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Approved NPC Circle of Yarkul

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OUT OF CHARACTER INFORMATION
  • Intent: Add some flavour to Firemane's forces. Expand on the Vashyada.
  • Image Credit: Here. Mirkwood Scout. By JLazarusEB.
  • Role: Force support unit for Firemane troops.
  • Links: Vashyada, Firemane, Tygara, Four of a kind.
GENERAL INFORMATION

COMBAT INFORMATION
  • Availability: Unique
  • Deployment: Minor
Strengths & Weaknesses:

The Circle of Yarkul are essentially modern-day Druids, with the Force skills of a Spellweaver. They specialise in the element of earth, plant surge, healing and animal friendship. They can use basic telepathy, though not over long distances. Their aptitude for terramancy can be used offensively and defensively. Earth Shaping is great for confusing or hammering attackers. This can include creating furrows, holes in the earth to swallow enemies, causing rock slides and and erecting barriers. However, complex applications such as quakes require time and focus. Unsurprisingly, they are at their strongest in forests, mountainous areas and the like, as this represents the Vashyada's natural habitat. While they have no cloaking devices, their suits make them extremely difficult to pick up on sensors and the wood elves have a knack for sneaking. They can use Taegis shields to protect themselves and are good, precise shots.


They are capable of utilising Force Meld. Thus they can pool their powers to strengthen themselves and enhance their coordination, boosting their overall effectiveness. However, this power is not without risks. A great disturbance in the Force could overwhelm the melding participants as they received the pain through their enhanced senses. If the pain is caused by the minds the melding participants were touching, it could have very negative repercussions for the participants. If they are in the middle of a mind meld and are suddenly deprived of the Force through say ysalamiri, the sudden loss will not just be very disorientating for them, but also painful. This is something a canny opponent could exploit.


However, they lack heavy conventional firepower in form of squad automatic weapons, rotary cannons, grenade launchers and anti-tank weapons. Thus their conventional arsenal is a bit minimalist. Bowcasters hit harder and are more accurate than blasters, but have a lower firing rate. While terramancy can be useful against vehicles lack of heavy conventional firepower can put the Druids at a disadvantage, especially in open terrain, where they would be very exposed and their powers would have less to work with. Plant surge is a potent ability, but dependent on terrain, as you need something to work with. Moreover, long range bombardment can be a threat to them, as they lack effective means to counter it on their own.


Their numbers are also low, which limits how many of the Warrior-Druids can be deployed in any given area. Thus they are unsuited to lead a charge or fight a pitched battle on their own. They are best paired with conventional units that can make up for their shortcomings, while the Circle provides support. They would also be weakened by ysalamiri fields, as they would lose their greatest asset if deprived of the Force. Their armour offers decent protection against blasters and slugthrowers, but overall is built for mobility and stealth rather than tanking heavy blaster fire volleys or lightsabres.


Description:


Of all the Eldorai subraces, the Vashyada have the deepest connection to nature. Having dwelt in the vast, dangerous forests of Yarkul for centuries, they are a hardy, tough people. Unlike their cousins, they are the least inclined to bloodletting and warring amongst themselves. Their isolation prevented them from developing advanced technology and so they are fairly primitive.


However, this does not make them savages. Far from it. Rather they adapted very well to their environment and learned to use it to their advantage. Both the Qadiri and the Xioquo as well as foreign slavers discovered to their peril that the Vashyada are far from helpless, for the wood elves repelled many incursions into their territory. In some ways, the Vashyada are more pragmatic than their more 'developed' cousins, not the least due to the stabilising influence of the primeval elf Tylania, who has served as their guide throughout the centuries. Many of their Force-users are skilled healers, illusionists and earth mages. Leaving aside its obvious battlefield applications, the latter also helps build settlements and make plants grow.


The colonisation of Tygara by the Eldorai and Firemane, however brief it might have been in the greater scheme of things, had a profound effect on all races, including the Vashyada. Force visions had told Tylania that one day outsiders would visit her people and she had taken steps to prepare them for this day. Fortunately, the first contact was peaceful and the Lady Kerrigan and Tylania managed to establish a cordial working relationship.


