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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 limited-production Sith reconnaissance prowler equipped with advanced scanning suites, predictive analysis engines, and occult sensor-buoy deployment systems for the Kainate Shadow Armada.
  • Image Source:
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
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  • Sith Life Support Grid: A state of the art suite keeps the Vraaktol's bays habitable even when its hatches are open to vacuum-scarred wreckage. Heavy toxin scrubbers, particulate filters, and ritual baffles purge fumes from ruptured fuel lines, vaporized armor, and exposed alchemical reagents so crews can work without interruption while hell rages just outside the hull.
  • Sith Command & Targeting Computer: The Vraaktol is not a line combatant, but its hardened command core tracks nearby threats, friendly squadrons, and debris trajectories with the same ruthless clarity as a frontline escort. It can prioritize incoming missiles, flag flanking maneuvers, and hand off firing solutions to escorts or attached point-defense grids, keeping the tender alive while it works.
  • Sith Communications & Coordination Array: A whisperstone-threaded comms spine links the Vraaktol directly to carrier control, strike wings, Nyctophage packs, and nearby logistics craft. It pushes and receives encrypted data, resupply requests, repair queue updates, and emergency recall orders, while broadcasting low-grade dread pulses that make enemy crews hesitate to shoot "the ship that keeps everything running."
  • Sith Navigation & Formation Plotter: The nav-core blends conventional astrogation with Sith predictive plotting, optimized not for long solo voyages but for holding perfect position inside crowded task forces and debris-choked combat zones. It maps safe approach lanes around carriers, drifting hulks, and minefields, constantly updating tug-vectors so the Vraaktol can slide into refit positions without clipping fighters or drifting wreckage.
  • Inertial Compensators & Deck Stabilizers: Reinforced compensators and grav-buffers keep interior decks level while the ship jinks, accelerates, or takes glancing hits. Techs working at plasma welders, ritual forges, or ammo racks feel only a steady tug underfoot instead of whiplash, letting repairs and reloads continue even when the tender is under sporadic fire.
  • Reinforced Sensor & Proximity Mapping Suite: A wide-aperture sensor block sweeps for damaged craft, drifting munitions, and battlefield debris, painting safe docking corridors in three dimensions. Specialized "proximity dread" overlays warn crews when volatile wreckage or unstable reactors are hauled too close to bays, letting the Vraaktol skirt the edge of chaos without becoming scrap itself.
  • Integrated Flight Stabilization & Docking Matrix: Bloodsteel-threaded auto-trim actuators, micro-thrusters, and occult-balanced gyros hold the hull rock-steady once locked into a servicing posture. External craft can latch onto docking spines, umbilicals, or cradle arms without fighting drift or roll, turning the tender into a stable workbench in the middle of a battle.
  • Magno-Clamp Undercarriage & Service Gantries: Heavy magno-clamps on the belly and flanks allow the Vraaktol to hook onto carrier hulls, station frames, or anchored barges, while extensible service gantries reach out to embrace damaged fighters and drones. These clamps remain locked even under shockwaves from nearby detonations, keeping delicate reload operations from being torn apart by a lucky hit.
  • Atmospheric Entry & Sealing System: Though primarily a void-worker, the Vraaktol's hull plating and seal network can endure controlled atmospheric descents to reach forward ground hubs or low-orbit foundry zones. Re-entry hardening, ablative strips, and compartmentalized pressure wards keep the forges lit and bays pressurized while the tender punches through ash, ion storms, or burning skies.
  • Dark-Sync HUD & Foundry Control Interfaces: Command pits and bay overseer stations are wrapped in Dark-Sync displays that merge tactical data, damage reports, and fabrication queues into a single glyph-laced vista. Supervisors can see which wings are inbound, which shells are printing, which drones are ready to relaunch, and where the next emergency patch job must be done, then reassign resources with a thought and a gesture.
  • Autopilot / Return & Retrieval Protocol Subsystem: Blood-keyed return protocols allow the Vraaktol to limp back to its carrier or rally point even if its bridge crew is incapacitated. It prioritizes survival of its forges and stored munitions, jettisoning volatile stock and locking down bays before executing evasive return profiles through pre-warded corridors in fleet space.
  • Data Blackout & Malediction Lattice: Should capture become imminent, the Vraaktol's lattice purges fabrication schematics, Shadow Mind link-logs, and alchemical recipes in a cascading dark-fire wipe. Consoles slag, crucible heuristics burn out, and corrupted residue curses anyone who tries to salvage its foundry cores, ensuring the Kainate's battlefield industrial secrets die with the ship.
  • Structural Blast Baffles & Spall-Quench Bay Lining: Internal bulkheads around the servicing bays are lined with blast baffles and spall-quench laminates to contain accidental detonations or catastrophic ammo failures. If a magazine cooks off or a damaged explosive rupture, the blast is funneled away from the primary crew corridors and control cores, sacrificing compartments to keep the foundry heart intact.
