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  1. Miscellany Use of NPCs The use of NPCs is allowed in this game, but with certain restrictions. Flavorful use of NPCs is allowed, without restriction. For example, if a PC enters a cantina, there is nothing wrong with using NPC characters that one would normally encounter for basic interactions. A PC is allowed to describe the atmosphere of the cantina, with the server droids and dancers and whatever other patrons are present. A PC exploring the Under Levels of Coruscant would be allowed to interact with beggars. Sith PCs in the Sith Temple can torture NPC acolytes. There is no tactical gain from such interaction. Tactical use of NPCs is allowed, but restricted. For instance, having a body guard, or banker that garners resources, or soldiers on patrol constitutes tactical usage of NPCs. PCs that are members of specific factions are allowed to use their faction's NPCs tactically within reason. Within a faction's own territory, members of that faction may tactically use NPCs even without a PC present. However, when traveling outside of faction territory, a PC must accompany the NPCs. That said, PCs that are not members of factions, cannot use NPCs for tactical gain. Unless: PCs that are not members of factions may employ NPCs from factions, for tactical use, if permission is obtained from those factions. For example, a PC that owns a cantina in Mos Eisley may hire NPCs as guards or bouncers. However, the factions will control their loaned out NPCs. For example, if the Mos Eisley cantina gets attacked by Jedi, a member of the faction will control the NPC guards. Or, if the owner of the cantina is already a member, he or she may control the NPCs. The faction's leadership has the final say on how the faction's NPCs would be employed for tactical use. For example, it might be in the faction's best interest to limit NPC use to only certain PCs. Perhaps the newest Jedi could control a handful of apprentices, but not the temple guards. Ultimately, allowing factions to control their own NPCs ensures a realistic portrayal of massive interstellar organizations, which would understandably sustain numerous members and workers. For instance, temples have guards. Organized crime has assassins. Law enforcement has agents. A faction's headquarters has more security than a cramped hideout. Such examples are realistic and appropriate. However, the ability to lead and control NPCs does not permit personal armies or individuals entering duels with squads of droids and soldiers. The mods retain discretion in determining what is appropriate and what is disproportionate or unfair regarding the use or acquisition of NPCs. The essential element of this game is the unique characters interacting with one another, not controlling and owning garrisons of droids or clone militaries. Utility NPCs are NPCs with character sheets that serve supporting and world building roles like trainers and government officials. These NPCs are not meant to be used in combat or in personal storylines, and will avoid conflict with PCs when possible (Other than Sith trainers potentially beating down overconfident apprentices). Faction leaders have final say over the portrayal of utility NPCs. Bodyguard NPCs for Support characters: Characters that specialize in abilities such as healing and buffing to the point where achieving victory in a duel is practically dependent on allies to use their powers on will be allowed to have a bodyguard NPC that functions like a tactical NPC with extra layers of plot armor. As long as the PC is in a combat able state, the companion is able to persist provided its owner did not make it perform a suicidal or otherwise incapacitating action. Bodyguards are not secondary PCs, instead think of them as tools to showcase a support character’s abilities. Bodyguard NPCs require mod approval. Companions/Champions: Essentially backup combat characters that can be sent to fight in battles on behalf of your main PC if they are mid story or otherwise indisposed (not including death or capture). A player can never have more than one of these alternates at a time, but they can replace him,her, or it upon death or retirement. Replacement has a six month cooldown after creation to prevent new character spam. Alternates are treated as PCs of equal level to the main PC, except for faction leaders, their alternates are treated as master equivalents to preserve the impact of their arrival on the field. Use of a champion requires active and loyal membership in a faction. Supporting Cast (Rework of claimed non tactical NPCs): Non combat NPCs tied to a PC’s storyline. Supporting cast can be of rank in the character’s aligned Force user faction, but no higher than a step below the PC’s current rank(Note the distinction that they don’t have to be the same faction, just the same side, so for instance a rebel can be on friendly terms with a Jedi healer). These NPCs have the combat capabilities of a heavily sedated porg regardless of rank, and will flee if combat comes to them. If using Force powers will help an FU supporting cast NPC escape they can use as their rank dictates, but any attempt at combat or otherwise interfering with combat immediately reverts them to hopeful rank and causes them to fail. In any other state than actively participating in combat, supporting cast NPCs have plot armor. Supporting cast cannot be used to access secure areas of factions that the PC does not belong to. Golden Rule of NPCs: No amount of plot or rules armor will protect any character from a suicidal action. Misuse of NPCs can result in their status being changed or disciplinary action. Cortosis Due to varying examples in canon, we have decided that Cortosis will work the following way on our board: Cortosis Alloy(s), as seen in KoToR, functions as expected, it is lightsaber resistant and suitable for making vibroblades and similar weapons from to properly defend against lightsabers. Raw/Pure/Refined Cortosis, or basically any iteration of the material not mixed in an alloy, significantly drains the power from a lightsaber with each hit. Lightsabers retain the ability to block, almost like in a training setting, but immediately lose the energy necessary to cut through materials. This can be fixed by simply power cycling the lightsaber (turning it off and on). Several hits and the RPer should consider having to swap out the lightsaber's power cell for realism's sake. This kind of cortosis is prohibited from being used in weapons/bullets/any offensive capacity designed to automatically imply deactivation/power reduction of a lightsaber in a chain effect to subvert another RPer's agency to react. Basically, don't use it in weapons. Alternative lightsabers Lightsabers can have alternate sources of damage/appearances as long as they are still equally affected by lightsaber proof materials and their damage is contained to blade contact the same way that lightsabers contain their heat to affecting at touch only. A "stormsaber" cannot send electricity through the conductive metals it touches, for example. This rule is meant to allow for greater customization of a character's aesthetic, not for creating weapons that are lightsabers but better, so attempts to make +5 damage sabers or sabers that ignore defensive tech that is normally lightsaber proof will be denied.
