Star Wars Roleplay: Chaos

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Zark's Stuff

OUT OF CHARACTER INFORMATION
  • Intent: [State why you are making this submission.]
  • Image Credit: How to properly source your images
  • Canon: [Is this a canon location? If yes, please link to the original location wiki here, if no simply put N/A.]
  • Links: [Provide links to any relevant threads, characters, companies, locations, equipment, etc here.]
SETTING INFORMATION
  • Shipyards Name: SoroSuub Staryards
  • Classification: Orbital Ring Yards
  • Location: Sullust
  • Affiliation: SoroSuub Corporation
  • Population: Heavily Staffed
  • Accessibility: Not quite as infamous as the shipyards over worlds like Kuat or Dac, Sullust is a bustling trade world convenient to a crossroads of Outer Rim hyperlanes. The most distinct orbital feature on approach, large sections of the commercial quarter are open both to Sullustan citizens and visitors from afar, so long as they are willing to submit to a cursory Home Guard inspection upon landing.
  • Description: Not so long ago the Staryards were in pristine condition operating at maximum efficiency, but since the Fall large stretches of the orbital ring have gone dark for lack of resources. Heavily damaged during a Mandalorian raid on the homeworld in reprisal for the Alliance's actions on Myrkr, reconstruction is slowly ongoing but many large breaches are visible from space, crowded with industrial tugs and repair drones.
OPERATIONS INFORMATION
  • Production: Starfighters, Capital Ships and Vehicles
  • Specialty:
    Power Systems - SoroSuub is best known for its mineral processing and energy mining operations. Consequently, most Sullustan designs tend to push the limits of starship reactors and energy distribution systems.
  • Luxury Craft - Competitive across a wide range of markets, by far their most successful products have been their X-series landspeeders and Luxury-series star yachts. These models are known to be sleek yet reliable, balancing high quality craftsmanship with no nonsense designs.
  • System Patrol Vessels - A former GA contractor, SoroSuub is now marketing its military grade tech towards private security and allied states of the Sullustan Council.

[*]Output: While the average quality of SoroSuub products tends to be quite high, they are more known as a mass producer than for their artisan work. There are a few exceptions, such as the megacorp's line of luxury star yachts, but for the most part they manufacture reliable if unextraordinary vessels at scale.
[*]Market: Formerly one of the primary manufacturing arms of a now dissolved Galactic Alliance, this loss of key military contracts has severely impacted the megacorp's bottom line, but a strong line of commercial products has staved off financial ruin.
Officially, SoroSuub has renounced all partisan interests, offering their services throughout the Trailing Sectors to just about anyone. It is widely suspected however that loyalists among its Executive Board have been siphoning off resources deep into the Outer Rim where what remains of the exiled Alliance government operating in secret.

SECURITY: Medium
The Sullust system is heavily patrolled by Home Guard forces, and additional Guardsmen are posted to the station itself along with SoroSuub Security in order to protect the key national interest these shipyards represent. An extremely durable deflector shield generator was donated for use by their Mon Calamari partners in more peaceful times, but although there are scattered point defense emplacements and concussion missile tubes the Staryards have little in the way of offensive arsenal.

The commercial quarter is also largely open to the public, and while something like a troop transport would be picked up on right away, it is entirely possible for those who know what they're doing to smuggle weapons onboard and past the Home Guard inspection team.

POINTS OF INTEREST

Sullust Control - A smaller stretch of ring is reserved for station oversight. Some of this section is reserved for use by Sullust Control, an agency responsible for monitoring all space traffic in system. Coordinating with surface installations just outside each major spaceport, Control techs are employed directly by the state and make up the only non-SoroSuub personnel assigned to the Staryards aside from Home Guardsmen.

Residential Quarter - A large stretch of interior ring devoted entirely to lodging and accommodations for critical station personnel. Many crew members commute to and from the surface each day, requiring the installation of employees only hangar bays in this section so as not to inconvenience commercial traffic during shift changes.

Commercial Quarter - The Staryards' consumer facing apparatus takes up more than enough space to qualify for its own section. Large civilian hangars for arrival and departure flights move a steady stream of foot traffic throughout this quarter every day.

Its purpose is not simply to provide a means of accessing a customer's drydock, but also serves as a miniature company sponsored bazaar in its own right. Droid workshops, swoop and speeder showrooms, it even features a modest museum on SoroSuub itself and the megacorp's long and storied history.

Industrial Quarter -

Drydocks -

HISTORICAL INFORMATION
[Please include at least one paragraph on the location's history. Include who created it and why. Who supports this shipyards now? What purpose did/does it serve? For older locations you can include historical events such as the Gulag Plague, the 400 years of darkness, and the Netherworld event where appropriate.]
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit another faction location solidifying our ties with ORC space based on a world with shared history, that will serve as the Alliance-in-Exile's main public front and recruitment center.
  • Image Credit: Star Citizen Concept Art: Commlink Monthly Studio Report
  • Canon: /
  • Links: An Offer You Can't Refuse (Terminus Diplomacy), Lawful Neutrality (AiE/ORC Incorporation)
SETTING INFORMATION
  • Military Base Name: Galactic Alliance Embassy
  • Classification: Diplomatic Outpost
  • Location: Terminus
  • Affiliation: Alliance-in-Exile
  • Population: While not originally conceived of as a military site, over recent months the modest barracks for security personnel has taken over increasing internal space to accommodate those Alliance loyalists who have sought out sanctuary within one of its last bastions.
The embassy's original security complement remains, although the vast majority of current troopers are former GADF and now Alliance Army. A not insignificant minority of sailors are occasionally billeted here as well, given Terminus' status as one of few remaining ports in the region friendly to openly flown Galactic Alliance colors.
  • Accessibility: Located at one of Terminus' less densely populated polar regions, even as an embassy in more peaceful times its location was selected with security in mind, given both the region's rough nature and such close proximity to the First Order border. Since the Galactic Alliance's fall, the Terminus Embassy has put all its remaining resources into improving upon these defensive measures. It is now strictly off limits to everyone but the Alliance and their closest allies.
  • Description: An outpost the size of a small town in its own right, the Galactic Alliance Embassy on Terminus is one of, if not the only complexes in the galaxy still openly flying the starbird of its fallen nation. Originally one of the most remote diplomatic centers in the Alliance's southwestern territories, during the Fall its combined lack of strategic value and natural fortifications left it as one of very few regional headquarters which did not collapse soon after the strikes on Coruscant, Fondor, and Lothal.
Surrounding by intersecting mountain ranges and overlooking glacial waters, each structure within the embassy grounds are internally connected, minimizing exposure to dangerously frigid temperatures outside. Biodomes are interspersed throughout the complex, originally designed to simulate more pleasing locales for recreational purposes, but now most have been converted into training facilities for Alliance recruits to practice in different environments.

POINTS OF INTEREST

Consulate - Originally responsible for processing visa requests and providing citizen services for Alliance expatriates, the consular building now focuses on reviewing potential candidates for the Alliance Military and screening all new recruits for possible Imperial connections. Located closest to the complex's landing pads from back when the Embassy's security protocols were less rigorous, now much of their work is done remotely or through intermediaries.

Galactic Alliance Commercial Service - Another branch whose role has shifted out of necessity, the Commercial Service was tasked with promoting a now defunct national economy. It is now one of the main funding and logistical arms of the Alliance-in-Exile, maintaining close ties with several manufacturing worlds in neutral territories still sympathetic to their cause.

Defense Attache - Once the smallest division on site, since the Fall the defense attache has appropriated most of the embassy complex, including the main ambassadorial center, which it has converted into a military grade command and control center. Defense Coordination and Homeworld Security, both once their own separate departments, have folded in under a singular chain of command.

Galactic Alliance Guard - A mere liaison outpost meant to facilitate criminal justice coordination with Coalition Judges and sovereign Outer Rim constabularies, these few buildings now represent nearly all that remains of a once proud federal enforcement arm. Once primarily concerned with customs and border protection duties, the Guard now struggles to find new purpose as an operations arm of Alliance Intelligence.

Office of Public Affairs - Like the Guard, Terminus Public Affairs rose from modest roots as a backwater posting, given that it is now the sole official voice of the government-in-exile. While embassy personnel refuse to disclose the level of contact they have with Alliance High Command, statements this branch have released attributed to the Alliance Chief of Staff would seem to suggest these remnant forces aren't quite as fractured as they appear.

Jedi Shrine - Like many Alliance facilities throughout the galaxy, the embassy complex provided services for Church of the Force adherents, although certain unitarian statutes shifted their focus towards non-denominational worship. Jedi iconography is still present, however, and a modest little chapel tucked away near the complex perimeter represents the only tribute to the Alliance's now fallen New Jedi Order.

While seemingly in disrepair and unused, any sensitives nearby would be able to detect the aura of Jedi contacts posted at the Embassy to guide NJO survivors to safe havens in Silver Jedi or Confederate space, or on neutral worlds still out of reach of Sith Imperial hunting parties.