  • Basic Countermeasure & Screen Support Suite: While not a warship, the Vraaktol mounts thermal flares, EM chaff, and jamming bursts calibrated to make targeting it more trouble than it's worth. These systems are tuned to work in concert with escorting destroyers and carriers, allowing the tender to disappear into a haze of overlapping shields, flak, and sensor ghosts while it quietly keeps the fleet supplied.
  • Forge-Deck Architecture & Service Lanes: The internal layout is built around a central fabrication spine with flanking service lanes instead of a troop bay. Work pits, overhead gantries, and recessed rail-tracks let techs move pallets, printed parts, and drone-frames back and forth without clogging the deck.
  • Foundry Integration Grid: All major power trunks, coolant lines, and data relays are routed through a fortified "foundry grid" that feeds the Chimeric Synthesis Crucible and other fabrication systems. Functionally, it means the whole ship is wired to keep its fabrication systems powered, cooled, and printing even under fire.
  • Ordnance & Fuel Handling Manifold: A dedicated pump-and-loader network ties together fuel bladders, bomb/torpedo pallets, and external refuel umbilicals. Built-in blast baffles, dump-vents, and rune-bonded isolation bulkheads are there to keep a single hit from turning the ship into a chain-detonating fireball.
  • Support Docking Spine & Service Clamps: Along the ventral/lateral hull is a line of standardized docking sockets and hardpoints sized for Nyctophage drones, starfighters, and small shuttles. Each clamp has power/fuel umbilicals and data ports, so a docked craft can be topped off, rearmed, or patched up without needing to fully land in a carrier hangar.
  • Salvage Intake & Triage Bays: The Vraaktol has dedicated intake hatches, cargo "maws," and tether winches to drag in wreckage, crippled drones, and stripped components. Just inside are triage bays where debris is automatically scanned, sorted into "reforge", "strip", or "discard" and then fed toward the foundry or scrap bunkers.
  • Logistics Command Holotank & Asset Ledger: Instead of a tactical CIC, the Vraaktol's nerve center is a logistics holotank that tracks ammo stocks, fuel levels, drone readiness, and resupply queues for nearby ships. It talks to Shadow Mind nodes or carrier command to show who needs what, in what order, and how quickly the Vraaktol can turn them around.
  • Maintenance Catwalks & Fleshcoil Service Gantries: Narrow catwalk webs and articulated gantries run above the main deck to let techs and servitors reach drone frames, engine pods, and ordnance racks from multiple angles.
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  • Mobile Dark Forge Complex: Equipped with a complex system of the best industrial machinery ever created, the Vraaktol can fabricate ammunition, armor plating, field equipment, vehicle components, drones, droids, and alchemical materials entirely in-theater. It effectively replaces a ground-side war factory.
  • Battlefield Recycling: As battles unfold its systems allow the Vraaktol to strip wreckage, corpses, and battlefield debris into raw essence, metals, compounds, and alchemical reagents. It turns a ruined battlefield directly into war material.
  • Rapid Drone & Droid Deployment: The Onyx Swarm Nanoforge and Oblivion-Pattern Droid Incubator produce combat drones, repair bots, and specialized droids at rapid pace, letting the ship replenish Nyctophage packs, escort drones, and deck crews mid-campaign.
  • Forward Logistics Keystone: Tuned to resupply fuel, medical compounds, repair plating, munitions, drone packs, alchemical reagents, and spare hull segments, the Vraaktol keeps Kainate forces operating far from supply lines.
  • Hardened: Each forge is individually armored, rune-warded, and segment-isolated. Even a catastrophic hit rarely stops more than one fabrication line.
  • Ground Support: Upon landing, the Vraaktol becomes a mobile forward-operating war foundry, providing everything forces need to continue the fight. Its presence can turn any foothold into an instant strongpoint, allowing forces to fight even harder and receive crucial support rapidly as the battle unfolds.
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  • Under Gunned: Its armament is deliberately light. The ship is not designed for dogfights or prolonged engagements and is easily overwhelmed by dedicated fighters or gunships.
  • Sensor Dependency: Its tactical value collapses if its sensors are jammed, blinded, or destroyed. Heavy ECM, ion storms, or battlefield anomalies can cripple its role outright.
  • Force Nullification: Many of the prowler's systems are made utilizing the latest in dark technological development devised by the Kainate. While exposed to Force Nullification, many of these lose their distinct efficiency when exposed to such fields or effects until removed.
  • Fragile When Detected: Once pinned or flushed out, the prowler lacks the armor and firepower to survive prolonged pursuit or concentrated fire. While it does possess potent defensive capability for survival, it relies on stealth, distance, and maneuvering to survive not merely durability. Under concentrated fire it lacks the ability to sufficiently punch back.
  • Limited Squadron Count: Due in part to its role as a specialized recon craft, it deploys in very small numbers.
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The