  2. Factions The various factions and organizations of the RP can largely be sorted into two megafactions, the Lightside and the Darkside. These two sides serve as anchors for the other factions and groupings for fleet assets, while also defining inter-faction interactions. While what if scenarios are a fun thing to theorize about, the staff would prefer to keep to the traditional political breakdown, both for accessibility to new players and to maintain balance in the RP. Faction Management Faction leaders have the greatest authority over the narrative of their factions, and can automatically veto attempts to compromise or usurp assets through unauthorized use of NPCs or other faction resources. Factions are distanced from the actions of PCs depending on the faction rank of the PC. Apprentices YOLOing enemy bases can largely be handwaved away, while knights and lords share more accountability with their faction. Master rank characters are considered to be faces of the faction and as such their actions carry the most weight for good or for ill regarding public opinion. Faction leaders have the power to demote faction members, usually on account of extended absence, a character or player demonstrating the need for additional training before they are ready for the rank, or the character is continually acting in a way that is harmful to the goals and/or ideals of the faction. Faction leaders themselves can lose their position through inactivity, with the seat being considered open after a month of inactivity. Otherwise, each faction has its own methods for resolving the transfer of power, and players are encouraged to keep to tradition. In severe cases of misconduct, the mods may remove a player from a leadership position to protect the community. Players can only hold one leadership position at any given time in the factions, regardless of the number of aliases they possess or the standing of those aliases within the factions. The same applies to command of fleet fights and major engagements. You may only have one overall command character on a single side of the conflict. That character must stay in place until retired or killed. You may participate on either side in different fights but not as a commanding officer. We want to make sure that older players, who tend to have both the connections and aliases to secure multiple positions don’t unintentionally gate off political advancement for other players in a faction, or have to compartmentalize their player knowledge due to holding commands in opposing factions. If a character decides to switch sides, the betrayal should focus on personal consequences and not be used to steal assets or compromise secrets or security for the faction being betrayed. While this is fairly unrealistic, it prevents the weaponization of traitor characters and also prevents the act of betrayal from having too much mechanical weight. You as a player may not change the narrative of a faction or factions without the explicit permission of the faction leader. This excludes propaganda from other factions. Sabotaging your own faction by treasonous action or maliciously damaging their intended alignment is subject to nullification by the Mods at the faction leader's request. Players can create subfactions within the factions freely, as long as the subfactions are identifiably of the parent faction, and maintain loyalty to the faction leader. In mechanical terms, subfactions should be cosmetically different but not mechanically different. In other words, they should not be treated as a prestige or superior form of the faction, or possess abilities available only to them regardless of an outsider’s skill or training in an attempt to replicate the power or skill. Organizations Players with characters that have achieved master rank or equivalent in a major faction can create organizations. Organizations are groups of individuals that are valuable to worldbuilding, but don’t function well as full fledged factions. The creator of an organization has authority over its narrative, just like how faction leaders have authority over the narratives of their faction and NPCs. Organizations that predate this rules system can only be claimed by their creator. Organizations can have locations associated with them, protected by sufficient security to protect them from basic intrusion both physically and technologically, however players shouldn’t expect these places to function as strongholds. On the flip side, organizations are low profile enough in game that attempts by factions or players to target them without just cause will be reviewed by staff and may be reprimanded as trolling or griefing.
  3. NFU Progression and Ranks Non force users come with a wide array of combat abilities, ranging from terrors that scourge the battlefield, beings that command swarths of the most highly trained operatives the galaxy has to offer, to even more highly trained operators working under the cover of deception. These classes are to be used by any non force using character regardless of moral or faction affiliation. NOTE: the following classes list gear specific to those classes. The gear is divided by a “/“. Gear prior to this is available at rank 2. Gear following this is available at rank 3. Militant (Cannot use NPCs) Focus: Militant Combat Battlefield experts who excel in the use of weaponry to single handedly turn the tide of battle. These are the veterans and combatants who have thrown themselves into their training and by such have become masters of destruction both controlled and not. Where they aim, they rarely miss. What they seek to destroy, never walks away unscathed. When all seems lost, it is these beings who single handedly carry their colors to victory across battlefields around the galaxy. Usage limited to this class: - heavy weapons, lightsaber resistant melee weapons/exotic weapons - flamethrowers and other specialized heavy weapons - launchable grenades - flight packs and boosters/personal shield generators - powered armor of standard materials/powered armor made of rare materials (phrik, beskar, etc) Officer (Uses NPCs) Focus: Command Commanding officers and leaders amongst the ranks who stand a cut above. When all seems lost and the enemy is advancing, it is the officers, trained, born, or bred, that the rabble turn to for inspiration. Offering words of inspiration and fear, officers can lead their men into battle or command from the safety of the rear. Wherever they are, the forces at their command can become unstoppable if those that lead them are left unopposed. Usage limited to this class: - Personal energy shields - light armor/powered light armor, light armor of special design or material, or medium armor - can lead squads of advanced troops/elite special forces (NOTE: the smaller the group of soldiers led, the more specialized they may be, up to a maximum size of a single squad.) Specialist Focus: Worldbuilding, support, and NPCs Specialists are individuals whose knowledge and experience place them as valued members of their faction as scientists, doctors, corporate leaders, crime lords, and politicians. Specialists are often not combatants, and rely on quick thinking and the aid of bodyguards to survive when war comes to them. The Specialist is for players that want to focus on NFU world building, experiment with non-traditional characters, or play PCs that aren’t primarily defined by their role in the war. As they work their way up the ranks, their bodyguards level up alongside them. (Clarifications: this is not an archetype designed to be competitive in duels, this is here to give survivability to characters that would otherwise get wrecked if caught in an invasion or being targeted by combat PCs. Bodyguards have one objective in duels, get their boss out alive. Specialists that have fled a duel are not considered to be occupying a location when players are resolving a duel invasion.) Usage limited to this class: - Bodyguard NPCs (Starting at 1and advancing to 5) - Advanced medical/cybernetic support actions (Medical treatment, repair of droids) - Defensive tech such as Personal energy shields _____________ On Champions used instead of characters in combat: A non-combat oriented character may, with moderator permission, utilize a champion as their stand in during duel-based combat. A champion is a limited play character that may be used for combat or as a sidekick of sorts for non-combat scenes with the main account character. Characters may not act in the stead of the main character outside of combat. Characters may not use a champion to circumvent the rules of death; if a champion loses a duel, both the champion and the main character are susceptible to the final outcomes of the duel, up to and including death. On Bodyguard NPCS: These are specific NPCs used by specialists and non combat characters to defend themselves in PVP. Unlike NPCs used in duels under command of officers, these are not meant to be used offensively and are designed to help their Specialist to escape. A successful duel result as a specialist is one in which you escape, not taking the field of battle.