Some Vashyada grew curious about the outside world and ventured from their forest. Some found their way into Firemane's scout corps, where they could put their skills as trackers, snipers and guerilla fighters to good use. Others remained independent, wishing to explore the stars on their own terms without being beholden to foreigners. Eventually the leaders of Tygara grew concerned about outside threats, for the planet lacked a great power to protect it after the Silver Sanctum Coalition's dissolution. At the instigation of Tylania, a summit was convened, where it was decided that the natives would be uplifted. Firemane would help the elves go off and colonise, using arkships.


In the process the Vashyada forged a closer partnership with Firemane. Though lacking in numbers and resources, the wood elves had a few things they could offer House Kerrigan-Alcori, such as healers, skilled illusionists, scouts and even some precious metals and crystals. For its part Firemane would be able to give the Vashyada the tools to uplift themselves on their terms. One of the fruits of this partnership was the Circle of Yarkul. Tylania helped select some of the best 'Druids' among her people. They could serve two purposes: Outside of the battlefield, they could be an asset by using their powers to help grow plants and agricultural products aboard the habitats. On the battlefield, they could be a valuable support force.


The Circle is composed of Force-sensitive Vashyada. It is not a frontline unit, but a good support force. It is best paired with units of conventional soldiers or Force-users who can attack the enemy head-on. Its members possess a natural affinity for shaping and manipulating the Earth. Their abilities in this field can be compared to that of Earth Shapers. It is great to confuse, impede and, depending on the situation, bombard attackers. Terramancy is also useful for creating obstructions and improvised fortifications, as there is less need to dig trenches and build walls when you can make them. It is also easier to cause a cave-in. Thereby they can perform duties similar to those of combat engineers.


Like many Vashyada Force-users, they also have an affinity for animals and plants. They can also call upon the power of the Light to heal their own injuries and those of their comrades. While the Vashyada understand the power of modern technology, they are reluctant to fully abandon their old designs. So the members of the Circle prefer modernised bows to blaster rifles and slugthrowers. Thus they have adapted upgraded bowcasters. They received training in their use from Wookiees employed by their patron. During training the Vashyada realised that they some common ground with the natives of Kashyyyk. Wookiees are, on average, a hard-working, honourable people with an affinity for nature and hunting. While they may seem primitive on first sight, they actually understand tech quite well, but just use the parts necessary for them.


The position of the Vashyada warriors differs slightly from that the Xioquo and Qadiri in Siobhan's services. The Xioquo were liberated from darkside despots by Siobhan, who also slew their bloodthirsty demigoddess Mystra with the help of her allies. While Firemane pursued a policy of accommodation with most Qadiri rulers, it was instrumental in the abolition of slavery and provided opportunities and education for many freed slaves. It also helped both races reach the stars. This was a religious experience for several members of both races, spawning cults such as the Cataphracts of the Ascending Phoenix and the Daughters of the Destroyer.


By contrast, the Vashyada are not 'indebted' in the same way. While they gained access to modern tech, vaccination against diseases and were able to leave Tygara thanks to Firemane, this was the result of negotiations where both sides brought something to the table. Firemane soldiers never fought the Vashyada. Moreover, the wood elves still have a guide called Tylania, who, from their point of view, is partly divine. She is also respected by Siobhan. As a result the members of the Circle are more independent and, while loyal, do not manifest unquestioning obedience. Paradoxically, although the Vashyada are the most primitive among the Eldorai family of races, their relationship with House Kerrigan-Alcori is the most 'equal'. The members of the Circle still tend to practice the Vashyada's polytheistic faith and revere the forces of nature.

Submission modification
Old version approved as of 25 July 2018
N/A

New version as of 1 December 2018
 
[member="Siobhan Kerrigan"]

This looks to be a detailed, well balanced support group. Cool space druids. I hope you don't mind me being a little meticulous given that this is a combat unit of Forcers, but could you specify what you mean about more complex incantations? D&Desque rituals sound fine, but we're not talking Fangorn Forest level stuff here right? Given the unit is comprised of Initiate equivalents, I'd just like to get a better understanding of their upper limits.
 
