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Exodus last won the day on October 29

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About Exodus

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  1. From the mercurial husk of the Lightbreaker, the Dark King could see the undivided expanse of the Sith superstructure as it broadened for miles in each direction. Mighty turbolaser columns were stretched across the breadth of the Black Scarab, opening with a hailstorm of raw energy that imperiously choked congested space. Spotted enemy warships were harshly gored, detonating them into unrecognizable heaps of ruin once they chanced entry into specific firing lanes. It was suicide to rear your head against the Dreadnought, most understood that by now. The coordination of the Sith-Imperial Armada operated under prolific efficiency, while the armaments attached to each formation and each task force, began to breach inlets to the inner orbits of Coruscant. The battlefield was sickening, engorged by death and clutter, worsening as the power flotilla stampeded forward. "Lord Emperor, integrity of the starfighter will suffer full exposure if engaged." "Pull me through." The image of the artificial intelligence appeared before the Emperor, washed in a computerized backdrop of calculations that bleated as the Lightbreaker accelerated towards the uncertain intensity of the chaos ahead. Hurried breath briefly fogged the inside of his navigational helmet, obscuring the displays before him for a brief moment before the digital pane re-calibrated and cleared the condensation. A chronograph bickered with sound as time moved forward, and once the strike team punched through that Dauntless, the timer would see a final conclusion. A high-pitched whine cut through the riot of space, followed by the unrestrained blare of compound explosions ripping through the enemy Heavy Cruiser. It was time, at last. A phantasmal energy crawled to life, smothering a large portion of the Heavy Cruiser. Operational luminosity throughout the entire warship flickered and then eclipsed into black. Indiscernible electromagnetic energy drowned the light from around them, and the immobilized warship became ripe for harvest. When the Dauntless fell dark, task forces hidden beneath the shell of the powerful Scarab, readily equipped for boarding operations, jumped into the fray and streamlined themselves one destination. Undoubtedly, it would be easier to blast the Dauntless into smithereens, but the potential to catch a Crusader of merit would be more than lucrative. “Advancing now.” The black-stone luster of the daedalian Lightbreaker shifted into a fierce acceleration, coordinates locked for the mammoth Dauntless. Azurean streaks of burned fuel trailed behind the starfighter as it launched itself recklessly into anarchy. The intelligence network installed inside the prized starship absorbed full reign of navigational system, Exodus surrendering his control over them and himself to the inebriation of the Dark Side. The Lightbreaker drove with impunity through the debris field, performing extraordinary maneuvers, jockeying the full weight of the machine to sweep passed the invariable trajectories of rock, wreckage, and hostile shelling. The Dark King commanded an exhaustive palette of the force, exercising a transparency of the battlefield by way of his foresight, envisioning the way forward. One hangar, and the action would begin.
  2. Not sure if I recall that username, maybe some of the others do? Hop on discord and give us a shout
  3. C U L L I N G. The harvest of the weak will be handled by the might of the powerful and no other; the old and the corrupt will be dismantled, the unjust and unworthy will be hung by the sharpened skin of the Reapers’ blades, and the Dark Side would have it's bountiful fill. Coruscant was enveloped in unquestionable devastation, and now the Sith had arrived to sweep through the planet and warrant the unchecked rot with masterful hands. Make no mistake, the Sith Empire would be cast as the truest deliverers of justice and freedom in the eyes of all who could see, while the noose around the neck of the galaxy tightened slowly and without notice. This was why, it was his choice to make. No sliver of opportunity was missed, and the yield of harvest for the Sith since his return, spoke without precedent in how dominant they had truly become. The King of the Sith was on the move. Colossal steel doors to his private quarters heaved open, and a smog of powerful incense unleashed into the wide vestibule. Primitive lamps with oils that burned with the ash of his violent ancestors, suffocated the chambers and imbued those that were within with the clarity of a God. Ancient power crawled the skin of the Spider, searching his flesh and finding the sacred stains of ink that were drawn across his body. He stepped from the obscure awning of his quarters slowly with vapor still dripping from his armor. The anatomical cuirass that covered his abdomen stood out as a solid black, burnished beautifully with the black of alchemy inside his chambers. It appeared as if he were an Imperial Knight, dressed similarly but with a perverse touch, mockingly interpreting the color of death and the emblems of his unruly Empire on their uniform. From his slim greaves, to his gauntlets, and to his neckline and pauldrons, the matte black shading of his armor seemed lacquered with real blood. There were bodies left in those chambers, bodies that were vampirically hollowed to the bones. Their blood maybe, but the trail was not hard to find. The charming natural hue resting in the eyes of the Dark Lord was utterly deceiving, his posture terrifyingly perfect as he stood beside the mysterious Keepers that kept watch of this corridor. It was not hard to hear what type of monster the Anzanti Sovereign was, and his efficiency was a matter they could only bow their head in respects too. "Gentlemen." His voice echoed deeply, the sound of the Other side duplicating his words. The doors behind him closed and sealed immediately, just after the Keepers stamped their staves knowingly. Exodus turned and made way for his personal starfighter Lightbreaker, his baronial cape flashing behind him, emblazoned with a large and infamous familial white crest.
  4. C A M P A I G N Chapter Two The illustrious Sith-Imperial Armada manifested from the scenic wealth of hyperspace, emerging into the Coruscanti System as a commanding incarnation of fear and might. Thousands of ships trailed from behind, burrowing into the black field of space before them, lining the pockets of this ruined system with extreme force. Hesperidium was in complete mar, Coruscant was feverishly ablaze and every level of orbit remained disastrous. The arrival of the Sith-Imperial warships swarmed over a kilometer in distance, jumping from the ringed shipyard of Kuat and into the destruction of Coruscant. Wreckage and Debris spun loosely out of control, tearing themselves apart in volumes that differed in the size of destroyers to spearheaded columns that threatened to impale whatever stood in their way. The formation of the Armada barely shied from the large scope and circumference of desolation that laid before them, but the danger, as they could all see now, was very real. Defensive screens began to immediately form up from the rear of the Black Scarab, which would now root itself as a staging point for their operations to begin from. Fighters were launched, and smaller ships diverted their heavy usage of power to forward shields as they ventured forward and braved the vollies of wreckage that would soon slam into the body of their vessels. The larger warships and made use of their weaponry to pound open gaps in the wreckage for advance forward. Maintenance crews unraveled from different task forces and began their laboring to manage the havoc all around them. Beams of energy erupted from the more offensive of task forces, scorching through the debris and slamming into the heaviest arrangements, impacting with tremendous force and displacing whatever was caught in their path. Transports and atmospheric gunships would need the opportunity to make it through this mess in order to make landfall, but there was another obstacle that appeared on the other end of the chaos; vestiges of the infamous Crusaders. TIER I / ORBITAL DOMINION Most planets endorsed by a major faction, whether currently or previously, will offer a bevy of orbital defenses for the conquerors to wade through. The first phase of a conquest is to deteriorate the defenses that present themselves, paying careful attention to the current state of the planet in question. Belts of asteroids and debris from a previous battle must be taken into account, dangers that were never once accounted for, can realistically present themselves if the conditions make sense for them to. Planetary shields, mine-fields, rogue task forces and many more options are ripe for exercising, these type of flavors should be engaged to supplement the intensity of a conquest. For the Sith Empire, it is quite simple; we must establish a staging point for our unwieldy offensive. This can be at a marked rendezvous point, a mock bastion setup on a nearby moon, or as simple as the Faction Flagship. This area will be noted as a Faction Checkpoint, and will be the cornerstone of our orbital operations. The faction leader will track the strategies employed by the members of the faction, as well as their performances before rendering the ability to progress further. If Hazard Zones are in effect, the faction must be able to adapt to the prompts as well as the realism of their forward progress. Faction members will be able to employ all resources accessible to them to achieve success, at the discretion of the faction leader. (Sith Empire, you have now arrived. React accordingly to the havoc that is just outside our formations, and the incredible ruin of Coruscant. Post any approved task forces in the appropriate forum and have them engaged here if you wish, understanding that the maximum to deploy is 3. Our objectives are to arrange ourselves for battle, and realize that the Scarab will be used as a preparation/operations vessel in order to move forward. Read the Hazards that are listed and be cognizant of them as we freeform this. Any questions, ask away within our channel.)
