Igni Irae
OUT OF CHARACTER INFORMATION
Intent: Expand on a species I subbed.
Image Credit: Here. Here. Here.
Canon: N/A.
Permissions: N/A.
Links: Dominion of Light, Disciples of the Vader, Into Darkness, After Darkness, Mahtara, Force Dead, Cinder Guard, Fort Vigilance, Tephrike, Republican Guard, Sithspawn, Palmyra's Wail, Duststalkers.
GENERAL INFORMATION
Organization Name: Disciples of Dust.
Classification: Religious Cult.
Affiliation: Ashspawn/Reborn, Tephrike.
Organization Symbol: A skull facing upwards into a beam of light.
Description:
Their nature is poorly understood. The Disciples of the Vader see the undead as creatures to be enslaved; the Dominion of Light rejects them as abominations spawned by a dark nexus; the Republican Guard regards them with a mixture of pity and hostility due to them being Force constructs, for it fears the Force due to all the misery its cultists have brought to the planet. Palmyra's Wail has been under lockdown for centures. First the Dominion tried to keep the horrors inside and exploiters out, now the Guard does pretty much the same. Neither has been able to purge the nexus though.
The nature of the Ashspawn's existence, not to mention the circumstances of their awakening, are quite traumatising. True, they do not get sick or require nourishment, feel no pain and are very difficult to kill. But much of what makes life worth living they cannot fully enjoy - the warmth of a spring wind, the smell of fresh flowers, the touch of a lover or friend, taste of food and drink. They may not age, but their bodies do decay over time. They are for all intenses and purposes dead, but the Force energies continue to animate their bodies. And they cannot return to their mortal loved ones. By and large, Tephriki society shuns and ostracises them. The psychological trauma and strain of being trapped inside an undead shell cannot be undersold. Madness and even suicide are unfortunately possible fates unless they manage to come to terms with themselves.
The Disciples of the Dust see it as their duty to minister to their fellow Ashspawn to prevent them from falling into a vortex of nihilism. They provide spiritual guidance, mental healthcare and take auspices to divine the will of the Force they believe gave them the second breath. It is a common practice for Ashspawn whose bodies have succumbed to rot and withered away to turn to embalming and mummification to stave off their decay. The Disciples are responsible for carrying out this rite and for watching over those who have become too decrepit to move and been placed in sarcophaghi. Burial customs are very important to the sentient undead, especially those who fear living this world entirely and returning to the cold Netherworld. The clerics maintain the underground crypts where the mummified bodies have been entombed. Moreover, the Disciples carry out 'transplants' for the wounded, reattaching lost limbs or digits.
They are healers, clerics, lorekeepers, oracles and scribes. The core belief of the Disciples is that their kind has been chosen by the Force for this fate. But two different interpretations argue whether it was a blessing, curse, gift or punishment. There are those who feel the Force is a curse and that their is suffering. The others feel it is a gift they must exploit, perhaps bring more people into. While in many ways a benign presence among the Ashspawn, they have an extreme 'us vs them' mentality when it comes to outsiders and a special disdain for the Force-Dead. While they do not rule per se, the Disciples have a lot of pull among the Ashspawn.
It should come as no surprise that the order is no stranger to political manoeuvring. As with all of their kind, every Disciple is Force-Sensitive, though the clerics are selected on the basis of insight rather than raw power. Empathy and wisdom are more important traits than the ability to summon lightning storms and the like. They do cultivate the telepathic abilities that are inherent to their species though. A select number of Disciples, especially older ones, have acquired skill in alchemy and necromancy. The latter is particularly helpful since it is one way to create more of their species. As a rule, they shun extremes of light and dark, since from their point of view both have only been brought harm.
GEOGRAPHICAL INFORMATION
Headquarters: Palmyra's Wail, Tephrike. Their headquarters in Palmyra 's Wail is a former mortuary. It used to be called the Palmyra Municiple Mortuary and Pathology Centre. The Disciples have renamed it to the Sepulchre of the Reborn and made it their temple. An underground crypt lies beneath the building. It serves as a sanctuary for mummified Ashspawn. The catacombs are also useful for hiding or making an escape. The Disciples prize adaptation and flexibility, so they have no palatial fortress. Nor do they hoard all their artefacts in a single archive.
Domain: The Disciples of the Dust are a religious, not a gubernatorial body and do not lay claim to any specific territory. However, they have a strong presence in Palmyra's Wail and in Ashspawn communities in general. The Disciples are a well-respected part of Ashspawn society. They provide healing and body transplants, serve as spiritual guides and embalm those whose bodies have become too decrepit or wounded for movement. Moreover, they may be called upon to act as arbiters to mediate between individual Ashspawn or factions in order to resolve disputes. They will also take the auguries. Aside from ministering to their people, the Disciples also strive to preserve the memory of old Tephrike, discover and study and lost lore. Their records are not free of inaccuracies, but they probably know more about Tephrike's past than the lorekeepers of the living Tephriki.
