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The Kainate

A hermetic shadow state led by Darth Carnifex and Darth Prazutis, Dark Lords of the Sith.

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Prazutis Workshop



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  • Intent: To create a frontline Kainite Star Destroyer incorporating Sith technology, including all of the new systems I created exclusively for the Kainate.
  • Image Source:
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
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  • Full Suite of Capital-class Systems: Including advanced life support, sensors, communications, tractor beams, navigation, and targeting.
  • Sith-Aligned Environmental Systems: Life support is reinforced against radiation, breaches, and biohazards. The air carries ionized incense and black ozone, cycling through Bloodsteel-veined vents that double as ritual conduits.
  • Gravity Anchors: Gravity is maintained through advanced systems, including harmonic nodes encoded with Sith technology. Minor surges may occur during intense Force activity.
  • Sith Astrogation & Sensors: Navigation and sensor systems are enhanced to detect hyperspace eddies, Force anomalies, and ritual interference. Data is filtered through predictive software for early threat avoidance.
  • Encrypted Command Systems: Command lines use Sith-scripted encryption and voice-activated glyphs. Orders and data are routed through advanced systems including Obsidian Nerve Relays, linking bridge and key systems.
  • Tractor Beams: Reinforced dorsal and ventral tractor beams.
  • Base Shielding: Molecular and ray shields provide initial protection, glowing crimson-black when struck. Integrated with more advanced shielding systems in the vessel's defenses.
  • Hangar Systems: Designed to hold up to 12 starfighter squadrons and supporting craft. Hangars are fortified and atmospherically sealed for rapid deployment and defense.
  • Interior Layout: The ship features brutalist and cathedral-like corridors, blood-vein lighting, and blackstone architecture. Sith runes and shrines are built into key chambers for ritual use and meditation. Sith triumphs are depicted in scarlet script.
  • Reinforced Structure: Hull and frame are built with specially treated Sith materials, resistant to heavy fire and built to endure prolonged combat.
  • Automated Repair Systems: Integrated maintenance drones and self-repair nodes handle damage control. Linked to pain-based feedback through the Shadow Mind network for rapid response.
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  • Ritual-Integrated Command Architecture: Powered by Sith relic-tech such as the Shadow Mind Integration Node, Wraith-Command Casket, and Voidlink Cortex, the vessel responds with terrifying precision to its commander's will, often before verbal orders are issued.
  • Overwhelming Armament: Armed with a devastating spread of custom Kainate weapons, ranging from Xarnak plasma torpedoes to Dreadflak batteries, the vessel is capable of obliterating targets across multiple ranges and combat types. Pound for pound it is among the strongest in its class, even considered a class of its own.
  • Advanced Sith Systems: The ship's targeting, coordination, and dark warfare subsystems are deeply entangled with dark technology. These include Pain-Link Coordination, Nether-Eye Combat Sight, and Hemophage Conduits that enhance reflexive defense and enemy disruption.
  • Layered Defenses and Shielding: Reinforced by the Aegis of Shadows Generator, standard shielding, and Sith alloy hull plating, the vessel boasts incredible survivability against both conventional and exotic attacks.
  • Psychological Warfare Platform: With systems like the Fear-Broadcast Projector and Painwave emitters, this destroyer doesn't just damage, it demoralizes. Enemy morale can collapse before hull integrity does.
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  • High Ritual Maintenance Demand: Many of the ship's core systems require regular upkeep or tuning from specialized Sith engineers. Prolonged separation from the Force or Sith personnel may degrade performance.
  • Force-Dead Zone Vulnerability: In areas devoid of the Force (e.g., Ysalamiri fields, void nexuses), dark systems like the Shadow Mind, Fear Broadcast, and Painwave Emitters suffer diminished function or shut down entirely.
  • Limited Hangar Capacity: While well-defended and armed, the ship sacrifices broader carrier capabilities, fielding fewer squadrons compared to other destroyers of similar size.
  • Heavy Profile, Low Agility: Despite advanced maneuvering systems, the ship is still a large, heavily armored destroyer with limited agility compared to cruisers, frigates, or corvettes.
  • Signature Detection During Active Operations: When systems like the Painwave, Fear Broadcast, or Voidflare Engines are active, the ship emits distinct energetic signatures, making stealth or low-profile operations difficult.
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The vessel known as the Umbraxis, first of its class, represents the dawn of a new era in galactic warfare, an apex predator birthed from the crucible of ambition, ritual, and boundless innovation. Designed under the direct supervision of Darth Prazutis, the Shadow Hand and Elysian Grandeval Mortarch of the Kainate, this warship is the inaugural product of a vast military renaissance: the Kainate Rearmament Doctrine. With the Eternal Rule as its lodestar and the technological stagnation of the galaxy as its crucible, this ship is the first to fully integrate every facet of Kainate crafting genius, dark warfare, and advanced starship engineering into a single, unified war platform.

Where the old Sith Orders relied on borrowed frames and repurposed systems, this destroyer is Kainate through and through, each hull plate specially treated in dark forges, each circuit laced with Bloodsteel, and every system bound carefully with darkness. It is not simply a warship; it is a cathedral of annihilation, designed to channel fear, domination, and despair as integral components of its combat strategy.

Internally, the ship's structure is as much a Sith temple as a vessel of war. Its corridors echo with the low chant of harmonic gravity anchors, and its command centers are enshrined with ritual shrines, dread meditation chambers, and sith scripture panels. The Obsidian Nerve Relays and Shadow Mind Integration Node bind captain, crew, and ship together in a cognitive web of total synchronization. Officers issue orders swiftly to both ship and crew, while the Wraith-Command Casket permits high lords to become one with the vessel itself during major engagements.

Every subsystem is a reflection of this unholy integration. The Voidflame Core powers the vessel with unstable dark fusion energy, while the Sacrifice-Fed Relay channels ritual pain into surges of power. The Hemophage Conductor Web siphons lifeforce from the dying to reinvigorate its shielding and systems. On the offensive end, the destroyer is bristling with exotic Kainate weapons like Xarnak Torment Casters, Painwave Emitters, and Dreadcore Impactors, optimized to both destroy and unravel the minds of enemy crews.

The Fear-Broadcast Projector saturates hostile communications with terror and hallucinations, while Nether-Eye Targeting Systems track all manner of targets with frightening ease. All the while, decks pulse with blood-vein lighting, and the warship's signature Bloodpane viewports shimmer with crimson, unsettling those who dare to gaze upon it from beyond.

Despite its power, the vessel has limitations. Its dark systems are vulnerable in specific areas or under specific effects, and its operation requires highly trained Sith personnel to maintain the constant ritual calibration demanded by its dark design. While its agility is limited, and it sacrifices some hangar capacity in favor of a massive armament and systems density, this was never meant to be a flexible fleet asset, it is a spearpoint, a vessel of ritualized extermination meant to lead the charge, a main ship of the line for the fleet.


This star destroyer, the first of its breed, is not a successor to the star destroyers of old. It is a repudiation of them. It is war reimagined through the lens of absolute control, dread, and Sith supremacy. It is the Kainate's declaration that the age of imitation is over, and the age of annihilation has begun.


