Experimentation

Name:
Race: (Human [Normal, Elf-blooded, Pale], Elf, Dark Elf, Dwarf, etc)
Age:
Allegiance: (Nation you owe fealty to)
Position/Role:
Skills: (optional)
Weaknesses: (optional)
Weaponry/Gear:
Appearance:
Personality:
Brief History:
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Race: Elf
Age: 62
Allegiance: Shaodor
Position/Role:
Skills: (optional)
Weaknesses: (optional)
Weaponry/Gear:
Appearance:
Personality:
Brief History:
The Maelstrom's primary mission lies with peacekeeping within and exploration beyond the Outer Colonies into uncharted areas. However, with various seemingly unrelated attacks in the Outer Colonies, the Maelstrom and her crew, especially its SPARTAN-V platoon, has been asked to investigate and, if necessary, launch an offensive to subdue any major threats.

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The Sojourn's standard crew quarters include basis furniture, a dresser built into the bed, an armor locker and a personal weapons locker, a desk-mounted personal console system with attachments for a personal computer, and an overhead storage rack along, a holoplayer, and various shelves.
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Larger than the standard quarters, an officer's quarters consists of a bedroom merged with a den. These quarters also include the same amenities as the standard quarters, but also feature a miniature refrigerator, pantry, and microwave element.
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Containing all the amenities of standard officer's quarters, these quarters often contain a full bathroom and a front room/office in addition to the bedroom. Quarters such as these are often afforded to Jedi and guests along with the senior officer staff.
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The ship's common areas such the one pictures above contain various means of entertainment as well as a small kitchen and meeting table, the common area itself connecting to a series of quarters and bathrooms to the main ship corridors.
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Multipurpose in nature, the primary room of the medbay can serve as both a general examination room or a surgical center. It immediately connects to the inpatient rooms.
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A brief explanation of rates:

Rates are the combination of a rank and job and are used by the Navy exclusively. An example would be that a navigator with a base rank of Petty Officer Second Class would have the rate of "Navigator Second Class." For SPARTANs, the above rule only applies for E-1 through E-3 rates, as SPARTAN petty officers are referred to by rank and not rate.

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UNSC naval officers do not have rates listed in the way that enlisted personnel do. Instead, all officers are addressed by rank. Warrant officers, however, as differentiated from regular officers by being treated primarily as enlisted personnel, but are specialists and trainers in their specialization. The exception to this unspoken rule is combat medical personnel, who are regarded as officers.

Examples

-A doctor who is W-1 would be "Medical Officer 1"
-An O-1 would be "Ensign"

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Spartans, due to the MSP, can now have varying loadouts depending on their combat role. The basic layout is as follows:

-Assault Rifle
-A Second "Primary" Weapon
-Magnum
-Combat Knife
-Energy Weapon
-2 Fragmentation Grenades
-2 Plasma Grenades
-An Armor Ability

Combat Role specific rules for layouts are as follows:

Demolitions: The second "primary" weapon is a Shotgun, the energy weapon is an Energy Hammer, and grenades are replaced with various explosives such as C4.

Infantry: The second "primary" weapon cannot be a Sniper Rifle or ARC.

Heavy Infantry: The primary weapons must be a Shotgun, SAW, ARC or battle rifles.

Marksman/Sniper: The second "primary" weapon is a Sniper Rifle.

Mechanic: The energy weapon and a set of grenades are replaced with various tools and gadgets, which can be used as melee weapons if necessary.

Medic: The second "primary" weapon and one set of grenades are replaced with various medical tools, supplies, and medicines.

Tactical: The energy weapon must be an Energy Sword or Energy Stave, while the second "primary" weapon cannot be a Sniper Rifle or SAW.
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  • The UNSC Legacy is the seventh and utmost recent addition to the UNSC's fleet of Infinity-class supercarriers. As such, it is an ideal flagship and long-term exploration vessel as the ship itself is self-sustaining in terms of energy as well as food. The ship has a regular crew of roughly 17,200 personnel that can be divided as follows:

    -9,000 naval personnel (including SPARTANs)
    -6,000 marines
    -1,700 intelligence personnel
    -500 civilian/paramilitary personnel.

    Otherwise, the Maelstrom can safely accommodate roughly 30,000 people including personnel for various rescue missions and troop transport, though the Maelstrom is not designed for this purpose.

    Regardless, the other specifcations, except the massive amount of weaponry, is as follows:

    -Length: 5,694.2 metres (18,682 feet)
    -Width: 833.3 metres (2,734 feet)
    -Height: 1,041.2 metres (3,416 feet)
    -Hull Thickness: 490 centimetres (190 inches) of Titanium-A3

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    The cafeteria seen above is one of many seen throughout the ship. The ship also includes a wide variety of dining facilities, a bar, and various other entertainment and dining options.

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Bridge Crew (Major NPCs)​

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    Nick-/Codename:
    Designation: N-0AR993652
    Age: 52
    Gender: Male
    Height: 5' 11"
    Weight: 160 lbs
    Species: Human
    Eye Color: Blue
    Hair Color: Grey
    Branch: UNSC Navy
    Rate: Rear Admiral Lower Half (O-7)
    Assignment: Captain, UNSC Legacy
    Personality: (optional)
    Biography: The great-grandson of Captain James Cutter,
    Notes of Interest:

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The UNSC

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Orbital Drop Shock Troopers

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Project PERSEUS
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    Depicted Above: the aforementioned armor in its base form and default color with no attachments.

    The Mjolnir Mark-VIIIB GEN2 Power Armor is the utmost advanced of its kind. Capable of housing a top-of-the-line AI that will work with the wearer through the same neural link the armor uses. Increasing the wearer's abilities even further than before, the armor's nanomachines can heal the wearer's injuries and repair the armor itself in most cases. The armor itself also has a replenishing shield that helps prevent damage from enemy attacks.

    The Microstorage Supply Pack (MSP for short) is a recent invention meant to aid in storage and reduce strain on soldiers. So far it has only been integrated into a variation of the Mark VIII armor known colloquially as the "Mark VIII-B," which has been issued to all combat-active Spartans. The MSP allows for Spartans to store their two primary weapons and additional supplies. Magnums, energy weapons, and grenades still remain on the armor's exterior, however. It takes the appearance of a small, black orb on back of the Mjolnir armor abovewhere the sheath for the combat knife rests on the small of the back. Items are brought out and sent back in using the neural interface in the Mark VIII-B armor, but the weapons and items that can be used with the MSP are special variations of the standard items. This is due to the fact that, in order to store the items, they are converted to data and inserted into the MSP. The MSP also carries some spare ammunition.

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Standard Issue Weaponry


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    Name: Asymmetric Recoilless Carbine-920
    Selective Fire: Semiautomatic
    Damage Rating: Low to High (charge pending)
    Range: Short to Medium
    Scope: N/A
    Ammo Type: 16 mm x 65 mm
    Magazine Size: 1 slug
    Weight: 33 pounds

    A semi-experimental railgun with a charge factor and the ability to take only one round at a time, this weapon is still in the testing phases and is not currently issued to any personnel, SPARTAN or not, outside of training exercises.

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    Name: BR85 Heavy Barrel Service Rifle
    Selective Fire: Semiautomatic, 3-Round Burst
    Damage Rating: Medium to High
    Range: Medium to Long
    Scope: 2x
    Ammo Type: 9.5x40mm
    Magazine Size: 32 rounds
    Weight: 17 pounds

    With more accuracy and longer range than the assault rifle, the battle rifle is better for calling specific shots.

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    Name: MA5D Assault Rifle
    Selective Fire: Semiautomatic, 3-Round Burst, Full Auto
    Damage Rating: Low to Medium
    Range: Short to Medium
    Scope: N/A
    Ammo Type: 7.62 x 51 mm (FMJ)
    Magazine Size: 32 rounds
    Weight: 16 pounds

    The most iconic weapon of the UNSC armed forces. All members of the UNSC are trained on this model of rifle, and it serves as the standard issue model of rifle.

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    Name: M6H Magnum
    Selective Fire: Semi-Automatic
    Damage Rating: Medium to High
    Range: Short to Medium
    Scope: 2x
    Ammo Type:
    Clip Size: 12 rounds
    Weight: 3.5 pounds

    The best sidearm a soldier could ask for. Reliable both in in a pinch and whenever options run out.

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    Name: M7 Submachine Gun
    Selective Fire: Full Auto
    Damage Rating: Low to Medium
    Range: Short to Medium
    Scope: N/A
    Ammo Type: 5x23mm (FMJ) or .197 caliber
    Magazine Size: 60 rounds
    Weight: 6.3 pounds

    Occasionally dual-wielded by SPARTANs, the M7 features an adjustable stock and various attachments to go silent.

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    Name: M90 Shotgun
    Selective Fire: Semiautomatic
    Damage Rating: Low to Medium (medium range), High (short range)
    Range: Short to Medium
    Scope: N/A
    Ammo Type: Soellkraft 8 Gauge Shell
    Magazine Size: 12 shells
    Weight: 12.8 pounds

    Calling Dr. Sarge, MD! Diagnosis: death. Prescription: SHOTGUN!


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    Name: M395 Designated Marshman Rifle, 3-Round Burst
    Selective Fire: Semiautomatic
    Damage Rating: High
    Range: Medium to Long
    Scope: 2x, 4x
    Ammo Type: 7.62x51mm
    Magazine Size: 15 rounds
    Weight: 19 pounds

    The almost unholy and highly accurate combination of a battle rifle and a sniper rifle designed for picking off closer targets with a three-round burst installed for closer combat or when in a pinch.

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    Name: M739 Light Machine Gun SAW (Squad Automatic Weapon)
    Selective Fire: Full Auto
    Damage Rating: High
    Range: Short
    Scope: N/A
    Ammo Type: 7.62x51mm (FMJ-AP)
    Magazine Size: 72 rounds (standard, can vary from 64-128 for certain missions)
    Weight: 21 pounds

    Primarily designed for supressing fire, this rifle is also amazing for tearing one's enemies into confetti.

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    Name: Sniper Rifle System 99 Series-5 Anti-Matériel
    Selective Fire: Semiautomatic
    Damage Rating: High to Lethal
    Range: Long to Very Long
    Scope: 2x, 4x, 8x
    Ammo Type: 14.5x114mm
    Magazine Size: 4 rounds
    Weight: 34 pounds

    BOOM, HEADSHOT!

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    Name: UNSC Combat Knife
    Damage Rating: Medium to Lethal
    Range: Close Quarters Combat, Short (Throwing Distance)
    Weight: 3 pounds

    That's not a knife, THIS is a knife.

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    Name: M9 High-Explosive Dual-Purpose Grenade (left) & Type-1 Antipersonnel Grenade (right)
    Damage Rating: High to Lethal (primary target), Medium (splash damage)
    Detonation Method: Automatic
    Range: Short (Throwing Distance)
    Weight: .4 & .8 pounds

    Whether you prefer to go with a raw explosives or let it stick, a grenade is always useful when it's time to clear a room.


Mission-Specific Weaponry


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    Name: M6/E Grindell/Galilean Nonlinear Rifle
    Selective Fire: Semiautomatic
    Damage Rating: Lethal
    Range: Long
    Scope: N/A
    Ammo Type: Series 6971 Battery cell
    Magazine Size: 6 rounds
    Weight: 45 pounds

    Charge it up, then vaporize a massive column of your foes.

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    Name: M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon
    Selective Fire: Semiautomatic
    Damage Rating: Lethal
    Range: Short to Long
    Scope: 2x
    Ammo Type: 102mm High-Explosive Anti-Tank Shaped Charge
    Magazine Size: 2 rockets
    Weight: 60 pounds

    An iconic weapon with devastating killing power.

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    Name: M247H Heavy Machine Gun
    Selective Fire: Automatic
    Damage Rating: Medium (High when mounted)
    Range: Medium to Long
    Scope: N/A
    Ammo Type: 12.7x99mm
    Magazine Size: 200 round belt
    Weight: 34 pounds

    Working with an attachable mount, the heavy machine gun is typically used when one needs to mow down their enemies, especially when outnumbered.

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    Name: M319 Individual Grenade Launcher
    Selective Fire: Semiautomatic
    Detonation Method: Automatic or Manual
    Damage Rating: High to Lethal
    Range: Close to Long
    Scope: N/A
    Ammo Type: 40mm grenades (frag, incidiary, EMP)
    Magazine Size: 1 grenade
    Weight: 34 pounds

    With many options of explosives, this weapon is issued when the need arises, typically when dealing with large forces or calvary.

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    Name: M7057/Defoliant Projector
    Selective Fire: Semiautomatic
    Damage Rating: Low to High (range pending)
    Range: Short to Medium
    Scope: N/A
    Ammo Type: Pyrosene-V
    Magazine Size: 1 fuel canister
    Weight: 55.5 pounds

    Useful for cooking both barbeque and wiping out the Flood, the flamethrower delivers on what the name implies.


Armor Abilities


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    Name: BIOS Heads-Up Display System
    Issue Type: Standard
    Available To: ODST personnel

    The BIOS HUD System features a variable magnification system, an ammunition counter (bottom left for grenades and misc equipment, bottom right for primary andsecondary weaponry), a compass with objective markers (top middle), and a clock (top right). It also features a low-light mode.

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    Name: Mjolnir Heads-Up Display System
    Issue Type: Standard
    Available To: SPARTAN personnel

    More advanced than its ODST cousin, the Mjolnir HUD System features a motion tracker with a range of roughly 300 yards, a set of ammunition counters (top left for grenades and miscellaneous items, top right for primary weapons), altitude displays, a toggleable information display, a togglable clock, a togglable compass (top center), and a toggleable charge meter for shields and armor ability. It also features a low-light mode.

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    Name: M3 Helmet Radio
    Issue Type: Standard
    Available To: All personnel

    Installed in all compatible helmets, the personal radio functions on a wide variety of open and private channels in order to allow for optimal communication.

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    Name: Type-3 Refraction Dissonance Modifier/Camouflage
    Issue Type: By Request
    Available To: SPARTAN and ODST personnel

    Active camoflauge allows the user to turn completely invisible for a short amount of time, after which it needs to recharge before being used again. It jams enemy radar when active.

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    Name: Type-4 Refraction Dissonance Modifier/Camouflage
    Issue Type: By Request
    Available To: ODST personnel

    Adaptive camouflage allows for one to mimic enemy armor and chage some visual aspects of their own in order to achieve espionage and recon.

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    Name: Type-III Armor Lock Enhancement
    Issued Type: By Request
    Available To: SPARTAN personnel

    This technology creates a temporary shield around the player, making them invincible but immobile. It releases an EMP blast when deactivated.

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    Name: Z-2500 Automated Protection Drone
    Issued Type: By Request
    Available To: Engineering personnel

    An automated drone with some limited AI capacity, it is typically used to protect personnel busy repairing materials in the field. It is heavily armored and carried heavy ordinance. It can also serve as a valuable alarm or distraction. It is about the length of a human forearm.

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    Name: B12 Bioenhancement Chip
    Issued Type: By request
    Available To: SPARTAN personnel

    Do you want to be harder, better, faster, stronger? This is one way to achieve that goal. Using the Mjolnir system, it can increase the user's strength, speed, and stamina for short periods of time with little to no damage to the user.

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    Name: Mark-IV Domed Energy Shield
    Issued Type: By request
    Available To: SPARTAN personnel

    The bubble shield prevents anything travelling above a certain velocity from entering or exiting it, allowing people and vehicles to pass through safely while live ordinance ricochets or explodes on impact. The shield operates on a timer and has a long charging period, but can be manipulated by an AI unit.

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    Name: Z-90 Photonic Coalescence Emitter/Aegis
    Issued Type: By request
    Available To: SPARTAN personnel

    When used, this ability forms a person-sized shield that can deflect all projectiles. How long it can last on a single charge depends on the damage it takes.

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    Name: Type-27 Responsive Holographic Form Emulator
    Issued Type: By request
    Available To: SPARTAN personnel

    This ability creates a lifelike hologram that can fool some sensors. The hologram can either mimic the user's actions, be commanded from afar, or enact preprogrammed demands to act as a diversion and confuse the enemy.

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    Name: Series 12 Single Operator Lift Apparatus
    Issued Type: By request
    Available To: All personnel

    Powered by rechargable fuel cells, the user can fly to various heights in just about any direction. However, fail to keep an eye on fuel gauge and the user can suffer a heavy fall.

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    Name: Type-7 Enchanced Shielding
    Issued Type: By request
    Available To: All personnel

    Tripling the energy shielding of the user, the overshield also gransts some resistance to EMP blasts.

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    Name: Z-2500B Advanced Reconnaissance Drone
    Issued Type: By Request
    Available To: All personnel

    Much smaller and faster than its autosentry cousin, this drone has a limited AI and light weaponry. It can function autonomously or be controlled manually. It can even be programmed to act as a spotter in long-range combat.

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    Name: M2705 Regenerative Kinetic Dispersal Field
    Issued Type: By request
    Available To: Medical Personnel

    When activated, this ability produces a green field that restores minor injuries and increases the recharge rate of armor shielding. It is most commonly used for stabilizing patients in the field.

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    Name: Z-5080 Short-Range Spectrum Augmenter/Vision
    Issued Type: By request
    Available To: All personnel

    This ability increases the capability of an individual's HUD by enhancing the motion tracking technology used (incorporating one into the HUD for an ODST) as well as adding thermal scanning and bio-scanneing modes.


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[fieldbox=Rules, grey, solid, 8, book antiqua]
1. Ammo is not infinite, nor are grenades, nor will energy weapons never need to recharge.
2. Death is possible!
3. Romance is at player discretion.
4. Shields don't last forever, nor do Armor Abilities! Shields need time to recharge as do Armor Abilities.
5. Despite the sci-fi setting, attempt to keep to realism in combat.
6. Violation of the rules will result in character death.[/fieldbox]

Name:
Nick-/Codename:
Designation: (The designation is a unique letter-serial number combination used to identify military and paramilitary civilian personnel. For Spartans the template is S###, with the numbers being the three-digit numerical designation that replaces a last name [ex. John-117 is designated S117, use 700-999]. "N" is used as a preface for all other Navy personnel, while "M" is used for Marines, "O" for the Office of Naval Intelligence, and "P" for paramilitary/civilian personnel.)
Age: (20-22 for SPARTAN-Vs, 18+ for everyone else.)
Gender:
Height: ( SPARTAN Males are typically 190-210 cm/6'3"- 7'3" without armor, while females are between 175-200 cm/5'7"-6'7" tall. Add 10 cm/4" for when in armor.)
Weight: (SPARTAN male average ranges from 120-140 kg, while females range from 110-130 kg. Add 320 kgs for when in armor.)
Species:
Eye Color:
Hair Color:
Branch: (UNSC Navy, UNSC Marines, Office of Naval Intelligence, Civillian, or Faithful)
Rate/Rank: ("Rate" is UNSC Navy, "Rank" if Marine or Naval Intel. Put pay grade in parenthesis)
Assignment: (What position [Platoon Commander, Spartan Commando, Infantry, etc] and unit is your character assigned to?)
Combat Role: (Demolitions, Infantry, Marksman/Sniper, Mechanic/Engineerring, Medic, or Tactical)
Weapons Loadout:
Appearance: (image optional)
Personality: (optional)
Biography: (At least one paragraph)
Notes of Interest:
 
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  • The UNSC Legacy is the seventh and utmost recent addition to the UNSC's fleet of Infinity-class supercarriers. As such, it is an ideal flagship and long-term exploration vessel as the ship itself is self-sustaining in terms of energy as well as food. The ship has a regular crew of roughly 17,200 personnel that can be divided as follows:

    -9,000 Naval personnel (including SPARTANs)
    -4,500 Marines
    -1,700 Intelligence personnel
    -1,500 Air Force personnel
    -500 Civilian/paramilitary personnel.

    Otherwise, the Maelstrom can safely accommodate roughly 30,000 people including personnel for various rescue missions and troop transport, though the Maelstrom is not designed for this purpose.

    Regardless, the other specifcations, except the massive amount of weaponry, is as follows:

    -Length: 5,694.2 metres (18,682 feet)
    -Width: 833.3 metres (2,734 feet)
    -Height: 1,041.2 metres (3,416 feet)
    -Hull Thickness: 490 centimetres (190 inches) of Titanium-A3

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    In in the sea or in space, the bridge is the ship's nerve center and the hub of all operations. An Infinity-class bridge features access to all of the ship's vital information, including a holographic display table. The captain's sea-cabin is directly adjacent to the bridge, allowing for him to have around-the-clock acess to the heart of the ship.

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    Small but comfortable, the standard bunk is comfortable all the same. Each room comes equipped with a decent-sized closet with a dresser built under the bed, a miscellany of cabinets (one of which can be outiftted as a small refrigerator, a sink with mirror/medicine cabinet, and a small computer terminal. There are various compartments that open to be small tables and reveal various features.

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    Larger than the standard quarters, an officer's quarters consists of a bedroom merged with a den. These quarters also include the same amenities as the standard quarters, but also feature a miniature refrigerator, pantry, and microwave element. In many cases, these quarters also have to serve as the individual's office.

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    Not to be confused with cryogenics, cryonic focuses on keeping subjects alike in a comatose-like state. There are many times where ships will keep large portions of their crew in cryosleep until after a certain period of time wherein the crew approaches their main objective.

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    Powering the ship, the Shaw-Fujikawa Translight Engine Series powers most UNSC ships, and the Legacy is no exception. With some of the largest engines in its class, the Legacy can travel up to 1,200 light years in twenty-four hours, matching the top speed of various Sangheili ships.

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    The cafeteria seen above is one of many seen throughout the ship. The ship also includes a wide variety of dining facilities, a bar, and various other entertainment and dining options.

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    Home to all the flying machines that help give the edge in battle, the hangar is run more efficiently than any other part of the ship, with the possible exceptions of the bridge and medical bay. Otherwise, most of the action happens where metal flies.

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    Multipurpose in nature, the primary room of the medbay can serve as both a general examination room or short-term care center. It immediately connects to the inpatient rooms and surgical ward.

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    With the use of holographic systems, training weapons, and an adaptible training floor, this area was designed to train SPARTAN personnel as effectively as possible. While it is not uncommon for other personnel to train on this equipment, it is primarily reserved for and used by the SPARTAN personnel.


Bridge Crew (Major NPCs)

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    Codename: Ironsides
    Designation: N-0AR993652
    Age: 48
    Gender: Male
    Height: 5' 11"
    Weight: 160 lbs
    Species: Human
    Eye Color: Blue
    Hair Color: Grey
    Branch: UNSC Navy
    Rate: Rear Admiral Lower Half (O-7)
    Assignment: Captain, UNSC Legacy
    Personality: Wise, stern, and not without a dash of salt.
    Biography: The great-grandson of Captain James Cutter, Derrick Cutter is a recently-minted one-star who previously served as the captain of an Epoch-class heavy carrier. He commissioned as an ensign after graduating from a university on Earth with a degree in engineering and worked his way up the ranks with no small amount of determination and battlefield prowess.
    Other: He has an artificial left leg after losing his own in a starship battle.​

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    Codename: Legacy One
    Designation: ADL-A113
    Gender: Feminine Programming
    Species: UNSC "Smart" AI
    Branch: UNSC Navy
    Assignment: Ship AI, UNSC Legacy
    Personality: A smart and caring figure, she seems to take on the role of the ship's mother figure.
    Biography: The smart AI Adelaide was created specifically for the purpose of being the UNSC Legacy's ship AI. Part of the newer strand of AI with a longer lifespan and enhanced cognitive capabilities, Adelaide was created using the neural map of an unnamed UNSC slipspace researcher. It was partly her decision to instate Derrick Cutter as the ship's captain and allow the SPARTAN-Vs aboard.​

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    Codename: Monitor S-3
    Designation: O-P5582TN03
    Age: 34
    Gender: Male
    Height: 6' 1"
    Weight: 180 lbs
    Species: Human
    Eye Color: Green
    Hair Color: Light Brown
    Branch: UNSC Navy, Office of Naval Intelligence
    Rank: Agent First Class
    Assignment: Monitor
    Personality: Stern and silent.
    Biography: Little is known about Agent Walsingham outside of a name and a service number- to find out any other details would be borderline futile.​

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    Codename:
    Designation: P-11589MS99
    Age: 46
    Gender: Male
    Height: 5' 10"
    Weight: 164 lbs
    Species: Human
    Eye Color: Blue
    Hair Color: Black
    Branch: UNSC Navy
    Assignment: Chief Science Officer, Project PERSEUS
    Personality: A father figure to some of the SPARTAN-Vs, the good doctor utilizes a what he calls a "mindset of duality" to combine logical and emotional thought to determine the best outcome.
    Biography: A student of Dr. Catherine Halsey's research, Richard Ingram earned a PhD and an MD at the age of 26 with a specialization in genetics. After an experiment at an ONI facility went haywire, Ingram was stuck in cryonic sleep. This, however, was a coverup to explain the absence that was caused by his involvement as the Chief Science Officer of the SPARTAN-V Program, better known as Project PERSEUS.​

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    Codename: Pleiades Six
    Designation: ISV-342P
    Gender: Feminine Programming
    Species: UNSC "Smart" AI Prototype
    Branch: UNSC Navy
    Assignment: SPARTAN AI, Sigil Platoon
    Personality: A digital know-it-all, Ishvani will make herself known and won't back down if she doesn't have to.
    Biography: A prototype smart AI from Project PLEIADES that ran parallel to Project PERSEUS, her neural mapping is a combination of traditional smart AI and what has been recovered from fragments of Forerunner ancilla. The Pleiades AI series are believed to have longer lifespan and more capabilities than convential AI, although that hasn't yet been tested. She chose SPARTAN-V S718 to partner with.
    Other: Ishvani has the ability to "jump" between various specialized receivers in SPARTAN-V helmets despite having her AI chip anchored in an individual's helmet or an AI terminal.​

The UNSC

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    The galatical governing body of the human-settled worlds, the Unified Earth Government (UEG) is headed by a president at the executive branch, with the UEG Senate forming the legistlative body. The UEG superceeded the United Nations as the planetary government of Earth in the 22nd Century. It then assumed control of the United Nations Space Command, better known as the UNSC, which governs military, exploratory, and scientific affairs. The UNSC is further divided into its five military branches under the UNSC Defense Force, while the UEG is also divided into the Colonial Administration Authority (also called the CAA). The CAA is responsible for the regional administration of the Outer Colonies and handles most of the day-to-day diplomacy with the Sangheili and the other alien factions friendly to Earth.

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    Responsible for most of the UNSC's medical and pilot corps, the UNSC Air Force provides tactical superiority in air, space, and cyberspace. The Air Force is responsible for all pilot and navigation training in air and space, although the latter is mainly the doman of the UNSC Navy. Air Force personnel usually fall with the UNSC Army under Unified Ground Command and mostly focus on planetside operations. On starships, Air Force members typically serve as medical, logistical, flight-related, and search-and-rescue (also called SERE) personnel, the last of which receive training alongside ODST personnel. They referred to as "airmen" and "wingmen." Unlike the other branches, the Air Force does not employ warrant officers.

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    The only branch of the military to perform exclusively ground operations, the army is the largest of the UNSC military branches. Most army personnel are taskied with peacekeeping service on their homeworlds, although there is always be transferred to whereever the battlefront calls. They are primarily referred to as "soldiers," while other personnel will jokingly call them "ground-pounders." They're the first line of defense and ready for the call to arms, often partnering with the Air Force to perform their missions.

