Zeebo's Characters

Discussion in 'THREAD ARCHIVES' started by Zeebo, Feb 6, 2015.

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  1. #1 Zeebo, Feb 6, 2015
    Last edited: Feb 7, 2015
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    Kasari's Theme ~ Kasari's Voice


    "The Jedi claim to be the protectors of knowledge and truth. That is a lie.
    They do not protect the ancient methods, they destroy them."

    AGE: 27 RACE: Zabrak
    GENDER: Female HOMEWORLD: Iridonia
    HEIGHT: 1.8 meters FACTION: Dark Jedi of the Bogan
    WEIGHT: 73.5 kilograms RANK: N/A
    EYES: Orange BOUNTY: N/A
    HAIR: Black w/Red Streaks CREDITS: 1,000 Credits

    "Power is one of the most malleable words in existence. Jedi wish for it. Sith crave it. Even corporate tycoons chase it.
    What I've found is that anyone who says their life's goal is the accumulation of power is a kriffing fool."


    _Like most Zabrak of her clan, Kenivar Maynel, Kasari is of average strength. As a nomad, Kasari trained hard to be capable of defending herself from the beasts inhabiting the massive canyons of the south.​
    _As a Kenivar Maynel, Kasari was trained by her clansmen to be an efficient and quick hunter of both rival Zabrak clansmen and prey. As such she's developed a finely tuned danger sense that has gotten her out of more than one sticky situation.​
    _Growing up in the arid southern canyons of Iridonia is not an easy life. To overcome this Kasari often volunteered for hunting missions, as well as clan raids, to build up both her ability to navigate in and her resilience to the elements.​
    _Since her childhood Kasari has had an analytical mind and keen intellect. In fact, during her time as a Kenivar Maynel, Kasari formulated many of the often successful plans for raiding the camps of other Zabrak clans.​
    _Despite her intelligence and natural abilities Kasari has always had a reckless streak within her. Always itching for a fight, to the point of impatience, Kasari is often the one to initiate conflict and the last to try diplomacy.​
    _Zabrak society idolizes strength and ability. This environment was naturally conducive to Kasari's own abilities and strength. As such, a small number of Kenivar Maynel have become, and remained, her loyal followers and allies.​

    "I'll warn you right now that I was taught how to fight from a young age in the Kasi'fahu martial arts style.
    Judging by your posture and stance...I could probably knock you flat on your ass in under ten seconds."

    Kasi'fahu Martial Arts

    In the Kenivar Maynel clan life is hard, rugged, and rough. Rainfall is rare in the canyons of Iridonia and game even rarer. As a result tribal warfare is common. To ensure the survival of the clan all members, male or female, are taught how to fight from the age of ten to the age of seventeen; which is when the initiates, or Am'kep, are allowed to participate in long-range hunting trips and raids on other clans. During the seven-year training period the Am'kep's are taught a variety of skills including navigation, tactics, weapons use, weapons construction, martial arts, etc. One subject they are taught is the Kasi'fahu style of martial arts.

    An ancient fighting style, Kasi'fahu bases its movements, offensive maneuvers, and defensive tactics around the idea of ending a fight quickly and efficiently. Kasi'fahu is descended from the teachings of Vesh Qudii, a long-dead Zabrak Jedi Master who left the Order and settled down on Iridonia shortly after the conclusion of the Dark Wars over four millennia ago. Since then clans have modified it to accomodate with their own surroundings. For example, while the emphasis for canyon tribes is on quickness and efficiency, for tribes located near rivers or in forests the emphasis is placed on endurance and tiring out the opponent.

    There are four basic attack maneuvers within Kasi'fahu: the Divto Strike, the Krayt Sweep, the Mynock Hook, and the Reek Jab. The Divto Strike is a move which focuses on pinpointing and striking the opponent's weak spots. It is divided into two sub-maneuvers. The first sub-maneuver focuses on the upper half of the body and utilizes the hands. The second sub-maneuver focuses on the lower half of the body, usually the knees, and utilizes the feet.

    The Krayt Sweep is a very simple move in concept where the goal is to sweep the opponent's legs from out under them. In practice, though, the move is somewhat difficult to utilize for two reasons. One, the sweep has to be delivered at one of only a few locations along the calf to ensure maximum effect. Meaning that striking anywhere else is less likely to force the opponent on the defensive. The second reason is that the sweep leaves the user momentarily vulnerable to a counterattack from the opponent should it miss.

    The Mynock Hook is a manuever in which the user aims a hook at one of four points on the body: the cheek, the armpit, the throat, and the side of the torso. The point of this maneuver is to disrupt whatever attacks the opponent may be throwing. The Mynock Hook, more than the other three maneuvers, relies heavily on the speed and accuracy of the user. It is a move used purely for counterattack and disruption. Use for any other reason threatens to open the user up to an opponents counterattack.

    The Reek Jab is a power move that focuses more on ending a fight than disrupting an opponent's movements. The Reek Jab is meant to be directed towards three parts of the body: directly below the rib cage, directly below the chin, and the shoulders. Unlike the rest of the maneuvers, this maneuver relies much more on strength and power rather than on speed, precision, and accuracy. As a result the Reek Jab is often used as a finishing move.

    Should an Am'kep decide to take advanced lessons in Kasi'fahu they have three paths to choose from. The Path of Birenade focused on evasion, parrying, and redirection. Students of this path were often tasked with capturing enemy warriors and supplies during a raid. The Path of Fiisode focused on disarmament, counterattack, and adaptation. Students of this path were often tasked with supporting and reinforcing the vanguard unit during a raid should they encounter significant resistance. Students of this path also led any and all hunting missions. The Path of Mirethde focused on relentless attack, speed, and ferocity. Students of this path made up the vanguard unit of all raids on other clans. Kasari chose the Path of Mirethde.

    Akhoi Style

    Along with being taught the Kasi'fahu style of martial arts the Am'kep are taught how to fight with weapons. When taught how to use weapons the Am'kep are allowed to choose from four different styles of fighting: the Akhoi style (swords), the Bataa style (spears), the Serat style (bows), and the Minta style (cavalry). Beginning this segment of training at the age of fifteen, Kasari chose the Akhoi style of fighting.

    The Akhoi style of fighting is a very deflective form of fighting that is meant to complement Kasi'fahu martial arts. Practitioners of the Akhoi style are supposed to redirect the attacks of their opponent and turn their power against them. As such the swords used for the style have blades that are slightly curved. In many ways they look similar to scimitars or cutlasses.

    Akhoi style attacks are mostly based around cuts and slashes rather than stabs. This is to ensure that the weapon doesn't get caught within the body of the opponent. This style of fighting, unlike that of Kasi'fahu, is meant to wear down opponents. Attacks, while fast, are not precise. Instead they are supposed to weaken the opponent to the point of exhaustion. The reason why this is so is because it allows the practitioner to switch from a form of fighting that is imprecise and aggressive to one that is ruthless, direct, and efficient should they lose their sword in battle.


    Force Sense: ■■■■■■■■■■ Telekenesis: ■■■■■■■■■■

    Force Push: ■■■■■■■■■■■■■ Droid Disable: ■■■■■■■■■■■


    Akhoi Style: ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■

    Kasi'fahu Martial Arts: ■■■■■■■■■■■■■■■■■■■

    "There are things I can do extremely well and there are things I can't do so well. It doesn't matter.
    A true warrior knows how to accept her weaknesses and use them to her advantage."