  5. Exodus


    If not hundreds, thousands of naval warships swarmed with extraordinary life around the metal wreath of Kuat. A sparse few turned into a great many, and as laboring crews worked to prime the Armada, vessels from all abroad appeared in ever-increasing numbers. Dozens of warships drifted eeriely through the vesper gloom, sub-light thrusters burning colorfully against a backdrop of a dismal star-field. The largest among the flotilla were the capital ships of the Sith-Empire's upper crust, each one capable of fielding a powerful offensive all their own. For now, they simply listed lazily above a hoarded ringed world with a vaunted wheel-shaped dockyard. Cargo freighters moved about the stations expeditiously, stopping at one station before moving onto the next, and so on and so forth. The lush expression of the raw planet started to blot with the smear of black and crimson. Mammoth works-of-art spread across the high-orbiting ring, Sith-Empire encrusted battle-fleets haunting the mere spectacle of the celestial body. Commandants and Masters of the vast flotilla shared a common interest, one divine purpose delivered to them by their unyielding Emperor. "The rate of death is catastrophic! The sellswords attack with impartiality; there is no halt in their advance. The Alliance, the Jedi, they have abandoned us! Coruscant is dying, I beg of you——" The holo-matrix deactivated abruptly, and the small-scaled frame of the distressed public official, collapsed back into the home of the pocket-device. Such miserable whimpering slowly peeled at the patience of the Emperor, and he could stand it no more. A heavy yawn escaped both his manners, and his mouth. A creature nearby leaned, not of humanoid distinction and swamped in the usual blackened robes, lowering himself to where the Dark Lord sat among peers. “The Fleets are assembled, your Excellency. They are ready to move on your order.” It was time. The coy infiltration of the future repeated itself inside of his mind, churning a boiling anger within his blood until the air around him stifled. The neediness of the weak. The squealing of sentient life-forms that chose shame instead of glory, far too helpless to protect what it was that they most cherished. Their hands reached out, begging for an answer that they themselves could never provide. Exodus and the Sith sacrificed more than their share for this power, and now these panhandling worlds would seek them out for it, pleading to their new saviors. “Alert all commands, prepare the jump.” Soon after, the mighty armada converted their formations and began a powerful transference of energy, winking away one after another into the depth of hyperspace. Kuat had served a purpose, now battle was upon them. (Sith-Empire Armada Departs for Coruscant.)
  6. Code of Conduct JediRP.Net By playing in JediRP and engaging in the associated discord channels, you agree to abide by our Code of Conduct, detailed below. The goal of these rules, guidelines and principles is to foster a vibrant, collaborative, character-driven role-play environment with a welcoming and supportive community. The following is the first draft of a Code of Conduct for the growing community in the RP and OOC discord channels. Feedback is welcome, and encouraged. We will attempt to document major changes and maintain an effective record. Rules Observed and enforced. Characters & Setting Time period and technology. Our Stars Wars galaxy is highly influenced by Star Wars Legends. With regards to technology available to characters this is generally interpreted as anything derived from Canon/Legends besides Super-weapons. You may not play characters drawn from books, movies, TV or similar works to which you do not hold the copyright. You are allowed to play characters inspired by books, movies or TV or with comparable powers, but not characters directly lifted from those works or directly referencing specific elements of those copyrighted works. OOC Conduct Foster a pleasant environment. Treat others as you would expect to be treated. Snark and negativity lead to an unpleasant OOC environment, and such attitudes should be checked at the door. It is your responsibility as a member of the JediRP community to ensure that the channels of communication that are established remain a safe and welcoming atmosphere. If a newcomer to the channel has questions, do your best to provide a helpful answer or point them in the direction of someone who can. If they prove to be disruptive, offensive, or problematic, inform a moderator and try to remove yourself from the equation. Avoid being a keyboard vigilante. No OOC bigotry or discrimination. Expressly forbidden are sexism, racism, ableism, ageism, homophobia, transphobia. This list will be amended as other "-isms" are brought to our attention for inclusion. Those who make comments out of ignorance will be given an opportunity to pivot their conduct. Those who intentionally cross this line will be dealt with firmly. As we are playing a game which allows for taking on the roles of villains, bigotry may come up as a theme in some fictional characters. However, anyone found to be sheltering this kind of toxicity behind a veil of "roleplay" will be considered to be crossing the same line as listed above. Context is important. Do not assume anyone knows that you do not share the same opinions as your fictional characters. Be considerate. JediRP is home to a community of players with diverse backgrounds and sensibilities. If you are informed that an OOC conversation is making another player uncomfortable please respect their feelings and find something else to talk about. Racism, sexism, homophobia, stalking, harassment, or other abusive or discriminatory behaviour will not be tolerated. Conflict resolution. The great majority of OOC conflict between players results from miscommunication rather than actual malice. Disagreements or differences of opinion between players should thus be addressed first with mutually respectful private conversation between the parties involved. Moderators can be called upon to provide neutral mediation if, and when necessary. Away for awhile? Let us know. Life always comes first. If something comes up which means you’re no longer able to participate in an ongoing story, let someone know! This allows the other players to work around your character’s absence rather than the story stalling and everyone being left in limbo. IC Conduct Consent-based roleplay. Freeform roleplaying uses consensus between players to resolve conflict between characters, based on a single rule: The player generally has the final say on what happens to their character (except at the conclusion of a duel). Your character may attempt to perform actions upon another character, but it is up to the other player to decide what effect (if any) it might have. Likewise, other characters may attempt to perform actions upon your character, but the result is up to you. Informed Consent is important. Perhaps the most important element to mutually satisfying experiences between roleplayers. Specific details do not always need to be discussed in advance of every interaction, but if everyone involved in a scene is on the same page as to what to expect for content and tone, then (theoretically) fewer issues with those narrative elements should arise. However, since risks are somewhat