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Spawned out of necessity on the planet Barab I, a handful of Barabel Force Users were trained in the basic uses of Telekinesis and Physical augmentation through the Force to enhance their hunting and fighting capabilities. These first few Barabels were young and inexperienced, normally only hunting and establishing lands, away from the other clans, but they had a great help. Bok Rozs, a Sith Barabel returned to aid his clan, and in the nick of time too, to train 20 Barabel's in the uses of Shii Cho and the basics of the Force. From there, they dominated several surround clan grounds with small force tactics and expanded their reach on the planet, though there was an issue with expansion. As they cleared out territory, the remaining Barabel took most of their supplies with them. Spreading their existing supplies thin, the group was forced into the outer reaches of space for whatever work they could find, be it smuggling, mercenary work, or simply attacking trade ships, though when they did that, they made sure not to stir anything up with the Empire, as they knew the power of the empire from the stories told by Bok Rozs.
In there early years, the majority of the group were young Barabel, aging between 15 and 25 years of age. Most of the older members were put in a position of minor authority, with the consent of the younger members. They were tasked with training and caring for the younger Barabel. These, at times would grow into lifelong friendships, like such relationships of Grik Volic and his three overseers, who still aid him in his tasks as an active Sith Acolyte, having honed their skill more acutely since he left to join the Sith.
Further Down the Road
With the group slowly gaining notoriety across the galaxy, they have also gained a lot of new faces wishing to train with them. Reluctant at the thought of letting other races into a group where the welfare of their own planet, they allowed a group of one hundred mercenaries of several races, most notably, human, Nagai and other races reptilian in nature, train with them on their planet, which is known for its dangerous shifts in weather. If they were able to survive the ten week trial, they were admitted into the group at the lowest rank and given an Overseer. This was the beginning of the branching out of the group as a faction.
Ranking
The position of Hunter is synonymous with a Private or understudy. Your duties here, woud be to seek the guidance of older more experienced members, and attend training sessions as well as missions to further your skills and progress when the Advisors think you are ready.
View attachment 1565Assets, in the eyes of the group are lightly trained, capable soldiers to be sent on low risk missions.
Typically an older member of the Faction, given authority over willing participants. A single Overseer, depending on the amount of new Hunters and Assets being welcomed to the group, can oversee a small squad of between five and ten hunters. Effectively, a Corporal or Sergeant. Almost always a Barabel unless someone of another race is proven to be an effective leader.
The "boss's boss" as it were. A Commander leads the overseers in their decisions and has the final say for who does what mission, as well as provide a role model for initiates. The role of a Commander is a demanding role, as it requires one to use their better judgement to determine the best course of action as well as lead by example. Barking orders will not fly with the majority of this group.
The Barabaka are the absolute leaders. All Commanders and Overseers answer directly to the Barabakas' orders. They are entrusted with electing trustworthy leaders for field operations. The Barabaka is the only non-combatant as they have proven through years of dedication to the betterment of the Faction and has earned the authority they are given. They run all of the political business of the faction, and as a whole, decide on the course of action. Upon being named Barabaka, they are given the chance to choose two predecessors that will act for them should they be unavailable. The only individual they answer to is the pack's leader. All Barabaka as of the moment are NPC'd by yours truly.
SPECIALIZATIONS:
Force User - As clearly stated, this specialization is for those who wish to pursue the many uses of the Force, dedicating more time to training, academics and meditation to open conflict. Often students of an experienced Sith or a Sith themselves.
Smuggler - Typically a member of a small smuggling team doing the odd jobs and generating income for both themselves and the group. Often times dedicating their off time to honing their proficiency with various weapon systems, though not often are they effective at long ranges, though they tend to be more dexterous than others.
Pilot - These members are the means of getting to and from mission locations, and often times fighting off other small ships. They dedicate more time to perfecting their piloting as well as taking care of their spacecraft.
Soldier - The workhorse class specialization of the Faction. This class makes up the majority of the Faction and is given training in all areas of combat, including small unit tactics, reconnaissance and espionage. Soldiers often sell themselves to the highest bidder performing military-esque tasks for the buyer. Most of the income for the faction is generated here. Soldiers are the most well-rounded class, being good at many skills but masters to none or a few.
ETHOS
Soldiers of Barabel have a strong code of honor that they adhere to indefinitely. Anyone to break this code of honor is dealt with swiftly, by the very individual who appointed them. While the reaction to betrayal is swift, the death of the individual is not as they are thrust nude into the wild of Barab I with not much more than a sheet to cover themselves with. The elements of the planet during the day are so severe, they'll kill a man in but a few hours. There are __ Tenets of Honor that one should never break:
One: "Take heed, the word of the Barabak." Their authority is not something to be challenged unless you have a valid reason along with proof.
Two: "To forfeit a battle is to forfeit your life." This is disrespect to your squadmates and will be dealt with by said squadmates.
Three: "Earn your words." You earn authority. In no form is authority given to you.
Four: "For everything you take, leave behind something of equal worth." Do your job, and receive what you deserve.
Five: "Love and fear the Barab." While being wary of its dangers, do not sully the land of your ancestors.
(Still coming up with these.)
Assets:
Man power (NPC):
500 NPCs
Spacecraft
Ground Vehicles
Weapons (Small Arms, Explosives, etc.)
Ground Vehicles
Weapons (Small Arms, Explosives, etc.)
Members
Pending Grik Volic.
Base on Barab I
The main, for the time being, the only, base of the faction is a large secured base built within a cavern on Barab I. The base itself is a compound within the cavern, capable of maintaining a small settlement within, allowing for garrisoned soldiers to live comfortably alongside their families and friends. That is, if they are Barabel. Non-Barabel members, while receiving the same rights and privileges as any other member, have to adapt to a damp, cool and very dark surrounding. Since the admittance of the first non-Barabel, the issuing of limited light goggles have been a common practice amongst members closer to human biology. An added bonus is that the limited light goggles is that they're also capable of switching to dedicated night vision. This is only one way the tribe has adapted to accommodate the faction. It is explicitly expressed to non humans that any form of apology is a foreign concept to Barabel, and it will escalate situations much quicker, compared to simply walking away before things become physical. For the most part, the presence of humans and human-like individuals is welcomed simply because they do their art as well to protect the tribe as well. More will come about the base itself in time.
Affiliations
Hutt Cartel
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