    Given her past as a member of her clan's vanguard raiders Kasari has become extremely adept at close quarters combat. An expert in Kasi'fahu martial arts she can easily dispose of any fodder soldiers that try to kill her. She also well versed in the Akhoi style. Kasari's own personal style of fighting focuses on four key concepts: deflection, reflection, redirection, and adaptation. Using these concepts Kasari has defeated many an opponent who dared to cross her. In addition to her fighting prowess Kasari is also a gifted tactician. With her keen analytical mind she often takes a big picture view of any situation and looks for a way to either win or escape alive. Her talent for tactics also lends itself to her hand-to-hand combat skills as she is able to very effectively use the terrain both to her advantage and to her opponent's disadvantage.

    Kasari has a number of weaknesses as well. Her number one weakness is probably her inability to fight with a blaster. Whereas she is a true devil on the battlefield when given a sword, when it comes to blasters or any type of ranged weaponry she may as well be drunk on coolant. Other than her inability to fight with blasters, Kasari is also a fairly poor pilot. That is the reason why Tripp Horn and Hylia Jaleth fly the Mynock's Revenge and not her. Kasari's lack of physical strength has also proven to be hindrance to her during combat. It, more than anything else, is why she didn't win during her match in The Cauldron on Rattatak.

    "Traveling light is the specialty of any self-respecting nomad."

    Stemming from the skills and lessons she learned as a canyon nomad, Kasari travels light and eschews any and all accessories that could hinder her in a fight in one way or another. Basically, any items Kasari deems as unnecessary are either tossed into a trash heap or stowed in a foot locker. When out on a job Kasari will wear a skintight armorweave, electromesh bodysuit. Black plasteel plating is overlaid parts of her bodysuit. When not on a job, Kasari will normally wear a variety of revealing clothing. Her favorite outfit by far consists of a long-sleeved mesh top made out of zoosha fabric, blue denym pants, and dark tan boots. Her second favorite outfit consists of a white blouse overlaid with a leather corset, brown leather pants, and dark tan boots.

    In alignment with her nomadic upbringing, Kasari carries only two weapons with her at any time. Her primary weapon is a unique, handcrafted vibroblade she had constructed for her by Ven Yyneris, an unknown but talented Verpine swordsmith who lived on the Weequay homeworld of Sriluur. Nicknamed "Songbird", the weapon's blade is slightly curved until the tip of the weapon where the blade sharply curves down, leaving an incomplete hook. Made out of a careful mix of Mustafarian obsidian, crystadurium, and trace amounts of songsteel, the blade resides within a black Vardium steel covering. The weapon has a Vardium steel guard that droops down, protecting the back of Kasari's hand in the process, and a hilt made from agrinium that is wrapped in a long leather strip.

    Kasari's secondary weapon is a simple dagger she crafted when she was a member of the Kenivar Maynel clan. The blade, about seven inches in length, is made up of the rock material that made up her canyon home's boulders. The hilt, on the other hand, is five inches long and was crafted from the bones of a reek she had killed. The crafting of a dagger is a rite of passage for all members of her clan.

    "All I need is a fast, well-armed ship that has a good-sized cargo bay, numerous rooms, and a reasonable price tag.
    I'm looking to start a small-time shipping company and I'd prefer not to be some karking pirates midday snack."



    "I like her. She's sleek, well-armed, handles well, and looks like she could outclass any pirate starfighter."

    "A warrior needs more than muscles and weapons to defeat an enemy.
    A warrior needs loyal followers who have the innate skill to kill."

    Before she left for the wider galaxy, Kasari was a member of the Kenivar Maynel (Sun Scout) Clan in the massive southern canyons of Iridonia. A brilliant warrior and loyal clanswoman, Kasari quickly rose in both fame and influence in the clan through her various exploits on the field of battle against neighboring tribes. As a result of her prowess on the battlefield she gained a fairly large following, known colloquially as Av'vyshtal (Honor Warrior), within the Kenivar Maynel clan that, at its height, numbered a full two-fifths of the clan's three hundred sixty members. Following her disastrous attempt at a coup against the clan's chieftain, Zaan Vrrad, Kasari lost the vast majority of her following during the ensuing battle and the following escape across the arid Kaay Wastes and into the city of Yaos. Of her seventy two followers, only five managed to survive the entire ordeal: Agess Erach, Hylia Jaleth, Eeeth Selar, Maray Yaoth, and Savan Yaoth. After their departure from Iridonia aboard their new corvette, the Mynock's Revenge, the group has picked up two other crewmates: Tripp Horn and Jann Fleetfire.

    Agess Erach is the older, twin brother of Kasari Erach. Unlike his sister, Agess is not force-sensitive. At 1.92 meters and 90 kilograms, he has more defined muscles and greater strength than his sister, but, because of his increased muscle mass, he's also slower and less dexterous than her. Like his sister he has red skin, vestigial horns crowning his head, and tattoos of the Erach family painted on his face. Unlike her, though, he has shaved his hair off. Agess was the most formidable fighter of Av'vyshtal and wields a vibrosword. Since the group left Iridonia, Agess has equipped himself with various blaster pistols he's picked up on numerous worlds. He also owns a blaster carbine. Other than these weapons, Agess has also picked up a number of unusual outfits that his fellow survivors regularly tease him about. He is, along with Savan Yaoth, the main gunner of the Mynock's Revenge.

    Hylia Jaleth is Kasari's oldest friend and was the second-in-command of Av'vyshtal. Slightly shorter and sturdier than Kasari, Hylia has trained to be Kasari's tandem partner, meaning she's trained in order to perfectly complement Kasari's more agile and aggressive fighting style. Hylia has pale blue skin and vestigial horns that are clustered around and just behind her forehead. She regularly wears her long, midnight blue hair in a pony tail and usually clothes herself in outfits that would be expected of a smuggler. As Kasari's battle partner, Hylia usually equips herself with two daggers and, since their departure from Iridonia, two small holdout blaster pistols she keeps hidden in her left boot and smuggler's vest, respectively. She is also the co-pilot of the Mynock's Revenge.

    Eeeth Selar is one of Kasari's cousins and the former weapons master of Av'vyshtal. The same height as Kasari, Eeeth Selar definitely has the most pronounced muscles of any crewmember of the Mynock's Revenge. Eeeth has pale brown skin. His vestigial horns are mainly located on the front and center of his head. Unlike most Zabrak, he's placed his tattoos exlusively on his chin. He normally wears clothing similar to that of a smuggler. As the former weapons master of the Kenivar Maynel Clan, Eeeth has mastered a number of different weapons. Even so, he mainly utilizes two vibroblades whenever it is time for battle. He also, on special occasions, acts as the sniper for the crew of the Mynock's Revenge. As such he owns a sniper rifle that uses slugs rather than blaster bolts. He serves as the main procurer and maintainer of weaponry aboard the Mynock's Revenge.

    Maray Yaoth was the leader of Kasari's elite, eight-member guard unit, the Kal'vyshde. As the third most talented warrior in Av'vyshtal, after Agess and Kasari, respectively, Maray was placed in charge of shadowing and protecting Kasari. Maray has pale red skin and purple irises. Her vestigial horns circle around her head in two layers. Her outer horns are sharper and more pronounced, while the inner horns are duller and less pronounced. Maray normally wears a red-brown wrap/robe with underlying, blastproof armor that can absorb up to ten blasterbolts before losing its effectiveness. Maray normally arms herself with either an extendable, button-operated Zabraki spear or an unmodified spear she picked up following a raid during her clan days. She also carries numerous holdout blasters that are hidden within the inner pockets of her robe.