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    Also called "jarheads," the marines of the UNSC Marine Corps are the few and the proud. The best of the best are trained to be the elite Orbital Drop Shock Troopers, better known as the ODSTs. Otherwise, they have the access to the most equipment out of any non-SPARTAN personnel. Their training is the hardest out of any branch, and involves no small amount of wear and tear. The marines are often sent out as advance troops and are responsible for protecting UNSC ships in space and at sea.

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    Responsible for running ships seaside and spaceside, the UNSC Navy's personnel are usually call "spacers" and "sailors," or "swabbies" when in ill repute. The UNSC Navy contains the Office of Naval Intelligence (also called ONI), who is responsible for the creation and maintenance of the SPARTAN programs.

    In the UNSC, enlisted naval personnel are referred to by "rates." Rates are the combination of a rank and job and are used by the Navy exclusively. An example would be that a navigator with a base rank of Petty Officer Second Class would have the rate of "Navigator Second Class." For SPARTANs, the above rule only applies for E-1 through E-3 rates, as SPARTAN petty officers are referred to by rank and not rate.

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    UNSC naval officers do not have rates listed in the way that enlisted personnel do. Instead, all officers are addressed by rank. Warrant officers, however, as differentiated from regular officers by being treated primarily as enlisted personnel, but are specialists and trainers in their specialization. The exception to this unspoken rule is combat medical personnel, who are regarded as officers.

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    Officers are addressed by rank and not any form of rate. The are occassionally adressed by their postions, such as "Communications Officer."

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    Established shortly after the SPARTAN-IV Program, the SPARTAN Corps is the collective body of all active SPARTAN-IV agents, with the exception of those who work under the UNSC Navy. The SPARTAN personnel that are members of the Corps, with exception of the "Spartan" and "Spartan Commander" ranks. The SPARTAN-IV personnel are usually divided into four-man teams and operate fairly independently from one another, generally receiving missions form the Corps' command personnel. All members of the SPARTAN-IVs are accomplished individuals from all branches of the UNSC and receive the necessary augmentations, which are as follows.

    • Artificial Pancreas Implant
      • Allows the SPARTAN's body to extract the maximum amount of nutrients and carbohydrates from food with minimal waste.
    • Artificial Platelet Injections
      • Enhances the body's ability to slow bleeding and clot wounds.
    • Carbide Ceramic Ossification
      • Advanced material grafting onto skeletal structures to make bones virtually unbreakable
    • Cardiac Implants
      • Strengthens cardio-vascular tissue and increases maximum heartrate to safely allow massive adrenaline flow without the risk of stroke or heart attack. These implants supposedly are able to allow an unarmored SPARTAN-IV to run at a maximum speed of almost 40 miles (64 km) per hour.
    • Corneal Implants
      • Boosted perception and massively increased night vision.
    • Muscular Enhancement Lining
      • Compound applied to the exterior surface of all muscles, allowing them work harder without tearing the Spartan's skeleton apart.
    • Pulmonary Polymer Lining
      • Greatly increases oxygen intake and retention, helps process toxins from the air and allows SPARTANs to breathe certain non-oxygen atmospheres for up to an hour.
    • Other known Enhancements
      • Nerve cells were super-myelinated to speed up reflexes, bones were lengthened and joints were reinforced. Many organs were modified or otherwise replaced.



Orbital Drop Shock Troopers

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    The best armor available to non-SPARTAN personnel, which runs on the GEN2, Mjolnir-compatible BIOS system. It can utilize some of the Mjolnir-grade armor enchancements, allowing for further specialization for the mission. Like Mjolnir armor, the ODST suit is vaccuum-rated, allowing the wearer to perform up to fifteen minutes of Extra-Vehicular Activity (EVA) in space at a time. It is also comparable to SPARTAN armor in protection againts ballistic weapons, although it is not as effective against plasma weapons. There are Recon, Close Quarters, Sharpshooter, and Helljumper variants.

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    All ODST candidates are selected from the best of the UNSC Marine Corps and are at the top of their respective Military Operational Specialties (MOS). The additional training for ODST school takes over a month, wherein they force all personnel to start all over from basic training onwards. Often nicknamed "Hell School," the basic training portion comprised the first month of their training to acclimate the ODST candidates to the increased physical demands of falling from orbit, while the second month is comprised of orbital drop trqaining followed by needed specialty training. While it can be cut down to the orbital training in times of great need, such has only happened during the Covenant War.

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    Able to withstand atmospheric entry with limited directional capabilities, the Single Occupant Exoatmospheric Insertion Vehicle (SOEIV) is the bread and butter of the ODST corps. The sheer risk involved with using one of these metal monsters has earned the ODSTs the nickname of "Helljumpers." The average drop pod is large enough to accomodate use by SPARTAN personnel, and contains advanced communication systems. It sacrificers almost any mobility within the pod's interior to allow for weapons and equipment storage. There is also a long range variant that can be launched directly out of slipspace, though it far more hazardous to use. It has a panel-like chute that activates at approximately 900 meters altitude, whereas the braking rockets engage at 50 meters altitude.

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    Unlike other UNSC personnel, for which the standard issue is the MA5D Assault Rifle and the M6H Magnum, the ODST have a specialized submachine gun and magnum variant for their exclusive usage. However, they are free to pull any weapon from the UNSC arsenal in order to prep for their missions and the initial stages of are allowed to build their own loadouts after their first engagement. ODST loadouts are usually comprised of a primary weapon, the M6C sidearm, grenades, and any job-specific gear. In recent times, the use of GEN2 armor has allowed for ODSTs to take swappable armor abilities into combat.

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    Name: M7S Caseless Submachine Gun
    Selective Fire: Semiautomatic, Three Round Burst, Full Auto
    Damage Rating: Low (due to suppressor)
    Range: Short to Medium
    Scope: N/A
    Ammo Type: 5 x 23mm M443 Caseless Full Metal Jacket
    Magazine Size: 60 rounds
    Weight: 3 pounds

    Issued exclusisvely to ODST personnel, this variant of the M7 submachine gun is quiet but packs a powerful punch. It is has low damage due to the attached suppressor, but it can be removed to go loud and increase damage if need be.
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    Name: M6C/SOCOM
    Selective Fire: Semiautomatic
    Damage Rating: Low to Medium
    Range: Medium
    Scope: N/A
    Ammo Type: 12.7 x 40 mm M228 Semi-Armor-Piercing High-Penetration
    Clip Size: 12 rounds
    Weight: 6 pounds

    Issued exclusisvely to ODST personnel, this variant of the magnum sidearm is quiet but packs a powerful punch. It is exceptionally effective against infantry units.


Project PERSEUS
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    Depicted Above: the aforementioned armor in its base form and default color with no attachments.

    The Mjolnir Mark-VIIIB GEN2 Power Armor is the utmost advanced of its kind. Capable of housing a top-of-the-line AI that will work with the wearer through the same neural link the armor uses. Increasing the wearer's abilities even further than before, the armor's nanomachines can heal the wearer's injuries and repair the armor itself in most cases. The armor itself also has a replenishing shield that helps prevent damage from enemy attacks, and is vaccuum-rated with an oxygen reserve of ninety minutes for EVA activity.

    The Microstorage Supply Pack (MSP for short) is a recent invention meant to aid in storage and reduce strain on soldiers. So far it has only been integrated into a variation of the Mark VIII armor known colloquially as the "Mark VIII-B," which has been issued to all combat-active SPARTANs. The MSP allows for SPARTANs to store their two primary weapons and additional supplies. Magnums, energy weapons, and grenades still remain on the armor's exterior, however. It takes the appearance of a small, black orb on back of the Mjolnir armor abovewhere the sheath for the combat knife rests on the small of the back. Items are brought out and sent back in using the neural interface in the Mark VIII-B armor, but the weapons and items that can be used with the MSP are special variations of the standard items. This is due to the fact that, in order to store the items, they are converted to data and inserted into the MSP. The MSP also carries some spare ammunition.

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    Most SPARTAN-V augmentations are carried out before a subject reaches puberty, and most are derived directly from the SPARTAN-II program. They are as follows:

    • Carbide Ceramic Ossification
      • Advanced material grafting onto skeletal structures to make bones virtually unbreakable. Must be perfomed after the intial pubescent growth spurt.
    • Cardiac Implants
      • Strengthens cardio-vascular tissue and increases maximum heartrate to safely allow massive adrenaline flow without the risk of stroke or heart attack. These implants supposedly are able to allow an unarmored SPARTAN-V to run at a maximum speed of almost 40 miles (64 km) per hour.
    • Catalytic Thyroid Implant
      • Platinum pellet containing human growth hormone catalyst is implanted in the thyroid to boost growth of skeletal and muscle tissues. Requires some booster shots down the line to ensure stable growth.
    • Immune System Enhancement
      • Increases the SPARTAN's immunocompetence drastically, allowing for immunity against most known diseases and parasites.
    • Muscular Enhancement Injections
      • Protein complex is injected intramuscularly to increase tissue density and decrease lactase recovery time.
    • Occipital Capillary Reversal
      • Submergence and boosted blood vessel flow beneath the rods and cones of the subject's retina. Produces a marked visual perception increase, while also increasing the ability to see in the dark.
    • Pancreas Enhancement Injection
      • Allows the SPARTAN's body to extract the maximum amount of nutrients and carbohydrates from food with minimal waste.
    • Superconducting Fibrification of Neural Dendrites
      • Alteration of bioeletrical nerve transduction to shielded electronic transduction led to an increase in subject reflexes. Anecdotal evidence of marked increase in intelligence, memory, and creativity.

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    Starting in 2598, the five hundred orphans chosen to be members of the SPARTAN-V program would begin their fifteen years of training at the rebuilt Reach Naval Academy.

    The program was divded into three segments- the Basic Phase, the Advanced Phase, and the Specialty Phase. The Basic Phase lasted the first five years, during which the candidates were indoctrinated into military life, recieved basic tactical training and general education, and rigorous physical condition to ensure the candidates were completely ready for the augmentation procedures. During this time period, the SPARTAN-Vs didn't have a rank structure and leadership positions were rotated between individuals to see who had more potential.

    The Advanced Phase would comprise the next five years, within which all augmentation procedures would be performed in five stages, and candidated would be divided by what stage of the augmentation process they were in to avoid any mishaps. Those closer to puberty began the augmentation process sooner than the others. In this phase they received education comparable to a high school and a basic chain of command was institued amongst the candidates, meant to prepare them for the next stage of their training as well as life in the fleet.

    The final four years constituted Specialty Training, at the begining of which all SPARTAN-Vs received a rate of E-1/SPARTAN Recruit and were fist issued proper military uniforms as opposed to training uniforms, as well as their first set of Mjolnir armor, specifically the Recruit Armor. After two years, they would receive their own Mjolnir armor kits to create their own customized armor sets. At the outset, the group was divided into Enlisted, Warrant Officer, and Officer Corps and sent to different parts of the planet for training in their comabt specialties and some MOS training, with the Officer Corps also attending a modified version of a Midshipman School. The officers were later chosen by their future team AI partners before they were all deployed for their first assignments.

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    FOR SPARTANs, standard issue is the same as the rest of the UNSC- an MA5D Assault Rifle, a combat knife, and a M6H Magnum. But, after finishing their specialty training, SPARTAN-V personnel had free reign over what they chose to take into battle, though there were loadout guidelines based on combat roles. The basics stated that every SPARTAN should have two primary weapons, the trusty M6H sidearm, a combat knife, an armor ability, a set of fragmentation grenades, and some gear relevant to their combat role. The specific combat roles are Demolitions, Engineering, Heavy Infantry, Infantry, Marksman, Medical, Recon, and Tactical, the last of which refers to individuals such as pilots who aren't a direct combat specialty.



Standard Issue Weaponry


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    Name: Asymmetric Recoilless Carbine-920
    Selective Fire: Semiautomatic
    Damage Rating: Low to High (charge pending)
    Range: Short to Medium
    Scope: N/A
    Ammo Type: 16 mm x 65 mm
    Magazine Size: 1 slug
    Weight: 33 pounds

    A semi-experimental railgun with a charge factor and the ability to take only one round at a time, this weapon is still in the testing phases and is not currently issued to any personnel, SPARTAN or not, outside of training exercises.

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    Name: BR85 Heavy Barrel Service Rifle
    Selective Fire: Semiautomatic, 3-Round Burst
    Damage Rating: Medium to High
    Range: Medium to Long
    Scope: 2x
    Ammo Type: 9.5x40mm
    Magazine Size: 32 rounds
    Weight: 17 pounds

    With more accuracy and longer range than the assault rifle, the battle rifle is better for calling specific shots.

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    Name: MA5D Assault Rifle
    Selective Fire: Semiautomatic, 3-Round Burst, Full Auto
    Damage Rating: Low to Medium
    Range: Short to Medium
    Scope: N/A
    Ammo Type: 7.62 x 51 mm (FMJ)
    Magazine Size: 32 rounds
    Weight: 16 pounds

    The most iconic weapon of the UNSC armed forces. All members of the UNSC are trained on this model of rifle, and it serves as the standard issue model of rifle.

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    Name: M6H Magnum
    Selective Fire: Semi-Automatic
    Damage Rating: Medium to High
    Range: Short to Medium
    Scope: 2x
    Ammo Type:
    Clip Size: 12 rounds
    Weight: 3.5 pounds

    The best sidearm a soldier could ask for. Reliable both in in a pinch and whenever options run out.

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    Name: M7 Submachine Gun
    Selective Fire: Full Auto
    Damage Rating: Low to Medium
    Range: Short to Medium
    Scope: N/A
    Ammo Type: 5x23mm (FMJ) or .197 caliber
    Magazine Size: 60 rounds
    Weight: 6.3 pounds

    Occasionally dual-wielded by SPARTANs, the M7 features an adjustable stock and various attachments to go silent.

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    Name: M90 Shotgun
    Selective Fire: Semiautomatic
    Damage Rating: Low to Medium (medium range), High (short range)
    Range: Short to Medium
    Scope: N/A
    Ammo Type: Soellkraft 8 Gauge Shell
    Magazine Size: 12 shells
    Weight: 12.8 pounds

    Calling Dr. Sarge, MD! Diagnosis: death. Prescription: SHOTGUN!

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    Name: M395 Designated Marshman Rifle, 3-Round Burst
    Selective Fire: Semiautomatic
    Damage Rating: High
    Range: Medium to Long
    Scope: 2x, 4x
    Ammo Type: 7.62x51mm
    Magazine Size: 15 rounds
    Weight: 19 pounds

    The almost unholy and highly accurate combination of a battle rifle and a sniper rifle designed for picking off closer targets with a three-round burst installed for closer combat or when in a pinch.

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    Name: M739 Light Machine Gun SAW (Squad Automatic Weapon)
    Selective Fire: Full Auto
    Damage Rating: High
    Range: Short
    Scope: N/A
    Ammo Type: 7.62x51mm (FMJ-AP)
    Magazine Size: 72 rounds (standard, can vary from 64-128 for certain missions)
    Weight: 21 pounds

    Primarily designed for supressing fire, this rifle is also amazing for tearing one's enemies into confetti.

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    Name: Sniper Rifle System 99 Series-5 Anti-Matériel
    Selective Fire: Semiautomatic
    Damage Rating: High to Lethal
    Range: Long to Very Long
    Scope: 2x, 4x, 8x
    Ammo Type: 14.5x114mm
    Magazine Size: 4 rounds
    Weight: 34 pounds

    BOOM, HEADSHOT!

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    Name: UNSC Combat Knife
    Damage Rating: Medium to Lethal
    Range: Close Quarters Combat, Short (Throwing Distance)
    Weight: 3 pounds

    That's not a knife, THIS is a knife.

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    Name: M9 High-Explosive Dual-Purpose Grenade (left) & Type-1 Antipersonnel Grenade (right)
    Damage Rating: High to Lethal (primary target), Medium (splash damage)
    Detonation Method: Automatic
    Range: Short (Throwing Distance)
    Weight: .4 & .8 pounds

    Whether you prefer to go with a raw explosives or let it stick, a grenade is always useful when it's time to clear a room.


Mission-Specific Weaponry


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    Name: M6/E Grindell/Galilean Nonlinear Rifle
    Selective Fire: Semiautomatic
    Damage Rating: Lethal
    Range: Long
    Scope: N/A
    Ammo Type: Series 6971 Battery cell
    Magazine Size: 6 rounds
    Weight: 45 pounds

    Charge it up, then vaporize a massive column of your foes.

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    Name: M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon
    Selective Fire: Semiautomatic
    Damage Rating: Lethal
    Range: Short to Long
    Scope: 2x
    Ammo Type: 102mm High-Explosive Anti-Tank Shaped Charge
    Magazine Size: 2 rockets
    Weight: 60 pounds

    An iconic weapon with devastating killing power.

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    Name: M247H Heavy Machine Gun
    Selective Fire: Automatic
    Damage Rating: Medium (High when mounted)
    Range: Medium to Long
    Scope: N/A
    Ammo Type: 12.7x99mm
    Magazine Size: 200 round belt
    Weight: 34 pounds

    Working with an attachable mount, the heavy machine gun is typically used when one needs to mow down their enemies, especially when outnumbered.

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    Name: M319 Individual Grenade Launcher
    Selective Fire: Semiautomatic
    Detonation Method: Automatic or Manual
    Damage Rating: High to Lethal
    Range: Close to Long
    Scope: N/A
    Ammo Type: 40mm grenades (frag, incidiary, EMP)
    Magazine Size: 1 grenade
    Weight: 34 pounds

    With many options of explosives, this weapon is issued when the need arises, typically when dealing with large forces or calvary.

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    Name: M7057/Defoliant Projector
    Selective Fire: Semiautomatic
    Damage Rating: Low to High (range pending)
    Range: Short to Medium
    Scope: N/A
    Ammo Type: Pyrosene-V
    Magazine Size: 1 fuel canister
    Weight: 55.5 pounds

    Useful for cooking both barbeque and wiping out the Flood, the flamethrower delivers on what the name implies.


Armor Abilities


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    Name: BIOS Heads-Up Display System
    Issue Type: Standard
    Available To: ODST personnel

    The BIOS HUD System features a variable magnification system, an ammunition counter (bottom left for grenades and misc equipment, bottom right for primary andsecondary weaponry), a compass with objective markers (top middle), and a clock (top right). It also features a low-light mode.

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    Name: Mjolnir Heads-Up Display System
    Issue Type: Standard
    Available To: SPARTAN personnel

    More advanced than its ODST cousin, the Mjolnir HUD System features a motion tracker with a range of roughly 300 yards, a set of ammunition counters (top left for grenades and miscellaneous items, top right for primary weapons), altitude displays, a toggleable information display, a togglable clock, a togglable compass (top center), and a toggleable charge meter for shields and armor ability. It also features a low-light mode.

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    Name: M3 Helmet Radio
    Issue Type: Standard
    Available To: All personnel

    Installed in all compatible helmets, the personal radio functions on a wide variety of open and private channels in order to allow for optimal communication.

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    Name: Type-3 Refraction Dissonance Modifier/Camouflage
    Issue Type: By Request
    Available To: SPARTAN and ODST personnel

    Active camoflauge allows the user to turn completely invisible for a short amount of time, after which it needs to recharge before being used again. It jams enemy radar when active.

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    Name: Type-4 Refraction Dissonance Modifier/Camouflage
    Issue Type: By Request
    Available To: ODST personnel

    Adaptive camouflage allows for one to mimic enemy armor and chage some visual aspects of their own in order to achieve espionage and recon.

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    Name: Type-III Armor Lock Enhancement
    Issued Type: By Request
    Available To: SPARTAN personnel

    This technology creates a temporary shield around the player, making them invincible but immobile. It releases an EMP blast when deactivated.

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    Name: M1650 Automated Protection Drone
    Issued Type: By Request
    Available To: Engineering personnel

    An automated drone with some limited AI capacity, it is typically used to protect personnel busy repairing materials in the field. It is heavily armored and carried heavy ordinance. It can also serve as a valuable alarm or distraction. It is about the length of a human forearm.

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    Name: B12 Bioenhancement Chip
    Issued Type: By request
    Available To: SPARTAN personnel

    Do you want to be harder, better, faster, stronger? This is one way to achieve that goal. Using the Mjolnir system, it can increase the user's strength, speed, and stamina for short periods of time with little to no damage to the user.

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    Name: Mark-IV Domed Energy Shield
    Issued Type: By request
    Available To: SPARTAN personnel

    The bubble shield prevents anything travelling above a certain velocity from entering or exiting it, allowing people and vehicles to pass through safely while live ordinance ricochets or explodes on impact. The shield operates on a timer and has a long charging period, but can be manipulated by an AI unit.

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    Name: Z-90 Photonic Coalescence Emitter/Aegis
    Issued Type: By request
    Available To: SPARTAN personnel

    When used, this ability forms a person-sized shield that can deflect all projectiles. How long it can last on a single charge depends on the damage it takes.

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    Name: Type-27 Responsive Holographic Form Emulator
    Issued Type: By request
    Available To: SPARTAN personnel

    This ability creates a lifelike hologram that can fool some sensors. The hologram can either mimic the user's actions, be commanded from afar, or enact preprogrammed demands to act as a diversion and confuse the enemy.

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    Name: Series 12 Single Operator Lift Apparatus
    Issued Type: By request
    Available To: All personnel

    Powered by rechargable fuel cells, the user can fly to various heights in just about any direction. However, fail to keep an eye on fuel gauge and the user can suffer a heavy fall.

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    Name: Type-7 Enchanced Shielding
    Issued Type: By request
    Available To: All personnel

    Tripling the energy shielding of the user, the overshield also gransts some resistance to EMP blasts.

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    Name: M1600 Advanced Reconnaissance Drone
    Issued Type: By Request
    Available To: All personnel

    Much smaller and faster than its autosentry cousin, this drone has a limited AI and light weaponry. It can function autonomously or be controlled manually. It can even be programmed to act as a spotter in long-range combat.

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    Name: M2705 Regenerative Kinetic Dispersal Field
    Issued Type: By request
    Available To: Medical Personnel

    When activated, this ability produces a green field that restores minor injuries and increases the recharge rate of armor shielding. It is most commonly used for stabilizing patients in the field.

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    Name: Z-5080 Short-Range Spectrum Augmenter/Vision
    Issued Type: By request
    Available To: All personnel

    This ability increases the capability of an individual's HUD by enhancing the motion tracking technology used (incorporating one into the HUD for an ODST) as well as adding thermal scanning and bio-scanneing modes.


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[fieldbox=Rules, grey, solid, 8, stencil]
1. Ammo is not infinite, nor are grenades.
2. Death is possible!
3. Romance is at player discretion.
4. Shields don't last forever, nor do Armor Abilities! Everything needs time to recharge.
5. Despite the sci-fi setting, attempt to keep to realism in combat.
6. Violation of the rules will result in character death.
7. All general Iwaku rules apply.
[/fieldbox]

Name:
Nick-/Codename:
Designation: (The designation is a unique letter-serial number combination used to identify military and paramilitary civilian personnel. For Spartans the template is S###, with the numbers being the three-digit numerical designation that replaces a last name [ex. John-117 is designated S117, use 700-999]. "N" is used as a preface for all other Navy personnel, while "M" is used for Marines, "O" for the Office of Naval Intelligence, and "P" for paramilitary/civilian personnel.)
Age: (20-22 for SPARTAN-Vs, 18+ for everyone else.)
Gender:
Height: ( SPARTAN Males are typically 190-210 cm/6'3"- 7'3" without armor, while females are between 175-200 cm/5'7"-6'7" tall. Add 10 cm/4" for when in armor.)
Weight: (SPARTAN male average ranges from 120-140 kg, while females range from 110-130 kg. Add 320 kgs for when in armor.)
Species:
Eye Color:
Hair Color:
Branch: (UNSC Navy, UNSC Marines, Office of Naval Intelligence, Civillian, or Faithful)
Rate/Rank: ("Rate" is UNSC Navy, "Rank" if Marine or Naval Intel. Put pay grade in parenthesis)
Assignment: (What position [Platoon Commander, Spartan Commando, Infantry, etc] and unit is your character assigned to?)
Combat Role: (Demolitions, Infantry, Marksman/Sniper, Mechanic/Engineerring, Medic, or Tactical)
Weapons Loadout:
Appearance: (image optional)
Personality: (optional)
Biography: (At least one paragraph)
Notes of Interest:
 
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"Just because there's a relative peace in the Milky Way does not mean we can be lax in our duty. We must always be ready for war."
The year is 2598, and with the dawn of the 27th Century overhead, the Office of Naval Intelligence is given the green light to launch its most ambitious supersoldier project to date- Project PERSEUS. Orphans taken at a young age and trained every day like the legendary SPARTAN-IIs of old, seeking to tap into humanity's desire for survival and temper it into the ultimate weapon. The augmentations are unique, and they lean just as much on the past as they do the future. They fight harder, faster, and stronger than those who came before for the protection of Earth and its allies.

But why a new breed? Some claim top commanders were increasingly dissapointed by the seemingly stagnant SPARTAN-IV Corps. Others say the United Nations Space Command (or UNSC) has grown paranoid that new rebellions may be mounting in the Outer Colonies. A few claims came to be that it was a project to finally elimate those aliens who still worshiped Forerunner technology. Even then, there are some claims ONI is simply making them because they can.

The true reason? No one- not even these new supersoldiers themselves- knows, with the exception of a select few.

In 2613, the SPARTAN-Vs are reporting for duty.



Thank you for your interest! There are a few things to know:
  • I am seeking to have eight slots (myself included) for this RP.
  • There will be a Discord OOC in addition to Iwaku.
  • There will a courtesy posting system, with a preferred posting period of one post per person per week.
  • While this does have a definitive storyline, it is anticipated that it will be just as much character-driven, and the story beats will adapt to reflect that.
  • The events of Halo 4-6 did occur, but the events are largely unknown to the general public and some military personnel.
  • Players will not be restricted to playing SPARTAN-Vs, as SPARTAN-IVs, marines, and other humans will be available! Alien species will likely be handled as NPCs.
Please leave a comment or send a PM if interested!
 
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Cyrus Alexander

General Information

Full Name:
Cyrus Alexander, Tactician of the Rose Company
Nickname(s):
"Wise Guy," "Cy"
Gender:
Male
Age:
30
Race:
Human
Sexuality:
Heterosexual
Allegiance:
Donnwick
Appearance:
Cyrus isn't a very intimidating looking man, describing himself as a person with average features. He has sunken blue eyes and light blond hair, usually hiding his features beneath armor and his cloak. Despite being a very heavy sleeper, the tactician has heavy dark lines beneath his eyes and a very gaunt face. He has a cresent-shaped scar beneath his right eye and a curcular burn scar on his left shoulder, in addition to the various scars that are spread across his hands and forearms from combat and other activities. Like his fellow members of the Rose Company, the tactician is in very good physical condition and has little fat on his bones, though he is more lean than muscle.​

Personal Attributes

Personality:
A man of knowledge, Cyrus always is on the hunt for more information, often pulling out one of his notebooks and jotting down information. Cyrus is also a man of few words, speaking mainly when it benefits him. He has great strategic and tactical prowess, in no small part due to his incredible attention to detail. Although he can get lost in detail at times, the man can still pull himself out and see the larger strokes due to raw willpower. A clever man, the tactician will restrain anyone who tries anything too foolhardy, preferring to risk as few lives as possible unless absolutely necessary.​

Backstory:
Cyrus' early childhood was rather unimpressive. Born the eldest of four in a small village near Merriton, he was sent off at a young age to apprentice under a scholar. Under this instructor, an elven man by the name of Jori, Cyrus was more preoccupied with learning the histories and modern sciences, as well as gaining some proficiency with the common languages. However, after collapsing upon after seeing images of a bloody battle long past flash in his mind during a scholarly expedition, the boy's master sent him to train under an old sorcerer and colleague by the name of Murdoc.