Shield Generator - A refurbished DSS-02 generator installed to protect the facility from orbital bombardment, the unit itself is located on an artificial ledge carved into the cliff face underneath the main embassy complex and above frigid waters below. Rendering the generator unassailable save by sea or, through a series of tunnels that connect to the complex above built for maintenance and patrol purposes.

SECURITY
Maximum

Already boasting greater security than usual due to a local history of civil unrest and local pirate threats, the Embassy's natural defenses and remote location were both major contributing factors in its survival when all other diplomatic missions had quickly collapsed after the Fall.

Since that time, these fortifications have only increased as the Embassy's role shifted along with its government from civil administration to paramilitary resistance operations. Maintaining strong bonds with the now sovereign Terminus government, officially troopers on Embassy grounds are listed as private military contractors hired by the planetary guard, but battalions of Alliance Army troopers still patrol the complex in uniform.

In addition to anti-aircraft artillery, guided missile silos, and long range surface scanners interspersed throughout the complex and its outer perimeter, patrol camps in the nearby mountain ranges maintain additional camouflaged emplacements and heavy repeater nests. These nearby peaks form natural cover for evacuation by air, and a new subterranean dock for submersibles not far from the facility's DSS-02 generator also provides the option for escape by sea.

HISTORICAL INFORMATION

Seemingly cursed by geographic instability, the Embassy first relocated to its remote polar surroundings following Terminus' secession from the Galactic Alliance. Briefly run from the former local Assembly offices in the trade world's urban heart, at the time the move was an effort to ease tensions between the Alliance State Department and a fledgling provisional government that would eventually morph into the sovereign trade council which now ran Terminus with Outer Rim Coalition backing.

They were uncertain times, Terminus had been allowed to part amicably and align with the Alliance's southern allies, but even after the system's withdrawal from the war effort, there remained a real concern of First Order incursion up until the Imperials' final strike on Lothal. Even before the Fall, Terminus Embassy had boasted a considerable complement of security personnel, its remote surroundings even allowing the complex to billet its force on site.

It is these combination of factors: the transitional and low priority nature of the diplomatic mission here, its remote location and natural defenses, that contributed to the Embassy's survival and eventual status as a hub of Galactic Alliance holdout activity. Traitor forces loyal to Taeli Raaf were not assigned to Terminus, either due to lack of importance or its status as a site once so mundane as to be beyond her means to influence.

Once staffed by a more or less equal mixture of civilian and military personnel, the complex is now overwhelmingly populated by Alliance soldiers and sailors. Those few civilians who have remained to contribute are now more valued than ever, providing a logistical backbone and serving as a public mouthpiece of the Alliance-in-Exile and a primary point of coordination between Alliance remnant forces and the Outer Rim Coalition.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: SoroSuub Corporation
  • Model: Astro-class LX Combat Freighter
  • Affiliation: Open-Market
  • Production: Limited
  • Material: Durasteel hull
TECHNICAL SPECIFICATIONS
  • Classification: Light Freighter
  • Length: 45m
  • Width: 40m
  • Height: 22m
  • Armament: Moderate
Laser Cannons (2)
Ion Cannons (2)
Quad Laser Turrets (2)
Proton Torpedo Launchers (2)
6 torpedoes each

[*]Maneuverability Rating: Average
[*]Speed Rating: Average
[*]Hyperdrive Class: 1
STANDARD FEATURES
  • Escape Pods
  • Universal Docking Ring
  • Long-range Communications Array
  • False Telesponder
  • HoloNet Transceiver
  • Standard Life Support Systems
  • Standard Navigational Systems
  • Standard Sensor Array
  • Standard Targeting Array
ADVANCED SYSTEMS
  • Industrial Tractor Beams: For use in salvage operations, the combat freighter's twin beams on top and underneath allow it to manipulate objects and debris in close proximity with fine detail.
  • Extra Gun Ports: Room for additional laser or ion cannons, an attachment point for a third turret on the freighter's aft topside, enough space to potentially increase torpedo rack by another six.
Strengths:
  • Combat Design: Not only is the Astro-class better armed than the average light freighter, it was also built to better withstand the unique stresses of space warfare. Each cabin is capable of independent pressurization, allowing the ship to stay in a fight even after sustaining heavy damage, provided no critical systems are destroyed. The combat freighter is also very resilient, able to operate while damaged for more extended periods on average.
  • Mod Friendly: Unlike some of the more well known classic SoroSuub models, the Astro-class was designed to be modification friendly much in the same way as Corellian Engineering designs usually are. While the stock edition comes with what you see, there is room for more gun ports as well as space enough for a larger reactor, allowing potential upgrades to the freighter's engines and shields.
  • Fast Recharge Shields: Luxury editions of the Astro-class are equipped with more expensive, state of the art quick refresh particle and ray shielding technology. While LX variants share the same damage threshold when struck by something like a heavy turbolaser or proton torpedo, over the course a more prolonged engagement against equal firepower it can take a more significant beating than the base combat freighter.
Weaknesses:
  • Power Distribution: There is a good reason most freighters of the same classification as the Astro-class are not as well armed, and like much of starship design it is to do mostly with power requirements. On the cutting edge of energy harvesting and processing, SoroSuub has overcome this system strain to a degree, but the combat freighter still has issues running all systems at full power for extended periods. In a prolonged engagement, the Astro-class will eventually have to slow down or reduce power to either weapons or shields.
  • Exposed Drive Ports: There are six rear ion drive ports on the outer hull of an Astro-class, with little armoring and protruding energy shunts. It goes without saying that the more of these drives are critically damaged, the less powerful the freighter's sublight speeds.
DESCRIPTION

A luxury variant of SoroSuub's less popular contender to Corellian Engineering and Silk Holdings models, the Astro-class LX is very similar to its forebear save for a more refined interior and a few under the hood enhancements to its defensive shielding. Includes a cockpit furnished with genuine Sullust leather seats.

Taking insights from past military projects, the main innovation of the Astro is the freighter's ability to handle additional power requirements necessary to run its shield and weapons systems, without sacrificing so much internal surface area that the ship's cargo tonnage drops below competitive with the market. While the combat freighter does not possess the largest holds of its class, it is still capable of shipping large enough quantities to make the additional firepower worth some consideration for a captain in the market for a new ship.

Cockpit
Utilizing a horizontal layout parallel to the fore of the starship instead of perpendicular, the Astro's cockpit allows for more space at the controls at the sacrifice of less overall room for crew aside from the ship's pilot and co-pilot.

Passenger Bay
A fully functional and state of the art, if somewhat cramped crew compartment, the Astro takes full advantage of Sullustan subterranean design and architecture to give the impression of a more spacious recreational area. Capable of carrying up to six passengers, what the freighter merely matches in terms of function it excels at in style over most other models.

Med Bay
Equipped with a serviceable compartment for triage and recovery, the stock Astro's med bay is filled with state of the art medical technology. Given the combat freighter's intended function on high risk trade routes, each ship comes with the optional addition of a GH-7 Medical Analysis Unit when sold.

Commercial Cargo Bay
Able to transport up to one hundred metric tons of cargo, its stock design is competitive with most light freighters on the current market. The Astro-class comes with an optional add of two F-LER or equivalent models and a single XP-38 All Terrain Rough Rider at the cost of some storage capacity, as the cargo bay is the only part of the ship large enough for them to be stored.

Engine Room
Located in the aft of the shift, the engine or reactor compartment houses the freighter's Griffyn-XTG Lightspeed Unit, as well as the internal componentry of the freighter's six Boav Ion Drive ports.

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OUT OF CHARACTER INFORMATION
  • Intent: To submit a mouthpiece NPC that will function as Zark's means of influencing the physical world.
  • ​Image Credit: Diablo III
  • Role: Titus serves as Regent Lord of the Oathsworn Legions, those Jedi and warriors of the Light who have pledged themselves in service to the spirit of Jedi Master Zark.
  • Links: /
PHYSICAL INFORMATION
  • Age: 36
  • Force Sensitivity: Master
  • Species: Thyrsian/Epicanthix
  • Appearance: Lord Titus stands a full two meters in height, owing this towering build to his Epicanthix heritage. Dusky, sandworn skin more indicative of his Thyrsian side is adorned by a shaven pate. A strong martial physique betrays his upbringing in a savage and hierarchical warrior culture.
Valerius is rarely seen out of his ancient yet eminently functional battle plate, often complimented by a cloak reminiscent of more classic Jedi apparel. On certain ceremonial occasions, the Regent Lord eschews full military dress for orthodox robes, but never travels without his saber.