    Savan Yaoth was the leader of the Mireth'kasi, Kasari's elite, six member assault unit and brother of Maray Yaoth. Savan is the tallest crewmember of the Mynock's Revenge at 2 meters. He has pale pink skin, blue eyes, and vestigial horns similar to his sister's; with the only difference being that he has one ring and not two. He usually serves as the scout and information gatherer whenever the crew arrives on a new world. As such, Savan wears a lightly armored laminanium bodysuit made of only quantum fiber rather than the usual mix of quantum fiber and molytex. However, whenever he is out scouting or gathering information, he'll usually don local clothing over the bodysuit so as to blend in and reduce suspicion. He normally equips himself with a vibroknife, vibroshiv, and a blaster pistol. He usually carries around a vibroblade when not out scouting or gathering information.

    Tripp Horn is a human male who was originally a member of a small merchant operation in Lannik Space as the pilot of a light freighter. While on leave on the planet of Lannik, he managed to get himself mixed up into a firefight between Kasari's crew and a local bandit group. To make a long story short, he nearly got killed and was kidnapped by Savan Yaoth. Tripp has pale white skin, green eyes, and short, blond hair. He normally wears the clothing typical of a spacer and prefers to not carry around a weapon when aboard the Mynock's Revenge. However, when he is on world, he'll usually carry around a blaster pistol. Despite this, though, he prefers to talk with potential adversaries before having to resort to violence. He has since taken over the piloting duties of the Mynock's Revenge from Hylia Jaleth.

    Jann Fleetfire is a human female who joined Kasari's crew after she'd encountered the wayward Zabrak crew on the planet of Rattatak. While planetside, Kasari, Agess, and Savan had gotten themselves involved in one of the planet's renowned gladiator games. A contestant herself, Jann managed to fight Savan to a draw before Agess intervened and beat Jann into unconsciousness. After the games, in which Agess was the ultimate victor, Kasari, impressed by her fighting prowess, recruited Jann into their crew. An experienced mechanic and fluent in binary code, Jann normally wears luxurious clothing when offship that is partially covered with armor crafted from a duranium-like material found on the Wild Space world of Quaru. As a former bounty hunter, though, Jann often equips herself with a variety of weapons including throwing knives, a blaster carbine she lovingly named “Merisee”, a blaster rifle she’s christened “Scythe”, and two vibroblades.

    "No, Geefive, I am not going to introduce you to any more astromechs. Now do your job and get me some coordinates.
    Unless you think the void of space provides better accommodations than the Mynock's Revenge for a droid like you."


    Following their departure from Iridonia, Kasari and the crew of the Mynock's Revenge fled Sith-controlled space to the city world of Deno. After landing Kasari and the crew of the Mynock's Revenge, minus Hylia Jaleth and Agess Erach, traveled around the lower districts of the city world. While window shopping through Denon’s infamous Blue District, Kasari came upon a blaster-pocked old shop with little in the way of traffic or customers. Intrigued by its apparent neglect, Kasari, along with Hylia, went into the store. There the two met the owner of the shop, an old Toydarian who went by the name of Aryal. While Hylia chatted with him, gleaning information from him in the process, Kasari looked around the small antique store and spotted a broken down G5-series astromech droid that was popular more than twenty years before the Sith invasion. After haggling a reasonable (but still overpriced) cost, Kasari purchased the little astromech and took it back to the Mynock's Revenge. Since her purchase of G5, Kasari has upgraded certain parts of the little astromech. An example including G5’s sensor dish.

    G5-V9 is a unit of the once-popular G5-series astromech droid produced by the now-defunct Yalenta Industries between 982 ABY and 1000 ABY. A more advanced civilian version of the less-popular, highly defective, made-for-the-Alliance-military G3-series, the G5 series was produced with an eye towards data construction and storage, data transfer, and data encryption. A favorite for intelligence agencies, pirates, and smugglers, the G5-series was equipped with the still powerful, if slightly obsolete (in comparison to astromechs constructed for modern militaries), Rendarii II droid brain. Among the standard assortment of astromech utilities, the G5-series is also equipped with (what was once) military-grade communications and data software. During the days when it was sold in high-class shops from Terminus to Muunilist the G5-series was produced in three different and partially incompatible configurations. The cheapest configuration was the G5-E configuration. The G5-E line was equipped with hardware that had the largest storage space of any of the individual configurations. It was also the best equipped for quickly and accurately constructing and collecting data. Following the G5-E line in price tag was the G5-J line. The G5-J line was equipped with hardware that was the best suited for quickly transferring data.

    The most expensive configuration was the G5-V configuration. Especially popular among smugglers and intelligence agencies, the G5-V line was sold with special hardware that was extremely capable in encrypting any data possible. Although slower in encrypting data than the other G5 configurations, the G5-V line was well known for being able to encrypt data so well that only the best of slicers could break the variable defense matrices used to protect the droid’s contents. In fact, annual tournaments, officially sanctioned by Yalenta Industries, were once held on the city world of Alsakan where the galaxy’s best slicers pitted themselves against the defense matrices of the G5-V line.

    "A bodyguard I don't have to pay or feed? I'll take him."

    Five years after the surviving members of Av'vyshtal fled Iridonia and struck out for non-Sith controlled space they traveled to the Outer Rim. Working as a freelance shipping company at the time, Kasari and her crew landed on the alien world of Terminus. A confluence between the known Galaxy and Wild Space, Terminus' skies can always be found populated with both the familiar ships of the known Galaxy and bizarre and unknown ships that hail from the Unknown Regions. A major border world, Terminus is filled to the brim with both familiar and unfamiliar goods. One such good found and purchased by the crew of the Mynock's Revenge, specifically Jann Fleetfire and Eeeth Selar, was W3EP, a somewhat outmoded, but capable combat droid.

    Originally constructed on the recently charted Wild Space world of Eulas*, W3EP, or "Weep", is a W-series combat droid. Designed and employed as a bodyguard, the W-series combat droids were once used by many Wild Space criminal syndicates for sentry and guard duty. Capable of wielding any form of blaster weaponry, W3EP can normally be found armed with two weapons. The first, and primary, weapon of choice for W3EP is a Quest J-63 Wasteland* blaster rifle. His customary sidearm is an Exotica C-84 Sleek* blaster pistol. W3EP’s chassis was constructed out of the self-healing alloy known as Setebesi.

    "Just...don't make her mad."

    Nek is a female Anooba who Kasari acquired while on the smuggling world of Llanic. Nek is an intensely loyal pet and, as such, she can often be found guarding the Mynock's Revenge along with W3EP. Readily accepted by all of the crew, Nek has, ironically, eschewed Kasari for Tripp Horn, the crew member who constantly refuses to be responsible for taking care of and looking after the, in his words, "troublesome" Anooba. Secretly, though, Tripp probably treats Nek the best. Often times when he's stuck guarding the ship alone he and Nek will play variations of games like fetch and hide-and-seek. Unbeknownst to Kasari Nek was originally trained to be a guard animal for one of the many spice warehouses operated by the Exchange. As a result she has been trained to be ferocious and unrelenting in combat.

    "I hear a desert hole called Rattatak is famous for its gladiator games. I'm signing up. Anyone care to join me?"

    Ever since she was a young Zabrak Kasari has always been adventurous and fearless. As a member of the Kenivar Maynel clan such traits were highly prized given the hostile wildlife of their canyon homeland. During her youth Kasari was always mischievous and defiant. Often ignoring tribal rules on venturing out into the canyons, she would explore her canyon home with a zeal and talent commonly found in professional explorers.