mitigated in a setting where we are each encouraged to collaborate intentions, informed consent is not necessarily a requirement to role-play interactions. After all, for some of us, the pleasure of a role-played scenario is not knowing in advance exactly what's going to take place, and having our character(s) react to it accordingly. To facilitate this, I recommend getting to know your audience before broaching a topic or subject matter which may be challenging. We all have different lived experiences and different levels of sensitivity and empathy. Some topics have very personal significance to some people, and their feelings as they pertain to those topics are important to consider. While one individual may have no limits to the fictional subject matter they are willing to participate in, it is important to remember that such limitlessness is not universal. Every complaint, concern, or issue expressed out-of-character related to in-character conduct should be given full due respect. Avoid OOC notations in IC forums. Please only make in-character posts in the IC forums unless necessary. All out-of-character comments or conversation should be directed to the appropriate forums or discord channels. Do not engage in any of the following behaviours: Godmodding (or GMing) is a term used to describe someone who consistently and flagrantly ignores, avoids, blocks or otherwise disregards actions taken against their character, often to the point of being effectively invulnerable. This makes things really boring. Power Gaming is a term used for someone who defines the outcome of an attack themselves without giving the other player an opportunity to react or evade. This is considered to be very poor form and will be considered heavily in terms of duel confrontations. Meta Gaming is a term used for the practice of basing IC actions on OOC knowledge. As a player you can access a lot of information there’s no way your character could know – board posts, or conversations with other players. Having your character act on such privileged information is strongly frowned upon unless there is a plausible way they could have come to hear about it. Moderators will review these cases carefully, and produce judgment case-by-case. “Mature” vs. “Explicit”. Roleplay in JediRP can and will touch upon mature themes. Characters are free to use adult language, engage in physical relationships, or commit acts of violence, but we expect our players to exercise restraint in how such subjects are portrayed. Graphic violence and sexually explicit content are not appropriate on any of our channels or forums. As a rule of thumb, aim for a PG-13 rating. Guidelines Not strictly enforced, but strongly encouraged to review. Good RP Habits Turn order. Whoever posts first goes first, whoever posts second goes second and so on; once established this turn order is maintained for the rest of the scene unless otherwise agreed. An easy way to keep track is to remember who posted immediately before you – if they’re the last player to have posted then it’s your turn again. If there are a lot of characters active in the forum at once, it is usually decided beforehand and a turn order is pre-organized (definitely encouraged). Post length. We do not impose strict limits on post length, but recommend that you try to keep IC posts in the general region of two to three paragraphs (that’s about 160-240 words or 800-1200 characters), with priority given to what your character does and says, since those are the main things to which other characters can react. If in doubt, ask. Is it my turn? Is this allowed? What’s going on IC? Where’s everyone standing? What does that character look like? If you find yourself uncertain or confused, the easiest solution is to ask for clarification. Communication is key Create opportunities for others. Roleplaying is above all a collaborative exercise, in which each player contributes not only to their own enjoyment but also that of their RP partners. The enjoyment you get from RP often directly relates to the amount of effort you make to include other players. A good principle to bear in mind is that every interaction should promote further interactions. Try to include hooks that will encourage both player and character interest and give them something to incorporate into their own roleplay. Give other players reasons and opportunities for their character to engage with yours. Pay attention to the mood. Different players have different tastes – some enjoy tense, emotionally-fraught drama; others prefer a lighter or more whimsical style of play. Just as grim menace might not suit a scene of playful banter, slapstick antics might not be appropriate when characters are engaged in deep soul-searching or bitter confrontation. Please be mindful of the tone of play when you join an ongoing scene – and if in doubt, ask the players involved. Respect the setting. While it may be exciting to wreak havoc, please refrain from having your character casually murder NPCs or engage in wanton destruction of the setting just to demonstrate how dangerous they are. If you feel that incorporating such elements are necessary to develop a plot, please communicate these things with others that are involved and find compromise. Principles Things to bear in mind while playing. Actions have consequences. Player characters do not exist in a vacuum, and NPCs are not passive cardboard cutouts. If your character engages in egregious acts of violence or criminality the setting will push back against them. A character who consistently evades IC consequences to an implausible or unreasonable extent may be considered to be God-Modding and will be dealt with accordingly (moderators). The Force is not always a solution. Conflict and the struggle against adversity are vital for interesting stories. While it can be tempting for a force-using character to apply their powers to every obstacle they face, blanket-fixing those problems with the same application (and no downsides) is boring. Instead, maybe the force fixes one problem but causes a different one; maybe it exacts a cost upon the practitioner; maybe it has unpredictable or unreliable results that provide opportunity for further role-play. Moderators have authority, but we are all human and subject to mistakes. Sometimes those mistakes may result in an unfair judgement. Please remain polite if you ever feel the need to discuss something which you feel was done in error by a moderator. If you don't feel comfortable contacting the specific moderator in question, please reach out to any of them. These Moderators are volunteers, so while it's important not to feel like you can't discuss something, please bear in mind that a moderator is not professionally obligated. Reminder This is a growing document, and subject to change. Civil, informed, and rational discussion is encouraged as to ensure the best possible standards are met. However, if you find yourself continuously at odds with the rest of this community, I strongly recommend you perform some introspection as to whether or not this is the appropriate community for you to be involved with. Our intention is to have a large and diverse group of people role-playing in as harmonious a gathering as possible, but I acknowledge such an intent is more dream than likely reality. Tempered expectations can do wonders for everyone.
