>insert generic title here<

Darasuum

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Lariska Arohra

Picture reference

AGE
► 26
SPECIES
► (Near?)Human
HEIGHT
► 5' 7" / 1.75 m
WEIGHT
► 120 Lbs / 90 kg
EYE COLOR
► Red
HOMEWORLD
► Unknown
GENDER
► Female
FACTION
► Blackwell
RANK
► 1
FORCE SENSITIVITY
► No

BIOGRAPHY

The early days of Lariska's origins are a redacted file hidden behind layered security and clearance requirements. The woman has shown herself to be a devoted employee and only recently popped up on the radar of Blackwell's competitors. Any history Lariska had is a mystery, if it is discoverable it is well hidden but there is a chance the woman had her past erased before starting a new life. Regardless of the woman's past she has only recently become known to the greater galaxy.

Personality
Lariska has a personality. She likes money, fair deals and her personal time. Simply put, she is a capitalist.

Skills
Lariska is nothing if not competent in her work. Often using a chauffer, she still is a capable pilot or driver of various vehicles. She has studied the products that Blackwell offers and become skilled in using much of their catalogue.

Equipment

+ Concealed Stingbeam pistol.
+ dataphone.
+ Low profile blast vest under suit with armorweave inlay.
+ TB-series chauffer droid.
+ Corporate Armored airspeeder.
+ "Personal" Company light courier.

Threads

-TBA
 
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Darasuum

RANCOR SQUAD!
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T H R E A D S



H O U S E _ A S S E T S

This is for ease of tracking House Solus assets. These are not personal property of Kotii but are considered more or less available to the loyal badgers of Clan Solus.



x
O T H E R _ S T U F F




 
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Darasuum

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Character Profile Link: Roland Rook
Subaccount Link: @Roland
Current Reputation: Unknown
Reputation Seeking: Notable Newcomer
Link to Reputation Tracker: link
Summary of Deeds & links:


Entry #1: Early Days On the Job​

Roland worked frequently in the outer rim and stuck to it for the most part even when there was a known lack of cooperation in Hutt space. Trying to work covertly and gather information on Gurrba the Hutt (and associates) he got entangled in the events around the Hutt's fighting Pit. Coincidentally the disguised Sith Eternal operators Talak and partnered Five Syndicates scoundrel Alais (at the time) had infiltrated ahead of him, running into Sector Ranger Duke Winters. While Roland did not directly interact with either of them during the incident he did manage to infiltrate the security center and subsequently recover recordings of the events that had previously taken place.

Numerous other occurrences of force sensitives came to light and a broadcast from Durr the Hutt explained plenty. Returning to Coruscant he brought his intelligence directly to Chief Hudson with consideration for how things might look for fellow Ranger Winters.

The arrest of Oren Zapan the Jedi Order and the Sector Rangers arranged a meeting which Roland took part in along with recently promoted Lieutenant Aran and Duke Winters. Afterwards with assignments from Lieutenant Aran, he returned to Nar Shaddaa and encountered another person searching for information, not realizing it was a Jedi by the name of Hannibal. During that time Roland was able to recover the data of what type of slicing equipment and programs had been used by the disguised perpetrator for future forensics should the suspect utilize the home made program again.

Recently the attack on the Coruscant Prison had Roland Rook face off against a mandalorian helmeted Knight of Ren being the first person to defeat a dark sider in open combat since the Battle of Exagol. While he defeated the dark sider he was not able to aid anybody else until after they had evacuated. Roland stole the starfighter belonging to his defeated opponent and also his BG unit which contained the records of where he had previously traveled allowing the Sector Rangers to learn of other Knights locations.


 
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Darasuum

RANCOR SQUAD!
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jungle_world_by_stick_man_11-d5wzb43.jpg

VATOL
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Vatol’s first recorded civilisation was created by Mandalorian penal-colonists as a punishment. They were some of the worst history had to offer. They were men and women the extremest Mandalorians found extreme; they were dropped into a clearing in the jungle, given the materials needed to setup a rudimentary colony, and were essentially told to govern themselves, though occasionally, Mandalorian nomads would check in and make some leadership rearrangements, installing themselves as leaders in an attempt to gain more power or reputation. This was the order of operations for about two hundred years; prisoners would be sent to the rumoured and much feared yet resource rich "death world" as punishment for crimes against the Mand'alor, and the Mandalorian worlds. Without warning, contact was cutoff from the one world that had consistent contact with the Jungle planet, the planet Mandalore herself forgot about the people stranded on one of the most hostile planets to ever exist.

Kala’Zal the city was called, and it was an unstable mess. The almost total isolation inflicted on much of the population prior to the cities founding made the process of acclimating to the new society much harder. On top of that was broiling political and social instability; there were two types of people who survived on the world, the smart, and the strong. There were those who would use refurbished or newly created technology to stave of the dangers of the jungle, which allowed them to live an almost decadent life. And there were those who had little more than a survival knife to their name. Very quickly a class divide had developed, which lead to a heated split and eventual civil war between the two groups. One group, now known as Ves’Zan split from Kala’Zal and left far into the west, all the while the cities dominant class of technological wizards now known as Tev’gaul, advanced its technological prowess.

It was the Tev'Gaul that facilitated the Imperial Hutta presence and began adapting to the newer times while the Ves'Zan remained stubborn as ever. Many Tev'Gaul not only compromised with the Empire but became supporters of them when they occupied Vatol. However the Ves'Zan remained true to their reputation and while they initially fought and rebelled they were incapable of constant rebellion. The eventually settled or surviving in the wilderness where the Empire would struggle to bother them.

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With the Imperial Hutta losing its control on its worlds and the uprisings across the galaxy the Mandalorians returned to Vatol and reclaimed the planet, reuniting it with their domain. They made amends and with the united assistance of both the the two classes threw off the Imperial presence on the planet making it neither a penal colony or an Imperial occupied world but a free Mandalorian Planet. Now the two groups, the Ves'Zan and the Tev'Gaul are all but group in history now that the two people have come together under one banner.


Culture

347
The Ves'Zan are a simple people. They are descended from men and women who regressed to an almost animalistic state in their effort to survive in the jungle. Their society is simple; hunt, kill, survive. Those are the three main tenants that form the core of the Ves'zan's society. They worship no deities, though are superstitious of machines and the dead. They are largely solitary in life and attitude, often meeting only when a warpack is called together, a major hunt is taking place, or for mating. They don't have a centralized government, instead choosing their actions based on the continued survival of themselves, their family, or their planet. In methods of war they favor stealth and precision, rarely using more than what is necessary. They almost worship the knife, it is a symbol of honor and skill and they rarely if ever allow others to take them. They waged war against the Tev'Gaul because they feared what might happen to the planet and their way of life if technology is introduced en mass, yet they still work together with the contrasting group due to a mutual understanding of the cooperation required to survive on the planet. The Ves'Zan provide maps and ecological information to the Tev'Gaul, and the Tev'Gaul provide rifles and more advanced hunting equipment.

The Tev'Gaul are men and women descended from those who maintained a lot of the old technology from Vatol's colonial era. They were the weak and injured, yet they survived because of natural ingenuity and necessity. They contrast their counterparts of the Ves'Zan in almost every way; they are social, book smart and greedy as they have focused their own figurative jungle, capitalism. They have created a relatively stable society in which scientific advancement is held in the highest regard, the leaders are chosen by the contributions made to their society, whether it be through scientific discovery or defense from the jungle. They waged an war with the Ves'Zan, angry because of the hunters stubborn and barbaric wayys. Though much like their counterparts they understand the benefits of cooperation, even if they fight. The information they receive from those they would consider primitive helps protect them from many of the larger animals, as well as the many different plagues in the jungle. It was they who brokered the peace with the outside galaxy, essentially forcing much of the population into indentured servitude in an attempt to pay off a debt they didn't even create.

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IMPORTANT INFORMATION


PREFIX: Fanon

NAME: Vatol

COORDINATES: Bottom right of T12

HYPERLANE: n/a

CLIMATE: long wet seasons last almost two to four standard years, and short dry seasons barely lasting six standard months. Weather is unpredictable due to the gravity exerted on the planet, often major weather shifts can happen without warning, sometimes extreme enough to cause major damage to cities and ecosystems.

TERRAIN: jungle covers 70% of the world with two major oceans near the southern pole. Giant rivers break up the foliage and snake all over the planet. The extreme tidal forces exerted on the planet cause frequent and powerful earthquakes, disrupting established maps and settlements.
ROTATION: 16 standard hours for a total rotation.

INHABITANTS: various immigrated sentient species, uncounted number of animals ranging from giant to small.

RESOURCES: rich in common metals such as iron. The major product from the planet however are “slave” soldiers, marked by a green armband with an orange patch with two large combat knives in the middle.

GOVERNMENT: there are two major governments on the planet, one, a democratic technocracy and the other a loose confederation of tribals who’s only goal is to survive and display their strength.

TECHNOLOGY: The largest technological achievement the planet achieved was rediscovering hyperspace travel, beyond that they are outclassed in every way.

SATELLITES: two moons in an orbit close enough to consistently fill the sky.

INTENT: As far as I'm aware there aren't any planets in star wars that produce what amount to be adept guerrilla fighters, being inspired by pictures shown above and my own love of Rambo movies and war films I decided to give it a try. Along with that, I had a few ideas for some story lines that could take place in the jungles. It also serves as an alternative to planets like Mandalore for those who want to create a soldier, but want a different spin on them than one of the other planets. Not to mention that I enjoy writing little bits of stuff and if it can fit into the lore, all the better. While personally, I don't take interest in the Tev'Gaul as a character I would make, I wanted to add some tension to the world and allow someone who wants to be from this world have more choices than simply being a straight up fighter. At the time of writing this profile I didn't know what kind of changes would be made to the area I had intended to put it in, but now that I have a clearer picture the planet might also be a planet of adventure to Hutt characters, or a potential main faction plot about stomping out a particularly bloody rebellion.
 
