Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Approved Lore Ravagers

Status
Not open for further replies.


8ogm9AP.jpg

OUT OF CHARACTER INFORMATION

  • Intent: To create an NPC group that can be used as opposition for the Foundation.
  • Image Credit: Here
  • Canon: N/A
  • Permissions: N/A
  • Links:

GENERAL INFORMATION

  • Name: Ravagers: A name that speaks to both what they are and what they do. It suggests they were once something else, now twisted beyond recognition, while also evoking the devastation they leave in their wake.
  • Classification: Mutated, Insane Marauders, Space Cannibals
  • Origins: Wild Space, emerging in the aftermath of the Bryn'adûl conquests. The first Ravagers were survivors, refugees, and victims of the Bryn'adûl's biological and technological experiments, exposed to grotesque genetic repurposing and alien cybernetics.
  • Affiliation: None. The Ravagers have no centralized leadership, government, or allegiance to any faction. They exist as a force of chaos, preying on anyone unfortunate enough to cross their path.
  • Symbol: The Ravagers have no formal sigil, but their ships are marked by jagged, bloodstained hulls. Some bear crude, self-inflicted carvings on their armor or flesh.
  • Domain: The Ravagers do not hold territory in the traditional sense but are known to infest and roam the dark fringes of space—Wild Space, the Outer Rim, and shadowy regions beyond the known hyperspace lanes. They operate in derelict battlefields, ghost ships, and stations long thought abandoned. Where they settle, destruction follows.
  • Estimated Population: Inter-Planetary. While rare in individual encounters, their numbers have grown as more lost, broken souls fall into their ranks. They spread like a plague, leaving small, roving warbands across the galaxy.
  • Demographics: The Ravagers are a horrific mix of species, primarily composed of former humanoid survivors mutated and twisted. Once ordinary people—smugglers, soldiers, refugees—they have been transformed into something else entirely. Though the majority remain humanoid or maintain features reminiscent of their species, their features are often grotesquely disfigured by self-inflicted mutilation, cybernetic grafting, and biological corruption.

PHYSICAL INFORMATION

Distinctions:
  • Scarred, mutilated, and often self-inflicted disfigurements. Many remove their own lips, ears, or eyelids, believing pain to be a means of strengthening their devotion to destruction.
  • Exposure to alien technology has led to grotesque and sometimes mutations, ranging from crude weapon implants to skin grafts that alter their bodies in unnatural ways.
  • Their presence is often marked by an unnatural, almost feral aggression, heightened by neurochemical instability.
  • A select few have undergone transformations that render them barely recognizable as their former species, appearing more monstrous than sentient.
Force Sensitivity: Rare. While the Ravagers have no organized Force tradition, some among them have developed erratic, uncontrolled Force abilities—manifesting in violent bursts of power or twisted, unnatural instincts that enhance their savagery.


SOCIAL INFORMATION

Membership:
  • There is no recruitment—only survival. Those who do not join the Ravagers willingly are either disposed of or forced to endure their horrific initiation: a process of extreme physical and psychological torment, pushing the victim past the point of reason until they become one of them.
  • Some Ravagers are simply broken individuals, driven mad by the horrors they’ve witnessed. Others are forced to consume their former allies, breaking the last remnants of their humanity before being accepted into the horde.
  • Occasionally, captured victims are subjected to crude surgeries and cybernetic implants, transforming them into unwilling monstrosities.
Climate:
  • Chaotic, anarchic, and brutal. The Ravagers operate in loose warbands, bound together only by their shared lust for destruction.
  • There is no trust among them—only the unspoken law of survival. Betrayal is common, and leadership is temporary, seized by whoever is the strongest or most feared at any given time.
Reputation:
  • Absolute terror. The Ravagers are whispered of in spacers’ cantinas as nightmare stories, used to frighten children and warn foolish travelers.
  • Most factions—Imperials, Jedi, Mandalorians, smugglers—would not engage the Ravagers unless necessary, as they fight with reckless abandon and without fear of death.
  • Some believe they are cursed, a living consequence of the Bryn'adûl’s destruction, doomed to haunt the void until they finally consume themselves.
Curios:
  • Many Ravagers carve symbols or messages into their own skin, either in crude attempts at communication or as trophies of their conquests.
  • Their armor is a patchwork of scavenged gear, adorned with grotesque trinkets.
Philosophy:
  • No centralized belief system, only raw, primal destruction.
  • Some warbands adopt a twisted ideology, viewing themselves as the ultimate evolutionary survivors, meant to purge the weak from the galaxy.
Outward Views:
  • They do not discriminate between species, governments, or philosophies. Everything outside their own ranks is a target.
  • They have no interest in political control, resources, or diplomacy—only destruction and consumption.