While they are centred on Palmyra's Wail, Disciples have left the ruined city to minister to Ashspawn who have set up clandestine communities outside of it. However, these groups must operate in secrecy to avoid discovery and possible destruction at the hands of the living. As a result, these sanctuaries are located in areas that are abandoned or difficult to reach for the living. The Ashspawn can survive in extreme conditions and do not care much for creature comforts, so such areas make good habitats for them.
The Disciples only have extremely limited interactions with people who aren't Ashspawn. Sadly, the sentient undead are poorly understood and ostracised by Tephrike's main factions. Many ordinary Tephriki are unaware of them and those who knew about them are often fearful and superstitious. The Disciples have no qualms about altering the memories of the living in order to preserve secrecy. This is for their own protection, but also that of uninvolved outsiders who happened to stumble on them.
Palmyra's Wail is an incredibly dangerous place and life-threatening for the living, after all. Some Disciples will go out ouf their way to nonlethally push travellers such as would-be treasure hunters away from danger in the nexus. Their way of doing so may involve using deception and mentalist techniques, but this is better than being driven to madness by the nexus, possessed by a vengeful spirit or devoured by a Sithspawn beast. That said, they do have limited dealings with black market merchants and other outcasts, though they often use intermediaries. The Disciples do not all agree about making more of their species by bringing the living into their world.
Notable Assets: Their main asset is the aforementioned temple, which used to be a mortuary prior to the cataclysm. Tunnels have been dug beneath it to provide room for crypts. Other than that the sect maintains a number of sanctuaries, hiding places for relics and safehouses, but these are fairly small-scale. Unlike the typical Jedi or Sith order, the sect cannot rely on a galactic government or megacorp to pay its bills, after all.
SOCIAL INFORMATION
Hierarchy: The hierarchy of the group is very flat, and quasi-democratic. Every Disciple is given a vote to elect the members of the council. However, all eligible Disciples must have been full members for a certain number of years. Moreover, prospective candidates must have served for even longer. In short, it is an oligarchic genrotocracy, though one that gives the common masses some input. In addition, the Disciples deviate somewhat from the one-man, one vote principle: Those adjudged by two-thirds of the community as meritorious can get an extra vote and speak first at proceedings.
As is typical for many Force-Sensitive sects, the Disciples have a tripartite rank structure: Initiate, Preserver and Magos. The Disciples are not a particularly martial order, and so understanding, insight and commitment play a larger role in promotion than raw power. The Disciples look for team players, not special snowflakes with chosen one syndrome or rabid brutes. An Initiate might assist a Magos during healing, transcribe information into a format that will survive the apocalypse, assist in a judicial cases or participate in acquisitions. They are also typically assigned the role of removing body parts from corpses for transplants.
A Preserver is given more responsibility and access to greater mysteries of the sect. They may be supported by Initiates and run their own missions, supervised by a Magos. The Disciples do not have the equivalent of a Grandmaster because they believe that would concentrate too much power in the hands of one being. Thus every Magos is equal to one another, making collective decisions on behalf of the sect. The councillors are called the Speakers of Dust. They serve three-year terms, though re-election is possible. Elders among the Disciples have been known to exercise influence from behind the scenes even if they do not hold formal office. Within the Council itself, the Speakers may focus on specific subject-matter portfolios, such as healing, exorcism, transplants and embalming, occult research or arbitration.
Any full Disciple may request a hearing before the council. The chosen diplomat who speaks to outsiders on behalf of the council is called the Speaker of the Sepulchre. The councillors lead the Disciples collectively, so the chosen Speaker is not the equivalent of a Grandmaster since they cannot dictate to the Speakers or exercise a veto. Of course, this does not prevent a crafty Speaker of the Sepulchre from being a powerful force, but they will have to be canny. The holder of this title can be removed by the council for committing a high crime, overstepping their bounds or otherwise bringing the office into disrepute. The decision-making process of the council stresses the importance of consensus, though they are pragmatic enough to accept a majority vote when unanimity is impractical. The word of the elders unofficially carries more weight than that of fledgling Speakers.
Membership: The Disciples are a very small, compact group. Members must be an Ashspawn. Prospective Disciples have to apply to join and be approved by a majority vote of all the others. They are then given some trials to complete and if successful they are inducted and receive training. This is followed by a more specialised education to prepare them for their role in the order, such as an arbiter, healer or seer. Mental fortitude plays a big role during their training. An Initiate can expect to face a trial that will expose them to vivid visions and hallucinations. The objective is to face the past, overcome and emerge with a stronger mind. They are awarded a mask after this. Some Initiates treat this trial as a spiritual rebirth and choose a new name after this. This is not a requirement though.