    As she grew older Kasari mellowed out a little in that she grew more deferential to authority. This slight shift in attitude is due to her beginning her training as a warrior. A rite of passage that lasted for five years, both girls and boys of the Kenivar Maynel clan, beginning at the age of ten, were trained to be warriors. Following her completion of the final trials, Kasari was inducted as a warrior at the age of fifteen. During her time as a warrior Kasari's fearlessness and headstrong attitude kicked into high gear. For example, whenever plans for a raid on a nearby clan were announced Kasari was usually among the first to volunteer for the vanguard. Of course, the most prominent example of her fearlessness came when she tried to overthrow Zaan Vrrad, the chief of the Kenivar Maynel.

    Of course, another trait that comes with Kasari's boldness is a bold mouth. While she rarely, if ever, boasts about her (almost nonexistent) accomplishments she will provoke beings into fighting her if she is bored. One particularly memorable incident occurred on Lannik. While celebrating a particularly dangerous haul from Bespin that had been characterized by two different pirate attacks - one near Zhar and one near New Cov - Kasari was approached by a local Rodian gang leader. After some back and forth in which the the gang leader became increasingly frustrated he whipped out his pistol and pointed it straight at her head. With nary a hint of fear Kasari slowly got up from her seat and quickly disarmed the overzealous Rodian and challenged him to a bare knuckle duel. The Rodian eagerly agreed and both sides met the next day on a abandoned stretch of Lannik's slums. After they "borrowed" a human pilot to act as their referee the two began their duel. Twenty seconds later the Rodian gang leader was on the ground, beaten. Enraged by this the vastly more numerous gang attacked Kasari and her crew. Luckily no one died in the ensuing shootout. Despite being run off of Lannik, there was a silver lining to the whole incident: Tripp Horn.

    "Way back when, when I cared only about where my next meal was coming from, I was a contemptible spacer.
    I had no motivations, no desires other than to live for the next day. That all changed on Corbos."


    For a long time after she and her crew fled Iridonia Kasari was essentially a spacer, a drifter doomed to shifting between jobs and running from pissed off cantina patrons. That all changed when she was contacted by a mysterious merchant on Llanic who hired her to lift some goods off of Corbos, a world located deep in Imperial space. During the mission Kasari encountered the Force spirit of Taimuth Vaall, a long dead Dark Jedi who'd perished during the Bombardment of Corbos over eight thousand years ago. Deciding to stay on the abandoned world for longer than planned, Kasari told her crew to wait for her on Llanic, but to leave Ereneda with her. Free from the distractions offered by her friends, Kasari traveled to Taimuth Vaall's grave every day for a month; learning basic usage of the Force in the process. Eventually, though, Vaall's spirit dissipated and Kasari left Corbos after failing to come across any more spirits of long dead Dark Jedi.

    Once she returned to Llanic, she was informed that the merchant who'd hired her and her crew had not come to pick up the goods from Corbos. Curious as to what was inside the sealed crate they'd picked up on the dead world Kasari it opened by W3EP. What they found was a wealth of old documents and artifacts that none of them had the slight idea of what they were or what their purpose was. For a week Kasari and her crew loafed around Llanic wondering what to do with the seemingly useless artifacts. One day, while doing some further training with the skills learned from Taimuth Vaall, Kasari recalled one of the first lessons taught to her by her teacher: "The Dark Jedi never disappear. Where there is emotion there is corruption. Where there is corruption there is chaos. Where there is chaos there is power."

    Taking these words to heart, Kasari took Ereneda and jumped to Naboo. There, posing as an archivist, she spent days upon days researching the history of the Jedi Order, the Sith, and the mysterious Dark Jedi. While she found little on the Dark Jedi beyond what Taimuth Vaall had already told her she did manage to find an old list of Force nexuses that was cobbled together by a long dead Jedi Master. Since her discovery of the list Kasari has dedicated herself to locating any hidden Dark Jedi and learning the ways of the Force from them.

    "Look, sithspit, I'm not some damn smuggler. I don't smuggle spice for the Hutts, Rebels, Imperials, Sith, or Jedi.
    I run a clean company and the goods I carry are totally legit and mostly legal on most worlds most of the time."


    Early Life (open)
    Kasari Erach, along with her older twin brother Agess, was born into the nomadic Kenivar Maynel Clan in 997 ABY to Hakk Tyuum and Gaill Erach on Iridonia. Kasari's childhood was rougher than that of most of her peers for numerous reasons. The number one reason why, though, was because her parents were members of the Rulenta, a six-member council that represented the interests of the six families of the clan to the clan's Chieftain. As the (secret) daughter of two of the Rulenta Kasari and her brother were treated roughly by her mother. While any real abuse was minimal Kasari was usually told to run two miles when the other younglings were told to run one or to hunt reek when the others had to hunt the much more passive blok. Despite all of this, though, Kasari adored her mother and viewed her treatment as a sign that her mother wanted her to be a great warrior.

    During her youth Kasari could be described as irascible and defiant, adventurous and mischievous. Along with her brother and her best friend, Hylia Jaleth, Kasari would always take the lead in venturing beyond the boundaries of wherever the clan happened to be camping for that month. Nighttime tales of great monsters and demons that would normally scare young Zabrak shitless would only embolden Kasari to defy the clan's boundary rules and to explore the canyons of Irid. More times than she can remember she had to be saved by the adults of her clan and more times than she remembered she was scolded for her rash actions by Sener Vrrad, the clan's chieftan until 1,008 ABY. Despite all of this, though, her mother never once scolded her. While there was no blatant acknowledgement of her daughter's behavior, Gaill Erach never once reprimanded Kasari for breaking the rules.

    As she got older Kasari began to attract a small following of children who would accompany her on her "expeditions" into the wilds of Iridonia's canyon. They called themselves the "Av'vyshtal" and once a month they would escape the constricting boundaries of their clan's camp and just explore. The small group initially consisted of nine people: Kasari Erach, Agess Erach, Hylia Jaleth, Savan Yaoth, Eeeth Selar, Narani Qaal, Calin Qaal, Imeth Vell, and Pamath Djinn. Eventually, Maray Yaoth would grudgingly join their group. The Av'vyshtal were all incredibly devoted to each other. Always ready to defend one another from persecution by their peers they lived by a simple, three line code:
    Code of the Av'vyshtal (open)
    We are Av'vyshtal.
    We desire to protect our friends.
    We seek freedom of action and movement.
    We eschew the chains of expectations.​

    At the age of ten Kasari, like all of her clan peers, became an Am'kep, or initiate, and began training to become a warrior. In the Kenivar Maynel clan all youth become Am'kep and begin training to become warriors that defend the clan from its enemies. During the seven-year experience the Am'kep, among other important skills like navigation and cooking, are taught how to fight by Polf Yane. All Am'kep, beginning at the age of twelve, are taught the basics of Kasi'fahu, a style of martial arts that is based around the idea of precision, efficiency, and quickly ending a fight. In accordance with her tough childhood Kasari decided to go beyond learning the basics. Desiring to be in the thick of any fight Kasari chose to continue her training in the Kasi'fahu martial arts and became a student of the Path of Mirethde.