  4. Force Users and the Force Getting started - New users may indicate that their character is 'Force sensitive' in the appropriate section of their character sheet. However, they cannot be trained in any way, and may not make use of the Force except in a very vague sense ('bad feelings', intuition etc.) - NFU's and lighsabres: NFUs are allowed to wield lightsabers in combat if desire and necessity allow it, though the inherent dangers of using a weightless weapon that gains mass and momentum when striking a solid object or energy barrier must be considered, so use at your own risk to life and limb. Microfusing the circuits and aligning the crystals requires the Force, so NFUs may not create their own lightsabers. Progression - Once you have been chosen to be trained by a Lord/Master (see 'Force-user ranks' below), You must demonstrate knowledge of the setting and roleplay etiquette to become a Knight/Lord (This depends on your master's deeming your readiness to take the next step and the rate that both of you post) - Once you have become a Knight/Lord, you will need to actively roleplay and "train" your character to become eligible to be a Master, and you must train at least one apprentice to Knight/Lord-level. Force-user ranks Jedi: Padawan Knight (Promotion deemed worthy by your master, you must demonstrate knowledge of the roleplay setting and etiquette) Master (Trained one padawan, demonstrated detailed knowledge of the faction, setting, combat and is deemed worthy by the jedi council or grand master) Council Member: must be chosen by current Council Members or named by the Grand Master Jedi Grand Master: the head of the Jedi Order. Often chosen by his or her predecessor or by the Jedi Council. Sith: Apprentice Lord (Promotion deemed worthy by your master, you must demonstrate knowledge of the roleplay setting and etiquette) Master (Trained one apprentice, demonstrated detailed knowledge of the faction, setting, combat and is deemed worthy by the Dark Lord) Unholy Trinity/Inner Circle: Chosen by the Dark Lord Dark Lord: must defeat the current Dark Lord in mortal combat. If there is no current Dark Lord, then the Sith Order will decide in-character how to proceed. Force Power Restriction The Dark Side is specifically using the Force to cause pain for pain's sake, to kill or wantonly destroy, subvert the natural order, or for personal gain. It is not using the dark side when using the Force to subdue someone, or to perform simple or menial tasks. (Powers such as Lightning, Drain, and Pyromancy fit this definition of the dark side.) The Light Side is specifically the preservation and defense of life. It is not using the light side to defend yourself or to stop an opponent from grabbing equipment from your belt. (Powers such as Healing, Barrier, and Tutaminis fit the definition of the light side.) Sith and darkside characters cannot use the above lightside powers. And Jedi and lightside characters cannot use the above darkside powers. Neutral or 'Grey' characters cannot use either unless they align themselves with a specific side of the force, which then in turn cuts them off from the other side's restricted powers. If you have a question about a specific power or its application, pm a mod on discord. Specialization and Regulations on Equipment, Force Use, and Skills for Playable Character In Combat, by Class All force users are skilled at using the force, but their applications are different. Each force class has an area that they excel in and their primary focus, specifically during combat, should be towards that area. These classes are to be used by force users on all sides of the spectrum and light and dark side specific power rules should be adhered to in addition to these classes. Warrior - Guardian FOCUS: Strength or Dexterity Close range specialists, focusing on use of lightsabers and close range weapons to engage in direct physical combat. These are the force users who dedicate themselves to traditional combat, mastering fighting styles and honing their bodies into the ultimate weapon. To be a warrior/guardian is to be a force for change across the battlefield, changing the tide of battle by the strength of your blade and body. It is only the suicidal or a fool that clashes with these, thinking to come away unscathed. Usage limited to this class: - Heavy (damage taking) or force-enhanced armour - Force-enhanced combat abilities (strength, speed, skill, bodily enhancements) - Advanced personal combat training across multiple fields - Specialty Close Range Weapons and Proficiency: Swords, spears, double-bladed or unique lightsaber configurations, dual-wielded lightsabers, exotic hand-to-hand weapons, martial arts style combat (effectively) etc Assassin - Sentinel FOCUS: Dexterity & Cunning Agile and stealthy force users who use illusionary skills, fast movements, and their environment to carry the day. These force users excel at moving about the battlefield unhindered, manipulating their foes and striking at points of weakness from unforeseen and unseen angles. These cunning combatants engage in atypical combat, of which they are the undisputed champions. Usage limited to this class: - Mental Combat (Illusions and mental attacks for assassins) (mind tricks, mental or perception enhancement for sentinels) - Stealth - Limited battlefield force manipulations - Force imbued acrobatics to improve battlefield speed and movement - Light armor - being armor that resists some damage, but does not outright render an attack null and void - (Sentinel specific) Limited NFU combat Tech (Pick one): simple blasters or weapons, pocket guns, smoke grenades, nets, shock, distractionary devices, extremely limited explosive devices (Not thermal detonators, Not military grade) Sorcerer - Consular FOCUS: Spirit Mystical and metaphysically focused beings who tap into the deepest reaches of the force to outwardly affect, alter, and control the world around them. These are the force users who by the very nature of their being were spoken of as wizards, sorceresses, magicians, and deities in times of yore. To be a sorcerer/consular is to command vast arrays of power that to the uneducated look to be magic; calling on unseen or forgotten powers to strike at your foes from any angle. Usage limited to this class: - Heavy force powers (e.g. outright offensive or defensive force powers and manipulations, mass and advanced telekinesis, environment altering powers, conjuring) NPC use by force users: In certain subclasses or specialties one may use NPCs to assist them to the detriment of other abilities. These may consist of creatures, creations, animations, personal assistants, minions, or other ideas that are approved with specifically designed and approved subclasses. In general, however, the use of NPCs by force users is not allowed, except where the need for such a thing is balanced by the lack of other combat worthy abilities or it is a necessity to the subtype with appropriate loss of other combat skills and abilities.
  5. Ship Rules - Ship stats should be posted in one's 'character sheet' thread. Personal ships 1. Size must be smaller than a corvette; a light freighter (such as the Millenium Falcon) is appropriate 2. No cloaking devices. 3. No quantum armor, ablative armor/shields or other forms of invincibility. No turbolasers regardless of the canon listing, use heavy laser canons. 4. All major upgrades must be run past a mod, so that we can verify the whether it is feasible and fair for the RP environment.
  6. Combat Rules - In this RP combat between player characters is done via a "duel" - Duels are a combative, multiple-user confrontation in which each party has a pre-determined number of posts (three or more) to try to best their opponent. - The protocol for a duel is to propose one to one's opponent using parentheses, followed by posts numbered according to sequence within the duel. The rough sequence for this is as follows: A: ((duel?)) B: ((Accepted)) ((1)) A: ((1)) B: ((2)) A: ((2)) B: ((3)) A: ((3)) - Where there are three or more interacting combatants, take turns equally. This does not apply to PCs that are at the same conflict, but are not interacting. (Separate duels, etc.) - Following the conclusion of the participants' duel posts, they may then make a ruling request in the discord channel. A mod will then rule upon the duel, noting techniques, successes and failures. The winner may then post a final post- in this post they may do anything to their fallen opponent with impunity, including capturing or killing them. - You should not post your opponent's actions in a duel AT ALL. This includes posting damage caused, movements and speech. The correct protocol is to post initiating an attack or attempting a maneuver, but refraining from posting how it affects one's opponent. - You may not kill or completely disable your opponent until the duel is over and you have been declared the winner. - The ideal is to see players competing with their best selves, and not trying to win by removing the other opponent's ability to do anything or completely locking them down. - If you lose the duel, you may not post again until your opponent has posted. The usual rules for death apply. - If you are engaged in a duel or combat action you have three days to make a response. If you fail to do so, your opponent is allowed to kill or incapacitate you to keep the RP moving. - If the winner does not post within three days, he or she forfeits his or her right to kill/disable the opponent. The loser is free to act again, but may not kill their opponent. They may initiate a second duel, however. - You cannot join an ongoing combat if your character is not in that location
  7. Character Creation Character creation rules, and a template for your character sheet, can be found here. The short list of rules can be found below, but be sure to read that whole thread before making your first character. 1. Until you have leveled at least one character to Knight rank (or equivalent), you are limited to one character at a time. You may scrap a character and start again, but you may only have one character. This is to help ease newer players into our setting. As such, these characters also may not start with any Force training or functional lightsabers. Lightsabers will be built/repaired* in character during FU training at the Master’s discretion. 2. Players who already have a character at Knight rank (or equivalent) or higher may make new characters starting at Knight/etc rank. These characters are restricted to generic backstories, i.e. no justification for preexisting exotic powers or abilities. FUs can have a moderate command of the Force appropriate to someone just promoted to said rank. Exotic powers and the like must be trained IC. With Mod approval, when taking over a faction (Sith or Jedi) you may roll a new Master level character. 3. You may not play a canon character, nor be related to any canon characters. You may not own unique canon items, including but not limited to singularly unique droids from canon and relics from canon characters. 4. Several species are banned from the RP due to incompatibility with the setting or mechanics of the RP. Such species include Celestials, Yuuzhan Vong, Ssi-ruu and others. Check with a Mod to see whether the species you wish to play violates this rule, as new species are added to canon commonly. 5. User accounts are to be for one active PC at a time. Create different user accounts for additional characters.