The Disciples will hone a neophyte's strength in the Force, but they are less interested in martial might and more in insight, wisdom and the ability to be a team player. Typically an older Disciple will act as a mentor to a neophyte, but there is a stronger emphasis on group learning than among a typical Jedi or Sith order. Tying a neophyte to one teacher alone is regarded as unwise, as it limits their perspective.
Climate: Tight-knit, suspicious. In some ways, the way of life can be compared to that of a monastic order. The sect is very protective of its members and goes to great lengths to foster a sense of community. They regard themselves as healers, guides and clerics of their people. They preserve the memory and bodies of their kin. The flip side of this is a strong us versus them mentality when it comes to outsiders. The Disciples of the Dust are often xenophobic against the living, and the Force-Dead. There is a strong expectation that every member of the sect will pull their weight. The Disciples have no patience for freeloaders.
As a rule, Ashspawn are very prudent in their actions, favouring calculation over rashness. Self-restraint, dutifulness, subtlety, perseverance and foresight are valued traits. Meditation and learning how to control one's emotion are important parts of training for a Disciple. This applies in particular to those who dwell in Palmyra's Wail, for the nexus is treacherous and deceptive. The Disciples are careful and deliberate when it comes to picking their members. And they do not believe in throwing an unprepared acolyte to the wolves.
The sect has a clear hierarchy, but this is not based on birthright or material wealth. Most things the living take for granted the sentient undead cannot enjoy anyway, so access to creature comforts is not that relevant. Moreover, as they are undead, they cannot procreate through sexual intercourse, and for this reason the sect places no emphasis on gender. Thus no distinction is made between male and female members. Instead the Disciples are an oligarchic genrotocracy. Members earn promotion and advancement based on age and experience, though this can sometimes come at the expense of merit. It is seen as bad form for an individual to rise in the ranks too quickly. The Disciples favour a rotational leadership since being undead makes lifetime service rather tricky. At the same time, they do not want the same people to be in charge for centuries without end. The result is that the elders still wield most of the power, but young member of the sect are given a say to a degree to prevent the establishment of an unhealthy autocracy.
Typically a more experienced elder will act as a mentor figure to a younger member of the sect, mirroring the relationship between master and apprentice that is common among groups such as the Jedi or the Sith. However, a neophyte will never only learn from one teacher. As an acolyte gains experience, they will be initiated into the higher mysteries of the sect. Practicing Jedi or Sith philosophy is banned, and it is only taught as a cautionary tale about the need to avoid the extremes of light and dark. The Disciples may also be called upon to arbitrate disputes between Ashspawn. Thus they are expected to be neutral and objective in their judgements. The Disciples have preserved legal texts from pre-collapse Tephrike and pay close attention to precedent, though by necessity it has been adapted to account for the wildly different circumstances.
The Disciples who preside over funerary practices are among the most respected. These embalmers mummify bodies of decrepit Ashspawn and cast spells while wrapping the mummies. Moreover, they use their abilities to stave off physical decay for Ashspawn of an advanced age whose bodies do not need to be entombed yet. They are highly respected because the Ashspawn associate the Netherworld with a dark, bleak place filled with demons their people must be protected from. The Disciples are not secluded and expected to involve themselves in the affairs of their local communities, be it as healers, arbiters, embalmers or spiritual guides.
A Preserver may undertake a pilgrimage as part of their tests to become a Magos. The destination of the pilgrimage is up to them. They may visit the famous - and tainted - sites of Palmyra's Wail, such as the cursed ruins of the Jedi Temple or the Oasis Residential Tower. A select few may even try to go beyond the nexus to explore what has become of Tephrike. They may return with a relic, technology or pieces of lore the Ashspawn can utilise. Or help a trapped spirit find peace or determine whether someone who was slain before their time should be raised, and, if yes, organise and carry out the rite. The sect is interested in displays of commitment, good judgement and discipline instead of grandiose feats of power. The Disciple must prove they are able to endure harsh circumstances without outside assistance and attain a greater level of understanding that will bring them closer to enlightenment.
The Disciples differ on what to do with fellow Ashspawn who have decayed to a point that they can no longer move but their spirit remains tied to their corpse. They can restore some of them so that they can move about more, but they also get battle damaged ones. The Disciples maintain the Necropolis where the damaged but still conscious ones can rest and be brought together to discuss, serving as a sort of advisory group. Disciples are assigned to take care of them and keep them company so that they have sentient contact instead of being isolated and forgotten. This is where the schools of belief differ. The ones who want to cling to unlife forever accept it as a necessity to avoid death's reach. Thes are the beliefs of the Relentless and to a lesser degree the Awakened. The Lifebound ones who'd rather be released from their eternal purgatory choose to be ritually cremated. Their spirits can then reach the Nether and return to the Force.