SOCIAL INFORMATION

[*]Personality: Titus has often been described by his mentors as calm like the center of a storm. Requiring much additional tutelage as a youngling to guide his behavior away from the casual violence of his people, since those formative years Lord Valerius has transformed himself into a living embodiment of focused aggression.
His voice is resounding, but there is a rough melody to his accented intonations. Titus is a true believer, driven in all things by a deeply rooted fanaticism for the Lightside of the Force. Nearly two decades of service with distinction has earned him the trust of many followers, and despite the fall of his Order he maintains a serene and optimistic outlook that can only be the product of faith.

COMBAT INFORMATION
  • Weapon of Choice: Lightsaber and Light-Shield
  • Combat Function:
    (+) Jedi Crusader: Before his ascension to Master, Titus was a Knight of the New Jedi Order who saw combat throughout the One Sith, First Order, and Sith Imperial campaigns. Trained in the Guardian philosophy, Lord Valerius has adapted Djem So to incorporate a shield with lethal effectiveness.
  • (+) Force Seer: For some time now Titus has been struggling with Force visions. While they offer little in the way of practical benefits, their seemingly apocalyptic warnings guide the Regent Lord's every action in the name of righteousness.
  • (+) Warlord: Eschewing orthodox Jedi restrictions, Valerius has amassed a following on Tython where he trains Jedi and baseline alike to serve as a soldiers in his own personal army.
  • (-) Blind Faith: Since early childhood, Titus has been mostly blind in both eyes. Over years of dedicated study, he has learned to 'see with the Force' much in the way the Miraluka do. Since this is not an innate ability, it requires modest concentration and is not as effective as natural sight, and if cut off from the Force Lord Valerius would be blinded altogether.
  • (-) Agility: The Regent Lord is big and powerful, but this natural strength comes at a cost to his dexterity. His sword and shield technique was developed to rob quicker opponents of their momentum, but if that equalizer is overcome Titus could find himself outmatched by a fast enough blade hand.
  • (-) Reckless Devotion: Valerius' belief in the Lightside as an end to be achieved by any means necessary is absolute. As a Jedi Lord he strides a thin line between ardent faith in the purity of his cause and a corrupting, prideful fury.

HISTORICAL INFORMATION

Titus Valerius was born on the desert wastes of savage Thrysus. His small and reclusive tribe bore mixed Epicanthix ancestry, a retained evolutionary advantage which allowed his people to produce particularly fearsome warriors. From the day he was old enough to hold a practice force pike in his hands, young Titus was trained in the martial ways of his people. By the time he had been recruited by the Jedi Academy Network, he was already proficient in the ways of the pike and Thrysian talwaar.

Not long before his discovery by the Jedi, Titus was participating in a ritual pilgrimage to celebrate the cusp of his adolescence, when he and his father were set upon by one of the savage world's many predators. Together they managed to slay the beast, but the young boy's father was mortally wounded and died not long after.

After nearly a week stranded alone in the remote desert, Valerius survived off the land for long enough to walk back to civilization. Half dead from exposure, this trauma would rob him of much of his physical sight. Possibly drawn by rumors of the boy who had miraculously endured the wastes, his village was visited not long after by Jedi scouts who deemed Titus to be gifted with the Force and requisitioned him for training.

The young Thyrsian's early years at the Academy would prove tumultuous, significant remedial exercises in attaining self-control were necessary to sanctify a lifetime of aggressive instincts. Eventually chosen to be the Padawan of a similarly tempestuous Jedi Knight, much of Valerius' more advanced training was reminiscent of the duties performed by chivalric squires he had read about in what little records there were of ancient Jedi history.

Eventually Titus passed through his Knighthood trials in his Temple's honor guard for several years before galactic conflict called him to serve alongside the Republic military. Surviving the purges that followed the rise of the One Sith Empire, Knight Valerius regrouped along with the remains of the Republic fleet at Sullust, he was a founding member of the New Jedi Order and pledged himself to the Galactic Alliance until its dissolution after Grand Marshal Taeli Raaf's betrayal and the Sith Imperial attack on Coruscant.

Instead of falling back to the Outer Rim or Silver Jedi space like many Jedi refugees, Titus elected to remain at his post guarding the temple on Tython. After it became clear that the Galactic Alliance had effectively ceased to exist, the Jedi Knight meditated on a way forward, and was guided by the Force to Master Talanis Long.

Bonded together by their mutual loss, the Thrysian Jedi was among the first to pledge himself to Master Long's service as Lord Commander instead of simply as a master. Assembling a small army comprised mostly of fellow Alliance holdouts, under Long's direction Titus and other Knights oversaw the construction of keeps along the wild Tythonian countryside.

From these outposts, the Lords of Light keep watch over the religious pilgrims fanatical enough to risk the Deep Core, and even at times recruit from among their ranks. For a time, Titus was content, ever since the fall of his Order he had begun having troubling dreams that eventually began to manifest in waking visions.

After meditating on these visions with Master Long, Valerius eventually determined that the visions were attempting to guide him to the Valley of the Jedi on Ruusan. Taking leave of his Lord, Titus made the journey to Silver Jedi space and there he came into possession of the haunted holocron of Jedi Master Zark.

Communing with the spirit anchored to its own Jedi artifact, Titus was bestowed the title of Jedi Master himself, and encouraged to strike out and build his own army. Offering to serve as a counselor, the ghost of Zark seems to have chosen Titus as his mortal champion. Bringing the holocron back to Tython, with Long's blessing Regent Lord Valerius and a small cohort of his most steadfast compatriots set out to build their own keep in the remote Tythonian mountains.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a Batcave for Titus in the Tython system.
  • Image Credit: Simon Fetscher
  • Canon: [Is this a canon location? If yes, please link to the original location wiki here, if no simply put N/A.]
  • Links: [Provide links to any relevant threads, characters, companies, locations, equipment, etc here.]
SETTING INFORMATION
  • Nexus Name: Lightsreach Citadel
  • Nexus Alignment: Light
  • Location: Ashla
  • Affiliation: Lords of Light
  • Size: Medium
  • Strength: Strong
  • Accessibility: Nestled in the center of Ashla's Sanctity Crater, Lightsreach is easily approachable but gaining entry is another matter entirely. Automated air defense turrets surround the perimeter, and three to five legions of armsman as well as fully trained Jedi Knights guard every conceivable entrance. The Oathsworn are mistrustful of outsiders, any trespassers would either be attacked on sight or taken prisoner for ruthless interrogation.
  • Description: Built off the foundation of an old Galactic Alliance research outpost, Lightsreach Citadel has been converted into a mixture between a house of worship and a paramilitary facility. Maintaining the base's neo-futuristic architecture, once spartan corridors are now arrayed with ornate tapestries and heraldic pennants.
NEXUS EFFECTS
  • Consecrated Ground: A product of hosting such large numbers of Jedi crusaders over an extended period of time, this effect is not at all dissimilar to an aura of battle meditation that radiates throughout the compound.
  • Aegis of Light: The light is so strong in this place that any loyal to its call are able to summon a Force barrier with little to no concentration, as well as construct more elaborate shielding when multiple Jedi combine efforts in a kind of barrier ritual.
  • Balance of Nature: Tython is consumed by eternal war, and its soul lashes out in retribution. The Force is unstable here, using one's abilities is like tossing around wild magic. Most of the time a desired effect will be produced, but sometimes its power output will be considerably less or more than the wielder intended, and occasionally entirely unexpected powers will manifest instead.
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POINTS OF INTEREST

Command Bunker

Deep under the lunar surface at the heart of the Citadel proper, from this tactical strategium Regent Lord Valerius directs his Oathsworn Legions across Tython and the rest of the system. Sitting atop a raised circular dais at the center of the situation room is an ornate looking command throne, emblazoned in electrum carved sigils.

Warp Altar

A special chamber within the facility's Church of the Force cathedral, the altar is watched over by a team of six trained Jedi Consulars. Due to the sympathetic Force connection between Tython and its two moons, these Consulars are able with great ritual preparation to fold space, sending up to a small group of individuals from Ashla to the surface of Bogan or Tython below.

Strike Hangar

Although not vast, an Alliance hangar remains which is used to store and maintain the Oathsworn's growing fleet of single system starfighters and small attack craft. Variously salvaged from wrecks or cobbled together uglies, it is the Regent Lord's emphasis on mobility that allows his Legions to project their strength from orbit. Lightsreach has entered into a mutual defense compact with Lord Sardun's Band of the Silik to help defend their seized orbital facilities in exchange for some of the tech produced.

Sanctity Crater

Although Lightsreach only takes up a small portion of the crater, many civilians traveled along with the initial Oathsworn exodus and have since established Hope Colony several dozen kilometers away at the crater's edge. Using the ancient ruins as a foundation, since then a small industry was born out of providing basic services and amenities to the Citadel's warriors.

SECURITY
Rating: Maximum
  • The Dawnforged
  • Anti-Air Turrets
  • Point-Defense Laser System
  • Deflector Shield Generator
HISTORICAL INFORMATION

When Knight Valerius began receiving visions compelling him to make a pilgrimage to Ruusan, he took leave of his master [member="Talanis Long"] and journeyed to the Valley of the Jedi. Many of his devotees speculate on what exactly he witnessed there, all that is known for certain is that when Valerius returned to Tython he was a changed man, a man with a grand and seemingly impossible dream.