 
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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:
      • 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.
    • Karzul Lash Cradle:
      • Living Sith-Vong restraint frame grown from blackened sinew and bone, cocooning the prisoner upright or inverted while muscle-fibers cinch tighter with every attempt to struggle.
      • Bio-neural pain lattice constantly reads electrochemical output and cycles methods, joint stretching, subdermal spine injections, caustic secretions, nerve-burn pulses, to keep the subject at sustained, non-lethal peak agony.
      • Dark attuned tissues "taste" the captive's Force presence, dulling concentration and reflecting any attempts at self-healing or calm into fresh waves of pain, while nutrient drips and clotting secretions keep the body intact for repeated sessions.
    • 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.
      • Khatuu-Gal Restraints: Organic biot designed for the immobilization of prisoners. Often deployed for enhanced protection and pacification of the detained.
    • 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. Sith visual clarity increased while all others decreased.
      • 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 deployable occult sensor-buoy network used by Kainate reconnaissance craft such as the Varnyss-class Sith Recon Prowler, enabling long-range early warning, intelligence gathering, and perimeter monitoring.
  • Image Source:
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
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  • Manufacturer:
  • Affiliation:
  • Market Status: Closed-Market
  • Model: Veilstorm Ghost-Net Buoy Web 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:
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  • Distributed Occult Sensor Buoys: Miniature, semi-autonomous sensor nodes that can be seeded in clusters or dispersed patterns. Each one behaves like a tiny, patient picket that "listens" to local traffic and phenomena, building up a picture of movement over time. Provides incredibly accurate data over areas.
  • Whisperstone Relay Shards: Each buoy carries a low-power, ritual-attenuated relay for silent-burst communications. Rather than constant chatter, they hoard data and then exhale it in short, encrypted pulses that are hard to localize, using communication connected to the Ebon Psicom network the Kainate utilizes.
  • Veil-Scan Integration: Fully compatible with Varnyx-class sensor suites to create shared detection overlays. On the prowler's displays, buoy returns merge seamlessly with onboard scans, giving the crew one continuous recon picture instead of scattered blips.
  • Ghost-Lattice Synchronization: Buoys interlink through a weak dark-side resonance, improving accuracy when multiple buoys detect the same object. The more nodes that "agree" on a contact, the sharper and more reliable its track and classification become.
  • Low-Emission Profile: Designed to read more than they broadcast; Nearly invisible to common passive scans but not perfect stealth. Most ships will fly through or past a Ghost-Net without ever realizing they've been watched and recorded.
  • Predictive Lane Mapping: When deployed in chokepoints, they generate hyperspace-lane movement predictions for Shadow Mind. Over time, they don't just report that ships passed, they reveal which routes are becoming favored corridors and where ambushes will hurt the most. They record gravity well interdiction nets along with much more data.
  • Ritual Anchoring: Each buoy carries a micro-sigil-binding that helps stabilize the network's cohesion in sensor-cluttered regions. This occult "glue" keeps the web coherent in nebulae, debris fields, or ECM-heavy warzones where normal networks would fragment.
  • Silent Recall Burn: Most buoys self-neutralize when the Varnyx withdraws, leaving no traceable evidence. To outside observers, they simply vanish into background noise or dust, denying enemies both salvage and proof the Kainate was ever watching.
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  • Shrouded Early-Warning Net: Incredibly difficult to detect, provides long-range notice of starship movement and probing fleets along with pivotal data. A single Veilstorm deployment can quietly monitor a border or corridor for weeks before the enemy realizes their approach patterns are compromised.
  • Distributed Detection: Multiple buoys refine each other's data, improving clarity and reducing false positives. Even the most hidden or jamming-heavy ships become easier to pin down when several nodes catch different facets of their passage.
  • Long-Term Recon Persistence: Can remain dormant and functional for months, feeding data back in low-power bursts. This lets the Kainate "pre-scout" regions long before a campaign actually begins, arriving with months of background traffic intelligence already in hand.
  • Hidden: Emits negligible energy unless transmitting, making them incredibly difficult to hunt without specialized equipment. They are tailor-made to support Sith recon craft that cannot afford to compromise their own position by active scanning.
  • Shadow Mind Link: Shared data enhances predictive analysis for ambush planning and fleet-wide reconnaissance. Once the Ghost-Net's reports hit Shadow Mind, entire sectors can be reshaped into kill-boxes, trap corridors, and pre-calculated interception points.
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  • Force Nullification: Fields of Force Nullification cause them to lose efficiency, and weaken their coordination. In such zones, individual buoys behave like cheap, conventional high grade sensor pods with none of the eerie "networked" edge.
  • Counter-ECM Susceptibility: Dedicated detection or buoy-hunting platforms can degrade the web if searching specifically for it. Once the enemy knows Ghost-Nets are in play, they can start using specialized sweeps, mine-clearing drones, or "buoy scrubbing" tactics to reclaim their lanes.
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The Veilstorm Ghost-Net Buoy Web Mk. I is the Kainate's signature distributed reconnaissance system, an occult, data-driven surveillance web deployed by the Varnyx-class Sith Reconnaissance Prowler. Far more than simple sensor buoys, each Ghost-Net node is a micro-ritual engine built from alchemized alloys, whisperstone fragments, and an ultra-low-emission sensor core. Alone, a single buoy is little more than silent debris drifting in the void. But in clusters, in chains, or seeded along hyperspace junctions, they knit themselves together into a shadow lattice that quietly maps every ship, signal, heat wake, and hyperspace disturbance across an entire region.


