Star Wars Roleplay: Chaos

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[ Organization ] Confederate Organizations Index

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Welcome to the Confederacy!

As the faction continues to grow, we find ourselves welcoming many exceptional writers who have created cultures, groups, and the like to aid in their stories. This Index has been devoted as a home for your creations! You are encouraged to catalog and update your handiwork here, so that the information is easily visible for your peers to enjoy and interact with!

In order to be added to the Index, simply post below with the requested information. And if you have any questions whatsoever, please do not hesitate to partner with a member of CIS Staff!

I N D E X

Pending.

Organization Name: If there is a Codex/Factory submission, please link it here.
Organization Type: (Cultural, Commercial, Political, Scientific, or Militant) Select the best fit.
Planet(s) of Operation: List the locations where your organization is Headquartered.
Description: Please go into full detail about your organization here!
 
  • Unit Name: The Mechanicum
  • Applicable Ministry: Science/Commerce
  • Overview: Once a mighty Void Kingdom under the reign of Metal Lord Archim Calixis, the Mechanicum is a techno cult and large scale industrial commune. Lord Calixis' followers, known as the Forgebound, worship a Machine God or Maker and believe in mass production as a means of divine communion.
While the institution is primarily space based like most surviving void kingdoms, sprawling Mechanicum sites known as Forges once covered the landscape of several worlds across former Metal Lord space. Displaced by civil war, the mightiest of these Forge Denon was lost to a heretikal splinter movement known as the Dark Mechanicum.

Now only the remote Forge Mechanus remains completely uncorrupted, holiest of all Forgebound factory shrines. In return for a few thousand acres of desert upon which to begin raising a new Forge Geonosis and safe harbor for much of their orbital infrastructure across Confederate space, the Forgebound have agreed to a free exchange of research with the Ministry of Science.

While cybernetic augmentation is not compulsory for new initiates, the Mechanicum is mostly comprised of droids and cyborgs of various kinds. By nature, it is an organization which idolizes the artificial and advancement within its hierarchy is biased more in favor of machines than baseline organics.
 
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Unit Name Sector 7
Applicable Ministry Espionage, Assassination, Governmental Destabilization.
Overview A specialized unit of Soldiers, Smugglers, and all around nefarious types that report directly to Srina Talon and Darth Metus, Under the Command of Darth Syn. When the CIS needs chaos and anarchy to run amuck in enemy space Sector 7 is who they send. Specializing in destabilizing planetary governments through means of assassination and Espionage.... All members of Sector 7 are home in the shadows, their presences never known until its too late
 
Organization Name: Octarchy Covenant Task Force
Organization Type: Anti-Xeno Defense Fleet

Planet(s) of Operation: CIS Space unless otherwise deployed
Description: The Octarchy Covenant Task Force began in 3630 BBY in response to the Zakuul War. A task force operating under the jurisdiction of the Sith Empire to enforce security for all member worlds against another extra-galactic invasion. After Voph's death, the Covenant splintered and fell apart. Upon his return to the realm of the living, Voph set about reestablishing the Octarchy as a truly independent faction without the politics and infighting of a larger faction. This, he found, was hard to do as the galaxy had entered a state of relative peace in his absence.

After the Battle of Eshan, Voph gave up on trying to remain truly neutral, and partnered with his newfound allies in the Confederacy of independent Systems. The Octarchy shifted from a faction to a task force, operating alongside the CIS navy as ordered, but always on the watch for more alien invasions. Voph no longer fears an invasion from the unknown corners of the galaxy, and yet Eshan was a stark reminder that there are forces in the galaxy that would kill indiscriminately for the sport of it. The OCTF will do everything in its power to put an end to such groups.
 
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Organization Name: The Hellknights
Organization Type: Militant Order
Planet(s) of Operation:
  • Geonosis
  • Trendivar
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A Military Order with a unique focus on the promulgation of law. They are interested less in the social goodness and charity seen in other such Orders (though are not completely against providing aid to those in need); but rather in the foundation and stringent maintenance of order at all costs. In their iron-handed exaction of law Knights of the Order emulate the organized and effective armies of Clones once fielded by the Old Republic at the height of the Clone Wars. They are not concerned with morality or methods, only results. In their view, if people can not be trusted to obey the law out of their own senses of civility and social righteousness, Knights of the Order provide the need to obey out of fear of a master's stern hand.