Murdoc, an old man with a long beard and a scar across his brow, taught the young boy in the same areas as Jori, although the day grew longer and became centered around forming a great will and a great focus. The boy was forced to become skilled with a longsword and be able to keep opponents at length and only engaging close when necessary. These exercises were meant to hone Cyrus' instincts, building him into one who could survive the world that awaited him once he no longer meandered the lands with his master. The boy was also taught to use a whip and a staff, although these were to be primarily used as tools, not as weapons. Although they could be used in combat, it was more advisable to be caught with a sword in the hand than at the hip. His remaining training was focused on honing his magical talent, tapping into this raw force he had access to. Something of great paramount given the dangers associated with it.

After some tests and trials, Cyrus' formal training ended when he was nineteen, having had twelve years of apprenticeship under his belt. With little else to do, the young man began some research before (after a couple of misunderstandings) enlisting in the regular army. With his master's teaching under his belt, the mage distinguished himself from his fellow soldiers and increased his talents, increasing his close-combat skills to a more survivable level. Cyrus continued to serve in the regular military for five years, seeing combat on multiple occassions and continuing some arcane research in his spare time, during which he received praise for his tactical and strategic skills and was appointed as a unit strategist. That all changed abruptly, however, after his unit encountered a banshee. The encounter was random, and very few survived, Cyrus among them after using his magic to try and immobilize the beast long enough for it could be killed.

For this deed, Cyrus and four of his fellow soldiers were nominated by their senior commanders for and then accepted into the Hellhounds, with the mage serving in an initial unit for a while until his magic caught some attention, which led to his transfer to the Rose Company. He continues to serve as best he can, continuing his research into the arcane while offering his skills as a tactician and researcher. Through his research, Cyrus has partially rediscovered a tongue he simply refers to as the "Ancient Language," which he believes may be somehow tied to magic and its early use.
Strengths:
-High endurance
-High pain tolerance
-Strong tactical/combat instincts
-Large magical reserve/potential
Weaknesses:
-Mostly average physical ability, no strengths aside from endurance
-Slow movement speed
-Vulnerable to the effects of arcane "tears"
-Weak in close-range combat, preferring to keep foes at a distance or at swordpoint​

Magic & Equipment

Magic:
Cyrus is a practicioner of a form of magic he's dubbed "Vanka Vanyalí," an ancient term translating to "Awakened Magic." Although not responsible for the discovery of this school of magic, he is the first to give it a name. This form of magic involves tapping into raw magical energy, channeling it as plasma or lightning.

Vanka Vanyalí is a magic that is affected by its surroundings, as its practitioners are able to see events that have impressed themselves into an object or location's magical signature. These events, called "tears" for their effect on the magical signature of the area or object, can range from the forging of a powerful artifact to the darkest of battles and massacres, with the corresponding visions or dreams depending on the strength of each tear against the innate magic of the object or area. If unprepared or in an area steeped in magical energy, these visions and dreams can cause great phantom pains to the practitioner. In some places, the tears are so numerous they have to be focused on to be clearly seen. Most times, a practitioner can sense a tear and enter a meditative state to see it, although the strongest tears will force themselves in the mind spontaneously or on contact with the object or place.

This magic's power largely comes from the caster's raw ability and magical potential, as well as their innate willpower to control it and make this raw arcane energy take shape. It is also bolstered in areas with great, natural magic where the practitioner can pull from their surroundings as well as themselves. However, while the latent skill to see into and understand the tears only poses a threat of phantom pain, pushing too far in commanding this magic can be very costly, effectively overloading a caster who calls too much and even threatening to steal away some of the user's lifespan if they're not careful.
Weapon of Choice:
Longword (can be paired with a shield)
Gear:
-A longsword
-A rucksack filled with his issued equipment and necessities
-A set of medium armor with a crimson cloak
-A small coin-purse
-A satchel filled with journals and arcane equipment
-A targe-style shield
-An oaken staff with arcane runes
-An old whip​
 
[fieldbox=A long time ago in a galaxy far far away…, aqua, solid, 12, book antiqua]
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After great war and intergalactic plague, the GALATIC REPUBLIC is on the verge of collapse. The JEDI ORDER, weaked to the point of near-extinction after fighting with the NAMU'ZAI, is desperate to survive. Their teachings are threatening to fade into the twilight unless they are able to bolster their ranks and rejuvinate the people's belief in the Order as well as in the Republic.

Jedi Master ORI KARAN has proposed a solution: to seek out exiled Jedi, those who left the Order, and their descendants to create a new wave of Jedi Knights, those who have had no stake in the previous war and were not cast aside for great reasons. With great worry and special provisions, the JEDI HIGH COUNCIL approves the measure.

And so, with the aid of the Repubilic, the Jedi have set up a special training center on the planet Coruscant, where the Jedi recruits can be carefully watched by Republic soldiers and the wizened Jedi Masters. Skilled bounty hunters and trackers have been sent with Jedi Knights all across the galaxy to find those Force-sensitives of all ages, hoping to bring any and all they find into the fold so that the Order can continue to maintain peace in the galaxy...

[/fieldbox]

The Galactic Republic

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  • Established at the advent of hyperspace travel, the Galactic Republic has long served as one of the dominent- if not the sole and undisputed- galactic government established by the Galactic Constitution.

    The Republic is a unicameral federal democratic republic, and for the most part does not style iself to be a wholly centralized power. Instead, the Republic styles itself as a union of various independant planets and sovereign systems that come together for the common good and security of the galaxy. While it can be caught up in bureaucratic processes, the Republic often reacts quickly to any threats it sees and enjoys a close relationship with the Jedi Order- something it uses to its advantage. The current capital of the Republic is Coruscant.

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    The Galactic Senate is the sole legislative body of the Republic, and is responsible for establishing the Galaxy's laws, funding and supporting the Republic military, charting hyperspace travel and trading routes, as well as regulate general trade. The Galactic Senate has two types of Senators- seated and unseated. Seated Senators are set seats in which each planet can place a senator (usually three per planet), and in which they have full voting and speaking rights. Unseated Senators are more informal and are typically advisers to their seated counterparts, although they can petition for speaking and voting rights as the occassion may warrant.

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    The Supreme Courts are the highest level of the Republic's judicary branch, above the regional, planetary, and local courts. The Supreme Court is comprised of twelve justices, with the seniormost of the aforementioned judges appointed to the role of "Chief Justice." The Chief Justice's responsibilities are to oversee the affairs of the court and to investigate any complaints involving the lesser courts. When a justice retires, members of the Galatic Senate (including the Supreme Chancellor) can nominate judges to fill the vacant seat. The Supreme Court is the "court of last resort" and the ultimate determinant regarding constitutional legality.

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    The Supereme Chancellor is the Republic's head of state, chief diplomat, and the president of the Galactic Senate, serving as the executive branch of government. In the Senate, the Chancellor's role is largely parliamentary and ceremonial as the first among equals, focused on keeping order. Any Supreme Chancellor can serve up to two consecutive four-year terms before they're force to step down due to term limits. The Supreme Chancellor has the authority to nominate a commander-in-chief (called the "Supreme Commander") for the Republic's military, who is then approved by the Senate. The Supreme Chancellor can also call Extraordinary Sessions of the Senate when necessary, and use a power known as "Chancellor's perogative" to circumvent some lesser aspects of parliamentary procedure.

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    The Republic Military is divided into three primary branches- the Republic Army, the Republic Navy (which includes the Republic Marines), and the Starfighter Corps, all of which are under the Ministry of Defense. In times of war- with tha approval of the Jedi High Council- Jedi Knights will often join the military to serve as officers in the various branches, depending on ability. In some cases, Jedi Masters have even served as high-ranking generals and admirals during their tenure. With little exception, the Republic Military is comprised completely and utterly of volunteers and is highly respected. Their primary function is as a peacekeeping force, serving to deter major crime organizations and interplanetary syndicates when not at war.

The Jedi Order

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  • Suceeding the ancient Je'daii, the Jedi Order is the largest organization of Force-sensitive individuals in the galaxy.

    The antithesis of the Sith, the Jedi embrace the Light Side of Force (orginally called the "Ashla" by the Je'daii), which is aligned with being calm and at peace as well as with positive and selfless emotions (such as compassion and mercy). The Jedi serve as a peacekeeping force, assisting citizens of the Republic with various day-to-day issues whenever it is asked of them.

    The Jedi primarily operate out of the Jedi Temple on Coruscant, although they also have various other temples, enclaves, academies, and praxeums across the galaxy. Most commonly, Jedi practice non-attachment (to the point of forbidding marriage) and recruit their members from a young age, often as children provided the consent of the parents. From this point forwards, they begin their Jedi training, which can take up to two decades in some cases. Most Jedi are trained in a master-apprentice pair, although it is not unheardof for one master to have two apprentices at once. There are some occasions, such as initiate-level training, where Jedi are trained in small- or medium-size groups. The Jedi's stance on forbidding marriage is not to say that Jedi aren't permitted to have relationships, but that cannot recognize having a person completely to themselves and being ready to let them go should the die or be abandoned.

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    The Jedi Code is a summarization of the Jedi doctrine and a guide by which members of the Jedi Order are expected to live their lives. There are various interpretations of the Jedi Code itself, although the Jedi do derive general tenets and rules for conducting themselves from it, regardless. These tenets include things such as only fighting in self-defense and using the power of the Force responsibly and not for their own gain.

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    Originally build as a small meditative enclave, the Jedi Temple as it is currently known was established by the legendary Four Masters after the fall of the Great Jedi Library on Ossus, as the Jedi required a place to store their ancient knowledge. In time, the temple was established to be the official headquarters for the Jedi Order as the ziggurat remained under constant construction over a period of decades, finishing with the five pillars on the top of the structure, with the northwestern tower being designated for use by the Jedi Council. The temple is protected and watched over by the Temple Guard, who hold the keys to the most ancient and sacred rooms of the temple. Most rooms are accessible by any Jedi, with the exceptions of dormitories being acessible only by keycards and many rooms accessible by Jedi Masters locked by physical keys kept only by the Temple Guard.

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    Also called the Jedi High Council, the Jedi Council on Coruscant is the chief governing body of the Jedi Order. At its helm is the Master of the Order, who is elected by the unanimous vote of the cJedi Council's members. As a result, it is not uncommon for the Master of the Order and the Grand Master to be one and the same. Being the chief among them, the Jedi Council directly oversees all Jedi activity, as well all of the various other councils that run the various Jedi enclaves and ascpect of Jedi life.

  • Jedi Classes:
    • Jedi Guardian- A master of lightsaber combat, a Guardian often prefers action and movement to staying put and waiting. Such Jedi are often found in the front line with soldiers fighting for the good of the galaxy.
    • Jedi Sentinel- Sentinels practice a balance between the Force and combat. This class of Jedi often serve as agents and investigators for the Order and their allies.
    • Jedi Consular- Focused on a mastery of and connection to the Force, the ultimate goal of a Consular is to seek peaceful and diplomatic solutions, often relying on more improvised and experimental fighting styles such as Form VI.
    Ranks of the Jedi Order:
    • Grand Master- The seniormost member of the Jedi Order, the Grand Master is the leader of the Jedi High Council and the Jedi Order.
    • Jedi Master- The highest rank a Jedi can achieve, a Jedi Master is one who has supreme knowledge and understanding of the Force and has proven their wisdom. Some Jedi are elevated to this rank for their various heroics and exploits, as well.
    • Jedi Knights- Upon completing the Jedi Trials, a padawan is knighted. These Jedi are the full members of the Order, and can begin taking an apprentice when they have the necessary experience. Here, a Jedi may find a specialty in their class and study it throroughly.
    • Jedi Padawan- When a Jedi is assigned to a master, they pass from being an initiate a padawan. This transition is usually highlighted by the construction of a Jedi's lightsaber and deciding what class of Jedi they are to become.
    • Jedi Initiate- The lowest rank in the Jedi Order, initiates are new members of the Order who have yet to be assigned to a master and/or have not completed the basics of Jedi training necessary to be assigned to one.

  • There are various reasons that may lead a Jedi to exile.

    Some exiles are self-imposed, in some cases needed to act as a sabaticcal for the Jedi in question. Other exiles simply have chosed to leave the order due to personal reasons ranging from individual outrage to a desire to get married. These Jedi exiles are- for the most part- welcome to rejoin the Jedi Order if they so desire and are allowed to keep their lightsabers if they wish.

    There are, however, those who are exiled by the will of the Jedi Council. These exiles are stripped of their lightsabers and cast out completely from the Jedi Order, and in very rare cases some of these exiles have their connections to the Force severed through the use of an ancient and almost-forgotten Force technique. Many exiles in this category are also placed on Republic watchlists in order to ensure that they cause no further trouble, while some find themselves imprisoned or even executed if they comitted capital punishment.

    At times, the Jedi Council will recall a self-exiled Jedi or an exile who was cast out for lesser reasons and ask them to rejoin the Order. In the case of the former, it is because they are needed. In the case of the latter, it is usually because the Council wishes to forgive them or have received information that greatly affects the circumstances in which they were cast out and wish to rectify the situation.

  • The Seven Forms of Lightsaber Combat
    • Form I: Shii-Cho- The simplest and oldest of all lightsaber forms, Shii-Cho is always the first form taught to Initiates before their assignment to a master. It was created when the ancient Jedi transitioned form the use of swords to lightsabers and it stronge against multiple opponents. Shii-Cho is also called "The Way of the Scarlaac" and the "The Determination Form." Although some find mastery in this form, most use it as the foundation of the other six forms and as a guide to lightsaber combat.
    • Form II: Makashi- Makashi, simply put, is the ultimate study of combat between lightsaber users. Also called "The Way of the Ysalamiri" or "The Contention Form," Makashi practicioners are extremely skilled in one-handed combat and are capable of extremely efficient combat, with their practicioners often being among the best duelists of their peers.
    • Form III: Soresu- Originally designed to counter blaster-fire, Soresu is the utmost defensive of the seven lightsaber forms. Called "The Way of the Mynock" and "The Resilience Form," Soresu is more forcused on survival, but once a practicioner has experience they can block every attack and leave no openings, they can ultimately gain greater control in longer and more enduring battles.
    • Form IV: Ataru- Also known as "The Way of the Hawk-Bat" or "The Aggression Form," Ataru is an aggressive lightsaber form that focuses on channeling the Force through their bodies to overcome their physical limitations. It is effective against single opponents and is fast paced, calling on the Force to allow for great acrobatic feats. However, it is physically draining and unadvantageous against multiple opponents and in prolonged combat.
    • Form V: Shien / Djem So- Form V is unique as it is split into two subforms. Shien is the "Classic Form," while Djem So is the "Dueling Form." Collectively, the are also called "The Way of the Krayt Dragon" and "The Perseverance Form." Both variants were created by masters of Form III who whished to make up for the weaknesses in their form. As such, Shien was initially developed to provide impecable defense while givine way to powerful counterattacks. Some Shien practicioners use the uncommon reverse grip combat style. Djem So, however, built upon Shien and created a variation focused on pressing the offensive after gaining an advantage, while also prizing raw strength and combat capabilities.
    • Form VI: Niman- Niman is the combination of all the previous five forms into one, creating a lightsaber form that has no real strengths, but neither any great weaknesses. It is often called "The Way of the Rancor" and "The Mediator's Form," the latter due to its preference by Jedi Consulars. This form is commonly practiced by saberstaff users, and its techniques often require the incoportation of the Force. Regardless, the success of this form is highly dependent on ths individual using it and their initiative, creativity, and improvisational skills.
    • Form VII: Juyo- Juyo is nothing short of the most aggressive and utmost dangerous lightsaber form. Also known as "The Way of the Vornskr" and "The Ferocity Form," Juyo is practiced under careful restriction by the Jedi, as any lack in internal focus could drive one to grave mistakes in executing the form's vicious and devastating nature. Highly favored by the Sith, the Jedi are very careful about its use for fear that its prolonged usaged will lead its practitioners to the Dark Side.
    Common Lightsaber Practices
    • Jar'Kai- Simply put, Jar'Kai is the practice of using two lightsabers instead of one. As such, it can be adapted into any of the main seven forms after much practice and training.
    • Sokan- Unlike most other items listed here, Sokan is not a form or practice on its own, but rather a critcal principle of lightsaber combat and its teachings. Sokan itself is the principle of using the environment and terrain to gain a critical advantage in combat, and is heavily important to combat mastery.
    • Tràkata- A lesser used practice, tràkata is the study of tactical use of the lightsaber's functionality, namely the ability to engage and disengage the blade at will.
    • Trispzest- Once of the most demanding practices, Trispzest is the practice of aerial-focuses and highly acrobatic combat and various techniques related to fighting a combatant in the air.

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    Said to contain the sum of all knowledge in the galaxy, the Jedi Archives hold knowledge in every known discipline ever discovered, ranging from the scientific to the historical. Most of the information in the archives is available to all members of the Jedi Order, although some information cannot be viewed without the permission of the Chief Librarian and some other pieces of information are restricted by rank. The Archives also houses the Holocron Vault, although accessing the Vault and its contents requires the express permission of a Jedi Master or the Chief Librarian.

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    Each Jedi has their own room in the temple, with the rooms themselves varying by age and rank. Each room is locked either by a keycard or by a passcode, depending on which dormitory they live in. The rooms in the dormity set aside for the former exiles are as seen above, while also containing a small closet and dresser in addition to a full bathroom with a shower.

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    The Jedi Temple has many secluded areas meant specifically for meditation. These meditation chambers are critical to Jedi training, and are peaceful, secluded places where apprentices can learn to channel their Force powers and find inner peace. The primary meditation chambers open to the former exiles are as seen above, featuring large stones on which the young Jedi can practice their mastery of the Force.

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    The Jedi have many sparring rooms and dueling arenas scatted throughout the temple, although primary one for the former exiles is the one seen above, which contains two advanced and programmable sparring droids to adjust to teaching every student as they need. In order for a training session to take place, a Jedi Master is required to ensure that there is no foul play nor any ill intent behind what goes on in the dueling arena.

Notable Worlds


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  • Allegiance: The Republic
    Type: City-Planet
    Region: Core Worlds
    Native Species: Humans
    Immigrated Species: Various
    Government: Galactic Senate
    Suns: 1
    Moons: 4
    Points of Interest:
    -The Galactic Senate Building
    -The Grand Republic Medical Facility
    -The Jedi Temple
    -The Uscru District
    -The Works

    The capital of the Galactic Republic and the home of the Jedi Order. The planet itself is mostly one giant metropolis, filled with multiple levels form the tallest skyscrapers to the lowest levels of the underworld. It is often said that the lower one descends in Coruscant's levels, the more danger that they enter into.


  • Allegiance: The Republic (Formerly the Namu'Zai)
    Type: Terran
    Region: Mid Rim
    Native Species: None
    Immigrated Species: Various
    Government: Republic Reconstruction/Martial Law
    Capital: Proteus
    Suns: 1
    Moons: 2
    Points of Interest:
    -Namu'Zai & Namu'Kar Ruins

    Although formerly the capital of the Namu'Zai, much of the planetary capital- Proteus- is in ruins as are most of the former major cities. Haidorial Prime was primarily noted for crafting weapons and developing starships, making it a suitable location for the former Namu'Zai government. Haidorial Prime is currently under Republic martial law and is under a strick blockade that only allows certified ships with specific permits into the planetary system until its reconstruction is over.


  • Allegiance: The Republic
    Type: Ice World
    Region: Unknown Regions
    Native Species: None
    Immigrated Species: None
    Government: None
    Suns: 1
    Moons: 2
    Points of Interest:
    -The Crystal Caves
    -Illum Jedi Temples

    Illum is a planet on the edge of the Unknown Regions. Discovered by the Jedi milennia ago, it was revealed that the planet held caves containing Force-sensitive kyber crystals and various focusing crystals. As such, the Jedi built various enclaves and temples, most notably the one which is now referred to as the "Illum Temple." It here that most Jedi initiates undergo the Gathering, the final trial marking their readiness to become a padawan and build a lightsaber by seeking to discover a kyber crystal that bonds with them through the Force.


[fieldbox=Rules, red, solid, 8, book antiqua]
I. The GM has full control. If there is a Co-GM, they have control in the GM's absence.
II. A minimum of a post per week is recommended.
III. The minimum post is a single strong paragraph or two average ones for scenes that aren't very action or dialogue heavy.
IV. The current player cap is eight individuals.
V. As of right now each writer is allowed one character, although some exception may be made for NPCs.
VI. Inform one of the GMs ahead of time about prolonged absences and such.
VII. If you have any questions or concerns, feel free to ask here or in a PM.
VIII. Romance is allowed, but any smut should be kept in private messages.
IX. All of Iwaku's general forum rules apply.
[/fieldbox]

Organic Template
Name:
Role:
Species:
Age:
Eye Color:
Hair Color:
Height:
Appearance:
Equipment:
Brief History:
Other:

Droid Template
Designation:
Alias:
Type:
Equipment:
Appearance:
Brief History:
Other:

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latest

The Chantry teaches us that it is the hubris of men that first brought the darkspawn into our world...

Nearly thirty years ago, the darkspawn- foul creatures from beneath the earth- revaged the southern continent of Thedas in a great Blight lead by the Archdemon Urthemiel. The Warden-Commander of Ferelden, a Grey Warden by the name of Duncan, along with the Warden Alistair, recruited the daughter of Teryn Bryce Cousland- Alessia- to combat the threat of the darkspawn. She would soon lead the Grey Wardens upon the deaths of King Cailan Theirin and Duncan, eventually avenging them after betrayal by Loghain Mac Tir, who was executed by Alistair- who, in reality, was the bastard son of Cailan's father Maric- before being named King of Ferelden. Eventually Alistair and the Hero of Ferelden married, Thedas began to move on.

And, as it had happened before, the people of Thedas forgot about the power of the Blight and failed to ignore the warnings of the Grey Wardens as the latter became forgotten.

Now, thirty years have passed.

Forgotten and receeding, the great nations of Thedas realize too late that the Grey Wardens have dissappeared, causing the Empire of Orlais to go so far and proclaim that the ancient order is dead. In time, only Nevarra, Ferelden, and the Qunari openly believe that Grey Wardens remain. As such, Queen Alexandria of Ferelden announces that a small party of volunteers to cross from Ferelden into Orlais, the Free Marches, and Nevarra before approaching the fortress of Weisshaupt in the Anderfels, the ancient headquarters of the Grey Wardens.

However, as then party leaves for Orlais, it is discovered that one Grey Warden lives among the Dalish in the Brecilian Forest. Heading south, the fate of this small party and this unknown Grey Warden will determine the fate of all Thedas...




THE NATIONS OF THEDAS
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  • The land where the Fifth Blight rose and fell nearly thirty years ago, until recently the land was ruled by King Alistair Therin and Queen Alessia Cousland, the former Grey Wardens who ended the Blight. Their eldest child, Queen Alexandria, now rules undisputed while her brother Prince Fergus (who, by birthright, is also the Teryn of Highever) handles Ferelden's military affairs. The Queen of Ferelden is subject to the Landsmeet- the legislative body comprised of Ferelden's nobles, Chantry officials, and even representatives from the Ferelden Circle.

  • A group of loosely-associated city-states, the Free Marches make major decisions by convening in a Landsmeet. Out of all the nations of Thedas, the Free Marches is the least concerned with the Sixth Blight as it deals with the Second Mage-Templar War.

  • Perhaps the strongest human nation and the home of the Chantry, Orlais is an absolute monarchy. Unlike Ferelden and Orzammar where there are bodies that can challenge the actions of the monarch, the emperor or empress of Orlais has the final say in all legal affairs. Although it is not said publicly, one look at Orlesian society tells one that humans are enforced as the dominant race while elves and qunari are seen as serfs and servants. Dwarves aren't treated as well as humans, but are treated far better than elves and qunari.

  • Perhaps the utmost ancient society in Thedas, Orzammar was once the heartbeat of a great dwarven empire that spanned throughout the thaigs of the Deep Roads. However, when the First Blight attacked the dwarven empire, only two great thaigs- Orzammar and Kal-Sharok- survived, the latter closing itself off from the world. Orzammar itself is ruled by its king, Bhelen Aeducan, who approves laws made by the Assembly, the legislative body of Orzammar. While most believe Orzammar's holdings are naught but the thaig itself, many subterranean dwarven cities now connected by the Low Road and those in the Frostback Mountains give their allegiance to the King of Orzammar.

  • Once called the land of dragon-slayers, the Nevarrans are ruled by a monarchy, who is advised by a Grand Council, a small legislative branch that also act as the council to the king. They often track their dynasties extensively, making Nevarran politics all the more intrinsic and exhausting. However, the fact that Nevarra possess the best-trained and best-equiped soldiers is uncontested as not even Orlais will willing attempt a border skirmish against Nevarra.

  • One of the islands controlled by the Qunari, Seheron is the home of the Triumvirate, the three individuals who govern the Qunari. They are comprised of the Arishok (the supreme military commander), the Arigena (the greatest industrial, agricultural, and trade official), and the Ariqun (the great high priest), who represent the body, mind, and soul of Qunari society, respectively. This is, in part, because the Quanari believe their society to be a living thing, wherein each individual Qunari- in their following of the Qun- are duty-bound to do what is best for the society as they are akin to drops of blood in a single body.

  • The oldest existing country in Thedas, the Tevinter Imperium is a powerful magocracy led by the Imperial Archon. The title of Archon is typically passed from father to son, although Archons may be elected if there are no clear successors. Like Orlais, the population of Tevinter believes in the supremacy of humanity. It has mostly closed itself off from the rest of Thedas since the Sixth Blight has continued to spread.