Each buoy carries a tiny Whisperstone Relay Shard, allowing it to transmit predictive movement data in silent, encrypted bursts to the Varnyx or directly to Shadow Mind command infrastructure. Their emissions are nearly imperceptible, masked beneath cosmic background radiation and the faint occult murmur woven into each unit's micro-sigil binding. To most scanners, they are nothing, dust, metallic grains, forgotten junk. Only specialized buoy-hunters or Force trained observers can attempt to find them.

Over time, a persistent Ghost-Net web begins to generate traffic prediction chains, analyzing shifts in hyperspace lanes, tracking deviations in shipping patterns, and triangulating hidden fleet movements. When multiple buoys capture the same phenomena, their dark-side resonance synchronizes, refining clarity and reducing false positives until the network produces a near-perfect detection overlay. This makes a Ghost-Net seeded system effectively impossible to enter without being seen, unless one is entirely cloaked or buried within Force Nullification.

Once the Varnyx clears, most buoys perform a silent recall burn, slagging themselves or drifting into decoy clusters to ensure nothing remains that can be traced back to the Kainate. What remains behind is not evidence, only the memory of surveillance, unknowable and unproven, the shadow of an eye that was watching.

In strategic theaters, Ghost-Net Webs become the backbone of Sith reconnaissance doctrine. They allow the Kainate to stalk enemies across systems, to lay traps along predicted retreat routes, to map invasion corridors long before fleets arrive. A single Veilstorm Ghost-Net deployment can shift an entire campaign, anchoring ambushes and pre-scripted kill zones weeks in advance. When the Shadow Hand requires total awareness of an enemy's movements, it is always a Ghost-Net that listens first, whispering everything it sees back to the heart of the Kainate.