  7. WORLD CONQUEST INVASION Simplified Guideline "With our Sith Empire on the rise as supreme rulers of the galactic body, the remnants of the disjointed Galactic Alliance need to be washed to the wayside. The Jedi and the spark of their rebellion are parasitic by their very nature, and must be extinguished. Paramount to such trivialities however, we must be clever in how we root ourselves as seeds anew in this galaxy. Many planets will be subject to the sight of their skies alight with the flame of war, reeling with terror as the broken skeletons of mammoth war-ships come crashing down from the black of orbit. We will march the surfaces of their worlds to the drums of our notorious Walkers, none would dare stand in our way. There will be no metropolis too high, or wasteland too low, to escape our thirst. We will drink from the sour bones of the weak, from these absent alliances that continue to conveniently shy from their duty to protect. We will build something far greater, and this Empire will see to it by the skin of our hands." World Conquests are extensive campaigns that take place within our RP, and on occasion, from an OOC standpoint. These events are generally established after a culmination of world-building and in-character preparation is involved. The faction leader will remain as the head of the snake, and may employ the overall tact and skill-sets of various PCs / NPCs to participate in the event. These conquests can only be launched against NPC-controlled planets, and will be subject to the full inclusion of a Hazard Zones’ threat, and possibly the moderation of various RP staff. These conquests will be partitioned into several tiers, all of which will have their own objectives, separate from the Hazard Prompts that may or may not already be present. This would mean that the difficulties of each objective may increase tenfold, depending on the conquest in question. The sophistication of the planetary lore, and governing military/political establishment, will usually dictate how challenging the conquest will need to be written to appease the world-building nature of the event. You can fail these objectives on a whim, and the faction leader will determine success or failure of a conquest based on IC performances. TIER I / ORBITAL DOMINION Most planets endorsed by a major faction, whether currently or previously, will offer a bevy of orbital defenses for the conquerors to wade through. The first phase of a conquest is to deteriorate the defenses that present themselves, paying careful attention to the current state of the planet in question. Belts of asteroids and debris from a previous battle must be taken into account, dangers that were never once accounted for, can realistically present themselves if the conditions make sense for them to. Planetary shields, mine-fields, rogue task forces and many more options are ripe for exercising, these type of flavors should be engaged to supplement the intensity of a conquest. For the Sith Empire, it is quite simple; we must establish a staging point for our unwieldy offensive. This can be at a marked rendezvous point, a mock bastion setup on a nearby moon, or as simple as the Faction Flagship. This area will be noted as a Faction Checkpoint, and will be the cornerstone of our orbital operations. The faction leader will track the strategies employed by the members of the faction, as well as their performances before rendering the ability to progress further. If Hazard Zones are in effect, the faction must be able to adapt to the prompts as well as the realism of their forward progress. Faction members will be able to employ all resources accessible to them to achieve success, at the discretion of the faction leader. TIER II / GROUND GAME With Orbital Dominion achieved, the planet is now vulnerable to the wrath of the conquerors. The Sith Empire may make use of their entire military weight, freely dispatching shuttles, transports and other heavy automaton across the surface of the planet. Strike plans may include military compounds, makeshift fortifications, and smaller chokepoints to ensure that priority targets are within reach. Imagination remains King here, fleet task forces govern the skies, but the strategies of the ground game are boundless. Depending on present Hazards, expect the casualties of war to significantly rise. Depending on the summaries of the previous phase, the invading force will have varying levels of effectiveness. Expect to face off against the hazards of the environment, enemy reinforcements, impregnable fortresses and a slew of other challenges. OFFENSIVE: Maul the opposition. Motives will be centralized around strike teams in order to capture or eliminate presented objectives. If the world has or had a heavier militant presence, the narrative can be driven to demolish command posts that are NPC controlled. Less sophisticated worlds may be overrun with creatures and a lawlessness that would attempt to blitzkrieg the invading force at a whim. Political presences can be dealt with in capture and ransoms, while resource-dominated planets can be wiped of the established colony and supplanted with those that the conquerors provide. Ingenuity goes a long way, especially when the planet isn’t complemented with a Hazard Zone. DEFENSIVE: In spite of the offensive advances, defensive measures should also be considered. New faction checkpoints would heavily be considered to open up coordination across the ground game. Procuring defensive measures across bases, cities, and other vital establishments would be essential in order to operate in zones that are not breathable, reinforceable by enemy forces, and/or is drowned in climate akin to force storms. Evacuation of civilians can play in part to political advantage, and their conscription into a labor force may be on the table. Exploiting the narrative, and controlling the how the population of the planet views the faction, will loan itself to a more cooperative takeover. The style of these defensive approaches may be better suited for the less aggressive characters involved, and will help to build the infrastructure for a healthier conquest. TERTIARY: Similar to the defensive approach, there are other angles that can provide an outlet for those who cannot actively engage themselves in the thick of battle. Media relations or outlets that actually describe the events that are taking place; citizen reactions to the sudden swell of violence and war spreading across their planet, or even the nature in which they are being liberated. Characters who are not active-combatants can be involved in the facilitation of an improvised hospice for the men, women and children in war torn areas. Heavy Artillery Crews (Walkers and Tanks) on patrol, or even the engineers working to maintain order on their crafts. There are thousands of ways to involve yourselves and create space to immerse yourself in our Star Wars universe. TIER III / CAPITAL SUBJUGATION FINAL BOSS In this final phase, the sentinels of the world, whoever or whatever they may be, entrench themselves here. Wherever this is, and whatever it is decided to be, will harbor the hardest challenges and worst chances of success. This is where the conquerors will fight tooth and nail, to pry an authority from the fingers of the old, defining a staging point to command the planet whole. The final stand is here, and each and every one, no matter the rank, will experience a difficulty that pushes their characters to the next level. This is by far the bloodiest tier within the Conquest, and can shift the paradigm of the planet. Progress to this point, will be charted by the faction leader, and used to consider the success of the individuals involved. Considering Hazard Zone successes and failures, along with individual performances rooted in the needs for the faction to triumph, the faction leader will move forward and attempt to end the narrative here. Even if it is Staff’s decision that a success is viable here, failure of this operation can still be shelled out from the faction leader to support the reality of the actions in this conquest. Characters driving the offensive, defensive, and even the elements outside of that, will face an even greater challenge as they fight against the opposing forces of man and nature. The zenith of this will find them ranking up in tiers, before ending their conquest collectively in a final push. Once all is said and done, and the merits of their performances are accounted for, the world before them will be much different than before they had arrived. (These are just guidelines that can be followed by those of the Sith Empire, Faction Leader will typically take lead on these, and mod enforcement is not necessary)
  8. Coruscant. Galactic Throne is burning Astrographical Information Region: Core Worlds Trade Routes: Corellian Run Koros Trunk Line Martial Cross Metellos Trade Route Perlemian Trade Route Shawken Spur Orbital Position: -- Grid Coordinates: -- Sun: Coruscant Prime Moons: 4 Natural Centax-1 Centax-2 Centax-3 Hesperidium Artificial Satellites Physical Information Class: Terrestrial Atmosphere: Type 1; Breathable Oxygen Mix Climate: Temperate & Irregular Primary Terrain: Ecumenopolis; Urban Cityscape, Mountains Major Cities: Galactic City Points of Interest: Coruscant Underworld Galactic Museum (Collapsing) Great Western Sea Imperial Palace (Converted to a Mercenary Encampment) Jedi Temple (Destroyed) Manarai Mountains Senate Building (Collapsed / Under Duress) University of Coruscant (Destroyed) Fauna: Cthon Duracrete Slug/Worm Gartro Hawk-bat Stratt Thrantcill Umrach Societal Information Indigenous Species: Humans (Zhell) Taung (Extinct) Coruscani Ogre Immigrated Species: Various Population: Trillion+ (Rapidly Declining) Primary Language(s): GBS; Thousands of others Faction Affiliation: Neutral ! WARNING ! Hazard Criterion Type: Undomesticated Difficulty: Extreme (9) Hazards: Devastating Climate, Collapsing Infrastructure, Societal Anarchy, Mercenary Contingents, Mandalorian Crusader Outposts, Lawlessness, Post-Apocalyptic Cityscape, Debris Belt, Wildfires, Highly Radioactive Zones, Scarce natural supply, low-functioning utilities CURRENT STATE: (Written by Chad G.) Once considered the heart of the galaxy, the planet spanning metropolis of Coruscant is now a savage ruin, bleeding out while the galaxy ignores its slow demise. Life persists on Coruscant, but it bears no resemblance to the lives people once led here. The rich and powerful who survived the attack have long since fled the planet, and with the planet crawling with Crusader zealots and raiders, there is little incentive for offworlders to attempt to stabilize or resupply the people abandoned on the surface, let alone any plans for rebuilding. The Total Loss Zone (TLZ) refers to the area that the moon impacted the planet’s surface, in what has deceptively been called a glancing impact. This area has been completely destroyed and will most likely remain uninhabitable for centuries. The adjacent regions are the red zones, extremely damaged and unstable areas that are routinely on fire, filled with toxins, highly radioactive, and often all three at the same time. Beyond that are the orange zones, where most of the non Crusader survivors settled or were forced to relocate to by more violent groups. Supplies are ever dwindling, collapsing buildings are a constant threat, and even basic utilities such as power and water are uncertain at best. The rest of the planet is considered a yellow zone, rife with crusaders and blanketed in a lethal cloud of particulates. The Crusaders that have remained planet-side have seized the most intact portions of the planet for themselves, ruling over largely lawless raider communes where might is the only true authority. They routinely launch slaving and supply raids on any survivor colonies that they find, in addition to often demanding tribute, and none have the power to resist them. Occasionally two warlords will skirmish with each other over raiding rights to specific territories, but none of them want to risk ruining what they have here. The lower levels of Coruscant have largely gone dark, but survivors desperate enough to try and look for supplies in the darkness have rarely returned, and those that do speak of cannibal cults and maniacs leading sacrificial rituals to appease dark spirits in the deepest places. Even the raiders avoid the lower levels if given the choice.