 
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  • Intent: Create the definitive engineered body for Darth Prazutis and Darth Carnifex, a sovereign, specimen strand that dominates battlefields, and sets the apex for Sith clone vessels in RP. As well as building off years of genetic engineering.
  • Image Credit:
  • Canon: N/A
  • Permissions: N/A
  • Links: N/A
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  • Name: Umbral Sovereign Strand (USP-01)
  • Designation: Non-Sentient (Unpossessed), Sentient (Possessed)
  • Origins: Malsheem
  • Average Lifespan: 600–900+ standard years baseline; Exceeds a millennium with scheduled recultivation/ritual grafts and ENSS recalibration.
  • Estimated Population: Semi-Unique (Small stock in stasis)
  • Description: A living cathedral of war: ivory dermis veined with dull-crimson sigils; a double-braced titanframe that moves with predator precision; blood that blackens under load as it ferries iron, inks, and catalytic bile. Bone is inscribed from within, Kissai spirals and Massassi braids that ring and settle when struck, while the dermis is armored by Barabel micro-scutes and overlaid with Luxbane anti-beatific runes to buffer Force Light. Over-myelinated giant-fiber nerves, Yaka short-loop reflex arcs, and stabilized balance centers let a giant pivot and sprint with assassin-tier reactions. Deep in the torso, Nether-matured Empyrean micro-glands crown a crystal-seeded heart lattice of micronized Obsidian Voidshards, the Empyrean-Nullheart Sovereign System (ENSS). Where ysalamiri and voidstone mute the galaxy, his internal anchor persists, and a keyed anti-null aura (2 m base; 5 m overdrive; 8–12 m spikes for heartbeats) compresses into a hard-edged envelope that biases joints, blades, and footwork even in true nulls.
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  • Breathes: Type I, II, III, IV
  • Average Height of Adults: 2.50–2.75 m (engineered cap ~2.8 m)
  • Average Length of Adults: N/A
  • Skin Color: Ivory Pale, Luxbane filigree and sigil veining smolder under stress
  • Hair Color: Black
  • Distinctions:
    • Epicanthix + Graug - Titanframe Musculoskeletal Lattice: A double sternum with overlapping costal braces locks the chest into a rigid load-arch, while the long bones are hyper-dense with carbon-reinforced cores and the trabeculae are thickened into crush-resistant trusses; hips fuse into a widened sacral yoke, vertebrae run on shock-spreading endplates, and every major joint sits in deep, congruent sockets ringed by fibrocartilage so levers don't wobble under stress. Graug myology packs several-fold more myofibrils per fiber, and Epicanthix limb geometry adds long-lever efficiency; hemo-steel tendon sheaths store and snap-release energy without fray, turning contraction into whip-cord torque instead of mushy pull. Baseline output far exceeds an unaugmented Wookiee, one-hand hoist of speeder-bike mass, beskar shearing without overclocking, shoulder-checks that crater bulkheads, and kicks that fold impervium, while the caged joints stay true and don't blow out when he brakes or pivots at full speed.
    • Graug - Redundant Organs: A tri-lobed primary heart with spiral ventricles is paired to a slower auxiliary "return" heart, with auto-shunts that reroute flow around damaged vessels; a spleen–liver twin complex recycles blood aggressively, sub-sternal O₂ reservoirs buffer oxygen during hemorrhage, and the mildly acid-tolerant plasma (with protected vessel linings) suppresses sepsis while tolerating high adrenaline loads. When the chest or gut is torn up he stays perfused and conscious, the booster heart surges to re-pressurize and clear lactate, and he keeps moving through shock, still mortal to head kills or total incineration, but far harder to drop with torso trauma.
    • Gen'Dai (Limited) - Tissue Dynamics: Borrowed Gen'Dai biology is down-rated and caged inside the titanframe: a pseudo-boneless micro-myomer mesh interlaced with elastic septa and hemostatic ring-shunts wraps the bones and viscera, so blunt shear spreads through the weave instead of ripping straight lines; capillary beds pinch closed around cuts to prevent bleed-out; muscle and skin re-knit in minutes, fascia and tendons re-laminate in hours, and distributed reflex arcs route signals around damaged nerves to keep limbs responsive. Hard limiters lock morphology to a humanoid profile and cap regeneration, no limb regrowth, no organ duplication; Essentially stays cohesive under rips/crush and seals stab channels mid-fight, joints "pop back" after yanks, and reflexes stay online through partial damage, decapitation, brain shots, or full incineration still kill.
    • Dashade - Cellular damping: Force-attenuating membranes and counter-ion pumps blunt telekinetic "grab" and bleed off electrical overload, cutting knock-through and sorcery backwash, while subdermal heat-dissipation arrays spread core heat to ambient for a flattened IR signature that's hard to pick up on standard life-form scanners; pigment/radiation scavengers and fast DNA-repair loops add radiation resilience. Essentially TK feels like pushing through sand, Force lightning grounds out instead of cooking nerves, Force attacks bite less when struck, thermal optics struggle to lock on the vessel, and reactor/space-rad zones bite less.
    • Anzati - Predatory Neural Complex: Predator circuits grant a life-essence presence sense (targets ranked by richness at a glance) and a close-range compulsion pulse to soften will at clinch; a toggled Thermal Occlusion Reflex flattens pulse and drops skin heat to ambient for brief stealth windows (minutes) before internal heat forces venting. Retractable sub-palatal siphon filaments (Anzati-derived, hidden behind the canines) enable a decisive "soup" draw on a pin/finish, while palmar micro-siphon pads in the grip ridges wick trace vitality on contact for on-the-move sips; both routes convert intake directly to ATP/stamina and micro-repair via endocrine gates, avoiding berserk spikes. Ensures brief IR invisibility; close-contact sips to refuel and seal cuts mid-fight; full feeds only at grapples/executions.
    • Sith Pureblood - Hemato-Thaumic Conductor: Pureblooded cell-lines naturally resonate with the dark side, raising baseline Force coupling; thaumoferrin-rich blood ferries ritual inks/iron/bile without rupturing capillaries and thickens/blackens under overdrive to plug micro-tears, while trabecular Kissai/Massassi bone-runes act like shock coils that absorb, phase, and re-emit power surges so casting stays stable while sprinting or being struck. Dermal/fascial ink receptors self-heal to maintain an in-body rune grid (talismans stack cleanly), and an endocrine, ritual axis converts pain/fear/rage into conduction-friendly rhythms that sharpen precision instead of causing tremor; a neuro-resonant, labyrinthine cortex damps psychic recoil from terror/domination plays and speeds recovery after pushback. Ensures mobile, high-throughput channeling without capillary blowouts, longer sustained storms/compulsions of extreme power with fewer misfires, clean artifact stacking, and steadier control under duress.
    • Luxbane Lattice - Force-Light Resistance (Osteodermal Runes): A bone-deep + dermal rune web tuned to anti-beatific harmonics that refracts, de-phases, and grounds incoming Force Light, coupling with the Pureblood conductor (thaumoferrin blood + osteo-sigils) to shunt sanctified charge along low-loss ground paths where it bleeds off as mild heat and bioelectric noise; embedded phase-cancel bands for common consecration frequencies slow rune de-tuning so the internal anchor stays coherent through opening volleys, but under overload the sigils hiss and gutter, seams scorch, and throughput drops until re-inked/re-primed. Effectively the first hit burns softer and buys time to counter or disengage; sustained powerful Light without external reinforcement still peel the lattice back and compress ENSS toward skin-tight until refreshed (tell: silver-gold flare, heat haze, burnt-resin scent).
    • Zabrak - Cardiovascular Grit: Evolved Iridonian hardiness with two synchronized hearts plumbed in parallel drives high-oxygen throughput and stable cerebral flow under stress, while nociceptor gating (Zabrak pain resistance) keeps motor control and decision quality sharp when hurt; augmented shunts smooth pressure spikes and clear lactate quickly. Effectively run faster for longer, hold max output without dizzy blackouts, and keep hands steady/choices clean even through heavy pain, true redline endurance without tunnel-vision.
    • Yaka - Neuro-I/O Spine: Engineered from Yaka neuro‐architecture, the brain-stem and upper cervical cord carry bioceramic-shielded neural ports and low-latency I/O buses (electro-optical and ritual/thaumic couplers) that plug cleanly into Shadow Mind, command caskets, battlefield implants, and Kainate systems. Signal paths use deterministic timing and error-correcting spike trains for crisp control, while surge-isolation relays hard-drop external lines on ion/EMP and instantly fail over to pure biology, so reflexes and cognition keep running even if gear desyncs. Ensures rock-solid links with near-zero input lag for augments and sorcery interfaces; if tech gets scrambled, he stays sharp and responsive with an automatic bio fallback, no stutter, no blackout.
    • Firrerreo - Repair/Hardiness: Engineered Firrerreo cell-lines turbocharge clotting, collagen laydown, and micro-vessel regrowth, so cuts and blaster grazes seal in minutes and deep muscle tears close within hours so long as heart/brain aren't hit; a thin nictitating membrane spans the eye to shrug flashbang glare and flying grit while extending enhanced vision into the near-UV; immune and DNA-repair pathways run hot, boosting infection resistance and radiation tolerance; healed skin forms silver/metallic scarring that's tougher and resists splitting under strain. Ensures rapid field recovery between engagements, hard to infect or debilitate with rads, eyes keep working under sparks/flashes, and scars behave like flexible armor plates.
    • Barabel - Dermal Micro-Scutes: Sub-dermal xeno-keratin plates grown as overlapping "scale tiles" fuse to the dermis over a thin thermo-lipid underlay, giving the skin a flexible hardness. The plates disperse heat, blunt shrapnel/concussion, bleed off electrical charge, and attenuate radiation; against directed energy, stun and low-medium blaster grazes typically flash-scorch the outer keratin without penetrating, while the underlay cushions shock so force becomes surface bruising instead of deep tears. This allows the vessel to eat stun bolts and frag with mobility intact, shrug thermal swings and ambient radiation, and keep moving after blasts that would normally pepper and slow a human.
    • Noghri - Predator Suite: Enhanced olfactory epithelium and neural scent filters push smell resolution to individual and kinship discrimination (vessel can pick out a target, and even their "bloodline", by trace molecules), while fast-tracking eyes and vestibular/proprioceptive micro-tuning keep the center of mass locked under violent direction changes. Tendon damped footfall mechanics create a ghost-quiet gait, and the palms/soles carry micro-ridge grip fields that bite into stone and metal for near-silent vertical traversal. Effectively track quarry through smoke, blood, rain, or urban stink; read family lineage by scent; move without audible footfalls; climb and corner at speed with blade-steady balance.
    • Iktotchi - Anticipatory Motor Loop: The nervous system runs a built-in short-range precog feed: a split-second "preview" of an opponent's next motion is routed straight into the pre-motor circuits, which pre-loads the right muscles and damps the wrong ones so actions start on the exact beat and can be aborted or re-aimed mid-move. This ensures cleaner feints, parries and counters that land on time, rapid line changes without over-committing, and opponents find their tells already answered.
    • Gand (Lungless Strain) - Dermal Gas Exchange: The skin has tiny micro-spiracles and dense capillaries that act as a backup breathing system, when choking, drowning, in smoke, or thin air, they trickle oxygen in and CO₂ out while the body slows heart rate to conserve O₂. In hard vacuum the pores seal and the body runs on internal O₂ stores without lung damage, and because the host isn't gulping air, airborne toxins/smoke enter slower. In play: delayed blackout, extra time to escape suffocation/drowning, vacuum survivability, and improved resistance to inhaled poisons. Additionally functional sight within ultraviolet and night vision spectrums.
    • Hutt - Micro-Hepatic Detox: Recirculating bile loop with broad detox enzyme suites (oxidation/hydrolysis/conjugation) neutralizes a wide range of poisons, venoms, pathogens, and bioweapons; auxiliary bile bladders off-load toxins to the gut, chelators bind heavy metals, and tightened epithelial junctions plus efflux pumps (skin/gut) reduce absorption at the source. Strong resistance and fast recovery from most toxins/diseases.
    • Neuromotor Acceleration Stack - Speed/Reflex Engine: Epicanthix labyrinth cortex, Yaka short-loop spinal arcs, over-myelinated giant-fiber tracts, cerebellar hypertrophy, and vestibulo-ocular lock, stabilized by Noghri proprioception and Iktotchi timing, produce assassin-tier reflexes, reactions in a colossal frame, with the ENSS shaving start/stop inertia via contact-range micro-TK; in play: step-in counters between blinks and whip-fast pivots without wobble.
    • Empyrean-Nullheart Sovereign System (ENSS): A Nether-matured Empyrean gland ring (gene-keyed, spark-bearing) seated around a Nullheart lattice of micronized Obsidian Voidshards acts as an on-board Force generator/anchor and projects a keyed anti-null aura, 2 m baseline, 5 m overdrive, 8–12 m split-second spikes, with a thin tactile micro-TK "skin" that biases grips, edges, and joints. Vessel connection to the Force cannot be switched off, suppressed, or weakened; inside the aura vessel can use the full suite of force abilities (self-buffs, melee-range TK, lightning, sorcery, mind work, etc) normally on anything that is also inside the bubble, while powers that must travel beyond the bubble collapse at its edge until the vessel either closes distance so the bubble overlaps the target or briefly spike the radius. When under ysalamiri/voidstone/etc: walking into a null field leaves the internal anchor fully online; a ysalamir or voidstone placed on vessel sits inside the keyed envelope and cannot sever the link. The aura is keyed to the host, so enemies standing in it do not regain Force use in null, and Hostile Force effects crossing the boundary do not regain power.
  • Races: N/A
  • Force Sensitivity: All
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  • [ Provide, in list format, some strengths of this submission. 2 recommended. ]
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  • [ Provide, in list format, some weaknesses of this submission. 2 recommended. ]
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  • Diet: [ Herbivore, Omnivore, Carnivore, Other (please explain). Note down common foods and preferences, what is poisonous, etc. ]
  • Communication: [ How do they communicate? A spoken language (if so, tell us which), through barks and yips, body language, telepathy, etc. ]
  • Technology level: [ Describe their societal technology level if it differs from Galactic Standard. ]
  • Religion/Beliefs: [ If this species has a prominent religion or set of beliefs, describe them here. ]
  • General Behavior: [ Describe general behaviors such as: family life, values, how they raise their young, how they find mates, how they interact with the world and other species around them. Do they hunt? Do they build? Are they inventors? Are they explorers? Are they nocturnal or diurnal? Do they attend schools? Etc, etc. ]
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[ Include a description of the species history here. If your species is genetically engineered or Sithspawn please describe the process through which they were created, by who, and why. Explain the various challenges encountered during their creation. Most galactic species will be quite old - include major events relevant to the species in how they evolved and developed into what they are today where appropriate. Including Chaos canon events, where they impacted the history of this species, is a plus. ]

