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  1. Saarai-Kaar (without armor) Saarai-Kaar (with armor) IDENTITY: Real Name: Shin (former name, abandoned upon joining the Jensaarai) A.K.A: Saarai-Kaar, formerly The Sarlaac Homeworld: Sriluur Species: Weequay PHYSICAL DESCRIPTION: Age: 73 Height: 5’8” Weight: 170 lbs. Hair: White Eyes: Gray Sex: Male EQUIPMENT: Clothing/Armor: Personal Jensaarai Armor Weapons: The Dyddiau Gwael: Twin cortosis-weave blades. Machlud: Dual-bladed yellow lightsaber. Cortosis-weave chain and sickle FACTION INFORMATION: Force User, Force Sensitive or Non-Force User: Force User Alignment: Lawful Good Faction Affiliation: Rebels via the Jensaarai Rank: NPC Saarai-Kaar, Master of the Jensaarai HISTORY: Force Side: Light Trained By: Defender Shaava Trained Who: Numerous Jensaarai Known Skills: Mireinio Ysbrydol: Jensaarai practice of spiritual refinement (Master) Ymladd Heb Arfau: Jensaarai art of unarmed combat (Master) Cleddyfymladd: Jensaarai art of swordsmanship/lightsaber combat (Master) Arosymladd: Jensaarai art of wielding staves (Expert) Tafluymladd: Jensaarai art of throwing blades/lightsabers (Master) Gwaywffon-Ymladd: Jensaarai art of wielding spears (Expert) Penhwyadymladd: Jensaarai art of wielding the lightsaber pike (Expert) Crymancadwynymladd: Jensaarai art of wielding the chain and sickle (Expert) Tancelf: Jensaarai practice of using firearms/blasters (Expert) Cuddiocelf: Jensaarai art of disguise (Expert) Dull-Llechwraidd: Jensaarai art of stealth (Master) Hyfforddiant Elfenol: Jensaarai training in use of the natural environment and elements (Expert) Strategaeth: Jensaarai training in strategy (Master) Ysbio: Jensaarai art of espionage (Expert) Dianc-Cuddio: Jensaarai art of escape (Master) Force Powers: Force Telekinesis (Expert) Ballistakinesis (Master) Speed (Master) Force Body (Expert) Force Heal (Expert) Shatterpoint (Master) Force Jump (Expert) ____________________________________ Background: Shin was born on Sriluur to a family of itinerant workers. Until the age of eight, he traveled with his family across the planet as they did whatever job they could to earn the credits to eat. His father, however, wanted a better life for his son, and eventually asked his estranged brother to take Shin in and give him a proper education. Shin’s uncle was an enforcer for one of the local Hutt cartels, but he took his nephew in as family and kept him safe and fed. He also caught Shin up on his belated education, teaching him to read, write, and other basic skills. As Shin grew older, his uncle started teaching him how to fight. Shin’s keen mind and ruthless attitude allowed him to excel at combat, and it soon became the sole focus of his attention. He studied strategy and tactics whenever he could, and practiced with different weapons constantly. In only a few years time, he had bested his uncle in combat. Then, when he was 14, he had his first duel. Juk was a gamorrean underboss for a local hutt and Shin’s uncle’s superior. Excessively proud of his strength and bulk, he menaced the locals and mercilessly beat anyone he saw as a threat to death with a scavenged piece of starship hull durasteel. One night after hours of drinking, Juk wandered the streets shouting, challenging anyone to fight him one-on-one. He laughed at everyone who scurried out of his way, until Shin crossed his path. Seeing the young weequay’s iron staff, he bellowed at Shin to fight him. Shin, calm, accepted, but said he would not fight the gamorrean while he was drunk. He challenged him to a formal duel on a plateau outside of the city, one hour before sunrise. Confused but too proud to back down, Juk laughed and agreed. Juk and his closest cronies, including Shin’s uncle who was horrified when he found out about the duel, arrived at the plateau in a skiff at the appointed time. Shin, however, was nowhere to be seen. As time passed, Juk first grew angry, and then jovial, laughing that the little boy had run for his life, and finally irritated as he realized he hadn’t had breakfast and was getting hungry. Then, just as the sun rose, Shin pulled himself up over the rocks. Juk roared at the young weequay, demanding to know why he was late. As Shin took position at one end of the plateau with the sun at his back, he casually commented that he hadn’t thought the fat pig would be able to get out of bed before sunrise. Hungry, irritated, and now insulted, Juk squealed in fury and charged Shin. With the sun at Shin’s back though, he was half-blind, and so he didn’t see Shin’s strike until it was too late. With a crack of his staff, Shin broke the gamorrean’s ankle, and then with two more strikes he caved his head in. Finally, he tipped his opponent’s corpse over the side of the plateau, using the staff for leverage. Juk’s lieutenants were shocked for only a few moments, but it was enough as Shin pulled out a blaster, shot the skiff’s engine, and jumped over the side of the plateau to the speeder bike he’d hidden there hours before. He shot off into the desert, the rising sun blinding the hutt thugs as they futilely tried to shoot him down. After that, Shin started his career as a duelist and a gladiator. First on Sriluur, and then across the Outer Rim, Shin took down opponent after opponent using skill, strategy, and underhanded tactics. He’d often show up to duels late and smelling of alcohol, only to reveal he was completely sober and easily defeat his irritated and off-guard enemy. In one infamous duel, he’d broken a sewage line near the site of the duel the night before and wore thick boots to the fight while his opponent stumbled through the muck. His skill grew with him, and those who saw him fight commented that he could easily win most fights even without his tricks and unfair advantages. When Shin wasn’t earning his credits by fighting duels, he hired himself out as an enforcer and a hitman, usually for the hutts. On one such job on a small refueling station in the Outer Rim, Shin encountered an old iktotchi in cortosis weave armor. Ignoring her, he attacked his target only to find his blow deflected by the iktotchi’s gauntlet. The two fought, and for the first time Shin found himself hard-pressed. Despite his prodigious talent and dirty tactics, the elderly woman easily beat him back, never drawing a weapon and only relying on her gauntlets and preternatural skill. After ten minutes of fighting, the iktotchi landed a solid blow on Shin and knocked him to the ground. Having suffered his first loss since defeating Juk, Shin was stunned, but intrigued. An old excitement flared to life in his chest, and he asked the iktotchi to teach him her arts. The iktotchi named herself Defender Shaava, and told Shin that he would have to earn her teachings. Shin agreed, and so became Jensaarai. The first few years of his training saw him practice no combat at all, but instead forced him to meditate on the meaning of honor and his own actions. More years were spent learning the mundane skills and combat techniques required of a Jensaarai, and finally a decade was spent learning how to wield the Force, a capability Shaava had foreseen but deliberately kept from him. When Shin finally passed the Rite of Ascension, discarded his old name, and became The Sarlaac, he was 47 and well past his prime. Now an honorable Jensaarai, but still a ruthless strategist and a deceptive fighter, he earned respect from his formerly dismissive comrades. He was well-known for spending hours in the presence of the starweird whenever he could obtain permission to do so, yearning to test himself mentally against the opponent even Defender Shaava had been unable to defeat. Eventually, the Force took Defender Shaava back into its fold, but before it did the old warrior called her students before her and told them it was time to choose the Saarai-Kaar. She claimed she had never been worthy enough to take the title, that a mistake years ago had forever lost her the chance for that honor. Instead, the students would decide among themselves who the new Saarai-Kaar would be. The arguments and duels lasted well into the night, but The Sarlaac did not choose to press his case. Instead, he and a few other students spent their time with their old friend Shaava. What she told them at that time is unknown, but when morning came and The Sarlaac and the other students emerged with Shaava’s wrapped body, The Sarlaac’s demeanor had changed. He declared himself Saarai-Kaar, as only the students who had remained with Shaava truly knew the “truth”, and only he among them was willing to be the “Keeper of Truth”. Veterans and ambitious prodigies alike challenged him, but he defeated each of them in turn with a confidence and ease they had never seen before. Eventually, each Jensaarai admitted his worth and accepted him as their master. He gave up his hard-won title of The Sarlaac and became the Saarai-Kaar. Since then, the Saarai-Kaar has watched over the Jensaarai, his cunning and wisdom keeping them safe and foiling their enemies. He often can still be found in The Entrapment, watching over the starweird and meditating on truths others can only guess at. He rarely fights in earnest, but on the few occasions he’s been forced to, his enemies and students alike see why the Saarai-Kaar is master of the Jensaarai.