  8. 1. GENERAL 1. No posting after yourself until whoever you are interacting with has posted, or three days have passed. 2. You may not kill or capture another PC without a mod ruling or the consent of the player. 3. Characters cannot physically be in multiple threads at the same time. This includes Force ghosts, etc. Comm messages and similar are fine. 4. If your character dies in combat by mod ruling, then he/she/it is dead for three days. There is to be no posting in RP proper for any reason. This includes spiritual visits, holo-recordings, NPC actions, or any other method of communication. You may post with aliases. If you choose to kill your character as part of a storyline, either for Force ghost interactions or otherwise, this rule does not apply. 5. You may not post another character's actions unless it is agreed upon by the other user and the mods have been notified. Please record the agreement and PM it to the mods, and any affected parties for ease of reference. 6. No editing a post if someone has posted after you in the topic, interacting or not. Not even for grammar/spelling. 7. Sharing accounts: All players with access must be listed on the character sheet, violations (other people than the ones on the list accessing the account or posting) are subject to bans. 8. The staff will not grant players special access to powers or abilities that cannot be obtained by other players, and all players are bound to the same rules. The players cannot circumvent rules through mutual agreement except where stated, such as the outcome of a duel. This is especially true in regards to faction level warfare. 9. Players may flag themselves as Non-Combat, and these players may not be attacked. Such flagged players may not influence galactic events/invasions in any way. The status of Non-PVP will be revoked if the player directly or indirectly attempts to use hostile action against other players without direct consent (IE sending bounty hunters, killshots, etc). These characters are the story-crafters of the universe, the GameMasters, the Dungeon Masters, etc. Feel free to team up with these players to tell stories that do not involve direct player vs player dueling. Faction Leaders cannot flag themselves for non-combat
  9. Dromund Kaas Astrographical Information Region: Outer Rim Territories Sector: Esstran Sector System: Dromund Orbital Position: 3 Moons: 2 Grid Coordinates: R-5(?) Physical Information Class: Terrestrial Atmosphere: Breathable Primary Terrain: Swamp, Jungles, Oceans Points of Interest: Ruins of Kaas City, Ruins of Sith Academy, Ruins of Dark Temples, Ruins of Imperial Citadel Societal Information Indigenous Species: None Immigrated Species: Sith, Humans Primary Language(s): Galactic Basic Faction Affiliation: Sith Order JediRP Canon History Dromund Kaas was the third planet in the Dromund system, a star system in the Sith Worlds region of the Outer Rim Territories's Esstran sector. Originally a colony of the Sith Empire, its location was lost by the time of the Great Hyperspace War with the Galactic Republic, but the Sith Emperor led his people on a twenty-year odyssey that ended with the rediscovery of Dromund Kaas in 4980 BBY. The Emperor and the remnants of the shattered Sith society reconstituted the Sith Empire with Dromund Kaas as its capital, taming the planet's savage jungles and building up their Empire's strength from the skyscrapers of Kaas City. Dromund Kaas remained safe from Republic reprisal when the Empire launched the Great Galactic War in 3681 BBY, though a Republic invasion fleet assaulted the Imperial capital in 3640 BBY during the Galactic War with the Empire while a Jedi Knight fought and defeated the Emperor in personal combat. The reconstituted Empire eventually dissolved before 2000 BBY, and Dromund Kaas' jungles gave way to murky swamps over the centuries as the planet's location once again fell into obscurity. A major battle of the New Sith Wars was fought on Dromund Kaas, and several decades later the rogue Sith Lord Darth Millennial established the Dark Force religion on Dromund Kaas after he rejected the Rule of Two and abandoned the Order of the Sith Lords. The Prophets of the Dark Side who followed Millennial's religion ruled Dromund Kaas for almost a thousand years before they incurred the wrath of Darth Sidious, causing the Prophets to abandon the planet for Bosthirda. THIS PLANET IS A RUINS AND HAS NOTHING UNTIL BUILT UPON
  10. Astrographical Information Region: System: Zwartesteen System Orbital Position: 2 Moons: 2 Grid Coordinates: I-15 Physical Information Class: Terrestrial Atmosphere: Type 1 Breathable Primary Terrain: Mountainous terrain riddled with cave systems, forests, oceans Points of Interest: Tovenaarstoren (Capital city), Maantranen Heiligdom, Kraaiennest, Duivelsaambeeld Societal Information Indigenous Species: None Immigrated Species: Various species, originally primarily humans, but housing refugees has greatly diversified the population. Primary Language(s): Galactic Basic, Slangentong(Local human dialect) Faction Affiliation: Sovereign Knights Maannacht, the Eventide Throneworld of House Edsbryder To tread upon Maannacht is to journey through the stone hewn memories and sins of House Edsbryder. Despite their recent redemptive efforts, the house’s past transgressions have left a near indelible mark upon the world’s surface. The cities of Maannacht are cyclopean stone constructs of dark gothic grandeur, built when the house commanded both numerous slaves and dark stone rending sorceries. The palaces were arrayed like cathedrals to the Edsbryder lords and ladies as if they were unholy divinities, and their scale and cruel demeanor were meant to impose upon any who saw them the horrifying power that rulers of the night could bring to bear. In the past, the citizens would hurry quietly through the streets, praying that the nobles watching them from high and ornate promenades, or their sadistic Bekenden enforcers lurking on walls and rooftops, would not take any sort of unnatural interest in them. Every aspect of the black cities was meticulously crafted, with even the slave quarters having been fashioned with baroque architecture. Today, many of the once forbidden palaces now serve as public libraries and universities of learning. Now the Bekenden move through the city heights not as spies and assassins, but as hunters of Sithspawn, which continue to torment the populace with random outbreaks. Massive chambers are partitioned and used to house wartime refugees until placement programs can find new homes for them. The ghosts bound to the streets are largely idle, unable to move on, but having borne witness to the end of the regime that fettered them in the first place. Sometimes they move about the streets in grim processions, seeking out would-be dark sorcerers and raising a clarion call to rouse the knights of Edsbryder and their Bekenden for a Geweldige Jacht (Great Hunt). Vreselijk vleermuizen are giant rideable bats that have served as favored mounts for Edsbryder knights for centuries. Despite their past use as savage flying dreadbeasts, the mounts have adapted well to a more noble role. It is believed but unconfirmed that vreselijk vleermuizen can infuse their echolocation senses with the Force, which is what makes them so capable at hunting Sithspawn, with even untamed colonies of the megafauna seeming to prefer hunting and culling dark side abominations. Torrential rainstorms are common on Maannacht, to the point of dark clouds being almost ever present. With the planet’s rocky and cave pocked surface, it’s not uncommon for wildlife and witless travelers to get swept away in sudden currents. Stormvissers, wolf sized spiders that weave webs of incredible size and strength, use the flooding to capture food that is swept off its feet and into their webs. Stormvisser silk is harvested as a high end component in light and flexible armorweave. Another type of fauna that uses the flooding is the nachtslang, a poisonous viper at home both in the rocks and in floodpools. Adult nachtslangen grow to sizes of fifteen to twenty meters, and possess an innate ability to dominate minds using the dark side, luring the gullible and weak minded into striking range. Nachtslangen are clever for animals, but not fully sapient. They can make a thrall call out for help, for instance, but don’t actually understand basic on a conversational level. In the old days, Edsbryder sorcerers would bind nachtslangen to their will, but few serpents seem to show any interest in following the commands of servants of the light, so most Edsbryder chevaliers focus on the training and bonding of vreselijk vleermuizen. The primary export markets for Maannacht are derived from its complex fungal ecologies, which are processed into medicines and foodstuffs. With research doctors adding the knowledge of former House Edsbryder poison masters to their studies, there have been