The Arts: No traditional artistic culture. Their only form of "expression" is the grotesque mutilation of themselves and others, turning their victims into horrifying displays.

Architecture: They do not build. They infest. Derelict stations, wrecked ships, and dead cities become their homes, repurposed into terrifying, labyrinthine lairs.

Habits: Extreme violence, self-mutilation, and ritualistic cannibalism. Many Ravagers keep "trophies" from their kills.

Lifestyle: Nomadic. They exist on the fringes of space, roaming the void and raiding and pillaging until they are forced to move on.

Laws: There is only one law: the strong survive.

Customs & Traditions: The "Baptism of Blood"—new members must prove themselves through an act of extreme violence, often the torture or consumption of a former comrade.

Education & Training: None in the traditional sense. Survival and combat skills are learned through brutal experience.

Diet: Ravagers consume whatever they can find, including their own or their victims. Some are entirely dependent on nutrient infusions from their cybernetic implants.

Language: A broken mishmash of Basic, war-chants, and guttural, animalistic sounds. Communication is often primal, relying on snarls, gestures, and violence.


STRENGTHS

  • Unrelenting Ferocity: Ravagers do not naturally retreat. They do not feel fear. They fight until they, or their enemies, are completely annihilated.

  • Nightmare Fuel: Their mere presence instills terror. Few enemies can maintain composure when facing a horde of screaming, mutilated killers charging with reckless abandon.

WEAKNESSES

  • Mindless Chaos: The Ravagers lack strategy or cohesion beyond overwhelming brutality. This makes them vulnerable to well-coordinated military responses.

  • Unsustainable Lifestyle: They do not build, only consume. Eventually, they must move on or perish, as their endless hunger for destruction leaves them with nothing left to sustain themselves.

RAVAGER SHIPS & TECH


The Ravagers do not innovate. They do not create. They take what they need, salvaging from the wreckage of their own destruction. Their ships are cobbled together monstrosities, barely held together by scrap and whatever tech they have scavenged from remains of war machines past. Their ships are usually older or obsolete models, modified with a wide array of weapons or offensive devices such as a magnetic grappler, an EMP cannon, or spear gun. The ships fly without core containment to increase speed given that Ravagers like to run down their prey, meaning the crew is exposed to lethal levels of radiation. A Ravager ship is a grotesque thing: older-line models for the most part, often no longer used by other spacefarers, with hulls stitched from broken starfighters, engines that sputter and scream like dying beasts.

Ravager ships seem to broadcast a nightmarish chorus of screaming across comm channels, creating paranoia and distress as a tactic to break morale, disrupt enemy coordination, and spreads fear long before actual combat occurs, forms of psychological warfare and fear-based tactics, this coupled with their collective rage and madness create a metaphysical "wound" in the Force, making it difficult for force sensitives to focus. In their presence, the Force feels wrong.


RAVAGER FLEET INFORMATION

  • Classification: A marauding pirate warband fleet, comprised of hijacked and heavily modified vessels.

  • Description: The Ravager fleet is a terrifying armada of derelict and salvaged ships, each twisted into a grotesque and chaotic version of its former self. Unlike a structured navy, the fleet operates more like a nomadic horde, moving unpredictably through space in search of victims. The ships are covered in jagged armor plating, adorned with grisly trophies from their conquests, and designed to strike fear or confusion into any who see them. The fleet is entirely crewed by Ravagers—feral, sadistic raiders who operate without any known hierarchy beyond brute force and raw survival instinct.

