Nyxova's Nexus

Nyxova

SWRP Writer
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Sharajj Zakura

Codename
Known Aliases

Species
Gender
Age

Height
Weight
Eye Color
Hair Color
Skin Color

Affiliation
Profession
Renown
Finances
Residence

Force Senses
Force Training

Theme

White Squall
Mother of the Endless Thorns

Dathomiri
Female
30 Years

5' 11"
147 lbs
Gold
White
White

Nightsister
High Priestess
None Offworld
TBD
Clan Fortress, Dathomir

Yes
Master

I Will Not Bow

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Prologue


In the beginning, _______________________

Recently,...

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Profile

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PERCEPTION
Unlike other High Priestesses, outsiders might find Sharajj's directness refreshing. With her clan focused on being the strongest magick users of the Nightsisters, she doesn't have time to waste finding colorful ways of saying what she means. This can at times cause friction with the other High Priestesses, but since the Clan of Endless Thorns aids in bolstering the strength of the other clans there's little prolonged conflict. Whether that always remains true isn't a concern, however. Whether it's by another clan or by some offworlder, the Endless Thorns will be ready to crush their opposition.

To visitors that fail to capture Sharajj's interest -- either from a lack of novelty, or a failure to offer something worthwhile in exchange -- she can appear to be unabashedly uninterested. At worst, insulting offers might earn unwelcome guests a trip deep, deep into the wilds. And now and then she even threatens to hand certain guests over to the Clan of the Risen Hand; where people useless in life can find new purpose in death.

Members of her own clan, however, get far better treatment. Everyone strives to put forth their best and to overcome weaknesses that hold back their potential. Passion and commitment to their art, each other, and the clan are paramount to those of the Endless Thorns.

RATIONALE
Offworlders once trod over leaders of Dathomir in search of knowledge and power. The Nightsisters learned from those mistakes and took efforts to not fall prey so easily in the future. The Endless Thorns continues the tradition of vigilance.

Commitment, especially between clan members, is vital. Not only does cohesion prevent outsiders (even other clans) from learning secrets they shouldn't, but it is the source of the Endless Thorns' greatest weapon.

BELIEFS
Outsiders are not to be trusted. Outsiders cannot be trusted. Outsiders seek only to learn from the Nightsisters for their own benefit. Outsiders will betray us. They are welcome to prove me wrong, but I will not waste my time watching their futile efforts to do so.

We will not strike the offworlders first. To do so would only invite a battle neither side would truly win, but might destroy the Nightsisters. But if they strike us, they will only ever do so once.

United there is no power in the galaxy that can defeat us. Their machines may devastate the surface of our planet, but our magick will gnaw not only at their souls, but that of their families back home. What we cannot tear out of the sky, we will leave no ground for them to return to. There is no mercy in war.

STRENGTH
Conviction that the Nightsisters are the rulers of Dathomir, their way of life is true, and that sisters of the Endless Thorns stand ready to defend their home just as fervently as those of the Crimson Vipers or the Silent Hunt.

Confidence that inspires her sisters to trust in Sharajj's leadership. She protects their interests in the ruling coven of the High Priestesses (Mothers).

WEAKNESS
Sharajj's fanatical devotion to her clan could deal a crippling emotional blow if anything happened to them.

Her sharp tongue and frankness can cause friction among other clan leaders.

A cunning party could manipulate Sharajj into attacking an enemy. Her devotion to protecting the Nightsisters and Dathomir is absolute.


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Capabilities


SKILLS & ABILITIES
Item
Item
Item
Item
Item
Item

NOTABLE PERSONAL EQUIPMENT
Dathomiri Armor
Phrik Quarterstaff
Item
Item
Item
Item

STARSHIP
None

DROID
None


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Nyxova

SWRP Writer
Joined
Sep 25, 2018
Messages
54
Reaction score
40
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Ahico Qiangshe

Codename
Known Aliases

Species
Gender
Age

Height
Weight
Eye Color
Hair Color
Skin Color

Affiliation
Profession
Renown
Finances
Residence

Force Senses
Force Training

Theme

Red Regent
N/A

Human
Female
25

5' 10"
134 lbs
Gold
Black
Warm Beige

Imperial Republica
Imperial Officer
RENOWNTBD
FINANCETBD
Atrisia

No
N/A

Keep Hunting

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Prologue


In the beginning, Ahico was the First Daughter and second child of the Qiangshe noble family. Theirs was a respected family with a tradition of supporting the ruling family. They rarely went out of their way to sabotage others unless it benefitted both them and the Imperial Republica (at least to a degree), choosing to bolster Imperial strength rather than sieze power at the expense of their future. Ahico herself was a studious child that took to her learns of ettiquette and family purpose well (aside from normal youthful rebeliousness). Her education was extensive and provided by some of the best schools or mentors available.