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MAJOR ORDERS
There are numerous orders of Hellknights. Most have holdings in the territories held by the Confederacy of Independent Systems, but a few have expanded or moved to operate outside those territories, most typically in regions bordering Confederacy Space. Below are the seven Major Orders of Hellknights, some of which have internal sects that serve a special purpose.
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Every being plays a distinct and crucial role in the social fabric of every society - as a chain is only as strong as its weakest link - a society is only as strong as its weakest members. Thus, anyone who would renege from their social duty and seek to escape or take advantage of their social bond, must be hunted down and chastised severely. Prisoners and servants are bound by this steely credo - but the chain binds both ways: masters, ship captains and merchants who exploit or waste their people risk the wrath of the order as well.


Those members of the Order of the Chain are known as the premier manhunters of the Hellknights - counting among their ranks some of the greatest Bounty Hunters and Jailers - thus they rarely execute those they capture, preferring to imprison them in their fortress.

Among the Order of the Chain are those known as the Hellknights of the Scar and Hellknights of Torrent; both of which are specialized in what their capabilities. Those Hellknights of the Scar are known to specialize in searching out and removing assassins before they can accomplish their goal. Likewise, those Hellknights of the Torrent specialize in retrieving individuals that have been kidnapped or held hostage.


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Punishment is a response to the failure of the law - thus true order can be achieved only when criminal behavior is quelled before it is committed - preferably before it is even considered. Though they do not seek to convince every free-willed being of a lawful society's virtues - rather believing that a stronger force beyond simple rhetoric must be used to prevent the sickness of criminal impulse. To this end they employ a unique means of force not often seen throughout the galaxy.


The Order of the Gate is so named after this technique - as often their members appear on worlds as if they had used some ancient infinity gate - though it is through the use of drop pods that they appear upon unsuspecting worlds. They believe that swift and decisive action is required to quell the criminal sickness on any world - which is achieved via their preferred means of deploying their forces.


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The Order of the Godclaw is the home to the Signifer Corps, an internal formation of Hellknights who are all Force Sensitive - however - they are not trained in a singular aspect of the Force. Rather they are focused on a collection of knowledge from five separate Force-based Organizations; specifically the Jedi Order, The Sith Order, Nightsisters, Aing-Tii, and the Imperial Knights - as well as knowledge collected from various other force cults, sects and organizations across the galaxy. Much like the old Imperial Knights, those Hellknights of the Order of the Godclaw seek a balance between both the Light Side and Dark Side of the Force. While some may lean towards a singular side, they are all devoted to the ideals of the Hellknight Order and remain bound to its doctrines.


Within the Order of the Godclaw there is a special sect of Hellknights who are recruited from those that are Force Dead or of those species that have a natural immunity against the mental powers often utilized by Force Users. These members - collectively known as Hellknights of the Glyph - over see a hidden facility known as the 'Archive of Redacted Histories', where they are entrusted with containing, studying and otherwise locking away from the galaxy, Force Artifacts.


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Civilization is under siege. Beyond the bulwarks of planets and the borders of interplanetary governments lies an endless expanse of wilderness populated by those who all too often shun the rules of settled, lawful societies and follow their own calling. These beings enviously prey upon the children of the law, seeking to drag civilization into a regressive mire of barbarity.


The Order of the Nail makes it their duty to answer barbarity with barbarity - seeking to quell "savage" practices and bringing their ideal of civilization to the inhabitants of the wild frontier. Of all the doctrines held by theHellknights - it is the doctrine that "Savagery must be quelled , in the land, home and mind" - that those of the Order of the Nail hold fast to the firmest. Thus they view it as their duty to bring civilization to "primitive" races across the galaxy.


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The Order of the Pyre strictly adheres to the promulgation of the law and it is they whom brought about the doctrine that "Reason's flame consumes the shadow of corruption". They are those who seek out what they considered fanatical and blasphemous elements within society - both within and beyond. Whether unhealthy beliefs take root in the mind of religious fanatics, practitioners of strange Force beliefs, or students of radical philosophies - they seek to stamp out all outlandish convictions.


This has earned them a reputation as cultist hunters who are intolerant of Religion and beliefs - yet they also seek to thwart philosophical revolutions and the insidious spread of dangerous ways of thinking. The Order uses the beliefs and mores of a lawful society as the standard of acceptable beliefs; however the order views whatever does not mesh with this thinking or does not have an existing role in society as dangerous - for to the Hellknights of the Pyre - they are the law.