Gathering his own followers from among Long's subjects and the pilgrims of New Kaleth, Titus convinced this first Oathsworn Legion that he had been in contact with a lightside entity known only as Lord Amroth. Although such a feat at this time, so soon after the fall of the New Jedi Order was impossible, but the Jedi convinced his followers to construct a ramshackle exodus fleet with the intention of recolonizing Ashla. Before his grand expedition departed, Lord Talanis released Titus from his service and anointed him Jedi Master.

It was a team of survey scouts that initially discovered the abandoned Alliance outpost. Declaring this to be their new bastion, Valerius proclaimed himself Regent Lord of the Oathsworn Legions, contending that their true master was the enigmatic Lord Amroth and that he continued to received communications from the entity in the form of cryptic omens. Over time what became known as Lightsreach Citadel has been converted into a fortress redoubt and main sanctuary of the Compact.

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OUT OF CHARACTER INFORMATION
  • Intent: To submite a heavy duty troop transport and deployable prefabricated stronghold for the Legions of Light.
  • Image Source: Chronicles of Riddick
  • Canon Link: /
  • Primary Source: /
PRODUCTION INFORMATION
  • Manufacturer: Band of the Silik | Oathsworn Compact
  • Affiliation: (x) Lords of Light
  • Model: Sanctum-class Assault Tower

  • Production: Minor
  • Material: Durasteel Hull, Quadanium Reinforced Armor Plating
TECHNICAL SPECIFICATIONS
  • Classification: Assault Dropship/Prefabricated Command Post
  • Length: 20 meters
  • Width: 20 meters
  • Height: 50 meters
  • Armament: Moderate
    Automated Point Defense Laser System
  • Anti-Personnel Laser Cannons
  • Mass Driver Cannons
  • Anti-Aircraft Turrets
  • Ion Turrets

[*]Defenses: Very High
  • Deflector Shields
  • Dampener Aerosol Missiles
  • Anti-Ordinance Chaff

[*]Hangar: None
[*]Maneuverability Rating: None
[*]Speed Rating: Average
[*]Hyperdrive Class: None
STANDARD FEATURES
  • Expanded Personnel Bay
  • Detention Cells
  • IM-6 Medical Droid
  • Maglocks
  • Ion Shielding
  • Standard Sensor Array
  • Standard Targeting Array
  • Standard Navigational Systems
  • Holographic Communications System
ADVANCED SYSTEMS

Light's Embrace: Specially designed non-lethal crowd control generators, the Light's Embrace has two settings. A stun wave capable of incapacitating a single district of a large city, and a pacification field powerful enough enough to dampen passionate emotions in as large an area as a small city. This effect can be resisted through certain means, and both settings can only be fired once before a long recharge cycle.

Meditation Chamber: Consulting with the finest Oathsworn architects and scholars, Sanctums are designed to function as massive resonance amplifiers of the Force. Any adepts inside gain the same enhancements to their abilities that they would from a meditation chamber after only minor contemplation.

Strengths:
  • Combat Transport: The Sanctum-class is a large scale planetary assault dropship, capable of delivering a considerable amount of personnel or supplies from orbit even while under intense enemy fire.
  • Deployable Foothold: Sanctums aren't simply designed to drop troops off and return to base, upon landing powerful locking mechanisms are deployed which secure the assault tower in place even if struck by a larger kinetic barrage. It is equipped with manned anti-infantry and anti-aircraft emplacements which allow it to establish fire superiority across its given area of operations.
Weaknesses:
  • Glorified Drop Pod: The Sanctum has the maneuverability of an arrow, once it is launched its not diverting course until it reaches its final pre-programmed destination. Because of its dense mass, once the transport gets going it reaches its point of no return in a very short window, meaning sudden hazards below can pose a problem.
  • Booster Cycle: Once an assault tower lands, it takes some time before its power core can annihilate enough antimatter so that the booster rockets are provided with enough fuel on re-firing to achieve escape velocity. These are not structures that can be re-positioned on a whim once launched.
Description:

"Our time has come.
For years, we prepared. We grew stronger.
While you rested in your cradle of power, believing your people were safe and protected.
You were trusted to lead the galaxy. But you were deceived. As your faith in the Darkside has blinded you.
You assumed no force could challenge you.
And now...finally, we have returned."
A mainstay of the Lords of Lights' broader military arsenal, the Sanctum-class is a product of multiple independent Legions pooling resources to work in concert. It is brutally elegant, emblematic of typical martial Jedi creations. Designed to be launched from the holds of any capital ship with sufficient space, assault towers are armor reinforced combat troop transports which function as temporary command posts upon landing.

Fashioned with anti-personnel countermeasures throughout its exterior, Sanctums are mobile footholds, but more than their armament or troop complement they are known for their sizable Light's Embrace pacification field generators. Capable of stunning all lifeforms in its immediate surroundings, and even sapping strong emotions from everyone in its general vicinity, assault towers are psychological weapons just as much as they are physical.

With only low powered guidance boosters to assist with orienting for docking procedures, the Sanctum-class is effectively one massive drop pod, and there are other drawbacks to its use, but despite its savage nature the assault tower is a frighteningly effective fast assault weapon.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit those Jedi loyal to the Oathsworn Legions.
  • Image Credit: Hellgate London: Exodus
  • Role: The Dawnguard serves as a more regimented order of militant Jedi who serve as elite soldiers, bodyguards, and mercenaries in service of the Oathsworn Compact.
  • Links: /
GENERAL INFORMATION
COMBAT INFORMATION
  • Availability: Unique
  • Deployment: Minor
  • Strengths & Weaknesses:
    Guardians of Light: The Dawnguard are all sworn Jedi, predominantly trained in the guardian tradition although with a small sentinel and consular minority. Most are battle hardened combat veterans, and many have adapted their lightsaber forms to incorporate the Oathsworn light-shield.
  • Beast Tamers: While the Dawnguard ruthlessly puts down any Sithspawn they come across, some among their number have become known for developing psychic bonds with some of Tython's more exotic fauna that remains uncorrupted. Mounts, both land and air based, as well as trained predators make for not uncommon boon companions to those Jedi in touch with nature.
  • Swordsages: While the order's training tends to focus more heavily on martial pursuits than esoteric knowledge, all Oathsworn Jedi are taught to value their religion's ancient history and prize relics of that past above all else save innocent lives. The Dawnguard are known as record keepers, catalogers, and treasure hunters.
  • No Quarter: Like most Jedi who regress back into the old ways, the Dawnguard has an uncompromising attitude and paranoid sensibility that can make cooperation even with ostensible allies difficult. There is no right circumstance to call upon the black arts, and the only acceptable judgment for those who do is a final one.
  • Force Multiplier: The Dawnguard is no grand army, they are limited both in number and skillset, at their best when the inspiration of their presence serves to bolster the mundane legions of the Oathsworn. Their role is relegated mostly to frontline infantry command, where the greatest focus in their training as Jedi is on improving their martial prowess.
  • Righteous Fury: All Jedi Lords walk a fine line between pious valor and prideful arrogance, and the Dawnguard is no exception. They hold little love for the Sith and Dark Jedi they have sworn to destroy, seeing it as their tragic duty to purge not only their enemies but their way of life. This passion for justice as they see it can be manipulated, even corrupted.

[*]Structure & Powers:
  • Squires: Also commonly referred to simply as padawans, junior squires are roughly equivalent in number to the Order's masters, with some senior advisors occasionally taking on several to share time between training and clerical responsibilities. More senior squires are often loaned out to knights to serve in a traditional capacity and gain some practical combat experience under watchful eyes. Common squire level abilities include: Force Strength, Force Barrier, Force Sense, Telekinesis, Precognition, Mind Trick.
  • Knights: By far the most common among the order, knights make up roughly half the Dawnguard's number. Their responsibilities are equally numerous, defenders of the people and military commanders chief among them. The most stalwart and resourceful of all knights are chosen to serve the Oathsworn Reliquary as historical scholars and treasure seekers. Common knight level abilities include: Force Light, Force Valor, Battle Meditation, Force Healing, Enhanced Reflexes, Force Stasis, Tutaminis, Telepathy.
  • Masters: Only one to two dozen masters are active at any given time, when one falls in battle or the Oathsworn grow sufficiently in mundane numbers, the most promising senior knights are subjected to trials to determine who is worthy. Masters train junior squires, administrate the Compact, and advise the Regent Lord. Some are placed in sole command of the Oathsworn's more remote outposts. Common master level abilities include: Battlemind, Force Body, Force Breach, Farsight, Memory Recall, Comprehend Languages.