Dissention in the ranks, Ahico was abducted by rivals eager to learn of the Qiangshe family plans. With the help of a Force Sensitive trained in mental probes, they dove into Ahico's mind over and over again. There was only enough time for her vitals to settle between sessions. Agonized screams filled the room. Just as they prepared a last effort with the expectation Ahico would not survive, a Sith Lord eliminated all of the abductors. Ahico's limp form was then lifted and carried to a nearby medical facility.

The Qiangshe First Daughter responded well to physical recovery, but her vacant gaze had both Doctors and her family worried she might not recover mentally from the ordeal. A few days passed, when Ahico spied through the window the Sith Lord that had saved her approaching the facility. With a sharp inhale her placid features soon contorted in a clash of emotion. With uncoordinated effort she toppled, crawled, and scrounged for proper attire to wear. The wheel chair in the center of the room was violently thrown against the wall; in its place she slammed down a chair and took a seat facing the door.

When the Doctors admitted the Sith, having spent the last minute warning him of her unresponsiveness, they found Ahico with one leg cross atop the other, arms folded, and golden eyes staring at them. Without either saying a word, the Sith turned and Ahico followed. They spoke on the way out of the facility, with the young Qiangshe pledging herself to the Sith's Will.

Reborn in darkness, Ahico entered the military branch of the Imperial Republica at the Sith Lord's behest. He expected the training would bolster the young woman's capabilities and strengthen the will she'd already displayed. Determined not to disappoint the one that had saved her, Ahico committed herself fully. Marksmanship came to be her best combat skill, but what she learned about those in her unit and the rest of the training facility -- passed on to the Sith Lord -- was of more interest. Rather than just a tool of destruction, Ahico would become part of efforts to purge the Imperial Republica of weakness.

With time, Ahico embraced what she was to become. While her family privately worried about the fervent nature of their daughter's participation in Imperial affairs, Ahico herself came to savor it. Why attend gaudy dinners in overly elaborate dresses when she could reshape the world through more direct action. Many times required subtle manuevering or operating in the shadows, but she was not constrained to the same rules as others in The Game. This elevation instilled a swell of confidence and even sadism as she manipulated players with the backing of her patron.


application

present day

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Profile

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PERCEPTION
Met at a bar Ahico might appear to be just another officer with a small smile, cute body, and an calm, melodic voice. She might laugh, order everyone a round on her, and even lead the bar in song. But hardly anyone ever thinks of that Ahico when someone's asked to describe who or perhaps what she is. Some even mutter how she must have a nicer, saner twin sister.

In the field Ahico has a smile that lures victims close to feel the frosty bite of her solid ice heart. Perceptive members of society already know to stay away or that they're in danger by the glint in her eyes. A practiced smile cannot mimick a genuine mirth reflected in the eyes.

Charged with a task (or finding something herself requiring attention) Ahico is quite meticuous going about her business. She often gives victims a chance to confess, then explains the situation, details the punishment, and then executes the affair in a single meeting. Rare are people afforded the 'pleasure' of repeat visits, or prolonged suffering.

Worse than the cruelty that is draped about her like a cloak, however, is her explosive passion. Whispers of her response to uncovering traitors is what would keep most suitors at bay. Where Ahico is normally cold, the wild fire that burns in her eyes once rot is uncovered is said to rival stars.

BELIEFS
A dyed in the wool fanatic of the Imperial Republica and the Sith. She faithfully executes orders assigned to her regardless of how deprave they may be. However, she does not do so blindly. There are always opportunities for advancement or to benefit the Republica in ways perhaps the mission was not originally aware; Ahico enjoys finding ways to demonstrate not just her loyalty, but how indispensible she is to carrying out the Republica and Sith's will.

Those that seek to weaken the Imperial Republica must be purged at any cost. Civilian, Imperial Officer, and even Sith... none that would destabilize their way of life goes unpunished. If a target is worthwhile enough, Ahico wouldn't bat an eye if given permission to wipe out an entire planet for one person.

The most committed side wins. Those afraid to sacrifice what they have risk being overthrown by a more committed adversary. Reckless abandon serves no one, but unnecessary sentiment can paralyze an otherwise exceptional warrior.

RATIONALE
Ahico believes she can feel the Dark Side (a delusion). Despite her lack of sympathy for sentients across the galaxy being described as 'cold,' Ahico believes in the power of devotion -- in her case, to the cause of the Sith. She gravitates to those with a deep connection to the Dark Side and their passions.

Those demonstrating a lack of resolve or loyalty to the Imperial Republica and its agenda offend Ahico. After committing herself completely it grates to witness others lackadaisically carrying on.

STRENGTH
Unwavering devotion to the Sith.

Willing to do whatever it takes to ensure loyalty to the Republica. Whether that's political manuevering, removing ineffectual leaders, or wiping out entire conclaves of sentients Ahico is committed to fulfilling her duty.