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Darasuum

RANCOR SQUAD!
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Character Stats

NAME → Ashlyn Sera

AGE → 28

RACE → Human

HOMEWORLD → Felucia

RANK → Sith High Priestess
-CURRENTLY IMPRISONED-

FORCE SENSITIVE → Confirmed

Threads

A Long Time Ago (X)

Sith Mission - Blackout (X)

Seeing Through Another's Eyes (X)

Sermon at the Basilica (X)

So You May Ascend Once More (X)

Unworthy (X)

Two Become One (X)

A Plague On Her Soul (X)

Sister I See Thee (X)

Time Makes Enemies Of Us All (X)

Forgive Me Of My Trespasses (X)

In The Dark I See You (X)

To Make A Sith (X)

Reformation (X)

OPEN - Suppression: Fires of Coruscant (X)

The Dark Cleanses (X)

In The Dark We Are Sisters (X)

Progress Of The Apprentice (X)

Shrewdness (X)

My Pet For Yours (X)

MAIN - Man Cannot Kill Sith On Bread Alone (X)

Blind In The Dark





[beebox2=100%]Ashlyn Sera

” I Feel The Pull Again - The Pull Toward The Light ”​

amara-by-some-people-call-it-tragic.gif
[/beebox2]

2mhCR4j.jpg
Born on Felucia, Ashlyn Sera was caught in the fires of war between the Republic and the Empire. During a slaving raid on her village the young eleven year old was blinded in an explosion which also had robbed her of her parents. She crawled away from the wreckage desperately calling for her parents to save her. Hearing her calls, some of the other more fortunate villagers came to her and picked her up before the Ziost soldiers came to collect them. With nowhere to go and no way to fight they surrendered themselves knowing full well their lives would never be the same. Luckily for Ashlyn's sake a fellow human was on Felucia that day. Her name was Angela Aldaine, a Sith from Nar Shadaa. Like Ashlyn, she had been taken into slavery at a young age only to be rescued by a Sith and then turned to the Dark side. Whatever Angela saw in the young Ashlyn she liked because she spared her life and took her in as her own apprentice.


fUsagRR.jpg
Over the years Angela showed Ashlyn many things about the Force. She first off learned to see the world around her without the use of her eyes. It wasn't perfect, but she did grasp a stronger perspective about her than most others. Due to her hearing and sense of smell which had both been heightened, along with the extra help of the Force, Ashlyn was able to see the world in a more three dimensional way. This was attributed to her fighting with a lightsaber. Like her mistress, she hand crafted a double edged lightsaber that emitted purple beams. When fighting with her duel saber, she typically fought with the seventh Form of lightsaber combat known as Juyo: The Ferocity Form. The fierce yet elegant style allowed Ashlyn to jump or vault over her blade to get around someone and attack them from different angles. Her advanced sense of direction gave her a powerful edge in combat.


As her training continued, Ashlyn would get a request to join a Sith church located in the outer territories of Sith space. This Priesthood of Tund was a cult of sorts that celebrated their power in the Dark side through zeal. By believing in the truth of its Dark nature and embracing oneself truly into the teachings they were able to become stronger than other Sith. The church saw the Brotherhood as foolish warriors when they tried to take the Dark side under their control. The Force was not a tool. Its divine power was meant to be worshiped. The Church sought to spread that faith throughout the galaxy, and that meant along with their brethren. But Ashlyn knew nothing of belief or faith, only the teachings her mistress had shown her. She was challenged by one of the other priestesses, a woman named Alexia Morr. The Red witch, as she was called, was a woman who had a deeply troubled path, at least how Ashlyn saw her. She was raised in the Dark side and lived in its punishing hands. Alexia felt that Ashlyn was not worthy of the power of the Force and challenged her to a duel. Being far superior in fighting and killing, Alexia brought Ashlyn to her knees and tortured her by turning the Force into bolts of lightning. Her screams were heard by the leader of the cult, Darth Cain. But the Dark lord was not there to save Ashlyn. Instead, he turned his anger on Alexia for harming one of their own. Punishing both girls for their separate and individual mindsets he sought to teach them a valuable lesson. Lord Cain performed a ceremony of great power and control by ripping their very souls from the bodies and binding them to one another. The ritual would forever merge the lives of the two girls. What one felt, the other felt. Only together could they learn to strengthen the bound and become the greatest of allies. Lest they fall to their own short comings and perish together.


IzvxAKI.jpg
Five years would pass. The Sith had successfully brought the Republic to its knees and let it crumble to pieces. The Empire took hold of most of the known galaxy, leaving only the Jedi to fend for themselves, and the Mandalorian Dominion which was quickly growing under its own power. The Priesthood too had changed and was now the Sith Inquisition. They were charged with the task of finding the last dim lights out in the galaxy who wished to challenge the might of the Emperor. Ashlyn finally got her wish to be a true envoy of the Dark. She was charged with the responsibility of retrieving secrets from the Sith enemies, as well as converting them to their rightful place. She began to get a rather cruel nickname, The Confessor, for she could make anyone spill their most treasured secrets. Her methods of torture knew no bounds and the people were right to be scared of her ways. However, one thing she took pride in was the fact that she rarely turned to pain when it came to getting answers. Ashlyn had much more effective means to getting the truth out.


Her efforts would soon award her a higher position with the Priesthood as Lord Cain returned to Tund once more. Seeking to correct a failure within the temple, he killed the current High Priest and burned his body to a crisp in the basilica. Cain then extended an offer to those of the church if any of them would step up to take the place of the one who'd fallen. The Confessor would rise to the challenge. Under the Dark Lord's guidance, Ashlyn was promoted the rank of High Priestess of the temple on Tund. Sadly, she hadn't even had the position for a month when she was called in for a mission. Ashlyn was sent to Ithor, a planet currently being used as the battlefield against the Jedi. Due to a foolish general trying to save his own skin, Ashlyn was caught in a supersonic blast during a fight with the Jedi warriors. The next thing she knew she was being loaded into a prison transport and escorted to Lothal....

Code:
[abox3=85%][float_right][abox3="181px"]
Character Stats

NAME → Ashlyn Sera

AGE → 28

RACE → Human

HOMEWORLD → Felucia

RANK → Sith High Priestess
-CURRENTLY IMPRISONED-

FORCE SENSITIVE → Confirmed

Threads

[justify]A Long Time Ago (X)

Sith Mission - Blackout (X)

Seeing Through Another's Eyes (X)

Sermon at the Basilica (X)

So You May Ascend Once More (X)

Unworthy (X)

Two Become One (X)

A Plague On Her Soul (X)

Sister I See Thee (X)

Time Makes Enemies Of Us All (X)

Forgive Me Of My Trespasses (X)

In The Dark I See You (X)

To Make A Sith (X)

Reformation (X)

OPEN - Suppression: Fires of Coruscant (X)

The Dark Cleanses (X)

In The Dark We Are Sisters (X)

Progress Of The Apprentice (X)

Shrewdness (X)

My Pet For Yours (X)

MAIN - Man Cannot Kill Sith On Bread Alone (X)

Blind In The Dark
[/justify][justify][/justify][justify]
[/justify]
[/abox3]
[justify][/justify]
[/float_right][justify]
[TABLE][TR][TD][beebox2=100%][exsize=40][glow=black]Ashlyn Sera[/glow][/EXSIZE]

[INDENT]” I Feel The Pull Again - The Pull Toward The Light ”[/INDENT]

[cbox3=60%][IMG]https://samanddeanbrothersinarms.files.wordpress.com/2015/10/amara-by-some-people-call-it-tragic.gif[/IMG][/cbox3][/beebox2]

[justify][float_right][cbox3="280px"][IMG]http://i.imgur.com/2mhCR4j.jpg[/IMG][/cbox3][/float_Right][justify][EXSIZE=25]B[/EXSIZE]orn on Felucia, Ashlyn Sera was caught in the fires of war between the Republic and the Empire.  During a slaving raid on her village the young eleven year old was blinded in an explosion which also had robbed her of her parents. She crawled away from the wreckage desperately calling for her parents to save her. Hearing her calls, some of the other more fortunate villagers came to her and picked her up before the Ziost soldiers came to collect them.  With nowhere to go and no way to fight they surrendered themselves knowing full well their lives would never be the same.  Luckily for Ashlyn's sake a fellow human was on Felucia that day.  Her name was Angela Aldaine, a Sith from Nar Shadaa.  Like Ashlyn, she had been taken into slavery at a young age only to be rescued by a Sith and then turned to the Dark side.  Whatever Angela saw in the young Ashlyn she liked because she spared her life and took her in as her own apprentice.[/justify][/justify][justify][justify][/justify][/justify][justify][justify][/justify]
[justify]
[float_Left][abox="280px"][IMG]http://i.imgur.com/fUsagRR.jpg[/IMG][/abox][/float_Left][EXSIZE=25]O[/EXSIZE]ver the years Angela showed Ashlyn many things about the Force.  She first off learned to see the world around her without the use of her eyes.  It wasn't perfect, but she did grasp a stronger perspective about her than most others.  Due to her hearing and sense of smell which had both been heightened, along with the extra help of the Force, Ashlyn was able to see the world in a more three dimensional way.  This was attributed to her fighting with a lightsaber.  Like her mistress, she hand crafted a double edged lightsaber that emitted purple beams.  When fighting with her duel saber, she typically fought with the seventh Form of lightsaber combat known as Juyo: The Ferocity Form.  The fierce yet elegant style allowed Ashlyn to jump or vault over her blade to get around someone and attack them from different angles.  Her advanced sense of direction gave her a powerful edge in combat.[/justify][justify][/justify][justify][/justify]
[justify]
[EXSIZE=25]A[/EXSIZE]s her training continued, Ashlyn would get a request to join a Sith church located in the outer territories of Sith space.  This Priesthood of Tund was a cult of sorts that celebrated their power in the Dark side through zeal.  By believing in the truth of its Dark nature and embracing oneself truly into the teachings they were able to become stronger than other Sith.  The church saw the Brotherhood as foolish warriors when they tried to take the Dark side under their control.  The Force was not a tool.  Its divine power was meant to be worshiped.  The Church sought to spread that faith throughout the galaxy, and that meant along with their brethren.  But Ashlyn knew nothing of belief or faith, only the teachings her mistress had shown her.  She was challenged by one of the other priestesses, a woman named Alexia Morr.  The Red witch, as she was called, was a woman who had a deeply troubled path, at least how Ashlyn saw her.  She was raised in the Dark side and lived in its punishing hands.  Alexia felt that Ashlyn was not worthy of the power of the Force and challenged her to a duel.  Being far superior in fighting and killing, Alexia brought Ashlyn to her knees and tortured her by turning the Force into bolts of lightning.  Her screams were heard by the leader of the cult, Darth Cain.  But the Dark lord was not there to save Ashlyn.  Instead, he turned his anger on Alexia for harming one of their own.  Punishing both girls for their separate and individual mindsets he sought to teach them a valuable lesson.  Lord Cain performed a ceremony of great power and control by ripping their very souls from the bodies and binding them to one another.  The ritual would forever merge the lives of the two girls.  What one felt, the other felt.  Only together could they learn to strengthen the bound and become the greatest of allies.  Lest they fall to their own short comings and perish together.[/justify][justify][/justify][justify][/justify]
[justify]
[float_left][abox="270px"][IMG]http://i.imgur.com/IzvxAKI.jpg?1[/IMG][/abox][/float_left][EXSIZE=25]F[/EXSIZE]ive years would pass. The Sith had successfully brought the Republic to its knees and let it crumble to pieces.  The Empire took hold of most of the known galaxy, leaving only the Jedi to fend for themselves, and the Mandalorian Dominion which was quickly growing under its own power.  The Priesthood too had changed and was now the Sith Inquisition.  They were charged with the task of finding the last dim lights out in the galaxy who wished to challenge the might of the Emperor.  Ashlyn finally got her wish to be a true envoy of the Dark.  She was charged with the responsibility of retrieving secrets from the Sith enemies, as well as converting them to their rightful place.  She began to get a rather cruel nickname, The Confessor, for she could make anyone spill their most treasured secrets.  Her methods of torture knew no bounds and the people were right to be scared of her ways.  However, one thing she took pride in was the fact that she rarely turned to pain when it came to getting answers.  Ashlyn had much more effective means to getting the truth out.[/justify][justify][/justify][justify][/justify]
[justify]
[EXSIZE=25]H[/EXSIZE]er efforts would soon award her a higher position with the Priesthood as Lord Cain returned to Tund once more.  Seeking to correct a failure within the temple, he killed the current High Priest and burned his body to a crisp in the basilica.  Cain then extended an offer to those of the church if any of them would step up to take the place of the one who'd fallen.  The Confessor would rise to the challenge.  Under the Dark Lord's guidance, Ashlyn was promoted the rank of High Priestess of the temple on Tund.  Sadly, she hadn't even had the position for a month when she was called in for a mission.  Ashlyn was sent to Ithor, a planet currently being used as the battlefield against the Jedi.  Due to a foolish general trying to save his own skin, Ashlyn was caught in a supersonic blast during a fight with the Jedi warriors.  The next thing she knew she was being loaded into a prison transport and escorted to Lothal....[/justify][justify][/justify][justify][/justify][/justify][/TD][/TR][/TABLE][/justify][/abox3]
 