The Disciples are not fighters primarily, but if need be they will take up arms to defend their people. The Ashspawn are not pacifists and do not expect the mystics to be and not have prohibitions against clerics spilling blood. Should it come to it, the Disciples will use their mystical powers to support and bolster Ashspawn soldiers. Some Disciples have been known to train Sithspawn or reanimated animals, using Animal Friendship to commune with them. These creatures may serve as sentries for a sanctuary or necropolis, or simply as a pet that keeps the Disciple company. An undead raven, for instance, makes a good scout and companion.
Reputation: Almost unknown outside the Ashspawn/Reborn. Seen as a depraved death cult and instruments of the Dark Side by most outsiders on Tephrike depending on who you ask. The sect has few dealings with outsiders. Among the Ashspawn itself, the group is highly respected, though some regard its claims of political neutrality as disingenuous.
Curios: The Disciples wear ceremonial black cloaks over simple cloth robes and tunics. These outfits are simple, but designed to withstand wear and tear. They may also don colourless, grey masks that completely cover their faces on certain occasions, be it for protection or rituals. They carry War Blades or Force Imbued weapons when they are forced to fight, though they may also use firearms since they have no rules against that. They may also don basic armour beneath their robes if they expect combat. The Disciples have a holy book called the 'Gospel of the Ashes'. The book sets out to give Initiates an overview of what led Tephrike to its present state, and brought the Ashspawn into being and what the Disciples' purpose it.
Rules: The Disciples have a strong code of conduct and a big emphasis on respecting the wishes of those they 'minister' to. Moreover, there are some arcane rights and codes they use to identify each other if it's not obvious. Respect for the elders is treated as a matter of principle. While the Disciples are not a dictatorial autocracy, they certainly have strong oligarchic trappings. Then again, ironically the average Disciple has more input than the average Jedi, since the Speakers of the Dust are elected and have term limits. The Disciples are supposed to advise, counsel and heal, but not rule. The Ashspawn are an ostracised, secretive minority and the Disciples are expected to abide by codes of secrecy to protect their people's sanctuaries. This applies in particular to the crypts that serve as refuges for Ashspawn whose bodies have suffered extreme decay.
Betraying such a hideout is a capital crime and seen as the worst thing another Ashspawn could do. The overriding agenda of the Disciples is the preservation of their species. All other objectives are secondary to it. Disciples who use their powers of farsight to divine omens and take auguries must report their findings accurately, instead of distorting them to suit an agenda. Their visions are not an end in itself, simply a means in the service of the greater goal. Following the Jedi or Sith teachings is forbidden. Depending on the severity of the crime, it may be punished with demotion, exile, imprisonment or be penalised in another way.
In the eyes of the Disciples, both Jedi and Sith only brought their people pain and thus must be avoided. The Dominion of Light is a tyrannical government and, rightly or wrongly, they associate the Jedi with its manifold crimes. The same applies to working with groups hostile to the Ashspawn. The worst fate the Reborn can inflict on someone who goes against their community is to leave them alone in a dark tomb forever, just a head. This is reserved for the most heinous crimes.
The Disciples are fine with using necromancy to raise the fallen as new Ashspawn, provided the person is willing. The Lifebound are particularly reluctant to just raise any corpse to join them without knowing the spirit wishes it. Ethical question aside, there is a practical reason for this: rising again as one of the undead can be a traumatising experience. Someone who did not want to raised to begin with would be likely to become unstable and vengeful, making them a danger to the community. The Disciples prize the accumulation and preservation of knowledge. They obviously place great importance on the knowledge of Force esoterica, but do not limit themselves to it. All manner of information that is vital to rebuild civilisation is important. Tephrike has succumbed to madness, but they will preserve what the living have forgotten and destroyed.
Goals: Ensure the survival of the Ashspawn as a species, and provide them spiritual guidance, counsel and healing. Divine omens of the Force to determine its plans for them and better guide their people. Preserve the memory of the past and watch over their entombed kin.
MEMBERS
Nari Vyron (NPC) - a Twi'lek in life, she serves as a judge and mediator who resolves disputes and adjudicates in cases that are brought before the Disciples. She is one of the more worldly members of the religious group due to her involvement in what passes for the Ashspawn's legal system. Maybe they were a lawyer or judge in life. In life, Nari was a judge from the old days. When she was alive, Tephrike had already been consumed by war and strife, but the Dominion had not yet completed its descent into madness. However, the judiciary was heavily politicised. Nari had to work within the system, but tried to uphold certain legal standards, before being forced to give up practicing law after colleagues accused her of heresy. Much of her family was murdered by the Vaderites, and she was targeted by Humanist gunmen she had sentenced.