  2. “I am the guardian of this place. You may call me Caretaker if you must. I make sure that this place remains above all, cared for and protected. That which dwells here is always under my watch. Though I will never see it completely like you will, no one else can get in without my permission, nor can anything get out. Should that which dwells escape, I have the means to contain and slow it, and the means to warn your master of your failure to face that which dwells within. Will you succumb to the darkness inside? Or will you conquer that which dwells inside you? The Force will judge and guide you. May honor carry you through” - Caretaker, to an apprentice who is about to enter Entrapment. Identity Real Name: CARETAKER Model D-1 Homeworld: Raka Nwul Species: Droid Physical Description Age: 1 year Height: 4’5 Weight: 250 lbs Eyes: Yellow Sex: N/a Equipment Clothing or Armor: Phrik Chassis, Weapon: Lightning Gloves (Built In Hands), Disruptor Pistol (Built in Left Arm), Ion Blaster (Built in Left Arm), Thermal detonator self-destruct (Chest), miniature tractor beam Common Inventory: Repair Equipment, Communication Array, Holographic Display, Scomp Link, Arc Welder, Magnetized Feet ( All Built in) Faction Information Force User, Force Sensitive or Non-Force User Non-Force User Alignment:LN Current Faction Affiliation: Jensaarai Current Faction Rank: Caretaker History Known Skills: Repair (Master) Medicine (Expert) Firearms (Master) Gardening (Expert) Background: After Defender Shaava sealed the star weird within Entrapment and the Jensaarai became the leaders of Raka Nwul, there was a lot of discussion and arguments about what to do with the monster. Eventually it was decided that the monster would remain captive in the very center of the ship. During the repairs of Raka Nwul, Defender Shaava took it upon herself to oversee the defenses that would be in place. The one thing Shaava fought against was the idea of a droid guarding the entrance to Entrapment. She argued that a droid would never be able to guard the star weird from getting out, nor could it stop anyone from getting in. However, the other Defenders pointed out that it was only through the use of technology that the star weird was even contained now, and with proper design and programming, droids could rival Jedi during the Clone Wars. Outvoted, Shaava conceded and allowed the D-1 model to be produced. So far, only 5 D-1s have been produced, and only one has been in use. The one in use had a personality from the beginning, one that aligned with the Jensaarai ideals. Caretaker is a vigilant droid, unwilling to leave his post at all. He has been programmed to understand all the signs of the darkside and is equipped to deal with it. Every Defender who has interacted with him wonders if he has been affected by the star weird, but he continues to deny such thoughts and does his job. However, his cryptic speeches as well as his appearance never eases apprentices performing their rite of ascension.
  3. The Rite of Ascension: A Jensaarai tradition undertaken upon completion of an Apprentice’s armor, signifying that his path has climbed to the point of being transformed by the force into a Jensaarai Defender. The Rite of Ascension is a weeklong highly ritualized personal set of trials and ceremonies that is the final task an Apprentice must undergo. Apprentices can only undergo the Rite after being deemed prepared by the Saarai-kaar. Before undergoing the Rite an Apprentice should be trained and well versed in all aspects of the Jensaarai traditions including the Essential Skills of The Jensaarai, a mastery of the force, and the crafting of one’s Jensaarai armor. When a Defender feels an Apprentice is ready to undergo the Rite of Ascension, he or she will petition the Saarai-kaar to begin the ceremonies. Often the Saarai-kaar will meet with the Apprentice to discuss and evaluate the Apprentice before determining if the Apprentice is prepared for such an ubdertaking. Step 1: Yr Enill Lleybr - The Gaining Trail Upon approval of the Saarai-kaar, the Apprentice is sent back to his or her quarters to await the beginning of the Rite. The Apprentice is encouraged to use this time to emotionally, psychologically, and physically prepare themselves. The Apprentice is told that he or she will be given directions after two days and that he or she should carefully consider what they need to bring with them to complete the unknown trial ahead of them. They are only permitted to use what they bring with them or can acquire on their own during the Rite. After two days, an appointed Defender comes to the Apprentice and tasks him with gaining entry into the Bastion by any means, but that he or she must do no harm to the guardians of the Bastion and must pass unseen; if noticed or caught, the Defenders will react accordingly. The Apprentice is given 24 standard hours to complete this task, upon conclusion the Apprentice must make access to The Entrapment, Magl Dygioni, and begin The Purge. Step 2: Y Carth - The Purge Y Carth begins as soon as the Apprentice enters Magl Dygioni. Here, there is no Defender to monitor the Apprentice’s progress, only the specialized security droid patrolling outside to ensure that the darkness that is the starweird remains contained. As soon as the Apprentice enters the Magl Dygioni he is assaulted by an ominous dark blue-green glow that permeates the seemingly ancient overgrown lightless jungle. The glow reaches out from the center of the jungle and often the Apprentice must struggle to reach it. The entire time he or she is being tempted by the dark side whispering the Jensaarai’s weaknesses, failures, and shortcomings. Y Carth is an extremely personal experience and many Jensaarai never speak of what they underwent during the experience. Those who do speak of it have told of a myriad of different experiences. Some speak of being mentally assaulted and driven to the point of breaking. Others tell of doing battle with a twisted and dark creature that seems to mirror their innermost selves. Still others speak of visions of possible futures, tempting them with their deepest desires to abandon their paths for a temptation-filled future; sometimes when rebuffed these temptations materialize and do battle, trying to drag the Apprentice with it. Physical, mental, and emotional assaults are common. Each confrontation is full of dark energies and the Jensaarai Apprentice is expected to overcome the darkness. Once the Apprentice has successfully fought back, repelled, or defeated the assault the entrapped starweird lets loose a scream that can be felt on the waves of the force throughout the temple Bastion and then and only then is the door to Magl Dygioni unlocked and the Apprentice allowed to leave; where he is met by a squad of silent Jensaarai Defenders. After three days, if the Apprentice has not yet defeated the darkness within Magl Dygioni, a squad of Jensaarai Defenders enter Magl Dygioni to beat back the darkness and rescue the Apprentice, if it is not too late. If this happens, the Rite has ended and the Apprentice has failed. The Apprentice is remanded back to the Defenders flr further training. The crafted armor is taken and destroyed. Provided the Apprentice successfully completed Y Carth, he or she is escorted to the courtyards for Bwrw I Ffwrdd. Step 3: Bwrw I Ffwrdd - The Shedding Atop the steps of the courtyard, which is filled with all members of the Jensaarai that are available as well as many other residents of Raka Nwul, the Apprentice is presented to the people. There he or she is made to strip off all of his or her outer trappings save for a weapon of choice that he or she has carried through Y Carth, and don a pure white robe. The Apprentice is given a glass of wine and a piece of bread which must be consumed in front of the gathering below. For many Apprentices, this is the only nutrients they consume during the process. This nourishment is to refresh his or her mind, body and soul. Upon being consumed, the squad of Jensaarai escort the Apprentice to The High Meeting Hall. Step 4: Myfyrio - The Contemplation The Apprentice is left alone in The High Meeting Hall for a period of contemplation and meditation. During this time, the Apprentice is expected to meditate on the force and his or her position within it and within the Jensaarai order. He dedicates his weapon and body to the cause of the Jensaarai and the call of the force. The Jensaarai Apprentice is to utilize this time to purge any remnants of darkness that may still be clinging to him or herself from the Y Carth. Step 5: Yr Esgyniad - The Ascension After 24 hours of meditation and contemplation, the Saarai-kaar and the Defender who had overseen the crafting of the Apprentice’s armor corne in and speak with the Apprentice on the meaning of being a Jensaarai and the pride they have in the Apprentice having successfully come this far in their training. They then escort the Apprentice back to the courtyard where the gathered Jensaarai and locals have been preparing a feast. The smells of all manner of cooked food wafting upwards fil the entire dome with their savory spicy scents. As soon as the Saarai-kaar, Defender, and Apprentice arrive at the top of the stairs all preparations cease and a silence falls over the area. Standing atop the steps, draped in a gray Jensaarai robe, is the Apprentice’s completed armor. The Saarai-kaar directs the attention of everyone present to the armor. The Saarai-kaar then removes the cloak, showing the armor to everyone for the first time. Then the Saarai-kaar drapes the robe over his arm and speaks the meaning of the armor as the Defender girds the Apprentice in the armor, transforming the Apprentice to a Defender before the eyes of all the witnesses. Step 6: Siarad Enw’newydd -Conference of Title Once the armor is donned, the new Defender is handed his or her helmet and puts it on. The new Defender then turns and kneels before the Saarai-kaar. As soon as his or her knee touches the stone steps, both the attending Defender and the Saarai-kaar stop the new Defender, explaining that as a Defender he or she kneels before no one and is beholden only to his or her fellow Defenders. It is upon their honor that the Jensaarai protect their own and their communities. The Jensaarai do not stand above anyone, but seek to serve those who are in the greatest danger and need. Upon standing, the Saarai-kaar activates his lightsaber and passes it over each of the new Defender’s shoulders, deeming the new Defender an equal amongst his or her peers and an official member of the Jensaarai Order. During this time the Saarai-Kaar speaks to how the hum of the saber burns away the Defender’s old identity and by the will of the force imparts the Defender with his or her new identity - the form to which his or her new armor was crafted in. The newly named Defender then turns to face the crowd and the Saarai-kaar and attending Defender step back into the shadows. The crowd erupts in cheers at the presentation of their newest comrade and the new Defender descends the stairs to be welcomed by his or her fellows. Closing: Dathliad Jensaarai - Jensaarai Celebration The entire courtyard and beyond transforms into a vibrant multi day celebration of feasting, demonstrations of skill, duels of honor, and entertainment in honor of the new Defender and all Jensaarai.