Last edited:

Darasuum

RANCOR SQUAD!
SWRP Writer
Joined
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Messages
8,877
Reaction score
4,851
XtwWDrX.jpg


NAME: Carys Hildagr

ALIAS: N/A

FACTION: Sith Brotherhood

RANK: Sith Warrior

HOMEWORLD: Raxus

FORCE-SENSITIVE: Trained

SPECIES: Human

GENDER: Female

HEIGHT: 1.74m

WEIGHT: 59kg

AGE: 31

EYES: Blue

HAIR: Black

SKIN: Pale

APPEARANCE: A trained warrior and devotee of the darkside, Carys is of slim but muscular frame, and has a pale and strained complexion common of those who have delved deep into the mysteries of the arcane. Long black hair frames a sallow face, the taint of the darkside usually concealed with make up. Her blue eyes have tiny yellow flecks in them, indicative of her corruption, and when unmasked, her face has a slight sickly pallor.

LANGUAGES: Galactic Basic Standard, Sith, and Huttese.

  • The Diary of Carys Hildagr​

    The Life of a Sith​

    I was not born a Sith. Nobody is.​


    As far as i remember, i grew up with loving and caring parents, up until the day that the force awakened within me. I do not remember how the force showed itself to me, but i do remember my mother and father's cries of despair. They held me all night, singing with me, playing, laughing, crying. I did not understand why at the time, not until the next morning, when the Sith came for me.​


    My parents did not resist them. They gave me up with tear streaked faces, but without protest. Such is life under the Sith, they knew their place, and i would learn mine above them. The man who took me, a Sith named Nagen, was kind, told me that i would have a new home, a new family. I still did not understand, but on my parents urging i went with him.​


    Nagen's kindness was a falsehood, one which quickly revealed itself. He was ruthless in his training. From the first light of the rising sun, to the last light of its setting, my body was honed into a living weapon. Once the sun set, my tutelage turned to the arcane, hours spent in the Great Temple on Korriban, perusing ancient texts and communing with the spirits, learning to tap into my strongest emotions. Anger. Hate. Fear. Passion.. Nagen's teachings extended into the early hours of the morning, after which I would savor what little hours of precious sleep I could muster.​


    Broken Chains​

    The Darkside Shall Free Me​


    For many years i existed in such a wretched state. Every day of my life was filled with pain, every night with tireless study. I grew to hate Nagen, hate him with the entirety of my being. He focused that hatred, used it to hone me into a weapon. Merciless. Without compassion. I knew only anguish and rage.​


    But then it was time. Time for me to ascend into the ranks of the Sith. With my ascension came purpose. To kill my former master. I set about the task immediately, gathering allies among the ranks of the newly ascended. It was a scramble against time, Nagen had spies everywhere, and would learn of my plot soon.​


    When the day came to act, my allies and I struck swiftly, but we had tarried too long. Nagen had caught wind of the scheme against him, and was prepared. My allies were struck down, and i was once again forced to kneel before him. He decided to humor me however, and gave me the honor of dying in a duel against him. He knew my every move, having taught me everything i knew. But he underestimated the power of my hatred.​

    First Sight​

    Love. Hate. Heartbreak.​


    Triumphant, i grew listless. Without the object of my vengeance, i became without purpose. Then, one day, i found it. Darth Venator. I was there at his inauguration as Dark Lord of the Sith. The way he adressed the crowd, he was not a man of words. It was endearing. I fawned silently in the shadows as his legend grew. Supreme Leader. Corrupter of Jedi. His power was infatuating.​


    And then SHE came along. The Great Temple, destroyed. The woman responsible captured. But instead of execution, she was born again as a Sith, at Venator's side. Infuriated, I continued to watch from a distance as their relationship grew. As they became a... "couple". And then the worst thing happened. SHE turned him. Turned him from power. Turned him from the darkside. Turned him away from me.​


    I hated her. I hated him. But i loved him. I tried to find him, halfheartedly, but he was too well hidden, covering his tracks expertly. I only heard of his exploits, which were many. Despite no longer being the Supreme Leader, he was powerful. And then he did the unthinkable. He betrayed the Sith so utterly, so completely. Bombing the Moff council. Nearly murdering Emperor Malon. It was then that i knew i had to actually do something. To find him.​










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NAME: Carys Hildagr

ALIAS: N/A

FACTION: Sith Brotherhood

RANK: Sith Warrior

HOMEWORLD: Raxus

FORCE-SENSITIVE: Trained

SPECIES: Human

GENDER: Female

HEIGHT: 1.74m

WEIGHT: 59kg

AGE: 31

EYES: Blue

HAIR: Black

SKIN: Pale

APPEARANCE: A trained warrior and devotee of the darkside, Carys is of slim but muscular frame, and has a pale and strained complexion common of those who have delved deep into the mysteries of the arcane. Long black hair frames a sallow face, the taint of the darkside usually concealed with make up. Her blue eyes have tiny yellow flecks in them, indicative of her corruption, and when unmasked, her face has a slight sickly pallor.

LANGUAGES: Galactic Basic Standard, Sith, and Huttese.[/column][tabs][tab=Diary][bcolor=#0d0d0d][border1=#e2e3e0][abox3="99%"][gfont=Nothing You Could Do]
[CENTER]The Diary of Carys Hildagr[/CENTER]

[CENTER]The Life of a Sith[/CENTER]

[CENTER]I was not born a Sith. Nobody is.[/CENTER]

[CENTER][/CENTER]

[CENTER]As far as i remember, i grew up with loving and caring parents, up until the day that the force awakened within me. I do not remember how the force showed itself to me, but i do remember my mother and father's cries of despair. They held me all night, singing with me, playing, laughing, crying. I did not understand why at the time, not until the next morning, when the Sith came for me.[/CENTER]

[CENTER][/CENTER]

[CENTER]My parents did not resist them. They gave me up with tear streaked faces, but without protest. Such is life under the Sith, they knew their place, and i would learn mine above them. The man who took me, a Sith named Nagen, was kind, told me that i would have a new home, a new family. I still did not understand, but on my parents urging i went with him.[/CENTER]

[CENTER][/CENTER]

[CENTER]Nagen's kindness was a falsehood, one which quickly revealed itself. He was ruthless in his training. From the first light of the rising sun, to the last light of its setting, my body was honed into a living weapon. Once the sun set, my tutelage turned to the arcane, hours spent in the Great Temple on Korriban, perusing ancient texts and communing with the spirits, learning to tap into my strongest emotions. Anger. Hate. Fear. Passion.. Nagen's teachings extended into the early hours of the morning, after which I would savor what little hours of precious sleep I could muster.[/CENTER]

[CENTER]
Broken Chains[/CENTER]

[CENTER]The Darkside Shall Free Me[/CENTER]

[CENTER][/CENTER]

[CENTER]For many years i existed in such a wretched state. Every day of my life was filled with pain, every night with tireless study. I grew to hate Nagen, hate him with the entirety of my being. He focused that hatred, used it to hone me into a weapon. Merciless. Without compassion. I knew only anguish and rage.[/CENTER]

[CENTER][/CENTER]

[CENTER]But then it was time. Time for me to ascend into the ranks of the Sith. With my ascension came purpose. To kill my former master. I set about the task immediately, gathering allies among the ranks of the newly ascended. It was a scramble against time, Nagen had spies everywhere, and would learn of my plot soon.[/CENTER]

[CENTER][/CENTER]

[CENTER]When the day came to act, my allies and I struck swiftly, but we had tarried too long. Nagen had caught wind of the scheme against him, and was prepared. My allies were struck down, and i was once again forced to kneel before him. He decided to humor me however, and gave me the honor of dying in a duel against him. He knew my every move, having taught me everything i knew. But he underestimated the power of my hatred.[/CENTER]

[CENTER]First Sight[/CENTER]

[CENTER]Love. Hate. Heartbreak.[/CENTER]

[CENTER][/CENTER]

[CENTER]Triumphant, i grew listless. Without the object of my vengeance, i became without purpose. Then, one day, i found it. Darth Venator. I was there at his inauguration as Dark Lord of the Sith. The way he adressed the crowd, he was not a man of words. It was endearing. I fawned silently in the shadows as his legend grew. Supreme Leader. Corrupter of Jedi. His power was infatuating.[/CENTER]

[CENTER][/CENTER]

[CENTER]And then SHE came along. The Great Temple, destroyed. The woman responsible captured. But instead of execution, she was born again as a Sith, at Venator's side. Infuriated, I continued to watch from a distance as their relationship grew. As they became a... "couple". And then the worst thing happened. SHE turned him. Turned him from power. Turned him from the darkside. Turned him away from me.[/CENTER]

[CENTER][/CENTER]

[CENTER]I hated her. I hated him. But i loved him. I tried to find him, halfheartedly, but he was too well hidden, covering his tracks expertly. I only heard of his exploits, which were many. Despite no longer being the Supreme Leader, he was powerful. And then he did the unthinkable. He betrayed the Sith so utterly, so completely. Bombing the Moff council. Nearly murdering Emperor Malon. It was then that i knew i had to actually do something. To find him.[/CENTER]