TIMELINE OF EVENTS

9:30 DRAGON
  • The Fifth Blight Begins.
  • Warden-Commander Duncan inducts Alessia Cousland into the Grey Wardens.
  • After being named king of Orzammar, Bhelen Aeducan annuls the Assembly.
  • The werewolf plague ceases after the Lady and Zathrian accept peace.
9:31 DRAGON
  • The Fifth Blight ends when King Alistair Therin kills the Archdemon.
  • Kieran, the son of Alistair and the witch Morrigan, is born.
  • Princess Alexandria Eleanor Therin is born to King Alistair and Queen Alessia.
  • Arrahel the White is found at the doorstep of the Circle of Ferelden.
  • Shale becomes the royal protector of Princess Alexandria.
9:32 DRAGON
  • Nathaniel Howe, Anders, Oghren, Velanna, Sigrun, and Justice join the Grey Wardens.
  • The Warden-Commander spares the Architect.
  • The Messenger is allowed to wander the surface of Thedas.
  • Construction of the Low Road, which connects Orzammar and Kal-Sharok, begins.
9:33 DRAGON
  • Alessia leaves the Grey Wardens to fulfill her role as Queen of Ferelden, Nathaniel Howe is named Warden-Commander.
  • Prince Fergus Therin is born.
  • Justice merges with Anders.
  • Archon Radonis of Tevinter is assassinated, and his son Cassian succeeds him as the new Archon.
9:34 DRAGON
  • Hawke is crowned Champion of Kirkwall.
  • The Qunari Sten, a former companion of the Hero, is made Arishok.
9:35 DRAGON
  • Wynne dies.
  • King Aeducan reinstitutes the Assembly, remodeling some features after the Aseembly of Kal-Sharok and instituing the Rule of Sal-Deshyr- making room for elected members of the Assembly from the non-noble castes as opposed to only the hereditary, noble deshyrs.The first act by the new Assembly is to construct the Warden's Way, a mortuary hall honoring Grey Wardens who met their end answering the Calling in the Deep Roads. It also serves as lodging for Grey Wardens travelling in Orzammar.
9:36 DRAGON
  • Construction of the Low Road is complete after taking measures to ensure it is inaccessible by Darkspawn.
9:37 DRAGON
  • Anders destroys a Chantry and flees with Hawke.
  • The First Mage-Templar War begins.
  • A Conclave is called by Divine Justinia V.
  • Originally a representative of the Dalish at the Conclave, the mage Galen Lavallan emerges as a hero of the Chantry after preventing the destruction of the Conclave by rogue Templars.
9:38 DRAGON
  • Lavellan is accused of being an inside agent for the Dalish and the rebel mages with the purpose manipulating Chantry politics in their favor. Although an asset in bringing the rebel mages to reason and discussion, all accusations are found to be groundless.
9:39 DRAGON
  • Duke Gaspard de Chalons initiates the War of the Lions against Empress Celene.
9:40 DRAGON
  • Empress Celene sends her son and heir, Ezekiel du Lyons, to live with allies in Nevarra to prevent his assassination.
9:41 DRAGON
  • Seheron is completely conquered by the Qunari after expelling Tevinter forces once more.
  • The Arishok opens limited trade with various nations, inviting the royal family of Ferelden to the city of Seheron itself as he reuintes with his old friends and companions.
9:42 DRAGON
  • Emperor Gaspard successfully seizes the Orlesian throne and Celene is publicly executed after the Seige of Jader after allying with the elven spymaster Briala, publically vowing to improve the elves' quality-of-living.
9:43 DRAGON
  • Lavellan is given the title "Arbiter" in respect to his diplomatic prowess. He is sent to Seheron on behalf of the Chantry to form an alliance.
  • The ancient Grey Warden Avernus dies, but not before his research is secretly taken to and then hidden by King Alistair and Queen Alessia.
9:44 DRAGON
  • Emperor Gaspard of Orlais dies due to disease, possibly poison.
  • Emperor Philip de Chalons succeeds his father and reigns for four months before dying.
  • Empress Viktoria takes her throne after her brother's death. Ezekiel du Lyons gains support quietly for his claim upon returning to Orlais.
  • The Triumvirate does not permit a full alliance with the Chantry, but does permit use of Qunari sea routes.
9:45 DRAGON
  • King Alistair and Queen Alessia of Ferelden depart with their longtime friends, Oghren and Sigrun, to answer the Calling. Their weapons are given places of honor in the Warden's Way.
  • Grey Wardens begin to disappear across Thedas, beginning in Orlais.
  • Queen Alexandria assumes the throne at just 14 but receives advice from Arl Teagan.
9:46 DRAGON
  • Divine Justinia dies, her Right Hand Cassandra Pentaghast is crowned Divine Victoria with assistance from her lover, Arbiter Lavellan.
  • The Sixth Blight begins as Darkspawn surface in the Free Marches, although unnoticed due to the violence of the Mage-Templar War.
9:47 DRAGON
  • Nathaniel Howe and Velanna are called to address the possible darkspawn threat in the Free Marchs, but Howe is killed and Velanna is crippled. Rumors circulate that Anders himself killed his former friend.
9:48 DRAGON
  • The Divine officially ends the war. She reforms the Circle and Templar order.
  • Arrahel the White passes the Harrowing, becoming a full member of the Ferelden Circle.
9:49 DRAGON
  • The Divine begins reforming the Seekers, rooting out the corruption and abuse of power of her former order.
9:50 DRAGON
  • Arrahel the White undergoes the Joining and becomes a Grey Warden.
  • The Second Mage-Templar War begins after Divine Victoria is almost killed in a Darkspawn raid at the Val Foret chantry.
9:51 DRAGON
  • The rogue Zevran is called upon by Leliana, the Left Hand of the Divine, to begin searching for clues regarding the dissappearing Grey Wardens.
9:52 DRAGON
  • Having lost faith, Empress Viktoria and the Council of Heralds proclaim the Grey Wardens are "dead" and that they will have to combat the blight themselves. Tevinter, Rivain, Antiva, and the Free Marches issue similar statements.
  • Ferelden and Nevarra, along with the Divine and the Chantry, keep hope that Wardens still remain. The Arishok publicly states that "Wardens do not die easily- only a fool would believe they are truly gone," referencing his experiences during the Fifth Blight.
9:53 DRAGON
  • Orzammar throws its weight into combating the darkspawn, using an ancient explosive known as Emerald Fire to seal off the main entrances to the Deep Roads while further reinforcing the Low Road. Some side-entrances remain open for scouting purposes, but are heavily guarded and reinforced.
9:54 DRAGON
  • The nations of Ferelden, Orlais, Orzammar, and Nevarra establish a military coalition to prevent the darkspawn from going into the hearts of their lands. The Free Marches remains in disarray due to he Second Mage-Templar War, while Tevinter defends itself. Rivain and Antiva form a similar alliance while the Qunari focus on searching for the Grey Wardens.
9:55 DRAGON
  • The Grey Warden Arrahel is found by the Dalish after going comatose at Ostagar.
  • Ferelden mourns as Arl Teegan dies after protecting the Frostback Mountains from the darkspawn.
9:56 DRAGON
  • Emerald Fire is used to seal off various locations across Thedas, while some employ dwarven-designed Great Barrier Doors instead, a means of further preventing the darkspawn from accessing the surface in crowded areas.
9:57 DRAGON
  • The Arishok sends a small division of warriors to Ferelden to aid in fighting the Blight.
  • Kal-Sharok gives legions to fight the darkspawn upon finally entering diplomatic discussions with Orlais.
9:58 DRAGON
  • Present
  • Arrahel awakens and assumes the role of Warden-Commander of Ferelden upon learning he is the last known Warden.
  • Queen Alexandria and Prince Fergus marshal an expedition to search for the Grey Wardens.

THE RACES OF THEDAS

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  • Humans are the most numerous and most powerful race in Thedas. All The leading kingdoms explored in the Dragon Age universe are human – Orlais, Ferelden, as well as others. Compared to the other races of Thedas, Humans are recognized for their adaptability, ingenuity and flexibility in terms of morals and beliefs. They are capable of being rogues, warriors and mages.

    Long ago humans worshipped a draconic pantheon of Old Gods which it is considered that they now slumber beneath the earth. The magister rulers of the ancient Tevinter Imperium who regularly talked to the Old Gods, engaged a series of invasions in which they defeated the elven kingdom of Elvhenan and enslaved the race. Boosted by the sheer number of slaves, the Imperium conquered almost the entirety of Thedas in the next centuries.

    Eventually, the Imperium was challenged from the south by a barbarian uprising, the armies led by Maferath and his wife, the prophet Andraste.

    Andraste brought the teachings of a new god, the Maker, and her word spread quickly. The oppressed masses of the Imperium rose up in rebellion to support the invading barbarians and eventually most of the south fell to their might. Andraste was not stopped in her Exalted March until she was betrayed by her husband: jealous of her power, Maferath turned Andraste over to the Tevinter archon and she was burned at the stake. The Chant of Light would say that the Maker turned his back on humanity when she died. He would only return and make the world into a paradise when the Chant of Light was sung from all corners of the world, and so the Chantry began to spread. In modern times, the Chantry has spread throughout the known world, its power unquestioned even as it begins to give way to internal strife.
  • The elves are a physically-weaker version of humans with a slender build, pointed ears and astronger affinity for nature and magic. Long ago, the elves were the dominant race on Thedas, and their advanced civilization was based on nature, the Fade and magic. After the fall of their great city of Arlathan, and its following plunder by the human mages of the Tevinter Imperium and the subsequent generations of slavery that followed, the elves lost most of their cultural heritage and identity.

    Since then, their few numbers have been scattered all over Thedas in either forests as illusive but dangerous nomads known as the Dalish, or as "city elves": impoverished outcasts, the lowest of the low in human society with little hope of recovery for their culture or their race. They're now a people associated with poverty, crime, barbarism, and are often used as scapegoats for humanity's difficulties.

    However, elves are often noted as being the most resilient of the races, building up from near-extinction like dwarves while clinging to what little cultural identity that they have been able to keep. The elves are also well-documented as having the closest connection to the Fade, making it more common for an elf to be discovered as a mage than a human or Qunari.
  • Dwarves are a short, stocky, and physically-strong race. The dwarves are skilled builders and boast a long tradition of courage and martial skill that has served them well in their millennia-long battle against the darkspawn. They are a race in decline, once developed a huge, great empire which spread across vast underground networks of twelve great thaigs (or underground cities) that spanned the breadth of Thedas. However, their world was all but destroyed during the First Blight.

    In addition to the loss of nearly all thaigs and the majority of the Deep Roads to darkspawn, dwarves are known to be increasingly infertile due to their proximity to the darkspawn taint, a situation which has given rise to anxiety for the future of the race, as well as the invention of noble hunters to bolster the children born to noble houses.

    Unlike elves and humans, dwarves do not naturally enter the Fade, as they do not dream. Dwarves who spend too much time above ground are labeled as Surfacers and are shunned as well as prevented entry into the few remaining Thaigs. In recent years, there has been talk of making a Surface Caste so that surface dwarves may still find peace with the Stone.
  • "Qunari" is the most commonly used name for the mysterious, illusive and gigantic race that governs the island nations of Par Vollen and Seheron. Qunari are taller and considered to be more physically robust than humans. They have skin of varying metallic colors (such as gold, bronze, and silver), white hair, pointed ears, and vivid eyes with colors like violet, red, silver, or yellow. They follow a harsh but respectable code of honor known as the Qun.

    Any Qunari who is not born intp the Qun are known as Vashoth (not to be confused with Tal-Vashoth, individuals who abandon the Qun or are exiled from it) and are somewhat shunned by the Qunari, to the point that some consider Vashoth a race entirely different from theirs. They tower over the other races, averaging seven feet and are incredibly physically capable. Qunari born with magic are called Sarebaas and are bound, with their lips stitched together in order to keep them from inflicting chaos on the people of the Qun.


  • The darkspawn, are a race of humanoid tainted creatures that mostly dwell in the underground of Thedas. When the darkspawn uncover one of the Old Gods rumored to be asleep deep underground, they expose it to the taint, changing it into an Archdemon, which then leads them in an attack against the surface world called a Blight. The darkspawn are perhaps the greatest single threat to all of Thedas; they are bloodthirsty, exceptionally numerous and willing to indiscriminately kill or corrupt all in their path.

    Darkspawn exist solely for one purpose - war against all sentient beings in Thedas. As a rule, they are completely hostile to outsiders. Anyone caught venturing underground will be attacked, and anything caught in their path during a raid or a Blight will be mercilessly slaughtered. Surrendering to darkspawn is generally foolish; even if they spare a prisoner's life, they will still drag them back to the Deep Roads.

    Males are devoured and tortured for entertainment once their effective labor is used up, while females are turned into broodmothers, disgusting abominations used to birth more and more darkspawn in order to fill their armies.


CHARACTER CLASSES
[fieldbox=Warriors, red, solid, 8, book antiqua]Warriors are the front-line fighters and the backbone of any party under assault. They rely on melee weapons, as well as heavy armor and must pull from deep reserves of stamina to function. The warriors of Thedas come in two different varieties - two handed and sword and board.

Two handed warriors are a wave of destruction in the battlefield, either wielding broadswords or giant axes, they are more offensive form of warriors. Sword and shield warriors are the epitome of defense, they can withstand a great deal of punishment. Both varieties usually have a strong understanding of tactics. All races can be warriors, though Qunari and Dwarven warriors are usually a cut above the rest.

Specializations: Reaver, Templar, Berserker, Champion, Guardian
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[fieldbox=Rogues, gold, solid, 8, book antiqua]Rogues are crafty combatants who succeed in battle by combining speed, subterfuge, and a wide range of abilities to bring their opponents down in unexpected ways, sometimes before the enemy even perceives danger. Rogues can pick locks with great skill, incapacitate enemies with ease, or sneak up on targets to deliver a devious and crippling backstab. They usually wear light armor and skirt around the outskirts of a fight, looking for the opportune moment to strike.

Rogues usually dual wield daggers or practice archery. All races can be rogues, but Dalish archers are a renowned hunting force and city elves are usually comfortable with daggers considering their upbringing.

Specializations: Bard, Duelist, Ranger, Assassin, Shadow, Artificer, Tempest
[/fieldbox]​
[fieldbox=Mages, green, solid, 8, book antiqua]In Thedas, magic is a natural physical phenomenon such as gravity or magnetism. Some people are born with the ability to interact with, control, and shape it, these people are Mages. Conventional magic originates from the Fade, the realm where spirits dwell and humans, qunari, and elves visit when they dream. Mana is a measurement of one's ability to channel energy from the Fade, and this energy is expended in the practice of magic. Just as the Fade can be reshaped by those who have grasped its nature, so can the world of Thedas be manipulated by magic via willing things into being. In combat, mages utilize staffs from a safe distance if they aren't casting spells to wreak havoc on the battlefield.

Specializations: Arcane Warrior, Shapeshifter, Spirit Healer, Blood Mage, Battlemage, Keeper, Mortalitasi, Knight Enchanter
[/fieldbox]

THE MAIN FACTIONS

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  • The Grey Wardens are an order of various races and nationalities all of which possess exceptional ability as well as a dedication to fighting darkspawn throughout Thedas. With the right to conscript anyone to their order, regardless of rank or reputation as well as their history of saving Thedas during all five Blights, they are a renowned group of mages, rogues and warriors. Most Grey Warden are organized by national branches, although the Wardens do have a central, international headquarters at Weisshaupt Foress in the Anderfels.

    Little has changed amongst the Grey Wardens, they were primarily focused on the redistribution of available forces and clarification of duties during ages of peace before they slowly began to disappear as a whole.

    Grey Warden Rank Structure:
    • First Commander- The commander of all Grey Wardens who operates with the High Constable and Chamberlain out of Weisshaupt Fortress.
    • High Constable- The second-in-command and public face of the order.
    • Chamberlain of the Grey- The senior most archivist of the order, to whom the Warden-Commanders send their annual reports.
    • Warden-Commander- Also called the Commander of the Grey, they command the national branches of the order. They appoint their branch archivist (or chronicler) and their branch Warden-Constable. They are often address by rank and branch in formal situations (i.e. Warden-Commander of Ferelden").
    • Warden-Constable- Also called the Constable of the Grey, they are the second-in-command to a Warden-Commander and fulfill their duties in their absence. A Warden-Constable also has various recruitment and training duties.
    • Senior Warden- Senior Wardens are veteran Grey Wardens and/or those appointed to lead teams and undertake special missions.
    • Warden- The rank of Warden indicates a rank-and-file member of the order that has survived the Joining ritual.
    • Warden-Recruit- An individual who has dedicated themselved to the order but has not yet undertaken the Joining, and has received this rank as a result. Recruits who fail the Joining have their sacrifices honored by having their names kept in the Weisshaput archives.
  • The Chantry, as a whole, has remained mostly the same. However, the Conclave and the actions of Divine Victoria have lead to the Chantry taking a different outlook on mages and allowing human woman who are mages to becoming priestesses. Otherwise, the Chantry now asserts itself as more of a political entity given the tighter leash on the templars, as well as the actions of the Divine that have given a certain political power to Chantry members.

    The Chantry is organized at the international, national, and local levels and oversees the Circle of Magi, the Templar Order, and the Circle of Magi.

    Orders of the Chantry:
    • The Divine- The leader over the entire Chantry, she has two special advisors called the Right Hand and Left Hand, who deal with public and private matters, respectively. She is typically addressed as "Most Holy" or "Her Holiness." When a divine dies, a new one is elected at an event known as the Grand Consensus.
    • Grand Cleric- A Grand Cleric is a leader over a national branch of the Chantry. A Grand Cleric is addressed as "Your Grace."
    • Revered Mother- The clergywoman in charge of an individual chantry. A Revered Mother is addresses as "Your Reverence."
    • Mother- A Chantry priestess who is not in change of a chantry and oversees the day-to-day activity of their chantry. A Mother is addresses as "Your Reverence."
    • Sister & Brother- The lowest rank of ordained clergy, and the only one in which men can served. They are addressed by their title. They are divided into the affirmed (who care for their chantry and the people within), initiates (those who have teken their vows and are training for their full role in the Chantry), and clerics (the Chantry's primary scholars and academics, the seniormost of which are called "elders"). Some members of this order become Chanters.
    • Lay Sister & Lay Brother- Also called the Laity, this order is composed of normal folk who wish to assist the Chantry in ways other than what the ordained do.
  • After the end of the First Mage-Templar War, Divine Victoria instructed the First Enchanters and Grand Enchanter to write of a document known as the Declaration of Magi Rights. This document set minimum standards of treatment for mages by members of the Templar Order, the Chantry, and by military personnel. Although the Circles still stand, their residents are now considerably more free and can even receive permission to marry outside of the Circle and live in a nearby village.

    The rebels in the Free Marches consider these changes nothing better than band-aid fixes, believing that the Divine is ignoring the flaws still present in the system.

    Mages must pass the Harrowing to become full members of the Circle. Those who fail are usually slain to prevent demonic possession, although such events are extremely rare. Apprentices who fear the Harrowing or are found to be too untrustworthy to be mages are made Tranquil through a secret ritual called the Rite on Tranquility.

    Circle of Magi Rank Structure:
    • Grand Enchanter- The leader of all Circle mages who acts as a direct adviser to the Divine.
    • First Enchanter- A mage in charge of leading a Circle. Many First Enchanters act as magical advisers to national and regional leaders.
    • Senior Enchanter- An experienced mage that oversees a certain function within the circle and trains apprentices.
    • Mage- A rank-and-file member of the Circle who has passed the Harrowing.
    • Apprentice- A student mage who has yet to undergo the Harrowing.
  • he Templar Order is a military order of the Chantry that hunts apostates and maleficar and watches over the mages from the Circle of Magi. While templars are officially deemed a force of defenders by the Chantry, established to protect the communities of the faithful from magical threats, they are in fact an army unto themselves; well-equipped, highly disciplined and devoted to their duties. Becoming a templar includes rigorous physical training, taking sacred vows, and receiving a special injection of lyrium.

    No longer a public force following Divine Victoria's election, the Templar Order has been relegated to being the Divine's personal army and protectors of chantries and circles. Although many protest the move, the Templars are restricted in their authority as the Divine will only give them more authority when she deems it necessary.

    Templar Rank Structure:
    • Knight-Vigilant- The commander of the Templar Order, who reports directly to the Divine.
    • Knight-Divine- The commander of templars at a national level.
    • Knight-Commander- The commander of the templars at a circle, who also helps oversee the templars at nearby chantries.
    • Knight-Captain- The leader of templars stationed at a chantry.
    • Knight-Lieutenant- The second-in-command to a Knight-Captain.
    • Knight-Corporal- A senior templar assigned to be the leader of a team or perform various duties such as training recruits.
    • Templar- A rank-and-file member of the Templar Order who has taken their vows.
  • The remant of the ancient Inquisiton, the Seekers serve as a check on the Templar Orderand report only to the Divine. The leader of the Seekers is known as the "Lord Seeker" or "Lady Seeker," while all other members of the order are simply referred to as "Seekers." The primary focus of the Seekers is to protect the Chantry from corruption and investigate various matters of critial importance, which may include the hunting of apostates.

    Seekers do not use lyrium like Templars, and as such their abilities are made from years of hard training and ritual, and can vary greatly between individuals. They can learn to set lyrium within the blood of a mage or templar ablaze, which can paralyze them, kill them, or simple incapacitate them. Because of their rigorous training, Seekers are immune to demonic possession as well as mind control.


[fieldbox=Rules, red, solid, 8, book antiqua]
I. The GM has full control. If there is a Co-GM, they have control in the GM's absence.
II. A minimum of a post per week is recommended.
III. The minimum post is a single strong paragraph or two average ones for scenes that aren't very action or dialogue heavy.
IV. The current player cap is eight individuals.
V. As of right now each writer is allowed one character, although some exception may be made for NPCs.
VI. Inform one of the GMs ahead of time about prolonged absences and such.
VII. If you have any questions or concerns, feel free to ask here or in a PM.
VIII. Romance is allowed, but any smut should be kept in private messages.
IX. All of Iwaku's general forum rules apply.
[/fieldbox]
 
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"We will turn this corrupt land into ash so that it will be born new, by whatever means we must take! With your might and my sorceries, all shall kneel and swear loyalty to their Overlord and Emperor!"

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In an age long past in the world of Aklavion, a people known as the Vraenor discovered the power of magic. Feared by their rivals, the other ancients banded together and banished the people from their homeland, only to take their arcane research and better their own societies as the lost Vraenor braved the frozen northwestern regions. There they built a society out of the shadows, wherein they began to delve further into the darker magics after they learned their works brought about a golden age to the east, all while they were bound to the very will of nature amidst great storms and mountains. But, in time, the great mage Gareth established Netherium, a citadel of mages and the capital of what soon became the Vraenor Empire. Generations later and Gareth's descendant, the dark mage Kieran Gareth Throauldr, is crowned the new Emperor and Overlord of Vraenor. With many ambitions beneath his belt, he and his childhood friend and general Sir Arterion Landrak with aid from the mysterious spymaster Lucretia le Torneau set out to reclaim the ancient homeland of their peoples, beginning with the conquest of the city-state Ildir.

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Expectations/Rules:

-This RP is going to have a "lawful evil" focus, filled to the brim with revenge, dark magic, and conquest.
-As with everything else, all Iwaku rules will apply.
-The initial player cap will be eight individuals (five of which are open), with an aim for each member to post at least once a week either using a posting order or a courtesy system voted on by the accepted players.
-The minimum post we hope to see is a single strong paragraph or two average ones for scenes that aren't very action or dialogue heavy.
-I will be playing the role of the Emperor while - and - will be acting as the General and Spymaster as well as Co-GMs, respectively.
-There are some suggested roles, but everyone will be free to do as they please, within reason.
-All fantasy races are available, even some monstrous races may be used depending on approval, but humans are the most common.
-There will be a Discord chat for accepted players in addition to the regular OOC.
-The RP itself will begin with the conquest of Ildir

Suggested Roles:
-Scholar
-Imprisoned/Conquered Noble
-Fallen/Captured "Hero"
-Imperial Guard
-Army/Guard Captains/Soldiers
-Imperial Assassin

Please don't hesitate to leave a comment or shoot me a PM if you have any questions!



In Character: TBA
Sign Ups: TBA

In an age long past in the world of Aklavion, a people known as the Vraenor discovered the power of magic. Feared by their rivals, the other ancients banded together and banished the people from their homeland, only to take their arcane research and better their own societies as the lost Vraenor braved the frozen northwestern regions. There they built a society out of the shadows, wherein they began to delve further into the darker magics after they learned their works brought about a golden age to the east, all while they were bound to the very will of nature amidst great storms and mountains. But, in time, the great mage Gareth established Netherium, a citadel of mages and the capital of what soon became the Vraenor Empire. Generations later and Gareth's descendant, the dark mage Kieran Gareth Throauldr, is crowned the new Emperor and Overlord of Vraenor. With many ambitions beneath his belt, he and his childhood friend and general Sir Arterion Landrak with aid from the mysterious spymaster Lucretia le Torneau set out to reclaim the ancient homeland of their peoples, beginning with the conquest of the city-state Ildir...




Timeline

The Age of Ancients
-Small nations and city states began to form amidst semi-nomadic tribes and clans, one of which is the Vraenor.
-The city of Beo is founded, where the Vraenor devote themselves to the study of the stars in addition to a general search for knowledge.
-The Vraenor are the first to discover magic, doing so by accident. They begin devoting their resources to study magic and understand its origins. As a result the first magic society- the Oraculum- is founded.
-Upon hearing of the discovery of magic and the formation of the Oraculum, the other nations become fearful and decide it must be destroyed. Thus many of the early clans and nation form the Alliance.
-The Alliance sacks and razes Beo, executing all but three members of the Oraculum who manage to escape copy in order to copy and preserve most of their magical and scientific knowledge.
-The remnants of the Vraenor flee in exile northwest, following the Great River into the mountains.
-The Great Wall is built.

The Age of Frost
-The First Crusade occurs, unifying the two major faiths. A new Golden Age occurs in the East as magic is practiced unfettered.
-The Vraenor splinter into various grousp after hearing of the East's golden age, diving into magical and military research.
-The Sects begin to form.
-The mage Gareth is born.
-After discovering dark magic, Gareth establishes the Glimrel Sect.
-After defeating his rivals, Gareth becomes Overlord.
-Gareth establishes the citadel of Netherium to manage his holdings.
-The Empire is founded and Gareth is proclaimed the first emperor. Netherium is proclaimed the imperial capital. The nation is build from the ground-up.
-The White Palace, Arcanum Magnus, and Assembly are constructed in Netherium.
-An invasion across the rive from an unknown source attempts to end the fledgeling empire and fails, leading to further militarization and the establishment of a regular military force.
-Generations pass, Vraenor is all but forgotton and only two nations continue to man the Great Wall.

The Age of Dawn
-Gunpowder and cannons are invented in the East, with the Vraenor quickly creating their own versions and adapting them for naval use.
-The Emperor Uther and his wife Isolde have their first child, naming him Kieran Gareth Throauldr. Three others follow.
-The emperor and the three youngest children are poisoned, and the empress dies of plague years later.
-Kieran ascends to the imperial throne and appoints Arterion Landrak, a childhood friend and military officer, as the Lord High General. They begin planning an invasion of the East to reclaim their ancestral homelands.
-With a strong enough variant to create dynamite, the Vraenor blow down the Great Wall.
-After the Imperial Spymaster, Lucretia le Torneau, extends her spy network, the imperial forces march past the captured wall and invade the city-state of Ildir.


The Nations

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  • Seemingly incapable of holding onto a ruler for any meaningful amount of time, Estea has struggled to maintain its status among its neighbors. Once a nation of wise scholars, the Dominion fell to civil war and rose again instead as a strict theocracy, then once more as a totalitarian state under the command of a Sovereign. Its people are resilient, but distrusting of magic or anything connected to the old religions.

  • Ildir was once a military stronghold of Naskus, the soldiers stationed in Ildir were abandoned long ago in favor of a more strategically sound location. To this day, the descendants of those soldiers are antagonistic toward the Empire and its allies, though they hold no love for the illusory Vraenor. Its people value military service and function-over-form. Ildir and its inhabitants live up to legacy of those ancient soldiers, being one of the few peoples who continually manned the wall before its destruction.

  • The Kopakonua is a confederation of islands in the western sea, past Vraenor and Naskus. A fairly isolationist state, the people of the land produce various exotic goods and serve as traders between the contintent and the other islands, as well as a major naval force. Despite not practicing the faith preached by those on the mainland, the Kopakonua are generally left alone by missionaries and Naskan authorities for the sake of trade. Each island has a tribal leadership, with a king ruling over the chieftains.

  • Naskus dates back to the Great War, the biproduct of dead and reforged alliances that took to absorbing smaller powers to assert its power. It is currently the mightiest and largest nation in Aklavion. Under its current Emperor, the people are free to do as they please, and often engage in military service or international trade. They are known for their stern, almost humorless demeanors.