  4. Identity Real Name: Tao Teo A.K.A: The Wyyschokk Homeworld: Kashyyyk Species: Ardennian Physical Description Age: 41 Height: 4’6 Weight: 165 lbs Hair: Gray skin Blue Eyes: Green Sex: Female Equipment Clothing or Armor: Jensaarai Armor, Weapon: 2 guard shoto lightsabers (Blue and Yellow), Wrist Dart Launcher (4), Common Inventory: Death Sticks (6), Namana Liquor Cases (6), Encased Felucian Leeches (4), Dioxis Gas Canisters (4), Lockpicking Set, Slicing Set, Pet Klawaklaw (Young Male Mykal) Faction Information Force User, Force Sensitive or Non-Force User Force User Alignment: LG Current Faction Affiliation: Jensaarai Current Faction Rank: Defender History Force Side: Light Trained by: Defender Laigrek Trained who: The Watchers Known Skills: Diplomacy (Master) Poison/Toxin (Master) Medicine (Expert) Animal Training/Breeding (Expert) Stealth (Master) Piloting (Expert) Poetry/Writing (Expert) Force Skills: Force Empathy (Expert) Force Speed/Jump (Master) Force Persuasion (Expert) Buried Presence (Master) Ballistakineses (Master) Force Illusion (Expert) Background: "You were outsiders. Lost. Like me. Forgotten and discarded by the rest of the galaxy. But no more. This is your family. I am your guardian. While you operate in the shadows like me, you mist not lose your honor. Be my eyes, not my blade. Be my patience, not my brother's and sister's insanity." - The Wyyschokk, to The Watchers Tao’s family emigrated shortly after the empire’s fall to Kashyyyk, to help the people regrow and heal. However, shortly after they arrived, pirates attacked their homes and drove them deep into the dark forests of the planet, far from the sun. For 30 years the family made their home in the dark, living as best as they could, and stranded with no way of getting help. However, while his parents struggled, Tao and his siblings thrived. Tao specifically found he had a knack for survival in the dark, even with the dangerous species that lived down there. He cared for his aging parents and younger siblings until his parent’s death. Afterwards, his siblings became much more bloodthirsty and violent and disbanded, staking out a large area of land as theirs. Even when wookies came down to the planet’s surface, instead of seeking the light, Tao’s siblings killed them instead. Only Tao kept his sanity and traveled alone on the surface. Eventually, some strangers crashed into the forest: A couple of humans and a Melitto in strange armor. The group were stranded and were desperate to find a way back up to where allies were. Tao approached them and offered his help in exchange for passage off the planet. The Defender agreed and the group set out. For a week, the group traveled. While it could have been shorter, Tao was doing everything in his power to keep the group avoid his siblings. Despite this, the group was comfortable for the most part. Defender Laigrek and Tao spent many nights talking about what life was like, what was one’s duties, and where one was supposed to be. Laigrek found Tao an interesting person: one who had been surrounded by madness and chaos, Tao was a being who kept his sanity and honor. Despite his best efforts, Tao and the group were ambushed by his siblings. There was a bloody fight, which eventually ended with Tao having to make a choice between killing his siblings and defending Defender Laigrek’s group or fleeing the battle. When chips were down, Tao helped Laigrek. After everything, Laigrek followed his promise and took Tao with him to be trained as a Jensaarai. After his training, Tao started searching for lost children. Specifically, he began building a clan. He started finding orphan younglings from numerous planets, trained them in the art of stealth and espionage, and made them into a family. Named ‘the Watchers’, these kids had to endure tough and nearly life-breaking tests, earned a unique name, and then sent them out to observe everything. These children, which Tao calls his ‘family’ act in an honorable fashion and gather information. Tao then passes this info to the Jensaarai. This started six years ago. Now his network has grown and instead of using children, he uses teens and young adults, while the children are being raised in a secret orphanage called Convent in the wreckage of Coruscant. Currently, Tao operates between Raka Nwul and Coruscant, finding more children to bring into his family and running Convent. Currently the Watchers number about 87 members, and the orphanage has about 60 children, with more being found each day. It is clear to the other members of the Jensaarai that Teo is struggling to divide his time in between the two, and Teo is actively looking for someone to help take over some of his duties.
  5. ”When a Jensaarai needs to make a sudden and total retreat, it is as simple as a flick of the wrist. Throw a cannister and vanish.” -The Sun-dragon Ionized Agrinium Powder: Agrinium is an aluminium alloy commonly used to make droid armor and was highly resistant to all forms of radiation. Jensaarai craftsmen carefully superheat plates of castoff Agrenium to ionize them with an electrical pulse. After that the plates are ground into a fine powder and mixed with a spattering of sand and other metal shavings carefully gathered by the craftsmen. This mixture is then collected in fragile porcelain containers. These containers are small enough to be held in one hand and thrown. Many Jensaarai carry one to three of these nestled within their armor or in a pouch on their belt. These can be thrown at one’s feet causing a near instantaneous burst of powder to erupt into the air. The powder obscures the user from sight, hanging in the air for several minutes if there is not a strong breeze. The ionized agrinium veils the caster from electric and radiation scans. This allows the semi-skilled Jensaarai warrior to make a quick escape, his movements shadowed from view. All of this being said, if one were to inhale the ionized powder, it immediately results in a bout of severe coughing. Many who inhale too much of the agrinium came come down with a severe and sometimes fatal respiratory illness. For this sake, Jensaarai are trained to only make use of these low-tech grenades when wearing their helmet and armor; although in a pinch a warrior can use the powder to save their own life.
  6. Following are a list of essential skills that were developed from the study of Jensaarai texts and culture. Before being granted the rank of Defender, a Jensaarai apprentice is expected to have undergone some form of training or have knowledge in all of the following areas. Mireinio Ysbrydol: For a Jensaarai to be effective it was taught that they needed to be aware of themselves, and this was achieved via Mireinio Ysbrydol Jensaarai, the spiritual refinement of the seeker. The basic fundamental of this spiritual refinement was to be in the moment at all times, without anything clouding their mind the Jensaarai would be able to perform effectively. The breakdown has seven elements which are listed below: Self Knowing – Knowing oneself, motivations, needs and understanding Knowledge of Nature – This effectively is knowledge of reality The Calling – Understanding one’s destiny and place Harmony – To be like still water on a river bank The Heart – To be able to understand, to have empathy The Eye– To see clearly figuratively and physically Love – Love for oneself and others Ymladd Heb Arfau: The skill of Ymladd Heb Arfau was the talent of fighting with no weapons. This would likely not be the Jensaarai’s first choice, weapons offered considerable advantages but if needed the Jensaarai could fight unarmed. The various disciplines of Ymladd Heb Arfau are detailed below: Taro-ymladd - Punching, kicking, blocking and parrying Dal-ymladd - Grappling, chokes, submission holds and escape holds Symudiad-ymladd - Silent movement, leaping, falling, rolling and tumbling All these skill come together to give the Jensaarai skill to work in any situation of unarmed combat. Cleddyfymladd: Cleddyfymladd was the skill of swordsmanship, with a lightsaber, and for the Jensaarai this was an integral weapon. This particular art was originally an ancient Sith taught skill, and like many other force-attuned arts incorporated sparring and also single practise of various common motions in meditations and training. Arosymladd: Arosymladd is literally the art of using an aros, a staff, and translated means staff technique. The Jensaarai would learn Arosymladd, focusing on the staff as an extension of their body, and the aros was capable of being used with many attacking and defending motions. Tafluymladd: Taflyymladd was the Jensaarai art of throwing blades of various shapes and sizes. This included training in the use of throwing one’s lightsaber ad the use of ballistakinesis. The art of tafluymladd involved the technique of holding, concealing and throwing blades. Gwaywffon-Ymladd: Gwaywffon is Sith for spear and of course gwaywffon-ymladd is the Jensaarai art of spear fighting. One of the most common weapons used by the Jensaarai, especially in defense of their homes, the spear came in many forms and was used not only as a weapon but also to vault over walls and fences. The Jensaarai would train with various forms of gwaywffon including the following. Te-gwaywffon – A short spear Naga-gwaywffon – A long spear Tetsu-gwaywffon – A metal spear Sanbon-gwaywffon – A three bladed spear Kama-gwaywffon – A spear with an additional crescent blade Penhwyadymladd: Penhwyadymladd is the martial art of wielding the penhwyad or single-bladed lightsaber pike. The penhwyad and its art were popular for the range offered by this weapon. Many movements and actions were of course similar to many of the other weapon arts. Crymancadwynymladd: Crymancadwynymladd was the martial art of the using the Jensaarai weapon the crymancadwyn. The crymancadwyn was a chain and sickle weapon that is often associated with the Jensaarai arts. It was not uncommon for Jensaarai to carry two crymancadwyn attached to their armor or belt. They would be able to be used as a close range handled weapon. Jensaarai could also swing the sickle using the chains and extend the range of the weapon considerably. Tancelf: Tan-celf was the Jensaarai art of using firearms, flammable powders and explosives. The Jensaarai were capable of utilising this skill in both defensive and offensive forms, whether to hurt or injure their foes, or