Nari tried to secure passage out of the city, but failed to get out in time. She became an early follower of Hecate. Nari is prim and proper and very much a legalist. In terms of overall alignment, she is best described as Lawful Neutral. She is prudent and deliberate when making decisions, but rigid as stone when she has decided on her course. One of her projects has been to create a definitive law code for the Ashspawn, since interpretations can vary greatly between individual groups. She is one of the preeminent scholars of the sect.
She serves as Speaker of the Sepulchre, which fits well since she maintains close contact to Ashspawn communities outside of the sect and has a reputation for a strong commitment to justice, even when it is difficult. Thus she is the chief 'diplomat' of the Disciples, serving as a conduit between the other Speakers and the oligarchic council that governs the affairs of many Ashspawn groups. Nari was a Non-Force-User in life. Rising again as an Ashspawn and receiving training has given her a knack for Force Sense abilities and mind tricks. She has an aptitude for discerning the intentions and traits of a person. This is somewhat comparable to the abilities manifested by Jaesa Willsaam, though Nari is weaker than the fallen Jedi.
Oovei (NPC) - In life she went by the name Swa Meetak. However, she took a new name after her rebirth as one of the Ashspawn. This is not a universal, but by no means an uncommon practice among the sentient undead. Oovei is an Ithorian Ashspawn. Her people are generally considered pacifist, but every species has its outliers, no matter how monolithic it appears to be. Moreover, she witnessed Tephrike's descent into chaos and darkness. In life she was imprisoned by the old Jedi because her rituals were considered outside orthodoxy.
Back then it was believed she was going too far and dabbling in the forbidden arts. But now her research and techiques are needed. She is an expert in Force esoterica, arcana and Nether phenomena. As such she played an important role during the Netherworld Crisis. She has a bit of a rivalry with Occulus. The two are often at loggerheads. She has a library of occult texts that were discovered in the ruins of the city's Jedi Temple, the Sith's abandoned war camp or acquired through other means. Ooovei is a talented researcher, but secretly very disconcerted by the prospect of one day being entombed. Thus she has dedicated time and resources to stave off that day for as long as possible. As is typical for Ithorian Force-Users, she can manifest a deafening, concussive scream.
Oovei has considerable talent as a necromancer and a close connection to the realm of the dead. Today, she supervises necromantic rituals. This also includes communing with the spirit of the deceased to determine their willingness to rise again as one of the Ashspawn. However, she is a support player in combat, not a duellist. She has managed to tame some of the undead animals that stalk Palmyra's ruins, treating them as companions in the manner one would treat a pet.
Occulus (NPC) - a human Ashspawn and a former Vaderite. In life, the dark side adept strove to accomplish the ambitions of many Sith - unearthing the mysteries of the dark side, acquiring unlimited power and attaining immortality. If he had to step over bodies along the way, then so be it. Then, in spite of all his research and all the occult knowledge he had amassed, he was slain Jedi during the battle. But death was not the end, for he rose again. He will never grow sick, feel hunger or age. He's also been cut off from most things that make life worth living in the first place. It was a profound shock that forced a change in him, and eventually caused him to reevaluate the harm he had caused. This would be his penance for his sins. Occulus is now quite old and his body has been badly damaged. Thus it has been mummified in order to preserve him.
However, his council is still sought due to his wisdom. Here and there, promising but arrogant acolytes are sent to him for instruction. It is always a humbling experience for them, for his mannerism are acerbic. Occulus' body is decrepit and barely able to walk. But his mind is sharp and possesses a formidable command of the occult aspects of the Force. He is a powerful telepath. Occulus used to be his Sith name and he has retained it, though he has dropped the Darth to reflect his renunciation of Sith beliefs. His condition has left him with plenty of time to commune with the Force. He is disgusted by what the Disciples of the Vader have built. Ironically, his legacy has endured, for his family continues to serve the Vaderite regime. They claim he died serving the 'fatherland'. It has made him cold and cantankerous.
Bren'tul (NPC) - A Voss Ashpawn and a seer. Uses vague and cryptic comments mainly so he always appears correct. He is a descendant of a failed Voss mystic who ended up on Tephrike. Bren'tul had inherited a sliver of his connection. He toured the planet giving prophecies and wisdom. He was a bit of a con-man. By then Tephrike had been cut off from the rest of the galaxy, and the Gulag Virus had caused untold misery. For many people it seemed like it was the end of days. Unsurprisingly, this was fertile ground for prophets, false messiahs and the like, as desperate people latched on to anything that promised an end to the chaos. While not malevolent, he was manipulative and materialistic. But his words of wisdom could actually be helpful and give people hope.