several leaps in finding new applications for local biological resources. Several production labs have been set up away from the dark resonance of the cities to ensure the staff and medicine are not corrupted accidentally. The populace is largely drawn to cerebral pursuits and indoor social events on account of the constant terrible weather. Banquets, theater, dances, and limited access to art galleries were in the past used by the nobility to pacify the commoners and to reinforce that meaningful culture comes from the ruling elite. These practices have been rebranded as charity and providing across class lines, and have created an unexpectedly welcoming environment for the refugees, who are introduced to Maannacht culture, cuisine, and social gatherings at a rapid pace, rather than being treated as outsiders. Hospitality is a major part of Maannacht culture, originating as a means for people to gain insight into the agenda, strengths, and vulnerabilities of visitors. Despite coming off as incredibly gracious and well mannered hosts, nobles in particular treat the act of hospitality as a contest of wills and etiquette. This tradition has given the house a reputation for being willing to break bread with heroes and villains alike, but the truth is that more often than not, they are simply sizing up threats over a glass of wine. Maannacht is orbited by two moons, Sintel and Traan, and their presence heavily informs Maannacht culture. Because of the constant storms, actually catching sight of the moons is a rare and portentous occasion that is often imbued with omen and spiritual significance. With the moons being associated with a pause in the storms, and therefore an opportunity for outdoor activity, it is not uncommon for their presence to bring about a sort of group hysteria, a temporary reprieve from cages of marble and gold. For most this means a carnivalesque mania in the streets, but some take it too far, and put on the masks of predatory animals to murder and rut in the streets. Sintel, whose reflected light is of an orange hue, is heavily associated with this behavior, and is called the Lunatic Moon. Traan, whose light is a gentle blue hue, is called the Scholar’s Moon, and is considered an excellent portent for courtly or otherwise proper romance. Traan is said to have lit the night in its full grandeur when the Edsbryder king first decided to abandon the darkness, so the moon is now associated with redemption and inner healing as well. The Huilende Dochters are a cult of healers and caregivers that worship Traan as a merciful goddess. They were originally a resistance movement against the tyranny of House Edsbryder, but the two factions have since made peace with each other. The cult’s beliefs align them more with the Jedi than the Sovereign Knights, but the Edsbryders have come to value the compassion and healing arts of the cult, and now consider them close allies. The Huilende Dochters believe that they can capture Traan’s resonant energies in crystals during moonlit ceremonies, and former cult members who join the Jedi and use lunar crystals for their lightsabers find that they emanate a soothing calmness and hum with wordless song. The Haulanz of House Edsbryder are the Bekenden, who in the past were favored assassins, spies, and enthusiastic killers, but now largely serve as hunters of Sithspawn and young dark side adepts. The Bekenden move amidst the statuary of the roofs and walls of the cities, their human nature concealed by grotesque masks. These hunters share the dark countenance and humor of House Edsbryder, but trade learned occultism for the low cunning of commoners, relying on offworld weapons and technology to traverse and hunt from on high. Two fraternities of particular note exist amongst the Bekenden, the Trouwehonden and the Kraaienbladen. The Trouwehonden are genetically altered humans that benefit from enhanced physical traits, but bear the visages of animals, often wolves or hounds. Originally the alterations were meant as a punishment to remind them of their place after a Bekenden grew too close to a noble daughter, but when the Trouwehonden aided the king on the night of the last oathbreaking, it became symbolic of their loyalty. The Kraaienbladen are Bekenden harlequins who flit across the rooftops in preternatural acrobatic displays as a form of training that sharpens their bodies and spirits. New Kraaienbladen participate in a rooftop race for the nobles to secure contracts of patronage, allowing them to receive training and arms from Edsbryder nobles, should they impress them sufficiently. Places of Interest Tovenaarstoren: The ancestral central holding of House Edsbryder, Tovenaarstoren is a massive citadel of black stone, spanning the size of a small city in its own right and more akin to multiple intersecting fortified palaces. The creation of Tovenaarstoren was informed by both a desire to carve Edsbryder’s dominance into stone and an overwhelming paranoia that the slaves who built the black cities would one day seek to break their chains and cut down their former masters. Now that seclusion is used to protect the family’s younger members from the whispers of would-be corruptors and to study and quarantine dark side texts and relics. The house uses the clear partitioning of the multi structure to ensure that vulnerable people never risk exposure to the more dangerous devices and materials. Luxury is constantly present in Tovenaarstoren, although its justification has shifted from arrogant expectation to a means to detox from the horrors that House Edsbryder must regularly confront. It is compassion, artistry, and companionship that are evoked now, rather than excess and debauchery. Guests are a regular sight in the palace, enjoying the peculiar Edsbryder hospitality, although those that wish to not develop the Edsbryder look are encouraged to not linger overlong. Guests are also encouraged to stay close to their hosts, as the dark and twisting halls of the citadel are not kind to outsiders trying to find their way. The dark halls of Tovenaarstoren team with ghosts that have accrued from the darker preceding centuries, although they have adopted a considerably less sinister countenance since the family began seeking the light. In a way, the ghosts are seen as proof that redemption is possible, and that the family is making meaningful strides. Many Edsbryders grew up with as many friends among the dead as the living, and it’s often believed that their unnatural companions are where the family gets its signature deadpan graveyard humor. One of the highest towers of the citadel is a grand aerie for house’s carefully bred vreselijk vleermuizen, providing a place for heirs to train, bond, and play with their flying mounts. Visitors often find the giant bats terrifying and monstrous, but if approached with care they will generally interact positively with anyone and are willing to let strangers ride them if reassured by riders they know. Many Edsbryders become Paladin chevaliers on account of the peace and joy they find spending time with their winged companions, and Edsbryder Zephyr armor often adopts a bat motif in its aesthetics. The castle boasts significant armories, Edsbryder is undeniably a martial house, but weapons and armor are rarely made on site. New weapons that will one day become heirlooms of the family are now crafted in lunar forges nestled in the temples of the Huilende Dochters. While the healers prefer to work with crystalline materials, they are willing to share their secrets with Edsbryder artisans to make silvery weeping blades anathema to darkness. Armor however is often crafted with metals believed to be touched by Sintel, the Lunatic Moon, with the hope that the wearers will benefit from the vigor and intensity associated with it. Trusted Bekenden also oversee sections of the armories as well, keeping modern weaponry maintained and charged for the house’s Haulanz forces. Maantranen Heiligdom: One of the major temples of the newly allied Huilende Dochters, this once concealed place of healing and peace was constructed far away from the black cities and the patrol routes that their knights would have once flown. While this temple is now a publicly known location, many others remain hidden in case Maannacht should fall back into the hands of darker powers. The cult’s lore says that the temple was dreamed into existence, although whether that means that a pre-existing crystalline cave system was found through prophetic dreams or that the cultists subconsciously carved a refuge in the rock as they searched for safe haven is unclear. The cultists never developed a martial calling or interest in political influence, instead focusing entirely on mercy, empathy, and obeisance to a perceived benevolent order, so they could practice their ways comfortably in hidden places distant from the halls of power. The interior of Maantranen Heiligdom is a combination