    One day, at the age of fifteen, Kasari and her compatriots were introduced to the idea of fighting with weapons. They were given a choice between four styles of combat: the Akhoi style (swords), the Bataa style (spears), the Serat style (bows), and the Minta style (cavalry). Like with her decision to go down the Path of Mirethde, Kasari chose the Akhoi style. In the process she was joined by four members of the Av'vyshtal: Agess Erach, Eeeth Selar, Savan Yaoth, and Calin Qaal. For her final two years as an Am'kep Kasari trained hard and often and become very proficient in both Kasi'fahu and the Akhoi style. So proficient, in fact, that she subbed in as the general instructor for Polf Yane when he became deathly ill.

    Around the same time she became an Am'kep Kasari developed an infatuation for Calin Qaal. During their childhood Kasari and Calin were fierce rivals. Always looking to outdo one another the duo would often be the instigators for any expeditions carried out by the Av'vyshtal. While they often butted heads and argued loudly the two were extremely close. In one of her journals, in fact, Kasari noted that the only person closer to her than Calin was her brother, Agess. As the two grew up and became Am'kep their bond became stronger and stronger as they would often volunteer as partners for hunting missions that were supervised by the older clansmen. The day following their initiation into the vanguard raid unit Kasari professed her love to Calin and the two began a courtship.

    One rainy night the camp of the Kenivar Maynel was attacked by the Neknivar Onis, a rival clan led by a former member of the Kenivar Maynel and older brother of Hylia, Yain Jaleth. After a long, fierce battle that lasted until dawn the Kenivar Maynel managed to send the Neknivar Onis fleeing into the canyons of Iridonia. The victory was pyrrhic, though. The death toll on the part of the Kenivar Maynel was horrendous. More than a tenth of the clan's warriors had been killed in the initial onslaught with a further fifth being killed in the ensuing battle. Three members of the Rulenta were killed, including Kasari's mother. Worst of all, though, the clan's chieftain, Sener Vrrad, was among the dead. All in all, over forty percent of the clan was dead by dawn.

    Following an incredibly solemn funeral for all those killed Sener's son, Zaan, was elevated to the position of chieftain. Zaan Vrrad, in the words of Narani Qaal, was a "prick". The worst possible leader given the circumstances Zaan Vrrad ignored the calls for vengeance from Kasari and the Av'vyshtal. Instead, he kept his distance from his fellow clansmen and, essentially, shut them out. Seething with rage and pain at the loss of her mother, Kasari called together the Av'vyshtal, which now made up two-fifths of the remaining clan. After two days of intense debate and pontificating Kasari and her fellow warriors rose up in revolt against Zaan Vrrad.

    The following battle was Kasari's loss from the start. Despite the general dislike among the clan for Zaan Vrrad, few of the experienced warriors joined the Av'vyshtal in their coup attempt. Despite the overwhelming odds, though, the Av'vyshtal fought with passion and tenacity. However, as the battle dragged on, Kasari realized she was outmatched and ordered a general retreat. The battle left the Av'vyshtal broken with over sixty percent dead and another fifteen percent wounded. Among the dead were Calin Qaal, Narani Qaal, Imeth Vell, and Pamath Djinn. While she privately grieved the loss of Calin and the other original members of the Av'vyshtal, Kasari led her broken friends into the Kaay Wastes.

    The ensuing cross destroyed what was left of the Av'vyshtal. By the time they arrived in the city of Yaos only Kasari, Agess, Hylia, Eeeth, Savan, and Maray remained.

    Rakosta Shipping (open)
    After arriving in Yaos the remnants of the Av'vyshtal did little. Since they had no credits they wandered aimlessly around the city slums, stealing food whenever the need arose. For a month they barely survived. Then, one day, while contemplating on where to get their next meal from, they met Ath Neb, an old Zabrak landlord. After a brief talk with Kasari, Neb offered to put them up in an apartment building he owned. When Kasari told him they had no money to pay for an apartment he offered to put them up in exchange for work. Kasari readily agreed with the offer and for the following year she and her friends lived in Yaos.

    Eventually Ath died. With no children or spouse to give his apartment complex to he willed the building to Kasari. Kasari was touched by the old man's kindness. With her new source of income she held an extravagant funeral for her benefactor and eventually sold the building to a local university that Ath had regularly taught finance classes in. With her new funds, Kasari decided to leave Iridonia behind and begin a new life among the stars. The day after selling the apartment complex, which had been renamed the Ath School of Finance and Economics, Kasari and her friends purchased an Arlos-class freighter at a dealership and left their only home. Christened the Mynock's Revenge, the ship jumped from Iridonia and left Imperial space. What Kasari and her crew found was a galaxy shattered by war.

    After escaping from Imperial space the crew of the Mynock's Revenge arrived on the city world of Denon. After landing and spending their credits on an overpriced docking permit Kasari and her crew debated on the best way to raise some credits. Immediately rejecting anything that smacked of illegality Kasari eventually settled on starting a small-time shipping company. The next day they spent their last reserve of credits on getting a shipping license, filling out the necessary paperwork required to start such a business, and purchasing an old G5-V series astromech droid.

    For six years Rakosta Shipping traveled all around the galaxy delivering any number of goods ranging from gems and jewelry to agricultural foodstuffs. Along the way they encountered numerous dangers and visited worlds unknown to, or at least ignored by, the rest of the galaxy. They made numerous allies and even picked up two new crew members: Tripp Horn, a former merchant and pilot, and Jann Fleetfire, a former Outer Rim bounty hunter. During this period Kasari and her rather rowdy crew often caused trouble with the locals on many planets and even more with the local authorities. One instance of Kasari's penchant for causing trouble occurred on the planet of Lannik.

    A year after she founded Rakosta Shipping Kasari was hired to transport some tibanna gas from Bespin to the Hutt world of Lannik. During the ensuing trip the Mynock's Revenge was attacked twice by pirates; once over Zhar and a second time over New Cov. Luckily they managed to beat off both attacks and no one had been killed. Their ship, on the other hand, was a battered, smoking mess and in desperate need of repairs. Having to stay onworld for longer than expected the crew offloaded their cargo, got paid, and checked into a hotel/cantina.

    Later that week, while lounging around and celebrating the completion of the repairs of the Mynock's Revenge in the hotel's cantina, Kasari and her crew were approached by a rough-looking Rodian. He introduced himself as Kameeri Janee and told them that he was the boss of the surrounding area. Kasari laughed in his face and spewed out a long string of insults, pejoratives, and profanities which left the fumbling Rodian. Before he could retort or she could get her head blown off by the Rodian's followers, Kasari challenged Janee to bare knuckle duel. The Rodian quickly agreed to the offer and both scheduled the duel for the next day at noon local time.

    The next day a sizeable crowd gathered outside of the hotel to see just who was the poor fool who'd challenged Kameeri Janee to a fight. Among those in the crowd was Tripp Horn, a freighter pilot who was voluntold to be the fight's referee. At noon exactly the fight began. Janee threw the first punch. Kasari, easily dodging the slow punch, grabbed the Rodian by the head and slammed her knee into his chest, just below the lungs. Three seconds had passed by and already Janee was breathing heavily, clutching at his ribs. Undaunted the Rodian moved in for another punch. Kasari easily dodged that one as well and landed a left hook on Janee's cheek, sending him sprawling onto the ground in the process. Ten seconds had now passed as Janee struggled to stand up. Deciding that the Rodian wasn't worth her full power Kasari quickly closed in on Janee and landed a quick series of punches on various parts of her opponent's body before kicking Janee in the neck and sending him face first into a nearby food stall. Tripp Horn declared Kasari to be the victor. Enraged by their boss' defeat Janee's gang open fired on Kasari and her crew.