to simply distract while entering or to distract while escaping. Cuddiocelf: Closely tied with ysbio, cuddio-celf were the Jensaarai techniques of disguises and impersonation. In some training circles it would be known as the ‘seven ways of going’, which meant the Jensaarai would use disguises to impersonate one of seven people. These seven people were most notably a holy person, a warrior, a merchant, a craftsman, a laborer, a performer or even a normal person. The key to the Jensaarai being successful in cuddio-celf was the use of costume, acting and hiding within the force. Many Jenssarai undergoing a spy or espionage mission would carry at least two costumes. Dull-Llechwraidd: The skill of dull-llechwraidd meant ‘to sneak into’ and was the Jensaarai art of stealth, entering and climbing. This skill was synonymous with the whispers about the Jensaarai, and to become adapt at dull-llechwraidd was key to a Jensaarai’s success. There was five common methods usually employed by a ninja when practisingdull-llecheraid, which are detailed below: Amseru Celf - The correct timing and moment of entering Gwendid Celf - The analysis of defenses and locating a weak point Pwynat-gwan Celf - A weakness in the staff or guard of a location Taflu Tynnu Sylw - The use of an object to distract a guard or person Cuddiosain -The art of concealing sound With these five skills, the Jensaarai was able to choose the correct moment, apply it to the weak point, and if necessary conceal their noise levels while distracting any guards. Hyfforddiant Elfenol: As part of the many tasks and missions it was common for the Jensaarai to have to overcome the elements, be it the weather or the world upon which their target resided. Hyfforddiant elfenol was the training of elemental skills, allowing the Jensaarai to utilize the elements about them to navigate, observe, and act. Hyfforddiant elfanol teaches the Jensaarai how to learn and utilize the elements to hide, conceal themselves, and also how to move effectively in a stealthy manner fitting for a Jensaarai hoping to remain unnoticed. Hyfforddiant elfenol entailed understanding elemental factors, like the weather, to know when was the best time to strike. Strategaeth: The strategy of the Jensaarai included training in both traditional (orthodox) and non-traditional (unorthodox) methods. Strategaeth covered basics such at facing and defeating an opponent, and defeating multiple foes at once. Strategaeth went even further into dealing with large groups, overarching themes like politics and the manipulation of current events and even situations. Ysbio: Ysbio was the Jensaarai skill of espionage, essential to learn and useful in many of the common tasks performed by the Jensaarai abroad. The varied components of ysbio involve being able to answer questions in the correct manner, to say the right words, and gain the confidence of anyone you needed. Dianc-Cuddio: Dianc-cuddio was the Jensaarai art of escape, concealment and disappearing. This meant that should the Jensaarai need to quickly back away, they could do so with speed and success, and included the art of symudiad ysbrydion, the stealth walking technique of the Jensaarai.
  7. ”Visualize. See yourself not where you are but where you are not. Allow your body to become one with all that you are not. The shadows, the streets, the wind, the sounds of the city. When you are at peace with all around you, bonded as one, then you cease to be seen as unique.” -The Reek The Secret of Evaporation is a complex skill taught to Jensaarai Defenders who spend most of their time abroad serving their order scouting out threats to peace and justice. The ability is difficult to master; but for those who can, they are able to walk freely amongst users of the force and security systems without fear. To effectively use this ability, a member must truly know and understand the fact that they are a being created from the very fabrics of the universe. They are nothing more or less than the intergalactic dusts that form the worlds about them. With this in mind, the user focuses his own body and mind on the world around him, seeking to connect with every particle of dust and creation, crafted or natural. As he does so, his signatures in the force and in life dissipate, bonding with the world around them. ”Feel the cool durasteel rail beneath your fingers and the bridge planks beneath your feet. They are solid, but composed of infinite parts. Each molecule bound to another, stretching across the empty expanse. You cannot see the individual parts. Are they here or there? It is impossible to tell, all one sees is the bridge.” -The Reek Each molecule in the area bonds with a portion of the caster’s being until the user’s force signature dissipates into the ether and their life force and signatures vanish on the winds. This does not mean that the Jensaarai is not visible to the naked eye, simply that he is undetectable by infrared, motion-detecting, and other electronic monitoring systems. The Jensaarai user is undetectable to all but the most watchful guards keeping watch. Security systems are no march for a Jensaarai steeped in the Secrets of Evaporation. Even the most skilled Jensaarai’s force signature is not lost. Instead it is spread thin over the entire area, sometimes for miles. A skilled force user, properly attuned, can still ascertain that a presence is nearby; however pinpointing the exact location is next to impossible. Someone is there, but where? ”The Jedi Guardian may see you, but that does not mean that he has to recognize you. You are just another citizen about your business. No anomaly exists where one is not a beacon broadcasting.” -The Reek This skill is an alteration of the Buried Presence Jensaarai power. A Jensaarai cannot cast this power on another as it is a focus of one’s individual mind and body and seeks to, instead of cutting the being off from the outside world, spread the caster’s presence so thinly so as to be undetectable.
  8. Name: Raka Nwul (Hand of Peace) Model: Ithorian Herdship Class: Battlecruiser/Capital Ship Length: 1,000 Meters Diameter Height: 500 meters (1,000 meters with dome) Crew: 3,000 Passengers: 5,600 Owner: Jenessarai Armament: Light Point-Defense Laser Cannons (40) Heavy Turbolaser Cannons (20) Tractor Beam Projectors (4) Armor: Heavy Deflector Shield Generators (8) Durasteel Hull History, Lore, and Details
  9. Population: 8,600 ( 33% Ithorians, 13% Human, 8% Verpine, 46% Other) Geography: Raka Nwul is a half-spherical ship with a 1000 meter diameter and measures 500 meters from the bottom of the ship to the highest point on the ship, Bastion. However, with the Shell, a durasteel dome encasing the top of the ship, is lined with holographic projectors to simulate an Ithor day. These projectors can be turned to give an outside view if needed, though that has never occurred. The entire ship is kept at 21 Celsius (70 fahrenheit) for maximum comfort to the resident Ithorians. Places like the jungles reach upward of 30 degrees Celsius for those who wish to experience what life was like back on the Ithorian homeword, and the Atrium is always kept at26 Celsius. The inside temperatures of all the buildings in Raka Nwul is adjustable. The day/night cycle is artificially induced to resemble Ithor’s 41 standard hours, with 16 hours of night time. Being a ship, there is no yearly cycle on Raka Nwul, though they do follow the galactic standard. The entire hull of the ship is made out of durasteel forged during the clone wars. This resulted in a very durable ship. Most of the floors on Raka Nwul still have this hull; though some areas like the jungles, the Ithorian homes, the Botanical Domes and the entire area circling the Bastion have covered the floors with layers of dirt. Despite being a starship, there are several natural resources onboard. The Jungle Ecologies have all the natural trees found on Ithor. These jungles, as well as the jungle line surrounding the Bastion, have several non-predatory fauna located on Ithor. Most animals are content to stick to their habitats, though the Manollium are found everywhere in the ship, feeding on scraps from the ship’s residents. The Botanical Domes also have natural resources being grown and harvested from many different worlds. See Botanical Domes in Important Sites. These Domes as well as the jungles have allowed the local Ithorians to trade with people from other worlds for necessary supplies unavailable on board. Residents/Society: First and foremost, the most populous group on Raka Nwul is the Ithorians. Many of the first generation Ithorians have died or left for Ithor. The second generation Ithorians however have made a decent life and have begun reproducing themselves. They quietly make their homes in either the south, east, and west jungle ecologies under the trees of their homeworld, homemade houses in the atrium or in the manufactured and the modern housing areas near the hangar bays. All over the ship the Ithorians act as technicians, botanists, medicinal staff and janitors. The 5 eldest of the Ithorians make up the ruling council, who both answer to the Jensaari in all matters as well as help govern the other Ithorians. It has been highly suspected in the past that the council is constantly being force tricked and dominated by the Jensaarai, but this is untrue. Following this is the Jensaari themselves. Made up of races from all walks of life, the Jensaari are the sole rulers and peacekeepers of Raka Nwul. Many of the roles that the Ithorians deem as ‘too violent’ for them (security) are entirely left to the Jensaarai. More on the Jensaarai can be found here (Insert link here). Many of the Jensaarai apprentices’ relatives who wished to follow their loved ones into their training and had no means of surviving back home also live onboard, even if they are not members of the Jensaarai order. An odd species that has made residency in Raka Nwul is an ‘infestation’ of Verpines. At one point, Raka Nwul docked near Nickel One, and a bunch of Verpine stowaways got inside. While technically they are on the ship illegally, the Verpine have made themselves so integral to keeping the engines running that the residents tolerate them. Many machines and devices in the ship have randomly disappeared only to be found again, fully reconfigured and upgraded. The only places the verpines have had trouble getting into is the Jensaarai