 
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  • Intent: To create a heavy Sith legion lander for the Kainate capable of delivering full strength assault elements into contested landing zones while tanking incredible fire and providing brutal close support.
  • Image Source:
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
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  • Sith Life Support Web: Long-duration, atmospherically adaptive life-support tuned for deep-space patrols and dark, idle orbits. Alchemical filters leech trace toxins, microspores, and battlefield residue from recirculated air, keeping the crew functional and clear-headed during weeks-long surveillance operations.
  • Sith Navigation & Patrol Suite: A reinforced navcore that blends standard astronavigation with ritual star-mapping and hyperspace pattern libraries. Optimized for prowler doctrine, it plots shadowed approach vectors, blind-side orbits, and "ghost lanes" around common patrol routes, fully compatible with Umbral Gate-capable drives where installed.
  • Shadow-Quiet Inertial Compensators: Gravimetric dampeners layered with pain-dulling glyphwork to keep the crew steady through long periods of micro-adjustment burns and sudden course changes. Designed more for subtle, constant trim than brutal dogfight turns, allowing the Varnyss to drift and pivot without crew fatigue.
  • Integrated Flight Stabilization Matrix: Micro-thrusters, occult-balanced reaction wheels, and bloodsteel-threaded trim servos smooth out the Varnyss's motion to an eerie, gliding stillness. The prowler can "park" in space, holding a precise attitude for hours or days while sensor masts rake an AO without betraying jitter or thrust flare.
  • Sith Communications Array: An encrypted hyperwave and subspace comms suite woven with state-of-the-art Kainate whisperstone crystal lattices. Supports ultra-low-power burst transmissions, emotion-coded priority tags, and tight-beam recon dumps back to Shadow Mind nodes or fleet command without breaking stealth posture more than a heartbeat.
  • Dark-Sync HUD & Command Pit: Bloodpane tactical displays, hololithic threat arcs, and sensor overlays converge into a single "gaze" for the crew. Dark-Sync runes let the HUD respond to stress, focus, and intent, subtly weighting which contacts rise to primary priority.
  • Reinforced Sensor Baseline: Before any exotic systems come online, the Varnyx carries a full-spectrum sensor spine, thermal, gravitic, EM, subspace, and radiation mapping and more, reinforced with Sith aura resonance detectors and void-anomaly pings. This core stack forms the backbone into which its more esoteric arrays plug.
  • Magno-Clamp Undercarriage & Docking Interfaces: Standardized clamps and boarding collars let the prowler latch to destroyer hulls, covert mooring points on asteroids, or listening-station pylons. Designed to hold fast in null-gravity, ion squalls, or while riding the turbulence of nearby capital-ship maneuvers.
  • Data Blackout & Malediction Lattice: If compromise is imminent, the Varnyx can collapse its sensor archives and mission data into slag and corrupted echoes. Memory cores overload in a controlled curse-logic cascade, leaving only fragmented, hostile data ghosts for any captors to sift through, if they dare.
  • Specter-Baffle Hull Geometry: Angular, rune-etched hull faceting and internal baffles scatter sensor returns and bleed heat into shaped trails behind the vessel. Not a full stealth cloak on its own, but enough to complicate passive sweeps and stretch lock-on times against ships relying on conventional scopes.
  • Nightward Veil-Scan Array: The heart of the Varnyx, this array fuses long-range recon scanners with Sith augury heuristics. It reads drive harmonics, hyperspace wake scars, shield cycling, and faint Force disturbances across vast volumes of space, then stitches them into an evolving battlespace tapestry. It cannot perfectly pierce dedicated stealth fields or null zones, but it can detect imperfect stealth and excels at exposing anything that moves, burns, or thinks too loudly in the dark.
  • Gloomscribe Pattern Archivum Mk. I: A archival logic-engine that treats campaigns like rituals. It logs fleet maneuvers, patrol rhythms, response times, and retreat vectors, then layers Sith pattern-divination on top of machine analysis. Over time, the Gloomscribe stops merely telling command where enemies are and starts predicting where they will be, feeding pre-scripted ambush windows and interception corridors to Shadow Mind planners. The more information the Gloomscribe records the more efficient it becomes.
  • Veilstorm Ghost-Net Buoy Web Mk. I: The Varnyx carries pods of tiny Ghost-Net buoys, half hardware, half ritual anchor. Seeded along traffic lanes, common exit points, or suspected staging grounds, each buoy mounts a slim sensor stack and a whisperstone relay shard. Individually they are noise; together they form a distributed occult early-warning grid that quietly reports back to the prowler or directly to Kainate command infrastructure.
  • Sith Trap-Seed Rack Mk. I: A modular deployment bay dedicated to lacing space with cruelty. The rack can carry and deploy Voidheart Singularity Mines, Bloodfire Detonation Mines, specialized "sensor-scorch" charges that burn out enemy arrays instead of hull and more. Integrated with the Veil-Scan, Gloomscribe, and Ghost-Net data, the Varnyx can seed minefields not just where enemies are, but along the routes they are most likely to take when they flee or regroup.
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  • Legion Scale Lift Capacity: In its Assault / Legion Lift and Armor Spearhead configurations, the Skarnath can move an entire strike platoon (Up to 144 Sith legionaries) plus bikes, sleds, or walkers, or pivot into hauling 500+ metric tons of war materiel in Heavy Logistics mode.
  • Assault Fire Support Platform: With multiple Abyssal Lash cannon mounts, a chin-mounted Qorrak heavy lash cannon, dorsal and ventral Hexpulse point defense spines, and Shriekfang swarm pods, the Skarnath doesn't just deliver troops, it actively shapes the LZ with direct fire, suppression, and anti-missile coverage.
  • Breach & Foothold Specialist: Dread-umbilicals, ramp fields, Crucible Sunder Charges, and the Bloodshroud Veil / obscuration systems let the lander punch into hardened LZs, crack defenses, and give disembarking troops a moving wall of cover and chaos instead of a naked, exposed ramp.
  • Fortress Grade Protection: Bloodwrought Plating, Crucivane framing, Gravebind internal mesh, high-tier shielding, and Nullheart-style decay fields make the Skarnath extremely difficult to swat out of the sky, especially during the most vulnerable phase, final approach and offload.
  • Modular Interior Conversion System: The bay doesn't lock the lander into one job; by shifting to Assault, Armor Spearhead, Heavy Logistics, or Command / Support modes, it can be re-tasked between campaigns instead of requiring multiple hull types for each role.
  • Doctrinal Integration with the Shadow Armada: Shadow Mind linked control, Kainate standard comms, and compatibility with Sith systems mean the Skarnath plugs directly into established Sith battle doctrine, coordinating with Xarûl/Gorvahn screens and Velakorr strikes as a natural part of a larger kill-chain.
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  • Large, Obvious Target: Even with its defenses, the Skarnath is a big target compared to starfighters; once it commits to an LZ, most will concentrate AA, ion, and heavy fire on it. It expects to be shot at.
  • Escort & Suppression Dependent: The lander is designed to arrive under a prepared umbrella, fighter cover, and gunship support. If committed without that support, it can be overwhelmed by interceptors, massed SAMs, or clustered AA before it can offload.
  • Heavy Handling / Limited in Tight Terrain: Its mass and footprint make it poorly suited for tight urban canyons, dense forests, or confined landing zones. In marginal terrain, it's forced to set down farther from the objective and rely on its passengers or attached vehicles to close the distance.
  • Force Nullification: While subject to Force Nullification, many of its signature edges degrade, Painwave suppression, Nullheart optimizations, and veil-logic lose bite, leaving it "only" as a very tough conventional lander.
  • High Maintenance & Ritual Overhead: The Skarnath's layered alchemy, veil systems, and integrated dark tech demand specialized Kainate technicians and industrial systems.
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The Skarnath-class Sith Legion Lander was born from a core strategic reality of the Kainate: a legion is meaningless if it cannot reach the battlefield intact, together, and terrifying. Gunships strike. Fighters contest. Bombers annihilate. But the Skarnath delivers the war itself. Developed in the forges of Malsheem under the direction of the Shadow Hand to create a lander fit to deliver the Kainate's forces to battle, the Skarnath was engineered by the Shadow Mind to replace the patchwork of aging transports and improvised assault craft that had long plagued the Shadow Armada. The directive was absolute, create a lander capable of hurling large amounts of forces onto a hostile world under fire, sustaining them through the breach, and lifting off again to repeat the devastation elsewhere. The result is a vessel that feels less like a spacecraft and more like a descending siege engine.

The Skarnath's body is built around a Crucivane hull frame wrapped in Bloodwrought Plating and reinforced internally by Gravebind Mesh, allowing it to shrug off concentrated anti-air fire long enough to complete its mission. Layered shielding folds across its surface in patterned arcs of Sith geometry, strengthened further by a Nullheart decay lattice that erodes incoming kinetics and energy as they approach. The lander does not evade threats, it endures them, burns through them, and lands anyway. During the descent, the Skarnath establishes battlefield dominance through overwhelming firepower: Twin Abyssal Lash Cannons, a chin-mounted Qorrak Heavy Lash Cannon, rear guns for extraction assaults, and dorsal and ventral Hexpulse defense webs.

At the core of the vessel lies the Modular Interior Conversion System, the engine of its adaptability. Instead of a single intended use, the Skarnath's mission bay reshapes itself through rail-mounted bulkheads, retractable platforms, and alchemically keyed floor plates. In its assault configuration, it maximizes troop density and ready-rack layout to carry up to 144 Sith legionaries with arms lockers, recharge stations, and grav-slung racks for speeder bikes or sleds. Armor spearhead mode widens the floor into reinforced lanes designed to lift medium walkers or light tanks, while still carrying a close-support escort of seventy-two infantry.

For large-scale supply operations, the bay transforms into a hardened cargo deck capable of transporting over five hundred metric tons of munitions, prefabs, siege gear, or field generators. In command and support configuration, a section of the bay becomes a forward command node outfitted with holo-tables, comms spines, medical alcoves, and tactical coordination stations, while preserving enough space for a compact but elite protective escort. These conversions are not conveniences, they are the embodiment of Kainate doctrine: A legion's transport must be its own lifeline, reinforcement, and foothold in hostile territory.

The Skarnath's descent is a doctrine of terror in its own right. True to the Kainate's philosophy of atmospheric dominance, the lander deploys the Bloodshroud Veil Projector, drowning its landing zone in a rolling crimson-black fog that blinds enemy sensors and reduces hostile sightlines to mere guesswork. Beneath this manufactured storm, Painwave Emitters and the Dreadfall ramp field destabilize enemy coordination and create a fifteen-to-twenty-meter suppression bubble in which Sith legionaries emerge as silhouettes of death. Combined with the vessel's brutal firepower, the Skarnath turns its landing zone into a screaming, disoriented kill-field before any boots touch the ground.