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[CENTER][tab=Abilities][bcolor=#0d0d0d][border1=#e2e3e0][abox3="99%"]
Swordsmanship[/CENTER]

[CENTER]Carys has been training with the lightsaber since an extremely young age. While a master of no form, she is extremely proficient in Niman, particularly in the Jar'kai sub-form. Whether it be two blades in hand, or wielding a saber in one and the force in the other, Carys excels in this form. There are also some influences of Djem So and Makashi in her personal style. She is also well versed in the techniques of Dun Möch, taunting, teasing and flirting with her opponents, ever seeking to expose a weakness and exploit it.[/CENTER]

[CENTER][/CENTER]

[CENTER]The Force[/CENTER]

[CENTER]Under the tutelage of her former master, Carys delved deep into the secrets of the darkside. Nights turned to morning as she communed with the ancient spirits of Moraband, learning techniques considered abominable to the rest of the galaxy. Telekinesis, Tutaminas, Mental manipulation, and other core powers are all child's play to Carys. Her delvings into the darkside have corrupted her body and mind, the true indication of her power over the insidious force.[/CENTER]

[CENTER][/CENTER]
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[CENTER]Carys Hildagr's Lightsabers[/CENTER]

[CENTER]Carys carries two identical lightsabers of durasteel construction, except the emitter guard, which is forged of phrik. These lightsabers are of standard length, and the blade is magnetically split at the base to create two short crossguards for protection against sliding lightsaber blades. The sabers are also equipped with pressure studs that activate a dual phase mode, cutting the length down to that of a shoto saber. The right hand saber is stored at standard length, while the left hand saber is stored at shoto length.[/CENTER]

[CENTER][/CENTER]

[CENTER]Carys Hildagr's Armor[/CENTER]

[CENTER]Carys wears simple armor, light, allowing for excellent dexterity and ease of movement. A thin armorweave bodysuit, capable of protecting her whole body from one blaster/projectile pistol shot, or one strike from a vibroblade or other bladed weapon. A thicker armorweave jerkin, reinforced with thin durasteel strips protects her chest, abodmen, and back, from an additional hit from any of the aforementioned damage types. Phrik bracers and greaves protect her forearms and shins from one lightsaber strike each.[/CENTER]
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Darasuum

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[fancybox2]
1d3e18e93d16f44ffc9521e07d1a9b64.jpg


Name
___Lucien Sloan


Species
___Morganian

Gender
___Male

Age
___28 standard years

Height
___5' 10"

Weight
___160 lbs

Hair Color
___Black

Eye Color
___Slate grey


3fe65d86de4807c054995de8e039a41a.jpg



Force Sensitive
___Positive


Faction
___Independent

Rank
___N/A

Homeworld
___Serenno

Education
___Public

Occupation
___Actor/Stunt Man


Attire
___Clothes
___> Protective

Equipment
___Commlink
___Fusion cutter
___datapad
___Personav
___Stuka Cheskar (2 doses)

Transport
___Ship

Tracker
___TBA

[/fancybox2]

Lucien Sloan

"People don't realize they're already living in a holo-drama. They just hate being in a supporting role and not the protagonist."

Appearance

Some people may see Lucien and think "That guy has a familiar face". This is likely due to him having been in some small time acting gigs or in the brief moments when a holodrama's editing revealed his face in a dangerous stunt. Regardless, Lucien has a fairly classically handsome appearance when he isn't made up with fake gore in front of a camera.

Lucien's eyes are a pale slate grey and atop his head he has naturally dark brown hair which he keeps fairly short. Normally Morganians have pointed ears but with his family history his human side has him lacking that characteristic. While handsome, Lucien has been in the stunt man business for awhile and so bears a series of scars and injuries out of sight from getting hurt on the job.


Skills & Abilities
With a history in the entertainment industry Lucien has still managed to gain some pragmatic skills. Besides acting and learning to risk his own body for the sake of a paycheck, he has skill at piloting and driving numerous ships and speeders. Lucien is studious when he comes upon a new subject that affects his professional life and so has picked up things here and there. Among them is basic marksmanship and some melee combat since he has been put in theatrical roles involving both on numerous occasions. Injuries are frequent in the life of a stuntman and when he's acting he does his own stunts. As a result Lucien has developed some knowledge on proper health for at least as far as humans and near humans go. Luciens education in the force has been extensive though is limited with a lack of experience or practice. Still fairly capable, he is aware that there is a lack of experience and finesse that he is motivated to perfect.


Biography

Growing up on Serenno was lack luster. He lived a fairly comfortable life that was not noteworthy. Attending public school, Lucien was an average student though often could find the company of others with a passive but pleasant charisma. The life on Serenno was boring and much of his free time involved watching holodramas. While he started working on local commercials and doing some small time modeling in his young adult life Lucien disliked the quiet that came with Serenno. By this time he was not particularly close with any of his family though remained in touch after moving off planet.

Lucien got his first job in entertainment on Serenno for a show with an adolescent demographic involving supernatural creatures and highschool drama. The actor, Kezz, that primarily played the role got an offer to do a movie spin off of the show after the second season finished. Having become friends with the actor, he offered Lucien a job as his stuntman and of course he jumped at the opportunity to get off Serenno. Of course this was not entirely up to Kezz but his position as one of the main characters in the show held some sway. Agreeing to have Lucien on as one of the stuntmen, the young morganian was in for a round of bad luck.

Over a year of filming and work was put into the holo-movie but ultimatly the movie was cancelled. Kezz had some issues with the set and the picture was already over budget. Kezz returned to Serenno and some of the movie ended up being used in the show instead. However Lucien didn't return to his homeworld. Instead he took his payment and decided put the show behind him and look for new work.

The young Morganian continued to work as a model, voice actor, stunt man, and recently holo-drama actor. The work was not always consistent and from time to time Lucien ended up in a tight financial spot. Having learned of his affinity with the force was not something Lucien was always aware of and had remained latent until he began his professional life as a stuntman. His quick reflexes and near-supernatural luck at avoiding injury on the job led him to gain the attention of a traveling Sith Eternal cultist. This cultist would end up training Lucien in the ways of the dark side, expanding his otherwise ignorant view of the galaxy.

Lucien's master practiced cannibalism and consumption of other sentient species. His practices were both ceremonial, artistic and pragmatic, believing that consuming the flesh of someone strong in the force would have their power live on inside the ones that consume their flesh. Lucien however did not care too much about the power for power's sake.

The man remained a covert acolyte of the Sith Eternal cult and apprentice to his master until the announcement made by the Eternal on the holonet. There ceased to be any contact from his master since the reported Coruscant Prison break. As far as Lucien knew his master kept his acolyte's existence a secret thus far from other Sith. Lucien knew that the Sith were not the loyal kind and has surmised that the selfish wants of his master were to likely bring his cabalities to fight his would be peers of the new Sith Order. Since his master has gone dark Lucien has increased his own research into the history of the Jedi Order, the Sith and everything in between had occupied his free time but otherwise considering himself an independent agent. With now master to contact and the Sith Order ignorant of his existance, Lucien continues to try and bring more beauty to the galaxy even if its a few shades darker than what most people can likely appreciate.
















 
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[fancybox4=https://i.pinimg.com/originals/03/32/20/033220930d3c275ebc3ee5d6affdb4f2.gif]
Kotii Solus Supercommando Initiative
[/fancybox4]

Summary
This is the mission board specifically for The Dread Lords of the Apocalypse organization and their agenda(s). These will further increase the Dread Lords' power in the galaxy as well as those that align themselves with them. These missions assist the Sith Empire over all. However, keep in mind that even other members of the Sith Empire and other factions are not completely that the Dread Lords even exist in this day. See below the details for members vs non-members.

These missions are not just to assist the faction and sub-faction but provide reasons for characters on the site to do what it is they do as a means of insentive. These are a form of prompts that are meant to help motivate members and also have self-betterment both OOC and IC. We hope you participate and enjoy.

Participation
The following is in two section: members of the Dread Lords sub-faction and non-members.

Non Members: Whether you are an independent mercenary looking for work, an associate of the Empire or another Sith within the Empire you can still participate in these missions. However your character might not be aware the Dread Lords exist. So if you want to try to organize a way for a plausible interaction with the members of the Dread Lords please discuss such desires OOC. These missions are not readily known by members outside of the sub-faction though if you want to gain favor or open doors with the Dread Lords let's work together to get that done. Just because one person might participate in one mission does not necessarily mean they are now aware of the Dread Lords. (Ex: A mercenary is hired by an anonymous client to protect some small time shipping company but are unsure who their employer is)

Members: These members can more easily access the missions below. They do not need to first work with a member of the Dread Lords to start doing missions and just need to let us know when one is completed.


Rewards

Some people are motivated by greed, power, infamy, etc. Depending on which category you fall under (member/non-member) you can attain all of those separately by continually completing missions for the Dread Lords of the Apocalypse. Those outside of the faction might be let in on the faction's information and gain favor, allowing them to gain assistance from the Dread Lords in the future. Payment is generous for those that do their job and do it well.

Those outside may gain the offer to joining the faction through these means. Members of the faction may rise in rank as well as prestige earning titles, responsibilities and more. The more missions, the more rewards, the larger the endeavors, the more recognition. Keep in mind you can combine multiple Missions together and retro-actively get advanced tech for your character. We want you to become better at what you do.

Please submit your successful thread below. Keep in mind that only "plot" based threads are eligible for Imperial Rewards which are separate from Dread Rewards. Accomplishments for the Dread Lords are not always recognized by Imperial Authority (plausible deniability and compartmentalization). While that means you might not be publicly recognized and rewarded by the Empire you will be still be accepted by the Dread Lords.


Missions

The following are simple one thread missions. Repeatable missions will be marked with a **. If you have ideas for what would make good missions please feel free to let us know.

⍟ - Acquire a shipment of weapons for further distribution and re-sale **​
⍟ - Acquire small craft to add to our fleet, military and civilian (non-advanced) **​
⍟ - Free slaves to be colonists on D'Qar​
⍟ - Capture animals and livestock to integrate to the wildlife of D'Qar​
⍟ - Bribe law enforcement to have mole on the inside on various planets​
⍟ - Loot a Blackrow stockpile in the outer rim for their droids, weapons, or supplies **​

Endeavors

These are like missions but require Plots. Even members of the Dread Lords of the Apocalypse are advised to get together with a member of the Dread Council first to at least design the more extensive endeavors. Repeatable Endeavors will be marked with a **. If you have ideas for what would make good endeavors please feel free to let us know.