  9. Exodus


    “.. Nothing is more frightening than a fear you cannot name.” Words left him flippantly, the shallow undertone of his tranquilizing voice still distinct enough to be heard. The significance of his thoughts aligned with the way in which his enemies conducted themselves, blindly swimming in the actions of the dark side, replenishing the tremendous appetite that such a force demanded. Little did they know, and even lesser did they understand that it was a fear that drove them. Someone and something they could not name. Perhaps his enemies assumed to understand the face of the Sith just as the others did, applying a haunting allusion of some Machiavellian Spider, or the sagas of brutality that the name Exodus provoked. These were the quiet attempts to place an identity to the dread that now stirred their misbehavior, the rationale for their blatant butchery. It was humorous at best, for even now their efforts failed them, and there would be no way to cover their shame. The shortcomings of the failed Galactic Alliance allowed the Sith to harvest more influence. And now, the Darkest Emperor now harnessed the incredible prominence of the Imperial Reign; more sweet nothings that chiseled a romance of narrative over who he was and how dangerous he could be. But deadlier was what he could be, although when and how, was the most frightening part of it all. For now, he allowed a slight and sinister smile, the softest hint that more was to come. "Your daughter is nearby, be sure to properly receive her before you leave here. She is much stronger now, and the child you knew is perishing." As the Lord of the Sith Empire sat in the midst of his kin surrounded by the favorable, his eyes searched abroad. Qaela was the first with sufficient rank to approach, and the floor was hers to speak if she so pleased. She kept company, as was unexpected, but perhaps there was reason to her stay. Others would come, and familiarity for knowledge sake was an underestimated commodity. Shortly, this small recess would adjourn, and the bells and whistles of the Scarab would requisition war. It was only a matter of time. For now, the high-handed assassin made himself accessible to his people, open to those that sought opportunity.
  10. Exodus


    A Simple Man Such dissimilar species, confidently unified under the voice of one. The consideration had never crossed his mind, but it was incredible to watch such a wealth of culture assembled in complete union, for a purpose that the Sith had carved from stone. The xenophobia of old had been discarded, and somewhere on the other side, his mother would exude a level of pride that he was once familiar with. Such memories were small sparks inside the dead of his heart, striking flint, but igniting nothing inside. Her warmth had disappeared forever, and the sweet scent of every breath she took, was lost in the winds of her final day. There was no keepsake to hold dear, for the roaches and rats consumed more than their fill on his home-world. Natural selection became your only friend, and the mother and father to teach you the harsher lessons of this universe, was always sheathed in death. The black hood that rested on the brim of his nose-bone slid backwards when he shook himself from his muse. The depth of maroon that saturated his knotted hair, seemed both wearied and regally burnished, affixing the look of a barbaric conqueror. The skin that mapped the prominent bone structure of his face seemed ageless, a genetic constitution that most species would die for. Still, trace amounts of darkened ink outlined the smaller details of his face, clannish Anzati markings etched in and around his temples. The brilliant mane upon his head covered the tales of each symbol inked onto his skin, but was a clear sign indeed to who it was sitting unevenly, enjoying the show. Some noticed sooner than others, and the reactions were categorically different. There were those that harbored total fear and shifted further into the background, there were others that understood the power and leaned in to shower themselves selfishly, their faces and their fears were telling. The Dark King paid them little mind, and instead reviewed the way in which the Blood Prince drank himself with battle. The language that each soldier fought with, told a story that each of them held inside of their craven hearts, which story was it that this clone held closest was the question. Perhaps Exodus would see for himself. Clusters of men and women parted ways while a familiar face entered into his proximity. A dangerous place for people and things to crawl into. She bowed graciously, presenting a most sincere level of esteem. She wore herself in an attire that blended with the common people, neatly masking the command of who she was and the power she commanded. She was fair in the face, but the chronicles of her past was anything but. Humans were an uncertain flock, fleeting in life but supremely capable of a treachery beyond their means. His mother had worked to teach him this, and his Father learned him the ways to physically address such vermin. Lady Qaela held a mercy that Exodus granted few, and for her homage paid, he would always lend an ear. "Undo the formalities, Qaela. This is a celebration, have a drink." Although he wished for those that followed to unfetter for but a moment, the manner in which the cool in his voice never changed tone even slightly, was worrying. A decorated tray was soon placed frankly on the table from where Qaela stood, fine glasses bubbling to the brim in a neat arrangement. The drink was hers to have whether she decided to take part or not. Sheog would not have hesitated to devour the tray at first sight, there was something voraciously humorous about his appetite that was unsettling more often than not, but insanity was the price paid. Exodus was indifferent to the festivities, finding a small measure of joy in the physical contests that played themselves out before his very eyes. Once they understood it was the Spider who was in attendance, they fought harder. "Your work on Korriban bears fruit, whispers swear upon your efficiency. I will have to return to the land to see for myself. There is something I must ask of you though." Exodus turned his face from the pitched royale and looked the Headmaster into her eyes. "The room for mediation between our enemies and our Empire have been wanting. No words have been spoken, but their behaviors have proven to be irrational and emptied of the moral glass from which they've swallowed for generations. Dark Sun Station is a testament to this, they are embracing their true nature right before our very eyes. Darkfire spoke of a prophecy before he burned, and it seems the old fool might have been on to something." The ocean of our wills, the struggle between polar ends of the force. "... I wish to have words with the face of the Republic, there is something I must know, and something I demand. The difficulty of establishing such communications is of no concern to me, but my message must surely be received. They do not need to know who it is that calls upon them, but if they must, tell them I am but a simple man."