Integrated into the Shadow Mind infrastructure of its carrier and battlegroup, the Skarnath operates as part of a seamless kill-chain. Velakorr tactical bombers rake the landing zone. Gorvahn heavy fighters crush interceptors and air-defense platforms. Nyctophage clouds harass and tear down SAM nests from above. Once the battlefield has been reduced to a smoking ruin, the Skarnath descends through fire and turbulence, delivering the infantry, walkers, war machines, and supplies necessary to secure the breach and expand the foothold.

The Skarnath is not subtle. It is not elegant. It is the lander that appears when a world is meant to fall. It drives through ion storms, artillery curtains, and psychic shockwaves with equal indifference. It hits the ground like a hammer, disgorges a black tide of Sith soldiers and armored war engines, and lifts off shrouded in fog and flame, already searching for its next drop zone. Where the Skarnath lands, the Kainate arrives in full.


 
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  • Intent: To create a secret, mobile Sith military research station used by Darth Prazutis to conduct forbidden experimentation, conduct containment operations, and act as a secure Kainate sanctum.
  • Image Source:
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: (Please link and cite the sources which you are modifying for your use in your submission.)
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  • Classification: Mobile Research and Containment Platform
  • Length: 5,000 Meters
  • Width: 5,000 Meters
  • Height: 2,800 Meters
  • Armament: High
  • Defenses: Extreme
    • Alchemized Armor Plating
    • Triple-Layer Deflector Shields
    • Internal Containment Barriers (Force and Tech-based)
    • Anti-Boarding Defense Halls
    • Voidshield Generators
  • Hangar Space: 6 Starfighter Squadrons Equivalent
  • Hangar Allocations:
    • Starfighters: 4 squadrons (Kainate Interceptors)
    • Support Craft: 2 squadrons (Dropships, Ritual Barge, Prison Shuttles)
  • Maneuverability Rating: Low
  • Speed Rating: Low
  • Hyperdrive: Yes - Class 1.0
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  • Command and Control Bridge
  • Advanced Medical Bays
  • Redundant Reactor Systems
  • Encrypted Communications Relays
  • Backup Subspace Signal Silencers
  • Life Support for High-Tier Biocontainment
  • Industrial-Scale Alchemical Labs
  • Multi-layered Containment Vaults
  • Internal Tram Transit System
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  • Hidden Bastion: Nearly impossible to locate due to integrated stealth tech and sorcery.
  • Fortified Vault: Designed to house even reality-warping entities like Lotek'k.
  • Ritual Engine: Enhances Sith sorcery and rituals station-wide.
  • Anti-Infiltration Design: Maze-like internal structure and mind-warping architectural shifts.
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  • Power Draw: Advanced systems consume massive energy; station must cycle functions.
  • Vulnerable When Moving: Most stealth and defense systems must drop briefly to relocate.
  • Dark Side Reliant: Effectiveness reduced in Light Side-saturated regions.
  • Not a Frontline Station: Though armed, its focus is containment, not fleet warfare.
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Hidden in the void between stars, shrouded from sensors and the Force alike, Nexul Station is a leviathan of Sith ambition. Constructed in secret by the hands of Kainate fleshcrafters and technopriests, it serves as Darth Prazutis' personal sanctum for forbidden experimentation and metaphysical warfare.

Its armor is etched in Sith runes from bow to stern, its engines whispered into being through void-chants older than memory. Inside, labs churn with alchemical brews and containment chambers hum with suppressed terror. It is here that the Bound Lotek'k, a creature of galactic nightmare, is held in slumber—its screams used to power dark rituals.


Nexul Station is not a warship. It is a sanctum, a prison, a crucible of Dark Side ambition. It drifts through the stars as an unseen god-machine, tethered only to the will of Darth Prazutis. The mere knowledge of its existence is a closely guarded secret, known only to the highest echelons of the Kainate. Those who find it do not live to tell the tale. Those brought here never leave. Nexul is not a place. It is a sentence.






 
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  • Intent: To create the apex modular Sith detention/brig architecture for the Kainate, an integrated prison deck system that combines brutal psychological conditioning, dark suppression, and scalable cell configurations for everything from mundane criminals to high-value Jedi/Sith captives.
  • Image Source:
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
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  • Manufacturer:
  • Affiliation:
  • Market Status: Closed-Market
  • Model: Karzul Penitence Deck Mk. I, The Black Cells
  • Modularity: Yes - The Karzul pattern is fully modular and scalable, composed of standardized detention "spines" and nodal chambers.
    • Cell Clusters can be added or removed (standard cells, Vhaldris Eternity Cages, Zalath Stasis Crucibles).
    • Interrogation Suites, Guard Posts, and Medicae Nodes are pluggable modules.
    • Environmental and psychospheric settings can be tuned per vessel/facility and per tier of prisoner.
  • Production: Limited
  • Material:
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  • I. Modular Detention Spine Architecture
    • Karzul Spine Segments: Long, central corridor "spines" that house rows of cells on either side, with standardized connection points for:
      • Standard Penitence Cells
      • Vhaldris Eternity Cages
      • Zalath Stasis Crucibles
    • Dockable Nodes:
      • Guard Stations & Watch Nests
      • Interrogation Suites (Karzul Inquisitoria Thrones, sensory chambers)
      • Medicae/Autopsy Chambers
      • Transfer Locks and Airlock Conduits
  • II. Layered Psychospheric Suppression & Conditioning
    • Penitence Field: A low-grade, deck-wide psychospheric pressure that induces dread, claustrophobia, and time-distortion in prisoners while subtly sharpening the awareness of Sith-aligned personnel.
    • Whisperfall Audio System: Ultra-directional audio emitters bleed whispers, half-heard chanting, and subsonic pulses into corridors and cells. To inmates it feels like voices just beyond the edge of comprehension; to trained Sith, patterns of this noise can form coded messages or ritual cues.
    • Null Ascendant Emotional Dampers: Optional field overlays that flatten emotional spikes among prisoners (especially during riots or mass panic), making organizing resistance psychologically harder.
    • Painwave Emitters: A suppression system designed to pacify prisoners, intruders in the event of incidents.
  • III. Integrated Cell Types (All Compatible with Karzul Deck)
    • Standard Penitence Cells:
      • Reinforced Umbraplast/Woundforged with Bloodsteel ribbing.
      • Restraint hardpoints, gas-dispersal vents, stun-floor capability.
      • Optional energy bars and ray shields.
    • Pit Cells:
      • Bare Woundforged pits beneath grated floors, designed to humiliate and display broken prisoners.
    • Vhaldris Eternity Cage:
      • Mobile, floating cell spheres docked into recesses along the spine.
      • Continuous low-level stasis and Force-interference, ideal for long-term storage.
    • Zalath Stasis Crucible:
      • Dedicated, sealed chambers with dual Blackstone obelisks.
      • Unmatched Force user immobilization and time-drag for interrogation or breakage of exceptional captives.
  • IV. Interrogation & "Correction" Suites
    • Dravath Agony Throne: Sith interrogation chair.
      • Multi-axis restraint limbs that can rotate, invert, and partially suspend the prisoner.
      • Integrated pain-induction arrays (electro-neural, sonic, thermal) tuned to avoid killing but maximize compliance.
      • Direct Force-feedback channels wired into Crucivane conduits, allowing Sith interrogators to amplify mental pressure or piggyback their own powers through the chair's circuits.
    • Somatic Disassembly Rooms:
      • For physical breakage, surgery, or vivisection. Bloodsteel drain-gutters and autowash cycles.
      • Ceiling-mounted armatures for droids, probes, and alchemists' tools.
  • V. Security & Control Systems
    • Nightwarden Penitence Grid:
      • Dedicated security sub-AI that monitors cell integrity, biosigns, tampering, and attempted breakouts.
      • Linked to Shadow Mind networks but capable of autonomous local lockdowns if external links are severed.
    • Force-Event Detection:
      • Sensors that detect sudden spikes in Force usage, triggering auto-gas, stun-floor activation, or Penitence Field intensification.
    • Dread Sentinel Posts:
      • Every Karzul Penitence Deck is lined with armored recesses where Dread Sentinels stand entombed in stillness until needed. Their looming silhouettes dominate every corridor and cell-row, creating kill-zones the wardens can trigger at a thought. The knowledge that these titans can awaken at any moment, without warning, without hesitation, and without mercy, keeps the incarcerated in a constant state of dread.
    • Tiered Response Layers:
      • Level I: Sonic warnings, lighting shifts, Painwave emitter deployment, and sub-lethal stun-field deployment.
      • Level II: Gas dispersal (sedative, paralytic, or irritant) + hard-seal of bulkheads.
      • Level III: Emergency depressurization segments, automated turret activation, and remote shunting of select high-value cages deeper into the deck.
  • VI. Environmental & Psychological Design
    • Blood-Gradient Illumination:
      • Standard Mode: Oppressive red-tinged light that never quite feels bright enough.
      • Riot Mode: staccato, forge-bright crimson strobes to disorient prisoners while giving Sith perfect visual clarity.
      • Silence Mode: deeper, almost infravisible crimson, allowing Kainate personnel the advantage to move in near-darkness.
    • Scent & Airflow Conditioning:
      • For prisoners: faint copper, antiseptic, and embalming incense undertones. The air always feels slightly too cool or too warm, never comfortable.
      • For guards/Sith: semi-isolated local current that keeps their posts clear of stench and anxiety pheromones.
  • VII. Integration with Existing Kainate Systems
    • Penitence-Linked Noctuary Cells:
      • Optional linkage that allows key officers or Sith to monitor the brig's emotional climate, riots, or notable events from their Noctuary quarters.
    • Shadow Mind Analytics:
      • Aggregates data on prisoner behavior, resilience, and patterns.
      • Suggests interrogation schedules, "break points" and which inmates are likely to buckle under specific stimuli.
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  • Apex Sith Detention Doctrine: The Karzul Penitence Deck Mk. I is not just a brig, it is a complete philosophy of imprisonment. Every wall, light, and sound is calculated to break, condition, or store prisoners while empowering Sith personnel.
  • Highly Modular, Multi-Tier Containment: From mundane criminals in standard cells to Jedi Masters in Zalath Crucibles and long-term assets in Vhaldris Eternity Cages, the Karzul pattern can handle almost any class of captive within one integrated architecture.
  • Severe Force User Control: Layered Force-interference (Penitence Field, Force-event sensors, optional Zalath/Vhaldris modules) makes escape for Force-users extremely difficult without external intervention or massive, focused effort.
  • Autonomous Security & Response: Dedicated Nightwarden grid and Shadow Mind tie-ins allow the deck to detect, isolate, and crush uprisings with minimal direct intervention from living guards.
  • Psychological Warfare Environment: The very design of the deck, light, sound, air, architecture, turns time spent within it into a weapon that erodes hope, identity, and mental cohesion.
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  • Power & Infrastructure Hungry: The Karzul pattern is resource intensive. Its full functionality requires robust reactors, stable grid distribution, and ideally dark-side saturation.
  • Force Nullification: Deliberate Force Nullification can suppress the psychospheric and Force Oriented aspects of the deck, leaving it "merely" a very secure physical brig.
  • Complex Maintenance & Specialist Staff: Requires trained Sith technicians, wardens, and ritual maintainers to keep all systems at peak performance. Neglect, sabotage, or loss of key personnel can result in degraded containment quality.
  • Potential for Over-Breakage: The deck is too effective at destroying minds and spirits if misused. Prisoners can be rendered catatonic, unresponsive, or useless as sources of information or political leverage if operators lack discipline.
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Where other powers build simple brigs, the Kainate builds confessions that never end.