  • Goals: The Ravagers fleet exists solely to raid, slaughter, and consume. Their attacks are not motivated by resources or conquest, but by a primal, uncontrollable bloodlust. They do not take prisoners except as playthings before their inevitable demise. Their only consistent behavior is their relentless pursuit of new victims, whether it be isolated colonies, trade convoys, or lone ships unlucky enough to cross their path.

  • Fleet Size: Medium (relative to a galactic threat, but disproportionately dangerous due to their brutality and unpredictable nature). While not the size of an organized navy, their numbers are significant enough to pose a major threat to civilian and even military targets. Their ships range from small attack craft to large, repurposed capital ships, all of which are nightmarishly refitted for their savage purposes.

Some Ship Types

  • Ravager Raiders: Small, fast ships used for ambush tactics, often wielding harpoons and boarding spikes to latch onto enemy vessels.

  • Ravager Hunter-Killers: Mid-sized vessels with jury-rigged weapon systems, designed to disable and cripple ships for capture rather than outright destruction.

  • Ravager Flagships: Massive, gutted derelict ships, often former transport vessels converted into terrifying mobile fortresses bristling with scavenged weaponry.

  • Hulks & Beacons: Abandoned or damaged Ravager vessels left adrift to lure in unsuspecting victims, sometimes broadcasting eerie distress calls to bait rescuers.

RAVAGER GROUND INFORMATION

  • Classification: Roving Marauders; Psychotic Death Cult

  • Description: The Ravagers ground forces are not an organized army in the traditional sense but rather a terrifying, chaotic horde of bloodthirsty raiders. They operate without centralized command or strategy, driven solely by an insatiable need for carnage. Their tactics are brutal and unpredictable, consisting of savage ambushes, overwhelming assaults, and relentless pursuit of their prey. They do not take prisoners--anyone captured is subjected to unspeakable horrors before being disposed of. Ravager warriors are covered in self-inflicted scars, body modifications, and crude armor made from scavenged materials.

  • Goals: Their only goal is carnage. Unlike pirates who seek profit or warlords who seek power, Ravagers are motivated purely by madness. Their attacks are designed to maximize suffering and terror, often leaving behind gruesome displays as warnings to others. Some theories suggest that they seek to spread their madness, turning survivors into new Ravagers through exposure to their horrific ways.

  • Army Size: Medium (relative to their nomadic nature—while not a traditional standing army, their numbers are significant enough to overrun isolated settlements and outposts with ease). Their ranks are replenished by capturing and "breaking" survivors, forcing them into their madness.
  • Composition:
    • Ravager Berserkers: Frenzied warriors armed with crude melee weapons, makeshift armor, and bladed gauntlets. They charge into battle with no regard for their own lives.

    • Ravager Stalkers: Stealthy killers who ambush and hunt prey in urban ruins or dense environments. Often use garrote wires, jagged knives, and small firearms.

    • Ravager Gunners: Wildly unpredictable ranged fighters who wield salvaged blasters, ballistic weapons, and flamethrowers. They prioritize inflicting pain over efficiency.

    • Ravager War Beasts: Captured and tortured creatures turned into living weapons. Some are fitted with crude cybernetic enhancements.

    • Ravager Brutes: Heavily scarred and modified warriors who act as living battering rams, often using scavenged power weapons, exoskeleton rigs, or sheer brute force.

    • Ravager Death Engines: Jury-rigged combat vehicles, often made from salvaged military hardware. These machines are covered in spikes, chains, and grotesque trophies, designed to sow terror.
The Reaver ground forces are a nightmare made real. They have no logistics, no strategy beyond destruction, and no interest in diplomacy. They are not an army that can be reasoned with—they are a plague of madness, a representative of the darkness on the edge of space, leaving behind nothing but horror in their wake.