  • Some say Ocril came to be ruled by a long-lost prince of Shaodor when the King cast his son out after a botched assassination attempt. Its main exports are said to be poison, as Ocril and its people are best known for its assassins and spies. Individually, they are hardly a match. As one, they can be a force to be reckoned with.

  • Pheros is a large, colorful city of artisans and merchants. Its first inhabitants were a freedom-seekers and those too eccentric to fit in elsewhere. Many of its funds, gathered from the higher classes through culturally-pressured charity, are used to maintain the city's appearance. It stands on its own and mainly interacts with other nations through trade alliances.

  • Shaodor is a heavily fortified kingdom steeped in history. Following a great plague that swept the nation over two centuries ago, Shaodor closed itself off to the wider world and heavily restricted trade. The result was a xenophobic people who valued family ties, personal responsibility, and old legends hailing from a forgotten time. Its royal line has remained on the throne since its inception.

  • Vraenor is the utmost advanced nation in arcane research and military technology. Their purpose for destroying that which held them back is simple- to reclaim their lost homeland and impart vengeance on those who wronged their ancestors.



On Vraenor

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    Most commonfolk own small plots and holdings and possess a hereditary trade, with young men often serving a small stint in the military as a form of tradition before returning home to pursue a trade or take up the family profession. The highest honors usually awarded to commonfolk who do not become mages are appointments by the emperor to lower nobility, typically to a heraldic knighthood or a barony.

  • The nobility are responsible for governing local regions of the empire, with some nobles governing over others with lower titles. The home of a noble- regardless of a rank- is referred to as a "manor." Vreanoran noble titles are as follows, in descending order:

    -Duke/Duchess
    -Count/Countess
    -Marquis/Marquess
    -Baron/Baroness
    -Heraldic (Hereditary) Knighthoods

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    Above: the manor of a heraldric knight. Below: the stately manor of a Count.

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    The Imperial Court is the gathering of officials and notable individuals across the Empire to speak with and bring issues before the Emperor. Any commoner can raise issue or seek guidance from the court. Regular members of the Court (aside from the Imperial Family) can include:

    -Government Ministers
    -Guild Representatives
    -Imperial Advisors
    -Individuals of Merit
    -Military Chiefs and Enlisted Advisors
    -Nobles
    -Sect Grandmasters

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    The great university of Vraenor, many mages and scientific thinkers alike spend some time studying and sharing research within the Arcanum's walls. It is home to the Great Library, an archive of all known historical and scientific texts, various laboraties, and a small learning hospital. It is maintained and run by the Filsiin Sect of mages.

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    Any citizen of the Empire has the right to attend the Assembly, although most of the voting and deliberations are performed by lords and representatives of the people. The Assembly serves to advise the emperor, bringing any and all pertinent information to the attention of the Imperial Court and the Emperor. The Assembly itself has the right to settle disputes involving inheritance of land and titles and act in some judiciary capacities.

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    The Imperial Army- commanded by the Lord High General and advised by the Imperial Command Sergeant of the Army- is Vraenor's largest military force. Some orphans are raised into the army by birth, while others begin training as young as fourteen. It is represented by a solid red flag and is organized into squads, platoons, companies, battalions, and brigades.

    Enlisted: Recruit, Private, Corporal, Sergeant, Staff Sergeant, Master Sergeant, Command Sergeant
    Officers: Second Lieutenant, First Lieutenant, Captain, Major, Colonel, Brigadier General, High General

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    Staffed by able men and mountain with the newest inventions in sail (including a more compact naval cannon), the Imperial Navy is a smaller force, but its brutal strength and efficienty is nothing to be looked down upon. The Imperial Navy also include the Imperial Marines, who are among the most deadly members of the empire's military. Some orphans are raised into the navy by birth, while others begin training as young as fourteen. In the Imperial Court, they are represented by the Lord High Admiral, Command General of the Marines, and their Enlisted Advisors. It is represented by a red and purple ensign.

    Navy
    Enlisted: Sailor, Sailor First Class, Petty Officer, Senior Petty Officer, Chief Petty Officer, Senior Chief Petty Officer, Master Chief Petty Officer
    Officers: Midshipman, Ensign, Lieutenant, Commander, Captain, Vice Admiral, High Admiral

    Marines
    Enlisted: Recruit, Private, Corporal, Sergeant, Staff Sergeant, Gunnery Sergeant, Command Sergeant
    Officers: Second Lieutenant, First Lieutenant, Captain, Major, Colonel, Brigadier General

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    While many Vraenoran women choose to remain in the home, men and women are mostly equal. Women have the right to buy property and divorce, as well as to practice their husband's trade should they be widowed. Women are only outright prevented from joining the regular military, though they are allowed to serve as military doctors, alchemists, mages, and other support personnel. Marriage cermonies are more private in larger towns and cities, and are more public in smaller towns and villages. These ceremonies are usually a religious affair.

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    As their situation occurred due to rather zealous religious beliefs, the Vraenor do not endorse any particular religion. Individuals are free to practice whatever religion they choose and religious institutions are exempt from taxation provided they meet various requirements.

  • Vraenoran currency is divided into gold, silver, and copper coins. These coins are often accompanied by gold and silver half-coins and quarter-coins, originally made from an error in the minting process.

    1 Gold Piece= 100 Silver = 10000 Copper
    1 Gold Half-Piece = 50 Silver = 5000 Copper
    1 Gold Quarter-Piece = 25 Silver = 2500 Copper
    1 Silver Piece = 100 Copper =1/100 Gold
    1 Silver Half-Piece = 50 Copper = 1/200 Gold
    1 Silver Quarter-Piece = 25 Copper = 1/400 Gold
    1 Copper = 1/100 Silver = 1/10000 Gold

    In short, a copper coin is a cent, a silver coin is a dollar, and a gold coin is one hundred dollars.

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    Vraenor, but nature of its development, is very self-sustaining. There are some groups and guilds who monitor and report on the economy as well as regulate some aspects of trade, but the markets are largely untouched except for basic regulation and taxation. Of the taxes taken from an average business or household (which usually averages between ten and fifteen percent), about one third will go to the Imperial government, while the remaining half is split between the local governments and the ruling lordships in addition to any military garrisons or other public institutions. All citizens except the Imperial Family and most government employees (including military personnel) must pay taxes on their earnings once a month while keeping their own record in addition to the local government's own record.

    Most wealth can be found in land holding, but those aren't quite liquid assets. Commonly, tradesmen are some of the wealthiest individuals in a village, behind the local lord and any magical or knowledge-based trades. The average mage can make a comfortable living for themselves, as can most citizens of the empire. Mages who are skilled and respectable enough can even match a lord in their wealth, as can people of many other professions including guild leaders and architects. Although social standing may be a bit rigid, commoners can accrue massive wealth in the right situations and wield as much social influence as the lords they live under.
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    Vraenoran food is very heavy on grains, dairy, and meats due to their location by the mountains. Seafood and honey also popular, with most fruits and vegetables only available in season if not previously preserved. Vreanorans, due to their location, have reliable access to clean freshwater from the mountains as well as underground aquifers, with goat milk common among peasant families. Non-alcoholic ales and ciders also exist as safe, reliable alternatives in areas where less readily potable is available.
    The Vraenorans celebrate the lunar new year, as well as the solstices and equinoxes. They also celebrated "Founding Day," the official day on which the empire was brought into reality. The calendar consists of three hu6ndred sixty regular days of the year, with an additional five days between 30th Retios and 1 Moristar known as the Days of All Souls, which even non-religious Vraenorans recognize as the five holiest days of the year.

    Months:
    1. Moristar
    2. Illia
    3. Griern
    4. Ranor
    5. Newat
    6. Claris
    7. Casoth
    8. Auoth
    9. Shonol
    10. Frital
    11. Retios
    12. Frosal

    Holidays:
    • Calendar New Year/New Year's Feast: 1 Moristar
    • Lunar New Year: 9 Illia (celebrated for two weeks)
    • Spring Equinox: 17 Griern
    • Summer Solstice: 16 Clains
    • Founding Day: 13 Auoth
    • Autumn Equinox: 17 Shonol
    • Winter Solstice: 16 Frosal
    • The Days of All Souls:
      • The Day of Death
      • The Day of Passage
      • The Day of Penitence
      • The Day of New Life
      • The Day of All Souls
    Relations between the various races that inhabit Vraenor has never been much of an issue- as exiles or descendants of the same, what usually matters is the weight on pulls. Of course, prejudices do still exist among certain people and within certain groups, but such is rarely of interest to the public since there is no true division between any of the races.
    Though once legal, slavery (hereditary or otherwise) as well as well as serfdom have been long abolished. Indentured servitude, however, does exist as a means to repay debt that the debtor cannot repay with coin. There are various laws ensure the practice is not performed unjustly, including a provision on how much debt is to be wiped away if the debtor should die and pass along that debt to their spouse or children.



The Sects

The Sects are groups of Vraenoran mages who study similar research and schools of magic. Each Sect is led by a Grandmaster, all of whom report directly of the Emperor. They are represented in the Imperial Court have voice in various matters.

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  • Known as "conjurors," members of the Belvut learn how to summon and bind familiars as well as create golems and illusions. As such, some of the most talented members of the Belvut can sustain a small fighting force in an emergency, although it requires a tremendous amount of will and focus.

    Schools: Conjuration, the School of Illusions

  • Perhaps the most distinguished of these groups, the Filsiin is a sect of scientists and historians who can trace the beginnings of their research to the research of the scientists of Beo and the ancient Oraculum. They are responsible for the care and mangement of the Arcanum Magnus, and dedicate themselves to the study of the sciences and the betterment of Vraenoran life. Many members of the Filsiin are addressed by the discipline they study. They do not follow ranks or schools in the conventional sense, and most become full members after an apprenticeship and presenting original research to a board of senior members.

  • The sect of alchemists, the Galgur research the nature of matrices of potions and how magic is channeled through them. A large amount of Vraenoran pharmacists belong to this sect, and possess no formal rank as the only true training is through an apprenticeship. Many alchemists are judged through their research, with some of the most notable researchers made to be the leaders of the organization.

    School: The School of Alchemy

  • Founded by the First Emperor, Gareth, who truly discovered dark magic, the members of Glimrel are simply called "dark mages." The Glimrel teaches the strengthing of the body and mind in order to strengthen the will, allowing for one to cast even greater spells. As such, many members of the Glimrel partake in intense physical regimens and deep meditation in order to strengthen themselves. Dark magic requires the strongest of wills as it taps into raw arcane energy with little change in form.

    Ranks: Dark Novice, Dark Apprentice, Dark Mage, Sorcerer, Grand Sorcerer
    Schools: Dark Magic

  • A military fraternity as much as it is a sect proper, all battlemages are part of the Kendov. Established by the First Emperor, Gareth, the Kendov research and study the proper use and role of magic in battle and war, as well as develop new evocations with which they can buff the soliders that they serve with, as well as increase their own abilities.

    Ranks: Recuit Battlemage, Apprentice Battlemage, Battlemage, Senior Battlemage, Knight-Battlemage
    Schools: the School of Defense, the School of Battle

  • The sect of oracles, shamans, and the obscure arts, the Ornopharion encompasses all of the magical studies not covered by the other Vraenoran sects. These other magics, collectively known as "The Obscure," may include magical studies from other lands that have yet to receive a formal classification or new, experimental magics.

    Ranks: Apprentice Magus, Lesser Magus, Magus, Senior Magus
    Schools: Divination, Shamanism, The Obscure

  • Dedicated to healing magic and the study of medicine, members of the Stiildus sect make up the majority of Vraenor's doctors and students of the natural world, as seen though the practice of botanomancy (magic involving plants and calling on great beasts for aid). There are no true ranks, although full members are given the title of "doctor." Their learning is a combination of research and lecture combined with an apprenticeship.

    Schools: Botanomancy, the School of Healing, the School of Medicine

  • The eldest of the Sects, the Toor first banded together to study the simplest magic, mainfesting magic through the elements of nature. Members of the Toor are referred to as "elementalists," although those who seek mastery of a certain element are referred to by their arcane school.

    Ranks: Novice Elementalist, Apprentice Elementalist, Elementalist, Senior Elementalist, Master Elementalist
    Schools: Aeromancy, Astramancy, Cryomancy, Geomancy, Pyromancy


Rules
I. The Co-GM is Dipper - he has full control in the GM's absence.
II. A minimum of a post per week is required.
III. The minimum post is a single strong paragraph or two average ones for scenes that aren't very action or dialogue heavy.
IV. The current player cap is eight individuals (five of which are open)
V. As of right now each writer is allowed one character, although some exception may be made for NPCs.
VI. Inform one of the GMs ahead of time about prolonged absences and such.
VII. If you have any questions or concerns, feel free to ask here or in a PM.
VIII. Romance is allowed, but any smut should be kept in private messages.
IX. All of Iwaku's general forum rules apply.
The Sith Confederation

  • Name: Unknown
    Alias: Darth Magus
    Faction: Sith Confederacy
    Role: Dark Lord of the Sith, Prima Dominus of the Confederacy
    Species: Unknown
    Age: Unknown
    Eye Color: Unknown
    Hair Color: Unknown
    Height: 6' 3"
    View attachment 126744
    The Dark Lord's lightsaber uses a design reminiscent of the ancient Sith protosabers, ideal for both one-handed and two-handed combat. It is powered by a synthetic red kyber crystal.
    Brief History: Darth Magus is the most powerful known Sith in the galaxy. Many Sith Lords have challenged him for the mantle of Dark Lord, all have failed. No living being knows what lies behind his mask or under his robes, not even his apprentice. All who have seen what lies behind the mask were killed without mercy by his hand.

  • Alias: The Iron Wall
    Faction: The Sith Confederation
    Force-Sensitive: No
    Species: Human
    Age: 57
    Eye Color: Hazel
    Hair Color: Black (Greying)
    Height: 6' 0"
    Brief History: Born on Coruscant and entering the Naval Academy at a young age, the Dark Lord heard of his ruthless and indomitable battle tactics and placed special interest in him. After a successful occupation of various dissenting planets, the Dark Lord made Tekartha his Command Admiral of the Confederation's military force and his personal military advisor. Given command of the Imperial-II-class Star Destroyer called the Obsidian, the master command ship for all the Confederation's forces, used for all missions involving the Dark Lord

  • .


The Dark Council
 
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Work In Progress
Name and Title: His Royal Highness Aedus Meremoth, Prince of Wrath
Aliases The Red Death, Lord of Hellfire
Age: 257 (27)
Gender: Male
Race: Demon
Occupation: Prince of Wrath (Formerly Pirate/Mercenary)
Accent: Optional, though it's nice to hear the voice inside our heads

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Abilities:
  • Master of Hellfire - Aedus has the ability to summon, control, and manipulate unquenchable fires from the darkest recesses of the Underworld that can damage both spiritual and physical beings while being immune to said flames.
  • Unnatural Physical Prowess - Aedus possesses almost unmeasurable strength, great speed, and feels almost no pain. He asked for this specifically to be able to enact his more desired revenge without needing to bathe the world in his flames. This, however, comes at a price- while he can channel this great speed and strength, if he goes too far or uses more than his body can handle, he will cause great harm to himself in the process, at times even causing injuries that take days or weeks to heal.
  • Break the Mind - Aedus can influence mortal minds to act on their hidden hatred and urges, or to go out and spread raw chaos at his will. Most times, he'll use this ability to entertain himself while other times he can create human puppets using it so long as he sates their newfound desires for chaos and vengeance. If he loses control, the mortals will go feral and attack their former master as well as anything breathing in the vicinity.

Brief Personality and History:

To say that Aedus' upringing was unpleasant would be, if nothing else, an understatement.

Raised in a household with an abusive drunkard for a father and a waif of a mother who refused to stand up for herself, Aedus was supposed to die when he was born due to being sickly. This was the first time he disappointed his father. In time, he was the oldest of five children and, by the time he was twelve, he had already begun working odd jobs for the nearby mercenary guild, lead to what little of an initial education he had in both scholastics and the sword. This continued for a few years, in the greatest of his rampages, his father crossed the unspoke precipice and killed his mother and his only brother in a drunken rage. Everything went red, and when he was conscious it was no surprise that the boy had run his father through.

With no other option, Aedus signed a contract to work for the mercenary guild provided his remaining three siblings would be given hearth and home. With their safety guaranteed, the young man began to travel across the known and unknown worlds in order to accrue funds and a better life. And, for a few years, it went well. Then the fire struck. There was some great paranoia, and when the time came, a great blaze had begin to ravage the city, and the safety he had been promised was wortheless. All went red again. When he came to, there was no living thing remotely near him and he left. He swore to findout who was responsible, but until then all would suffer. With the help of what mercenaries of his crew remained, they stole a ship and became terrors of the coast, stealing from all indiscrimately and bring plague and suffering to all who live on the land.

But, soon, his dream was cut short. An ambush and a traitorous swine lead to what should have been his death, and he cursed. He wove such a tapestry of curses that made even the devil have pity on a poor mortal. So, in his last living moment, Aedus mad a bargan. For great powers and great revenge, he would sell his soul. The bargain was struck, and it was in that day that a great black fire flooded the region as there was but a wave of pure chaos, as many died. Legends say there was a laughter over all of it that curdled the blood of each man, woman, and child who heard it. And filled with his revenge, Aedus saw the new allure of his power. He wished to master it, to hone it, and to someday spread an even more glorious chaos among those who pollute the world with their very breath.

Needless to say, the Underworld would suit him very, very well.

Miscellaneous: Anything else?
 
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Name: Drayce Raghnall
Age: 26
Gender:
Male
Race: Human
Occupation: Healer (Cover) & Fróðleikr Brother (Actual)
Basic Appearance:
Drayce has a stocky, lean frame from his years of survival in the Unclaimed Lands, training with other practicioners of the Voice. He has somewhat unruly raven hair and dark blue eyes with modest facial hair. His skin is callous and rugged from years in the wilderness. Drayce commonly wears a light grey cloak, identical to ones worn by his fellows. His armor is of a simple make, featuring a cuirass and pauldrons and a short mail shirt in addition to studded leather vambraces and similar studded leather on his boots.

Magical Abilities: The Voice
Taken in when he was younger to be one of the Fróðleikr, Drayce was born with the rare gift to call upon the Andi or The Voice. It is the ability to channel magic like the ancient dragons by stringing words of the True Draconic language together to create spells of varying power.

Skills:
- Healing: Drayce has an extensive knowledge of healing techniques and medicines, allowing him to use it as a means of securing lodging and supplied in trade.
- Linguistics: Due to his education, Drayce can speak common, both variants of draconic, and some elven and dwarvish.
- Martial: Drayce is skilled with his sword and shield, as well as his trusty seax, being trained in the ancient combat style of his his ancestors. He also possesses notable skill in hand-to-hand combat and with a quarterstaff.
- Survivalist: Drayce lived in the Unclaimed Lands for the majority of his life, giving him a great foundation in general survival skills, although he is weak in areas like fishing and cooking.

Brief Bio & Personality:

Born somewhere in the small of Skal, Drayce was the eldest of three siblings before the Voice first manifested itself. Around the age of eight, the young man's Voice began to unveil itself, which would spell trouble for the small village. As such, the young man would be taken to border of Jodunstein, where an old friend of his father's would take him to the outskirts of the Unclaimed Lands, wherein there were said to be the Fróðleikr, the last practicitioners of the Voice that had separated themselves from the outside world.

Left at the border of the forests on the other side of the mountains, it would be about a week before a Fróðleikr brother came and approached Drayce and took him to meet with the other practicioners of the Voice, numbering about a score in total. For the next decade, the boy would be taught in the proper use of his Voice and in the means of survival. He was taught the True Draconic tongue and its lesser part, and learned fractions of the elvish and dwarvish tongues from the few elves and dwarves that were members of their miniscule home. It was also with necessity that the young Raghnall was taught how to fight. First with his fists, then with a staff, then a dagger, and then with a sword and a shield like a proper Skaldic warrior.

When he was eighteen, he was put to the test- the young boy was to climb to the top of Mount Hásæti and meditate where it was said that the ancient dragons roosted, until he caught sight of the dragons, but he was only allowed to take his seax with him.

The trip itself would take a week, and it would take another week to ascend the mountain when armed with only a knife and very little supplies. In time, Drayce would reach the peak and, despite the thinness of the air, he was immersed in a great sense of peace as he simply sat and meditated until he heard a great and terrible roar, followed by even more of the same. The nearby dragons had found him, and began to Speak with him. They shared the Voice, and eventually the deemed him worthy of his Gift, speaking an odd spell of the tongue to send him back to whence he came in the Unclaimed Lands, his kith waiting for him with a grey cloak to announce him as a full brother of their order. From hereon out he was free to study the Voice however he wished, so long as it was done responsibly.

But then it came- the early Fimbulvetr.

The elder brothers and sisters knew it was far to early from their gifts of prophecy and visions for the Three-Years Winter to begin, for the time of Ragnarok was not at hand. Heimdall was not meant to yet blow his horn nor was it time for Fenrir to duel with Odin. Unsure of what was to come, each member of the Fróðleikr left on their own paths, either in pairs or on their own, in order to seek the cause of this unnatural Fimbulventr. Heading west, Drayce knew not what awaited him, only expecting there to be a great strife on the path to preventing Ragnarok.

Miscellaneous:

"Honor the Sky, for it is the Dragon-Home. Be wise, as was Mimir. Care for the Land, for Freyja allowed our Gift. Protect the weak, as asked by Tyr."
- Excerpt from an Ancient Fróðleikr Chant
 



A long time ago in a galaxy far, far away…



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It was an age of peace for the NEW REPUBLIC until a mysterious Dark Lord of Sith- Darth Magnus- emerged from the UNKNOWN REGIONS. Armed with a massive fleet and an army of Sith Lords, the Republic was defeated as Luke Skywalker's Jedi Order was forced to scatter across the galaxy after their temple on Yavin IV was destroyed.

For almost two hundred years after their victory, the SITH CONFEDERATION has ruled unchallenged as the remnants of the Jedi remain hunted through the galaxy. As the planet Mandalore entered into open revolt, high-ranking individuals across the galaxy sought out the remaining Jedi Knights to form a new movement, an ENLIGHTENMENT, to restore peace to the galaxy.

With deals being made in secret, the Enlightenment begins to build an army from the shadows. Seeking out old bases and supply caches from the OLD REPUBLIC and the REBELLION, a group of Jedi Knights and Enlightenment agents on the frost-world of Ithal in the Outer Rim discover a centuries-old secret that could give them an advantage in the coming war...




Thank you for your interest! Now, about this idea...

- The starting date is ~290 ABY (After the Battle of Yavin)
- We would begin on the planet Ithal, an Outer Rim world that:
-- Is sparsely populated and covered in snowfall​
-- Was used as an Old Republic settlement and secret base, then later as an Imperial maintenance station​
- The players initially search the planet after hearing rumors of an ancient Jedi archive and safehouse. Instead, they soon find a somewhat active wing of the Old Republic base, containing a legion of clones cared for by barely-active caretaker droids, unaware of the state of the galaxy in the modern day.
- After inadvertently awakening the clones, the group is forced to try and get one of the old ships on Ithal operational before the next cold wave kills them all. With no more than a week before they're incapable of surviving, time is of the essence as they try to get off-world and somehow avoid the eye of the Confederation until the time was right.

A few upkeeping notes:
- The Co-GM is Dipper.
- Players will be able to play as any species in the Star Wars universe, within reason, as well as clones and droids.
- Not all characters need to be attuned to the Force- characters who are "deaf" to it can be even deadlier than Jedi!
- The Sequel Trilogy (Episodes VII, VIII, & IX) will not be considered canon for this roleplay due to its incomplete status. Instead, much of the inspiration for events that place beyond Return of the Jedi will be taken from the "Legends" continuity.
- We're anticipating a posting rate of once per week once this gets rolling.
- The OOC will be housed on Discord- instructions for accessing it will be on the Lore page when it is put up.
- This roleplay is likely to be intermediate/advanced.
Please leave a comment if you're interested, have questions, or wish to make a suggestion!
 
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For constricted, Star Wars -style crawl text:
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Credit and thanks to @Lillian Gray & Co. for helping figure this out.
 
In-Character:
Lore:


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  • Designation: (The numbers, Mason!)
    Name: (What do they call you?)
    Rank: (Don't salute me, I work for a living!)
    Age: (How old are you?)
    Eye Color: (What color?)
    Hair Color: (What color?)
    Height: (How tall?)
    Appearance: (Please give an image and brief description.)
    Equipment: (Weapons & tools.)
    Vices: (3+ meaningful character flaws.)
    Brief History: (Provide 3 or 4 paragraphs.)
    Other: (A random fact or interesting feature that doesn't fit elsewhere, optional.)

  • Designation: (Make and model.)
    Alias: (Name and/or nickname.)
    Type: (What kind or droid, in brief?)
    Equipment: (Weapons & tools.)
    Weapons: (If applicable.)
    Appearance: (Please give an image and brief description.)
    Vices: (3+ meaningful character flaws.)
    Brief History: (Provide 3 or 4 paragraphs.)
    Other: (A random fact or interesting feature that doesn't fit elsewhere, optional.)

  • Name: (There are some who call me... Tim.)
    Alias: (A nickname or codename.)
    Species: (Within reason. If in doubt, ask a GM.)
    Age: (How old?)
    Rank | Class: (Initiate, Padawan, Knight | Consular, Guardian, Sentinel.)
    Lightsaber Forms: (How do you prefer to fight?)
    Eye Color: (What color?)
    Hair Color: (What color?)
    Height: (How tall?)
    Appearance: (Please give an image and brief description.)
    Lightsaber: (Please give an image and brief description.)
    Equipment: (Weapons & tools, optional for Jedi.)
    Vices: (3+ meaningful character flaws.)
    Brief History: (Provide 3 or 4 paragraphs.)
    Other: (A random fact or interesting feature that doesn't fit elsewhere, optional.)

  • Name: (I need a name for the register.)
    Alias: (A nickname or codename.)
    Force-Sensitive: (Y/N)
    Species: (Within reason. If in doubt, ask a GM.)
    Age: (How old?)
    Eye Color: (What color?)
    Hair Color: (What color?)
    Height: (How tall?)
    Appearance: (Please give an image and brief description.)
    Equipment: (Weapons & tools.)
    Vices: (3+ meaningful character flaws.)
    Brief History: (Provide 3 or 4 paragraphs.)
    Other: (A random fact or interesting feature that doesn't fit elsewhere, optional.)

  • Designation:
    Name:
    Rank:
    Age:
    Eye Color:
    Hair Color:
    Height:
    Appearance:
    Equipment:
    (Optional.)
    Vices: (Optional.)
    Brief Description: (1-2 paragraphs.)
    Other:

  • Designation:
    Alias:
    Type:
    Appearance:
    Equipment:
    (Optional.)
    Vices: (Optional.)
    Brief Description: (1-2 paragraphs.)
    Other:

  • Name:
    Species:
    Age:
    Rank | Class:
    Lightsaber Forms:
    Eye Color:
    Hair Color:
    Height:
    Lightsaber:
    Equipment:
    (Optional.)
    Vices: (Optional.)
    Brief Description: (1-2 paragraphs.)
    Other:

  • Name:
    Force-Sensitive:
    Y/N
    Species:
    Age:
    Eye Color:
    Hair Color:
    Height:
    Appearance:
    Equipment:
    (Optional.)
    Vices: (Optional.)
    Brief Description: (1-2 paragraphs.)
    Other:


Enlightenment

  • Name: Serronus Ordo
    Alias: Mandalore the Objector
    Force-Sensitive: No
    Species: Human (Mandalorian)
    Age: 35
    Eye Color: Brown
    Hair Color: Dark Brown
    Height: 6' 4"
    Equipment: The Darksaber, The 1.77 Decimator

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    "She's my own pet project. No cartridges. No sights. No repeating projectiles. Just a power cell that produces one giant beam of death designed to carve through the enemy army with relative ease." - Mandalore, regarding the 1.77 Decimator Hand-Cannon.