 
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  • Intent: To create a sentient, Sithspawn aquatic species that serves as the Kainate's loyal "sea devils", coastal enforcers, deep-ocean hunters, and a dark cult society that worships Darth Prazutis as a living god and polices the waters of Dromund Kaas and the Tof Exclusion Zone.
  • Image Credit:
  • Canon: N/A
  • Permissions: N/A
  • Links: N/A
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  • Name: Zhaqir Deepborn (Singular: Zhaqir, Plural: Zhaqiri. Basic epithets include "Deeptide Devils", "Sea-Wraiths", "Tide Fiends", or "Prazutis' Drowned.")
  • Designation:
    • Sentient
  • Origins:
    • Tof Exclusionary Zone - Abyssal Kainate Lab Facilities overseen by Darth Prazutis
    • Secondary breeding and holding sites on Dromund Kaas and select Kainate-controlled worlds
  • Average Lifespan:
    • 70-90 Galactic Standard Years
    • 120-200 By High Caste Priest and Warlord Broods
  • Estimated Population: Scattered - Restricted to the Tof Exclusionary Zone, Dromund Kaas, and select Kainate worlds.
  • Description: The Zhaqiri are a lithe, predatory, amphibious Sithspawn people: saurian-piscine silhouettes with finned crests, scaled hides, and hooked talons made for tearing flesh and coral alike. Their eyes burn with amber or abyssal yellow, and their jaws bristle with needle teeth. On campaign they wear ritualized shell-plate and blacksteel scale, bearing barbed tridents and tide-blades etched in Kainate sigils. To coastal populations they are known only as "Dreadtide Devils"—nightmare raiders that emerge from storm-torn surf beneath blood-red lightning, preceded by the sound of horn-shells and the shriek of enslaved beasts.
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  • Breathes: Type I Atmosphere and Water (Dual gill-lung system; Fully amphibious but physiologically optimized for aquatic environments)
  • Average Height of Adults:
    • 1.9–2.3 meters (Males & war-caste)
    • 1.7–2.1 meters (Females & priest-caste; often more lightly built)
  • Average Length of Adults: N/A (Digitigrade humanoids with finned tails; Overall body length, 2.8-3.2m including tail)
  • Skin Color:
    • Deep sea-green, slate blue, dark teal, black-green; often mottled or striped. Older individuals accumulate pale scar-lines and alchemical inking in crimson or obsidian tones.
  • Hair Color: N/A Instead fin-crests and spines in hues of bone, coral red, black, or sickly yellow.
  • Distinctions:
    • Amphibious, digitigrade, powerfully muscled frames built for explosive bursts in water and agile movement on reefs and wet stone.
    • Webbed hands and feet with wicked talons; some war-castes have one arm terminating in a heavy, hooked killing claw (a deliberate alchemical mutation used for boarding and climbing) while the other retains more dexterous fingers for wielding weapons.
    • Prominent dorsal fin and lateral fin-webbing along forearms, calves, and jawline. These flares shift subtly with mood and are used for communication and intimidation.
    • Layered scale-plates over chest and shoulders; denser ridged plating along spine and shins, thinner scales on underbelly and throat.
    • Double-hinged jaws with several rows of small, recurved teeth designed to grab and shred; bite pressure sufficient to shear bone and light armor.
    • Nictitating membranes over the eyes for high-speed water movement; Capable of seeing in deep darkness with excellent low-light acuity.
    • Electro-receptive and pressure-sensitive pores along the snout, jaw, and forearms allowing them to "feel" heartbeats, motion, and electrical activity in the water.
    • Many high-caste individuals bear ritual bioluminescent markings along their crests, cheeks, and chest, Sith runes that glow dully red or violet during rites and when channeling the Dark Side.
  • Races: None (No recognized sub-races; minor variation in color, plate density, and length between individual bloodlines).
  • Force Sensitivity: All
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  • Shock Infantry: Surfskinner Marauds are purpose-built for coastal assault and harbor warfare. They excel at emerging from surf, climbing through breakers and undertow, and hurling themselves onto beaches, piers, sea walls, and rig-cities. Their natural armor and brute strength allow them to shrug off small arms fire while they close to melee range.
  • Cliff & Hull Climbers: Their hooked primary limbs and powerful tails let them climb sheer surfaces slick with algae and spray. They can scale sea-facing bastions, cling to the sides of grounded ships or platforms, and even swarm up the hulls of low-flying transports that approach too close to the waterline.
  • Brute Melee Power: Up close, Surfskinners are devastating. Their claws and jaws can tear apart armored infantry, crush durasteel doors, and shred light vehicles or gun emplacements. Packs can quickly turn a defensive line into a churned mess of broken barricades and corpses.