The Jedi distrusted him, but he was still popular among the common folk for his predictive skills. He was conscripted to contain his heterodox ideas. When he arose he found he genuinely started to get a connection to see the future...sometimes. So still a bit of a manipulator. But the true visions he receives haunt him. The irony that he is now playing a role similar to that of the Voss Mystics of his people's homeworld is not lost on him. It just required him to die, come back from the dead and lose his ability to enjoy many of the things the living take for granted.
Rokyra Leodis (NPC) - born a human and a former Sith acolyte. As was the law, she was brought to the Sith academy to be trained. As an apprentice, she was sent on an impossible mission by her master, who charged her with collecting the 'Cloak of the Vader' from the haunted, radioactively contaminated ruins. Her Master considered himself an authority on Sith lore, archaeology and Force esoterica. However, he was mad, sending minions to recover items and supposed artefacts he was sure were on Tephrike, despite the planet's insignificance throughout galactic history.
She perished during her quest, and then her master was murdered by a conspiracy of all his remaining apprentices, who had learned about what had happened and did not want to get sent to a hellscape, too. One of her rivals has taken his place in the Sith's power structure. A Disciple raised her. Rokyra is very vengeful, but is now being taught by the sect. She still chafes under the whole respect the elders thing. It has also been an adjustment for her to accept that she is essentially a Sithspawn and thus a 'xenos', which makes her tainted from the standpoint of Humanist ideology. She is still quite close to the dark side. Rokyra is uncertain about her new life, but appreciates the fact that the disciples are not going to randomly murder her or send her off to complete suicidal quests.
Nrrakk (NPC) - Strictly speaking, she is not a Disciple, but she is closely connected to them and thus merits inclusion. A Trandoshan in life, Nrrakk was nobody special. She was just an unknown soldier; one of many Dominion soldiers hastily mobilised and fighting an apocalyptic battle in Palmyra's ruins. Before the Dominion unleashed a terrible weapon on the city to thwart the Vaderites' dark ritual and force an end to the horrible battle, orders were sent out to its troops to withdraw. But not all were able to withdraw in time. Some, like Nrrakk, were too locked in brutal combat to extract themselves from the fighting. Freak weather patterns impeded communications. She died, and rose again. Some of the members of her platoon were driven mad, and had to be put down. She continued fighting her old foes because that was all she had. Then she found others like her. Nrrakk is not her birth name, but the name she chose.
It belonged to a comrade who didn't make it. Nrrak bears a strong grudge against Mahtara, the Jedi Master who gave the fateful order. The zombie lizardwoman has an indomitable will to endure. It has kept her 'alive' throughout the manifold calamities. She played a crucial role putting down Windspeaker's insurrection. Now she commands the Silent Watchers, the personal bodyguard unit of the Disciples. They protect their holy sites and escort Disciples on important missions. She has the physique and skill set of a warrior. Given her role, Nrrakk has access to the crypts. Some old comrades lie interred there. Nrrakk is uncomfortable with the idea of joining them one day, preferring her body to be cremated when it is time for her to go.
Anastasius Koukos (NPC) - A human in life, Anastasius is a professional embalmer on top of being a healer. Ironically, he used to be employed in the mortuary the Disciples have claimed as their headquarters. He was the local funeral director. In some ways, his job has not changed much. As before, he works with corpses. The difference is that back in the old days, the corpses didn't talk to him when he spoke to them. Along with Nari, he is one of the more worldly Disciples who has frequent contact with Ashspawn who do not belong to the sect. Contrary to the mortician stereotype, he is animated and spirited rather than morose, in spite of - or perhaps because of - all the death he has seen. He takes his duty of overseeing burial rites very seriously. His prior profession is also helpful because it has given him experience as a counsellor, since a funeral director must also be able to provide some emotional support to the bereaved.
This is important since the events surrounding the creation of a new Ashspawn are often traumatic. This applies even more so those who have to be embalmed due to advanced physical decay or injury. He also organises cremations for Ashspawn who do not wish to be mummified and want their souls to be freed to join the Nether. He is one of the Disciples who have access to the underground crypt. When he is not ministering to the walking undead, he can often be found there, keeping the mummies company. For the Reborn healing and embalming are essentially the same thing, so he fulfils both roles. This means he also carries out or supervises bodily transplants, if say an Ashspawn needs a new hand or eye. He has talent as a healer, but also a connection to ghosts. He considers enslaving spirits to be unethical, but will help a ghost find peace if he can.