The Karzul Penitence Deck Mk. I, also known as the Black Cells was commissioned after a series of early conflicts in which captured enemies either escaped, resisted standard interrogation beyond desired timetables, or, most insultingly, found ways to die on their own terms. Darth Prazutis' decree was simple as he personally oversaw the new project:
"There will be no more escapes. There will be no dignified deaths. Their last liberty will be the manner in which they break."

Engineers and alchemists took this to heart and went to work beside the Shadow Hand. What followed was a horrific creation the likes of which had never been seen before.

Structurally, a Karzul Penitence Deck is a spine of interlocking corridors and chamber-nodes, all forged from Umbraplast, Bloodsteel, and alchemized alloys that mirror Kainate hull architecture. The moment a prisoner crosses the threshold, the environment changes. The air grows denser, the lighting slightly too red, and the distant, half-heard mutter of Whisperfall begins. To an outsider, it might be dismissed as the thrum of machinery. To those kept long enough, the sounds become a constant, gnawing presence. Syllables almost understood, prayers nearly remembered, screams that might be echoes or might be imagination.

Standard Penitence Cells are meant to break the majority of prisoners. They are cramped but not tiny, austere but not overtly theatrical. It is the patterns that wear prisoners down. The slight drift of temperature, the irregular cycle of dimming lights, the way footsteps in the corridor always seem to stop just outside the door but never open it. If gas is deployed, it flows silently; if the stun-floor fires, it is with an almost clinical detachment. Days blur. Sleep and waking become indistinct. Some inmates start to talk to the walls. The walls never answer, but the Penitence Field listens, and Shadow Mind logs everything.

For those deemed too dangerous, valuable, or symbolic for mere cells, the deck accommodates its more refined horrors. Along reinforced segments, Vhaldris Eternity Cages can be docked. Floating spheres that keep their occupants in a state of suspended torment, aware but unmoored from a normal sense of time. Deeper still lie rooms fitted with Zalath Stasis Crucibles, where powerhouses of the Force are hung in slow-time like trapped insects in amber, their efforts to gather power only tightening the noose.


The heart of Karzul, however, is its Interrogation Suites. Here, bound into the Dravath Throne, a prisoner becomes a point in a circuit. Pain is not merely inflicted, it is tuned. Everything designed to break and pull apart captives is located here. Thermal spikes, sonic assaults, neural lash pulses, and Force-probing flows through the same channels that tie the deck together. A Sith interrogator can sit in stillness amid this, letting the chamber itself do most of the work while they watch, listen, and apply precise, personal pressure at the right moment. The prisoner cannot escape their body; the deck makes their body into a cage as well.

Yet for all its brutality, the Karzul Penitence Deck is not chaotic. It is intensely ordered, governed by the Nightwarden grid and overseen by Shadow Mind. Riots flare up and are smothered by gas, stun-fields, or automated gun nests before they spread. Escapes that might have succeeded in lesser facilities are caught at the level of biosign anomalies or Force Surges. Even in the unlikely event that main power fails, the deck's internal reactors and mechanical fallback measures keep cells sealed and doors locked.

To Kainate officers, the Karzul Penitence Deck Mk. I is a tool, grim, efficient, and reassuringly absolute. To the Sith who walk its corridors, it is a sermon made architecture: a declaration that suffering and obedience are the only futures for those who stand against the Dyarchy.

To those who sleep within its cells, it is something simpler and far more intimate.

It is the place where they learn that hope is an illusion.

 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
  • Image Credit: [ Provide credit to the original artist of the images in your submission. Link to the web page where it can be found and state the name of the original artist if possible. Each image used must be credited. Use TinyEye, Google Image Search, or the Image Credit FAQ to help.]
  • Role: Kas-Kissai of the Shikkari
  • Permissions: [Please link any Marketplace purchase or similar approvals to use other Writers’ content as part of this submission.]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
PHYSICAL INFORMATION
  • Age: 56
  • Force Sensitivity: Master
  • Species: Sith Pureblood - Kissai Caste
  • Appearance: [ Describe the NPC. Height and build? Any distinguishing marks? Do they show their age? What do they usually wear? ]
SOCIAL INFORMATION
  • Name: Avaroch Golgari; the Kas-Kissai
  • Loyalties: The Kainate
  • Wealth: [ How wealthy are they? Where does that wealth come from? Are they stakeholders in existing corporations? If so, link to them. ]
  • Notable Possessions: [ Describe or link any notable possessions they might own. Please link any relevant factory submissions or uncommon canon links. ]
  • Skills: [ What skills does this NPC have? Are they a pilot, a farmer, a mechanic? Do they paint or knit in their free time? For Force users if they have any special abilities that are rare list them here. Be reasonable. ]
  • Languages: [ What languages do they know? For example, it's very common to know Basic and Huttese, and many droids know binary droidspeak. Please provide links for any unusual languages. ]
  • Personality: [ Describe the NPC’s personality. Acerbic? Friendly? Ditzy? Annoyingly calm and superior? What about mannerisms or habits? ]
COMBAT INFORMATION
  • Weapon of Choice: [ Military blaster rifle? Toy lightsaber? Bioweapons? Wits? Charm? The Force? Please provide links to any relevant factory submissions or uncommon canon links. ]
  • Combat Function: [ Combat is difficult to avoid -- after all, this is Chaos. Should your NPC wind up in combat, what would they be good at? How would they work alongside you, or would they be a liability? Remember: An NPC is weaker than a PC of an equivalent level, and will not match them in power, skills, or abilities. ]
  • Force Abilities (Force Users Only): [If your NPC is a Force User, please list their Force abilities, especially unusual or rare ones.]
Strengths:
  • [ Provide, in list format, some strengths of this submission. 2 recommended. ]
Weaknesses:
  • [ Provide, in list format, some weaknesses of this submission. 2 recommended. ]
HISTORICAL INFORMATION
[ Include a description of the NPC's history here. ]







 
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  • Intent: To create a signature Kainate interrogation/torture apparatus that fills the same narrative niche as the Yuuzhan Vong Embrace of Pain, reimagined as a Sith-Yuuzhan Vong hybrid bio-mechanical rack integrated into Kainate detention and indoctrination doctrine.
  • Image Source:
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source:
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  • Manufacturer:
  • Affiliation:
  • Market Status: Closed-Market
  • Model: Moruth Agony Reliquary Mk. I
  • Modularity: Yes - Sensory modules and restraint layouts can be swapped for different anatomies, but the core neural biot, organ-cluster, and frame must be re-grown and ritually re-imprinted in a dedicated bioclave.
  • Production: Limited
  • Material:
    • Bloodsteel Main Frame and Restraint Rails
    • Umbraplast Exoshell Plating and Fluid Channels
    • Sith Blackstone Core Slab Beneath the Victim Position
    • Yuuzhan Vong-Derived Organic Components:
      • Grown Pain-Coral Nerve Lattice
      • Yorik-Flesh Derivative Muscular Sleeves to Move Restraints
      • Living "Gland Choir" Producing Tailored Biotoxins, Stimulants, and Nutrient Fluids
    • Qazûr Weave Neural Interface Cabling
    • Internal Sith Rune Matrices
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  • Sith Bound Vong Biocore: Deep in the heart of the Reliquary is a reshaped Embrace line biot: A mass of pain-coral nerves, yorik-flesh musculature, and gland clusters, all branded with Sith runes and Qazûr filaments. Shaper-bred instincts for "optimal suffering" are shackled to Shadow Mind logic and hard-coded obedience to Kainate command glyphs.
  • Adaptive Pain-Feedback Lattice: The biocore continually reads the captive's electrochemical signals, vital signs, brainwaves, and pheromonal shifts. It then adjusts stimuli (pressure, shocks, bio-stings, ligament tension, sensory pulses) to keep them on the knife-edge of collapse. Its original Vong instinct to push prey to the brink of death has been narrowed and disciplined by Sith doctrine.
  • Inversion & Suspension Rack: A Bloodsteel spine and yorik-flesh sheath articulate the victim along a curved rail, allowing upright, inverted, and lateral configurations. The living musculature flexes the rack, stressing joints and the inner ear while the metal frame guarantees mechanical reliability.
  • Multi-Vector Stimulus Suite:
    • Vong-grown stinging tendrils and thorn-buds for piercing, tearing, and injecting biotoxins.
    • Electro-coral pads for controlled shocks along nerve clusters.
    • Thermal nodules that can generate searing heat or bone-deep cold in localized regions.
    • Micro-torsion bands powered by yorik-flesh to pull muscles and ligaments against one another.
  • Dark-Side Resonance Loop: The Blackstone slab and overlaid Sith runes capture spikes of fear, rage, and hatred, then push them back through the biocore. The Yuuzhan Vong biot "tastes" these emotions as command pheromones, intensifying the pattern. For Force Sensitives, this manifests as echoing self-voices, phantom screams, or the sick certainty that the device enjoys their suffering.
  • Force Resistance Channel: Attempts to use the Force to numb pain, break restraints, or crush the Reliquary trigger a reflex in the biocore: Glands vent stims, the rack tightens, and rune-harmonics spike vertigo, nausea, and joint-locking agony. The more the captive pushes through the Force, the more violently the Reliquary "bites down."
  • Auto-Preservation & Recovery Cycle: When the captive nears lethal collapse, the Reliquary shifts: Yorik-flesh gently repositions the body, stinging organs retract, and nutrient glands flood the victim with fluids, coagulants, and limited painkillers. They are allowed to sleep or drift in shallow sedation until vitals recover, then the Embrace-spawn instincts and Sith routines bring them back to wakefulness.
  • Sensory Rewrite Module: A hybrid of Sith holo-projectors and Vong neurosensory coral in a cranial halo. It can:
    • Overlay pain with hallucinated scenes, voices, and faces.
    • Replay memories paired with new sensations.
    • Make the captive feel as if their body is elsewhere entirely while the rack works.
  • Self-Healing Biot Architecture: The organic components scar, knit, and regrow over time. Acid scorches, blade cuts, or partial destruction will eventually be repaired by the biocore, provided the Sith binding runes remain intact and it is adequately fed with nutrients and power.
  • Karzul/Deck Integration: Hard-linked to Karzul Penitence Deck Mk. I controls and Nightwarden security. Dread Sentinels and inquisitors can view vitals, psychic strain, and Force-output attempts, and can "tune" sessions from remote galleries without entering the chamber.
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  • Sith-Vong Hybrid Torment Engine: Combines the Embrace of Pain's legendary adaptive cruelty with Sith alchemy, giving the Kainate a living rack that learns and optimizes torment while remaining absolutely obedient to Sith will. Its cruelty and ability to inflict agony far outstrips the original.
  • Force and Will Resilient Restraint: Built expressly for Jedi, Sith, and zealots. Force exertion and iron discipline do not blunt it, both are detected and converted into targeted backlash, emotional manipulation, and intensified suffering.
  • Sustained Indoctrination / "Training": Auto-preservation and sensory rewrite systems make the Reliquary suitable not only for interrogation, but for long-term "education": Breaking identities, implanting associations, or forging cult-like loyalty in rare survivors.
  • Self-Healing, Longevity: The Vong biocore can repair damage over time, letting each Reliquary survive decades of use with minimal hardware replacement, making every installed unit a kind of living dungeon fixture.
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  • Force Nullification: The full suite needs strong dark-side saturation and access to specialized Malsheem bioclaves. While under Force Nullification, the runic bindings weaken and the biot behaves more like a stubborn, angry creature than a perfect instrument, much closer to the original Embrace of Pain than its elevated successor.
  • Complex and Hard to Replace: Each Reliquary is a unique grown and forged entity, not a simple machine. Destroying one removes years of shaping, rituals, and data, replacing it is slow and expensive.
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The Moruth Agony Reliquary Mk. I began as a corpse on a table.