  • Amphibious Endurance: They can operate underwater, in surf, and on land without significant loss of lethality. They are comfortable wading through waist-deep water, storm drains, flooded tunnels, and sea caves; defenders can't rely on "the sea side" being safer.
  • Conditioned Terror Engines: Surfskinners are not "mindless," but their semi-sentience is ruthlessly conditioned. They are imprinted from creation to view Kainate marks and handler signals as "pack alpha," and everything else as prey or obstacle. Their appearance and attack methods, erupting from waves, dragging screaming defenders under, scaling walls in chittering packs, are designed to break morale as much as bodies.
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  • Environmentally Dependent: Surfskinners are at their best in humid, coastal, or water-adjacent environments. Extended operations in arid climates, deep inland, or on dry terrain sap their stamina, crack their armor plates, and can cause their gill structures to desiccate. A Surfskinner warband forced to fight far from water is still dangerous, but significantly diminished.
  • Force Light: Their bodies surge with the dark side of the force. A byproduct of their creation, these brutes have an inherent weakness to Force Light wielded by especially powerful wielders.
  • Limited Ranged Capability: Surfskinners can throw debris, javelin-like spears, or use captured weapons clumsily, but they are built for close-quarters slaughter, not ranged firepower. Units that maintain distance and employ heavy, disciplined ranged fire or artillery can bleed them badly before they make contact.
  • Low Strategic Intelligence: They possess pack cunning and can execute simple flanking maneuvers or follow beacon signals, but Surfskinners lack higher strategic reasoning. Without a Sith, Augur, Graug war-leader, or Kainate command element directing them, they tend to follow their instincts, pursuing the nearest prey, overcommitting to bloody brawls, and sometimes ignoring key objectives in favor of slaughter.
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  • Diet: Carnivore.
    • Primary food sources: coastal fauna, reef megafauna, ship crews, prisoners, battlefield carrion.
    • They will readily consume raw, rotting, or partially burned meat. In emergencies, they can cannibalize fallen Surfskinners or other Sithspawn. Non-organic debris is generally spat out, though small amounts are tolerated.
  • Communication:
    • Guttural roars, clicks, and grinding hisses transmitted through air and water.
    • Body language: Crest flares, tail lash, claw posture, posture shifts.
    • They understand simple command-signs, vox-tones, and alchemical "whistles" broadcast by handler devices but cannot speak structured languages.
  • Technology Level: None. They do not invent or construct, though they sometimes use crude tools, shields, or scavenged weapons when conditioned or imprinted to do so.
  • Religion/Beliefs: None. They do exhibit ritualized behavior imprinted by the Kainate. Crowding beneath certain banners, reacting to specific sigils, and "presenting" kills at designated mustering points.
  • General Behavior:
    • Pack Structure: Surfskinners travel and fight in warbands. A dominant specimen, often the largest or most heavily plated, acts as pack alpha, reinforced by handler conditioning. Subordinates jostle and posture, but direct kills between Surfskinners are discouraged.
    • Hunting Style: They prefer to approach underwater, using the surf and spray to conceal their advance. On signal, they erupt from the waves in a sudden rush, racing up beaches, climbing walls, and smashing into defensive lines. In built-up harbor zones, they flood through culverts, storm drains, docking pits, and collapsed sea-gates in howling waves.
    • Interaction with Other Kainate Forces: Surfskinners are usually deployed ahead of or alongside Graug and Immortal Legion amphibious units. Legionnaires clear fire lanes and objective points; Surfskinners crack the initial shell, guns, walls, bunkers. They show instinctive deference to heavily armored Sith and designated handler units, usually avoiding them in their killing frenzy.
    • Rest & Territory: Between engagements, Surfskinners prefer submerged lairs: drowned sea caves, flooded bunkers, rig under-structures, or trench-side pens. They often cluster in semi-submerged "heaps", sleeping in tangled piles of armor, chains, and corpses.
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When the Kainate took Tof, they did not simply slaughter its people and strip its fortresses. They began the slow, methodical work of rewriting the planet's ecology and war-landscape to serve Sith purposes. Tof's reefs—once the source of food, trade, and superstition—became raw material.