HISTORICAL INFORMATION
Like the Ashspawn or Reborn, as the members of the species prefer to call themselves, as a whole, the Disciples of the Dust are children of the apocalypse. The great battle between the Dominion of Light and the Disciples Vader turned Tephrike's former capital into a radioactively contaminated, cursed hellscape. The cataclysmic struggle spawned a dangerous darkside nexus, for the land had been irrevocably tainted. Moreover, the dead had been unable to pass on. Many lingered on as spirits. But this was not the end, forthe dead - both Jedi and Sith, soldiers and civilians - rose from the mass graves and charnel pits. Some say it was on the third day after the cataclysm. Most had lost their sentience and been turned into mindless abominations. But a select few had retained their sentience.
The Tephriki called them the Ashspawn. The first reaction of many reanimated Dominion and Vaderite soldiers who had retained their mental faculties was to try and rejoin their old formations. But they were all labelled unnatural and tainted. The Dominion tried to purify the nexus, and, when that failed, to contain it by building a fortress and a containment wall. The existence of these dark parodies of life was a cause of shame to the Jedi. And the Vaderites only saw slaves to exploit and regarded Palmyra's Wail as a source of dark power to harness. Condemned in undeath, the Ashspawn started to get organised to protect themselves from these threats. The first Ashspawn groups were ad hoc affairs. Reanimated Dominion and Vaderite soldiers tried to flock to their old units - or parodies of them, at any rate.
Indeed, the initial reaction of many of them was to fight each other, for they had been foes until recently. It was a period of anarchy. Reanimated soldiers from both sides battled each other. However, they were all labelled unnatural and threatening by the Dominion and cut off from the rest of Tephrike, and Vaderites alike. For the Dominion, their existence was a source of shame, and their frightening nature was of the dark side. Their existence was a cause of shame, and their nature was frightening. The Vaderites, by contrast, saw them as something to be exploited.
Around this time an Ashspawn known as Hecate rose to prominence. The name is a pseudonyme she assumed following her rebirth. Some acolytes claim that she was the first of their kind to rise from the grave, though this is poetic licence. In life, she had been a government official. Palmyra had once been Tephrike's capital. However, the city had been badly damaged during fighting between the Jedi and loyalists of the old government they had deposed. Thus the Dominion had relocated the seat of government before the Vaderite insurrection. However, many senior government bureaucrats were still present in the city during the cataclysm. The woman who would become known as Hecate was one of them, serving as vice governor. This gave her some authority and resources which could be used even in death, as well as a good understanding of management. Having been badly burnt by both sides, she preached a new message: one of solidarity among the sentient undead. A mystic called Bren'tul, a charismatis Voss seer distrusted by the Jedi but popular with the masses, was an early follower.
Another acolyte was Nari Vyron, a former Dominion judge who had suffered persecution. Hecate was able to acquire a few acolytes who influenced those in each camp. They were called to a central location - the ruins of the Stakes Tower. The radicals would, however, not listen. A former Sith called Occulus personally struck down dissenters among the former Vaderites. In life, he would have killed her as a race traitor. His rebirth had been an awakening in more ways than one. Extremists who would not agree to the covenant were exiled or destroyed. Building a new society of the undead was not an easy proposition. Old hostilities aside, they faced the threat of Dominion and Vaderite attacks as well as Sithspawn monstrosities. The nexus itself was both the source of their existence and a malevolent threat.
Moreover, over time the realisation of their fate necessitated special expertise to preserve and restore the rotting forms they were trapped in. They would not age, but their bodies did suffer from decay one die. And they needed teachers to train their people to protect themselves from the dark influence of the nexus. Every Reborn was Force-Sensitive, but they could not follow the teachings of sects that had hurt them. The Disciples of the Dust came into being to provide this expertise. The name was a deliberate mockery of the Disciples of the Vader.
One of the most prolific researchers was a specialist in Force esoterica called Oovei, an Ithorian who manifested a talent for necromancy. The Disciples were supposed to train, research, heal and minister, but not rule. In a way, it helped that all Ashspawn were Force-Sensitive, so the usual classist barriers between those with and without preternatural powers did not exist. However, troubles abounded. There was also the question of how to incorporate Ashspawn who had risen after the initial cataclysm. The Ashspawn had been governed by an oligarchy of elders, but this created discontent. Moreover, the Dominion had placed Palmyra's Wail under lockdown, preventing the Ashspawn from leaving the ruins. Sylvaranus Windspeaker, a charismatic Ashspawn commander and one of Hecate's students, argued for a more aggressive stance. She was attracted by the nexus' power, and driven by hatred for the living who had abandoned and scorned them. Thus she wanted to lead a crusade against the mortals, and usher in a kingdom of death. Denouncing the political process as a sham, she tried to disrupt council elections with armed force.
