatine, they can be the children of the Palatine or related distantly, so long as they bear a genetic marker of the Outsider in some form. Its up to the Heirophant to judge whether or not an applicant has the right to become an Apostle to the Palatine or not. Apostles are considered reincarnations of the Child of the outsider, and as they come to power they are trialed by combat in the sacred arena, a ritual titled; the merging. Apostles enter combat until there is but one left standing. Its believed that the survivor of the trial is the rightful incarnation of the palatine, and takes on the lineage of the others who had broken it apart. Within the Arena, Apostles are considered to represent the first chosen of the Outsider, or great heroes/ past palatines depicted within the faith.




High Almoner:


A lesser known and not as renown position within the Order, The High Almoner is a librarian of sorts. The duties of the High Almoner include sifting through relics, knowledge and technology in the hope of aiding the Order to develop to a higher level of technological advancement or cosmic understanding. Often stationed on the Temple moon above Zakuul, the High Almoner leads tradesmen specialising in language, engineering philosophy and more with the intend of putting any word discovered to the most practical use... those who serve and work under the High Almoner often have advanced technologies on their person, from weapons which are considered holy relics due to their Origin leading back to the Outsiders knowledge. Should the High Almoner enter the Arena, he represents the former Emperor of Zakuul, who rallied against the outsider.




Arch Chaplain:


The Arch-Chaplain is one of the two major military commanders aside from the Palatine, governing over the chaplaincy, the only elite group to rival that of the honor-guard. It is the sworn duty of the Arch-Chaplain to uphold traditions and the culture that they had developed. Unlike the Grand-Master, the Arch-Chaplain is more of a spiritual figure, the master of ceremonies, rituals and most importantly the arena. The Arch-Chaplain and his men are forged through gaining honors in the arena in the truest expression of overcoming monsters in great dances telling stories of reported other gods who fought valiantly against the Adversary, some winning, many losing. Within the Arena, the Arch Chaplain represents none other than the adversary himself, it is in his battles that the crowds often find themselves cheering for the monsters… inverting the meaning of the duels.




Grand-Master:


The Grand-Master of the Sect is the military leader who commands the cells on the ground, usually chosen for his capacity for brilliant tactical abilities more than his own combative ability, though they tend to go hand in hand with one another. The Grand-Master is in direct command of the Legatine forces underneath the Palatine and is considered to have an equal voice to the Palatine in times of combat. The Grand-Master has a duty to his or her men to train them in a manner that would see them survive and recruit those from the citizenry for manditory service as a Legatine. The Grand-Master represents a general who struck a blow to the Outsider when they rallied against him, though the blow meant little to the outer being, many consider this to be the mark that had the Outsider deem the people of Zakuul worthy of his teachings. The Grand-Master can also assume the roles of other Heroes or gods who fought against the Adversary.




Ranks:



Honor Guard:


The high-elite of the Legatines who have distinguished themselves or shown themselves to be the greatest warriors in the Order are recruited by the Palatine herself into the Honor-guard. Members of the Honor Guard are only commanded by the Palatine herself, and much like the Apostles, are trained under her guidance in tactics, advanced weaponry and combat skills so that they may accompany the Palatine on many of their missions. To be chosen for the guard or even to train with them is considered one of the greater privileges that a soldier can hope to attain. The Honor-guard in the Arena take the roll of benevolent beings of power and skill, the narrative often constructed around their equipment.




Chaplaincy:


The Chaplaincy similarly to the Honor Guard is an exclusive order which hire its men directly from Legatines that take trials in the sacred arena. Learning the dances and sacred significance of battles against certain monsters or men, and what they represent based on the arena layout as well as their potential equipment to ultimately become the judges of their faith. The Chaplaincy uphold law and order within other groups within the faith, oversee battles in the arena and ultimately, only take their orders from the Palatine and the Arch-Chaplain. Chaplains of the Order of the Outsider are assigned to most squads, even within the Honor-Guard at appropriate skill levels in order to act as a pillar for morale and uphold sacred doctrine and law within the groups. Chaplains are easily seen within any group due to their more ceremonial appearance and fancified equipment, but they are never to be underestimated. Each and every one of them has toppled monsters. The Chaplaincy within the arena take on the role of villains in almost every case, and even monsters in some.




Praeteans:


The Praeteans are the names of the venerable commanders within the Legatine forces, named and honored heroes, veterans in combat and in the arena. While its considered to be the greatest, most prestigious, pious or talented who are drafted into the Honor-Guard or the Chaplaincy, it is the most loyal who take the roles of Praeteans within the army. With wills of iron they are forces to be reckoned with on any battlefield they are sent into. Praeteans wihin the arena take on the roll of commanders of the military, often supporting rolls to major figures who are deemed to be skillful or great on some level.