[*]Description: Originally a splinter faction of knights who once served Lord Talanis Long, the Dawnguard was formed by those drawn to the cult of personality of their fellow Titus Valerius. When Valerius recovered the Dawnstar from Ruusan, he returned it along with Lord Amroth to Tython, where he gathered his supporters and after securing Long's blessing, set out to establish a new colony on Ashla, one of the planet's twin moons.
In those formative days, the Dawnguard was few in number, but the more their reputation and influence grows across Tython below the larger the Oathsworn have become. Absorbing smaller legions in their wake, the Dawnguard fortifies smaller outposts scattered across Tythonian continents and sends expeditionary teams out to survey nearby worlds, still numbering no more than two hundred at a time but spread out across the system.

Former monks of the New Jedi Order almost to a man, the Jedi of the Dawnguard have embraced a more radical orthodox ideology and consider themselves no longer constrained by the contemporary edicts that practitioners of their religion are not meant to govern the realms of men. Dawnguard Knights are sworn to enforce the tenants of the Compact, and while participation in that social accord is not compulsory, it is expected for all those who live on lands defended by the Oathsworn, that residents will comply with Oathsworn law or suffer the consequences.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a high tech fantasy style shield for use by Jedi Lords and anyone who enjoys the notion of sword and boarding.
  • Image Source: Agents of S.H.I.E.L.D.
  • Canon Link: Light-Shield
  • Primary Source: /
PRODUCTION INFORMATION
  • Manufacturer: Forgewrights of Vur Tepe | Oathsworn Compact
  • Affiliation: (x) Lords of Light
  • Model: Aesir-series Light-Shield
  • Modularity: Yes; Scalable from buckler to targe dimensions.

  • Production: Limited
  • Material: Durasteel, Shield Emitter, Shield Generator Componentry
TECHNICAL SPECIFICATIONS
  • Classification: Light-Shield
  • Weight: Light
  • Resistances
    Blasters/Plasma: High
  • Kinetic: Very High
  • Lightsabers: High
  • Sonic: Low
  • Ion/EMP: None
  • Elemental: Very Low

SPECIAL FEATURES

  • Compact Gauntlet Projector: The Aesir light-shield's wearable generator is far less bulky or cumbersome than wielding a traditional shield. It features a spring release trigger which projects a circular energy shield at a moment's notice, but also features a persistent setting at the cost of more power drain.
  • Modular Surface Area: The Aesir's radius is adjustable, ranging from a smaller buckler size reminiscent of Mandalorian portable shield, to a larger but unwieldy targe capable of more fully shielding an upper torso. This is not something that can be adjusted easily in the field, but allows the light-shield to be adapted for different combat forms.
STRENGTHS:
  • Energy Shield: The Aesir-series was designed to be a next generation, top of the line light-shield. It has high energy resistances, even capable of deflecting lightsaber blows for a more extended period. Particularly savage blows can penetrate this compression shield layering.
  • Hidden Aegis: While it won't pass through any spaceport scans without throwing up some serious red flags, when deactivated the Aesir appears as nothing more than your typical armored gauntlet. Some models have even been installed inside cybernetic hands.
WEAKNESSES:
  • Kinetic Impact: Light-shields have very high ballistic resistances, but while the energy generator is capable of vaporizing incoming projectiles, it does nothing to diffuse their force of impact. Struck with sufficient force, its wielder can still be knocked back or crushed.
  • Power Drain: Absorbing blows from potent energy sources like repeating blasters or lightsaber blades causes serious drain on such a compact device's finite energy reserves. If it takes too many hits, the Aesir can short out rendering it useless, a potentially fatal malfunction under the right circumstances.
  • Static Overload: Ion blasts and other electromagnetic pulse devices are fully capable of shorting out the light-shield's generator. Ion weaponry is a hard counter to these devices, and it will require several moments for the gauntlet's systems to reinitialize.
DESCRIPTION

Originally designed for use by Knights of the New Jedi Order in consultation with several Galactic Alliance military contractors, a newly completed prototype Aesir Light-Shield were discovered within an abandoned secure Tythonian orbital facility by the Oathsworn Reliquary after their Order's dissolution. After reverse engineering the device, the Compact turned over their transcribed schematics to the Forgewrights of Vur Tepe and their fellow Lords of Light.

Without the production manpower to craft these gauntlets in mass quantities, the Legions of Light now consider it something of a rite of passage for a junior knight to strike out and salvage the material for their own Aesir and even occasionally participate in its forging. Often an individual light-shield will be modified to display the heraldry of its intended bearer's lord in its center.

The Aesir-series is not without its weaknesses, a limited pool of battery life and particular weakness to ion blasts prevents from any consideration as a perfected defensive solution.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Forgewrights of Vur Tepe
  • Affiliation: Titus Valerius
  • Model: N/A
  • Modularity: No.
  • Production: Unique
  • Material: Madog Steel Blade, Chromium Plated Japor Ivory Wood Hilt, Thyrsian Cloth Wrappings
TECHNICAL SPECIFICATIONS
  • Classification: Force-Imbued Blade
  • Size: Large
  • Weight: Heavy
SPECIAL FEATURES
  • Madog Steel Edge: Wrought with Tythonian iron and tempered in the hottest forges of Vur Tepe, madog steel takes on unnatural resiliency. Comparable to beskar in its durability, madog blades can cut through durasteel and even deflect lightsaber blows once imbued.
  • Crystal Energy Focus: A rare and powerful alchemized gem adorns the hilt of this weapon, mystic energy channeled into its core by a team of master Jedi forgesmiths working in concert. This ancient technique allows for the crystal to greatly assist in channeling any lightside ability its attuned for.
STRENGTHS
  • Force-Imbued Blade: A honed madog steel edge imbued with even more supernatural resiliencies, Damocles is more than a match for lightsabers or Sith alchemized blades. Capable of cutting through most materials quicker even than a high powered ultrasonic generator, this sword is beyond sharp.
  • General's Focus: A crystalline gem socketed into the hilt allows Damocles' wielder to subconsciously channel a somewhat less effective form of battle meditation. Providing a passive morale and reflex boost to any allies in the immediate vicinity, this weapon is literally a beacon of hope.
  • Sword of Light: Damocles wasn't just imbued with additional resiliency, it was also suffused in lightside energies throughout the process of its creation. Using great concentration, a powerful Jedi who wields it can reawaken this energy to coat the edge in Force Light. Any attacks while under this effect do not simply damage, they obliterate the Darkside in whatever Damocles touches.
WEAKNESSES
  • Titan's Grip: Heavy and cumbersome, for the average human Damocles would be a struggle to wield even two handed. Even its wielder's hulking frame can only do so much to compensate for the inertial momentum in every swung, a predictable sluggishness that can prove deadly against weightless energy swords.
  • Shatterpoint: If its more supernatural attributes are exploited too much or for too long, it is possible that the energy focus within Damocles could rupture, unleashing a wave of harmful Force energy that would grievously wound anyone holding the blade hilt.
  • Signal Flare: This weapon is conspicuous. It does not retract, and gleams with an uncanny brightness, as if the steel seems to go out of its way to reflect any nearby natural light. Damocles is not meant for engaging in spycraft or storming enemy compounds in the dead of night, it is a sword that seeks always to make a statement.
DESCRIPTION

"Be without fear in the face of your enemies.
Be brave and upright so the Light may love thee.
Speak the truth, always, even if it leads to your death.
Safeguard the helpless. Do no wrong.
That is your Oath."
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a set of personal armor for Titus Valerius.
  • Image Source: Tyrael by rikmms
  • Canon Link: /
  • Primary Source: /
PRODUCTION INFORMATION
  • Manufacturer: Forgewrights of Vur Tepe | Oathsworn Compact
  • Affiliation: Titus Valerius
  • Model: N/A
  • Modularity: No.

  • Production: Unique
  • Material: Laminanium, Songsteel Trimmings, Armorweave, Gaberwool, Force Crystals
TECHNICAL SPECIFICATIONS
  • Classification: Jedi Armor
  • Weight: Heavy
  • Resistances
    Blasters/Plasma: High
  • Kinetic: Very High
  • Lightsabers: High
  • Sonic: Average
  • EMP/Ion: Very Low
  • Elemental: Average

SPECIAL FEATURES
  • Crystal Pauldrons: Encrusted on each shoulder plate is a cluster of spiritually active Force crystal shards, each imbued by master forgewrights to store a single charge of barrier which can be consumed at will.
  • Holodisplay Gauntlet: A lone modern conceit fashioned onto the left vambrace of the armor's otherwise ancient design, this compact holopad device allows the suit's wearer to stay up to date on intelligence reports, activate a topographical map of their surroundings, even send and receive communications.
  • Utility Belt: Comes equipped with everything a standard utility belt would provide, as well as a spyglass, a compass, and a sheathe for a small vibroblade
STRENGTHS
  • Ornate Guardian Armor: Crafted during an era when Jedi and Sith were simply distinctions on the battlefield, the Cuirass is far bulkier than the warrior monk equipment of today, not to mention more ostentatious. Its composition and the skill of its creators allow whoever dons it shrug off significant damage.
  • Crystal Shards: By consuming the imbued energy within each of the armor's crystal inlaid pauldrons whoever dons this armor is able to manifest a Force barrier with little strain or concentration.
WEAKNESSES
  • Heavy Metal: This armor is extraordinarily heavy. Even the most powerful humanoids would suffer limited movement if they were to don it. This is not a suit of armor forged with agility in mind.
  • Shatterpoint: Each pauldron only has a limited number of crystals to consume, and particularly powerful effects can overload individuals, triggering a chain reaction of eruptions that could even channel energy as feedback directly through the metal plate.
  • Blind Spots: Even if its wearer could turn on a dime, there are significant gaps in their available peripheral vision and situational awareness.
DESCRIPTION

The Cuirass of Crystal Dawn is thousands of years old, an ancient Jedi relic lost to the ages until an expedition led by the Oathsworn Reliquary liberated it along with a minor trove of archaeological findings underneath the surface of Tython. While the other artifacts were stored and catalogued this magnificent set of ornate Jedi Guardian armor was presented to the Regent Lord Titus Valerius, Master and Commander of the Oathsworn Legions.