  • ⍟ - Gain control of Bellica Works Inc for exclusive manipulation of its sales and development.​
    ⍟ - Acquire control of a shipping company to and from Tiss'sharl.​
    ⍟ - Convince local law enforcement to recognize who is in charge so that they cooperate with future operations.​
    ⍟ - Convince a mining company to solely work for us so we can gain resources from untapped asteroids **​
    ⍟ - Get a capital ship to add to our system defense fleet **​

  • ⍟ - Chart the lanes to D'Qar with surrounding system in secret so we know all the routes in and out of the system.​
    ⍟ - Construct a small space station in orbit over D'Qar​
    ⍟ - Acquire exclusive shipping rights in the neighboring system of Eriadu​
    ⍟ - Convince a mining company from neighboring systems to solely work for us so we can gain resources from untapped asteroids **​
    ⍟ - Get a capital ship to add to our system defense fleet **​

  • ⍟ - Acquisition advanced ships **​
    ⍟ - Capture or control a pirate outpost on Mimban for future staging operations​

 
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Darasuum

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C H A R A C T E R S

Xaltienne

D E A R S T A F F




x
I G N O R E M E


P R E S S M E




x
C U S T O M E R S E R V I C E



R E V I E W S

[9:40:05 PM] Brandon Rhea: Weiss is the textbook definition of "Well, maybe if we give him power, he'll get better?"

[10:58:09 PM] Boli/Green Ranger/Rowan: captain, we've gone beyond Weiss-grade humour and are approaching cailst at an alarming rate!

[4/5/17, 10:02:38 PM] Dmitri Valentine: which honestly if that offends members
[4/5/17, 10:02:49 PM] Dmitri Valentine: they are in a world of hurt when they meet the rest of the site
[9:03:03 PM] Sreeya: Weiss, this is the most badass thing you’ve ever said
 
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Darasuum

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f6a03da94e3cb6e640b90ef10fc66cf3.gif
Chewy was patient and understood the lengths of security the Jedi Order went through but it threatened the quality of the pastries he was going to be serving. The Crisp-E-O droid refused to serve stale cafe to the greatest hope the galaxy had, aside from droid-kind of course. Droid's were not Chewy's inspiration or purpose for living. Without the good people of the galaxy, who would try his delicacies.

The small mechanized chef had his newly purchased restaurant and starship working at optimum efficiency to serve their generous patrons. The droid walked with a set of trays already adorned with various freshly made treats. Numerous holo-menus were set on the other tray and perfectly balanced as the serving machine made his rounds.

CAFE MENU V1.0
D R I N K S

Hoth Chocolate:
  • A rich and warming hot chocolate to fend off the icy chill of Hoth.
Jedi Master Blend Coffee:
  • A special blend of exotic beans from across the galaxy, brewed to perfection.
Lightsaber Lemonade:
  • A refreshing citrusy drink with a glow-in-the-dark twist.
Tython Tranquility Tea:
  • A calming herbal tea blend with hints of Tython's serene atmosphere.
Yoda's Green Smoothie:
  • A healthy mix of green fruits and veggies for an energizing treat.
F O O D

fbb165d4001d1a0dcf2792d621d46326.jpg
Each Sandwhich comes with your choice of bantha chips or vegetable sticks.

Bantha Burger:
  • A hearty burger with premium substitute bantha meat, topped with Tatooine-inspired condiments.
Dagobah Delight Dessert:
  • A dairy free swamp-themed dessert with layers of chocolate and mint.
Jedi Training Salad:
  • A fresh and crisp salad loaded with nutrient-rich ingredients for aspiring Jedi.
Sith Sizzler Sandwich:
  • Grilled spicy meats and Sith-inspired sauces in a savory sandwich.*
Specialty Donuts:
  • Choose between one and a baker's dozen of Chef Chewy's specialty donut assortment.
Womp Rat Wings:
  • Spicy nuna wings named after the notorious Tatooine creatures. *

*Contains meat


x

 
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pitbulleyes.gif


The Kel Cartel Is the unofficial name to the collection of endeavors under Burkhart Kelborn's control. It began as a free enterprise group inside the ranks of the Mandalorian faction and has sense become its own independent operation in the galaxy's underworld. The operation of the Kel Cartel reaches around various parts of the galaxy and not one single place. Primarily the Mandalorian Highway, Hutt space, and various other parts of the mid and outer rim.

While primarily made up of mandalorian 'renegades' or Dar'manda as their own people might call them they have members of non-mandalorian background added to their numbers. The influence still remains and their work is not as dismissive of outsiders as it once was. Their work in arms dealing, smuggling, mercenary work, and more leads to a different point of view than most.





  • History


    The history of the Kel Cartel stretches back into Burkhart Kelborns own earl days. His father, Dral'ede was a bootlegger and smuggler back in his day as well as the Alor of clan Kelborn at one time or the other. Burkhart learned to smuggle under his father when the Sith Empire was still divided. The two would run jobs of getting outlawed mandalorian goods into the empire and also bring supplies to people that he would later find out were members of the Galactic Alliance. Still, they were just customers back then. This was not an issue back then, it was a means of survival and paying for what was needed.

    As the Mandalorians began to push back against the Sith Burkhart felt the call to raise his own arms against the Sith. His father had since retired from the smuggling business in favor of a simple life of bartending, brewing, and distilling only to the locals on Concord Dawn. Meanwhile Burkhart picked up and continued to the bootlegging on his own. This had him make a name for himself in the underbelly of the outer rim to a degree. Primarily this focused on the planets and systems neighboring mandalorian space. He still did not tolerate spice dealing or slavery that was conducted by the Red Skull Gang and the Girsav be Haal Gra'avagr. In fact he made it a point for the official mandalorian authority to combat such criminal groups while his own grew without harassment.

    Burkhart grew in the ranks up to Field Marshal. He took part in cooperative operations with the Galactic Alliance and even made a few friends. Later he would use these contacts to expand his profiteering. As time went on though and the Mandalorians asserted their control there were other factions changing along with their policies and laws. This required adjustment on Burkhart's end or else he risked losing money. So he began networking even further. The xenophobic and human centric views of the Solus clan had dimminished to the point that they had actual taken Kelborn under their name and in turn became a House. Burkhart had dealt with Leandros Solus on the matter since Burkhart had taken the mantle of Alor for the clan.

    Leaving the Mandalorian military ranks was an inevitability in Burkhart's eyes. He knew it would have happened sooner or later. Burkhart had arrived with many of his clan members over Concordia when the Sith had attack Mandalore. He took the two corvettes under his control and a wing of starfighters to give the other mandalorians time to escape death and fight the Sith if they could. Afterwards though he knew his people had been dealt a serious blow and just being stubborn mandalorians together was not going to cut it.

    In secret Burkhart had a number of his own clan follow him into founding the Kel Cartel. Specializing in arms dealing, high value smuggling but a willingness to other black marketteering the group has mobilized to a non-singular presence across the galaxy. Their numbers are still small but their existence is felt. Many of those that are mandalorians consider him and his cartel no better than the Girsav or the Red Skulls but for now that has yet to be seen let alone believed.



  • Structure



    Rules -

    1. You never take sides against the Cartel in front of others
    2. No killing or stealing from other members of the Cartel
    3.


    The Leader -

    Burkhart Kelborn sits at the head of the table. This is his business he started from next to nothing and his word is absolute. He deals with matters not unlike an Alor would with his own clan though he recognizes that his relationship with the Kelborn clan is now considered severed. Still with a large number of his clan members taking part in the Cartel's dealings he treats most internal issues like he would with a family. Only other mandalorians in the Cartel still call him Alor or reference his titles before he left the Mandalorian military. Everyone else simply calls him Burkhart, Mr Kelborn, or boss.

    The Lieutenants -

    The Cartel needs leadership beyond Burkhart. As a result he has appointed three people to points of significance to act as his second voice. There is no limit to this number as he awards good work with more responsability and in turn freedom or more tangible profiting. These Lieutenants though are in charge whenever Burkhart is not around. Usually he chooses wisely who hold such a position and so even when he is present he will agree with their decisions.



    Hounds -

    A general term for anyone underneath the Lieutenants and Burkhart. These can be thugish enforcers, spice strain researchers, slicer specialists, weapon smiths, all of them are general members of the Kel Cartel and just refered to as hounds.

    The Staff -

    The Hotels, network and infrastructure all require many hands and personnel. From armorers, to chauffeurs, slicers and even service industry personnel. All of these are members of the Staff and are highly paid for their work. While they do not partake in assignments like Guests do they instead serve and take care of the Transgalactic.

    The Guests -

    This is the largest in number of all titles. Numerous bounty hunters, assassins, people of interest and more come and go using the TNC. People come to seek asylum within the hotel while others are stopping by in their pursue of targets. There is a difference between a one time or rare guest to that of a regular that has membership guest. Members automatically get access to all of the amenities that come with the hotel and get priority treatment. Though considering everyone is attended to in exceptional manner this does not make other guests feel left out.







  • Assets


    The following are assets of The Dread Lords of the Apocalypse (all have been obtained in either threads or plots):

    Territories

    ⊕ Hotels - Coruscant, Eriadu, Corsin
    Vessels

    ⊕ 3x The Duchess for shuttling members and staff per hotel
    Misc

    ⊕ A dozen S1 Infantry Droids as security in each hotel
    ⊕ Mystery network for accepting contract



Intent

To create a primarily smuggler but general ne'er do well faction for Burkhart to lead. Attracting the more criminally inclined is the main reason for this. Burkhart will be a presence of opposition and 3rd party to the conflicts going on in the galaxy that is on its own side more than any of the main faction. It will provide some dynamic options for characters to either side with the surviving capitalist at the sacrifice of being considered an outcast by mandalorians. For non mandalorian characters this provides an organized cirminal group for mission packs, ventures and a general name to have behind them.

Change Log

✑​
 
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Darasuum

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Personal Lore

Eskatos Castle is the personal headquarters of of Dread Lords. It sits high in the northern mountains of D'Qar, far from the existing colony of ex-slaves the Dread Lords freed centuries ago. Constructed with numerous fortifications capable of withstanding a heavy seige. The Eskatos Castle has numerous facets that make it an excellent home and strategic position. It has lasted for the most part thanks to its efficient construction though with noticable wear.

While it does bear momentous defenses the Castle remains unknown to other members of the Empire. Only those that Cyzyn-Itza-Rus had told and his associates tell know it exists for even the planet of D'Qar is a mystery for the time being. Those hired to construct the fortification have been bought off, killed or brought into permenant service under the direct leadership of the Dread Lords. The Castle is readily guarded by numerous soldiers that live at the castle's location as well as numerous combat droids. Over time since its construction it would seemed its existence fell back into obscurity.