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Standard Equipment and Technology




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Ships & Transport:



Flagship:


As of yet, the flagship of the Order is united with the Flagship of the Void Serpents, the Warlock. Though, the Order do intend to gain a ship or station of their own to call a temporary home in one sense or another. Missions needed to gain their own ship: 4




Attack Crafts:


The Order are not currently reknown for their elite piloting ability, while some of them are more than capable, they would not match up to trained professional fighter pilots of the Sith or the Republic. To compliment this, their fleet resembles that of an army of individuals, usually converted freighters such as they Oceansprey, Alabaster and Lethisc class freighters that have been upgraded with higher grade shields, weapons and torpedo tubes for combat purposes. They fill a much needed niche, though the need to expand on their knowledge of advanced space age technology is something that has yet to be achieved, lacking any form of highly skilled engineers in any modern sense, to those from Zakuul, even the basic Oceansprays are marvels of engineering.




Transport Ships:


While many of the transport ships and the combat ships of the Order coincide, there are some larger, more notable exceptions which have been renovated to completely forgo combat entirely. These often larger ships which would not be bothered to be converted into freighters at all, notable examples are the Bantha Class freighter, which the Order has attained a few of in their time amongst the galaxy. However, while the order tend to aim for size and defence more than others when it comes to transport goods and people from one area to another, you see the occasional CN-130g for quick run missions.




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Armour:



Basic Armour:


Armour used by the Legatines and those who fight in the Sacred arena is made of composite materials to be as light and mobile as it can be without compromising much of its defence. Categorically because of its coverage, it is considered to be heavy armour, as the armour is clad in nature, though the result is much closer to field plates or half armours used by other groups. Layered steel plates guarding flat and less-moving surfaces of the body, such as the; chest, abdomen, back, arms waist and legs while underlays of steel mesh armour-weave and thermal protective padding allow flexibility underneath and around them. The armours come with a sealed helmet that acts as a light gasmask and can be attached to external air canisters. Though few in number the helmet has some basic functions such as night / thermal-vision & optical zoom to up to 35x magnification. The heavier plates of the armour are made to resist most blunt impacts, but can take the odd blaster shot while the underlays are much the reverse made to resist thermal shots like blasters but can handle glancing physical blows due to the armour-weave. The total armour weighs about 20-25 kilograms.




Advanced Armour: Chaplain.


The Chaplain Model armour is made to be much more defensive at the cost of mobility, the armour is hermetically sealed and powered heavy clad with overlapping plates to solidify the armour against physical impacts, and give it what manoeuvrability it has. The Chaplain armour is ornate and often paired with a light hooded cape and tasset that bears holy sigils simply for design and comes with a small shoulder mounted blaster gun thats linked to a replaceable ammo pack on the hip that fires 20 rounds of mid-power Zakuulian blaster shots (see weapons). The weapon fires based on a distance sensitive laser in the helmets visor. Under the armour is a thermal balancing armour weave to defend against severe heat and cold as the armour can provide some use in space, with 10 minutes of compressed oxygen also contained on a hip-held canister. The helmet itself, other than the targeting laser for the shoulder weapon is the same as the Legatine helmet. The armour in total weighs about 40-45 kilograms




Advanced Armour: Honor.


The Honor Model is the high mobility armour used by the Honor-Guard, and in many cases, the Palatine themself. The Honor-guard armour has the same metal plate locations as the more basic Lagatine armour, but in addition has a hooded cloak and tasset much like that of the Chaplains which displays the Orders holy iconography. The armour comes equipped with 2 special features; the first, being a power pack held within the left arm that channels an exceedingly high and generally lethal charge of electricity to exterior conductors triggered by a pressure plate in the left hand. The other being a light, gas-pressure powered Jet-pack for short bursts of flight, namely for long jumps or preventing damage from terminal velocity. The capacity of the jet pack allows only 3 such jumps. The Armour is of some higher quality than that of the Legatine armour and can sustain a little harder damage, much in common with the difference between the durasteel and duraplast alloys used. This armour weighs at approximately 25-30 kilograms




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Weapons:



Zakuulian Blasters:


Zakuulian Blasters are primitive to say the least, but they are by no means ineffective. Having only within the past few generations risen to the use of plasma based weaponry, the weapons, better referred to as ‘canons’ suffer from having approximately a third the ammunition capacity of regular blasters and three quarters of the range, but make up for it by being similar to grenades rather than average blasters. Zakulian blasters fire large, raw bolts of energy in a decaying EM containment field, which, upon reaching the apex of their range or upon impact, breaks apart to create a thermal ‘pulse’ similar to that of a detonation capable of dealing extreme heat damage to those around it. Light weapons (pistol class) often have approximately a 5-7 shot capacity and deliver 2’ radii explosions. Medium weapons often have 12-15 shot capacities and deliver 4-6’ radii explosions. Heavy weapons often have 15+ shot capacities and can deliver up to 15’ radii explosions.