    In the ensuing chaos Savan Yaoth rescued Tripp Horn from being shot and the crew fled to the Mynock's Revenge and lifted off from Lannik.

    Taimuth Vaall and the Dark Jedi (open)
    Kasari was always a bold and fearless person. Whether it was hunting down reeks or raiding the camp of enemy clan she was always the first to volunteer. After she founded Rakosta Shipping this trait didn't disappear. If anything it was amplified by the dangers of transporting valuable goods with only a lone starfighter to back them up. Kasari's last and most mysterious job was probably her most dangerous one as well.

    Kasari had flown into Imperial space dozens of times during the years after she founded Rakosta Shipping. Her company had a good reputation among the Imperials for being fast, reliable, and easy to work with. That's why, when she was hired by a mysterious Gotal to lift some goods from Imperial space to the smuggling world of Llanic, she was surprised that he told her the goods were located on Corbos, a world on the edge of Sith Space. While her relations with the Imperials were good, Kasari had never directly dealt with any of the Sith. Undaunted, she accepted the job and lifted off later that afternoon.

    The Mynock's Revenge had little trouble getting to Corbos. The world was practically dead and, as such, Sith warships didn't patrol the world. When they landed Savan quickly located the cargo they were supposed to transport and loaded it aboard the ship with the help of Eeeth and Tripp. With the job pretty much complete Kasari decided to explore the dead world a little. A few hours into her exploration she stumbled onto the entrance of a tomb that had been literally carved into a nearby mountain. Deciding to see if there were any valuable goods she entered the tomb.

    What she found was a magnificent little enclosure. The walls, while mostly plain, had eight massive sculptures that resembled the mythical dragon and circled around a sunken pit. The pit, itself, had four sets of steps leading into it and was octangular in shape. Inside the pit was a circular plane, for lack of a better word, that looked like a place where ritualistic magic was practiced. The circular plane was bordered by gold bricks and had a central plate-like artifact that was also made of gold. Deciding to take the plate for herself Kasari lifted it out of the ground and turned to leave the tomb.

    As she ambled back up the steps, the plate was quite heavy, the tomb suddenly filled with bluish mist. This so shocked the young Zabrak that she dropped the plate, causing it to shatter. However, Kasari had little time to mourn the loss of her plate because, before her, was a Force ghost. The Force ghost introduced herself as Taimuth Vaall, a Dark Jedi who'd perished on Corbos eight millennia ago during the Hundred-Year Darkness. She questioned why Kasari had disturbed her tomb. To which Kasari replied that she'd been sent to Corbos to pick up some goods.

    The Dark Jedi, intrigued by Kasari's seemingly confident attitude, asked her to stay and tell her the current state of the Galaxy. For hours the two talked; Kasari informing Vaall about the Sith and the Jedi and Vaall ranting about the Jedi's incompetence. This came to an abrupt end when Kasari was contacted by Jann Fleetfire that it was getting late and that they were ready to leave the dead world. Acknowledging the information Kasari bid her farewell to Taimuth Vaall and started for the tomb's entrance.

    Before she could exit, though, Vaall told her that she had a proposition for the Zabrak spacer. Below is their conversation:
    Taimuth Vaall's Proposition (open)
    "Wait, young Zabrak, I have a proposition I should like you to consider before you return to your ship."
    "What is it, Vaall?"

    "Please, address me as Taimuth. We are friends, no?"

    "Taimuth then. You had a proposition?"

    "Yes, yes, I do. Although, it is more of a contract than a proposition."

    "A contract? You have no credits. What could you possibly offer that would be worth my time?"

    "What could I offer, indeed? I guess it would be power."

    "Power? I have no desire for power. I'm sufficiently powerful enough to survive my line of work."

    "Perhaps power is the wrong word. It is getting dark. Would you like to hear my proposition?"

    "Heh. I thought it was a contract. I am running out of time, though. By all means, continue."

    "You have heard of the Force, correct? Good. Something you may not know, though, is that there are certain beings that are born with a stronger connection to it than others."

    "What's you're point?"

    "The point, young Zabrak, is that you are one of those individuals. You, young Zabrak, have a strong, latent connection to the Force."

    "Again, the point?"

    "You are a bold one, Kasari. My point is that you are strong in the Force. Allow me to teach you and I can give you powers that can cause even the greatest Jedi the worst nightmares."

    "I've already told you that I don't want power."

    "That may be so, young Zabrak, but I can see it in your eyes. You are intrigued by my proposition."


    "I am offering you a path, Kasari. One away from the meaningless goods you transport. One where your every whim is not dictated by a need for money or a desire to fight meaningless, petty duels."

    "I quite enjoy credits and fighting, if you haven't been able to tell."

    "Yes, I can tell this. How about a compromise then?"

    "I'm listening."

    "If you accept me as your teacher and learn from me then I will introduce you to warriors whose skill is far greater than that Rodian or even those mercenaries you fought on Rattatak."

    "Hmm. Let me think about it. It's getting late and I really need to step into a sanisteam."

    "By all means. I await your response with great trepidation."

    The next day Kasari accepted Vaall's proposition and became her student. Meanwhile the rest of her crew left for Llanic aboard the Mynock's Revenge, but left the Ereneda and W3EP for Kasari to use. For the next month Kasari went through a type of training and instruction that was dozens of times more difficult and tiring than that she received as an Am'kep a lifetime ago. During her time with Taimuth Vaall Kasari traveled to the tomb every day and received basic instruction in the usage, both practical and theoretical, of the Force.

    On the sixth week of her training with her Master, Taimuth Vaall's spirit faded away into the void of the Force. Kasari, hungry for more knowledge, traveled around the area near Vaall's tomb but could locate no other spirits of long dead Dark Jedi. The next day she, along with W3EP, left Corbos and headed back to Llanic. There she found her crew loafing about. When she questioned Agess about whether they'd gotten paid for the goods they'd lifted from Corbos. To her surprise she found that the Gotal who'd hired them had just disappeared and that the cargo was still safely tucked away in the Mynock's Revenge's hold. Enraged, Kasari had W3EP open the crate. What they found were just a bunch of old documents and artifacts that none of the crew could even hope to identify. Kasari, still enraged, had W3EP reseal the crate before storming out for the nearest cantina.

    For a week the crew of the Mynock's Revenge loafed around Llanic, visiting cantinas, clubs, and casinos in the process. While trying out some of her new Force powers one of Taimuth Vaall's first lessons smacked Kasari right across the face:

    Lesson from Taimuth Vaall (open)
    "The Dark Jedi never disappear. Where there is emotion there is corruption. Where there is corruption there is chaos. Where there is chaos there is power."​

    The words prompted Kasari to take the Ereneda and suddenly leave Llanic and jump to the nearby planet of Naboo. As she landed in Theed she found what she was looking for. Before her was the Great Theed Library. Renowned for its multitude of scrolls and translated texts that delved into the history of the Jedi and Sith, Kasari dove into the Library's collection and spent the next week looking for any and all available information on the Sith, Jedi, and Dark Jedi.

    Unfortunately, she found little on the Dark Jedi besides some references to Clone Wars Dark Jedi named Asajj Ventress and a history of the Hundred-Year Darkness. Undaunted, though, Kasari looked for information on a phenomenon that Taimuth Vaall had called "Force Springs". Eventually she came across a list of these Force springs, referred to as Force nexuses by the author, a Jedi Master who had died five hundred years before. There, at the library, she vowed to dedicate the rest of her life to locating any Dark Jedi and learning the ways of the Force from them.