After a Yuuzhan Vong Embrace of Pain was dissected within the vaults of Malsheem, Darth Prazutis saw in it not an alien monstrosity, but a promising first draft. The Shapers who birthed the Embrace worshiped suffering as truth. The dedicated Shapers of the Aris Shelr had long been loyal to the Sith since the days of the Tenth Sith Empire. For many decades since they have served the Kainate directly, recognizing the Eternal Dyarchy as their supreme sovereigns. Under the Shadow Hand's command, the Kainate and the Aris Shelr set out to take the theology of pain and rewrite it into a doctrine of obedience.

The Shapers of the Aris Shelr were brought into Kainate industrial stacks. There, under the oversight of the Shadow Mind and Sith alchemists, they were ordered to grow a new lineage of Embrace-spawn. Branded from inception with Sith runes and Qazûr filaments. Every instinct to exalt pain for its own sake was shackled to command glyphs: Protect the Dark Lord's assets, obey the wardens, optimize without killing unless ordered.

Around that living core, the Kainate built a frame of Bloodsteel and Blackstone.

Dormant, a Moruth Reliquary looks like a fusion of throne and altar spine. Fluid lines of yorik-flesh and chitin coil beneath matte Umbraplast plating. Runes glimmer faintly along its rails. When a prisoner is buckled into the restraint bands and the first activation sigils are spoken, the biocore "awakens", scenting new chemistry, tasting the first ragged breaths in its nerve-coral.


From then on, the captive is studied as much as they are tortured.

Ligaments are stretched until microtears bloom, then eased back. Thorn-buds inject measured pulses of burning venom. Electro-coral pads crawl fire along the spine. Whenever the subject begins to numb or habituate, the Reliquary shifts angle, tone, and modality, guided by Shaper instinct and Sith algorithm. Should the prisoner try to retreat into the Force, the Blackstone slab drinks in their focus and rolls it back through pain-coral and glands, returning not relief, but vertigo and echoing self-mockery.

The Vong biot remembers, too.

Every session leaves impressions in its neural coral, patterns of resistance, breaking points, phrases that cause flinches or snarls. Over years, a Moruth can become intimately familiar with the general psychology of its "kind" of captive: Jedi Knight, Sith traitor, fanatic officer. Wardens speak of individual racks with reputations: the one that broke three Masters in succession; the one that "sings" softly when new prey is brought near.

Because the biocore is still alive, it needs care and fear.

Rites are performed to reinforce its bindings. Nutrient feeds and waste channels are flushed. Dread Sentinels and inquisitors periodically submit it to "discipline cycles" where it is made to halt mid-torment at a single spoken word, reinforcing obedience. In return, the Reliquary serves for decades, healing from damage, growing new thorn-arrays, and learning to hurt more exquisitely.

Installed along the Karzul Penitence Deck Mk. I, the Moruth Reliquaries are seldom spoken of by name. Prison rumors call them "the living racks" or "the hungry altars." In practice, they are reserved for those whom the Kainate wishes to do more than cage. Captured Jedi, defiant Sith, political symbols whose suffering must be crafted into something useful.

Where the Zalath Stasis Crucible and Vhaldris Eternity Cage control time and motion, the Moruth Agony Reliquary Mk. I governs meaning. Taking the ancient Yuuzhan Vong creed of pain, gutting it, and installing a Sith heart inside.


 
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  • Intent: To create a Kainate exclusive breed of colossal, monstrous Sithspawn guardians engineered to replace Imperial Sentinels and serve as elite living wardens of detention decks, vault complexes, sanctums, and critical installations.
  • Image Credit:
  • Canon: N/A
  • Permissions: N/A
  • Links: N/A
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  • Name: Dread Sentinel
  • Designation:
    • Semi-Sentient
  • Origins:
    • Dromund Kaas - Kainate Bio-Forge Facilities by Darth Prazutis.
  • Average Lifespan:
    • 40–75 Galactic Standard Years
  • Estimated Population: Scattered - Found only within Kainate installations, fortresses, capital ships, etc.
  • Description: The Dread Sentinels are towering, abhorrent masterpieces of Sith alchemy, giants of blackened flesh and sculpted brutality, standing easily between three and four meters tall. At a distance they resemble statues carved from obsidian or volcanic glass, motionless and cold, until their internal conduits throb with crimson light and they begin to move. Their musculature is impossibly dense and saturated with alchemical ichor that pulses like molten metal beneath the skin. Their dermis is a living armorplate, chitinous, ridged, and naturally segmented like a nightmare parody of blacksteel. Every inch of them looks engineered for violence.

    Their faces are mask-like and inhuman, lacking expressive musculature and carved into expressions of blank, predatory calm. Most display burning red eyes, some empty pits, others hollow sockets illuminated from within by bioluminescent tissue. Their limbs are reinforced with bone-over-bone layering, their joints augmented for explosive power, and many strains manifest retractable bone blades or talons used in close-quarters slaughter. Runes and sigils are carved directly into their flesh during gestation, glowing whenever they are commanded or when aggression heightens.

    While at rest they are nothing more than statues. In motion? They are executioners. While in battle? They are extinction in humanoid form.
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  • Breathes: Type I
  • Average Height of Adults: 3.4 - 3.9 meters
  • Average Length of Adults: N/A
  • Skin Color: Obsidian black, volcanic grey, ash-white; All with faint crimson luminescent veinwork.
  • Hair Color: N/A
  • Distinctions: Colossal, statuesque humanoids with hyper-dense muscle mass; bone-reinforced limbs capable of breaching armored barriers, chitinous armored hide, crimson bioluminescent vascular patterns. Mask-like facial structure with burning or empty eyes. Retractable bone weaponry, redundant organs, hyper-coagulating blood and alchemical sigils carved into flesh. Near-silent locomotion.
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  • Races: The Dread Sentinels do not possess natural racial divergence. Instead, their "races" are engineered batch-line morphotypes, specialized strains grown for distinct battlefield or guardian roles. Each variant is a deliberate choice by Darth Prazutis, shaped by different alchemical schemas, ichor compositions, and skeletal reinforcement protocols.
    • Vanguard Strain: The standard Dread Sentinel batch and the most stable of all variants. Engineered for durability, obedience fidelity, and raw physical dominance, the Vanguard strain forms the backbone of Kainate elite guarding forces. These are the colossal "statue-soldiers" found standing immobile for days outside detention vaults, ritual chambers, and Sanctum doors.
      Their musculature is maximized for blunt-force devastation, allowing them to overwhelm virtually any foe in close quarters. Vanguard Sentinels possess the purest obedience imprinting and the longest operational stability, making them the most widely deployed.
    • Executioner Strain: A specialized combat strain created for terminal lethality during breaches, purges, and execution events. They are leaner but more predatory than the Vanguard kind, with elongated skeletal structures and hyper-reinforced bone sheaths that can protrude as natural weapons.

      Their ichor composition is tuned for aggression, granting faster reaction cycles and brutal kill-efficiency. Executioner Sentinels are often stationed in Punishment Complexes, Interrogation Wards, or aboard ships where high-value prisoners require an immediate, unstoppable deterrent. Their obedience patterns are functional but less stable, necessitating tighter control protocols.
    • Warden Strain: Heavy, hulking variants crafted specifically for long-term confinement zones. Their bodies are double-reinforced, making them slower but nearly unbreakable. Layers of plated dermis and ossified armor create a walking bulwark capable of absorbing explosive charges or incredible impact without catastrophic failure.

      Warden Sentinels often act as permanent immovable guardians of vaults, tombs, Sith data crypts, forbidden research wings and more. They enter deeper forms of stasis between activation cycles, awakening only when the integrity of their domain is threatened.
    • Hunter Strain: The most mobile and behaviorally aggressive variant. Engineered for pursuit, retrieval, and lethal recapture, the Hunter strain features heightened sensory pits, reinforced digitigrade legs, and a more dynamic muscular structure. They excel in corridors, ventilation spaces, industrial decks, and the shadowed bowels of star destroyers where fugitives attempt to hide.

      When deployed, Hunter Sentinels stalk targets with near-silent precision until a strike threshold is reached, after which they become a blur of claws, bone, and overwhelming force. Mental suppression is lighter to allow advanced pathfinding, but this also makes them prone to slipping into feral states without command stimulus.
    • Overlord Strain: Extremely rare, experimental batch-line produced only under Darth Prazutis' direct oversight. These titans stand significantly taller than typical Sentinels, closer to four meters, and are layered with alchemical ritual enhancements fused during the forging process. Their skeletal matrices are carved with high-density sigils, granting superior pain immunity and endurance bordering on unnatural.