Light Spears:


The Light Spear is a high powered Zakuulian plasma cannon that shares many similar properties to the later light staff of the order of the whills and bowcasters crafted by the wookies. The weapon consists of a 5’4” short spear with a 1’4” long double sided vibro blade coming to a singular point. With a simple pull of the weapons pressure activated trigger, the point at the tip branches off into a thin bident-like weapon with the canon of the weapon in the center. The two blades have a mechanism within them to act as the EM bridge for the bolt the weapon fires making it incredibly accurate at long range. The weapon fires a heavy bolt of raw blaster gas that detonates over a 10’ radii on contact, can fire 10 shots before it needs to reload and is effective at long range. It is the Orders equivalent to high powered anti-material rifles. Exclusive to Elite orders (Paetean, Honor-Guard & Chaplaincy)


*Vibro spears that appear visually similar are one of the standard weapons for the Lagatines.




Combat Shock Shield:


A combat shield used by the honor-guard in their left hand, conductive plating runs through the grip which channels the force of their electrical charge to a special plating on the outside of the shield, delivering a blast of electricity which, if placed right, can stop the heart, force enemies to drop vibro-weapons or stun opponents with the high amp-volt current. Its use as a shield in combat is proficient against solid weapons, and weapons which utilise EM fields while the electrical current is running through it. But typically, the shield is poor against blasters of any higher grade than a basic pistol.




Heater Sword:


An ultrachrome weapon from Zakuul, given to those of higher positions in the Order of the Outsider (Paeteans, Honor-Guard & the Chaplaincy). The weapon is a vibroblade which channels a powerful electrical charge into the blade which used the unique properties of the ultrachrome, spreading the charge evenly along its surface and pushing the weapon to white-hot temperatures, well hotter than most blaster-gas. The weapon is saber resistant, though not entirely, flaring brightly should it make contact with the high heat based weapons. However, the weapon bluntens and is prone to snapping should it collide directly with powerful solid blows while in its superheated state.


*Standard Vibro-Swords and daggers are common-place for Lagatines.




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Tools:



Pressure Grapple:


A basic gas pressure fired grappling gun with a powerful electronic reverse winch capable of quickly hauling up to 150 kilograms of weight at about 15meters per second. The tip of the hook is magnetically spiked with reverse barbs which expand outward to ensure its hold on all but the strongest of solid metal surfaces while five outward prongs are capable of hooking onto ledges. Its use as a weapon while… messy, is not entirely unheard of.




Mag Grenades:


An explosive thermal grenade lined with an electromagnetic coating that’s activated with an electrical charge upon the push of a small hand detonator which has a 60m range. The medium powered electro magnets upon the button being pushed cause the grenate to cling to metal surfaces within range. The grenade detonates after a set time of up to 30 seconds or can be manually detonated with a second press of the magnetic button or disarmed by pressing a separate button on the remote device. The grenades have an explosive radii of ten feet.




Frag Mag Grenades:


A spawn grenade which carries three hundred small pellets not much larger than ball-bearings. The pellets are coated with the same electro-magnetic surface of the Mag Grenades and within them each have a small explosive charge. Before detonation, the grenade charges all the small pellets with electricity, priming their charges and activating the electro-magnets before using pressure to break apart and propel them at speed in every direction like a basic frag grenade. The magnetic orbs stick to anything metal they come into contact with before detonating after about a second post their launch from the core weapon. Each charge holds about enough force to blow off a person’s finger, but together, they are an outstanding anti-armour weapon. The pressure propellant is capable of projecting each small orb about 8-10 meters.







 
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Sierrien

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Fancy! I like her. Might not like her if I had to fight her, but I'm sure it would be fun at least :P she looks a little scary.

Couple of notes; first paragraph of the bio seems to have a formatting error (unless that's on my side?), and right at the end it should be suite instead of suit inside the ship.

As a side note, seems fairly sister of battle-ish. For the Emporer? :P
 

Baobhan

Not just a simple courier~
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Thanks! and yeah, i don't see a formatting error :/
 

Baobhan

Not just a simple courier~
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yet you won't make a 40k character smh
I tried to make a 40k character but kept hitting walls! xD Are you saying you would let me play a corrupted sister of battle cannoness who was the leader of a mid sized cult? xD
 

Darasuum

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I tried to make a 40k character but kept hitting walls! xD Are you saying you would let me play a corrupted sister of battle cannoness who was the leader of a mid sized cult? xD
mmmm idk. i'm going to add you back to the 40k chat. that chat wasn't just for the rp but just 40k discussions in general so idk why you left that lol. we can discuss stuff more there.
 

Baobhan

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made some changes, pulled her personality away a bit from being the motherly teacher, and being more about practicality, as her brother was the more charismatic diplomat who donned noble appearances.
 
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