headquarters and the Entrapment (Not that they even want to approach that). History: Designed by Ithorians during the Clone Wars, the Green Hand was built in 22 BBY for the sole purpose of going out into the galaxy for three years, specifically to Seperatist owned planets, to peacefully gather flora and fauna for preservation. Should those planets have a catastrophic loss of life due to the war that ravaged the galaxy, their wildlife, and thus their legacy would continue. Their schedule included planets such as Geonosis, Castell and Ando. All of its residents and crew knew the risk they were taking, but each one of them were willing and determined to preserve as much life as possible. However, in 18 BBY, before the end of the war, during the trip back home, stocked with specimens from numerous planets and moons, the Green Hand was ambushed by pirates. Pulled out of hyperspace, the ship was prompty attacked and overrun. The peaceful Ithorians tried to fight back, but to no avail. However, the pirates were disappointed by the loot of the ship. They took anything of value, destroyed large sections of the ship, damaged the hyperdrive and engine systems, and left about 500 survivors to die. These survivors refused to die however. With the life support barely working, the Ithorians set about repairing the Green Hand as best they could. With no fuel however, the ship was locked dead in an asteroid field. Still, the Ithorians lived on. With the plants they had cultivated from the Seperatist worlds, as well as the ones they brought from home, they were able to make themselves a life. The rediscovery of the Green Hand was entirely due to the Force. In 42 ABY, having a vision of a lost home, Defender Shaava, one of the last remnants of the Jensaari, went to the exact coordinates and found a strange sight: two generations of Ithorians had now lived on the Green Hand. At that time, the Ithorians were being attacked and plagued by a starweird for over a year. When Defender Shaava landed on the ship, her presence drew out the starweird into combat. The two fought, and neither were able to kill the other. Instead Defender Shaava worked with the Ithorians and trapped the starweird in a force field, and moved it to the center of the ship. The Ithorians praised their savior, the first new being they had seen for so long. When she finally understood what had happened, she left to go find help from the other remnants of the Jensaari, and returned with fuel, medical supplies and technicians. Soon, the ship was repaired and took off for its homeworld. When arriving there, the Ithorians made a nearly unanimous decision: They voted that the Green Hand would belong to the Jensaari. The Ithorian planetary government, suspicious that the Jensaari may have Force dominated the helpless crew but unable to argue, reluctantly agreed. The Ithorians renamed the Green Hand to Raka Nwul, “The Hand of Peace”, and took off into space. During the years that followed, the Jensaari and the Ithorian crew heavily remodeled the entire ship, including the installation/upgrading of many heavy weapons and shielding systems. The Jensaari appreciated the blend of nature and machine in the ship. Over time, the Jensaari began establishing relations with other cultures, nearly coming to blows with a few. Thankfully, these conflicts are rare and only when necessary, and the Jensaarai have been able to move from planet to planet almost perfectly. Important Sites: The Atrium. AKA The Overgrown When the Green Hand was attacked and left for dead, the Ithorians focused entirely on saving the plants from the jungle ecologies and the botanical gardens, and left much of the Atrium to fend for itself. As time passed, more and more Ithorians began to use the Atrium as a place to rest and to travel to other sections of the ship. This eventually became the prime place for Ithorians to make their makeshift housings. When Defender Shaava arrived, she found that the Ithorians had made entire villages in the atrium akin to what one would expect on some primitive world. Ithorians slept in hammocks, metal scrap was propped up and welded as makeshift walls. And nature had begun to overgrow the metal as well from the jungle ecologies, effectively making the Atrium a new thick jungle. Despite the modern housing accommodations near the center of the ship, most of the Ithorians were happy with this development and to this day most Ithorians make their homes here and don’t mind traveling inward the ship to perform their jobs. The Botanical Domes: Remnants from when The Green Hand was first constructed, the Botanical Domes consist of 10 sealed environments, varying from hot and humid jungles to dry and cold arctic to borderline volcanic to completely submerged underwater. Each dome is currently being used, and while several different worlds are having their plants placed in the same dome, the Ithorian gardeners take great care to only cross-contaminate under strict controlled circumstances. The worlds that have plants in the domes are mostly from seperatist worlds during the clone wars. These planets include, but are not limited to, Geonosis, Yag’Dhul, Raxus, Hypori, Muunilinst, Felucia, Mygeeto, and Zygerria. When The Green Hand was attacked and left stranded, the Ithorians utilized these domes to grow a steady food supply for themselves while they regrew the jungle ecologies that got heavily damaged by the pirates. To this day, some of these domes are used for purely food purposes, and should Raka Nwul get stranded again, the Jensaarai are confident they could survive indefinitely, albeit under a strict food rationing system. Dome # 8 While all the domes have wildlife growing inside, one of the domes is off access to the general public. Dome # 8, at some point before The Green Hand was rescued, had a fungal outbreak of an unknown species. Seeing that this fungus could damage everyone on the ship, the dome was sealed and locked away. When the Jensaarai arrived and questioned about it, the Ithorians refused to open it up, saying it was dangerous. However, one Jensaarai Defender demanded the dome opened and went inside. Days later,despite the best medical care and treatments, he died with the glowing purple fungus growing from his mouth and eyes. The body was thrown into the dome and resealed. The best guess scientists have is that it may be some kind of genetically altered form of Gundravian hookspore. Despite the danger that this fungus presents, both the Jensaarai and the Ithorians agree that cleansing the dome would be a huge loss of ecological knowledge, and currently take small controlled samples to test. The Grave Sites: The north jungle ecology section of Raka Nwul was the most damaged in the pirate attack long ago. When Defender Shaava arrived, she first began her fight with the star weird here. As a result, this place has become a kind of holy site for the Ithorians. Many clearings in the growing Ithor jungles have markers, ranging from destroyed pirate machines, large pieces of scrap metal, to disabled firearms memorializing this battle and the ship’s violent history.. These clearings are the result of the damage the pirates have done here, with old wrecked equipment, destroyed weapons, and old coals littering them. Near the center of the clearings is a shrine dedicated to Defender Shaava. This area contains a replica of the modified ARC-170 Defender Shaava arrived in, as well as a large bronze statue of the Iktotchi Defender in her armor. On the statue reads “Edoui Kuris Daboti Nwul ir Vik'dyt the Mrias”which means “Those who protect Peace and Honor never Die” in Ancient Sith. While most Jensaari are buried or burned inside Bastion or off ship, away from public eye, Defender Shaava requested to be buried here. Every so often Ithorians come here with flowers or small items of affection to offer in remembrance of their now gone savior, and those who meditate near the shrine have often claimed to hear her voice comforting or advising the meditator. This has not been proven by any Defender or Jedi. Bastion AKA, The Temple, Trovas iv Vik'dyt (House of Honor): The temple lies at the exact center of Raka Nwul. Originally the command center of the entire ship, The Bastion has been converted to become the headquarters of the Jensaarai. Originally called “Trovas iv Vik'dyt” (House of Honor), the local Ithorians nicknamed it Bastion for the sole fact that even if the rest of the ship was overrun, the temple could easily be defended and would require an army to overcome. The name stuck and now even the Jensaarai call it that. Outside of Bastion is a thick jungle line, separating it from the public view. This gives it the feel that it is seperate from the rest of the ship. Indeed, many Ithorians have spent their lives near the jungle line but have never even seen Bastion. Only those who have, either with invitation, official business with the Jensaarai, or are instructed to help take care of the jungle line and the animals that dwell within it, crossed the jungle line. Still, there are marked paths for those who wish to visit, and many Jensaari have been seen walking the jungle for the sake of a peaceful stroll without going to the outer edges of the ship. Just outside and at the base of Bastion are the courtyards. Large clearings paved with intricate stone designs, the courtyards are considered the entrance halls and as far as non-Jensaarai can get into Bastion without an escort. Lining the area on both the outside walls of Bastion (that are designed to look like natural stone) and the edges where the jungle meets the courtyards are thin metal pillars, and between the pillars are hanging lights, designed to give the entire courtyard a peaceful glow at night. Sporadically scattered around the courtyards are small stone fountains, and at each cardinal direction there is an entrance into Bastion, which always has a guard posted. Just outside of these entrances are statues of the previous Saarai-Kaar, with the exception of the southern entrance. This one is of Defender Shaava, an old insistence by the Ithorian survivors. Bastion itself is designed to appear that it sits on a natural stone formation, when in reality there is only a stone covering over the durasteel walls. The insides of Bastion are designed very similarly to the (now destroyed) Jedi temple on Coruscant, complete with smooth marble floors, sloping archways, dangling