      Overlord Sentinels are used strictly for throne-world fortification, high ritual events, or the Citadel's innermost sanctums. Their obedience is absolute, but their presence alone can destabilize the minds of lesser beings. They possess greater intelligence than their counterparts, something approaching sentience. They are the closest the Kainate has ever come to creating mythological juggernauts, an echo of ancient Sith war-beasts reborn.
  • Force Sensitivity: Force Dead - They cannot be sensed, manipulated, compelled, or deceived through the Force. Their minds are empty wells that absorb nothing, project nothing, and simply persist.
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  • Apex Bioweapon Anatomy: Their physicality rivals small walkers in raw destructive force. A Dread Sentinel can tear blast doors apart with its bare hands, uproot reinforced bulkheads as if they were rotten planks, and rip open armored vehicles like paper. Their massive, alchemically-hardened frames render small-arms fire nearly irrelevant, while only sustained heavy weaponry can slow them, and stop them at cost.
  • Absolute, Terminal Obedience: Their neural structures are carved, reforged, and sculpted to biologically eliminate any possibility of rebellion or hesitation. Loyalty to the Kainate and the Eternal Dyarchy is absolute, they follow every command with machine-precision and corpse-cold certainty. They feel no fear, no confusion, no self-preserving instinct, only the absolute imperative of their master's will.
  • Force Dead Living Juggernauts: Illusions, mind tricks, telepathy, fear projections, domination attempts, all fail instantly and absolutely. There is nothing for such abilities to latch onto, for they are dead to the force and resilient to its touch. Dread Sentinels simply walk through these efforts without pause, often killing the caster before they even realize their powers had no effect.
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  • Suppressed Cognition: Their higher reasoning is intentionally destroyed. They cannot plan, adapt, or solve complex problems without direct guidance. When left without orders, they fall back to their hardwired reflex loops: Guard the area, stalk intruders, destroy targets. Anything beyond this requires a handler, commands and supervision from Kainate personnel.
  • High Metabolic Burn: Their colossal bodies are powered by unstable alchemical engines that demand constant support. They require nutrient-dense biomass, ichor-infused protein slurry, ritual stabilization, and frequent stasis cycles. Without these, their tissues destabilize, aggression spirals amplify, or their overheated metabolism begins to devour their own muscle mass.
  • Control Cascade Failure: Deprived of command input for too long, a Dread Sentinel eventually enters one of two catastrophic states: a petrified, statue-like inert phase, or a feral hunt mode that attacks anything alive with blind, unstoppable fury. This is why they are kept in highly constrained, closely monitored environments.
  • Light's Touch: While incredibly resilient to nearly all Force manipulation, the Dread Sentinels remain heavily susceptible to Force Light, which burns through their alchemical tissues, disrupts their ichor systems, and can destabilize or destroy them with enough exposure.
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  • Diet: Carnivorous, requiring nutrient slurry or dense biomass. Standard rations are useless or toxic.
  • Communication: Mute. They respond only to handlers, command signals, alerts, or designated personnel and Shadow Mind impulses. Though mute and incapable of language, Dread Sentinels emit thunderous roars and low-frequency growls when roused to violence, bestial, resonant sounds that shake bulkheads and reverberate through detention decks like the warning of an oncoming storm.
  • Technology Level: None (None. They depend entirely on creators and handlers.)
  • Religion/Beliefs: None. They lack the cognition for abstract concepts. Their "faith," if it can be called such, is simple: Obedience. Absolute loyalty to the Kainate and the Eternal Dyarchy.
  • General Behavior: They do not form societies or families. They are grown in isolation pods, conditioned in alchemical crucibles, imprinted, and assigned. In operation they behave with eerie simplicity. They stand motionless for days like statues, exploding into unstoppable pursuit when a target is marked, responding instantly to their handler's presence, becoming immovably territorial in assigned zones. When not needed they return to their statue-stillness.
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The creation of the Dread Sentinels was not a project born from mere scientific ambition, it was a decree of Darth Prazutis, the Elysian Grandeval Mortarch, whose will reshaped the very concept of a guardian into something biblical in its terror.

The earliest spark began deep within the vaults of Dromund Kaas, where the Shadow Hand uncovered fragmented archives detailing the forgotten experiments that once birthed the Imperial Sentinels of Byss. These records were little more than decayed data-ghosts, half-erased formulas, and corrupted holologs, but to Prazutis they represented a foundation, a crude prototype for something far more profound. The Emperor of old had sought obedient giants. Prazutis sought weapons of dread.

Where the old Empire relied on cloning alone, Prazutis had other tools. The Biological laboratories of the Kainate, the forbidden alchemical rites of the Shadow Mind, and his own mastery of Sith sorcery and violence. He personally commanded the excavation of lost Sithspawn ossuaries, reclaiming colossal bone matrices and dormant bioweapon tissue from eras predating even the Old Sith Wars. These ancient samples, monstrous things engineered for forgotten battlefields, became the raw flesh upon which the new breed would rise.

Prazutis did not leave their creation to underlings. He entered the crucibles himself. He carved the first runes into vat-flesh with his own hands. He bled his darkness into the embryonic forms to burn fear from their minds and carve obedience into their neurons. He personally shattered the higher cognitive centers of early prototypes when they resisted, reducing malformed titans to pulp against the crucible walls as a warning to the flesh itself.

In time the flesh finally learned. Through endless iterations, failures drowned in nutrient vats, successful strains molded like iron beneath the hammer, the Dread Sentinel template took shape. A fusion of:

  • Vat-grown colossus frames based on recovered Sentinel genomes
  • Grafted Sithspawn organ-chains capable of fueling massive musculature
  • Alchemically forged dermal plating hardened through ritual ossification
  • Force-dead genes sculpted into blank, obedient engines
  • Runic binding scrawled into bone, tendon, and ichor
Once a prototype proved stable, the Mortarch himself performed the final imprinting ritual, his voice resonating through the chamber, branding their minds with an instinct older than language, Obey.

The first true Dread Sentinel opened its eyes in his presence. It knelt. It bowed, and in a demonstration to the entire Kainate staff, Prazutis commanded it to rise and tear through a blast-hardened containment wall with its bare hands. The creature obeyed with a sound like mountains splitting.

From that moment, the blueprint was set.

The Kainate refined the process, producing the first disciplined batches: Vanguard strains to break intruders, Warden strains to stand eternal watch over vaults, and Executioner strains intended for sanctioned purges. Yet even as they grew more efficient, the ritual component remained untouched, every Sentinel still bore the carved sigils that Prazutis himself codified, every one still shaped by the ancient rites he resurrected.

Now, the Dread Sentinels stand as the apex guardians of Kainate domains. They watch the detention decks of vessels like living statues, stalk the sealed sanctums beneath New Kaas City, and tower beside command vaults and ritual chambers where only the highest Sith tread. Their primary dominion was moved to Malsheem where they exist in larger numbers. They are not soldiers.


They are punishments.

Born of tyranny, sculpted through torment, perfected by Sith alchemy, and carrying Darth Prazutis' will in their marrow, the Dread Sentinels are the final evolution of the old Sentinel dream, monstrous, loyal, and utterly without mercy.


 
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  • Intent: To create a Kainate-exclusive Sith field disruption system capable of destabilizing, breaking down, and penetrating modern shield technologies across infantry, vehicle, starfighter, and capital-ship scales.
  • Image Source:
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source:
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  • Severance Harmonic Inversion Core: Counter-sings shield harmonics, destabilizing particle, ray, deflector, molecular, and all other manner of shields by dragging their coherent waveform out of alignment.
  • Rotwave Disruption Pulse: A directed emission that induces shield shear, flicker, and localized collapse within seconds.
  • Sorrow-Engine Feedback Spool: Harvests shield resistance and converts it into "energy rot," accelerating the degradation of enemy defensive fields.
  • Shadow Mind Predictive Breaker Heuristics: Receives real-time harmonic collapse vectors; standalone mode uses onboard heuristics.
  • Anti-Coherency Sigil Geometry: The projector's internal lattice uses Sith-runic anti-order geometry to force destabilization of structured energy fields.
  • Adaptive Shield-Learning Function: Learns from each shield it encounters, storing harmonic profiles for future encounters and improving efficiency.
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  • Overwhelming Shield Breaker: Can destabilize, unravel, or directly collapse nearly all modern shield types through harmonic inversion and energy rot.
  • Predictive Disruption: Shadow Mind support allows real-time mapping of shield harmonics and future collapse points.
  • Learns & Adapts: Onboard heuristics refine disruption patterns based on past encounters, making each unit smarter over time.
  • Perfect for Kainate Doctrine: Turns breaching, boarding, landing, and ground assaults into brutally efficient operations by tearing open defenses on approach. Kainate forces shielding remain unaffected.
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  • Sith Infrastructure: Due to its design, the system is built using complex Kainate technology. This requires trained technicians and systems that only the Kainate can provide.
  • Force Nullification: While subjected to Force Nullification, the overall efficiency of the systems dark side harmonics weakens. It reduces its effectiveness to an excellent disruptor, instead of a supernatural one.
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The Nightshatter Field Disruptor Mk. I is the Kainate's final answer to the dominance of modern shielding technology. Developed within the profane laboratories of Malsheem, the Severance Projector represents an evolution of classical field disruptors, married to Sith harmonic science, kyber corruption, and Shadow Mind predictive logic.

Where ordinary disruptors merely scramble defensive fields, the Nightshatter Field Disruptor tortures them. It analyzes the shield's harmonic structure, identifies its weak points, counter-sings its coherence frequency, and then floods it with energy rot until the field fractures under its own resistance. The effect is dramatic, shields ripple, tear, and collapse in a cascade of anti-harmonic recoil.

At the core of the projector lies a Lignan-doped kyber lattice suspended within a bloodsteel cage. Sigil-wire matrices inscribed with anti-coherency geometry pulse with Sith logic, allowing the device to process energy signatures as instinctively as a predator reads fear. Each activation teaches the system more, refining its patterns until no enemy shield can stand before it for long.

The Nightshatter Field Disruptor makes Sith assaults inevitable for it tears open the gates, it breaks defenders' last refuge and lets the Sith inside.