  11. Exodus


    Triumph was what the Scarab celebrated, their arrival had aided their allies, and stemmed their extinction from the battlefield with odds. Minimal losses were tallied for the expedition, and a severe increase was wielded when the leadership of the Black Sun had decided to consolidate their fixed assets into the possession of the powerful Sith Empire. The advent of the Sith was a mere caution to the Jedi and Republic forces that had decided to assemble in vast numbers to isolate the infamous Delta-73 and demand surrender by means of violence. The ultimate outcome spoke volumes to the calculated efficiencies of the armada and the crew that manned each vessel. With success came an extreme level of prudence however, and with influx of allies and prisoners that made their presence known aboard, a swift knife would slice into the ship and carve the abscesses from the root. Members of the Sphere of Sith Philosophy would do the job. The Sphere of Sith Philosophy is led by Dark Councilman Darth Gw’rchod, an aged being of Cerean origin morphed and melted by years of dark side torture. A silent skeletal specter of a being who rarely speaks; when he does, however, it is in a chilling low growling undertone that sends shivers up the spines of his followers and his foes. Those who cross Darth Gw’rchod are known to vanish suddenly in the night. Most are never seen again; but those that are found again, are often found chattering twitching wrecks espousing dark side philosophies and little else as they look on in horror at unseen nightmares that plagues their every waking moment. The Knights of Red Truth spread themselves thin throughout the Sith Dreadnaught, operating on the whim of the mysterious Gw'rchod. These were the militant groups of Sith that have dedicated themselves to the preservation of pure Sith beliefs within the Sith Empire, black clad enforcers of the Pyramid of Sith Philosophy that swoop in to punish and reeducate any who espouse beliefs that conflict with Sith ideologies. Those that were eager to loan themselves to the Sith Empire from the remaining Black Sun, would be met with grace. Those that resisted the call, would disappear and find themselves whisked away on a transport to the nearest reclamation camp. Imperial officers of higher decree, found themselves on tasks of particular intent, seeking out individuals that were most accomplished post-battle, as well as predesignating the role and rank of the newest allies. Authorized and uniformed couriers found themselves inside of the mess hall, equipped with simple envelopes inside of their possession. Inside of these envelopes, simple letters of recognition for efforts distributed and accomplishments tallied, were drawn up with pride. Royal Sith-Imperial imprints were molded into the lettering, and those that carried promotions with them, also carried the weight of a rank-equivalent medal to sport upon their Imperial raiment. The Blood Prince would be approached by a man of the Truth, humbly interfering with where he and his crew were positioned, and bowing incredibly with honor to a man of such prestige. "Captain," he spoke the rank frankly, almost as if welcoming him, and then handed him the weighted envelope. He would leave the famous soldier to divulge the information, and then return to where he came from. Welcome to the Sith Empire, Delta-73; OOC: You begin with the rank of a Captain within the Sith-Imperial Army Under your command, is a Company worth 100-300 soldiers. Customize as you see fit, but must be approved. A personalized mission will be your first task, and will begin as soon as all assets have been re-fueled ICly, you can treat this as an official letter of promotional value, and have it written as you see fit.
  12. The Strands “The House of Exiles” (Written by Frond, or Nok) “A strand alone breaks alone. A cord holds the weight of an empire.” - House Motto of the House of the Strands. The Strands officially exist within Sith society as one of the Houses under the Dark King. Unofficially, they are a hodge podge of failed orders, disgraced Sith, and minor organizations come together as a more powerful collective. Among their numbers, the strong and cunning rise through the ranks. The rest are used up. The Strands makes no secret of its desire to use and toss aside any person or resource that it finds convenient. They draw these recruits from the refuse of Sith society. The dishonored, powerless, and broken find the Strands knocking at their door or taking the bar stool next to them, always with the same offer: a second chance at power. The name itself is a well-known double meaning. Publicly, it represents the ideal that multiple groups working together are far stronger than a single group trying to stand alone. In reality, it is an open secret that the Strands refer to the threads of a spider’s nest, ensnaring all who touch it, either to be devoured or become so entangled they become another part of the web. When interacting with other houses, the Strands prefer to grease the wheels through favors and use information as a tool and a bargaining chip. Manipulation, bartering, and intrigue are their preferred methods, and only rarely do they move openly against other houses. Factions “All those Sith lords and fancy folk up there, they all live so high. Thing about living high though is that you’ve got a long way to fall, and nothing but cold rock to greet your skull at the end. Well, not around here. Here, between them folks and the ground are the Strands. Unlucky buggers better hope they hit the ground instead.” - Inebriated man in Onderon bar Over time, the Strands have absorbed a number of groups, giving them a home and support while only asking that they support the House in turn. Most of these groups aren’t around now, having been picked apart, wrung dry, or mysteriously vanished in the middle of the night. The few mainstays have managed to keep their position amongst the cutthroat politics of the house by providing continual, steady, profitable service while not making too much trouble for their betters. While members of the house certainly exist outside of these divisions, many gravitate towards these groups in the hope of protection and camaraderie. The Sable Weave “We have seen the Sith glorified in the annals of history. The conquering warlords, the mad alchemists, the hidden killers... All earned infamy in their day, and were examples of power we can admire. But the one Sith who managed to rule the galaxy did something different from the rest. He played politics.” - Unknown member of the Sable Weave It’s almost unfair to list this particular group amongst the other factions of the house, as the Sable Weave are the undisputed masters of the Strands. Originally a cult of assassins, betrayal within their ranks nearly wiped them out. Rumor and conjecture surround the night when the Weave unraveled, and for a time people thought they’d been destroyed altogether. They surprised everyone when they reappeared, founded the Strands, and began accumulating power. Originally the Sable Weave was known for a powerful mental link between all of its members, allowing them to act as a single entity within the Force. Indeed, that was where they got their name. After the traitor within presumably used that link to attack the rest, the technique was abandoned. Now, every member of the Weave is a tower unto themselves, keeping their own council, distrust and betrayal their new tools. The only law is that one cannot get caught in one’s treachery, or else face death at the unified sabers of the rest. Most Sith masters in the house who aren’t already commanding other factions find their way into this veiled council. Here they command, debate, plot, and make the decisions that bring fortune and glory to some while ending the ambitions (and lives) of others. To outsiders, they are among the elite info brokers within the Sith, trading secrets and manipulating the unsuspecting through careful interference. Evolving from their origins, the Sable Weave have since branched out from only including assassins in their ranks, and now welcome Sith from all paths. So long as you value power, ruthlessness, and pragmaticism, there is a place in the Sable Weave for you. The Whispering Augurs “The shadow veils the golden stars! Why have the dragons not come!?” - Prophecy screamed by Darth Arasani. Currently uninterpreted. An acquisition that no one thought would make it long in the House of the Strands, the Whispering Augurs have managed to forge themselves a place as the de facto authorities on matters of foretelling and divination within the house, though few outsiders trust their predictions. The Augurs’ peculiar method of divination involves using