A steady hand. In her military training Ahico was a renown marksman.

WEAKNESS
Her fanaticism could blind her to certain facts.

The zealous passion and sadism most see on display often makes meaningful or lasting relationships difficult if not impossible.

Ahico may at times go too far to accomplish her mission. She might unnecessarily wipe out a village to make a point, for example.


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Capabilities


SKILLS & ABILITIES
Discipline
Marksmanship
Leadership
Ettiquette
Interrogation
Sword/Blade Combat
Hand-to-Hand Combat

NOTABLE PERSONAL EQUIPMENT
Armor
Weapon
Weapon
Item
Item
Item

STARSHIP
None

DROID
None






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Nyxova

SWRP Writer
Joined
Sep 25, 2018
Messages
54
Reaction score
40
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Mira Cova

Codename
Known Aliases

Species
Gender
Age

Height
Weight
Eye Color
Hair Color
Skin Color

Affiliation
Profession
Renown
Finances
Residence

Force Senses
Force Training

Theme

Pandora
Synithea

Human
Female
20

5' 8"
128 lbs
Honey Brown
Dark Brown
Warm Biege

Independent
Mechanic/Swoop Racer
RENOWNTBD
FINANCETBD
HOMETBD

Yes
Minimal

Check It Out

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Prologue


In the beginning, Mira was just a teen that loved working on whatever she could get her hands on. At times even chased out of the local workshop for tinkering with something that didn't belong to her. In her defense, she totally fixed it in a fraction of the time the original tech estimated. In hindsight, probably why they were upset -- harder for them to milk it for credits.

Then one fateful day, a Sith Lady's carriage broke down. After punishing the tech responsible for its upkeep, the Lady had a problem -- who was going to fix her ride? Well a nearby, trustworthy shop took her in for a hearty amount of credits, of course. They even planned on doing it at cost just to keep their heads attached to their shoulders. Chivalry wasn't dead after all. But they were worried they wouldn't get it done as fast as the Lady demanded. Swept up by the challenge, the energetic youth tore into the beast of a machine -- after a fruitless chase by the workers while she explained the diagnosis.

Impressed by the speed with which Mira repaired the vehicle, the Sith Lady invited the adolescent to visit her enterprise. Oh, and the Sith might have been just a bit interested in the whole Force Sensitivity bit that seemed to guide Mira's hand during the repairs; but that was really a minor part, and she totally dug Mira's style.

What could a bright-eyed youth do in the face of such an offer? Accept, duh. Boring story if she stayed in some nameless workshop. So Mira headed off to the Sith's place. There the Sith Lady offered Mira a job. A sort of work placement opportunity. Some formalized training that just so happened to draw out Mira's Force aptitude without the entire gammut of ability, and a little time, and soon the Sith Lady had an exceptional performer on her hand. Research and development of some relatively minor projects grew into steadily more important ones. Mira was elated. Every now and then the Lady's temper flared toward others, but the two of them got along wonderfully.

Then disaster struck. What fairy tale was complete without everything falling apart? An explosion struck the facility; everyone and everything related to their most recent project was lost. Everything except Mira, herself. The young woman hit the streets ahead of blaster fire. Who started shooting first she didn't stop to ask. Was it whoever blew the place up? Was it the Sith Lady afraid her secret would fall into the wrong hands? Mira couldn't care less -- all she knew was she had no one to trust, only her life left to lose, and a mad scramble to survive.

Two years later, Mira has begun to settle in to finding new work. Having spent the time moving shop to shop, planet to planet, to afford basic necessities, Mira also managed to stash away credits to set herself up a new life. Doubtful she could hop into some corporation without ending up on the wrong radars, Mira instead focused on racing. With her talent in repairing vehicles, only seemed a logical extension to hop on one and give it a spin. Mostly street races at first; nothing grand or official. Brought in some credits though. More than she'd had in a while. Financed tuning her beauty.

Not much made sense any more, but focusing on death-defying feats on unsanctioned tracks among some cut-throat characters kept her mind off things. For now, she's kept the past in her rear view mirror hoping it never manages to catch up to her.


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Profile

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PERCEPTION
A young woman whose uncanny abilities with equipment, droids, and vehicles makes every workshop proud to have her on staff -- for however long she tarries in a given place. Better yet is the friendly, and even upbeat demeanor she has with coworkers and customers alike. Laughter and smiles often make for pleasant first impressions.

Invited to a local cantina or club, Mira is happy to share a drink or two with people at work. Now and then she might even hit the dance floor. At the end of the night, however, she often slips away into the night.

Left to her own devices, Mira often tarries at the shop tinkering with someting; but now and then she gravitates to local street races. Surrounded in those crowds she puts on a bolder front, and even plays to the crowd, but it's all about the race; the credits are just an added bonus financing work on her own craft.