    • I apologize for the formatting disaster. I created Kasari on a different site where the formatting wasn't a mess.
  3. Áleifr Jusse-Salmund Alvarsson


    Title: Captain of the Royal Guard; Margrave of Velkysa

    Age: 28

    Gender: Male

    Sexuality: Straight

    Relationship Status: Married; Brynja Sólveig Rikvaldsdotter

    Species: Human

    Height: 5' 11"

    Weight: 222 lbs

    Áleifr's Armor
    Áleifr's Normal Clothing

    Distinguishing Features: In remembrance of the Guntish Sagdjur Ravens mercenary band he fought with during his early adulthood, Áleifr has a massive tattoo of the viking raven on his back. He is also the proud owner of numerous scars all over his body as a result of the numerous battles he fought under the direction of Lars Nilsson, the Earl of Östergötland, against Danish invaders from the south and Swedish conquerors from the north.

    Holdings: After the death of his father, Áleifr was handed control of the Sagdjur Ravens band. Other than the mercenary band, who have followed him from Östergötland to Vanqland, Áleifr also rules over Velkysa, a small march on the northwestern border of Vanqland that controls the routes leading into Germany.

    House Emblem: Since Áleifr is not of royal, or even prominent military, heritage he has always utilized the Sagdjur Raven Company's banner as his identifying emblem.

    Notable Relations: Áleifr is the second cousin of Lars Nilsson, the Earl of Östergötland and Regent of the Kingdom of Svealand. During their childhoods, Lars (30) and his father would often visit Áleifr, his father, and the Sagdjur Ravens band for summer training regimens.

    Military Might: As the leader of the Sagdjur Ravens band, Áleifr is in command of an intensely loyal group of men who have, since its founding by Áleifr's great-grandfather, Vallmar Aalberg, fought in battles all across Sweden, Norway, Denmark, and in Livland. Numbering 885 men, the Sagdjur Raven Company is a crack assault unit that specializes in breaking through enemy lines and destroying the enemy's morale. Other than the mercenary band, Áleifr also commands a small standing army of 1,500 Vanqman peasants. While ill-trained now, Áleifr has had the Sagdjur Ravens train them in order to transform them into a professional and capable army.

    Loyalties: Despite being the captains of a mercenary band Áleifr and his ancestors have always been fiercely loyal to whatever fief they happened to be contracted to fight under. As of right now their loyalty has been bought by the King of Vanqland, Maximus Fairway.

    Áleifr was born on a blazing summer day in a tiny village a dozen or so kilometers south of Visby, the largest city on Gotland, to Alvar Haroksson and Maja Erlingsdotter. The eldest son and second-oldest in his family, Áleifr assumed a lot of responsibility at an early age as his family kept growing and his father campaigned with the Sagdjur Ravens mercenary company during the spring, summer, and early fall. Rarely allowed to shirk his duties and play with the village children Áleifr had to stay home and help his mother on the family's small farm by tending to the few crops the family could grow and to the pigs, goats, and geese they raised. As a result Áleifr spent most of his free time either playing with his younger siblings in the nearby woods or listening to the martial tales of his bedridden and progressively ailing great-grandfather, Ragvald Sigarsson. A few months after Áleifr turned seven, Ragvald Sigarsson died. More than anyone else, Áleifr mourned the death of his great-grandfather. He grew so depressed that whenever he heard anyone speak of Ragvald he would tear up and run away. Needless to say, this activity brought about harsh punishments from both his mother and father who believed that a strong Swede didn't cry over the death of a loved one. As time went on, though, Áleifr adjusted to life without his great grandfather.

    A month after his eihgth birthday, as was common practice for boys with fathers in the Sagdjur Ravens, Áleifr was taken by his father from the family farm to the Ravens' training base in a once abandoned castle along the road from Gothenburg to Stockholm. There, for the next four years, Áleifr trained to join the Sagdjur Ravens mercenary company that his great grandfather had founded over seventy years before. Subjected to strict, all-day training regimens, Áleifr quickly became well known for being a tough, no nonsense trainee who was blunt and didn't mince words. He repeatedly impressed his instructors with both his martial prowess and quickly rose to the top of his "class". Of course, Áleifr's efforts didn't impress his father, the second-in-command of the mercenary band, who believed that all of Áleifr's successes were the minimum for a legendary warrior. Áleifr, used to his father's exceedingly high expectations, was unperturbed by his father's lack of praise and continued to work and train hard. The day he turned fifteen Áleifr was inducted into the mercenary band and given command of the Sagdjur Ravens' fourth company. The ensuing celebration would prove to be the last time Áleifr saw his father be so filled with pride for him.

    A month later Alvar and his two brothers, Salmund Haroksson and Jusse Haroksson, left the base in order to negotiate a contract with Folkmar Skaldsson, the chief of the nearby village of Litenström. In route the three were surrounded by two companies from Kjell Jakobsson's Knut Raiders, a rival mercenary band who the Sagdjur Ravens had often found on the opposite side of the battlefield. The ensuing ambush ended with Alvar and Salmund dead, Jusse mortally wounded, and the death of over fifty of the 200 ambushers. When Jusse arrived back at the castle, bleeding and barely alive, and told everyone of the news, the Ravens were outraged. Áleifr, now the captain of the Sagdjur Ravens, called for calm, knowing that the pissed off mercenary band would lose if they attacked Jakobsson in such a state. Instead he told them that they would wait a month and consolidate their strength before engaging with Jakobsson's men. Although there were grumbles over the seeming weakness of the plan, the outraged Ravens accepted Áleifr's plan and waited. After the month passed by, and funerals were held for Alvar, Salmund, and Jusse, who had died shortly after arriving back at the castle, Áleifr led the Sagdjur Ravens into battle and ambushed the Knut Raiders. The ensuing battle ended with the scattering of the Raiders and the capture and beheading of Kjell Jakobsson by Áleifr.

    For the next seven years Áleifr would lead his brethren into successful battle after successful. His reputation across Svealand and Götaland quickly grew to a level his father, a right competent warrior himself, never knew. Whenever enemy troops heard the name Alvarsson, the legends said, they would scatter for fear of being massacred and tortured by Sweden's newest legendary warrior; like the once famous Kjell Jakobsson had allegedly been. Of course, as one's popularity and reputation grows, enemies and opponents are always quick to appear. One particularly powerful enemy who feared Áleifr's growing power was none other than Ivar II Ulfriksson, the King of Svealand. The relationship between Áleifr and Ivar Ulfriksson went back to the days when he was still a young Ravens trainee. The story goes that then-Prince Ivar was scouring the Swedish countryside for an opponent who would fight Ivar Ulfriksson the knight-in-training and not Ivar Ulfriksson, the Prince of Svealand. Ivar, who was well known for his skill with a sword and shield, fully expected to quickly defeat the younger Áleifr. The ensuing beatdown that Áleifr delivered to Ivar proved to be a scarring event for the young prince. He withdrew himself from his family, ignored his knight training, and surrounded himself with beautiful foreign women and massive amounts of food and drink.