    Born on Mandalore to Clan Ordo, Mandalore quickly proved himself to be a master warrior, eventually rising to the forefront of Mandalorian society. After his predecessor, Mandalore the Architect, was executed by the Sith Confederation for plotting an insurrection, Serronus Ordo won the right to wear the mask and executed the plans of his mentor by bringing the planet Mandalore and its territories into open rebellion. He is one of the founding members of the Enlightenment.

  • Designation: MTP-XR-001
    Type: Prototype Military Protocol Droid
    Equipment: Various strategic analysis/calculation, translation, and resource management software.

    Brief History: Constructed near the end of the Clone Wars, Caretaker was assigned to be the chief maintenance droid and a strategic adviser to Base 102-Alpha on the ice planet Ithal, a classified Republic assignment ordered by an unknown group of Jedi Masters and members of the Republic Senate before the advent of the Empire who were suspicious of then-Chancellor Palpatine. Caretaker was assigned to take care of the base and its contents until a Jedi General came to take command.

  • Designation: 21-B-MDX7
    Type: 21-B Medical Droid
    Equipment: Various medical and surgical equipment.

    Brief History: Doc Seven was constructed and initially stationed on Kamino where he assisted in the production of clone troopers. Eventually put to work on an LAAT gunship and later on the Republic frigate Valor, Doc's experiences made him a prime candidate for the classified assignment on Base 102-Alpha.

    Other: Despite being constructed near the end of the Clone Wars, Doc's experience and technique make him a top-of-the-line medical droid, even rivaling the newest models.




The Jedi Council

  • Species: Miralann
    Age: 34
    Rank | Class: Master | Consular
    Lightsaber Forms: III, V
    Eye Color: Light Gold
    Hair Color: Black
    Height: 5' 8"

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    Modeled after her former master's lightsaber, the blade is powered by a green kyber crystal. The ornate etchings are said to have some significance in Miralann culture.

    The elder sister of two, she was taken from her family's household in secret five years before her sisters were found to be Force-sensitive. When the discovery was made, the miralann and her master whisked her sisters away and taught them some basics of the Force before they were handed over to their masters.

  • Species: Human
    Age: 82
    Rank | Class: Master | Consular
    Lightsaber Forms: III, IV
    Eye Color: Dark Brown
    Hair Color: Grey
    Height: 5' 4"

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    Simply designed and devastatingly effective, this lightsaber is powered by a green kyber crystal.

    The oldest living Jedi Master, Notan Arien trained fellow council member Enala Aphora. She was left half-blind after an encounter with a Sith Lord, Darth Urthar, and relies on the Force to see completely. Otherwise, her colleagues believe her to be the most attuned with the Force out of all the council's current members and is capable of performing the rare Battle Meditation ability.


  • Species: Twi'lek
    Age: 36
    Rank | Class: Master | Guardian
    Lightsaber Forms: IV, V, VII
    Eye Color: Dark Brown
    Hair Color: Black Eyebrows
    Height: 5' 6"

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    Designed for more aggressive combat, the lightsaber is powered by a purple kyber crystal and features heavy grip grooves to ensure optimal performance.

    A master of her craft, Ayana Iticini is uniquely skilled using the Force to go undetected to allow for unparalleled espionage. She helps the Enlightenment obtain Sith intel and has infiltrated Sith Temples and bases on numerous occasions without being detected. Her abilities to both cloak herself in the Force as well as her mastery over the extrasensory skills the Force has granted her allowed for her rise to the rank of Jedi Master and her placement on the Jedi Council.

  • Species: Kel Dor
    Age: 44
    Rank | Class: Master | Sentinel
    Lightsaber Forms: V
    Eye Color: Silver
    Hair Color: None
    Height: 6'3"

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    Preferring simplicity, Val Keem's lightsaber is based on an ancient design and powered by a yellow kyber crystal.

    After growing up as a member of the Baran Do on his homeworld, the planet Dorin, Val Keem has studied many different branches of Force teaching and philosophy, making him a premier candidate to be named as the Council Historian when he became a Jedi Master.

  • Species: Cathar
    Age: 46
    Rank | Class: Master | Consular
    Lightsaber Forms: IV, VI
    Eye Color: Orange
    Hair Color: Shades of Brown
    Height: 5'8"

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    Like many other members of her species who become Jedi, Eluhani wields a saberstaff, reflecting the ancient combat style taught to the Cathar on their homeworld. It is powered by a synthetic green kyber crystal.

    Eluhani was born on her species' homeworld, the planet Cathar, where she was raised to be a hunter for her clan, specializing in fighting with a spear and a staff. In time her ability to communicate with wild animals, almost taming them, was soon realized to be a trait of her Force-sensitivity by the late Jedi Master Aran Korri. She soon left her people with the blessing of her chieftain, completing her training. When she became a Jedi Knight, she found her apprentice through a young man named Ishua Ken. She became a Jedi Master after she and her apprentice parted ways in recognition of her valor in protecting her homeworld from the advance of the Sith and for her ability to negotiate and befriend the natives of various words with skill and ease.

  • Species: Nautolan
    Age: 33
    Rank | Class: Master | Sentinel
    Lightsaber Forms: I, II, IV (Jar'kai variants)
    Eye Color: Black
    Hair Color: N/A
    Height: 5' 8"

    veronica_lightsabers_by_jnetrocks-d4eopss.jpg


    Inspired by the elegant design used by the late Count Dooku, these lightsabers are powered by two blue kyber crystals.

    Raised on the aquatic planet of Manaan, Aurel Opha's clan held ancient Nautilan traditions that were linked to the Force. When one of these traditions revealed Opha's Force sensitivity, the Sith took her to a detainment facility, from which she was rescued by her future master and members of the local resistance effort.

  • Species: Human
    Age: 64
    Rank | Class: Master | Sentinel
    Lightsaber Forms: II, III
    Eye Color: Blue
    Hair Color: White
    Height: 5' 11"

    ironcore_lightsaber_by_jnetrocks-d4c24ax.jpg


    Designed with classical Makashi dueling in mind, the blade is powered by a yellow kyber crystal and features a curved hilt with a hand-and-a-half grip for engaging in Form III.

    A member of the Jedi Council and the younger brother of Ko Orson, Ezra and Ko worked with their father in the mines of Mygeeto before their abilities in the Force began to manifest.


  • Rank | Class: Grand Master | Sentinel
    Species: Human
    Age: 67
    Eye Color: Green
    Hair Color: White
    Height: 5' 11"

    lightsaber_hilt_by_beowulf_bx-d31lcg7.jpg

    Ko's lightsaber is simple in design, powered by a yellow kyber crystal.

    One of the wisest Jedi, Ko Orson is the leading member of the Jedi Order. He and his brother Ezra are both skilled masters in their own right, but Ko's gift of clairvoyance and wisdom made him a natural choice to be elected as the order's Grand Master after Notan Arien dismissed her nomination.

  • Species: Kaleesh
    Age: 43
    Rank | Class: Master | Guardian
    Lightsaber Forms: III, V, VII
    Eye Color: Light Yellow
    Hair Color: N/A
    Height: 6'1"

    146046_1464777196541_full.png


    Designed with leather and wood around the metal shaft, this lightsaber is designed to honor Kaleesh culture and is powered by a yellow crystal found on the Kaleesh homeworld.

    After defeating a trio of Sith apprentices with one of their weapons, Jin'kar Syn's talent with a lightsaber caught the attention of many Sith who tried to convince him to join their order or fight as the Kaleesh warrior Grievous did. Syn refused, eventually becoming a Jedi as a way to protect his people from the outsider Sith who threatened the independent and neutral Kaleesh clans. He is the greatest master of the Ferocity Form among living Jedi Knights.

  • Species: Nelvaanian
    Age: 33
    Rank | Class: Master | Guardian
    Lightsaber Forms: I, VI
    Eye Color: Black
    Hair Color: Dark Blue
    Height: 5' 11"

    upload-8f56f930-a432-11e5-800d-c7e72da15d0d.png


    Powered by a green kyber crystal, this lightsaber pike was constructed so that the user could utilize traditional tribal Nelvaanian spear combat while disguising the weapon as a metal staff.

    Skal T'chalos is the first known Nelvaanian to be raised to the rank of Jedi Master. A master of the lightsaber pike, he honors the traditional combat of his homeworld and has an impressive connection to the Living Force, capable of influencing and communicating with various wild beasts.

  • Species: Miraluka
    Age: 29
    Rank | Class: Master | Sentinel
    Lightsaber Forms: III, IV, V (Jar'kai variants)
    Eye Color: N/A
    Hair Color: Black
    Height: 5' 7"

    d311fcb9fc6e4e0818198c5a73f3a665.jpg
    lightsaber_7_by_kilgorin0728-d4tlsow.png


    Powered by purple and blue kyber crystals respectively, these lightsabers were constructed with a focus on simplicity and quick adaptability in mind. The semi-exposed crystals allow for the traditionally blind Jedi to better sense them and use them to a better degree.

    Jesseni Uthan had a rather unconventional apprenticeship. She and her master never encountered another Jedi until it was time for her to undergo the Jedi Trials, mainly operating in Hutt Space as a saboteur beforehand. Rumor has it that a good chunk of the giant slugs owe her a few favors, assuming she doesn't have a personal grudge against them.

  • Species: Zabrak (Iridonian)
    Age: 38
    Rank | Class: Master | Guardian
    Lightsaber Forms: IV, V, VII
    Eye Color: Light Blue
    Hair Color: Brown Eyebrows
    Height: 6'

    lightsaber_2_0_by_broodofevil-dpp9ku.jpg


    Powered by a blue kyber crystal, this lightsaber was inspired by simpler designs from the old Jedi Order.

    An aggressive combatant, Lon-Zha Zazik is a master of most forms of lightsaber combat as well as most different lightsaber types. Master Zazik is responsible for aiding in preparing Enlightenment forces for confrontation against enemy Force-users. Otherwise, he keeps most of his personal life private as he studies the knowledge of the ancient Jedi weaponmasters.




The Clones


  • Designation: CT-3772
    Rank: Regimental Commander
    Age: Roughly 12 galactic standard
    Eye Color: Brown
    Hair Color: Black
    Height: 6′0″
    Appearance: Fairly standard, save for the rather noticeable burns across the left side of his face. How he acquired these scars is best left unquestioned. Armor is marked with a mess of grey-blue designs of no known origin and without meaning, while his helmet bears a downward facing arrow starting from the visor and connecting around the back of the helmet.
    Weaponry: DC-17m IWS
    Brief Description: Born and trained on Kamino along with an assortment of brothers who have since perished, Strafe has led and planned a variety of successful missions during the War and shows no signs of putting an end to his clean record any time soon. Is generally friendly and easy to get along with, if you can get past his exuberance toward just about everything that catches his eye.
    Other: Overly enthusiastic Major, likes crashing stuff. Strategic mastermind. Probably Thrice's best friend or something.

  • Designation: CT-4322
    Rank: Batallion Commander
    Age: 11 galactic standard
    Eye Color: Brown
    Hair Color: Black
    Height: 6′0″
    Appearance: Haphazard and just barely meeting regulations, and therefore is conveniently always in armor and rarely without his helmet. Armor is fairly plain except for the single stripe down the front of his helmet.
    Weaponry: DC-15S
    Brief Description: Kip is on the quieter side, and as such, very little is known about his history before joining the 343rd. It's often assumed he had a knack for tinkering even as a cadet and hasn't quite lost the passion. Tends to keep chatter to a minimum.
    Other: Engineer. Fixes stuff. Does things.

  • Designation: CT-3215
    Rank: Batallion Commander
    Age: 12 galactic standard
    Eye Color: Brown
    Hair Color: Black
    Height: 6′0″
    Appearance: Bears no noticeable markings. As per Match and Auto's request, he has allowed them to paint his pauldrons red.
    Weaponry: DC-15S
    Brief Description: None of the others of the 343rd would believe you if you told them Patch and once been considered 'too gentle' to be a medic. Now he's too rough, but no one can patch up a blaster wound better than him. Talks very little, and is just as likely to berate you as encourage you.
    Other: CMO. Respected, feared, and loved all simultaneously because he's the medic.

  • Designation: CT-2416
    Rank: Captain
    Age: 12 galactic standard
    Eye Color: Brown
    Hair Color: Black
    Height: 6'0"
    Appearance: Keeps his hair long, but tied up as per regulations. A stylized LAAT/i with a lightning bolt at its center is tattooed onto his left temple, just below a strangely similar scar that reaches just past his hairline. His armor bears a similarly stylized pair of bolts facing one another on the front of his helmet. His armor is otherwise left untouched.
    Weaponry: DC-15A blaster rifle
    Brief Description: Although his original squad is long gone, Storm manages to fit in wherever he goes despite his somewhat defensive nature and fierce protectiveness over his piloting skills.
    Other: LAAT/i pilot. The best pilot. Earned a medal once, definitely.

  • Designation: CT-1134
    Rank: 1st Lieutenant
    Age: 12 galactic standard
    Eye Color: Brown
    Hair Color: Black
    Height: 6′0″
    Appearance: Fairly plain. His left pauldron has been painted with a crimson talon, and a pair of red stripes frame either side of his chest plate.
    Weaponry: DC-15A blaster rifle
    Brief Description: A no-nonsense pilot with just a hint of playfulness and self-deprecating humor. Quiet, but won't turn down a good chat.
    Other: Regular pilot because he's not special enough. Good sport, though. Great pilot.

  • Designation: CT-5622
    Rank: 2nd Lieutenant
    Age: 11 galactic standard
    Eye Color: Brown
    Hair Color: Black
    Height: 6′0″
    Appearance: Distinguished by the tattooed wings on either side of his head, hair closely shaved. He is perhaps the most well groomed of the clones in the 343rd, if only for the aesthetic. His armor has been painted in carefully thought out black filigree, with Auto's trademark colors acting as the filler.
    Weaponry: DC-15A blaster rifle
    Brief Description: Chatty artist who will happily share his art for an even trade, with a sharp eye suited for art and flying. His artwork is best viewed side by side with Auto's.
    Other: LAAT/i pilot. Hangs out with Auto a lot to paint.

  • Designation: CT-5611
    Rank: 2nd Lieutenant
    Age: 11 galactic standard
    Eye Color: Brown
    Hair Color: Black
    Height: 6′0″
    Appearance: Where Match is careful and deliberate, Auto is colorful and wild. Bright blue depictions of plants and wildlife cover his armor and helmet, stylized and uniform enough to keep him within the realm of respectability. Markings similar to Match's helmet have been tattooed onto the side of his face.
    Weaponry: DC-15A blaster rifle
    Brief Description: Equally chatty as his brother and just as loud, Auto's just happy to have paint nearby and something to splatter it with.
    Other: LAAT/i pilot. Hangs out with Match a lot to decide on paint colors.

  • Designation: CT-4677
    Rank: Master Sergeant
    Age: 12 galactic standard
    Eye Color: Brown
    Hair Color: Black
    Height: 6′0″
    Appearance: A three linked chain around the left side of his neck. His armor is sloppily painted and serves only to make him stand out, perhaps as a reflection of his personality.
    Weaponry: DC-17m IWS
    Brief Description: One would think Deadbolt's just unhinged, and they'd be right. He can be serious when the mission calls for it, but during downtime, Deadbolt's as hyperactive as they get.
    Other: Mr. Always Happy Sergeant. Laughs too much.

  • Designation: CT-2133
    Rank: Sergeant First Class
    Age: 12 galactic standard
    Eye Color: Brown
    Hair Color: Black
    Height: 6′0″
    Appearance: Pale lines trailed from his hairline, across his eyes, and down to each side of his jaw, with his armor bearing the same markings. His face seems to be stuck in a permanent scowl.
    Weaponry: DC-17 blaster pistols
    Brief Description: By-the-books, stern, and a skilled wrangler where it comes to those under him. His snappish attitude makes him difficult to like, but he does his job well and that's all that's required of him.
    Other: Asshole. Never smiles. Too serious. Dislikes (not hates) Strafe for some reason.


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The Enlightenment

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  • While the Sith brought a new order to the galaxy, it was inevitable that new philosophies and ideologies would rise to counter them. The Enlightenment, then, is the embodiment of the utmost dominant of those philosophies and ideologies. Seeing the failures of the Old Republic, the Galactic Empire, and the New Republic, the Enlightenment does not itself as an alliance to restore the New Republic, but as an organization following a new set of ideas that will allow for a greater peace to fill the galaxy than the governments that came before it.

    Whereas the Rebel Alliance had been mostly comprised of volunteers with no training, the founders of the Enlightenment acknowledged that this model would not be a substantial one if they sought to defeat the Sith war machine. As such, spearheaded by the founder Mandalore the Objector, the Enlightenment formed with the secret formation and construction of the Enlightenment Navy in secret while planetary militaries began training under a new, unified system that could be them used to train smaller groups of soldiers in secret and so on while maintaining a powerful camaraderie and discipline that would allow for an easy unification of their forces after they made themselves known to the public.

    As the movement grew larger and larger, the Enlightenment brought the far-flung and hidden Jedi into the fold, bringing a greater sense of confidence into the fold as the Jedi Knights could help serve as a figurehead and provide the much-needed morale that could help bind the movement together and provide further guidance.

  • 180406

    The Acting Government

    As the Enlightenment is currently in a fairly infantile stage of development, its acting government exists primarily only to suit its current needs. A small group of military and political leaders, known to the rest of the Enlightenment as the Conclave, currently act as administrators with each administrator having key individual duties while representing the interests of their system. Each planet that keeps membership in the Enlightenment has two representatives to serve it. The primary concern of the members of the Conclave is to ensure the orderly formation of its military forces from the existing militia cells and the drafting of a formal government, to be instituted whenever the organization has enough planetary members to consider itself legitimate. While the New Jedi Order does not take an active role in these matters, the Grand Master of the New Jedi Order, Ko Orson, is afforded membership within the Conclave to serve primarily as an advisor and as an impartial mediator for their disputes.

    The Proposed Government

    While it has not yet ratified, it is largely expected that the Conclave will follow a proposed form of government referred to as the Onderonian Plan, named after the homeworld of its proposer, the Prince-Exalt Kyron Isachaar. In short, this plan of government seeks to keep a far more starkly enforced division between the affairs of religion and the state as a means to prevent orders like the Jedi or the Sith from becoming a dominant political faction in the future. While a rather unpopular proposal at first for that very reason, it was the unlikely support of Grand Master Orson that pushed the proposed barrier between the Jedi and the government into a favorable view. Orson swayed so many to this line of thinking by speaking to the fact that while the Jedi should be able to assist and give aid to the new government, the Jedi should never be enslaved to a political body as the Old Jedi Order was to the Senate.

    Furthermore, the Onderonian Plan puts forward the necessity of planetary autonomy and tiered governance, to allow the vast majority of issues to be dealt with on the local level as opposed to forcing everything into the galactic political theatre. As such, planets and their satellites are considered the first level of governance, followed by the entire planetary system or cluster of systems, and then the proposed galactic congress, which takes the form of a bicameral legislature. Each region and the various planetary systems would be permitted to form their own systems of government, falling within guidelines to be set by the Congress.

  • Planetary garrisons of passably outfitted militias make up the bulk of the Enlightenment's core military forces, alongside the Naboo Defense Force, Mandalorian army, and a variety of local defense armies. Much of the training regimen for these militias was crafted by a select few Mandalorian clans who shaped the Enlightenment's earliest Generals personally. Under the guidance of these experienced warriors and their officers, soldiers are trained to the same standards, and are properly outfitted and fully trained within a couple of months. These troops are a unified front with each individual unit working as a singular entity no different from a cell, and when brought together as one, a single planetary militia is a force to be reckoned with.

    On their respective planets, the militias serve as peacekeeping forces and civilian-based law enforcement.

    A subsection of these troops is trained in both ground combat and shipboard combat for the purpose of potentially serving in the Enlightenment's navy or aboard orbital stations. Mandalorians take pride in the product of many years of planning and are not an unusual sight among the troops stationed across Enlightenment space. Acting as commanders in their own right, they are charged with the deployment, training, and management of the Enlightenment's core military.

  • Clandestine ship-building operations were the Enlightenment's first step in building naval power. Corvettes of a distinctly Mandalorian design were the first of these ships, which were shortly joined by a variety of frigates, cruisers, and transports initially intended as a defensive fleet to safeguard Enlightenment planets in secret. As the fleet grew, their secrecy diminished, and the ships evolved for speed and stealth as they continued to build their strength.

    The navy is led by a council of Admirals employed from across Enlightenment space, with each ship falling under the jurisdiction of a dedicated Captain. Despite being of significantly lower rank, head engineers are known to have some sway over the running of the ship due to their important role in keeping the ship fit and up to date. Drawn from a pool of accomplished planetside troops, security officers maintain the ship's wartime safety and are outfitted to withstand the vacuum of space. Fending off boarding parties is their specialty.

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    Clonetroopers were the renowned soldiers of the Grand Army of the Republic, genetically modified and designed for war itself. Their numbers bolster Enlightenment forces to an unprecedented degree with their skill, professionalism, and discipline.

    Clone Commandos make use of a varied skill set, trained and unmatched in infiltration, assassination, and sabotage. They make use of specialized Katarn-class commando armor, which provides significantly more protection to suit their dangerous missions. Similarly, ARC troopers serve with distinction on the field as both excellent specialist operatives and reconnaissance troops, with armor equipped to handle more components than the standard kit.

    Clonetroopers are split into strictly defined companies led by specially trained Captains, each within a larger legion under the leadership of a Commander and a Jedi General. These distinct companies often develop their own unique specialties and are known to be tight-knit and difficult to separate. Phase I and II clone armor is preferred by baseline clones, as it is both well designed and capable of stopping blaster fire in its tracks, while also being highly modifiable to suit the clones' versatility.


The New Jedi Order

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  • Once the largest organization of Force-users in the galaxy, the Great Jedi Purge made the Jedi all but extinct.

    For millennia, the Old Jedi Order were the guardians of peace and justice throughout the galaxy, standing as the greatest allies of the Old Republic against the Sith and those who would bring destruction and harm to the innocent. However, these Jedi ended up blinding themselves to any the damage they might have caused themselves. After the Galactic Civil War, Grand Master Luke Skywalker established the New Jedi Order with a new Jedi Code to prevent the same hubris from overtaking their Order once more. Although the New Jedi Order continued to serve the galaxy as best they could, the loss of Skywalker and the great early leaders left them unprepared for the reemergence of the Sith into the galaxy. However, despite their lack of leadership, the Jedi were more than capable of standing to their own against the against their foes but were cut down by the overwhelming forces that assaulted them and fled into the shadows as the New Republic shattered and fell.

    Although they number only barely over three hundred, the modern Jedi keep a strong sense of their strength and culture, although it was rather differentiated from that of the Old Jedi Order. While many traditions remained the same, the Jedi largely took to abandoning their robes outside of ceremonial gatherings and events and took initiates from all ages and walks of life who were reasonably capable of learning their teachings.



  • Jedi are the guardians of peace in the galaxy.
    Jedi use their powers to defend and to protect.
    Jedi respect all life, in any form.
    Jedi serve others rather than ruling over them, for the good of the galaxy.
    Jedi seek to improve themselves through knowledge and training.

    The Jedi Code is a summarization of the Jedi doctrine and a guide by which members of the Jedi Order are expected to live their lives. However, the code adhered to by modern Jedi is not the original Jedi Code, which led to various issues and corruption among the previous Jedi Order. Instead, the new Jedi Code as written by Grand Master Luke Skywalker serves as moral guidelines for the modern Jedi Order. This code also grants Jedi more personal freedom than its predecessor in hopes of avoiding what tore the previous Order apart. In addition to the Code proper, there are multiple miscellaneous tenets that Jedi are expected to follow, but not specifically memorize. These various tenets include beliefs like using violence primarily as a last resort, the protection of the weak and innocent, not killing an unarmed opponent, and not executing one's prisoners outright.

  • Jedi Classes:
    • Jedi Guardian- A master of lightsaber combat, a Guardian often prefers action and movement to stay put and waiting. Such Jedi are often found in the front line with soldiers fighting for the good of the galaxy.
    • Jedi Sentinel- Sentinels practice a balance between the Force and combat. This class of Jedi often serve as agents and investigators for the Order and their allies.
    • Jedi Consular- Focused on mastery of and connection to the Force, the ultimate goal of a Consular is to seek peaceful and diplomatic solutions, often relying on more improvised and experimental fighting styles such as Form VI.

    Ranks of the Jedi Order:
    • Grand Master- The seniormost member of the Jedi Order, the Grand Master is the leader of the Jedi Council and the Jedi Order.
    • Jedi Master- The highest rank a Jedi can achieve, a Jedi Master is one who has supreme knowledge and understanding of the Force and has proven their wisdom. Some Jedi are elevated to this rank for their various heroics and exploits, as well.
    • Jedi Knight- Upon completing the Jedi Trials, a padawan is knighted. These Jedi are the full members of the Order and can begin taking an apprentice when they have the necessary experience. Here, a Jedi may find a specialty in their class and study it thoroughly.
    • Jedi Padawan- When a Jedi is assigned to a master, they pass from being an initiate a padawan. This transition is usually highlighted by the construction of a Jedi's lightsaber and deciding what class of Jedi they are to become.
    • Jedi Initiate- The lowest rank in the Jedi Order, initiates are new members of the Order who have yet to be assigned to a master and/or have not completed the basics of Jedi training necessary to be assigned to one.

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    Whereas there were once many Jedi Councils led by the High Council, there is now only one. Made up of twelve Jedi Masters that serve until their death or retirement from the Council, the Council is led by the Grand Master, who The Jedi Council primarily meets via holoprojectors but will meet in person only whenever necessary due to the fact that the head of any Jedi Master will bring a bounty hunter a fortune bigger than those in their wildest dreams. As the Jedi Council is responsible for governing the Order as a whole, they are the individuals capable of administering the Trials of Knighthood and the Trial of Mastery. The councilmembers also serve as the principal liaisons between the Jedi Order and the Enlightenment, as well as with the other various orders of Force-users who chose not to submit to the rule of the Sith, namely the Baran Do, the Matukai, and the Zeison Sha.

    When it comes to caring for the Jedi Order as a whole, each member of the Jedi Council is charged with overseeing the affairs of various small cells of Jedi scattered throughout the galaxy (with each cell typically ranging from three to eight Jedi to keep from being discovered). Although the Jedi within these cells are free to do as they wish, the councilmember responsible for them will often assign them missions and keep a close eye on the training of Initiates and Padawans in order to ensure that a general orthodoxy is kept while allowing various teachers to pass on their own, individualized lessons. Whenever an Initiate


  • A Jedi tool and a Sith weapon, the lightsaber is a classic marker of any Force-user.

    As much it can be such a strong marker of a Jedi's identity, many members of the New Jedi Order that have decided to embrace more covert designs that allow for their weapons to be worn openly without bringing much attention to themselves. For many Jedi that have chosen to adopt this practice, this involves separating the hilt and the guard while keeping the latter in a simple or inconspicuous shape. Those who wield spear variation of the lightsaber pike, this often allows them to present the hilt as a walking stick of staff. Some other Jedi have even taken to hiding their lightsabers with far more domestic objects, such as canes, or even further disassembling it while keeping the components readily available for use.