of natural caves and carved stone seeded with growths of blue and teal crystals. Within, the cultists move about with reinvigorated purpose, wearing robes of shimmering light and dark blue spider silk, having replaced their mission to mitigate the horrors committed by the old Edsbryder regime with a crusade to aid the refugees that the galactic war has uprooted from their homes. The majority of the Huilende Dochters are not Force users, the cult never felt compelled to limit who could join their altruistic organization, but all of them are caregivers of some sort. Force sensitive priestesses can imbue crystals with energy to give them limited benevolent auras of positive energy, soothing pain, easing sorrow, and spreading calm, but these tokens and amulets are simply reflections of a greater light, not a means for non Force users to legitimately use the Force. However, given the fact that this is a moon cult, there is no stigma about people reflecting a greater light. Cultists will often leave the temple with such a talisman and seek out someone that wants to help but feels powerless, taking them under their wing to teach them how to make a difference, even if it isn’t a world changing one. Jedi and Sovereign Knights are welcome to learn and study at Maantranen Heiligdom, as long as they dismount from their high horses before they enter. Treating cult members as lessers or, particularly in the Jedi’s case, nascent Jedi who just haven’t figured out the true truth yet is a great way to get expelled from the temple. Some do eventually join their allies as members, younger cultists in particular struggle with feeling that they should be more proactive, but on their own terms. That being said, they also understand the importance of the work that their allies do, and won’t hesitate to reach out if a stormvisser or nachtslang begins intruding into their territories. As mentioned before, the cult is known for its craftsmanship, particularly in mediums of crystal, stone, and metal. While the cult’s practices are ritualistic and occult by the standards of the Sovereign Knights and the Jedi, the objects that they produce are undeniably implements of benevolence and service to a higher calling. The cult also was the source of the Force imbued blades of the Kraaienbladen that didn’t fall to darkness, and often worked with them to protect the innocent. Lunarforged weapons are known for shining brightest in the darkest places, making them invaluable to champions of the light who must fight in dark side nexuses. Kraaiennest: Throughout the black cities in places of dizzying heights that can only be reached by the most capable and fearless freerunners, there are schools of unorthodox learning where commoners with the potential to be Kraaienbladen gather to trade secrets and stories. Originally, both light and dark Kraaienbladen could gather in the same places, finding commonality in their shared station, but in modern times the dark Kraaienbladen have largely been pushed out. There are still attempts at outreach and conversion, but friendships between the two groups are now tenuous at best. The ideal that the Kraaienbladen chase is to be acknowledged by both the Edsbryders and the Huilende Dochters enough to receive their favor in the form of gear and training, while remaining distant enough to maintain their own independence. While it rarely comes to blows, there very much is a stigma of selling out to the major powers for people that “leave” the Kraaienbladen. Some secretly desire to rise above their circumstance, others vehemently believe that it makes them better people to avoid power and stability. The Kraaienbladen have long had a reputation as devil may care rogues, wearing clothes that evoke crow imagery. On Maannacht, the crow was a symbol of freedom, a psychopomp that delivered souls from the hell of the black cities to somewhere better, because anywhere had to be better than here, and the old Edsbryders would not let prisoners that were put on display die until the crows ate them. The first Kraaienbladen was a free runner that mercy killed prisoners that were put on display too high for anyone else to reach them, but the city runners that would come together to turn it into a legacy tended to believe in survival over picking a side in some high concept morality tale. Regardless of moral preference, the best money is in shanking dark side adepts and Sithspawn, action that both sides are keen to cash in on since it means eating real food for a few months. Dark side Kraaienbladen generally enlist an intermediary for turning in their kills so that they don’t get shanked themselves, and while not always the case, these people are the most likely to reach them and bring them to the light. The aesthetic of kraaien nesten is… uneven. The Kraaienbladen are thieves, and often steal items of luxury, but they also often have the taste of commoners and use their ill gotten gains to decorate in ways that would strike the Sovereign Knights as gauche or unrefined. They are quite proud of their nests though, and treat their punk style with the reverence that many nobles hold for heirlooms and historical places. Much like the Huilende Dochters, Jedi and Sovereign Knights won’t be turned away from entering a nest as long as they’re chill. Actually reaching the nest is a whole different story, but anyone can hang if they can hang. For Falcons and Sentinels looking to train their mobility, there are few better teachers, and the Kraaienbladen often can teach them some handy tips on customizing armor for superior fit and flexibility along the way. Bekenden sometimes also try their luck running with the Kraaienbladen, either relying on mobility tech or extreme physicality, but it’s not uncommon for such arrangements to end in a lot of broken bones if the Bekenden has more ambition than sense. Duivelsaambeeld: One of the major gathering points for the Bekenden, Duivelsaambeeld is like a never ending job fair and trade tools convention for mercenaries and Sithspawn hunters, with veterans and new players alike mixing it up while definitely reputable businessmen sell weapons of legal and illegal make alongside the other accouterments they guarantee you need to be a Bekenden. The Bekenden have always been pragmatists that sought to make the best of a terrible situation, and that rational and cut-throat approach is reflected in their armaments and tactics. Duivelsaambeeld is always full of stone cold professional killers, and people that want to be seen as stone cold professional killers, although the latter group rarely lasts long. The nobility has instructed the local authorities to turn a blind eye to whatever weapons are passing through Duivelsaambeeld as long as they remain pointed at the Sithspawn, although certain higher power weapons that could legitimately threaten the integrity of buildings are kept under tighter wraps by both the presence of undercover agents and merchants who know better than to oversell to stupid kids. With as messy as the galactic war has been, obtaining military tech is often as simple as picking it up off of forgotten battlefields, which litter the galaxy indiscriminately. Because of the nature of what the Bekenden do, precision weapons with high power shots tend to be the most valued, but it’s not unusual for them to pick up panic guns for when something unnatural gets too close. Duivelsaambeeld also caters to the vices of the Bekenden, although most of the establishments require that weapons be deposited before entry, making them common meeting grounds between groups of differing opinions negotiating contracts. Drunken brawls are common, but sneaking in a weapon will get you permanently banned. Refugees that haven’t been able to find legitimate work often find illegitimate work here or at other places like it. If they have combat experience or skill in a relevant field, a Bekenden crew might even pick them up as a hunter in training. When Bekenden get contracts for hunting Sithspawn offworld, they’re usually brokered here. Sometimes the Bekenden get contracts for killing other things or people, but those are more likely to see oversight from House Edsbryder. Some Bekenden are directly contracted to the noble house and use Duivelsaambeeld to buy things for the house armories that cannot be produced locally, or to meet with Sovereign Alliance handlers for special operations. House Edsbryder may be team good guy now, but they are under no illusion about how well suited their people are for black ops. For the accomplished and the desperate, Duivelsaambeeld also hosts a considerable number of body modification clinics, ranging from genetic augmentation to cybernetic overhauls. The doctors run off of reputation, not necessarily certification, so some very real horror stories have walked out of their clinics, but more often than not patrons come out stronger, faster, and tougher, if a little less human.