plan-tlife and colorful mosaics. Many statues could be found throughout Bastion, most of them depicting fallen Defenders. Bastion is separated into four different floors, each accessible by several turbolifts scattered throughout the temple. Floor 1 - Vik'dyt (Honor)- The Command Center of the ship, which is constantly staffed by Defenders and authorized personnel, is located here. . From here, Defenders can monitor the entire ship, including incoming and outgoing vessels, security breaches, lists of supplies, the status of the Entrapment and the Vault, as well as a complete list of every being on board. At the center of this floor is the bridge, where battle stations and piloting stations are for the entire ship. Only Defenders are allowed in this area. All incoming ships radio here to get permission to land on Raka Nwul. Also on this floor is a series of meeting rooms and sparring rooms for Defenders to use. This is usually as far as any outsider is able to get into Bastion. Floor 2 - - Kente ( Endure)- This floor contains many private sleeping quarters for defenders to use when not out on missions. However, Defenders are allowed to sleep outside and in other areas of the ship if desired. Most apprentices stay here with their master when they first join, until they can arrange a kind of housing arrangement within the City. These rooms are connected to meditation chambers as well. No room is peromantly given to one Defender, and all Defenders are expected to keep the place clean when they leave. This floor also holds the Halls of Healing. A medical center more than anything, any wounded or sick Jensaarai are taken here to be diagnosed and healed by a staff of Defender healers. There is an opening here to the outside, so wounded can be dropped off via speeder vehicles. Civilians are never brought here, and instead have their own medical centers throughout the ship. Floor 3 - Saarai (Truth) - Connected jointly on this floor is the temple’s laboratory libraries. The library holds information from every world the Defenders have explored, as well as information lost during the Galactic Empire and the destruction of the Jedi temple. Sadly, the library is incomplete, and Defenders have been busy trying to repiece several lost records about many different planets. The entire library is taken care of by Defender Mynok, a Givin Defender who joined only 4 years ago. The laboratory itself is nothing extravagant, though plans are in motion to expand and update it with droid assistants. Floor 4 - Lojafiee (Loyalty) - Command Center, High Meeting Hall, The Vault - The top and smallest floor of Bastion is the most guarded. This floor contains the High Meeting Hall, similar to the Master Council Chamber from the Jedi Grand Temple. In here, the Defenders have a perfect view of nearly the entire ship, where they can discuss behind closed doors that younger members are not permitted to hear. On this floor as well is the vault, a storage area air-sealed with blast doors, multiple security droids and a constant watch. Inside, which contains more droids and several automated turrets, is where the Jensaarai keep valuable artifacts and treasures, including the Sith Holocron from the founding of the Jensaarai. It is also on this floor that the only turbolift that can access the route to the Entrapment is found. Training Platforms - Teisybe (Justice) - Designed to be similar to large mushrooms growing out of the side of a mountain, these training platforms are used by Jensaari who either are training new apprentices in combat when not out on missions or to settle duels between Jensaarai. Some of these duels are for honor sake, and other times they are just for testing out a new combat style. These platforms are equipped with force fields to prevent duelists being hurdled over the edge to their death. The platforms also can be used as landing platforms for fighters and small ships, in case of emergencies. Landing on these platforms without permission often results in the ship being commandeered and taken away to be converted into scrap. The Pipes: The insides of Raka Nwul, except for those areas made to house individuals, are a natural maze of water and gas pipes, wirings, valves, operating machinery, and other devices. When the pirates attacked, much of the pipes remained undamaged due to the fact that the pirates got lost in them and all maps of the ship’s interior were destroyed. Since then, the Ithorians and the Jensaari have attempted to map the ship out completely with limited success. This is in part due to the Verpines who dwell in the Pipes. When Raka Nwul parked itself near asteroid Nickel One, a large group of verpines stole themselves on board and hid themselves. Though the Jensaari attempted to remove the verpines, both diplomatically and forcefully, the result was that the Verpines had become integral to the ship’s systems. They had altered many of the ship’s inner workings to the point that they had become unrecognisable to all but the best engineers, and were still making constant updates. This ‘infestation’ had become a permanent dwelling. Reluctantly, the Saarai-Kaar made a deal with the Verpine leader Xezizri for a peaceful arrangement. Since then, it is rumored that any time the Verpines make a change, they send an updated map to a Jensaarai representative. Entrances to the Pipes can be found all over the ship. The Entrapment: When Defender Shaava came to The Green Hand, her presence drew out the starweird that had been plaguing the Ithorians. After a lengthy battle, with no clear winner, Defender Shaava worked with the Ithorians to set up a trap inside the ship near its power core. Using the Force as well as several force fields, Defender Shaava trapped the star weird in the exact center of the ship. Since then, the Jensaari made The Entrapment accessible through only one entrance, which is in Bastion itself. The Entrapment has become a nexus for the dark side of the force, and those apprentices who are doing their Rite of Ascension often go to the Entrapment to test themselves. Multiple safeguards are in place to ensure that the starweird doesn’t escape, including multiple power sources, back up force fields, and a specially designed security droid standing watch. Despite all the care, the Entrapment has developed its own ecosystem, with vines and moss growing on the walls. Still, should the starweird escape, the Saarai-Kaar has the capability of contacting every Defender onboard to destroy the monster. (NOTE: THE ENTRAPMENT IS MEANT TO FUNCTION LIKE THE CAVE ON DAGOBAH IN ‘EMPIRE STRIKES BACK’. A PLACE WHERE THE DARK SIDE IS STRONG AND IS USED TO TEST APPRENTICES WHEN THE TIME IS RIGHT) The City: Since most of the Ithorians make the housing in the Atrium and the Jungle Ecologies and the Verpines make their homes in the Pipes, the housing in the center of the ship (outside of Bastion) is used for two different purposes: Advanced facilities like manufacturing, medical services, and marketplaces is the first. Ithorians do not seem to mind the trek to the city to do business and the Defenders appreciate having more room to develop necessary buildings. The second purpose is additional housing. There is always an empty home somewhere to let people stay. When a Defender’s apprentice joins the Jensaarai, his or her family are allowed to come aboard and stay in the City if they have no other place to go. When merchants, planetary diplomats, or other guests arrive on board, they can always pay some credits to rent some kind of housing for themselves. Finally, Jenesaarai are not above housing prisoners in the city. Many of the buildings are easily secured and sealed, making the perfect opportunity to hold people captive until the Defenders are able to hold some kind of trial. Hangar Bays: When the The Green Hand was first constructed, there were 24 operational hangar bays. Currently, only 13 remain as hangar bays, each large enough to hold a squadron of fighters. However, many of these hangers are empty except for the personal ships the Jensaari utilize, the cargo transports the Ithorians use to move goods on and off board, and the few ship visitors use to visit. Even then, these Hangers do not see as much use as the Ithorians originally envisioned. 6 of the original hangar bays have been converted to storage decks, allowing Raka Nwul to store enough goods and supplies to last about 10 years when fully stocked. Each of these storage decks are under tight lock and key as well as defended by automated turrets and repurposed K5 Enforcer droids. 4 hangar bays have been merged and converted into training grounds that are much larger than the ones located in Bastion. This ‘Colosseum’ allows Jensaarai to practice larger scale combat, tactical, and stealth training. The floors and walls are entirely movable and replaceable, allowing countless configurations of scenarios, and with the natural resources that are produced on Raka Nwul from a variety of planets, sometimes even trees, animals, and liquids are brought in. Many Jensaarai Defenders have either instigated or participated in ‘tactical duels’ where two challengers will get a squad of allies, either other Defenders and Apprentices or people they trust dearly, and square off in the Colosseum. The Challengers are barred from participating directly but are able to guide their allies by making call signs and orders from behind the battlelines. While technically open to the public except when active, most of the local Ithorians tend to avoid this place. Finally, 1 hanger bay has been converted into an advanced subspace transmitter. A pet project by two Verpine stowaways and three Human engineers, two who were survivors from the galactic empire’s second death star, the group received permission from the Jensaarai to build a ‘device without peer’. Their mission was, using power from the ship and whatever materials they could find, create subspace transceivers that rivaled those on Imperial Star Destroyers. While the final result wasn’t what they were hoping for, they were able to make one that could send messages 96 light years away and connect to the holonet, with less power and space available then what was in an Imperial Star Destroyer. Today a group of specially trained workers take care of the special transceiver, and still continue to make modifications to this day, hoping to surpass what the Galactic Empire had started.