Decreeing that it would be unjust to let such a masterwork rust away unused in some dreary cellar, he instead removed his own handcrafted warplate and took up the mantle himself as the Crystal Dawn's chosen knight. Lord Valerius is rarely seen without this hauberk, an exquisite piece of artisanry that is nevertheless eminently functional.

Perhaps the most notable facet of the cuirass is its crystal encrusted set of shoulder plates, jutting up from each pauldron like jagged spikes. After each battle any destroyed crystals are replaced with freshly harvested specimens from the Oathsworn's crystal mines on Tython. Some minor refurbishment has been permitted under the careful scrutiny of Vur Tepe, but for the most part the armor Titus wears today is much the same as it was when it was last consecrated in battle during the New Sith Wars.
 
OUT OF CHARACTER INFORMATION
  • Intent: [State why you are making this submission.]
  • ​Image Credit: How to properly source your images
  • ​Links: [Provide links to any relevant threads, characters, companies, locations, equipment, etc, without other appropriate categories, here.]
  • Company Submission: [If this organization is a company submitted through the Factory, provide the link to the Factory-approved submission here. If this company is to be a manufacturer in the Factory, a Factory-approved company submission is required.]
GENERAL INFORMATION
  • Organization Name: Kathol Republic
  • Classification: Representative Democracy/Nation State
  • Loyalties: Outer Rim Coalition
  • Organization Symbol: Here
  • Description: The Kathol Republic is an Outer Rim micro-empire consisting of fourteen worlds across ten star systems within the Kathol Outback from which it derives its name. It is a bastion of democratic rule of law surrounded by a sea of lawlessness, and one of the founding component states of a greater Outer Rim Coalition which represents all of Kathol sector space and beyond.
With a statistically minimal population, these descendants of ancient Galactic Republic colonists have nevertheless managed to garner significant political influence across much of the Outback, a form of soft power owed in large part to the considerable Kathol Republic Navy which patrols the region ever vigilant for acts of piracy or potentially far stranger threats given their proximity to the nearby Kathol Rift.

GEOGRAPHICAL INFORMATION

[*]Domain:
Republic Space

No more than a few billion sentients actually reside in Kathol Republic space, a population which not so long ago was far lower before most of the Republic's worlds were successfully terraformed. Their control over this region is absolute, citizenship on one of the fourteen worlds is necessary to vote in the Senatorial and local elections. The military recruits from this populace, and although each planet has its own distinct subculture there is a strong sense of shared nationalism.

The Outback

The Kathol Republic is just one piece of a vast Outback, yet except for those systems aligned with the Pimbrellan League and Qektoth Confederation it wields considerable influence across those few populated worlds within the greater region. It enjoys a mutual defense pact with the sovereign Jangelle system, and is under a similar arrangement with Uukaablis and the Ruling Council of Exocron.

Borderlands

Beyond Outback space, the Republic's primary trade partners are within the Kathol Sector proper. After hundreds of years of coexistence, Dayark has developed strong relationships with worlds like Galtea, Sebiris, Gandle Ott, even grand yet distant Kal'Shebbol. It is this deep sense of community and mutual dependency throughout the region that in large part allows Kathol to maintain such an impressive Navy for its size, foreign legion sailors and marines make up a significant minority.

[*]Ghaz Kull IV



SOCIAL INFORMATION

[*]Membership: Accurate census data is hard to come by in the Rim, but among the fully developed worlds of Republic space there aren't more than ten billion souls. Simply being born on any one of the fourteen worlds is enough to merit native citizenship, but it is possible to immigrate from throughout the Kathol sector after a period of review. As a general rule, natives are far less trusting of outsiders, particularly those from any of the Core Worlds.
[*]Influence: An early ally of the Underground, for such a minuscule curiosity the Kathol Republic has risen to earn a voice that resonates across the entire Outer Rim Coalition. It is by and large an alliance of sovereign entities, yet as a bastion of order even before the days of resistance its representatives carry considerable weight when dealing with both its neighbors within the coalition and other galactic superpowers.
[*]Climate: Historically reclusive, the Republic began as a series of colonies for those undertaking a self imposed exile. Dissatisfied with the state of the Ancient Republic from which they hailed, the early settlers came to this remote region of the Outback to start again. It is only recently that the native population has wavered from its isolationist ideology.
[*]Reputation: The Republic has historically been known as a rare island of law and order surrounded by a sea of unknown terror and lawlessness. Although seen as charmingly backward and rustic in their manners and culture compared to the rest of the galaxy, Kathol is also respected by a great many for successfully importing Core World values to one of the farthest reaches of the galaxy and integrating with their surroundings.
[*]Rules: As a nation its law's closely resemble those of the Ancient Republic, with a few additions and exemptions. For example, under the proxy law of the Kathol Republic, representatives of a foreign state could be held accountable for the actions of other members of that state.
[*]Doctrines: [Describe the principles and tenets kept by this group in relation to rules/laws within it, religious beliefs, teachings and philosophies created by its leaders and kept by the people within it. This can include various aspects of a faith/religion, or rules to a club, laws of a mafia or guild, etc.]
[*]Goals: [What are the goals of this organization? Future plans for expansion? Collection of information? Providing education to those who seek it in certain skills? Supporting charitable works? For all intents and purposes, this is your in-character intent with this organization.]

MEMBERS
[Mention any notable PCs or NPCs that are part of this organization and their role/title/position within it - alternatively link to a blog post with this information if you would like to keep an active player roster. You may also request a sub mod to add/remove members.]

HISTORICAL INFORMATION
[Please include at least one paragraph on the organization's history. Describe who started it, how and why it was formed, modus operandi, any events tied into its creation and existence, etc.]
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a base of operations for the AiE in New Republic space.
  • Image Credit: Mining Base by Leon Tukker
  • Canon: Kiris Shipyards
  • Links: /
SETTING INFORMATION
  • Shipyards Name: Kiris Base
  • Classification: Deepdock
  • Location: Kiris Asteroid Cluster
  • Affiliation: Alliance-in-Exile | Corellian Confederation | New Republic
  • Population: Moderately Staffed
  • Accessibility: Hidden deep within an asteroid cluster on the Corellia system's outer edge, the existence of a Confederation sanctioned Alliance facility is something of an open secret, but its exact coordinates are closely guarded. As an undeniably paramilitary facility, the shipyard's perimeter is regularly patrolled and landing inspections are routine.
  • Description: Constructed on the foundation of ancient Kiris shipyards, on approach it is virtually indistinguishable from its surroundings save for a single protruding port of entry sufficiently large enough for a smaller capital ship to dock. Launch tubes for its internal starfighter complement are interspersed across its pock marked surface. Larger dry dock bays remain sealed except when damaged cruisers are in need of repair mooring, or newly produced models are ready for their shakedown cruises.
OPERATIONS INFORMATION
  • Production: Warships (up to heavy cruisers/light destroyers)
  • Specialty: Starfighter Modifications
  • Output: Rapid. Kiris Base does not share the same quality of production that either SoroSuub or the CEC is known for. Attrition levels for the Alliance are high, not only in terms of personnel but in war material. If anything it is known for manufacturing off brand, ramshackle quality models often that often go unpainted or even without armor plating.
  • Market: Kiris Base exclusively produces replacement ships for the Alliance Military, otherwise known as GA Remnant Forces.
SECURITY
Rating: High
Javelin Hypervelocity Cannon
Point-Defense Laser System
Fighter Wing
Marine Garrison

Kiris Base is a clandestine paramilitary facility and so operates under far stricter security protocols than the average commercial staryard. A complement of six squadrons (48 X-Wings, 12 A-Wings, and 12 B-Wings), regularly patrols the asteroid cluster. Internal security is equally strict, with regular sweeps by the battalion of SpaceOps Marines garrisoned on site.