 
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  • Intent: To forge a pair of abyssal gauntlets for Darth Prazutis, built to enhance his sorcery, physical supremacy, and connection to the Dark Side.
  • Image Source:
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
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  • Classification: Multipurpose / Force-Amplifying Gauntlets
  • Weight: Heavy
  • Resistances:
    • Energy: Extreme
    • Kinetic: Extreme
    • Lightsabers: Extreme
    • Sonic: Low
    • EMP/Ion: Average
    • Elemental: High
    • Force-Based Attacks: Very High
    • Force Light/Purification: Very High
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  • Special Features:
    • Sorcery Amplification Channels: Intricate veins of Blood-Forged Aurodium and Sith Rune-Inscribed Blackstone run throughout the gauntlets, forming an alchemical lattice that serves as a sorcerous circuit. These conduits channel the raw flow of the Dark Side directly into Prazutis' body, drastically amplifying the potency, range, and casting speed of his Sith sorcery. Even complex rituals that would normally require minutes of preparation can be invoked with mere gestures, their power intensified by the abyssal matrix embedded within the gauntlets.
    • Ritual Anchoring Runes: Inlaid across the inner and outer gauntlet plates are ancient anchoring glyphs, drawn from forbidden Sith lexicons and engraved in sacrificial blood. These runes stabilize the casting of battlefield rituals under duress, allowing Prazutis to conduct longform curses, summoning's, or dark invocations without interruption, immune to disruption by chaos, pain, or psychic interference. The gauntlets act as a metaphysical anchor in the maelstrom, tethering Prazutis' will to the ritual space.
    • Force Shockwave Projectors: Integrated into the palms and knuckles are micro-forged impact chambers, alchemically linked to Prazutis' own Force energy. With a mere flick of his fingers or a clenched fist, he can unleash concussive waves of invisible, telekinetic devastation. These shockwaves can hurl squads, sunder walls, or pulverize lesser Force barriers, weaponizing gesture into annihilation. When enhanced with rage, the shockwave ripples with visible distortion and abyssal energy.
    • Claws of Abyssal Rend: Each gauntlet conceals retractable talons, razor-edged claws forged from honed Zîrkaris and imbued with soul-piercing enchantments. When extended, these claws glow faintly with abyssal runes, allowing them to tear through even Force-reinforced armor and spiritual defenses. A single strike from these claws can not only rip flesh but also unravel Force bindings, making them a nightmare for lightsaber duelists and spirit-bound guardians alike.
    • Soulbrand Sigils: Hidden within the underside of each gauntlet are branding runes, sigils that, when activated, burn into the soul of a struck enemy. This mystical brand creates a metaphysical link, allowing Prazutis to torment the victim from any distance. The branded suffer recurring pain, hallucinations, and dread, unable to hide from his gaze, even across systems. The effect persists until removed by powerful Force healing or purification rituals, which require significant effort.
    • Reality-Warp Feedback Loops: Embedded Obsidian Voidshards interwoven through the gauntlets' structure continuously distort localized perception. In motion, they create mirage-like afterimages and illusory duplicates of Prazutis' arms and hands, delaying visual tracking and disorienting opponents. Under certain conditions, these distortions feed into the battlefield's emotional trauma, heightening the horror and confusion experienced by enemies.
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  • Amplifies Sith Sorcery: Enhances ritual casting, curses, and Force-based spells dramatically. The gauntlets act as arcane accelerants, enabling Prazutis to cast devastating spells with minimal physical effort, overwhelming opponents with sheer magical tempo.
  • Dark Side Conduit: Direct interface with Prazutis' armor, helmet, and amulet for seamless power synergy. This interconnected nexus allows him to channel power from one artifact to another in real-time, creating a circuit of dark energy that magnifies every action he takes.
  • Force Shockwave Utility: Can deliver devastating shockwaves through Force-enhanced strikes or gestures. These eruptions can rupture enemy formations, break fortifications, and send even armored foes flying like ragdolls across the battlefield.
  • Perception Distortion: Voidshards make enemy targeting and parrying difficult by bending sight and sense. Attacks seem to arrive from multiple directions at once, confusing even seasoned Force users as their reflexes falter under warped stimuli.
  • Durability: Forged from Zîrkaris, the gauntlets resist all conventional damage, offering extreme protection, as well as a self-healing factor. Even direct strikes from lightsabers, alchemized blades, or explosive ordnance glance off the gauntlets like pebbles against a monolith.
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  • Sonic Vulnerability: Weak against concentrated sonic attacks and resonance-based weapons.
  • Weight: Heavy construction reduces finesse and limits rapid, dexterous movement in fine manipulation.
  • Force Nullification: Intense voidstone fields or Ysalamiri nullify amplification properties and soulbrand effects.
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Forged in the abyssal crucibles of Malsheem, where steel screams and shadows bleed, the Zarkûn-Karûz gauntlets were not crafted, they were conjured. Born of ritual, alchemy, and suffering, these gauntlets are not mere armor, they are living conduits of the Dark Side, forged to embody the apocalyptic will of Darth Prazutis. Every inch of their Zîrkaris surface pulses with dark resonance, etched with runes carved from the screams of Jedi prisoners, their spirits woven into the very metal.

The gauntlets link directly to Prazutis' other dread regalia, his sentient warplate Qâzjiin'vraal, his helm Xûl-Karzaan, and his amulet Karanazat, forming a nexus of supernatural synergy that elevates his every motion into an act of eldritch domination. Every flex of his fingers can invoke a tidal surge of dark power, every gesture a ritual in itself. The claws, retractable and forged with abyssal sorcery, can rip through armor, Force barriers, and even the veils between dimensions.

Voidshards embedded along the gauntlets' knuckles and forearms distort perception and warp reality, making Prazutis seem untouchable, unreal, a phantasm of fear and fury. These feedback loops create illusory doubles, twisted echoes of his form that confuse and terrify foes, while the Soulbrand Sigils allow him to mark victims across space and time, leaving their souls branded and burning in torment even from afar.

When the Dark Lord raises his hand clad in Zarkûn-Karûz, it is not just a gesture, it is a sentence. A curse. A declaration of annihilation.

They are weapons of finality.

They are fangs of the Void Reign.

And only he, the Shadow Hand, can wield them without being devoured by their hunger.


 
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  • Intent: To create the Lord Arbiter, the ultimate enforcer of Sith-Imperial law within the Kainate, a Sith Judge, Executioner, and absolute legal authority beneath Darth Prazutis.
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  • Role: Supreme legal authority and enforcer of the Sith Dyarchy's will, head of the Grand Tribunal, and the final arbiter of law within the Kainate.
  • Permissions: N/A
  • Links:
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  • Age: Unknown (Appears ageless, enhanced by Sith alchemy and forbidden rituals.)
  • Force Sensitivity: Yes, Master
  • Species: Near-Human (Sith Alchemically Enhanced)
  • Height: 2.3 meters (7’6”)
  • Weight: 420 kg (925 lbs, due to cybernetic and alchemical augmentations)
  • Appearance: The Lord Arbiter is a towering, gaunt figure clad in obsidian-black judicial war-armor, etched with Sith runes of enforcement and punishment. His mask, a featureless iron visage, has no eyes, only a burning crimson slit, resembling a single, eternal gaze of judgment. His robes are embroidered with High Sith script, detailing the Dark Lord’s decrees as if they were sacred law.

    Despite his humanoid form, his presence is wholly unnatural. His voice is a chorus of echoes, many voices speaking in sync, as if the Tribunal itself speaks through him. His skeletal, cybernetic fingers twitch with raw power, exuding a quiet, terrifying authority. The Arbiter’s presence is suffocating, a manifestation of absolute control. Those who stand before him often feel as though their thoughts are no longer their own, their secrets laid bare under his burning scrutiny.
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  • Name: Lord Arbiter [REDACTED] (His true name is erased from history. He is the law, not an individual.)
  • Titles: The Lord Arbiter, Master of the Grand Tribunal, The Final Judge, The Architect of Compliance, The Hand of Law, Breaker of Oaths, The Sentence Made Flesh
  • Loyalties:
  • Wealth: None. The Lord Arbiter does not own. He controls. The entire legal apparatus of the Kainate is under his dominion.
  • Notable Equipment:
    • The Seal of Dominion: A Sith-forged sigil of judgment, enabling the Arbiter to enact instant legal decrees with the Dark Lord’s authority. Those branded with the Seal suffer absolute servitude, immediate execution, or permanent exile from Sith law.
    • The Black Ledger: A bound tome of oaths, contracts, and Sith decrees, a record of every Sith-Imperial law enforced under the Grand Tribunal. The Ledger itself is sentient, reacting to violations with cold, arcane precision.
    • Sword of the Tribunal: A massive Sith executioner’s blade, infused with Dark Side law-binding magic, capable of annihilating traitors with a single cut, not just physically, but their very essence, erasing their presence from all Sith records.
    • The Tribunal Gavel: A Sith War Mace, capable of delivering judicial decrees through Force-bound telekinetic destruction. A single slam of the gavel can shatter bones, enforce compliance, or kill with pure judicial will.
  • Skills:
    • The Ultimate Enforcer of Sith Law
      • The Law Incarnate: The Lord Arbiter’s words are binding, his voice compels obedience through Sith sorcery, overriding lesser minds. No oath, contract, or deal can be broken in his presence.
      • Unshakable Authority: Fear is not his tool, certainty is. His authority is absolute, and through mental domination, he makes others believe it.
      • Memory Erasure & Thought Reconstruction: Those who defy Sith law in his presence may find their minds rewritten, their crimes purged from memory, or their very identity erased.
      • Sith Jurisprudence & Ritual Enforcement: Through the Black Ledger, he can summon Sith law into reality, binding criminals in runes of obedience or forcing lawbreakers into eternal servitude.
      • Master of Psychological & Information Warfare: The Tribunal knows all transgressions. The Lord Arbiter does not accuse without proof, he has already gathered it.
  • Languages:
    • Galactic Basic
    • High Sith (Legal and ritual dialects)
    • Ancient Sith
    • Ur-Kittât (The old script of the Dark Lords)
    • Binary & Cybernetic Code (He interacts directly with Sith enforcement AI)
  • Personality: The Lord Arbiter is not a man, he is an institution. His will is the Grand Tribunal’s will. He feels no personal ambition, only the execution of Sith law in absolute, immutable compliance with the Dyarchy’s decrees. He is merciless but fair, in the sense that fairness, to him, is obedience. His vision of justice is not morality, it is compliance. If the Dark Lord has ordered a genocide, then it is law. If the Dark Lord has declared treason, then all who stand against him are guilty by default. Unlike many Sith, he does not revel in cruelty for its own sake. He simply carries out what must be done. A warlord, a traitor, a civilian, all are equal beneath the word of the Dyarchy.
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  • Weapon of Choice:
    • Sword of the Tribunal (Execution Blade)
    • Tribunal Gavel (Sith War Mace)
    • Force Domination & Mental Warfare
  • Combat Function:
    • The Lord Arbiter does not duel, he ends conflicts before they begin.
    • His presence alone is enough to make most Sith hesitate, to doubt one’s legal standing is to already be guilty.
    • His strength lies in enforcement, judgment, and forced compliance, not personal bloodlust.
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  • Absolute Authority: No Sith under the Dyarchy may defy him without consequence. His authority is the Dark Lord’s will.
  • Psychological Warfare Mastery: He does not need to fight when words can strip a person of their will to resist.
  • Unbreakable in Purpose: His resolve cannot be shaken. No Jedi mind trick, no deception, no bribery will alter his course.
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  • Not a Frontline Combatant: He is a judge, not a warlord. While powerful, he is not suited for frontline battle.
  • Bound by the Law He Enforces: The Lord Arbiter does not make laws, he enforces them. If the Dyarchy issues a decree, he must comply even if it destroys him.
  • His Authority Is Not Infinite: While he holds dominion over Sith law, he is still beneath the Dyarchy. Should Darth Prazutis or the Sith Dyarchy issue a command that nullifies his judgment, he must obey.
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If the Lord Arbiter had a true name it's long since been erased, he was not born; he was made. The Dark Lord of the Sith Darth Prazutis took a Sith Lord of exceptional legal acumen, true master of his profession and broke him, reforged him, and wove the law into his very being. The man's mind was burned clean of individual identity, his memories stripped, his body rebuilt, his purpose made singular. He was not a Sith Lord, not a warlord, he was an institution, a living extension of the Sith Dyarchy's command over law.

Under his watch, the Grand Tribunal operates with absolute authority, ensuring that all within the Kainate, Sith, soldier, or civilian, submit to the will of the Dyarchy. To defy the Lord Arbiter is to defy the law of the Kainate itself. And no one escapes the Tribunal.



 
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