Exterior

Mountains: While the castle is the main subject the surrounding mountain range is enough of importance to mention. The weather is not often to extreme most of the year. The rocky outcroppings and cliff faces make approach from any other direction other than the singular road treacherous. Since the planet's inhabitants do not posses any real speeders or large transports the path is small and winding, capable of having two land speeders pass each other slowly if necessary.

Hangar: apart from the castle, following a series of tunnel for nearly a kilometer there is a hangar on the northern facing wall. It has all the shielding of a capital craft's hangar bay and has enough space to house anything short of a corvette.

Courtyard: While still within the walls of the castle there exists a courtyard where staff and guests can enjoy the outdoors without leaving the safety of the castle. Here members of the Dread Council can train and pass time.



Interior

Jail: While not intended to be of much use there exists several holding cells in the Eskatos Castle. They are meant to hold individuals for either testing on the Dread Lords' experiments or for later interrogation of information. It is because of these rooms that the local populace of D'Qar have avoided the castle with fear.

Council Hall: The Dread Lords used to convene and hold audience with their subordinates. It is from the Council Hall, deep within the castle, that such events are held. A round table made of volcanic rock sits in the center, five chairs surrounding it, one for each Dread Lord. Carved ornately in the center is the five pointed star, symbolizing their order and each point ending with where one of the five should sit.

Personal Quarters: Numerous private rooms exist in the castle. Many of which can be converted later on for the purposes of the Dread Lords. Upon rediscovery most of these were kept in a manner of rooms . These are relatively rustic compared to other place in the galaxy but can be comfortable and made personal by their inhabitants. Kitchens, bathrooms and even a few common areas are available for staff and members to enjoy.

Medical: An independent medical facility exists within the castle. Meant not for research but just to keep the wellness of the staff in check. It bears the necessary technology to fit prosthesis but this makes it likely the most advanced technological part of the castle.

Security Central: The northern most tower bears a connection with the castles castles sensors, early warning system, and communication for internal security. Throughout the ship there are alarm triggers and camera feeds allowing the security to be aware of possible intruders. Heavily guarded and always on alert the security office is ever watchful. It is also from here that the droid guards can be turned off and on. However codes are required to do so and reprogramming remotely is not possible. When originally discovered many of the droids were malfunctioning and in various states of disrepair forcing there to be a lack of military presence.

Archives: Intelligence is key and the Dread Lords had gathered much. Under heavy guard they have a small collection of highly classified information. Chosen are allowed limited access but still permitted entrance. Anything from jobs, aliases of targets, blue prints of enemy fortifications, all are kept within the archives. It is from these archives that the newest generation of Dread Lords were able to learn from their forerunners and adapt where they failed.





Intent: To create a fortified location for the Dread Lords and associates to conduct their business from without being disturbed and to add an epic point of interest. This will serve as Cyzyn's home and also a possible home for the other Dread Lords and their Chosen if they so choose. Please note that in the future my character will be building up defense and adding onto this castle with plots but this is the starting status of the castle and its core as a reward for a plot.
 
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Darasuum

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69bcd93d20c048f0359d602b6a7b37f6.gif


Nekradomae

[fancybox4=https://thumbs.gfycat.com/BlandViciousDiplodocus-size_restricted.gif]
SYSTEM
Nekrus.
GRID COORDINATES
P-17.
REGION
Wild Space.
HYPERLANE
N/A.
ROTATION
26 standard hours.
TERRAIN
Oceans, mountains, deserts, plains, swamp
CLIMATE
Temperate.
GRAVITY
Standard.
INHABITANTS
None.
RESOURCES
None.
TECHNOLOGY
N/A.
SATILITES
One moon.


  • - DESCRIPTION -


    3b4603d98d5c0b6d0046360cca00ce8b.jpg


    "Sometimes you forget you're still alive here. Sometimes you'll do anything just to remind yourself you ain't dead."

    - Yaniri, Bodyguard

    Atrer III is a seldom known and even less spoken of planet. The planet has a mixed reputation most of it filled with rumors, self fulfilling superstition and danger. Perhaps it had once been a pleasant backwater planet but the instability of its circumstance has made it far from a paradise. Stretching deserts, haunted forests, deadly oceans and the barbaric people on its surface are just the surface dangers of Atrer III.

    History

    keep in mind that this information is not readily available to anybody off world, only through searching for answers in character can you piece together the background of the planet


    Among Stars

    The truth of Atrer III resides only on the surface of the planet itself and among its people. Scattered by time and twisted by ever changing perspectives it is hard to know the truth for certain. Long ago, thousands of years in time various ships were crossing the inking blackness of space. This was before the time of hyperdrives and faster than light intra-galactic travel. Communications were limited and progress had plateaued for some time.

    A fleet of colony ship departed from some unknown planet, seeking a new world. Their home was fast becoming limited in resources, plagued by internal conflict. The passengers aboard these ships were idealistic hoping to find their new home and start fresh. But they were not going to risk their lives in systems they felt were doomed to fail.

    Setting out upon the stars laden with colonization equipment at the peak of their technological prowess for their time they would rest in cryo stasis for ages. These ships would silently ply the void towards an uncertain destination. It is unknown if the fleet of ships had known of a specific system they were navigating towards and were perhaps knocked off course, or if they had intended to arrive in the Atrer system all along. It is possible they had no specific destination and were just taking a shot in the dark. All that can be confirmed is where they ended up.

    The turbulent solar flares of the Atrer system slammed into the colonization fleet when they arrived. By then perhaps hundreds of years had passed with the passengers in hibernation sleep, perhaps longer. Systems were no longer brand new and many failed. Some ships were able to learn of the only habitable planetoid in the system, the third planet from the system's sun. Other's simply followed suit. Some crew in cryo sleep had died in the journey due to malfunctions others panicked, hysterical due to the new situation. They had hoped for paradise and now they were crash landing on an alien planet.

    New Reality

    Only a rare few of the ships were able to land safely while the majority crashed onto the surface of the planet. Scattered by the environment the advanced technology that they thought would be their salvation on a new planet was a crutch that was now kicked out from under them. Solar flares from the sun battered the electronic equipment making it almost unusable. The harsh climate and environments corroded and corrupted the tools.

    Many survivors tried to contact other ships but they were not just kilometers apart, they had hemispheres in between them. Giant natural borders like mountain ranges, seas, deserts and continents spanned the area keeping them apart. With no way of contacting one another and no quick method of travel they were essentially isolated from one another.

    Time would pass and new generations would come. Some would make contact with one or two other crews perhaps and in turn know of another two. But by then it was just heresay and rumor among the new reluctant denizens of Atrer III. By the time information of another downed ship came back from a traveler it could already be wiped out by a storm or its people moved on to safer destination. Each crew had to look out for itself and focus on survival.

    Krues

    Slow in progress and rare in prosperity the people off Atrer III learned to adapt out necessity. Discovery of fossil fuels allowed the development of vehicles that did not require advanced electronics. They could operate without risk of dying out from the solar flares that slammed into the planet regularly. Weapons for self defense and hunting were in developed. Slug throwers began being manufactured.

    The Atrerans had gone generations now, perhaps centuries on the planet. They had stories of the galaxy above them. While some still knew the truth of where they came from these were few and far between. Even fewer were those that were trying to return to that galaxy. Their lives were now focused on the dangerous world they lived on.

    Technology like slug throwers and aqua ducts were ancient technology on the galactic standard. But for Atrer III they were revolutionizing. They had been forced to relearn all of these things on their own. People were able to start solidifying their place on the planet. People started returning to their ships as sacred sites. They scavenged technology and re-purposed it. Trading hubs and small original settlements sprouted up over the decades. People united under one village or banner as one community became known as a Krue, likely hailing from the word 'crew' though lost to time due to a lack of proper education through the generations.

    Spreading knowledge by interacting with other Krues was an important part of the relative stabilizing of Atrer III. It cemented a way of life that was far from peaceful but consistent. In the following decades small pockets of civilization rose up and began building what could be considered sky scrapers. Centers for learning, institutions of religion and more. This would continue and grow for another few centuries and would be the bittersweet peek of Atrerian self development before the eventual fall.


    Blast Wave
    It is known and used by the wider galaxy to use fusion and fision along with other volatile energy sources to power cities. On Atrer they were low on power and were trying to find new ways to utilize more advanced technology on the surface. They began delving into nuclear power. But while the developers and engineers, the greatest minds of their generation, were hard at work looking to better everyone's lives on Atrer III there were those that cared only for themselves.

    On the horizon of what would become known as Blastwave City would, approached a horde of marauders that be the cause for the place's future namesake. The leader of the war-band and raided and pillaged for the past few years, absorbing other bands of fighters in his vehicle bound caravan. The citizens of the City had known they were comming and thought they would be safe. But the army was too large, surprisingly well equiped and hungry for the biggest prize they had laid eyes on yet.

    Advancing into the city they cut down the protectors of the community and innocent civilians alike. The battle would last for days before devolving into slaughter. Something happened deep inside Blastwave city though, deep underground where the scientists had been doing their work. The had held out for as long as they could. The planet's surface provided the subteranean operation with shielding from the solar flares and incidently allowed the people that worked there to keep the marauders at bay. But somewhere along the way things went terribly wrong. The reactor they had built went critical and exploded.

    Underneath the surface it would bloom up and outward causing the devastation people in the galaxy may be aware of. But this was a first for the people of Atrer and all within the city who were not killed right away would suffer from the fallout. It would remain a cursed place even to this day.




    Current Status

    Presently Atrer III hs various small communities, kingdoms and waring factions that change by the generation. They know of one another for the most part and the planet's layout and geography. Nobody attempts to leave the planet or try and make any leaps in technological advance due to the cost. Numerous cults of varying alignment and size dot the planet.

    Small war bands move across the wastelands on the back of rumbling wheeled vehicles. On the seas ship bound sail boats raid coasts and move through the water ways. Small nations fight among one another for resources. Those resources could be simple slug throwing guns, automobiles, land, food stuffs or even people. Whatever the reason there is no united planet and those that are not running or fighting are living far from an easy life style.

    There are plenty of people from off world that have ventured by accident or intent in the past decade though. While many have become stranded there are those that have learned how to make it to the surface and back using the solar eclipse to save their ships. In doing so they discovered the value of the alloys on the planet and pockets of tibanna gas exist in sub-ocean pockets. The locals have no purpose for the gas but it does pose a great danger to any explorers who happened upon it by pure accident. The phrik has only been made here and there on the planet though the mines have only barely scratched the surface despite the large veins. All local phrikite is still far inferior to galactic grade due to the limited forge facilities and only a small amount of tydirium is found on the planet making it's actual application even rarer still. But the eyes of corporations have still started to drift to Atrer and search for a way to make planet fall and mine the deposits without wasting money and losing assets.