  11. JediRP Staff

    Kalee

    Astrographical Information Region: Wild Space System: Kalee System Orbital Position: 4 Moons: 1 Grid Coordinates: J-4 Physical Information Class: Terrestrial Atmosphere: Type 1 Breathable Primary Terrain: Caynons, Rainforests, Seas Points of Interest: Kaleela (Capital city), Abesmi Island in the Jenuwaa Sea, Grendaju, Factory District (Bespin and X-Pyre), Shrupak Temple, Hunting Grounds Societal Information Indigenous Species: Kaleesh Immigrated Species: Various humanoids Primary Language(s): Galactic Basic, Kaleesh Faction Affiliation: Alliance Defense Rating: Level 2 JediRP Canon History: During the Sith war, all of the tribes of Kalee were successfully united under Khangan Han of the Todda tribe, leader of the Kolkpravis. His youngest son, Qessax, was able to secure a contract with Vangar to establish factories on Kalee via Bespin. With these factories and another contract secured from X-Pyre technologies, Kalee has begun to expand and advance, evolving from a primitive distant planet to a burgeoning society. Due to these rapid advancements, the planet is undergoing a cultural schism. Traditionalists who believe that the old tribal ways are better have continued to enact open warfare in the streets against the Khanate’s supporters. The biggest source of conflict has been centered around the Hunting ground district, a large section of land for off-worlders to hunt the sacred muumuu beasts. However, these rebels are in the minority, as the most extreme rebels have left the world and begun terroristic raids on other worlds. The factories recently have had a shift towards weapons to fight off potential terrorist attacks, but critics are noting that the Kaleesh people never let go of a grudge, ancient or recent.
  12. EMPRESS TETA Astrographical Information Region: Deep Core Sector: Koros Sector System: Empress Teta System Orbital Position: 4 Moons: 3 Grid Coordinates: L-10 Physical Information Class: Terrestrial/Temperate->Arctic Atmosphere: Type 1 Breathable Primary Terrain: Urban, Forests, Mountains, Plains Points of Interest: Cinnagar Royal Palace, Core District, Great Library of Cinnagar, Hyperspace Navigator’s Guild House , Monument to Lost Navigators, Core Mining Guild Headquarters, New Iron Citadel Societal Information Indigenous Species: Humans (71%) Immigrated Species: Variety of alien species (29%) Primary Language(s): Galactic Basic Standard Faction Affiliation: Galactic Alliance (Capital) JediRP Canon History: A near ecumenopilis, Empress Teta rivaled Coruscant in its prime. Boasting a strong military presence and defensible position, Enoress Teta was left relatively untouched from the galactic conflicts up to this point. As the galaxy lay in shambles post-Imperial Sith Apocolypse, this stronghold of military and economic might has emerged from the treachery of the Deep Core to serve as a crown jewel of lead worlds in the galaxy. From a newly reconstructed Iron Citadel, leadership of the Galactic Alliance oversee the governance and defense of the known galaxy and all worlds that ascribe to their alliance.
  13. Astrographical Information Name: Nev'aru'lund Region: Unnamed Sector: Unnamed System: Nev'aru'lund Orbital Position: 7th Moons: 7 (unnamed) Grid Coordinates: T-9 Physical Information Class: Archipelago Atmosphere: Type 1 Primary Terrain: Islands, Fresh Water Seas, Polar Icecaps Points of Interest: Unknown Settlement Societal Information Indigenous Species: Unnamed Flora and Fauna Immigrated Species: Children of Kleef Chu Primary Language(s): Basic Faction Affiliation: None Defense Rating: Level 1 History: Originally discovered by Kleef Chu, also known as Captain Greensnout, this uninhabited and uncharted archipelago world has been chosen for a purpose known only to its finder as his children are deposited upon the fresh waters of this world at regular intervals and have been for the last two decades. It's the 7th Planet past the 2nd Star of the System.
  14. JediRP Staff

    Ylesia

    Ylesia Astrographical Information Region: Outer Rim Sector: Hutt Space System: Cha Raaba Orbital Position: 1 Moons: 3 Grid Coordinates: S-8 Physical Information Class: Terrestrial/Tropical Atmosphere: Type 1 Breathable Primary Terrain: Islands, Jungles, Mountains Points of Interest: Mountains of the Exalted, Hutt's palaces Societal Information Indigenous Species: Humans Immigrated Species: Hutts, Twi'Lek Primary Language(s): Galactic Basic, Huttese Faction Affiliation: Neutral JediRP Canon History: Designated as one of the main evacuation jump-points for the Rebel Evacuation of Nar Shaddaa.
  15. Glasignis “You were right to fear the world. It has gone mad. The gutters brim with poets. Decency lies burning in the street. But this is not a time for heroes. Look instead to those battered souls who have known fear and failure in ample portion, but rise again to reclaim a glimmer of hope” - A Keeper of Twilight Coordinates: K6 A planet in the throes of Armageddon. A dying world that refuses to move on. A sphere of survivors and monsters. These are the most basic descriptions of Glasignis. A tidally locked planet located in the Expansion region, Glasignis once boasted a well-behaved and advanced society, complete with its own force traditions. Tragically, a force-imbued plague known as the Howling caused the planet’s people to rapidly degenerate and now the world is nothing more than smoldering ruins, mutated farmland, overgrown forests and barely functional roads, not to mention the frozen Umbraside and the burning Brightside ends of the planet. Still, life struggles on, each day a test of strength and willpower. History Much of Glasignis' written history has been lost. Earliest records of the planet show it being colonized in 80 BBY and an application for representation in the senate was received in 24 BBY, only to be quickly withdrawn at the start of the clone wars to maintain neutrality. Being out of the way of any major trade route, and not a major export in many materials, Glasignis was content to be out of galactic affairs. For a short period, the galactic empire considered making the planet a vacation resort for imperial officers, but this plan was discarded. When the Howling started to spread is speculative, though best estimates believe it started 30 to 90 years ago. Being a proud people, the residents did not request help from anyone, and shortly afterwards the government fell apart. By the current date, most survivors have forgotten what life before the Howling was like, and their optimism and pride keep the people alive for now. The Howling (aka the Howling Flesh) No one is sure how the Howling started. Some people believe it started when a rogue Sith came to the world and created the disease as a way to take over the world. Some think the Force itself manifested it spontaneously and without reason. Still others think that one of the Keepers of Twilight accidentally released an eon-forgotten disease in their pursuit of knowledge. Whatever the cause, the disease runs rampant. The disease is known as the Howling for the effects it causes on infected beings, both sentient and non-sentient. Spread via physical contact, the disease infects DNA and Midichlorians, causing warpage. This results in the infected becoming various forms of monsters, ranging in form wildly. Worse yet is that those infected tend to become slightly force resistant and mentally insane, making it impossible to control the monsters in any way. The forms that the infected take vary wildly, but they do tend to reflect the environment they are in. Those in the Emberpits tend to have flammable bodies and metal-like bones extending from their hides, while those in the Foetid Farms have tumors, boils and additional bleeding orifices. These traits are gruesome to say the least, and each monster seems to instinctively know how to make the best of their newest mutations. What tends to confuse doctors and Force Healers is that those infected with the disease tend to die almost immediately when leaving the system. While this does prevent a galactic outbreak from occurring, it also makes researching the disease very dangerous, as all work must be done on the planet. Researchers are worried that if this disease occurs on other planets, there is no clue as to whether it will keep this planet-bound trait or not. Residents Life on Glasignis is a constant battle and an eternal trek. When the Howling