[member="Zark"]


Hi there. I don't see them as being able to create a Fangorn Forest or anything like that. That would be...extreme. For one, they'd need something to work with. So they cannot suddenly 'reclaim an urban area for nature' or make a desert land green. I figure plant surge is quite dependent on the terrain.


As the unit is composed of Initiate/Spellweaver equivalents (obviously no NPC, no matter how good, will be the full equivalent of a PC or have the same functional immortality), D&D esque ritual stuff seems about what I was going for (excluding the extreme stuff like resurrecting people, raising volcanos, destroying whole cities with earthquakes etc.).


They could combine their powers of plant surge to greater effect (e.g. summon lots of roots and vines to grab people), move the earth or create misleading fogs. They could cause rock slides, furrows in the ground and, with effort and within reason, cave-ins. I suppose summoning a minor quake would be the ceiling and that would be a total group effort (not sufficient to wipe out a town or an opposing army, more geared towards causing disruption and limited in range), leaving them vulnerable to being attacked unless they have protection from other troops.


If we're applying the principle of rock, scissor and paper to elemental powers, I reckon that air would be the counter to earth. Fire, both conventional and elemental, is obviously good against plant-based stuff.


They're intended to be a supporting force, be it in an offensive situation or a defensive one, for more conventional troops. Could also compliment a PC with a similar skill set.
 
[member="Siobhan Kerrigan"]

Okay, I believe that is sufficient for my understanding. My primary concern was determining if your definition of complexity extended to town wrecking earthquakes or volcanic eruptions and stuff like that. Thanks for going over it with me.

Pending Secondary Review

[member="Allyson Locke"] | [member="Zeradias Mant"] | [member="Irajah Ven"]
 

Arekk

The Flesh Of Fallen Angels
Submission Modifications





Original Approval 07.24.2018
Strengths and Weaknesses:

The Circle of Yarkul are essentially modern-day Druids, with the Force skills of an Initiate or Spellweaver. They specialise in the element of earth, plant surge, healing and animal friendship. They can use basic telepathy, though not over long distances. Their aptitude for terramancy can be used offensively and defensively, as Earth Shaping is great for confusing or hammering attackers, creating furrows and erecting barriers. However, complex applications require time and focus. Unsurprisingly, they are at their strongest in forests, mountaienous areas and the like, as this represents the Vashyada's natural habitat. While they have no cloaking devices, their suits make them extremely difficult to pick up on sensors and the wood elves have a knack for sneaking. They can use shields to protect themselves and are good, precise shots.

History: At the instigation of Tylania, a summit was convened, where it was decided that the planet would be evacuated. The elves would be transported aboard Firemane-maintained space habitats and worldships.

Sub Modification 03.05.2019
[Changes in Strengths and Weaknesses]
The Circle of Yarkul are essentially modern-day Druids, with the Force skills of a Spellweaver. They specialise in the element of earth, plant surge, healing and animal friendship. They can use basic telepathy, though not over long distances. Their aptitude for terramancy can be used offensively and defensively. Earth Shaping is great for confusing or hammering attackers. This can include creating furrows, holes in the earth to swallow enemies, causing rock slides and and erecting barriers. However, complex applications such as quakes require time and focus. Unsurprisingly, they are at their strongest in forests, mountainous areas and the like, as this represents the Vashyada's natural habitat. While they have no cloaking devices, their suits make them extremely difficult to pick up on sensors and the wood elves have a knack for sneaking. They can use Taegis shields to protect themselves and are good, precise shots.

They are capable of utilising Force Meld. Thus they can pool their powers to strengthen themselves and enhance their coordination, boosting their overall effectiveness. However, this power is not without risks. A great disturbance in the Force could overwhelm the melding participants as they received the pain through their enhanced senses. If the pain is caused by the minds the melding participants were touching, it could have very negative repercussions for the participants. If they are in the middle of a mind meld and are suddenly deprived of the Force through say ysalamiri, the sudden loss will not just be very disorientating for them, but also painful. This is something a canny opponent could exploit.

[Changes in History]
At the instigation of Tylania, a summit was convened, where it was decided that the natives would be uplifted. Firemane would help the elves go off and colonise, using arkships.
 
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