    - NOTABLE LOCATIONS -

    • 762f9667aa477c3a5758cae7b556c62c.jpg


      - Blastwave City -

      Perhaps one of the greatest examples and mos iconic images of the planet. Blastwave city was found during the rise of the planetary population before they had been rediscovered by the Galaxy or reinvented space travel. Buildings that reached up to the sky, a hub of the greatest minds and cultures coalescing in the closest thing to peace the planet had seen. Advancements in technology and inovation were conducted but it was not meant to last. They could not escape the savagry and violence that Atrer bred.

      It is believed a warhost of bandits and mauraders assualted the city en masse. Carnage and death swept up and down the once brilliant streets. But it was not a total slaughter. The people, while complacent, had not become completely helpless. Because of this they put up a brief, but fierce fight against the horde of barbarians to the point that it is believed the horde resorted to detonating a nuclear device or most likely triggered it by accident. The explosive caused complete catastrophe. Buildings melted sideways, in an instant both marauders and city civilians were killed.

      It would be generations later that people returned but only in short numbers. It remains as a grim reminder that however big the natives of Atrer dream they can always be brought low. Scavengers and bandits pass through the city. Radiation remains still to this day in portions of the city and that alone is what keeps some away. Now it is simply seen as man made mountains and wilderness built from concrete and metal.

[/fancybox4]
 
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Mandalore.png


.

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History


Clan Kelborn has long been a supporter of Clan Skirata. The two worked together even before the history books recorded their accomplishments. Before Skirata became a notable name in the history of the mandalorians it was a clan and often employed and worked along side Clan Kelborn. When it came to politics and internal conflicts the Kelborn clan was overlooked not just because it was fairly small for a long time but like their kin they did not display much ambition. Neutral towards politics they were more ones of action. Respect was provided to them by the other clans for their stoic reputation and adherence to the mandalorian way of life.

Originally looked down upon by some of the traditionalists the Kelborn clan. The warriors of the Kelborn clan utilized guerilla tactics most prominently in high traffic and metropolitan locations. During the civil wars and in times where open warefare was common they avoided direct tactics. Instead they carried out espionage and subterfuge that others would think were cowardly. Still the Kelborn clan adapted and while others were distrustful and suspicious of the efficient killers they still grew to respect their successes. Overtime it has become more acceptable to utilize these tactics almost to the point that they were common place.

It was no surprise that the tactical efficiency of the Kelborn warriors were put to use when the smaller kabals within Clan Vizsla had thoughts of discent. Their effectiveness in rooting out traitors and tracking down deserts earning them some renown. But the Kelborn clan only joins the fray when called upon. None in history have directly attacked or harmed the clan and as such they have no qualms with others. They engage in a fight and then distance themselves once a job is complete. When not employed for their violent skill set there numbers populate the rural parts of several planets in Mandalorian Space with most of their numbers residing on Concord Dawn.

In the past century they have expanded their numbers but are still quite frugal compared to other clans on their adoption of new members becoming one of the most exclusive. It is said one is more likely to die and be reincarnated as a member than to be adopted as an outsider essentially saying that if you aren't born into the clan then you aren't likely to become a members. Even other clans aside from skirata itself seldom interact with the clan on anything but a professional level in the past few decades.



Culture
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Members of Clan Kelborn are known to be stoic warriors. They stand at the back of the room, often alone or along side other members of their clan only speaking up when necessary. Their cold professionalism and use of tactical combat well known throughout mandalorian clans. Utilizing modern technology they often make deals with companies to have prototype pieces before they are out on the market giving them an edge. Other members that are not in mercenary or bounty hunting work still often have occupations involving combat in some way shape or form. Many members have careers as Concord Dawn Marshal Service and are enforcers of local law.

The Kelborn teach stoicism, self-reliance, and loyalty as primary lessons as a young age. They are one of the more logical combatants native to Concord Dawn. In the heat of combat they are the level headed individuals making the right call. Kelborn kin usually plan several steps ahead but understand that some plans may fall through. In this event they have learned to have backup and even backups for the backups. Excessive training makes them adapt to any situation like second nature. Well rounded they often have experience in multiple fields and weapons so as to never be at a disadvantage. Because they partake in more combat and hardship than even other clans do they provide stark contrast to the image to other clans of on the already harsh lifestyle of Concord Dawn which is known as being home of the 'least aggressive' clans. The Kelborn clan makes up for the non aggressive nature of all the other clans ten fold.

Self-reliance and independent action are key parts of the mandalorian way of life. While it is reassuring to fight with a comrade at your side the Kelborn clan recognizes that is not always a luxury that can be enjoyed. There are times when people have to complete missions of solitude and as such they are taught how to survive alone and deliver damage to their targets that would otherwise take several super commandos. Often taking long training of solitude they learn how to survive in numerous environments.

Though they are stoic Kelborn is not without emotion. They feel everything just like any mandalorian does though it is held in check more often than with others. Learning to master and focus their emotion which has even gained some recognition from force users. They do not abhor emotion but understand that fear, rage and apathy can hinder one just as much as positive ones. There are times and places for it to be exerted and displayed. That is why when a Kelborn shows emotion it is something to take note of.

While Kelborn shares their presence with other clans on Concord Dawn, they keep a presence more widely dispersed than others. Kelborn members could be found across the galaxy even before the great schism between the Jedi and the Jedi Exiles. This could be in part of their busy nature or even their small numbers at the time. Less than one hundred members spread out across the stars would be considered stretched thin in comparison to the other clans that had greater numbers on just Concord Dawn and Mandalore. However even with their increase in numbers they continue to keep busy. Rare is it to find a Kelborn residence fully packed with all of its members in one place at one time without anything to do.


Colors and Sigil
The symbol of the Kelborn Clan are the twin Wolves, Breki and Dreki. The founder of the Kelborn clan is rumored to have two such war-dogs that fought at his side. They represent the duality of fighting both in secret and in the open as well as the never ending hunt for victory in all aspects in life.

Similar to the other clans on Concord Dawn, the Kelborn clan often wears Orange and black on their armour. Sometimes they prefer darker colors and utilize practical paint schemes over symbolic styles. However they do not take offense with this confusion simply choosing the darker armour for its practical use in low light environment. These are alternatively camouflage patterns or other practical blending styles and owners sometimes go through multiple patterns within a single year as they go from job to job. But when not in a mercenary line of work or something that requires camouflage they are more partial to the sand gold colors rather than a bright orange. This is more like a desert sand color compared to other brown tones. Otherwise they favor shades of red to highlight other significant emblems and symbols.

Armour markings are strictly given to members by the clan leadership. This results in a high respect for jaig eyes and other meaningful armour decals. While they are rare they often represent a significant accomplishment for the warrior. Severe punishment is given to those who adorn themselves with awards and decals of significance without permission. Often these are replaced with phyiscal signs of shame and scarring. The fact that the clan is willing to commit to these standards keeps anyone from breaking them though when they see someone from another clan bearing a badge of honor they feel is unearned they silently will judge those individuals.



Assets

The following are assets of Clan Solus:

Locations
  • Bar and brewery on the outskirts of Shonruss, Concord Dawn
  • A smuggler's club house on Corsin (writeup will be added upon completion of plot)

Ships




    • Clan Kelborn has no large ships at this time apart from some assorted freighters and fighters


Roster and Hierarchy

Clan Kelborn, historically, has a fluid hirearchy. Clan hierarchy does not always relate to mission rank but is based on merit and skill. These are mostly symbolic positions or titles in the same way a head of the house hold makes decisions while members have freedom to do as they want for the most part.


Alor
Burkhart Kelborn

Al’Verde
Dral'ede Kelborn (NPC and Retired Alor)

Verde

Kursh Kelborn (NPC)



Alliances & Relationships

Blue indicates a strong alliance/friendship.

Green indicates a friendly competition.
Red indicates a heated rivalry or an enemy.


Intent
The official clan writeup for Clan Kelborn. The intent is to have a trackable writeup to update with the changes that come with time for better of worse. It is also meant to provide context for the differences of other clans and the sub-culture of the families. Hopefully this will encourage more participation as well as assist in the growing in strength to take on bigger fish in the galaxy..



 
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Site Lore

Cuga Fortress is a base in the remote parts of the planet of Dathomir. It was directed by the, then, leader of the Knights of Ren, Cuga Ren before his disappearance. It is was intended to be facility that provided safe lodging for those wishing to study Dathomir magic in close proximity discretely. The fortifications of the research facility were closer to that of a moderate castle than a scientific structure.

Exterior

The surrounding area of Cuga Fortress is typical Dathomir terrain. The winding canyons and valleys make scans and other long distance detection systems inconsistent. The flora of the area is limited to the scrub and high altitude plant life that can survive the conditions. Fauna on the other hand was forced to be exterminated in immediate vicinity before it became safe enough for the foundations of the structure could be made. While the local wildlife is still dangerous it exists beyond the border of the facility and it is up to the occupants of the structure to regularly "prune" the thorns that get too close to Fortress Cuga.


Interior

Private Quarters: There are a total of eight individual quarters that are more or less identical. Each have washrooms, beds, and the base necessities.

Common level: The area with the kitchen, modest dining area, store room and security office exists on the common level. This has a twenty meter long entrance to the outside with a hidden entrance disguised among the natural rock formations. Recovered B1 battle droids have been outfitted to operate the security of the structure though they more often than not fall prey to the local fauna or the test dummies of other visitors. There is a small training chamber but otherwise the outdoors are best for lightsaber practice or other physical training.

Hangar: Fitted with facilities capable of repairing small craft (no larger than light freighter) it houses a limited fuel resuply and repair equipment. Built into the side of cliff face, the hangar is unreachable save for a 100 meter climb up (or down) if the visitors are not permitted entrance via the singular surface entrance. Droid recharge and maintenance and othe rmechanical focuses are limited to the hangar level.




Intent: To create originally create a base for the Knights of Ren to congregate and for a place to pursue researching night sister magic. Originally planned to be achieved via plot.
 
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~Senate Roster~​

Coreward District


Anaxes - @Gideon Hask Starr
Coruscant - @Verneck Aletaus


x
Western District


N/A

x
Central District


Alderaan - @Arthur Smoke
Arkania - @Regis


Colonial District


N/A

Southern District


Balmoraa - @Roselle Lely
Corellia - @Reland Vos
Neimoidia - @Muith Chekaik
Nubia - @Felroth Sengir


x
Eastern District


Onderon - @Aedan Vidian

x
Northern District


N/A

Expansion District


Thustra - @Lyssa Sol Dreikas


Inner Rim District


Commenor - @Mida Zebb
Tirahnn - @Keira Zale
Zeltros - @Mara Zefiros



 
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The Frigaerock Five


SPECIES
► Deucalian Humans
FACTION
► Sith Empire/Deucalian
ROLE
► Darth Valravus's elite guard
FORCE SENSITIVITY
► No

Summary

The Frigaerock Five ("Frig Squad" for short) are a group of Deucalian warriors inside the Sith Empire that serve Darth Valravus directly. Often they are either her guards or assistants on excursions. Each of them have been brought under the Clan Tuistco banner and are some of the first new members of the Clan since the loss of so many back on Atrer III.