the Force, drugs, and torture implements to coax one of their members into a maddened, frenzied state of dark emotions to connect him or her fully to the Dark Side. They scream and rave until their voices are hoarse, and the Augurs interpret these manic diatribes as best they can. As a result, every Augur almost always speaks in a hoarse whisper, their throats recovering from their last divinations. Once an independent order of minor Force-users, the Augurs lost favor after several unpopular foretellings and misinterpreted prophecies. Seen as mad and unreliable, their star was on the decline until the Strands scooped them up. Since then, they’ve maintained a small, quiet presence within the house, serving to provide useful intel to house leaders. Their sanctuaries are of course sound-proof. Guarding the Augurs are the Silenced. Augurs whose minds have broken under the repeated strain of emotional turmoil, they are little better than animals, and are implanted with shock nodes to train them through pain and punishment. The Silenced have their vocal cords cut to quiet their near incessant screaming, and they are modified with cybernetics to give them claws, fangs, or whatever else strikes the Augers’ fancy. Once prepared and trained, they are left loitering around doors and halls in the Auger sanctuaries, husks of sith turned into cyborg attack dogs to pounce on any who pass and don’t belong. The Disgraced “Let me make something clear to you. You do well on the battle line, you don’t earn a place in my company. You earn a day. Tomorrow, you’ll earn another.” - Darth Zyntus, Commander of the 3rd Battalion of the Disgraced. Perhaps the longest standing faction within the house outside of the Sable Weave, and certainly the largest, the Disgraced are the public arm of the Strands. In truth, the Disgraced are not a singular faction, but rather a fractured military order with a high turnover rate. Comprised of failed apprentices, broken mercenary companies, crippled warriors, and any other student of war desperate enough to join the Strands, they form the muscle of the house. As the only faction of the Strands where a non-Force user can achieve rank, some see this as a way to improve their fortunes in Sith society where use of the Force is a mark of class and status. The Disgraced fight in war games and gladiatorial matches constantly to improve their standing in the house, the most extravagant of these contests turned into sporting events for public viewing. Those who fail to perform well enough to meet their masters’ standards find themselves “volunteered” for suicide missions, or broken up into separate companies they never arrive to. What the Strands do with the missing soldiers is anyone’s guess, but all agree it’s nothing good. The broken military orders and lone warriors are organized into a strict hierarchy, with the general overseeing the entire faction, and a series of colonels commanding battalions of 500 soldiers apiece. Five majors in each battalion commanded 100 troops, and captains commanded squads of 20, with various support officers appointed as needed. Perhaps the most well known aspect of the Disgraced are the Bladefield Triumphs. An elaborate war game played every three years on the Bladefield of Onderon, so called for the skyscraper built along it's edge nicknamed the Blade, the Triumphs is one of the largest war games in recorded history. The Blade acts as a spectator stand for the wealthy and influential of the Empire, as the entirety of the Disgraced engage in battle on the field below, a battalion free-for-all. Victory or defeat earns each battalion their ranking, with the 1st battalion title yielding preferential treatment, better quarters, and higher pay. The Carver Guild “They do what?!” - Strands retainer after being informed of the particulars of the Carver Guild. The latest acquisition by the house, the Carver Guild was originally a group of Sith Academy students seeking to increase their power by any means necessary. Seeking any hint of an advantage, they eventually stumbled onto a bit of esoteric lore that convinced them the power of the dark side saturated the blood, bones, and flesh of the Sith Masters. And so the Carver Guild began graverobbing. Not for trinkets. For corpses. It became a secret custom of the Academy for the students of the guild to attend “dinner parties” where scraps of old Sith were doled out and eaten in rituals of questionable effectiveness. Scholars and alchemists argue that any observable growth in power among those consuming the bodies of their masters could easily be attributed to their own fanatical belief pushing their abilities further. The Carvers however were convinced, and sought more. After finally being caught and reported by a cadre of necromancers, it seemed the Carvers would all meet with a saber to the throat. In a surprise move, the Strands appealed their case and took them in. The Carvers remain obsessed fanatics, but the Strands keep them in check...for now. Beyond their questionable methods, the Carvers provide knowledge both historical and arcane to the house, and a presence in the underground markets of relic trading, alchemy, and academia. Their alchemy and rituals can be potent, but it’s unlikely even they understand what they’re doing. Only time will tell how long this faction will last. The Starmasters of Varaka “All praise our lord Varaka the Eternal, Darth of Darths, King of Gods, Eye of the Void, Hand of Ages.” - Opening to the Hymn of Varaka the Unholy. When recited properly, the hymn requires an hour to complete. Ages ago, in the Sadow-era Sith Empire, a Sith master named Darth Varaka built himself a kingdom on a remote planet whose name has been lost to time. As legend has it, while there he became the perfected example of the Sith code, ascended to a form of being beyond mortal understanding, and set out to conquer the universe. He saw across time and space, and realized that the time for his conquest and ascendance to ultimate power was not yet here. Instead, he took his most loyal followers to the legendary planet of Iego, where they would wait immortal and plot for his Unholy Age. He left a holocron that those who found it might learn of his plan and prepare the way for him. Most scholars consider the legend a fanciful tale, nothing more. Certainly a few historical records of Varaka exist, but none corroborate the power and perfection the legend describes. His supposed holocron was never found. Until the Starmasters. The High Priests of Varaka supposedly found the holocron of Varaka and unlocked its secrets, spreading its teachings among the more impressionable Sith. They copied down his wisdom into scrolls, which every member of the religion was required to keep on them at all times. That way, even if they died in battle the victors would find the scriptures and learn of Varaka’s inevitable return. They called themselves the Starmasters of Varaka, and their service to the God-King attracted the attention and irritation of more powerful Sith. The Starmasters seemed on the brink of annihilation, until the Strands interfered. Taking the initiative, the Strands wiped out half of their following, then pressed the rest into service under a very public contract. Since one of Varaka’s principles was adherence to the letter of a contract on pain of damnation, the religious zealots acquiesced and quieted down, under the condition they be allowed to practice their religion so long as they obeyed their house masters in any way that didn’t damn their souls. The Starmasters believe that, upon their death, if they have served faithfully they are reincarnated at Varaka’s side to join his growing army on Iego, waiting for the right moment to descend upon the galaxy. If they are damned for some sin they have committed and not paid penance for, then they are cast aside and their souls thrown into the void to suffer. While their scriptures can be hard to decode for the layman, the base principle is that following the Code of the Sith while praising Varaka’s name earns you power and honor at Varaka’s side, while failing to do so earns you damnation. To a Starmaster, their sacred duty is to prepare the way for Varaka’s arrival. They do this mostly by mapping the universe and expanding Sith influence. Every Starmaster of Lord rank or higher is expected to captain a ship and make occasional forays into unknown space. Anything they find they report, and exploit if possible. This makes them the Strands’ primary naval force to contribute to Sith fleets, and they fight with zeal and fearlessness bordering on the insane. Their complex clerical hierarchy and byzantine scriptures make them difficult to understand, but any Sith may join. None may leave.