BELIEFS
Mira believes it's better if she keeps a low profile to avoid drawing Sith attention. Not only could they come for her, but everyone around her could be in danger of more extreme methods of pursuit.

Despite the conscious effort not to draw attention, however, Mira often struggles with her belief that her talent could be used to improve society somehow. The galaxy is full of wonderful inventions, but with so many people and planets possessing a variety of needs there are boundless opportunities.

RATIONALE
Having worked for and along side a few Sith in her short career Mira is aware of what they're capable of; at the time she was distracted by the work and turned a blind eye to it without thought.

Street Racing requires her complete attention to avoid hazards on the makeshift tracks. Keeps her mind of the past in her rearview mirror.

Her 'natural talent' (or Force attunement) with mechanical and electrical systems -- even if she doesn't understand its true nature -- is unmistakable. Plus fixing and building such things brings with it a sense of fulfillment.

STRENGTH
Instinctive diagnosis of mechanical and electrical systems. She can also conceptualize mechcanic and electrical designs in her head. This is perhaps the extent of the 'training' she received in the Force -- the Sith fostered that connection to the physical world while neglecting to mention how or where it came from.

Quick reflexes that allow Mira to pilot vehicles with uncanny precision, and avoid environmental hazards that might be lethal to most (especially those lacking Force sensitivity).

WEAKNESS
Fear of attracting too much attention cools lofty aspirations like becoming known as the best racer in the galaxy. Those around her might mistake it as a lack of ambition, but it's genuine fear. Rising to the top would have her face plastered across every planet; all but painting a bullseye on her for anyone still searching for her.

Likewise she tends to humbly keep her technical skills confined to droids and vehicles. Mira is wary of attracting another Sith's -- or really anyone's -- attention with her aptitude. Building lofty designs intended to change the face of the galaxy got everyone close to her killed before her very eyes. Not something she'd cared to experience again.

Mira also exhibits a little bit of recklessness. Not so far to invite death, but many street racing crowds are surprised with the feats a Human like her can get away with. The very act of racing at all despite any attention at all possibly giving herself away is reckless enough.


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Capabilities


SKILLS & ABILITIES
Mechanic
Pilot
Item
Item
Item
Item

NOTABLE PERSONAL EQUIPMENT
Armor
Weapon
Weapon
Item
Item
Item

STARSHIP
None

DROID
None


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Template by @ZayPat
 
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Nyxova

SWRP Writer
Joined
Sep 25, 2018
Messages
54
Reaction score
40
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Fae Liluna

Codename
Known Aliases

Species
Gender
Age

Height
Weight
Eye Color
Hair Color
Skin Color

Affiliation
Profession
Renown
Finances
Residence

Force Senses
Force Training

Theme

CODENAMETBD
ALIASESTBD

Zeltron
Female
22

5' 10"
146 lbs
Gold
Pink
Pink

Independent
Smuggler
RENOWNTBD
FINANCETBD
Zeltron

No
N/A

Naughty Naughty

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Prologue


In the beginning, _______________________

Recently,...

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Profile

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PERCEPTION
Expressive. Fae wears her heart on her sleeve, for better or for worse.

If you're trying to escape into a deep, dark, dank hole where no one knows your face, your name, or your cares this Zeltron is the last person you want walking into your cantina. Bartenders tend to like her because she tips well for great service. Librarians on the other hand start reaching for their blasters when she enters the building.

With a face-splitting grin and a seemingly endless, eccentric wardrobe Fae makes for a great cheerleader to those putting on performances, someone that could draw crowds if you're in need, or that person that will break the silence because quiet is boring. Every social haunt imaginable is her destination; doesn't matter how dangerous the reputation. Handsome? She's got a smile for you. Scarred and grim? She'll smoosh your face between her hands with a giggle. Personal boundaries only exist on paper, and Fae misplaced her copy.

Because of her loud, cheerful disposition in a grim dark world full of Sith plenty are tempted to think Fae lacks something between her ears.

BELIEFS
It's only a crime if you get caught.

So don't get caught, right?

It's only immoral if it causes lasting harm.

Like, we had a night together, get over it already.

A smile is worth a thousand words, but frenching someone can last a lifetime.

Probably just a single night; but the memories are for-ev-er.

If someone tries to kill you, you try to kill them right back.

I heard that somewhere. I like it. But, if you don't show me yours, I won't show you mine.

RATIONALE
Life is short, and the galaxy is on fire. Everyone's so busy taking everything so seriously, Fae figures they've forgotten about being happy. If you don't even remember what happy is, of course you're going to be a sourpuss.

She also doesn't give a nerf what people think about her. Try to cross her and she'll give you a beating; but if you behave yourself there's nothing that says they can't party.

STRENGTH
Always on the lookout for opportunities, Fae doesn't let set backs slow her down.

WEAKNESS
Hedonist. Selfish.