Now they support Zandrali Tuistco A.K.A. Darth Valravus, as a living example of the possible meshing of moth Deucalian and Sith Empire into one effective unit. Darth Valravus hopes for the numbers to expand to something larger than just five individuals but for now they are a unique and tight nit group. Their names are...

Specifics

Each of the Frigaerock Five is somewhat unique. They have notable differences and similarities. Each of them wears a slightly modified version of Alvladur class heavy armor. The coloring is black and teal livery and their environmental seal switched to a recorder function. The symbol of Clan Tuistco on the exterior of their armor visible in holo detailing.

Upon joining each of them was gifted a loth-wolf pelt from kills made by Zandrali herself when she took Lothal. They each carry a frag grenade, concussion grenade and
adhesive grenade. Their sidearms are notably the imperial blaster pistol of choice, pugio blaster pistol. They all usually carry gladius blaster rifles as their long arm weapon. For each of their weapons they carry two reloads.

G A R M
ae108372193c9a351c4ace54db5ad655.jpg

Age: 27
Species: Deucalian Human
Gender: Male
Force Sensitive: Negative
Weapons: Eldhníf | carries a javelin light repeater instead of gladius rifle |
Equipment: Rev-all |
Summary: A seasoned Deucalian raider. Originally was a corsair, imprisoned for crimes for a short while until he was gifted freedom in exchange for working among the Tuistco Clan. He used to belong to another clan but has since left that life behind. Especially knowledgeable when it comes to space based operations and the criminal underworld.
Inspiration: *

x
G R I S N
a083e6ac8fa475453925d655ec04415b.jpg

Age: 23
Species: Deucalian Human
Gender: Male
Force Sensitive: Negative
Weapons: double headed Elduröxi
Equipment: Rev-all | NV5 personav |
Summary: Twin brother to Jost, the two always have butted heads but are thicker than thieves. Most talk amongst the group is the petty sibling bickering between the two of them when Zandrali is not around. Is a fearsome close quarters fighter and much more straight forward thinker.
Inspiration: *
x
G U L L I N
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Age: 30
Species: Deucalian Human
Gender: Male
Force Sensitive: Negative
Weapons: Aflmylja |
Equipment: Rev-all | industrial fusioncutter | 10 kg of welding putt |
Summary: The oldest member of the Frigaerok Five and also consequently perhaps the wisest. He doesn't let a lot of stuff get to him but that's mostly because he believes that he can overcome any obstacle with the proper amount of determination and hard work. Specializes in breaching urban environments.

Inspiration: *

H E I L D I
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Age: 17
Species: Deucalian Human
Gender: Female
Force Sensitive: Negative
Weapons: kastaöxi | carries a Læsatein instead of a gladius rifle. |
Equipment: Rev-all | Datapad mounted in techno-coffer | port scanner | signal tracer |
Summary: Easily the youngest of the Frigaerok Five. Zandrali sought to it that the paper work was in order to allow her to serve under her. Due to her youth she has more interest towards the technological advances the rest of the galaxy has to offer. As a result she also is the token slicer when it comes to that sort of thing in the field.
Inspiration: *

J O S T
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Age: 23
Species: Deucalian Human
Gender: Male
Force Sensitive: Negative
Weapons: Single headed Elduröxi |
Equipment: Rev-all | NV5 personav |
Summary: The "younger" twin brother (by a few minutes) of Grisn. He is much more the calmer head out of the two of them. But what he lacks in aggression he makes up for in creative thinking. This is displayed often when making snarky retorts to his brother but also in coming up with solutions to issues on the fly.

Inspiration: *



 
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General information

Type
Culture
Owner(s)
Location(s)


Sith Sword
Sith
Ajunta Pall (deceased)
Ziost (last known)
.


Physical & technical specifications

Protection type


Range

Lightsaber resistant

Melee


Lore information

Type

Site lore

The Brightsword of the Ajunta Pall

"There is nothing civilized about opening up a living being from head to groin...but who said I was civilized?"
— Ajunta Pall

The infamous Brightsword of Ajunta Pall, one of the first Jedi Exiles, has been mentioned in stories to Sith Acolytes and Jedi scholars alike purely for its unique characteristics. Sought after by treasure seekers, collectors, war lords and more. Its existence has been debated for eons. It is believed to have been forged during the Hundred Years of Darkness in some of the most unstable parts of Mustafar. Since the end of the Hundred Years of Darkness it has never been seen or heard of beyond retold accounts of its original infamy to rumors of its potential reappearance.

Contents

2. Intent

It is common knowledge that early on Jedi used force-imbued blades (*) before they began developing lightsabers. But the schism broke the Jedi in two and set many of their numbers on darker paths. On this they developed their own similar but unique type of weaponry known as sith swords. Proto-sabers came into use though and began besting physical weapons. After a time lightsabers became even common place and replaced the archaic weaponry completely. Now only the sentimental dark siders use sith swords and force imbued blades are nothing but items kept in museums.
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Around the time that proto-sabers were in use they were noted for being different from today's lightsabers by having a peripheral power pack and were often bulky and had some significant draw backs. Ajunta Pall noticed this and had the idea of creating a weapon that did not use a powerpack. He appreciated the reliability of a physical blade over the alternative. However limited by the technology of his time he could not make a fully functioning lightsaber. Instead, by using sith alchemy, the entire facilities of a secret mustafar forging site he combined a kyber crystal with a taylor made sith sword.

Dubbed the "Brightsword" to mock the so-called light of the jedi, the black blade appears to be just like any other sith sword at a glance. The obsidian blade is heavily inlaid with the dark side of the force so much that just being in its presence gives lightsiders a sensation of unease while dark siders may find more aggressive temperaments flare. It has also been called Lightbane and the Blade of the Crimson Exile. On either side off the face of the guard there are two additional kyber crystals that subtly glow when held by a force sensitive individual that is a dark side practitioner.
The handle is made of two different pieces. On the outside it is ivory, made from a beast slain by Ajunta himself or possibly the bone of a victim. Half of the handle can be unlocked and removed, showing a red kyber crystal inside and allowing access to the battery which from time to time needs to be replaced for the incorporated energy field to be effective.
Special Powers:
When inactive the Brightsword is just like any other sith sword with one major difference. It can block blaster bolts and other weaponry. This can only be accomplished by someone with the abilities of the force though as is to be expected. However the weapon will not break or become damaged when being struck by blaster weapons. What makes it still inferior to a lightsaber though is that it remains incapable of reflecting blaster bolts. Redirecting attacks can be quite effective in combat.
A red energy field that gives the sword its name can encompass the forward 75% of the blade when a force sensitive is focusing their will through the sword. This does not require a battery in the normal sense but uses the Force that flows through the weilder. While this is minimal to drain from a weilder, if the holder of the weapon does not maintain their focus then they will lose the resilience. This can be tiresome and a significant handicap since many people have limited abilities of focus. Only a master is advised to use the sword in practice.
Not unlike how a lightsaber blade is activated. The intensity of the field is similar to that of a lightsaber in that it can cut through armor and phyiscal objects. Not as well as a lightsaber but it is possible for the Brightblade to cut through obstacles to the same degree and pace a fusion cutter but is considerably inferior to a true modern day lightsaber. The sword glows red and even moreso it gives off a very distinct and loud crackling hum making it very obvious when it is active.
Curse:
While some might argue the weapon is not cursed, Dark side practitioners can feel the potential power and history that might radiate frm this item. Trying to use it (not just touching it) and focus their own power through the dark side of the force requires a 1d100 to be rolled the first time they make an attempt. On any result other than a 1 the practitioner will be able to use this item.
To create a unique physical sword that ties into the history of the site and expanded universe a bit. Practical for PvP yet not technically superior to more common technology. Also I'll be doing a plot to gain this item for my character and make it a series of events that immerse others more in the back story of the last TL and possibly have it used again in future TLs.


 
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Darasuum

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THEME​
The helmeted head of the Lieutenant turned after a moment to see several people coming into view. The bearded man from the Eternal Mask appearance was the one who was the one that called out to him. Roland looked over the others and saw Indy among them. Underneath his helmet he smiled a bit. but

The smile continued looking at the others but then dropped after hearing one of the strangers refer to the others as 'jedi' making it clear they were not. His helmet turned a little bit back in Indy's direction as if to silently ask for an explanation. "who are th-"

The Mandalorian wouldn't even get his question out before a spectral female figure appeared before all of them. Roland's eyes darted and straightened a little. Something about it told him it was not some hologram. If it was, it was good. Just as the ghost mention not being philosophically compatible he looked at the other new arrivals he had yet to meet. "I don't share the same hatered my ancestors did." He said in response.

@Killa Ree
 
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Darasuum

RANCOR SQUAD!
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DESCRIPTION
There are other weapons of legend besides the fabled Dark Saber or Mand'alor's Bes'kad. One example are the throwing knives made of pure beskar. Called the werda'kar in archaic Mando'a, or shadow blades in GSB, they appear to be just normal throwing knives of masterful craftsmanship. Each of them appear to have a damascus design hinting at a unique forging of the set millennia ago.

The original set consisted of six knives crafted at the request of Mandalorian of clan Solus, Koil Solus. On each knife, a small etching of a badger paw print is placed on either side of the handle. What's more, small runes are rumored to have a code written in Mando'a that only make sense when they are all collected. Some say it's just a love poem, others the names of killed jedi or sith, some say that there aren't any runes on it to begin with since the tools of violence haven't been seen in hundreds of years. These small weapons are the tools of death used millenia ago and easily forgotten to time.

After the set of throwing blades were crafted, Koil gifted them to his fellow clan member and leader, Raz Solus, a.k.a. Mand'alore the Chosen. She would have them in her possession until her death on Mandalore. But in the wake of the Sith's destruction the knives were not recovered from her home. Lily Solus would eventually get the werda'kar back after the original commissioner returned them. Being a forge master, she had the ability to modify the weapons and add scripture to the weapons, her own personal touch.

INTENT
Beskar is kinda clutch and I think that makes good sense for a throwing vibroblade (or several). A trusty knife is just old school and with some Mandalorian site history added to it. I want to had some variety to the artifacts available on the site and this could lead to a lot of interesting threads.
 
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