  10. Identity Real Name: Krels Tibu A.K.A: Defender Laigrek Homeworld: Li-Toran Species: Melitto Physical Description Age: 87 Height: 1.6 meters (5’2) Weight: 185 lbs Hair: White Eyes: None Sex: Male Equipment Clothing or Armor: Jensaarai Armor, Grey Cloak Weapon: Lightsaber (Blue) Common Inventory: Nutrient Dispensers, Vocoder, Breathing tubes (All integrated into the armor) Faction Information Force User, Force Sensitive or Non-Force User: Force User Alignment: Lawful Good Current Faction Affiliation: Jenessarai Current Faction Rank: Defender, Head of Security on Raka Nwul History Force Side: Light Trained by: Defender Shaava Trained who: Known Skills: Lightsaber Combat - Form III (Master) Stava (Expert) Military Tactics (Master) Tracking (Expert) Force Skills: Force Speed: (Expert) Force Pull/Push (Master) Force Blinding: (Expert) Force Body (Master) Force Empathy ( Expert) Force Smell/Sight (Master) Force Persuasion (Expert) Buried Presence (Expert) Ballistakinesis (Master) Detoxify Poison ( Expert) Force Healing (Expert) Morichro ( Expert) Background:: Raised to be a warrior drone on his home world of Li-Toran, Tibu was at a very young age when his queen died. Despite his impressive efforts to hold off the invaders from a rival hive, Tibu was cast out. Now a ronin, Tibu wandered his planet for a year until he finally left for the stars. For several years, Tibu wandered from planet to planet, offering his services as a bodyguard to whoever would hire him. He hoped to work for politicians and noblemen, but being so young, the best he could get was aboard cargo ships. And even then, he was a poor bodyguard, as almost half of his charges died under his care while he somehow survived, much to his horror. Though depressing and dishonoring, it was the closest thing he could find that was similar to his life back home, so he continued to hire himself out. While on Dantooine, Tibu had a job guarding a child. During his job, the child was kidnapped. Horrified that he had failed his job again, Tibu began to track down the kidnapper for the next four years. During this time, Tibu was obsessed, constantly hiring others to help him, finding any kind of lead. When his original employer refused to pay him further, Tibu worked out of his own wallet. He eventually tracked the child to a small prisome small moon, taken by an armored Ithorian. Once there, Tibu challenged the people there for the child. Despite his best, he was easily defeated. Having lost, Tibu attempted to kill himself. He had lived so long with no cause after failing to defend his queen, he had failed to defend so many others, and now he couldn’t rescue a child. He could not survive any longer. The only honor he could regain was through death. However, the Iktotchi Defender Shaava stopped Tibu from suicide. She explained that while originally the child was kidnapped, he was rescued by a group known as Jensaarai. Like the Jedi, they sought to preserve peace and justice in the universe. Unlike the Jedi, they were willing to do whatever it took, whether by fleeing or by fighting. Tibu never forgot the words she spoke that day, and tells it to those new apprentices who visit Raka Nwul: “You say you have no honor for you have no master. But I say, you have honor because you are your own master. You have chosen a life that serves and protects, and are willing to do whatever it takes. But death is not the way. Live here, be my apprentice and as a master of your fate, you will never let your honor be broken.” From that day, Tibu trained with Defender Shaava. 5 years before she found the Green Hand , Tibu went through his rite of ascension, where he had to face his own demons, he forged his armor in a style similar to the Laigrek. In his own words: “This armor represents the bugs of Dantooine: While they work best within a swarm, each one alone is deadly, especially their queen, the fabled blue Laigrek, Xixillizi. So am I. I work best with my fellow Defenders. I have accomplished more with them then by myself. But don’t think I need friends to be useful. I am a master of not only my own fate, but my honor as well. As long as I can move, my honor will not be broken. ” Shortly after his master’s death, Defender Laigrek was appointed chief of security of Raka Nwul. He was able to bond easily with the Ithorians over their shared love for his master, and he quickly brought peace to every problem that he encountered on board. The fact that he was an insectoid race also eased the Verpine’s tensions in the Pipes. Today, he is often found either in the Bastion listening to voice recordings of every resident (to get to know them better), observing apprentices and masters train on the training platforms, or at the shrine to Defender Shaava at the Gravesites communing with nature and the Ithorians when not performing his ship duties. In times of emergencies, he has the power to move the ship to another planet, a power he has exercised only once.
  11. Identity Real Name: Torrin Ocho A.K.A: The Sun-Dragon Homeworld: Corellia Species: Human - Corellian Physical Description Age: 50 Height: 6’8” Weight: 295 lbs Hair: None Eyes: Green Sex: Male Equipment Clothing or Armor: Jensaarai Armor with significant damage Weapon: Lightsaber-orange Faction Information Force User, Force Sensitive or Non-Force User: Force User Alignment: Lawful Neutral Current Faction Affiliation: Jensaarai Current Faction Rank: Defender History Force Side: Light Trained by: The Aric Trained who: The Purrgil Known Skills: Lightsaber Combat - Form VII (Master) Echani Martial Arts (Expert) Metallurgy (Master) Force Skills: Control Pain (Master) Thought Shield (Master) Force Cloak (Master) Force Immersion (Master) Force Barrier (Master) Background:: Torrin Ocho was discovered at a young age and taken in by the Sith to be trained. The first half of his life was dedicated to learning, training in, and becoming an agent of the Sith; strong in the darkside. On a mission for his Sith overlords, leading the siege against a resistant world whose name has been lost to time, Torrin was lost in a fierce battle between Sith forces and local resistance fighters. He was presumed dead. Torrin’s battered and bruised body tumbled down a ravine the locals spoke of with an unholy fear, saying it was cursed and bottomless. There, in the darkness, his unconscious near-dead body was found by the Jensaarai task force that was planetside assisting the locals in their resistance. They had taken up residence in the pit. Torrin was placed in a force-induced healing trance and restrained in a secure bacta tank. After the siege was completed, the Jensaarai returned to their home, their unconscious and destroyed prisoner in tow. Back at their home, the Jensaarai nursed Torrin back to health under a protective aura of light side energies. When he finally regained conciousness, Torrin was lost and confused and tried multiple times to fight his way free using his dark side powers. Each time, he was rebuffed and on occasion beaten back into submission by the Defenders assigned to guard him. Never restrained, only contained, Torrin slowly began to learn that escape was futile. During this time, Defenders would read to him the Jensaarai histories of the galaxy, many of which came from their ancient Sith holocron. Even as he resisted, the words of the Defenders began to soak into his mind and take root. Eventually Torrin began to ask questions and like an infant was slowly shown the ways of the Jensaarai. He was not judged and condemned for his consumption of the dark side, nor was this dependence on darkness allowed to be left unchecked. Torrin began to question his defenders, each of whom were well versed in Jensaarai lore and teachings. Each time, Torrin was rebuffed with logic and reasoning. Over time Torrin became more and more accepting and understanding of the Jensaarai and years later he became an Apprentice, tasked to learn under The Aric, one of the Defenders who had eventually rescued him and had knocked him into the pit in the heated battle. The Aric trained Torrin in the Jensaarai ways, taking time to ensure that his Sith upbringing was not forgotten but was purged from his soul, turning a blackened soul back to the light. It was a lengthy and challenging task and numerous times The Aric had to resort to beating back the darkness in Torrin’s soul and helping him purge it through combative meditations. While still an Apprentice, Torrin travelled with The Aric to confront a dark side cult that was supressing a people beyond the edges of the charted galaxy. There, The Aric fell in battle leaving Torrin alone on the world. Torrin refused to flee or surrender and stood his ground against the twisted magics of the cult. At one point, Torrin was able to call upon the force drawing the entirety of a firestorm, summoned by the enemy to destroy the village that had given shelter to The Aric and Torrin, away from the village and down upon himself. Had it not been for his full immersion in the light side of the force, Torrin would have been consumed entirely by the flame. As it was, Torrin was badly burned. Before passing out, in one final push, Torrin reversed the firestorm and sent it arcing back into the sky and cascading down upon the cultists where they were entirely consumed by their own dark flames. Torrin was sheltered by the villagers he had saved and nursed back to health. These same villagers buried The Aric in their own traditions. Once healed, Torrin returned to the Jensaarai and told them of The Aric’s fall. This venture was the final test before Torrin was allowed to undergo the creation of his armor and the Rite of Ascension where he was bestowed with the title The Sun-Dragon. As a defender, The Sun-Dragon has been a staunch guardian against any member who may be too tempted by the call of darkness. Often he is found guarding the Bastion and the holocron and Sith texts contained within. He takes joy in helping educate apprentices who, like he, came to the Jensaarai from other walks. He is compassionate but does not yield when anyone tries to argue with Jensaarai teachings or stances. The Sun-Dragon has struck down numerous Apprentices who refused to yield their ideals to the Jensaarai or tried to fight against the Jensaarai when they decided that they did not wish to follow the Jensaarai way. The Sun-Dragon is one of few former Sith who have ever successfully undergone Jensaarai training and with that carries with him the brutality that is exemplified by Jensaarai combat in all that he does. To The Sun-Dragon everything is a battle. The Sun-Dragon is one of the best one-on-one combatants of the Jensaarai order.