    Otherwise, most lightsabers stand as variations on a single-bladed design, although the shoto (or short) lightsaber serves to be a popular companion to the primary saber. Double-bladed lightsabers (and, by extension, double-bladed lightsaber pikes) are less popular than their single-hilted counterparts primarily due to their more public connection with the Sith and the issues that accompany attempting to keep such a large object hidden from prying eyes. While not completely popular, these variations are by no means forbidden by the Jedi as they continue to be held favorably practitioners of Form IV and Form VII.

    The Seven Forms of Lightsaber Combat
    • Form I: Shii-Cho- The simplest and oldest of all lightsaber forms, Shii-Cho is always the first form taught to Initiates before their assignment to a master. It was created when the ancient Jedi transitioned from the use of swords to lightsabers and it strong against multiple opponents. Shii-Cho is also called "The Way of the Sarlacc" and "The Determination Form." Although some find mastery in this form, most use it as the foundation of the other six forms and as a guide to lightsaber combat.
    • Form II: Makashi- Makashi, simply put, is the ultimate study of combat between lightsaber users. Also called "The Way of the Ysalamiri" or "The Contention Form," Makashi practitioners are extremely skilled in one-handed combat and are capable of extremely efficient combat, with their practitioners often being among the best duelists of their peers.
    • Form III: Soresu- Originally designed to counter blaster-fire, Soresu is the utmost defensive of the seven lightsaber forms. Called "The Way of the Mynock" and "The Resilience Form," Soresu is more focused on survival, but once a practitioner has enough experience they can block every attack and leave no openings, they can ultimately gain greater control in longer and more enduring battles.
    • Form IV: Ataru- Also known as "The Way of the Hawk-Bat" or "The Aggression Form," Ataru is an aggressive lightsaber form that focuses on channeling the Force through their bodies to overcome their physical limitations. It is effective against single opponents and is fast-paced, calling on the Force to allow for great acrobatic feats. However, it is physically draining and unadvantageous against multiple opponents and in prolonged combat.
    • Form V: Shien / Djem So- Form V is unique as it is split into two subforms. Shien is the "Classic Form," while Djem So is the "Dueling Form." Collectively, they are also called "The Way of the Krayt Dragon" and "The Perseverance Form." Both variants were created by masters of Form III who wished to make up for the weaknesses in their form. As such, Shien was initially developed to provide impeccable defense while giving way to powerful counterattacks. Some Shien practitioners use the uncommon reverse grip combat style. Djem So, however, built upon Shien and created a variation focused on pressing the offensive after gaining an advantage, while also prizing raw strength and combat capabilities.
    • Form VI: Niman- Niman is the combination of all the previous five forms into one, creating a lightsaber form that has no real strengths, but neither any great weaknesses. It is often called "The Way of the Rancor" and "The Mediator's Form," the latter due to its preference by Jedi Consulars. This form is commonly practiced by saberstaff users, and its techniques often require the incorporation of the Force. Regardless, the success of this form is highly dependent on the individual using it and their initiative, creativity, and improvisational skills.
    • Form VII: Juyo/Vapaad- Juyo/Vapaad is nothing short of the most aggressive and utmost dangerous lightsaber form. Also known as "The Way of the Vornskr" and "The Ferocity Form," the variant of Form VII called "Vapaad" was developed by the Jedi Mace Windu is practiced under careful restriction by the Jedi, as any lack in internal focus could drive one to grave mistakes in executing the form's vicious and devastating nature. Highly favored by the Sith, the Jedi are very careful about its use for fear that its prolonged usage will lead its practitioners to the Dark Side.

    Common Lightsaber Practices
    • Jar'Kai- Simply put, Jar'Kai is the practice of using two lightsabers instead of one. As such, it can be adapted into any of the main seven forms after much practice and training.
    • Sokan- Unlike most other items listed here, Sokan is not a form or practice on its own, but rather a critical principle of lightsaber combat and its teachings. Sokan itself is the principle of using the environment and terrain to gain a critical advantage in combat and is heavily important to combat mastery.
    • Tràkata- A lesser used practice, tràkata is the study of tactical use of the lightsaber's functionality, namely the ability to engage and disengage the blade at will.
    • Trispzest- Once of the most demanding practices, Trispzest is the practice of aerial-focuses and highly acrobatic combat and various techniques related to fighting a combatant in the air.

  • Now more so than ever, the Jedi rely on three series of tests collectively known as the Jedi Trials in order to ensure that everyone in the Order is more than capable of performing their duties and remaining strong in the Light.

    The first set of trials any Jedi will ever face is known a the Initiate's Trials. After their initial training and guidance under a senior Jedi, any Jedi Knight or Master willing to take on one of the examinees as an apprentice can administer the Initiate's Trials. Although they do not take on the same shape as the Initiate Trials of the Old Jedi Order, the Initiate Trials are three in number and are required for an Initiate to be promoted to the rank of Padawan and be taken as an apprentice by a potential master.

    • The Gathering
    • The Trial of the Code
    • The Trial of Meditation

    When the time comes for a padawan to leave their master, they must undergo the Trials of Knighthood, also colloquially referred to as the Jedi Trails.

    • The Trial of Courage
    • The Trial of Insight
    • The Trial of Flesh
    • The Trial of Skill
    • The Trial of Spirit

    The final trial any Jedi will typically face is the Trial of Mastery. Any Jedi Knight being considered for the rank of Master must undergo a second Trial of the Spirit as observed by other Jedi. Unlike the when this trial is taken as a Jedi Knight, the meditative trance can last for days at a time as they confront the deepest aspects of themselves within the Force. After an individual has successfully completed this trial, they are then considered a Jedi Master from that point onward as they share their visions with the Jedi Council to confirm their success.

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The Sith Confederation

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  • Nearly two centuries ago, the Sith returned to the galaxy at large as a dominating force, refusing to make the mistakes of the Empire as their fleet brought about a return to ship-to-ship combat, crippling the weakened ships of the New Republic that had been long designed with a focus on starfighter-based combat tactics and less so the potentiality of great warships directly engaging in the fray.

    Once the planet of Korriban had been conquered, the Sith officially declared the foundation of the Sith Confederation and offered the New Republic a peace if they were to surrender large swathes of territory to their empire. The New Republic refused, and within a few standard years, the Sith held dominion over most of the galaxy. However, the Sith allowed worlds and systems that had been neutral or had refused to participate in the Republic war effort to have independence or planetary autonomy upon signing a formal treaty with the Confederation.

  • The Sith Government vests supreme authority at the galactic level in the Dark Lord of the Sith, who serves as Jen'ari Asha within the framework of the Confederation. Furthermore, the Jen'ari Asha relegates various duties to the departments found within the College of Ministeries, who govern the various executive departments of the Confederation. Out of these various ministries, only nine of these ministries are required to have Sith Lords at the head due to their positions being tied to the Sith Council.

    On a planetary level, there are many forms of governing bodies, depending on the planet's status within the Confederation. Notably, loyalist, cooperative, or otherwise low-risk are given administrative autonomy over their world with the presence of an Ajak-trial, a special vizier that ensures the following of Sith Doctrine. Other, less fortunate worlds are ruled by a Sith governor, often a Sith Lord, known as a Wo'ari until such time as the world is seen as worthy of relative autonomy within the Confederation.

    The legislating body of the Confederation is the Assembly, which is headed by a Speaker appointed by the Dark Lord for a ten-year-long period. The Assembly itself is a unicameral institution with each world supplying three representatives (referred to as legislators) to attend the sessions held on Coruscant. The paths to becoming a legislator vary wildly from planet-to-planet, although the utmost common means are either by appointment or by representational vote. The Assembly itself has many different committees and functions, with its primary function remaining as the regulatory and legislative body. Before it is passed into law, all motions or bills must be approved by the Jen'ari Asha, who holds the power to veto. While the Assembly can't overturn a veto, they can amend a vetoed bill or motion for resubmission.

    Regarding the judiciary, many Sith Lords hold some executive and judiciary outside of the proper courts. Across the Confederation, there is a Supreme Galactic Court headed by the Minister of Law. Beneath that, most courts are organized at the planetary or regional level and are subject to the rulings of the galactic court on Coruscant. On worlds under strict control by the Sith, the judiciary can often be placed solely in the hands of Sith military forces or in the hands of Sith Lords. Sith Masters and Sith of even lesser rank do not have the right to pass judgment unless granted by a Sith Lord.

  • Primarily known as "The Bureau" in the hushed whispers of frightened and paranoid citizens of the Confederation, the Sith Security and Intelligence Bureau is the secular equivalent of the Sith Inquisition. Although it is not uncommon for the two institutions to work in close concert with one another, they tend to have far different scopes of operations in their general affairs. While the Inquisition is involved with matters on a galactic scale, the Bureau primarily serves as military intelligence and local intelligence on the planetary and system-wide level.

    Potential agents are drawn into the Bureau either by gaining the recognition necessary from a ranking agent to be admitted into the Bureau's highly secretive training program or by being drawn from the various pools of Sith military recruits after showing signs of great potential to work from the Bureau. In either case, working for the Bureau has the longest minimum commitment of service out of any secular function in the Sith government, a period of ten standard years. Most agents continue working within the Bureau until their death or retirement. Most agents are treated as warrant officers and typical officers within the Sith Military and hold corresponding ranks. Agents are sorted into various categories, with the most well-known of these being field agents, handlers, and researchers.

  • The members of the Dark Legion, known as legionnaires, are seen as the most dangerous members of the Sith military amongst the regular soldiery. The Legion is unique in that it has no one set commander, but instead answers to the Dark Council and Jen'ari Asha alone. Each Dark Councilor command has one of the twelve Black Cohorts at their direct disposal to assist as bodyguards and agents, at times even as impromptu apprentices. The average legionnaire has access to the best equipment in the Sith military. They are issued black armor that is designed for dealing with melee combat, blaster fire, and even strikes from a lightsaber due to the weaving of a cortosis mesh into the pauldrons and gauntlets. All legionnaires utilize powerful crossguard-hilted lightsabers and are issued MK-11 Sith Heavy Blasters, allowing for them to adapt to and overcome any situation they come across.

    The greatest distinction for a legionnaire, however, is to be assigned to the Crimson Cohort, which serves as the personal guards of the Dark Lord of the Sith and his most trusted agents. In addition to their change of armor, legionnaires of the Crimson Cohort also the distinction of openly wielding Sith war swords forged in the ancient traditions of the Sith in addition to their blasters and lightsabers.

    To become a Legionnaire at any level, however, comes with the following of great prohibitions. Members of the Dark Legion are not permitted to take apprentices, formally submit themselves to a new master, or achieve the rank of Sith Lord in order to ensure that they follow their duties as intended and do not seek to take the rank of those that they serve. Instead of progressing past the rank of Sith Master, the legionnaires hold their own internal ranks and hierarchy wherein they may still experience and bear witness to the Sith pursuit of power. Their personal lives are said not to be steeped in luxury, and many legionnaires remain in service until their deaths. Those few that retire often pursue the rank of Sith Lord while many others become venerated combat instructors at the Sith Academy on Korriban.

  • The primary force that civilians encounter, the Sith Army often serves as the day-to-day peacekeeping, occupation, and invasion force. The Sith Army is typically structured for action at the planetary level, as the presence of the Sith Army on each world also includes the subdivisions of the Sith Army Air Corps and Sith Maritime Corps. Likewise, Sith Army units are identified as either an "Expeditionary Unit" if the unit is primarily starbound or a "Sentinel Unit" if the unit's primary duty lies in planetary defense.

    Most Sith Troopers are stationed on their homeworld or world of conscription, which is used by the Sith as a measure to help dissuade any chances of violence and rebellion. The utmost elite soldiers can qualify to join the ranks of the Sith Commando Corps, which is amongst one of the highest distinctions of Sith Army. The Sith Army also utilizes humanoid elite war droids at a higher rate than the other component forces of the Sith Military in order to ensure a more pleasant association between themselves and a planet's native population.

    Most planetary divisions of the Sith Army are under the direct control of the planet's executive branch, but this is not necessarily the case. In planets where a planetary army coexists with the presence of the Sith Army, especially planets with deep military history, the control over Sith forces will primarily lie with the planet's Ajak-trial. Likewise, the Sith forces will almost always have superior firepower to that of the local army in cases such as these.

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    The Sith Armada is the branch of the Sith military that governs most spacefaring activities and is divided into three branches: the Sith Navy, the Sith Marines, and the Sith Starfighter Corps. Of these, the Sith Navy is, by far, the largest branch of the Armada. Most naval personnel work in their service uniform or a utility uniform, and their roles vary greatly. However, like all Sith troopers, each one has been hardened into an aggressive combatant ready to fight and die for their cause. Officers within the Sith Navy are often recruited from the families of loyal Sith and are called from capable enlisted in addition to promising students form planetary universities.

    The Sith Marine Corps, however, serves primarily as security on starships and starbases, as well as a forward invasion and reconnaissance force for ships and various Sith outposts. The average Sith Marine is better equipped than the average Sith Trooper, with far more regular ordinance at their disposal and a much longer training period. This is in no small part due to their much smaller size. Likewise, the Sith Marine Corps utilizes non-humanoid kariak war droids at a much higher rate than the Sith Army or the rest of the Armada.

    The Sith Starfighter Corps has the utmost specialized role out of the three branches of the Armada and include most personnel involved in any aspect of the flight line and keeping the various small craft at peak operational capacity. The most well-known members of the Starfighter Corps are undoubtedly their pilots, although those who serve in the branch are all regarded with high respect due to the demanding and draining nature of their field.

The Order of the True Sith Lords

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  • Many centuries ago, the Ancient Sith Order splintered as Darth Bane instituted the Rule of Two. While this institution would come to defeat the Jedi and conquer the Galaxy through Palpatine, there were surviving Sith on the fringes of the galaxy and held the idea in contempt. These remnant vestiges of the Sith took to the Unknown Regions and began to grow in secret, identifying themselves as the True Sith, as they followed a somewhat reformed version of the ancient traditions. One of the main grievances the founders of this faction had with the Rule of Two was that it repressed all possible expressions of power and of the Dark Side and that the Sith could only flourish if they embraced the innumerable forms and interpretations of power that the Dark Side could grant them.

    Upon their return under the leadership of Darth Magnus, the True Sith gave the other Force-wielding orders throughout the galaxy an ultimatum: to submit to their Order and recognize the Dark Lord as their supreme leader or to face extinction. The Jedi, the Jal Shey, and the Matukai outright refused, while the Sorcerers of Tund and the modern Witches of Dathomir pledged their lives to the Dark Lord of the Sith. So while those who outright denied the Sith were purged, some smaller Force orders quickly took to avoiding the attention of the Sith and went into hiding, often in independent planets or systems.

    Still, the Sith remain the dominant religious and philosophical entity throughout the galaxy, unified by the continued leadership of Darth Magnus and the power of the Dark Council.

  • Peace is a lie, there is only passion.
    Through passion, I gain strength.
    Through strength, I gain power.
    Through power, I gain victory.
    Through victory, my chains are broken.
    The Force shall set me free.

    Originally penned by the Sith Lord Sorzus Syn after the first encounter between the Dark Jedi and the True Sith species, the Code of the Sith has existed since the very dawn of the Sith Lords. This dogma serves as the basis for all Sith teachings and the establishment of the Sith Order's internal hierarchy. It also serves as a baseline moral code for all of the Confederation's laws and is taught in schools all across the galaxy.

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    The Sith equivalent to the Jedi Council, the Dark Council is comprised of the twelve strongest Sith Lords who serve as high-ranking members of both the Confederation and the Sith Order. The Dark Council itself serves to advise the Dark Lord of the Sith in the governance of the Confederation while also holding sway over various topics of their own internal order. Unlike someone serving on the Jedi Council, however, a member of the Dark Council may serve terms lasting only months or terms that last indefinitely depending on the will of the Dark Lord and other Councilors. There are, however, only three ways to be seated on the Dark Council: an appointment to it by the Dark Lord, to be named a successor by a resigning member, or to defeat a seated member in combat and take their place (often resulting in the death of the incumbent).

    A member of the Dark Council will fulfill one of the following roles in the Confederation:
    • Grand Inquisitor
    • Keeper of the Ancient Knowledge
    • Minster of Astrography and Exploration
    • Minister of Defense
    • Minister of Diplomacy
    • Minister of Indoctrination
    • Minister of Information
    • Minister of Internal Affairs
    • Minister of Law
    • Minister of Logistics
    • Minister of War
    • Speaker of the Assembly

  • Sith Classes:
    • Sith Juggernaut- A member of the Sith that predominantly uses the Force to enhance their existing skill on the battlefield. Their skill lies in their ability to take damage that would kill others, and can often be identified by the heavy armor that they sport on the battlefield. The antithesis of the Jedi Guardian.
    • Sith Warrior- A member of the Sith that strives for mastery in both their combat and in their use of the Force. Such Sith are typically predominant as commanders on the battlefield as well as exceedingly dangerous duelists when met in single combat. The antithesis of the Jedi Sentinel.
    • Sith Inquisitor- A member of the Sith who has chosen to hone their connection to the Force and has been recognized as being worthy enough to join the ranks of the Inquisition. Inquisitors are often extremely skilled in the arts of deceit and manipulation and can hold much clout among political circles. The antithesis of the Jedi Consular.

    Ranks of the Sith Order:
    • Dark Lord- The supreme leader of the Sith Order and the Confederation. There can only be one at any given time, and the mantle of Dark Lord can only change hands with the death of a predecessor.
    • Sith Lord- A member of the uppermost echelons of the Sith Order, and one of the utmost powerful members of the Order. To be a Sith Lord is to be recognized by the Dark Lord of the Sith as being worthy of such a title, and potentially as a future threat to their reign.
    • Sith Master- A Sith that has earned great prestige and distinction amongst their peers in the eyes of a Sith Lord, and as such are seen as worthy of instructing an apprentice. Many Sith Masters instruct their first apprentices at the Sith Academy on Korriban.
    • Sith- A Sith that has completed their training and passed the trials set before them.
    • Sith Apprentice- A Sith assigned to serve under a master.
    • Sith Acolyte- A neophyte Sith, yet to be assigned to a master.

  • Unlike their Jedi counterparts, Sith lightsabers are often symbols of power and status as Sith will often create new, stronger lightsabers as they progress through the ranks of their order.

    Also unlike the Jedi, the Sith are typically incapable of utilizing a natural kyber crystal as their main power crystal. Instead, the Sith utilize the old ways wherein fragments of various crystals are taken and melded together to form a powerful synthetic crystal. These synthetic crystals are often made by a Sith's master, who pours their anger and hatred into the crystal to amplify the ability of its wielder to channel the Dark Side of the Force. When a Sith become capable of forging their own synthetic crystal, they are expected to do. There are two exceptions to this rule: when a Sith attains a rare, red kyber crystal found in some locations attuned to the Dark Side and whenever a Sith defeats a Jedi in combat and claims their crystal as their own before making it "bleed."

    Bleeding a kyber crystal that belonged to a Jedi requires a Sith to be quite strong in the Force, and to retain their dedication to the Dark Side despite the violent throes of the crystal to remain attuned to the Light Side. As such, although they are sometimes considered weaker than synthetic crystals, a Sith who constructs a lightsaber powered by a bled crystal is often held in high regard and seen as a potential candidate for advancement within the Order for their achievement.

  • To mistakenly identify the Sith Inquisition with the Inquisitorius is an understandable mistake, but one that may lead to the subsequent death or maiming of the offending party.

    Led by the Grand Inquisitor, the Inquisition holds a hierarchy of its own that falls fairly in line with the rankings and teachings of the Sith Order as a whole. Although the Inquisition itself is headquartered in the Sith Citadel on Korriban, far away from the Assembly on Coruscant, the Inquisition has its hand in a matter of political affairs, from buying the votes of politicians or assassinating those who would vote against what is seen as best for the Confederation in extreme cases. Likewise, the only way to become an inquisitor or even an inquisitorial agent is to complete one's apprenticeship to a master within the Inquisition's ranks. As such, most potential inquisitors are drawn from the ranks of the Sith Academy on Korriban or from esteemed, experienced Sith agents that show a strong potential to use the Force.

    While each inquisitor holds similar, basic areas of authority, many inquisitors have a specific role that they perform with a certain zeal that helps ensure the strength and stability of the Confederation. These roles range from appraising potential acolytes to determine their worthiness to attend the Sith Academy or one of the many satellite facilities to hunting down remnant Jedi or other rebellious Force-users, depending on the situation at hand.


Notable Locations: Planets


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  • Allegiance: The Confederation
    Type: City-Planet
    Region: Core Worlds
    Native Species: Humans
    Immigrated Species: Various
    Government: Sith Governorship & Planetary Assembly
    Suns: 1
    Moons: 4
    Points of Interest:
    -The Grand Assembly
    -The High Sith Medical Facility
    -The Imperial Palace
    -The Uscru District
    -The Works

    The capital of the Sith Confederation and the home of the Great Assembly. The planet itself is mostly one giant metropolis, filled with multiple levels form the tallest skyscrapers to the lowest levels of the underworld. It is often said that the lower one descends in Coruscant's levels, the more danger that they enter into. The Sith have exploited this fact in order to find powerful agents and mercenaries. On the planet's surface, many of the government buildings of the Old Republic and the Galactic Empire have been demolished and rebuilt, including much of the Imperial Palace, to further present the dominance of the Sith and bring out the power of the Dark Side nexus underneath, allowing the Dark Lord to tap into its power.

  • Allegiance: The Confederation
    Type: Terran, Grasslands
    Region: Outer Rim
    Native Species: Dantari
    Immigrated Species: Various
    Government: Autonomous Planetary Government
    Capital: Garang
    Suns: 1
    Moons: 2
    Points of Interest:
    -Ancient Jedi Enclave
    -Crystal Caves
    -Dantooine Base
    -Khoonda

    Favored as an agricultural world by the Sith, Dantooine is largely ignored in the galactic scale of politics. With almost no industrialized centers, the planet's populations primarily occupy large towns and farming settlements, although nothing to scale of the various metropolises one might find on planets like Mandalore or Naboo. The planet's capital and largest city, Garang, only supports approximately 335,000 people out of the planet's roughly two million inhabitants. As Dantooine is seen as possessing no potential threat, it is one of the few worlds the Sith have granted administrative authority to. The planet is divided into various autonomous regions that report to the planetary government at the capital. Although there are various military outposts throughout the planet, the only true military base is in the Khoonda region, near the repurposed Jedi enclave.

  • Allegiance: The Confederation
    Type: Ice World
    Region: Outer Rim/Unknown Regions Border
    Native Species: None
    Immigrated Species: None Permanent
    Government: None
    Capital: N/A
    Suns: 1
    Moons: 2
    Points of Interest:
    -Crystal Caves
    -Fray Landing Base
    -Fray Settlement
    -Illum Temple
    -Sith Archaeological Settlement

    Illum is a planet on the edge of the Unknown Regions. Discovered by the Jedi millennia ago, it was revealed that the planet held caves containing Force-sensitive kyber crystals and various focusing crystals. As such, the Jedi built various enclaves and temples, most notably the one which is now referred to as the "Illum Temple." It here that most Jedi initiates used to undergo the Gathering, the final trial marking their readiness to become a padawan and build a lightsaber by seeking to discover a kyber crystal that bonds with them through the Force. In modern times, however, it is kept by a Sith as a relic of the past, with the temple itself being treated as an archaeological site wherein pupils can learn more about the Old Jedi Order.

  • Allegiance: The Confederation
    Type: Ice World
    Region: Outer Rim
    Native Species: None
    Immigrated Species: None Permanent
    Government: None
    Capital: N/A
    Suns: 1
    Moons: N/A
    Points of Interest:
    -Confederate Orbital Station 6016
    -Confederate Salvage Outpost Eta
    -Endymion Expeditionary Base

    Ithal has never held immense tactical or political importance, which made it a practical location for the Avalon Project to take place. Utilizing the cover as a graveyard for ancient spaceships, the Old Republic stationed the Ninth Legion on the planet in order to serve as the participants in a cryosleep project that took place on a scale never before imagined. However, as the Clone Wars drew to a close, the Avalon Project was forgotten as a skeleton crew of self-perpetuating droids ensured the health of the clones in question. Eventually, with the rise of the Empire and later the New Republic and the Sith Confederation, the planet remained as a junkyard for seemingly irreparable spacecraft, with some remaining in orbit until they eventually crash onto the planet's surface. While the Old Republic installation has naturally lost many of its functions over time, the clones yet remain, ready to be awoken and called back into battle.

    What's your favorite Star Wars quote (Canon or Legends)?

  • Allegiance: The Confederation
    Planet Type: Barren
    Region: Outer Rim
    Native Species: True Sith (Believed Extinct)
    Immigrated Species: Humans (Historically), Various (Modern)
    Government: Traditional Sith Hierarchy
    Capital: The Sith Citadel
    Suns: 1
    Moons: 7
    Points of Interest:
    -Dreshdae Settlement & Spaceport
    -The Eternal Pyre
    -The Shyrack Caves
    -The Sith Academy
    -The Sith Citadel
    -The Valley of the Dark Lords

    The word of the Dark Lord is absolute as Korriban serves as the secondary capital of the Confederation. The Dark Lord personally rules over Korriban while the Lord of the Academy, the Sith Lord Darth Korik, rules in his absence and tends to the Sith Academy. All new potential acolytes and returning members of the Sith enter through Dreshdae Spaceport, whereas most civilians do business and land their craft around the Sith Citadel. There are rumors that the people of Korriban are participating in a small-scale terraforming experiment to allow for small portions of the barren landscape to be arable once more.

  • Allegiance: The Enlightenment
    Type: Jungle, Desert
    Region: Outer Rim
    Native Species: Humans, Taungs
    Government: Mandalorian Clan Rule/Democracy
    Capital: Sundari
    Suns: 1
    Moon: Concordia
    Points of Interest:
    -Hall of the Mandalores
    -Sundari Royal Palace
    -The Great Domed Cities

    After the fall of its previous government after the planetwide bombing by the Confederation, Mandalore the Objector rules over Mandalore as its leader. The various Mandalorian Chieftains act as governors over the various planetary regions. Mandalorian rule is a democratic one, as a planetary republic still governs the planet, although the Mandalore, an executive and ceremonial head of government, must rule in totality during a planetary emergency as required. Mandalore also houses the base of operations for the Enlightenment in its capital city, Sundari.

    In the last two centuries, Mandalore has successfully reclaimed a large portion of its landscape from the artificial desert that resulted from decades of planetary civil war and the planet's participation in many galactic wars, resulting in the return of the planet's natural lush jungle and grassland environments in its western hemisphere. Its eastern hemisphere has also undergone significant reclamation, but the great domed cities remain in the prevailing stretches of desert. The materials recovered from the deconstruction of the retired great domes have been used as materials in the construction of new Mandalorian warships to be put towards the Enlightenment fleet.

  • Allegiance: The Enlightenment
    Type: Terran
    Region: Middle Rim
    Native Species: Elders, Humans, Gungans
    Government: Elective Monarchy
    Capital: Theed
    Suns: 1
    Moons: 2
    Points of Interest:
    -Gallo Mountains
    -Lake Country
    -Lake Paonga
    -Solleu River
    -Theed Royal Palace
    -Varykino

    Left fairly to its own by the Sith Confederation, the monarchs of Naboo have been able to hide small groups of Jedi and meetings of the Jedi Council in the underwater Gungan cities without arousing the suspicion of their Sith overlords. Along with the government of Mandalore, the government of Naboo was one of the first to begin funding the construction of the Enlightenment fleet in secret and provide covert training to cells of troops who would go on to train others.