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Capabilities


SKILLS & ABILITIES
Pilot
Item
Item
Item
Item
Item

NOTABLE PERSONAL EQUIPMENT
Armor
Stun Gloves
Weapon
Item
Item
Item

STARSHIP
TBD

DROID
T.E.S.S. [Total Entertainment and Service System]


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Template by @ZayPat
 
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Nyxova

SWRP Writer
Joined
Sep 25, 2018
Messages
54
Reaction score
40

The Nightsisters
Planet: Dathomir
DATHOMIR SYSTEM, QUELLI SECTOR, OUTER RIM
Excerpt | History | Government | Culture | Structure | Assets | Roster | Relations
[TR][TH] [/TH][/TR]

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The Nightsisters (also known as the Witches of Dathomir) are an order made entirely of Dathomiri females from nine clans. Those able to wield the arcane magick fueled by the Dark Side are instructed in its use; the rest find worthwhile and vital roles to serve their clan. Rigorously tested, only those able to overcome fear or madness take their place along side their sisters.

The perils that plague the planet take many forms; the most well-known of them is the rancor. While a few rancors are tamed by a select few as mounts, most prowl the wilds alongside many other terrors. Nightsisters must remain ever vigilant in order to survive. With the source of their power deep within the planet itself, most Sisters choose to stay despite Dathomir's nightmares.

Most outsiders know little of Dathomir or the Witches inhabiting it except few uninvited return. The promise of untapped power is often tempered by tales of sorcery and nightmares to curdle a sentient's blood in the telling. To those daring enough to go, steel your hearts and your minds; for you will soon pass into story in possession of strange wonders, or become yet another permanent resident of the dark, ravenous world.

History

An offshoot of Zabraks, the origins of Dathomir's original settlers or the reason they stayed have been lost to time. Sufficient time has passed, however, that female Dathomirian Zabraks do not possess cranial horns. In that time they came to develop their matriarchal society, which most Nightsisters believe resulted from a powerful, female figure responsible for their ancestor's survival on such an unforgiving world.

Most Clan Keepers believe in the beginning there was a single, small clan. As its population grew it became necessary to split into separate groups; these naturally developed into their own clans, forced to contend with unique matters to their survival. When this came to pass it is said the Book of Law was written to keep the daughters of Dathomir united in purpose. Over time the number of clans appears to have fluctuated, with some succumbing to Dathomir's many hazards; while modern clans each established strongholds apart from the rest able to handle even a growth in population with further division becoming unnecessary.
Shortly after the Hundred Year's Darkness (~7000 BBY) the Witches of Dathomir were content with their progress and strength as a people. Perhaps arrogantly so. All of that was before the Great Mother Sycorax -- one of the most powerful Force users in the galaxy -- was betrayed and struck down by a Sith Lord. In the wake of this travesty, and as a result of their hubris, two other Mothers and their clans were also killed by offworlders. Even the High Priestess of the Black Hand was struck down on Dathomir; though as a rogue sect of the Nightsisters few tears were shed in their passing. These events catapulted the Nightsisters into bolstering their fortifications, and distrust of offworlders that would claim their power and world for themselves.

While ensnaring rancors for transportation and defense remain a strong tradition with the Nightsisters -- foregoing the convenience of hover vehicles -- adoption of stronger weaponry steeped in history has also increased over the centuries. Where before small villages with quaint huts served for some clans, most now have fortifications made of sturdy walls, traps, a maze of corridors, and a number of Terrors -- Nightsisters and Nightbrothers alike -- trained in the art of combat.

Meanwhile, little has changed with the Witches' practice of magick, though Delvers strive everyday to find new or stronger ways to apply this undeniable source of power. Even many traditions and rites associated with it remain the same. Violation of the sanctity of places of power or proper behavior are punished severely. None can be found taking their way of life for granted; too many offworlders -- namely the Sith -- have taken too keen an interest for the Nightsister's comfort. In essence, the Practitioners of the Force and those of Magick are in a de facto state of cold war.

Over the past century or two the thought of using the Sith to their advantage has begun to surface once again, however. There remain clans opposed to the idea despite the possible benefits. Some of their ancestors (especially of clans that no longer exist) once thought that way as well, and suffered as a result. Dissension in the ruling coven is a matter the Matriarch is monitoring carefully; only time will tell whether an opportunity rises that is too good to let pass by, or if there exists a Sith whose word can be trusted. As for the other High Priestesses acting outside the coven's will that too remains to be seen -- but if found out, the consequences would be most severe.

What has not changed over the centuries are the stories -- most of which being true despite their fanciful nature -- of the Nightsister's ritualistic magick. Correctly wielded the ichor wielded by their number can stand toe-to-toe with wielders of the Force, and even manifest in ways unheard of by Jedi or Sith. The most terrifying to witness in person is the half-life animation of the recently (and not so recently) departed to aid in slaughtering clan enemies. Less imposing, yet just as impressive is their ability to instantly appear or to move from one place to another. Many applications of an arcane art that has captured the attention of no shortage of scholars or power-hungry over the years.