  13. Exodus


    F E A S T. The mess hall was incredible, width and expanse stretched far and wide; a stretch of space that ministered to the thousands present. Vast banners magnificently pressed with the armorial bearings of the Sith Empire hung from mammoth pillars strewn across the monumental chamber, waving boldly in the face of all who looked up from below. Rows of steel seated all who were of proper rank or sanction, while the thralls of the Sith stewed and braised fresh provisions for them to consume. Drink and festive ceremonies ruled the coming hours with boisterous Imperial speakers honoring the fallen and glorifying those that still drew life. The conquerors extracted their fill as Vikings did, hoarding over their feast and addressing the adrenaline inside their blood with gladiatorial fight. Somewhere in the middle of the mess hall, tables had largely been turned over, creating improvised boundaries. Those of which dared to step inside of the broad circle, surrendered their peace, and offered themselves to a simple contest of might. Imperials, Agents of the Black Sun, and the hair-raising Sith all entered with their knuckles bare and their spirits running on a furious high. The brew and blend of blood and feed, flavors of exotic meats and drink, while battle and merrymaking roared without interruption. The power of the dark side was sublime, grand and distinguished by the powerful individuals that roamed nearby, feeding on the blind enthusiasm that spread like wildfire across the Scarab. Conversations spilled over when the glasses began to dry, fill, and then empty again. The boldness of Bakra the Brave was one of the many shared tales that barked from mouth to ear, Imperial crewmen of the victorious armada never shied from boasting. The sheer volume of kills now under his belt, upholstered by a thunderous skill in weaving death between the enemy formations was a thing of art. Parables of Nyrys the Red Devil, unflinchingly weightless in her dance of death, devouring those that stood before her and furthering the enigma of cannibalism that haunted those that spoke her name. The young Anzati King allowed the whispers to entertain him as he swept by the masses and settled himself quietly amidst the crowd. The bloat of his power was easily suppressed, for he had done it since he was first introduced to the force, disguising his presence in order to move with the highest of efficiency, the fleet and prowl of the blackest vornskr. The Emperor King sat cockeyed on the lip of the table closest to the impromptu arena, watching his soldiers break each other. Robes of black with a fabric that seemed braided with the translucency of shadows was what he wore, the tunic beneath was woven and knotted with shadowsilk and trimmings of the purest gold. Those around him understood he held the supremacy of a Sith, and the feral red locks that hung in bunches from his hood, was the only sign that he was indeed the Dark King.
  14. I like the house so far, and now you've added a role. Now, let's get into the meat and potatoes. They are master explorers? What makes them so, why do the other houses envy their exploration skills? How does their House differentiate from others in appearance? Is it the ships that are employed that gives them the edge? Their pilots? Their racial advantages? All or none of the above? If this House is established since ancient times, that creates a narrative that this house has incredible foundations set. Perhaps this is the case, or you may end up changing that. What will this House be able to present to the current establishment? Trade Routes? Planetary Resources? You've got some traction, but depending on where you want House Zibeti to start, you'll want to knock out some of these questions or theorycraft them a little bit before we move forward with this. I enjoy where you are going with this, so I hope to see more on this.
  15. Exodus


    E X P A N S I O N The center for Kuat Traffic Control is a highly sophisticated system that both reduces the number of ships traveling in the Kuat System and tremendously increases security. The system is based on a traditional concept that utilizes staging areas. Three stations, each dozens of kilometers in size, that are positioned on the fringes of the Kuat system, far away from the valuable shipyards and orbital facilities. Each of the three ports is assigned a role. Kuat Passenger Port handles all civilian travel to and from Kuat. Kuat Freight Port managed the flow of goods and material into and out of the system. Finally, the Kuat Imperial Transfer Port was a staging area for all military operations in the system, as well as for the deliveries of warships. Each port is only accessible by four systems, two inbound and two out. Passengers entered from the Redrish and the Ulion systems and departed to the Drurish and the Kidir systems. Freight was imported from the Monadin and the Horthav systems, and exported to Venir and Renegg. All information on the staging systems for the Imperial Port remained classified, especially after the reclamation war. Once in the system, all traffic to and from the four ports is controlled by Kuat Central Authority, though during combat situations, Sith battleships defending the system can prioritize command of traffic control. Ships inside the system are sent to a number of nav points, and then routed to their final destination within the system, filtering matters of importance through command. The actual Kuat Drive Yards remained a collection of various facilities throughout the Kuat System. The primary shipyards made up a nearly solid ring, called the Orbital Array, that surrounded the planet Kuat itself. These stations were split into smaller units, designated as slipways, offices, machine shops, factories, drydocks, or apartments for workers. Most Kuati citizens lived within this ring, never setting foot on the surface of the planet below. The orbital array was sufficiently defended since the assumption of power, bolstering the poor defensive capabilities that were exhibited pre-Sith Empire. Blinking from the black of space, an overwhelming influx of warships, frigates, cruisers, and destroyers of vastly different sizes, flashed into clear-view. All of these war-torn ships wielded the embellishment of the Sith Empire and the Black Sun. Labor crafts were launched immediately, thousands of small nimble silhouettes taking to empty space with the urgency and vigor of a people tenacious in their duty and faith. In an effort to embellish their borders, and replenish their expenses from DSS, the Sith Empire arrived on KDY. Ahead of them, Kuati Imperials arranged a small trade fair to welcome the honored patrons, with a tremendous concert held below in the capital of the planet. The celebration was in order to foster healthier relations with the people and help the Sith Empire entertain a more permanent status within their system. Advisors and sensationalists aplenty, made their way from the war-machines of the Sith to facilitate such humanistic relations. All the while, members of both the Sith Empire and the absorbed assets of the Black Sun, were dispatched on a reconnaissance mission within the Core. Imperial detention centers were sanctioned immediately, to quarantine suspicious activities that would come from evaluations within their captured foes, local resistances, and acquisitions from Black Sun. While the Sith-Imperial presence hoarded over the Orbital Array, there was much wealth to be distributed. temptations, cantinas, and trade were all the rave with new blood on the scene. - - - - - - - - - - - - - - - - - - - - - - - The ardor between the space the two women shared was foreseeable, and perhaps competition, would create foe or friend faster than the enemies of the Sith could do for them. Lord Exodus turned heel from the conversation, understanding that time was not to be wasted on small talk. He knew that these two would be fundamental in the sculpting of this new chapter of Sith, their ambitions laid bare upon their faces, legible for all to see eternally. Inexperience would need to be weeded out from their vulnerable youth, and a discipline swifter than any they had ever faced would be pivotal in the quelling of their inflating ego. The most effective way for any under his command to understand the other, was through combat, and no amount of speech would ever triumph that. "Task forces for the pair of you are being organized as we speak, I suggest you clean yourselves and oversee the operation. We make leave as soon as repairs are complete." The composition of Sith troopers stamped their staves into the steel floorboard as Exodus moved, then worked their formation to follow loosely behind. The Dark King reviewed the bracer across his arm and examined the feed of information he was invariably alerted to. With the two women positioned to his rear, he stared up from the view-screen hitched to his armored sleeve and looked forward to the end of the corridor. "Once you are finished, you will find me in the public assembly hall. They say that it has been cleared completely, an improvised competition of sorts is now underway. It would seem that our infantry has pit themselves against the men and women of Black Sun in physical combat, and I would not miss another second of it." The thrill of combat was immeasurable, and Exodus would make way to the end of the passage and travel to see the action personally. (ALL SITH ARE WELCOME. TIME TO FAMILIARIZE)
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