    With Áleifr's popularity growing among both the peasantry and nobles, Ivar, who was now the king, grew more and more paranoid over rumors that Áleifr was plotting to overthrow him and give the throne over to Lars Nilsson, the Earl of Östergötland, Áleifr's second cousin, and the third-most powerful man in Sweden after Ivar Ulfriksson and Vakre Ragnulfsson, the Earl of Västmanland. For years he became obsessed with taking out both Áleifr and Lars Nilsson. So much so that he manipulated many of the nobles into attacking Lars' capital of Linköping and the largely defenseless villages of Östergötland. As villages burned and bodies piled up, Lars, infuriated by his king's machinations, secretly called the six other earls of Götaland's seven provinces to a meeting in Linköping. There he called for a vote on rebelling against Ivar Ulfriksson and installing a new king in his stead. Of the six earls, five of them assented to Lars' request. They, too, had experienced some of the same terror that Ivar had prescribed to Östergötland and were tired of it. Of the two dissenting earls, one, Matz Pallsson, the Earl of Gotland, promised to stay out of the war while the other, Nikulas Kaspersson, the Earl of Dalsland, denounced them all as traitors and swore to crush them with his bare hands. The following month Lars contracted Áleifr and the Sagdjur Ravens and rebelled against Ivar II Ulfriksson, the King of Svealand.

    The ensuing war, known as the Nilsson Rebellion, went poorly for the loyalists from the start. While Lars and the main rebel force marched slowly towards Stockholm from Östergötland, Áleifr and an army led by Marten Frostensson, the Earl of Västergötland, marched through and conquered the provinces of Dalsland, Värmland, and Närke. As the two armies marched toward Filipstad, the capital of Värmland, Frostensson's army was ambushed and defeated by an army led by Vakre Ragnulfsson. Ragnulfsson, who personally disliked Ivar Ulfriksson, but swore loyalty to the King of Svealand, called on Áleifr to surrender. When Áleifr, adhering to the lessons of contract loyalty his father had taught him a decade before, refused Ragnulfsson attacked. The following battle, known as the Battle of the Tät Skog, was bloody and contentious, but proved to be Áleifr's greatest victory and shifted the momentum of the war fully towards Lars Nilsson and the rebels. After news of Áleifr's victory over Vakre Ragnulfsson reached the ears of Ivar Ulfriksson, the king grew increasingly intransigent. When Ragnulfsson, who had escaped death at the Tät Skog, urged Ivar to abdicate the throne and surrender himself to the rebels, the deranged king had him and his retinue executed and Ragnulfsson's head placed on a pike outside of the Nyköping Castle Ivar had holed himself up in.

    Ragnulfsson's execution galvanized the rebel forces and caused Grifkil Haldafsson, the Earl of Uppland, to join the rebel forces who had, by then, surrounded Stockholm and laid siege to the starving city. For three weeks the loyalists resisted the rebels. Whenever a rebel messenger offered surrender to Ivar Ulfriksson he was executed and tossed off of Stockholm's defensive walls. This, understandably, angered Lars, who couldn't understand how stupid Ivar Ulfriksson was being. With the death of the third messenger Lars prepared plans for assaulting Stockholm's walls and taking the city. Before he could do so news arrived from a loyalist soldier that Ivar II Ulfriksson, the man that had terrorized Östergötland and Götaland to a lesser extent, had been assassinated by Äsbjörn Linqvist, one of his bodyguards. Shortly thereafter, Sigfrid Svensson, Ivar's chief general, surrendered Stockholm to Lars and called for peace. Lars gladly accepted the offer and the next day the rebel troops, with the Sagdjur Ravens at the front, marched triumphantly into a burning and crumbling Stockholm, handing out scraps of food to the city's residents in the process. A month later, Ivar's nine-year old son, Eggert Ivarsson, was crowned the King of Svealand with Lars Nilsson acting as his regent until he turned fifteen and assumed the full powers and responsibilities of his position.

    While Sweden celebrated the ascension of a new king and a return to peace after two years of war, Áleifr's fate was decidedly less celebratory. Following Eggert Ivarsson's coronation, Áleifr was appointed to be the new king's personal bodygaurd. Almost immediately the earls who had remained loyal to Ivar Ulfriksson, some of the rebel earls, and both of the Bishops of Svealand and Götaland objected to Áleifr, who had developed a reputation akin to the one the ancient Romans had given to the German barbarians, being placed in such close proximity to the young and impressionable king who had begun to express some of the gluttonous aspects of his father's ugly personality. Lars, unable to resist the political pressure, relieved Áleifr of his duties and promised the nobility that he wouldn't place Áleifr into a position of power again. Unfortunately for Áleifr that action wasn't enough for the clergymen in the Catholic Church, who demanded that Áleifr not only be banned from the Court, but that he also be forced out of Sweden. Lars, still reeling from his prior political defeat, also acquiesced to the demands coming from the office of Christianus Baltasarsson, the Archbishop of Svealand and told Áleifr in person that he and the Sagdjur Ravens had to leave Sweden peacefully lest he be forced to call on the Earls to do the job using swords and arrows. Áleifr, understanding Lars' predicament, consented to the Archbishop's demands and left Sweden with his loyal mercenary band and their families.

    For two years Áleifr and his comrades wandered around mainland Europe, contracting with numerous lords and kings along the Baltic coast. Wherever he fought victory for his contractor was sure to follow and chests of gold for the Ravens was guaranteed. Áleifr's travels soon brought him to service under Maximus Fairway, the King of Vanqland and scourge of central Europe. Under Fairway's patronage, Áleifr and the Sagdjur Ravens achieved even greater riches and a legendary reputation as extremely skilled warriors capable of deciding the direction of any battle they were involved with. Fairway, pleased with Áleifr's no nonsense way of running his mercenary band, named him the Margrave of Velkysa, a small strip of land that not only controls the northern roads leading to the capital of Vanqland, but is also rich in iron and other valuable metals. In addition to being the Margrave of Velkysa, Áleifr has also been named the Captain of the Royal Guard and is charged with protecting Maximus Fairway.

    Religious Views: Áleifr and the Sagdjur Ravens practice a modified version of Catholicism that has Swedish and Guntish cultural aspects attached to it.

    Combat Abilities: As a Swedish warrior who has been training for twenty years and fighting for nearly fifteen, Áleifr has become extremely proficient in using swords, spears, and axes. He excels in offensive warfare and achieves his best results when fighting on empty plains or battling it out in thick forest lands where surprise and ambushes are key.

    Åska - A sword, name meaning thunder, that has been passed down since Áleifr's seventh great grandfather, Harik Karlsson, obtained it during a raid on an Irish church.
    Järn and Hacka- A shield and seax, names meaning iron and hack, respectively, that Áleifr's father gave to him on his fifteenth birthday.

    Skills: As someone's who's been fighting since he was fifteen and training since he was eight, Áleifr has developed a knack for tactical thinking and hand-to-hand combat. He is also fairly good at a variety of sports, both Swedish and foreign in origin.

    Sagdjur Ravens Mercenary Band
    Formed over a eighty years ago by Áleifr's great grandfather, Ragvald Sigarsson, the Sagdjur Ravens are a mercenary band originating from the lands of Gotland and Östergötland who are led by Áleifr Jusse-Salmund Alvarsson. An 885-man wrecking machine, the Sagdjur Ravens maintain an especially strict chain of command and training regimen. First instituted by Áleifr's father, Alvar Haroksson, the Ravens' chain of command divides the mercenary band into four 213-man companies and one thirty-three-man guard unit for Áleifr. Each of the four companies roughly consist of 40% light infantry, 15% heavy infantry, 15% pikemen, 20% archers and 10% cavalry.

    "Ah-lay-fur" is how you pronounce Áleifr's name.
    If you are interested in following Áleifr's journey then I'd suggest looking here and here.
    I hope you enjoyed reading about Áleifr. Thank you.
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