Among the Order of the Pyre are those that are well respected and specialized in hunting and removing those creatures that threaten the expanse of civilization. The Hellknights of the Pike maintain a massive library separate from the Order of the Pyre; held within are hundreds of thousands of tomes that follow a more naturalist focus. These tomes contain information on habitats, environments and the beasts themselves that the Hellknights of the Pike hunt.


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Holding a reputation for raiding the homes of those that speak out against the status quo - as well as breaking up groups of malcontents before they become guilds, unions, or revolutionaries - they are the enemies of foreign ideals and innovations. This though is not because they lack merit - rather - it is because the Order of the Rack views them as detracting from what they believe are traditional values. They view Art and Technology as wasteful or dangerous - even more so when they meet in unison.


None can say how many valuable historical relics or thousands of pages of unique stories, songs and philosophies of alien origin they have destroyed for being viewed as a threat to the status quo.

There is a sect within the Order that is known to go beyond even the ideals of the Order of the Rack; they are known as Hellknights of the Coil - and while they maintain that they seek to aid in colonization efforts, their true goal is kept a secret from those they work with. Their actions, sometimes described as vicious, focus to tame the tribal natives and put an end to their backwards pollution of the civilized worlds. They are also known to track down those that trade in native artifacts and curios, often imprisoning those individuals and destroying or returning those items they recover. In most cases though these native items are often displayed in a museum setting within the citadel controlled by the Order of the Rack.


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With anonymity and no consequences, every being becomes a criminal - and it is these lawless tendencies within every beings heart that must be curbed through ever-present watchfulness and brutal reminders that no crime shall go unpunished. Its members hunt for political manipulations and abuses of power, but their efforts also include an endless war against organized crime. At the fringes of the influence of The Hellknights - the Order of the Scourge may hunt gangs of burglars or cutpurses - though at its heart these Hellknights wage an endless crusade against faceless guilds of thieves, sprawling criminal organizations and nobles whom crime has become a family business.

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PHILOSOPHY / DOCTRINE

Regardless of their severity, The Hellknights are not an inherently evil group; they are wholly unconcerned with morality, as even they know that one can not legislate morals. While there are those members that can be seen as 'evil' - particularly among the upper echelon - the majority of Hellknights are impartial arbiters and enforcers of order and justice. Much like their Jedi counter-parts, members are taught to replace emotions with steely discipline, and are not interested in methods: only the end results matter.

With anonymity and no consequences, every individual becomes a criminal. The Hellknights combat the lawless tendencies within individuals hearts through ever-present watchfulness and reminders that no crime goes unpunished. Employing a vast network of informants, and paying out bounties for substantiated accusations, they publicly mete out grim punishments that fit the crime committed. They are resolved to the cause of Law and Order.

Above all else their primary focus is the defense of those members worlds residing within the territories of the Confederacy of Independent Systems. The Order of the Seven Flames; though brutal in some of their means when it comes to the application of Law, are still light handed when it comes to those in need. They are just as likely to aid in the resettling of refugees as they are to imprisoning those that would take advantage and commit crimes against those same refugees.

The Hellknights would likewise meet any brutality and savagery mete out upon those of the Confederacy in kind. For while members of their order stand against such acts; they are not adverse to utilizing them against those that first enacted such terror upon others...

Training for the Order is intended to hone their minds and bodies. They are taught to resist the mental intrusions of Force Users to better steel themselves against such opponents. Likewise to hone their bodies, they are pitted against one another, or against such creations as war droids; or even a juvenile gundark in some instances (or other such dangerous creatures). They are versed on the laws and customs of the worlds within the Confederacy, as well as the laws of those very institutions of Government.

The Hellknights are accepting of individuals from many species across the galaxy - provided that they adhere to the doctrines and tenants of the Order; and above all else put the promulgation of the law before all other things.

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TENANTS OF THE ORDER
All beings lift themselves up upon the backs of others...
Judgement in the face of depravity...
Righteousness by obedience...
Savagery must be quelled, in the land, home, and mind...
Reason's flame consumes the shadow of corruption...
The venoms of the mind poison the body...
Without culpability chaos reigns...
There is no Chaos, only Order...
Act without hesitation for the good of all...

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THE INFERNAL COUNCIL
The Governing Body
It consists of the heads of each specific order within the overall structure of military organization. This organization meets with the Inperantike and advises on the day to day operations of the various Hellknight Orders as well as discussing strategy and politics of upcoming campaigns and missions. They are some of the most accomplished individuals within their Orders and from their ranks is often chosen the next Inperantike to lead The Hellknights.