Her insurrection was suppressed after bloody fighting, but casualties were serious. Some Ashspawn had to be interred. In the aftermath, the Disciples were decoupled from direct governance. They would be guides and advisors, not direct rulers. With Hecate spending a long time in seclusion, her closest acolytes assumed a more active role. Moreover, they received their own bodyguard unit, the Silent Watchers. The Disciples supervised the creation of a network of catacombs beneath the mortuary that had become their temple. They would become a place of refuge and instruction. The Disciples prized the accumulation and preservation of knowledge of the old days.
Knowledge of Force phenomena was particularly important, as it could allow them to understand the nexus as well as their condition - and keep the living from abusing it. But the Disciples did not limit themselves to the acquisition of Force esoterica. Tephrike was in ruins, but they were the keepers of the memory of the old days. All manners of information, from law to engineering to agriculture, could help rebuild a world gone wrong. Nari worked on codifying a law code, while Oovei studied esoterica. The Disciples sent out teams to scour the ruins of the Jedi Temple and the Parliamentary Library to recover what information had not already been stolen.
Several skirmishes were fought with the Dominion forces that manned the defensive wall. The Reborn could not break through because they lacked the heavy firepower and the Dominion could bring air power to bear, but Palmyra was a life-threatening death trap to mortals. After sustaining severe losses, the Dominion settled for containment. One Jedi Master called Aristides Kydatus defied this order though. He believed himself to be a descendant of the legendary Skywalker. He was, in his mind, the last scion of a fallen legacy and believed that he must enter 'the paths of the dead' and call them to aid him in his final war against the Sith. He was the 'light in the darkness'. So the 'righteous man' boldly led his followers into the jaws of death.
The Jedi Lord demanded to have an audience with the 'lords of death'. After he was smote, the nexus brought him back. He was kept in a pit after being resurrected, conscious but unable to move. The Disciples removed his limbs for this purpose and used them for transplants. The sect was involved in thwarting the incursion of Darth Blitz. The a vainglorious Sith necromancer claimed to be the 'Master of Life and Death' and sought dominion over the undead. He led an assault on the Dominion's fortress. It was repulsed and it was believed he had been killed. But his soul had been tethered to a soul jar and so he arose again. Using his necromantic powers, he began to bind zombies and other creatures that dwelt in Palmyra's Wail to his will.
Unnerved by his abilities, the Disciples worked with the Dusststalkers, who planted false information about there being a wellspring of power in the nexus that was waiting for a worthy master to claim. Blitz committed the folly of trying to force his will upon the nexus, which fought back. The rangers engaged him and his cohorts while necromancers and mentalists among the Disciples turned several undead creatures on him. However, the Ashspawn were tested by the Netherworld calamity. The mass rapture badly weakened the Dominion base, allowing the Ashspawn to stage a breakout. But it also triggered a demonic incursion in the nexus. Some Ashspawn succumbed to its malign influence. Moreover, the Dominion troops were driven away by the Republican Guard. The partisan movement considered itself the vanguard of the Force-Dead and the Non-Force-Users. The tyrannical rule of Jedi and Sith alike had made them very hostile to the Force and those sensitive to it. A clash was inevitable. The Republican Guard lacked the heavy firepower of the Dominion or the Vaderites and did not use Force-Users.
But it had mastered guerrilla tactics similar to those utilised by the Duststalkers and their Force-Dead soldiers were immune to many aspects of the Force. They were also better-equipped. However, the demonic invasion was threatening enough that both sides had to agree to an uneasy truce to confront this menace. Hecate herself led the Ashspawn warriors and a select group of Disciples, fighting alongside the Republican Guard troops. The rebels were decimated, dying to a man, but many Ashspawn suffered final death. Hecate unleashed her full power to destroy an extremely powerful demonic entity from the Nether. But she was damaged so badly that she needed to be entombed. The Disciples carried out the process and kept vigil over her.
When Republican Guard reinforcements arrived, they beheld a scenery of devastation. They remembered their lost comrades in songs, but did not know the full truth of what happened and the bargain they had struck. Indeed, they suspected the undead had worked with the demons. They did witness some Ashspawn raising dead rebels, so they had good reason to be suspicious. With Hecate in seclusion, the Disciples continue to try and provide guidance and counsel. The sudden appearance of the Firemane fleet in Tephrike's orbit did not go unnoticed. Their seers predicted great strife. These predictions came true, as the outsiders struck the Dominion and later the Vaderites. But now the outsiders are gone, and the Guard and the Dominion are locked in a bloody war. The Disciples keep studying the potents. They have extremely limited knowledge of the space people, but they know that the Tephriki are no longer alone. At the same time, there are disquieting omens closer to home.
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