Government

The Nightsisters of Dathomir are a Matriarchal society. The High Priestesses of the Nine Clans form the ruling coven to decide over matters that extended beyond a single clan. Interstellar relations are one such matter requiring an assembly of High Priestesses presided by the Matriarch.

Each High Priestess rules their clan and their lands as they see fit. Most clans are separated by considerable distances so conflicts over resources are rare. Whatever their differences, the power structure of each clan roughly resembles one another to avoid confusion; as does the need for initiates to prove themselves more than dead weight before being entrusted with instruction or power. Priestesses pass down the strategy and aims of the clan to Speakers, who then instruct Vessels and Acolytes how to see their will manifested.

It is extremely rare the upper echelons of power would need to bother with day-to-day matters or the need to dispense justice. Each of the higher levels monitors those beneath them for unbecoming or criminal conduct. After the trials a Nightsister undergoes to prove their worth, few have ever disgraced themselves to the point of requiring punishment, however.

Society & Culture

None dares question the authority of Nightsisters on Dathomir. Any that seek to challenge their authority are swiftly washed away by the sands of time. To most their iron rule is balanced by the self-control instilled in Dathomiri females long before their first thought of becoming a Nightsister themselves one day. Issues affecting the clan are dealt with the same fervor as rebellion. And matters that affect more than a single clan are monitored closely by the Matriarch herself; a figure of indomitable will that balances leading the Nightsisters without intruding on the clans' autonomy.

The males of Dathomir -- often Nightbrothers -- are ruled by the Nightsisters, and are taken for mates at the sisters' discretion. They serve a variety of roles in Dathomiri society, but are not trained in the use of magick. While not treated equally, they are not dismissed as lower lifeforms. The same may not be said of offworlders caught by a clan violating one of the Witches' Laws, however.

Instruction in magick is restricted only to Nightsisters, however, and only to those that have risen to at least Acolyte. For an initiate to rise in stature requires passing a number of rigorous tests. Dathomir being is largely wilderness, it is the struggle against the danger from within and without that gives the sisters focus and strength. It is not unusual for a young female to succumb to fear or madness during their test in this merciless landscape, and be left to perish in the wilderness.

Those young women that fail to rise above their Initiate status yet still manage to survive in the wilds are considered Wilders. They receive no aid by the clans, and are often considered feral -- many driven to madness by what they endure day to day, and driven to attack even their own kind. To avoid that fate, young female children are taught by their mothers and the members of the clan how to prepare for their trial. All have a vested interested in every child's success; they go on to fulfill one of any number of roles in their society, or perhaps someday one of their greatest leaders.

Furthermore, technology exists, but is used only where absolutely necessary. Medical equipment or certain weaponry fueled by magick are common sights. Any vehicle not born of riding wild beasts is unheard of for a child of Dathomir. Offworlders may occasionally visit in their skyships; with such sights scorned by many as indicative of weakness in one's body or mind to brave the wilds.

Nightsister Clans

There are currently nine ruling clans of the Nightsisters. Each selects a High Priestess that leads their clan, and serves as part of the ruling coven. Of those nine High Priestesses one rises above the rest as the Matriarch of the Nightsisters. The clans are held together by their dependence on one another in order to survive on Dathomir's surface, and a strong kinship or respect for one another. Only women able to survive initiation remain members of the clan after adolescence; the rest perish in the wilderness.

All clans adhere to the hierarchical structure, and are subject to the Matriarch. How they differ in adhering to the tenants and traditions of the Nightsisters, or in practicing magick may vary due to each clans' unique history on Dathomir. Each may seek to stand out from the rest, but ultimately they remain united in their common pursuits.

It is common for clans to compete against one another despite the substantial distances usually between them. This is yet another means to hone their skills, but really it's to rise in stature. It is not a foregone conclusion that the heir of the current Matriarch's clan will assume the role as Matriarch in the event of her passing. In a crisis -- provided the High Priestesses don't collectively object -- this may be the case at first, but eventually the next worthy of the position will be chosen by trial.
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Clan of Crimson Vipers

The Clan of the Crimson Vipers are best known for their combat prowess. While the Witches of Dathomir are a deeply spiritual people known for their magick, this clan settled in a region filled with beasts. The strength and reflexes of these sisters grew to meet their foes in battle; and many Nightbrothers outside of the clan have petitioned the clan to learn their techniques.

Any seeking to invade Dathomir on the ground would be wise to steer clear of this clan. While those anxious for warriors bolstered by Nightsister magick should pay whatever extra cost the clan demands for their services. Those trained in martial combat and strategy can be found in any clan, but the Crimson Vipers are the undisputed best Dathomir has to offer.