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ORGANIZATIONAL HIERARCHY
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The Head of the Hellknights
The current Inperantike is known as 'The Whispering Tyrant'
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Generals of a Specific Hellknight Order
Only the Order of the Godclaw is lead by a Vicarius which acts akin to the Jedi Grandmaster/Dark Lord of the Sith of the Signifers.
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The Field Marshals
Commands a Legion of a specific Hellknight Order
Each answers directly to the Lictor or Vicarius of their Order
Mistress/Master of Blades are raised from the Hellknights while Paravicar is raised from the Signifer Corps
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The Core rank and file members of the Hellknights and Signifers respectively
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Hellknights or Signifers in training
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ORGANIZATIONAL FORMATION
Legion:
  • ​( 6,000 )
  • Commanded by a Master or Mistress of Blades or Paravicar
    ​Armor Legion: (1 Double Strength Armor Cohort, 6 Armor Cohorts, and 2 Repulsorlift Cohorts)
  • Vanguard Armor Legion: (1 Double Strength Armor Cohort, 4 Armor Cohorts, and 4 Repulsorlift Cohorts)
  • Artillery Legion: (1 Double Strength Artillery Cohort, 5 Artillery Cohorts, and 3 Reconnaissance Cohorts)
  • Assault Legion: (1 Double Strength Assault Cohort, 4 Assault Cohorts, 2 Line Cohorts, and 2 Armor Cohorts)
  • Line Legion: (1 Double Strength Line Cohort, 5 Line Cohorts, 2 Assault Cohorts, and 1 Repulsorlift Cohorts)
  • Repulsorlift Legion: (1 Double Strength Repulsorlift Cohort, 6 Repulsorlift Cohorts and 2 Armor Cohorts)


Cohort:
  • ​( 600 )
  • Commanded by a Paralictor or Signifer Master
    Armor Cohort: (2 Breakthrough Armor Centuries, 2 Attack Armor Centuries, and 2 Repulsorlift Centuries)
  • Assault Cohort: (6 Assault Centuries)
  • Artillery Cohort: (5 Artillery Centuries, and 1 Assault Century w/ 48 Medium or Heavy Artillery Pieces; or 96 Light Artillery Pieces)
  • Line Cohort: (3 Line Centuries, and 3 Assault Centuries)
  • Repulsorlift Cohort: (4 Repulsorlift Centuries, and 2 Reconnaissance Centuries)


Century:
  • ​( 100 )
  • Commanded by a Maralictor or Signifer Knight
  • ​Attack Armor Century: (7 Armor Contubernium, and 3 Repulsorlift Contubernium)
  • Breakthrough Armor Century: (10 Armor Contubernium)
  • Artillery Century: (10 Artillery Contubernium w/ 16 Heavy or Medium Artillery Pieces; or 32 Light Artillery Pieces)
  • Assault Century: (6 Heavy Weapons Contubernium, 2 Engineering Contubernium and 2 Line Contubernium)
  • Drop Company: (10 Line Contubernium w/ Equipment and Walkers deployed by drop pods)
  • Line Century: (10 Line Contubernium)
  • Reconnaissance Century: (10 Scout Lances w/ 50 Speeder Bikes)
  • Repulsorlift Century: (8 Repulsorlift Contubernium, 2 Armor Contubernium)
  • Ground Support Wing: (110 Troops w/ 10 Bombers, 24 Starfighters, and 4 Reconnaissance Craft)


Contubernium:
  • ​( 10 )
  • Commanded by a Senior Hellknight or Signifer
  • ​Armor Contubernium: (1 Heavy Vehicle; or 2 Light or Medium Vehicles)
  • Artillery Contubernium: (1 Heavy or Medium Artillery Piece, or 2 Light Artillery Pieces)
  • Engineering Contubernium: -
  • Heavy Weapons Contubernium: (Armed with 2-man Medium Repeating Blasters, or 3-man Medium or Heavy Repeating Blasters, or Grenade Launchers or Missile / Rocket Launchers)
  • Line Contubernium: -
  • Repulsorlift Contubernium: (2 Light Transport Vehicles, or 2 Light Transport Vehicles w/ mortars or grenade launchers)
  • Scout Lance: (5 Speeder Bikes)
  • Sharpshooter Contubernium: (Armed with Sniper Rifles)

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ROSTER
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Amelia von Sorenn
'The Whispering Tyrant'
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MILITARY ARMAMENTS




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