POINTS OF INTEREST

Central Command

CENTCOM isn't just the starbase's command and control hub, it is one of very few remaining links in a chain of galactic government that once spanned over two thirds of the Core Worlds and stretched all the way to Lothal. Now the Alliance's Coreward command elements are a mere shadow of their former selves, but still seek to safeguard their lost homeland and strike back at those who destroyed it.

Port Defiance

The vast majority of this hollowed out facility is reserved for rapid starship manufacture and repair. With no great wealth to tithe from its former constituent worlds, the Alliance-in-Exile has to make do with what materials or substitutes it can acquire on such short notice. As a result, most of the vessels produced from these yards have a patchwork or ugly aesthetic.

Research and Development

Most of what Kiris Base does is produce knock off low quality replacements of SoroSuub and Incom models that were designed during the Galactic Alliance's halcyon days, but every once in a while something new is produced through the efforts of Kiris' modest engineering wing. A mixture of refugees from the Outer Rim (most notably the Free Sullust Volunteers), and disgruntled partisan ex-CEC employees make up the design staff.

Battalion HQ

Kiris is host to one of the last battalions of elite Alliance SpaceOps Marines. While their primary duty is to protect one of the few remaining high value GA facilities, at times a small portion of their number may be seconded to Alliance warships passing through the system for short term assignments. In a true system wide crisis, the battalion's standing orders are to reinforce beleaguered Corellian Defense Force personnel.

Flight Deck

A full wing of Alliance starfighters is assigned to the facility at all times, conducting regular patrol sweeps throughout the asteroid cluster on constant alert for Imperial probes or scouts. Except for in a system wide emergency, the rest of the Corellia system is a designated no fly zone out of respect for New Republic and Corellian sovereignty.

The Bloodstripe

More a hole in the wall than a true cantina, the Bloodstripe is nevertheless the only commercial establishment on Kiris Base. In exchange for now mostly defunct Alliance branded credit chits, a variety of ales and spirits is on hand for station personnel to wind down with. A mixture of starbirds and Corellian heraldry adorns the walls.

HISTORICAL INFORMATION

Although the foundation of the Kiris Base shipyards dates back centuries, renewed activity at this scale within its surrounding asteroid cluster is a relatively recent phenomenon. Along with sites like Station 51 in the Vergesso Asteroids, Kiris is a single component in a larger cluster of modest shipyards continuing to produce war material for the Galactic Alliance Remnant.

Now housing the Coreward most command elements of this Alliance-in-Exile's military leadership, the Corellian Confederation aids in concealing its presence in repayment for the rebels' assistance across multiple campaigns of system wide liberation. With Corellia now enjoying additional protection from the New Republic, CENTCOM has altered its mission focus from local triage to waging guerilla campaigns of drawn out resistance across the Core Worlds and in so doing paving the way for New Republic, Silver Jedi, and Mandalorian negotiations with true representatives of the people.

But perhaps Kiris Base's most crucial purpose is to make up for the devastating loss of manufacturing power that came when the First Order arrived on Sullust. No longer able to depend on SoroSuub to replenish their losses at discounted rates, the Alliance has been forced to adapt and scavenge resources from their surroundings. Leaning on their ties to the Corellian Engineering Corporation, a similar arrangement has been reached to provide partisan shipwrights to build replacements themselves.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a base of operations for AiE Jedi in SJO space.
  • ​Image Credit: Shrine of the Rising Phoenix by TitusLunter
  • Canon: /
  • Links: /
SETTING INFORMATION
  • Nexus Name: Our Sacred Lady of Martyrs
  • Nexus Alignment: Light
  • Location: Ruusan
  • Affiliation: Shattered Jedi | Silver Jedi Order
  • Size: Small
  • Strength: Strong
  • Accessibility: This shrine is extremely isolated and guarded in rotating teams of two, often by stealth specialists capable of remaining completely undetected. A narrow stair carved into the side of canyon rock forms a precarious path up to a cracked opening in one of the Valley's massive carved guardian statues.
  • Description: Little more than a cavity excavated from an already sculpted mountain, visible erosion in the stonework that went into its construction belies just how old the Force shrine truly is. There is room enough for broadening steps that lead up to an altar still echoing with light from the Valley's now mostly dormant Force nexus.
Ancient frescos and carvings covering each stone wall suggests that the shrine's builders meant for it to serve some ritual purpose likely for the benefit of primitive Force worship.

NEXUS EFFECTS

Feeding off the dormant greater nexus that is the Valley of the Jedi, this Jedi shrine has been infused with relics preserved from a fallen New Jedi Order and contains a faint echo of the broken Coruscant Temple nexus. Within the shrine itself those sworn to the lightside are granted Force valor with minimal concentration, while darksiders' danger sense and ability to think predictively is numbed.

POINTS OF INTEREST

Sentinel Ledge

The top of the Narrow Stair widens out into a plateau level with the shrine's entrance. Just enough space for a handful of people to stand at one time, due to the way the ledge juts out over the Valley it makes for a natural lookout post. It has a clear view of the shrine's approach and concealment from any surveillance from below, so long as the watcher is hunkered down.

Altar Chamber

Not much larger than a modest atrium, the shrine itself is a raised central platform surrounded by shallow steppes and capped with towering obelisk statue. A calming light radiates from between the obelisk's twin spokes, bathing those who step into its presence with the healing touch of the lightside. Although seemingly ancient and long abandoned, many of the wall sconces appear freshly maintained and a set of bedrolls can be found next to a modest power cell in one of the far corners.

Artifact Vault

Disguised by an old fashioned trigger mechanism built into one of the wall sconces, a simple twist is enough to reveal a narrow hidden stair leading to a sparse basement level underneath the altar proper. This is the artifact vault, one of the largest surviving repositories of Galactic Alliance era New Jedi Order relics still maintained by exile monks.

Mountain Passage

Another hidden portal within the artifact vault itself leads through a snaking hand dug tunnel just wide enough for a single humanoid. This exit route through the other side of the mountain the shrine and its concealing statue are carved into is the only example of recent construction. It was created along with several other safe houses across the galaxy so that hunted Jedi would be able to use the shrine as a haven along the way to their new life in safer space.

SECURITY
Rating: Low

The shrine is guarded at all times by a pair of fully trained Jedi Knights, usually a Sentinel and a Guardian. However, due to the lack of any other defensive measures, these warriors are meant to serve as lookouts and keepers of the hidden Jedi valuables within. Its main defense is its secrecy, even a modestly sized team of soldiers would have little trouble storming the altar.

HISTORICAL INFORMATION

Originally constructed nearly two thousand years ago during the Army of Light era, the shrine that would become known as Our Sacred Lady of Martyrs was abandoned for over a millennia before it was rediscovered and catalogued in 848 ABY by a New Jedi Order ExplorCorps team and logged with the official records on Sullust. Originally any knowledge of the successful expedition was thought to have been wiped out when the Sullust temple was destroyed, only to be recovered later by scavengers after the Fall. This is one of the main reasons it was selected as a possible safehouse location, as there was no record of its location during the time that Taeli Raaf was Grand Marshal of the Order.

Now the long forgotten shrine is used for worship once again, but more importantly than that it serves as a safe house and meet point for those few surviving Jedi loyal to the fallen Alliance. Many of the refugees who make the pilgrimage are simply using its remote locale for safety before being relocated to worlds under the Silver Jedi or New Republic's protection. Some are even from neutral worlds that border the Sith Empire where practicing the Jedi religion has been declared a serious criminal offense.

The shrine's watchmen are also one of the main point of contacts between the Shattered Jedi network and the masters of the Silver Order. Communication is handled through couriers to ensure security, when a message needs to be delivered a broadcast pulse is sent out and a transport arrives not long after with a replacement guard.
 
OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
  • Image Credit: [ Link to where you found the images, or to the original artist if possible. TinEye or Google Image Search can help. ]
  • Canon: [ Is this a canon location? If yes, link to the original wiki article here, if no simply put N/A. ]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, equipment, etc here. ]
SETTING INFORMATION
  • Military Base Name: Sullust Base
  • Classification: Command Bunker
  • Location: Sullust
  • Affiliation: New Alliance
  • Population: Heavy
  • Demographics:
    45% Naval Personnel
  • 45% Army Personnel
  • 10% Diplomatic/Medical/Support

[*]Accessibility:[ Describe logistical information on how easy it is to find/access this location. Is it hidden? Is it isolated from society or is it in the middle of civilization? Is it guarded? Open to the public or private access only? ]
[*]Description: [ Provide a description of this base at a glance. More in-depth descriptions can be added in points of interest. ]
POINTS OF INTEREST
[ What areas within the base are significant? Give a description of each point listed. ]

SECURITY
Rating: Maximum

HISTORICAL INFORMATION
[ Include a description on the base's history here. Detail how it came to be constructed and why. Talk about the people/factions involved in this base's creation; and what role it plays. For historical bases, if you so desire, you can include historical events from the Chaos Canon timeline or board history where appropriate. ]
 
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OUT OF CHARACTER INFORMATION
  • Intent: To codify special forces operators for the Alliance Armed Forces.
  • Image Credit: Rogue One
  • Role: A military support unit to reference for any military or Force user PCs during Outer Rim uprisings.
  • Links: /
GENERAL INFORMATION

[*]Description: An elite special forces division of the Alliance Armed Forces, Pathfinders compete with the SpaceOps Marines for the most highly trained combat units the Galactic Alliance once had to offer. Noteworthy for the high percentage of soldiers who answered the call to fall back and regroup in the Outer Rim, it was the Pathfinders' unconventional tactics and fanatic loyalty that overthrew the One Sith and it is that same fervor that keeps them operating even after the dissolution of their government.
COMBAT INFORMATION:
  • Unit Size: Medium
  • Unit Availability: Rare
  • Unit Experience: Elite
  • Combat Function: Alliance Pathfinders are elite guerilla fighters, trained in force reconnaissance and resistance operations. For all their skill, as a special forces outfit they are best employed as a force multiplier, still reliant on conventional infantry units like Twilight Company in direct engagements.
STRENGTHS
  • Special Forces: Pathfinders are hand selected from the most promising young warriors the Alliance still has to offer. Trained in teräs käsi by monks of the Light Hand, even against trained Force users a team of these soldiers could be considered a threat.
  • Resistance Fighters: Any good Pathfinder knows how to blend in with his surroundings, to use the local terrain to their advantage. Specializing in sabotage as well as search and destroy missions, these soldiers are far less likely to be encountered on the front lines of a combat zone than they are behind enemy lines with their blades to a sentry's throat.
WEAKNESSES
  • Equipment Quality: Imperial stormtroopers and Sith legionnaires may get issued only the best equipment, but Alliance Pathfinders make do. Although they are trained to scavenge supplies from the area, refurbished weapons and limited ammunition can make the difference in a life and death situation.
  • Targeted Surveillance: Pathfinders are trained to evade the rank and file, but they are not intelligence operatives. Counter-espionage specialists and enemy agents would be able to pick up their trail even after they've gone to ground.
HISTORICAL INFORMATION

Once considered among the most fearsome warriors in the galaxy, Alliance Pathfinders are now once more soldiers of a fallen empire.

Proving themselves throughout the One Sith and First Order campaigns, this elite cadre of army specialists was thought to have been annihilated along with the Galactic Alliance government. Due to the actions of a brave few, however, the GAAF special forces branches suffered the least in casualties and defections during the Fall. Now a more significant component of Alliance-in-Exile military operations, the Pathfinders have been deployed once more in force as resistance operations ramp up against First Order holdouts in the Outer Rim.

Rarely deployed in numbers larger than a handful of companies across an entire system, Pathfinders have nevertheless long ago made a name for themselves as the laser scalpel of the Alliance's military arsenal.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Incom Corportation | New Alliance
  • Affiliation: Outer Rim Coalition
  • Model: XJ9 X-Wing

  • Production: Limited
  • Material: Titanium Alloy, Durasteel Frame
TECHNICAL SPECIFICATIONS
  • Classification: Space Superiority Fighter
  • Length: 12.5 meters
  • Width: 11 meters
  • Height: 3 meters
  • Armament: Moderate

    4 Heavy Laser Cannons

  • 2 Proton Torpedo Launchers (12 Torpedoes)

[*]Defenses: Average
[*]Squadron Count: Average: 12
[*]Maneuverability Rating: Moderate
[*]Speed Rating: Moderate
[*]Hyperdrive Class: Fast: 1
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Elite Fighter: The XJ9 is a cutting edge fighter commissioned by a newly reformed Alliance government, meant to serve as the next generation in military spacecraft. Based on the foundation of the XJ8's design, its successor is outfitted with stronger shields, an overcharged ion drive, and supercharged weapon hardpoints.
  • Charged Burst: Owing to the craft's optimized galven coils the XJ9 is capable of ramping up its charge settings on a limited burst of laser fire. This feature is at its most effective when cutting through enemy shields with precision shots.
WEAKNESSES
  • Fly By Wire: The XJ9 is packed with state of the art electronics, and because of this reliance on technology the starfighter is particularly vulnerable to ion blasts. Ion impacts which penetrate the vessel's shields can trigger a chain reaction of system failures, even effecting critical units such as life support.
  • Focused Overheat: Utilizing the XJ9's optimized galven coils does not come without risk. Holding charge on the X-Wing's laser cannons can cause them to overheat and combust, taking the cannons entirely out of commission and possibly even causing secondary hull damage.
DESCRIPTION

A recently commissioned iteration on the XJ8 design which surreptitiously found its way into the hands of many outer rim militias, the XJ9 leaves no question as to the nature of its mission profile. Intended to compete with the best the likes of the Sith Empire and First Order Remnant have to offer, the New Alliance X-Wing balances an interceptor resistant profile with heavier hitting anti-capital firepower.

While its lighter profile is more reminiscent of the old Sprite-class, the XJ9 borrows as well from the old GA Dauntless' virtual heads up display and shares the same low sensor profile as the infamous TR-20. Built to be as versatile as possible in order to excel in a variety of mission profiles, perhaps the XJ9's greatest weakness is that it does not have a defining strength.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Starfighter
  • Length: 13 meters
  • Width: 12 meters
  • Height: 3.5 meters
  • Armament: Average

    4 Laser Cannons

  • 1 Proton Torpedo Launcher (6 Torpedoes)

[*]Defenses: Average
[*]Squadron Count: Average: 12
[*]Maneuverability Rating: Average
[*]Speed Rating: Moderate
[*]Hyperdrive Class: Fast: 1
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Balanced Fighter: The XJ8 is used for a wide variety of mission profiles, employing the battle tested centuries old X-Wing design to allow its pilots the ability to operate as a highly mobile strike force on the battlefield. The XJ8 is effective both at holding its own in a dogfight and as bomber support in capital engagements.
  • Ease of Production: Designed to be above all things very easy and cost effective to produce, the XJ8 is seen in large numbers throughout the outer rim. Even system with relatively modest income sources could potentially field many wings.
WEAKNESSES
  • Unexceptional: In order to cut costs on the manufacturing floor, while the the XJ8 is very competitive on the civilian market nothing about it truly stands out in a military theater.
DESCRIPTION

Officially marketed as a system patrol vessel intended to be sold to system defense forces and other paramilitary groups, the XJ8 is a thinly veiled attempt to disguise military hardware as civilian surplus. In fact the minds behind the XJ revitalization project were deeply connected with the exiled Galactic Alliance government now in hiding deep in the Outer Rim Territories. As what remains of the Alliance Defense Fleet withered away under attrition, the XJ8 was commissioned to serve as a replacement craft for a government which could no longer afford the state of the art.

Inferior to other competitive models in most respects, the XJ8's one saving grace is that it is cheap. Cheap to build, cheap to maintain, easily replaceable for a resistance outfit on a budget.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: SoroSuub Corporation
  • Affiliation: New Alliance, Closed-Market
  • Model: Cutlass-10 Patrol Fighter

  • Production: Minor
  • Material: Durasteel
TECHNICAL SPECIFICATIONS
  • Classification: Starfighter
  • Length: 12 meters
  • Width: 4 meters
  • Height: 4.5 meters
  • Armament: Low
    2 Laser Cannons
  • Concussion Missile Launcher

[*]Defenses: Average
[*]Squadron Count: Average: 12
[*]Maneuverability Rating: Moderate
[*]Speed Rating: Moderate
[*]Hyperdrive Class: Fast: 1
STANDARD FEATURES

  • Advanced Ion Engine Array

  • Standard Sensor Array

  • Standard Targeting Array

  • Standard Life Support Systems

  • Standard Navigational Systems

  • Ejection Seat

  • Survival Pack
ADVANCED SYSTEMS
STRENGTHS
  • Patrol Fighter: Designed as a mid range intercept craft intended to operate along an established patrol route, the Cutlass-10 is marketed with a police action and anti-piracy focus.
WEAKNESSES
  • No Astromech: Lacking room for additional support systems including an astromech port, the Cutlass is a single seat fighter operated entirely by a solo pilot.
DESCRIPTION

An all too common sight in the Sullust system and its surrounding region, the Cutlass-10 is used so ubiquitously as to be practically synonymous with the Sullustan Home Guard. Also occasionally referred to as the "SoroSuub starfighter", for the planetary megacorporation which employs the vast majority of its own species. The Cutlass is a patrol fighter, a mid range defense craft ideal for use by PDFs and privateer outfits.

The Cutlass design is sturdy, reliable, battle tested by centuries of continuous use. This newest edition is the first update in some time, and does not introduce anything radical to the concept, instead simply overhauling and refurbishing the old Cutlass-9 systems to a modern galactic standard.
 

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