Tof's coastal zones crawled with hardy reef-dwelling megafauna: colossal crustaceans, armored eels, amphibious scavengers that climbed rocks and wrecks during storms. In the years following the conquest, Darth Prazutis ordered these environments to be catalogued, harvested, and repurposed. Reef-harvesting platforms were established, not for food, but for flesh and bone.

Within trench forges and coastal biolabs, Kainate alchemists began grafting reef predators to humanoid war-stock and beast-templates supplied by Graug and Sith bestiaries. Early test subjects either drowned in air, suffocated in water, or tore themselves apart in frenzies of pain. Entire pens had to be purged when unstable broods turned on handlers, Legion guards, and even Blackwake Leviathans in mindless rage.

Refinement came in layers:

  • Phase I: Stabilizing the gill-lung system so the hybrids could transition smoothly between sea and shore.
  • Phase II: Reinforcing skeletal structures so they could withstand repeated surf impact, climbing stress, and artillery concussion without collapsing.
  • Phase III: Conditioning, burning the concepts of "surf", "wall", "prey," and Kainate heraldry into their emergent minds via pain, reward, and ritual.
The first successful Surfskinner warband was unleashed on a cluster of surviving Tof harbor-forts and rig-towns. Witness accounts (those few who lived long enough to be interrogated) spoke of the sea going suddenly white with spray and churn, then bodies exploding upward from the foam, black-armored shapes clawing their way up sea walls, yanking defenders from parapets, and dragging screaming Tof off the ramparts into boiling water.


Once Prazutis and his generals were satisfied, Surfskinmer production was integrated into the broader Tof Exclusion Zone doctrine. Beachheads designated for immediate annihilation or terror operations received Surfskinner "first waves" ahead of Legionnaire landings. Rig-cities and resource platforms along the Blackwake Runs maintained submerged pens where Surfskinners could be loosed against saboteurs, raiders, or would-be liberators.

Over time, the role of Surfskinners expanded. On Dromund Kaas and other Kainate worlds rich in coastal industry, small warbands were kept as organic coastal artillery, deployed against pirate enclaves, insurgent harbor cells, or enemy amphibious landings. Training cadres refined handler methods, teaching specialized Kainate officers and Augurs how to direct Surfskinners without losing control.

Sith and Graug war-leaders came to appreciate Surfskinners not just for their raw power, but for their psychological impact.


Soldiers who survive a Surfskinner assault rarely forget it. The sound of claws on wet stone, the feel of the ground shaking as hulks drag themselves out of the tide, the sight of comrades vanishing backward over a parapet with hooks in their armor, pulled into red-streaked waves.

In Kainate doctrine, Surfskinner Marauds represent a simple, brutal statement:

Even the water hates you now.

The beaches, once lifelines for Tof raiders and proud harbors, have been claimed by something that serves only the Shadow Hand's will. Where the surf breaks white, the Sith can make it run black—and from that blackness, the Marauds come.


 
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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.
  • Image Credit:
  • 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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