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Clan of Endless Thorns

Of the three Clans renown for their skill in magick as a whole, the Clan of Endless Thorns boasts the strongest of the Nightsisters. Above and beyond any one sister's ability is this clan's discovery of circle magick -- the ability to chain multiple women together to bolster the power of a spell or to perform spells no one person could. With such power at their disposal, the Endless Thorns have emphasized the need for vigilance; both to prevent themselves from becoming overconfident as their ancestors had, and so other clans do not learn their secrets.

Those interested in learning the strongest spells of the Nightsisters would seek out the Endless Thorns. However, outsiders are regarded with extreme suspicion. Rumors have it no offworlder has ever earned the privilege to study their techniques.


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Clan of the Forsaken

True to their namesake, the Clan of the Forsaken are the least traditional of the clans. Their aim is to uncover knowledge and power in any form, and from any source. Despite their looser interpretation of the Nightsister ways, however, they are not outcasts. Not entirely understood by the rest perhaps, but they obey the Matriarch like any other clan and in turn the Matriarch seems to tolerate their strange methods.

It would not be unheard of for outsiders to interact with this clan. The Forsaken are devoted to all forms of knowledge and power, including magick, which makes them open to sharing. Despite their willingness, however, the clan is not naive in their dealings. It would bode poorly for anyone attempting to renegade on their agreements.


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Clan of Hollow Hearts

The Hollow Heart Clan specializes in using magick to shape sentient and beast perceptions of reality. Hallucinations, emotional and memory manipulation, endless nightmares, and more are the purview of this clan. Few challenge this clan unnecessarily; distance is no obstacle to tormenting leaders while foot soldiers carry out their instructions. When parents terrorize children with tales of Dathomir there is no shortage in tales involving feats of the Hollow Hearts.

If it's plaguing a nemesis or requiring a guide through a mental minefield, you would not go wrong seeking a Sister of the Hollow Hearts. Just be sure you do not run afoul of this clan, or death with be nothing but a sweet relief of a life's worth of haunting visions.


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Clan of Nameless Horrors

Fierce beats become trusted companions of the Clan of Nameless Horrors. These sisters have focused on communing with the life crawling across Dathomir. With their connection they have had the most success in reliably controlling monsters such as the rancor, and using them as steeds in battle. This talent can also be used to uncover the source of local disturbances driving creatures wild; other clans at times rely on the Nameless Horrors to resolve such matters.

Thieves or poachers of young rancor are not unheard of on Dathomir. Should any participating in such crimes be caught they can be assured of a slow, agonizing death at the hands of the Nameless Horrors.


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Clan of the Risen Hand

When offworlders speak in hushed whispers of the Nightsisters, they do so in reverence of the Risen Hand. Tales of witnessing the loved ones rising from the grave and not stumbling, but racing across the ground with bony fingers and teeth bared draw out primal fears few knew existed. Among the clans it is the Risen Hand that continue perfecting the art of commanding the dead. Where others might raise an army relying more on terror than ability, the Risen Hands' spells are said to instill those husks with a sort of unlife -- a mote of intelligence making them even more lethal on the field of battle.

Do not seek out the Risen Hand to commune with the dead, the perverse response received in turn will not be of good humor. That said, rumors among the clans have it this clan has managed to commune with the departed -- but only the most powerful or willful of spirits. What secrets they impart remain a mystery, as does the veracity of the rumors themselves.


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Clan of the Secret Song

Third, but not least, of the three clans adept at magick as a whole, the Clan of the Secret Song are the scholars of the Nightsisters. They strive to find the deepest reaches of their magickal abilities. Every day their most attuned sisters seek to uncover Dathomir's darkest secrets. It is from their zealous pursuit that the current Matriarch hails from this clan; while the Endless Thorns may be stronger and the Forsaken more knowledgeable, it is the Clan of the Secret Song whose cunning applies the clans' abilities with precision.

Offworlders seeking audience with the Ruler of the Nightsisters, or any contract with one of the clans, would need the Matriarch's permission. As would any offworlder seeking to establish a settlement or enterprise of any kind on their world. Caution is advised when dealing with the Secret Song, as they are well known for word games and arrangements rivaling those of the Sith.


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Clan of the Silent Hunt

While the Nightsisters often remain on Dathomir, the seat of their power, the Nightsisters of the Silent Hunt have mastered the art of assassination. While not [knowingly] practiced on their own, such deadly women have been used against offworlders, and they gladly take down the most ferocious of beasts before their presence is noticed.

Some of the galaxy's best assassins could be found among their number, if their talent were widely known. Unlike others that might need personal time, recovery time, or 'variety,' these Nightsisters are devoted wholeheartedly to their lifestyle.