  • Allegiance: Independent
    Type: Terran
    Region: Outer Rim
    Native Species: Ysanna
    Immigrated Species: Humans
    Government: Ysannan Tribal Governments, Local Laws
    Capital: N/A
    Suns: Adega Prime & Adega Besh
    Moons: Mim & Nerit
    Points of Interest:
    -Ancient Jedi Colony
    -Eocho Mountains
    -Great Jedi Library
    -Imhar Canyon
    -Knossa Spaceport

    Despite its history as an ancient Jedi stronghold, the planet Ossus maintains a state of neutral independence in the modern galaxy. The planet is fragmented in its governance by the many Ysannan tribes that govern the surface and the occasional human settlement such as Knossa Spaceport. The native Ysannans do welcome most folk onto their lands, provided they follow strict codes of behavior that otherwise lead to their expulsion. It is also important to note that, since the absence of the Jedi centuries ago, the Ornissi Tribe have taken up the mantle as caretakers of what remains of the Great Jedi Library, citing an ancient pact with the Old Jedi Order as the source of their responsibility.

  • Allegiance: The Confederation
    Type: Desert
    Region: Outer Rim
    Native Species: Jawa, Tusken Raisers
    Immigrated Species: Many
    Government: Confederation Dominion, Local Law
    Capital: Mos Espa
    Suns: 2
    Moons: 3
    Points of Interest:
    -Anchorhead Spaceport
    -Beggar's Canyon
    -Drenshyr Mining Regional Headquarters
    -Dune Sea
    -Great Pit of Carkoon
    -Hutt Palace
    -Mos Eisley Spaceport

    A place of contention between the Hutts and the Confederation, the latter turns a blind eye to the activities of the former due to some well-placed bribes and agreements. In addition to being a popular black market trading site, Tatooine has proven to be a popular training ground for the survival skills of elite Sith soldiers, with a small specialist training school establish not too far out of Anchorhead. The recently discovered potential of rare metals beneath the planet's dunes has also drawn the attention of some mining and salvage to the desert planet.

Rules
I. The GMs- @AceSorcerer#2766 , @BlueFlameNikku#4086 , & @Dipper - have full control.
II. A minimum of a post per week per player is required (this includes collaborations).
III. The minimum post for general scenes will be two good paragraphs.
IV. If there are circumstances in real life that'll keep you from posting, just give the GMs a heads-up when appropriate,
V. All characters must be approved by at least two GMs.
VI. Secondary characters and NPCs will only be permitted if they do not hinder the player's posting abilities.
VII. The current player cap is eight individuals.
VIII. If you have any questions or concerns, please do so in the appropriate channel.
IX. Romance is allowed, but any smut or star content should be kept in private messages.
X. All of Iwaku's general forum rules apply.
XI. To gain access to the Discord server, send a PM to one of the GMs with answers to all three hidden questions.
 
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Name: Ishua Ken
Alias: The Seeker.
Species: Human
Age: 27 Standard Years
Rank | Class: Knight | Consular
Lightsaber Forms: Form II, Form VI
Eye Color: Dark Blue
Hair Color: Dark Brown
Height: 5'11"
Appearance:

Ishua would describe himself a very average person when it comes to his looks, somewhat of a blessing in disguise as an unremarkable face is harder to remember by the various passersby. Standing just under six feet tall, Ishua has a lean build and fair skin. His his is often short and slightly unkempt, whereas he keeps facial likewise short and close to his face. While he does have some muscle to him from his training routines with his master, a former member of the Matukai, it's not very comparable to the brawn of hardened warriors.


Inspired by the legends of the Old Jedi Order, Ishua constucted his lightsaber using the design of the Jedi Master Qui-Gon Jinn he had found in an ancient holocron. He has made his own adjustment to the lightsaber's design, including the addition of a dual-phase emitter and extensive waterproofing in order to ensure its continued usefulness where it might otherwise be damaged. The blade is powered by a green kyber crystal and can be equipped with two focusing crystals.

Equipment: (Weapons & tools, optional for Jedi.)
Vices:
  • Being taken into the Jedi at a young age, Ishua isn't the best at completely dealing with his emotions. When emotionally frustrated, he will often dive into his personal research instead of completely confronting the issues at hand which can have negative effects on his health.

  • A
Brief History: Born on the planet Dantooine, life wasn't exactly a complicated issue for quite the longest time. He lived in the Khoonda region, and helped to tend the family farm with his parents while the young ones stayed inside of the house.
Other: (A random fact or interesting feature that doesn't fit elsewhere, optional.)



Designation: R4(L) - X2105
Alias: Rusty
Type: Legacy Model Astromech Droid
Appearance: A
Equipment: (Optional.)
Brief Description: Rusty was built as part of the "Legacy" line of astromech droids by the Galactic Automation company in their ongoing effort to revitalize their company's sales. Taking popular designs of droids from their various predecessor companies and adapting them for modern use (in this case Industrial Automation) as a surefire way to boost their sales in a downturn for the company at large. To no one's surprise, the
Other:
 

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Timaeus Quillon (WIP)
Age: 32
Eye color: Dark Hazel
Hair Color: Black
Height: 6'
Race: Human
Former Class: Middle Class
Former Occupation: Investigator of the Adeptus Arbites
Aspirations/Goals: To seek vengeance against the Hive-Lord Praxus and clear his name.
Accusation for exile to the Under-hive: Falsely Accused of Treason & Heresy.

Vices:
"There is no mercy; there is only the Emperor's Will." - Timaeus, even in exile, continues to enforce the Emperor's Law without question and applies it to all, regardless of the situation.

"Suffer not the Alien, the Mutant, nor the Heretic. Let no Traitor breathe the air of life." - Timaeus is driven to never abandon something and always follow it to its nature

Skills/Strengths:

"With Faith and Fire; with Blade and Bolter." - As a former Investigator, Timaeus has extensive training and proficiency with various types of weapons, often seen with a shotgun in one hand and a shock maul in the other when fending off his enemies in the Underhive.

"No evil can hide from the light of the God-Emperor." - Timaeus is almost unparalleled in matters relating to an investigation, including things such as interrogation and persuasion.

Weaknesses/Shortcomings: (Equal to Skills/Strengths)


Backstory: Like many members of the Adeptus Arbites, Timaeus' story begins with his forced enrollment into the Schola Progenium after his parents, supposedly members of the Imperial Guard, died in service to the God-Emperor's glory. Sent to a Schola on a shrine-moon in the Gothic Sector, the drill abbots and abesses molded a young Timaeus into a cunning warrior with an eager mind, someone more than willing to serve his Emperor as his parents had done.

Upon his assignment to Hive Sephus-1, Timaeus quickly impressed his superiors and began to climb the ranks of the Adeptus Arbites as he enforced the Lex Imperialis and the Book of Judgement with all the fury and fire that should be expected from a devout servant of the God-Emperor of Mankind.

Other: (Any further information you'd like to share about your character)

1581282904235.png

lquZAzVg2.png
 
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Code:
[tabs]
[tab=IAC, IGC, & IRC - Enlisted/Warrant]
[TABLE]
[TR]
[TH]Rank[/TH]
[TH]Collar Insignia/Epaulette[/TH]
[/TR]
[TR]
[TD]Conscript/Recruit[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/russian_imperial_army_cadet_5_dragunski_kargolovski_polk-jpg.193343/[/IMG][/TD]
[/TR]
[TR]
[TD]Private[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/7/7a/Russian_Imperial_Army_Ryadovoy.png[/IMG][/TD]
[/TR]
[TR]
[TD]Lance Corporal[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/f/f2/Russian_Imperial_Army_Efreitor_2.png[/IMG][/TD]
[/TR]
[TR]
[TD]Corporal[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/3/34/Russian_Imperial_Army_OR5_Mladshyi_Unteroficer.png[/IMG][/TD]
[/TR]
[TR]
[TD]Sergeant[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/8/8e/Russian_Imperial_Army_OR7_Starshyi_Unteroficer.png[/IMG][/TD]
[/TR]
[TR]
[TD]Staff Sergeant[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/6/60/Russian_Imperial_Army_OR8_Feldfebel.png[/IMG][/TD]
[/TR]
[TR]
[TD]First Sergeant[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/7/74/Russian_Imperial_Army_Podpraporshchik.png[/IMG][/TD]
[/TR]
[TR]
[TD]Sergeant Major[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/a/ae/Russian_Imperial_Army_Zauryad_Praporshchik.png[/IMG][/TD]
[/TR]
[TR]
[TD]Warrant Officer[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/thumb/b/bc/1904ic-p05r.png/225px-1904ic-p05r.png[/IMG][/TD]
[/TR]
[TR]
[TD]Chief Warrant Officer[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/7/7e/1904ic-p01r.png[/IMG][/TD]
[/TR]
[/TABLE]
[/tab]
[tab=IAC, IGC, & IRC - Officer]
[TABLE]
[TR]
[TH]Rank[/TH]
[TH]Collar Insignia/Epaulette[/TH]
[/TR]
[TR]
[TD]Second Lieutenant[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/9/9f/1904ic-p02r.png[/IMG][/TD]
[/TR]
[TR]
[TD]First Lieutenant[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/2/2f/1904ic-p03r.png[/IMG][/TD]
[/TR]
[TR]
[TD]Captain[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/8/85/1904ic-p04r.png[/IMG][/TD]
[/TR]
[TR]
[TD]Major[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/0/01/1904-a-p15r.png[/IMG][/TD]
[/TR]
[TR]
[TD]Colonel[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/c/c8/1880iac-06r.png[/IMG][/TD]
[/TR]
[TR]
[TD]Brigadier[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/a/a3/1904-a-p14r.png[/IMG][/TD]
[/TR]
[TR]
[TD]Captain-General[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/4/4d/1904ic-p10r.png[/IMG][/TD]
[/TR]
[TR]
[TD]Major-General[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/a/a6/1904ic-p08r.png[/IMG][/TD]
[/TR]
[TR]
[TD]General[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/3/31/1904ic-p09r.png[/IMG][/TD]
[/TR]
[TR]
[TD]Lord General of the IAC/IGC[/TD]
[TD][IMG width="300px"]https://upload.wikimedia.org/wikipedia/commons/0/0c/Imperial_Russian_Army_1904ic-p11r.png[/IMG][/TD]
[/TR]
[/TABLE]
[/tab]
[tab=IMC, INC, ISC - Enlisted/Warrant]
[TABLE]
[TR]
[TH]Rank[/TH]
[TH]Collar Insignia/Epaulette[/TH]
[/TR]
[TR]
[TD]Conscript/Recruit[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/russian_imperial_army_cadet_5_dragunski_kargolovski_polk-jpg.193343/[/IMG][/TD]
[/TR]
[TR]
[TD]Seaman (INC)/Trooper (IMC/ISC)[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/irn_matros_1917-png.193348/[/IMG][/TD]
[/TR]
[TR]
[TD]Able Seaman/Trooper First Class[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/imperial_russian_navy_ablematros_1917-png.193344/[/IMG][/TD]
[/TR]
[TR]
[TD]Petty Officer Third Class[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/irn_quartermaster_1917-png.193349/[/IMG][/TD]
[/TR]
[TR]
[TD]Petty Officer Second Class[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/irn_bootsmannmaat_1917-png.193345/[/IMG][/TD]
[/TR]
[TR]
[TD]Petty Officer First Class[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/320px-irn_bootsmann_1917-png.193350/[/IMG][/TD]
[/TR]
[TR]
[TD]Chief Petty Officer[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/irn_conductor-senfieldsurg_1917v-png.193346[/IMG][/TD]
[/TR]
[TR]
[TD]Master Chief Petty Officer[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/irn_guardmarine1_1917-png.193347/[/IMG][/TD]
[/TR]
[TR]
[TD]Warrant Officer[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/1909mor-14-png.193804/[/IMG][/TD]
[/TR]
[TR]
[TD]Chief Warrant Officer[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/1904mor-11-png.193805/[/IMG][/TD]
[/TR]
[/TABLE]
[/tab]
[tab=IMC, INC, ISC - Officer]
[TABLE]
[TR]
[TH]Rank[/TH]
[TH]Collar Insignia/Epaulette[/TH]
[/TR]
[TR]
[TD]Midshipman[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/1909mor-12-png.193684/[/IMG][/TD]
[/TR]
[TR]
[TD]Sub-Lieutenant[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/1904mor-13-png.193677/[/IMG][/TD]
[/TR]
[TR]
[TD]Lieutenant[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/1904mor-17-png.193679/[/IMG][/TD]
[/TR]
[TR]
[TD]Commander[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/1907mor-15-png.193683/[/IMG][/TD]
[/TR]
[TR]
[TD]Captain[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/1904mor-16-png.193678/[/IMG][/TD]
[/TR]
[TR]
[TD]Commodore[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/1913mor-p18-png.193755/[/IMG][/TD]
[/TR]
[TR]
[TD]Rear Admiral[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/1904mor-18-png.193680/[/IMG][/TD]
[/TR]
[TR]
[TD]Vice Admiral[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/320px-1904mor-19-png.193685/[/IMG][/TD]
[/TR]
[TR]
[TD]Admiral[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/1904mor-20-png.193681/[/IMG][/TD]
[/TR]
[TR]
[TD]Lord Admiral of the IMC/INC/ISC[/TD]
[TD][IMG width="300px"]https://www.iwakuroleplay.com/attachments/1904mor-21-png.193682/[/IMG][/TD]
[/TR]
[/TABLE]
[/tab]
[/tabs]
Code:
[TABLE]
[TR]
[TH]Header 1[/TH]
[TH]Header 2[/TH]
[/TR]
[TR]
[TD]Content 1[/TD]
[TD]Content 2[/TD]
[/TR]
[/TABLE]


  • Rank Collar Insignia/Epaulette
    Conscript/Recruit
    russian_imperial_army_cadet_5_dragunski_kargolovski_polk-jpg.193343
    Private
    Russian_Imperial_Army_Ryadovoy.png
    Lance Corporal
    Russian_Imperial_Army_Efreitor_2.png
    Corporal
    Russian_Imperial_Army_OR5_Mladshyi_Unteroficer.png
    Sergeant
    Russian_Imperial_Army_OR7_Starshyi_Unteroficer.png
    Staff Sergeant
    Russian_Imperial_Army_OR8_Feldfebel.png
    First Sergeant
    Russian_Imperial_Army_Podpraporshchik.png
    Sergeant Major
    Russian_Imperial_Army_Zauryad_Praporshchik.png
    Warrant Officer
    225px-1904ic-p05r.png
    Chief Warrant Officer
    1904ic-p01r.png

  • Rank Collar Insignia/Epaulette
    Second Lieutenant
    1904ic-p02r.png
    First Lieutenant
    1904ic-p03r.png
    Captain
    1904ic-p04r.png
    Major
    1904-a-p15r.png
    Colonel
    1880iac-06r.png
    Brigadier
    1904-a-p14r.png
    Captain-General
    1904ic-p10r.png
    Major-General
    1904ic-p08r.png
    General
    1904ic-p09r.png
    Lord General of the IAC/IGC
    Imperial_Russian_Army_1904ic-p11r.png

  • Rank Collar Insignia/Epaulette
    Conscript/Recruit
    russian_imperial_army_cadet_5_dragunski_kargolovski_polk-jpg.193343
    Seaman (INC)/Trooper (IMC/ISC)
    irn_matros_1917-png.193348
    Able Seaman/Trooper First Class
    imperial_russian_navy_ablematros_1917-png.193344
    Petty Officer Third Class
    irn_quartermaster_1917-png.193349
    Petty Officer Second Class
    irn_bootsmannmaat_1917-png.193345
    Petty Officer First Class
    320px-irn_bootsmann_1917-png.193350
    Chief Petty Officer
    irn_conductor-senfieldsurg_1917v-png.193346
    Master Chief Petty Officer
    irn_guardmarine1_1917-png.193347
    Warrant Officer
    1909mor-14-png.193804
    Chief Warrant Officer
    1904mor-11-png.193805

  • Rank Collar Insignia/Epaulette
    Midshipman
    1909mor-12-png.193684
    Sub-Lieutenant
    1904mor-13-png.193677
    Lieutenant
    1904mor-17-png.193679
    Commander
    1907mor-15-png.193683
    Captain
    1904mor-16-png.193678
    Commodore
    1913mor-p18-png.193755
    Rear Admiral
    1904mor-18-png.193680
    Vice Admiral
    320px-1904mor-19-png.193685
    Admiral
    1904mor-20-png.193681
    Lord Admiral of the IMC/INC/ISC
    1904mor-21-png.193682
 
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IRN_Matros_1917.png
Imperial_Russian_Navy_AbleMatros_1917.png
IRN_Quartermaster_1917.png
IRN_BootsmannMaat_1917.png
320px-IRN_Bootsmann_1917.png
IRN_Conductor-SenFieldSurg_1917v.png
IRN_Guardmarine1_1917.png
1909mor-14.png
1904mor-11.png
 
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The Exploratory Century

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  • In the year 001 EC, the Black War had erupted all over the Earth as satellite weaponry and advanced beam technology began seeing implementation in what was initially an arms race started over the planet's remaining fossil fuels and other natural resources. Governed by eleven major economic blocs comprised of various member states, the world was heavily overpopulated and hunger and disease ran rampant as larger and larger sums of money were funneled into militant solutions. This all came to a point when the heads of state of various members of the South-East Asian Cooperative Coalition were assassinate in a bombing orchestrated by a militant group funded by the third-largest economic bloc, the African Monetary Union. Violating a chartered that had allowed the tenuously peaceful formations of the blocs, to begin with, the Earth erupted into a conflict that would be known as the Black War, so named from the constant smoke and smog that covered regions of the planet.

    With some blocs declaring war on one another and others fighting amongst themselves and one other dissolving entirely into terse neutrality, the Black War also became known as "The War on a Thousand Fronts" as the smog only grew denser in the chaos of warfare. So bloody was the conflict that, halfway through the war when the sabotaging of a nuclear arsenal led to the largest body count in the history of mankind, that humanity finally swore of nuclear weaponry altogether in a special temporary truce known as the Achaean Accord in 006 EC, with the signed document sharing the same name. Needless to say, with the dismantling of nuclear arms agreed upon, the diplomatic momentum began to build. In the coming months, some of the nations and blocs declared ongoing ceasefires. Others announced they were withdrawing from the war entirely. In the end, in the uncharred regions of Bhutan, the remaining world leaders soon convened to pull themselves out of the mess that they had made amongst themselves.

    And, with the dismantling of the remaining economic blocs, such was was the beginning of the United Earth League.

  • The year 008 EC saw the signing of the Thimphu Concordat at an assembly hosted by the capital city of the same name, which established the United Earth League. Inspired by early attempts at international federalism, the idea was to create a strong, effective international government capable of effectively preventing wars and accelerating mankind's process on a global scale. While some argued that the new international government was too bloated with bureaucracy in places, advocates argued that the extensive proceedings ensured the overall fairness necessary for laws to govern dozens of sovereign states.

    The first actions of the UEL were unanimously approved by its member states: to begin international restorative efforts, to investigate the causes of the Black War, and to remedy the issues that caused the war itself. In the end, overpopulation and its effects were deemed to be the chief causes of the conflict, especially the demand in resources that accompanied such a condition. There were some immediate preventative measures taken, such as legal barriers to prevent the reformation of the massive economic blocs that had further brought the world to near ruin and the institution of international food and water rationing standards. While the latter wasn't necessary just yet due to the massive drop in the human population due to the Black War and its fallout, there was evidence to indicate that a boom in the human population was somewhere on the horizon and safeguards had to be set.

    And thus, with the human population nearing five billion after the war's end, the UEL decided to set its sights on the stars and changed the date from 2309 CE to 009 EC, the Exploratory Century.
  • Mankind was not unknown to space, nor to space colonization. In the Late 21st and Early 22nd Centuries, the governments of the International Aeronautical Space Coalition (comprised of the United States, the Commonwealth Nations alongside the United Kingdom, and the members of the European Union) established New Roanoke on the lunar surface. While New Roanoke had initially been abandoned in the advent of the Black War, the newest branch of the UEL- the UEL Space Service- decided to reoccupy New Roanoak and make it the headquarters of their new colonization project.

    In the end, it was decided to construct modified Island Three-type O'Neill Cylinders at the Lagrange points around the Earth while utilizing modified Island One-type Bernal Spheres to make preparations for the colonization of Mars and, later, the use of Stanford Torus colonies for areas beyond the Martian asteroid belt. The first five O'Neill Cylinders officially began construction in 012 EC and were subsequently completed in 068 EC, with the first waves of human colonists taking up residence the following year in what became known as the Great Orbital Emigration. Contemporarily, the Bernal Sphere that would serve as the headquarters for the Martian colonization project, called Burroughs One after the famed author, was completed the same year after beginning in 020 EC alongside various EULSS facilities on the moon.

  • Much like the origins of the Black War, the events that began the Orbital War are shrouded in confusion and disagreement.

    The war officially began when the twin colonies at LeGrange Point 4, called Habitat Hubble and Habitat Tycho,

  • The Orbital War caused such chaos and damage that it lasted with




The Constellation Age

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Life in the Empire

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  • 800px-Coat_of_Arms_of_Grand_Duchy_of_Finland-holding_sabre.svg.png
    The Empire was born near the beginning of the Orbital War, as the Nordic Principality and the Moscovic Tsarist-Electorate found themselves bordering on extinction after the Orbital Secessionists targeted their substantial fuel reserves and production capabilities in order to cripple the United Earth League's war efforts. In order to survive, the two democratic monarchies united to form a singular, authoritarian empire that initially adopted an oligarchical model in order to attempt to survive. By compiling what had once been the resources of two closely allied nations and by beginning to enforce a mediated form of conscription, they were able to meet the requirements put forward by UEL War Command for troop and materiel contributions while keeping enough resources in order to begin rebuilding the newly established empire.



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Mobile Technology

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  • In the Constellation Age, mobile technologies are classified into two broad categories:
    • Mobile Workers were the first kind of mobile technology and are primarily used for civilian purposes. Beginning with the first construction-use
    • Mobile Weapons are mobile technologies specifically designed to be used in war or a multirole capacity that supports warfighting. As such, there are many subtypes of mobile weapons:
      • Mobile Armors are mobile weapons that are mobile weaponry that typically serve as specialized units in conflict, often larger in size than a mobile suit. These units are difficult to produce and often serve roles such as being mobile command centers or heavy weaponry.
      • Mobile Platforms are mobile weapons that can serve multiple functions besides explicit warfighting. As such, these mobile weapons typically have a vehicular appearance. An example of a multirole weapon would a be a mobile weapon designed with an interchangeable rear bed that could change from being a light artillery unit to being a troop transport, to serving as a field communications station, etc.
      • Mobile Pods were an early form of mobile weapon that preceded mobile suits in person-to-person engagement. Often spherical or ovoid in design, mobile pods mainly serve as scout vehicles and armored escape craft since the implementation of mobile suits. As such, their armament is relatively light in comparison to other mobile weapons. Most pilots will spend their initial training learning how to pilot a mobile pod before moving on to different types of mobile weapons.
      • Mobile Suits are mobile weapons that are humanoid in appearance and are operated by skilled pilots either in space or below a planet's stratosphere. Mobile suits are controlled via a cockpit in the chest of the machine, some of which can function as escape pods in more advanced models.
  • When it comes to piloting mobile technology, there are three primary means of doing so: conventional piloting, standardized piloting, and neurolink piloting.
    • Conventional piloting uses more traditional- and often more simplified- control schemes and is typically seen in mobile workers (whereas the remaining two types of piloting are primarily found in mobile weapons). Examples of conventional piloting would be a transportation-use mobile worker having a control scheme comparable to that of a terrestrial vehicle or a construction-use mobile worker having a similar control shame to certain terrestrial construction equipment.
    • Standardized piloting, as the name implies, is the most common method of piloting using a modifiable cockpit specific to a line of mobile weaponry. Standardized piloting allows for a pilot to understand the basic controls of an otherwise unfamiliar mobile weapon. With little exception, all mobile weapon pilots are trained in standardized piloting before they begin instruction in any kind of specialized piloting for more unique or demanding control schemes.
    • Neurolink piloting is uncommon, and typically only seen in conscripted, less educated mobile pilots. Neurolink piloting can only be achieved by the use of an implanted artificial nerve series with the nerve ending in either the vertebra prominens (the C7 vertebra) or the T1 vertebra and an appropriately equipped mobile suit frame. With the use of a special transmission cover that fits over the artificial nerve and connects to a receiver (either through a direct connection or a wireless connection, depending on the mobile weapon frame and the transmission cover), neurolinked pilots are able to obtain better control of their mobile weapons through artificial biofeedback. Neurolink piloting is also the most dangerous, as sufficient damage to the artificial nerves can paralyze or kill the pilot. Pilots can also suffer from feedback overload, which is typically non-lethal but can force a pilot into a catatonic state. Sufficient damage to the transmission cover or the receiver can cause feedback overload, in some cases forcing the pilot to deactivate the neurolink system and switch to manual piloting in a process that leaves them exposed to enemy attacks.

  • It would be a very dangerous assumption if one believed that the existence of mobile weaponry eliminated the need for all other warfaring technologies and strategies.

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  • In the last years of the Orbital War, Project Vulcan was one of the United Earth League's last-ditch efforts to advance its warfighting technology and obtain victory in the bloody conflict. Using experimental mobile suit technology, Project Vulcan created # unique mobile suits known as Gundams that used individualized mobile suit frames and prototype reactors that allowed for the Gundams themselves to meet four primary objectives laid out by the UEL. Those four primary objectives stated that Gundams would be:

    • Capable of sustained neurolink piloting.
    • Capable of sustained beam weapon usage.
    • Capable of planetary and in-space usage with no or minimal modifications/attachments.
    • Capable of atmospheric exit and reentry with no or minimal modifications/attachments.
    To meet these objectives, UEL scientists began construction of the Gundams in the lunar facility simply known as the Forge. Using a special nanolaminate covering on top of a proprietary alloy referred to as lunar titanium, the Gundams' armor was designed to have a greater resistance to both solid and beam weaponry secondary to surviving atmospheric exit and re-entry. The former was achieved through the use of the nanolaminate layering that forced beam energy to radiate and spread from its initial impact point, minimizing but not completely nullifying the damage received through a form of forced dissipation. Conversely, lunar titanium functioned as armor in a more traditional sense, treated and hardened to survive orbital exit and reentry in a process that strengthened it against the use of solid weapons as a byproduct.

    While the Gundams proved to be devastatingly effective mobile suits, they were implemented far too late in the war to provide any chance of victory. Instead, the Gundams were used in fighting withdrawals to prolong the war as long as possible in hopes of another solution for victory, but none came. As such, the UEL decided to destroy all information on Project Vulcan and to seal the Gundams in hidden UEL installations across the solar system, attempting to hide the powerful mobile suits until the UEL could regroup and begin a resurgence to bring humanity back under their banner. While the UEL remnant did attempt such a resurgence, their failure to survive their only campaign brought the Orbital War to a close and left the Gundams to be forgotten and unrecovered.



The Tsar's Imperial Armed Forces

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The Mobile Technology of the Empire

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Vulcan Project Φ-Series

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