  12. Identity Known Name: Kier A.K.A: The Malia Homeworld: Dantooine Species: Human Physical Description Age: 33 Height: 5’ 9” Weight: 134 lbs Hair: Brown Eyes: Brown Sex: Female Equipment Clothing or Armor: Jensaarai Armor, Grey Cloak Weapon: CURRENT Lightsaber (Red) armor-mounted flamethrower, armor-mounted elbow and knee spikes OTHER LIGHTSABERS OWNED: blue shoto, 2 yellow sabers Common Inventory: infrared and ultraviolet scanner, comm devicd (integrated into the armor) Faction Information Force User, Force Sensitive or Non-Force User: Force User Alignment: Lawful Neutral Current Faction Affiliation: Jenessarai Current Faction Rank: Defender History Force Side: Light Trained by: The Purrgil Trained who: Assisted in combat and hostorical training of numerous apprentices Known Skills: -Lightsaber Combat - Forms I, III, and. VI (Master) -Unarmed Combat/Brawling (Expert) -Clandestine Activity, sabotage, stealth (Master) - Acrobatics (Master) Jensaarai tradition (Master) Ancient Sith Translations (Master) Force Skills: Force Speed: (Expert) Force Telepathy (Skilled) Buried Presence (Madter) Ballistakinesis (Master) Force Healing (Beginner) Force-assisted Acrobatics (Expert) Precognition (Skilled) Background:: Kier was born to a Jensaarai father, the Purrgil, and a mother who was a member of the Jensaarai community. She was raised from birth in the Jensaarai tradition, studying under her father and other defenders. Kier constructed her first lightsaber at the age of 6, and has since crafted three more to better serve her as a Jensaarai Defender. Kier was the youngest Jensaarai to ever undergo the Rite of Ascension, having done so at 17 years old. As a young woman, the Malia served the Jensaarai order, but was also allowed to follow her young wanderlust. She did this as a Jensaarai scout spending time watching, learning, and reporting back to the order on the happenings about the galaxy. Now, The Malia resides aboard the Jensaarai’s herdship, but is often seen about the galaxy subtlety serving the Jensaarai causes of peace and justice. She spends weeks and months at a tome away from the community, but is always happy to be back amongst her people. Kier is friendly and open to helping anyone learning the ways of the Jensaarai, even if she is impatient with newer initiated apprentices who are struggling to leave their pasts behind.
  13. Jensaarai Armor Creation is a right amongst the members of the Jensaarai and one of the last steps undertaken by Apprentices before they ascend to the rank of Defender. The crafting of Jensaarai armor is a highly personal task as the final outcome serves as an extension and reflection of the crafter and wearer. The crafting of Jensaarai armor is the defining step that cement’s the Apprentice’s place within the order. Before undergoing the ritual of armor creation, an Apprentice will have studied the ancient histories of the order, including ancient sith texts that will serve as instruction on the crafting of the armor. The Apprentice is expected to discern from these darkness-tainted instructions how to craft the armor without all of the malice, fear, anger and other dark side tendrils that are laced throughout the texts. Utilizing these once thought lost, and otherwise highly prized, metallurgy techniques originally devised by ancient Sith alchemists, Apprentices are able to craft the dangerous and unstable pure Cortosis ore with a Cortosis weave mesh resulting in a completely customized yet uniformly crafted set of light armor that was able to withstand the blows of an expert-lightsaber wielding opponent, but still light enough so as to not inhibit the soundless movements and force-fueled acrobatics Jensaarai are known for. Glancing blaster shots will, however, wear through the armor and the armor can be punctured by heavy blaster fire. Lightsabers that come into contact with the armor are rendered useless for aggressive actions and repeated blows can cause the weapon to short out and deplete the saber’s power. Apprentices craft their armor under the watchful eye of their appointed Defender. The Defender is there to help guide the apprentice in his endeavor, but should not undertake any portion of the crafting. The Defender is to ensure that the final product is without flaw and that the Apprentice does not push themselves beyond the point of death in their journey to craft their armor. Should the Apprentice’s crafting lead them to attempting to use the dark side or impart their armor with the tendrils of darkness the Defender is there to destroy the flawed creation and attempt to save or dispatch the Apprentice as the need may be. Whilst the working of the metals is derived from ancient Sith techniques, the crafting of the armor is not, in and of itself, a use of the dark side of the force. Instead, Apprentices must search within themselves to find the traits and skills they individually possess and believe to be a part of their purpose within the Jensaarai order and pour those into the crafting of the armor itself, using the force to imbue the armor with their very personality, as an extension of their own being. Once completed, the armor is bound to the crafter and will fit the crafter perfectly. Any other who attempts to utilize another Jensaarai’s armor will find that even if it fits to some degree burdens their movements and pinches and inflicts pain in all the wrong places. Just as donning the armor identifies the wearer to all who look upon him as a member of the Jensaarai, so too does the armor remind the wearer who he is and of his place within the order. As such, it is of utmost importance that the Apprentice’s focus remain unbroken and before undertaking such a task, be deemed properly prepared for it by a Defender. This searching and finding of these traits is a highly personal endeavour and is to be witnessed by none but the attending Defender and spoken of never again after the armor is completed. Many Apprentices meditate deeply, communing with the force while searching their inner depths. Another common way undertaken by apprentices is through the repeated practice of ceremonial combat maneuvers. There are still other ways Apprentices may search within, each being unique in some way to the individual Apprentice. Regardless of how the Apprentice outwardly seeks the traits, he will only find the true nature that he must imbue his armor with when he has all but become one with the force, aligning his own will with that of the force and the Jensaarai. During this time, some Apprentices will discover, by revelation, the animal form they are to model their armor after. Others will experience no such revelation and will only know their animal form once they have finished working the armor itself, their hands led by the will of the force. The ritual of finding one’s self may take days and the mindset achieved by the undertaking must be maintained throughout the crafting process, held in the force until it is stamped into the armor. Once attained, the Apprentice begins to carefully work the unrefined metal, carefully crafting each piece in a force fueled flame, hammering layer upon layer of the precious metal atop one another and forming it to fit his body. In doing so, the Apprentice is hammering his mission and place within the order into every layer and molecule of his armor. These pieces are then left in the embers of the fire as the Apprentice forms the Cortosis-weave to that of his own body. The Apprentice uses the same fires to craft the mesh into shape, carefully bonding the fine mail until it is a visage of himself. When this is done, the still hot pieces of armor are affixed to the weave itself, creating a solid, multi-facetted, and truly unique set of light body armor and a helm mirrored after the creature chosen by the force to represent the Jensaarai and the individual warrior to the galaxy. Most often, the creature is one that is passive unless stirred to action but can strike with extreme ferocity or stealthiness. Once completed, the Apprentice plunges his armor into an icy bath and leaves it there until the forging fires have cooled. It Is during this time, that the Apprentice may eat and drink, having forgone any nourishment since undertaking the creation of their armor. After the Apprentice is nourished and rested, he is left in a dark enclave as the Defender inspects the completed armor. If it is found to be without flaw or taint, the Defender stows the armor away until the time of the Apprentice’s Rite of Ascension, which should be forthcoming in the next few days. If the armor is tainted or flawed, the Defender is tasked with destroying the creation and reeducating the Apprentice. A failure by an Apprentice to properly craft their armor is viewed as much as a failure on the part of the Defender as the Apprentice. The Defender is expected to subtly maintain an aura of light and good to ensure the Apprentice can work without interruption. A failure means the Apprentice was not yet ready to undertake the task, having not been physically and mentally prepared under the tutelage of the Defender. It is considered highly offensive for anyone but a Defender or the Saarai-kaar to wear Jensaarai armor and no Jensaarai should ever wear armor they themselves did not craft. As such, the Apprentice is to never don any of the armor he crafts; trusting in the force to form the armor into the proper shape. Upon ascension to the rank of Saarai-kaar, a Defender’s armor is packed away and he or she undergoes a similar task in forming new armor, this time forming the armor in their own image so as to represent the head of the Jensaarai.
  14. Buried Presence is the name applied by the Jensaarai to their ability to mask their presence in the force. This is done by halting the outward call of the force within a certain area. Beginners could barely mask their own bodies, while masters could mask large swaths centered on themselves. The use of this power by multiple Jensaarai multiplied the area of effect. When in use, Buried Presence did not hide one’s physical presence or shade them from reality. Instead, it simply caused any force signatures present within the field to be halted beyond the edges of the field. Effects of the force could be broadcast from the field, but not the force itself. On the contrary, the force could be cast into the field with no dissuasion. The training and indoctrination of this ability was key to the continued survival of the Jensaarai. So much so that higher ranking defenders strove to continuously project a field about them and together shield their home from those that would otherwise detect the strong presence their gathering would create in the force. Members of the order assigned to sentry duty were expected to focus on projecting this field while also keeping watch for approaching threats.
  15. Ballistakinesis is a force power developed by the secretive monastic order, the Jensaarai. While telekinesis is not a power limited to light or dark side powers, and it has a myriad of uses, no other group had taken the skill and applied it in such a method. Ballistakinesis is quite simply put, the casual directing of countless small objects and directing them with as little as a look of the eye or wave of the hand. Ball bearings, nuts, bolts, grains of sand, shells, wood shavings, any small objects composed of matter regardless of slightness or malleability are carried on an otherwise invisible wave of the force; accelerated to lethal speeds hurtling towards the area of the users choice. The force wave is not outwardly discernible to anyone aside from a brief flicker in the caster’s mind. The projectiles carried all the energy bestowed upon them by the force in an instant. Even a trained practitioner would be hard pressed to stop the action once the projectiles are supernaturally accelerated in an instant. The ability is not pinpoint accurate, but the use of so many lethal items zipping so concentratedly through the air towards a decided target area all but guarantees positive strikes on the target. The move renders lightsabers and anything but full body shielding useless in stopping the makeshift weaponry and so is quite effective against force users who seem to prefer to challenge other force users in one on one combat. Thus a Jensaarai is never truly unarmed, so long as he or she has their wits about them. This is a skill taught by Jensaarai Defender to Apprentice as they undergo their indoctrination into the Jensaarai order.
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