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Clan of Unseen Eyes

While the Clan of the Silent Hunt excels at death, the Clan of the Unseen Eyes are unrivaled at moving unseen in the world. They hone their skill to serve as scouts or spies of the Nightsister clans. Slipping silently among the many creatures of Dathomir allows them to explore regions that would otherwise claim lives just for a glimpse. New resources or nests can be found by the sharp eyes of the Unseen.

Some say these sisters are able to hide in plain sight. They train to remain motionless in the wilds, or to go unseen among the other clans by adopting appearances, mannerisms, and even voices of other clan sisters. While their ability to pass as other Nightsisters impresses on Dathomir, the Unseen would be expected to quickly adapt to offworld conditions if it became necessary.


Structure

The Matriarch - Also known as the Great Mother. Occupied by the strongest and most cunning of the High Priestesses -- one (1) being. She is expected to lead all of the clans and not favor her own above any other.

High Priestesses - Also known as the Mother of a clan. Occupied by the strongest or most wisest of each of the nine clans -- eight (8) beings in addition to the Matriarch. They serve as the leader of their clan. At times they may all assemble to discuss matters pertaining to Dathomir and the Nightsisters as a whole.

Priestesses - Occupied by some of the best a particular clan has to offer -- normally three (3) to five (5) beings. It is rare that a Nightsister unable to wield magick would obtain this position.

Speakers - Occupied by the most proficient or capable clan specialist of a particular art -- one (1) being per art. Each is expected to train Vessels and Acolytes in their ways, incorporating new Nightsisters into their ranks to strengthen the clan.

  • Art of Delvers - These clan members specialize in researching ways to bolster existing magick, or finding new magicks.
  • Art of Keepers - These clan members are charged with ensuring the preservation of Dathormir itself, resources the clan relies upon, and the clan's culture.
  • Art of Terrors - These clan members provide martial protection for the clan, and defend it from invasive threats both foreign and domestic.
  • Art of Builders - These clan members design and build structures or devices needed by the clan. They often forage for new resources the clan can use.
Vessels - Occupied by the majority of a Nightsisters' clan's number, these are the people the other positions instruct and command.

Acolytes - Occupied by those that have proven worthy of instruction.

Initiates - A young Dathomiri female that seeks to prove her worth to become a clan's Acolyte.

Nightbrothers - Any Dathormiri male. They may hold any number of positions in society except one of authority over the clan.

Wilders - A rare Dathomiri female that failed to become an Acolyte, but managed to survive alone out in the wild. Often driven mad from fear or rage; they survive in the wilds, and are considered dangerous if encountered.

Assets

Locations

  • The entire planet of Dathomir is currently under the control of this faction.
Offense / Defense

  • Magick Altars
  • Magick Artifacts
  • Energy Bows
  • Spears
  • Swords
  • Knives
  • Shields
Transportation

  • Rancor, mounted
Misc.

  • The Ichor of Dathomir is a potential ingredient in magick taught by the Nightsisters. Its power is strongest on or around the planet itself. It is a venerated and cherished resource not exported or bestowed lightly.
  • There are many natural resources on Dathomir. They are currently not exported, but used to sustain both Nightsisters and Nightbrothers independent from the rest of the galaxy.
Roster

Leader

  • The Matriarch / Great Mother - TBD from the Clan of the Secret Song
Ruling Coven

  • High Priestess / Mother - TBD from the Clan of Crimson Vipers
  • High Priestess / Mother - Sharajj Zakura from the Clan of Endless Thorns
  • High Priestess / Mother - TBD from the Clan of the Forsaken
  • High Priestess / Mother - TBD from the Clan of Hollow Hearts
  • High Priestess / Mother - TBD from the Clan of Nameless Horrors
  • High Priestess / Mother - TBD from the Clan of the Silent Hunt
  • High Priestess / Mother - TBD from the Clan of the Risen Hand
  • High Priestess / Mother - TBD from the Clan of Unseen Eyes
Clan [NameHere]

  • High Priestess - TBD
  • Priestesses - TBD
  • Speakers - TBD
  • Vessels - TBD
  • Acolytes - TBD
  • Initiates - TBD
Alliances & Relations

Blue - Strong Alliance or Friendship

White - Mutual or Beneficial Relation
Red - Strong Rival or Enemy

Gray - No Appreciable Relation

= Imperial Republica

= Old Empire
= Rebels
= Mandolorians

Intent

To create a write-up of the Nightsisters of Dathomir to provide a structure or framework for others to join, build up, and enjoy. And provide a consistent backstory for those seeking to engage PC or NPC Dathomiri for character or plot progression purposes.

Contribution Credit (Alphabetical)


  • Deviant (Leviticus)
  • Emily Huene (Aris the Witch)
  • Malon (Wyck)
  • Phoenix (Tavek Aldir)
  • Sreeya (Zanna Kressh)
  • Taz (Vash Windrider)
  • The Gatekeeper (Sycorax, Allya)


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