WHY THEY ARE CONSIDERED A THREAT

The Ravagers’ strength isn’t in numbers, fleet size, or technology. Their true power lies in their absolute unpredictability, ferocity, and psychological warfare. No army can truly prepare for them, because their tactics are unlike anything seen in standard warfare. They turn every battle into a nightmare, their presence alone warping the battlefield into a twisted, horror-filled landscape.

Even powerful Force traditions struggle against them—Jedi are overwhelmed by their brutality and lack of fear, while Sith find them too wild and chaotic to control. Entire armies break and retreat not because they are outgunned, but because they cannot fathom the level of horror the Reavers are willing to unleash.

In the end, fighting the Ravagers isn't about winning—it's about surviving.

Tactics & Combat

The Ravagers do not fight like an army. They do not strategize like a proper military force. They strike from the dark—sudden, brutal, without mercy or concern for their own survival. A Ravager boarding party does not come to take hostages. They come to ruin. Their attacks are marked by savagery and desecration, with entire ships reduced to nothing but shrieking echoes over comms before silence takes hold.

Unlike pirates, they do not ransack for profit. Unlike slavers, they do not trade in enslaved individuals. Those taken by the Ravagers do not return. They are converted—twisted into something new, something monstrous, something like them. Or they are used, drained of whatever the Ravagers find useful, and then discarded as unrecognizable husks.

The Reavers lack capital ships to match major militaries, so they turn every engagement into a brutal, close-quarters fight where their bloodlust gives them the advantage.


HISTORY

The Ravagers: Spawned in the Wake of the Bryn'adûl

When the Bryn'adûl tore through parts of Wild Space, they left more than ruins and the echoes of dying worlds in their wake. They were survivors. The unfortunate few who endured their wrath—either by sheer luck, cruel design, or the lingering torment of being deemed unworthy of immediate extermination. But survival is not the same as being spared.

The Bryn'adûl’s brutal conquests, their war engines, and their grotesque experiments did not just kill species—they rewrote them. Planets were terraformed, reshaped into inhospitable wastelands where the air itself turned against those who inhaled it. Technology was twisted into unknowable horrors, fusing biology and warcraft into something that defied the natural order. Those who tried to flee—those who sought escape through the uncharted paths of Wild Space—found themselves caught between the fires of destruction and the silent void of the unknown.

And in that liminal space, the Ravagers were born.

Origins: The 1% Left Behind

No one can say for certain how it started. Some whisper theories that the Bryn'adûl’s bioengineered terraforming corrupted the very genetic structure of those who lived too close to their horrors. Others suggest that the Ravagers are what happens when sentients are pushed past the limits of sanity—when a species is hunted to the point that survival itself is an aberration.

What is known is this: 1% of the survivors—those who escaped the initial purge—did not remain unchanged.

Some were exposed to Bryn'adûl war-mechanations, the alien bioweapons left embedded in the ruins of their civilizations. Others simply broke under the relentless brutality of their experiences, their minds fracturing into something far worse than madness. Their bodies changed—some subtly, some grotesquely—adapting in unpredictable, violent ways.

And as they fled deeper into Wild Space, they found others. More survivors. More shattered remnants. Some they killed. Some they took. And some they… changed.

Over time, the Ravagers stopped being just survivors. They became something else. A force of destruction that did not seek to reclaim or rebuild, only to spread. A hunger that did not discriminate. A warpath with no goal except more.

The Ravager Threat: Wild Space to the Outer Rim

From the burning fringes of Wild Space to the lawless dark of the Outer Rim, the Ravagers have spread like a plague over time. They are not an empire, nor a unified army. There is no central command, no singular leader orchestrating their horrors. They do not conquer in the way the Sith do, nor do they expand like the Hutts or the Mandalorians.

The Ravagers simply consume. They move in packs, loosely connected by some unknowable instinct—perhaps something embedded in their transformation, a latent hive response to the trauma they endured. They strike at remote outposts, deep-space mining stations, and defenseless colonies, butchering, burning, and taking. And what they take is worse than what they leave behind.


 
Last edited:
Status
Not open for further replies.

Users who are viewing this thread

Top Bottom