caused widespread destruction and panic, all forms of government fell and the survivors were divided into nomadic tribes, or better known as caravans. While most of the populace is human, it is not too uncommon to see other alien races who had settled on the planet before the Howling struck. Caravans are forced to travel. In order to survive long-term, they must make their way through the once-populated Twilight Ring to retrieve mineral resources from the Brightside and water and food from the Umbraside. The roving monsters make it impossible for people to stay in one place while scouts go to get resources, so everyone is always on the move together. This might mean caravans are composed entirely of speeder bikes or be made up of people walking on foot with a food-laden hovercraft closely behind. With most forms of transport technology breaking down at some point and with supplies always limited, these journeys are dangerous to say the least. However, to the residents, it beats the alternative of starving to death or remaining in one place for the monsters to ambush. Despite attempts and offers to transport the residents offworld, a combination of pride and optimistic determinism keep the people rooted on the planet. They have survived this long, and they will not leave their home now. However, they have accepted most forms of help, from food and medical supplies to gifts of technology. In return, almost anyone from off world can find open arms from these caravans. Those who do not belong to any specific caravans are known as outlaws. These people are considered the worst beings on the planet. Instead of working together, they set up traps and attack caravans to carry off whatever they find. Occasionally they align with other outlaws to attack a larger caravan, but when the howling strikes and monsters swarm, all alliances are called off. The Keepers of Twilight Before the Howling, Glasignis had a rich culture, complete with its own religion based on the force. Possibly founded by a Jedi who was stranded on the planet an eon ago, the Twilight is eerily similar to the teachings of the Jedi, with a focus on spiritual and emotional enlightenment, a pursuit for knowledge, and a selfless attitude. Those priests of the Twilight religion were known as Keepers, and like the Jedi, they tried to maintain the peace on Glasignis. The only major difference between the Jedi and the Keepers is the latter's belief of the ends justifying most means. Even then, the Keepers argue that their view is not so straightforward. "Blind means are never justified. Those are the ways of a fool. Rather, a well thought out end justifies well-educated means. One must have knowledge to act beyond basic instinct, which is what we all strive for" - Keeper of Twilight Teaching After the Howling, the Keepers of Twilight took on a more leadership role. Almost each caravan is led or advised by at least one Keeper. Scholars first and foremost, the Keepers maintain maps of the ruined world, data entries of the time before the Howling (which is little), logs of their journeys and losses everyone has sustained, as well as their own lessons on the Force. While they do not share their secrets easily, those the Keepers find trustworthy and helpful tend to learn a few things. People believe the Keepers have made both wonderful and gruesome discoveries about the force. Discoveries that the jedi and the sith would love to have and hate for the other to find out. Geography Being a tidally locked planet, the planet is divided into three sections: The Sunscorched Brightside, the frozen Umbraside, and the temperate, populated twilight ring that lines the planet’s terminator zone. Brightside This half of the planet is a barren, scorched land. Sporadic mountain ranges rich in mineral deposits dot the landscape, with a lake of lava facing directly towards the planet’s yellow star. Before the Howling struck, the residents of Glasignis used droids to mine the mountain ranges for necessary resources. A few abandoned mining settlements dot closely to the Twilight Ring, being the only places where people can utilize technology to reacquire the necessary technology to keep surviving. It is rumored between traveling caravans that somewhere in Brightside is a hidden library built by the Keepers of Twilight. While the actual keepers either deny such a place exists or confess that they have no idea if such a place does exist, the rumor continues on, stating that the temple could hold a potential cure for the Howling, as well as other secrets. Umbraside This half of the planet is cold and abysmally dark. Frozen oceans as hard as bedrock face away from the planet’s star, and only along the edge of the Twilight Ring is where liquid water can be found thanks to the planet’s Emberpits (see Emberpits below). Along these coast lines, caravans collect water, farm patches of vegetables and fruits for future caravans to harvest, and rest before making their return trip to Brightside. A large landmass does exist above the frozen ocean on the Umbraside, surprisingly filled with frozen trees and deadly night creatures that somehow survive the unbearable cold that would kill any other species. It is here that people believe a secret laboratory that possibly created the Howling exists, though this is speculative at best. Twilight Ring Once a city that completely encircled the planet’s terminator zone, the Twilight Ring is where most life on the planet exists. Whether it is the caravans passing through it to get to the Brightside or the Umbraside, the outlaws who hold up as long as possible, or the wild monsters that roam the ruins and the overgrown roads, life exists here. Before the Howling had caused so much destruction, the eternal stage of twilight was considered beautiful and mysterious. Now, the stage between darkness and light causes only anxiety as monsters can appear around any corner. Below are listed some of the environments found in the Twilight Ring. This is not a complete list, and visitors to the planet could discover other kinds of areas, as well as the infected that reside there. Emberpits In order to bring heat closer to Umbraside, the citizens of the planet created pits that released heat and lava from the planet’s core. After the Howling, these well cared for heat pits fell out of use. Unfortunately, this meant that the heat leaked out into the surrounding areas, creating miniature hellscapes, with the Howling making figurative demons to roam the ruins of industrial factories, complete with charred and flayed skin, metal-like appendages, and ravenous appetites. Foetid Farms Before the Howling, when the Twilight Ring functioned like a well oiled machine, the farmlands were the bread baskets. Now the lands have become overgrown to the point of absurdity. Jungles of vines where fields of vegetables once existed, forests of gnarly trees where fruit was harvested, and poisonous weeds now thrive in these places. This is nothing to say of the carnivorous beings who were once the farmers of these lands, who are more like ghouls than people. People have even reported seeing the infected here eating other infected, only to somehow continue to repopulate. Nerf Countries/Wild Zones Nothing was more frightening to the residents of the Twilight Ring than the realization that the common wildlife was susceptible to the Howling. Those animals that were infected grew in size and intelligence, to the point of loosely organizing themselves. The most dangerous of the animals were the nerf herds kept for feasting occasions. Mutated beyond recognition, these beasts now claim vast areas and kill whatever they find. Passing through Nerf country is an unadvisable, but sometimes necessary, task. Worn-Down Ruins Teeming with the infected, the ruins of the Twilight Ring are filled with collapsing skyscrapers, abandoned shacks, torn down warehouses, and ravaged cities. Those ruins closer to the Brightside tend to be more scorched and burnt, while those closer to the Umbraside more cold. Whether it is the outlaws laying out traps on roadways, or the monsters roaming the streets, the ruins of the Twilight Ring are dangerous to say the least. Lost technologies, forgotten knowledge, and many other things draw people both from on and off world to these areas, only to be torn apart or infected by the beasts that call these places home.
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