Post by Darth Dreadwar on Jan 20, 2018 23:37:04 GMT -5
Welcome, Lords and Ladies of the Sith, to The Ancient Sith Trials, a prequel to The Old Sith Trials, The New Sith Trials, The Sith Wars Saga: Sith Trials II, Passage into Darkness: The Sith Trials and the many other stories of the ABYVerse role-playing and fanfiction continuity.
~Rules & Guidelines~
Absolutely NO trolling within this thread.
Keep all OOC chatter to a minimum. Only use OOC notes if accompanied by an IC post.
No godmoding, no autohitting, no metagaming.
The GM - that's me - is the ultimate authority in this RPG. The GM has the final say in everything.
While multiple in-universe languages are present in this game, all RP posts can be interpreted as 'Basic translations' of the original languages used. However, for immersive purposes, older forms of English are preferred.
Due to the setting being very different from 'conventional Star Wars,' please only join if familiar (or familiarised by the GM) with the lore of this period, and/or willing to research through Wookieepedia; factual accuracy and realism is expected.
ALL CHARACTER SHEETS MUST BE SENT TO ME VIA PM OR FACEBOOK MESSENGER FOR APPROVAL.
A long time ago, in a galaxy far, far away...
In the year Six Thousand, Nine Hundred and Six before the Battle of Yavin, during the reign of our Lord Dreadwar, we set our game. For nearly a hundred years civil war has raged across the galaxy. A Great Schism in the Jedi Order has given way to the Hundred-Year Darkness, a brutal conflict of ideology and religion that has torn the Galactic Republic apart. The Black Legions of heresiarch Jedi rampage across a thousand worlds, spreading an evil religion devoted to the worship of a blasphemous, self-proclaimed god-king and the adoration of the Dark Side of the Force. To match them in ferocity, a dogmatic and devout cult of orthodox Jedi defends the corrupt Core Worlds against the forces of the Heresiarchs' tenebrous empire.
From the darkness of the Unknown Regions, meanwhile, twin threats make excursions into the fringes of Republic space even as it flails in civil war, spreading panic on the border worlds and begetting whispers of strange, dark forces. From the west comes the Cold Coil, cultists devoted to a malevolent entity known only as Cold Danda Sine, and from the east, a warlike species of red-skinned demons called the Sith.
It is a time of moral ambiguity. It is a time of clashing fanaticism. It is a time of political chess and religious turmoil.
It is the time of The Ancient Sith Trials!
Major Factions:
Each major faction represents a separate tagset with overlap during battles. Players may have up to one character each per faction.
The Sith are a species of red-skinned simians noted for their fleshy tendrils, bony spurs and innate, universal Force-sensitivity. Revering the Dark Side of the Force as black magic and channeling its power through proscribed spellwork and eldritch alchemy, the Sith are a violent, warlike race cloistered within the Stygian Caldera, a spacial anomaly located deep within this era's Unknown Regions from which the Sith lead raiding parties to attack Republic frontier worlds. News of their existence has not reached the Core Worlds or the Jedi Order; the Sith are prevented from uniting to become a galactic threat due to their multiple, infighting nations.
In the year Six Thousand, Nine Hundred and Six before the Battle of Yavin, during the reign of our Lord Dreadwar, we set our game. For nearly a hundred years civil war has raged across the galaxy. A Great Schism in the Jedi Order has given way to the Hundred-Year Darkness, a brutal conflict of ideology and religion that has torn the Galactic Republic apart. The Black Legions of heresiarch Jedi rampage across a thousand worlds, spreading an evil religion devoted to the worship of a blasphemous, self-proclaimed god-king and the adoration of the Dark Side of the Force. To match them in ferocity, a dogmatic and devout cult of orthodox Jedi defends the corrupt Core Worlds against the forces of the Heresiarchs' tenebrous empire.
From the darkness of the Unknown Regions, meanwhile, twin threats make excursions into the fringes of Republic space even as it flails in civil war, spreading panic on the border worlds and begetting whispers of strange, dark forces. From the west comes the Cold Coil, cultists devoted to a malevolent entity known only as Cold Danda Sine, and from the east, a warlike species of red-skinned demons called the Sith.
It is a time of moral ambiguity. It is a time of clashing fanaticism. It is a time of political chess and religious turmoil.
It is the time of The Ancient Sith Trials!
Major Factions:
Each major faction represents a separate tagset with overlap during battles. Players may have up to one character each per faction.
- Galactic Republic (Stalwarts)
The Stalwart faction of the Galactic Republic, controlled by a political party known as the Alliance to Retain the Republic, occupies the southern half of the Core known as "The Spin," trailing southeastward through the Expansion Region into an area within the Inner Rim known as the Exploitation Region, nominally under Republic control but under the de facto control of corrupt Spin-based corporations. The Mid Rim and most of the Inner Rim is considered Wild Space to the Galactic Republic, and the Outer Rim as well as all of galactic west comprises the Unknown Regions in this early era.
The capital is Coruscant, where the stalwarts of the Galactic Senate meet under the auspices of Chancellor and Grand Master Persinax. The dominant language is Mid-Galactic Standard.
Coruscant, 6,906 BBY.
Anthem:
Flag:- Jedi Order (Stalwarts)
The Watchmen of the Jedi Order act as feudal lords and protectors in this era, overseen by the Jedi High Council based on the adopted Jedi homeworld of Ossus. Jedi Tribune Ku'ar Danar, Lord of Tython, is the champion of the stalwart Jedi against the Heresiarchs, with Jedi Grand Master Persinax's time occupied controlling the Republic bureaucracy.
The stalwart Jedi are loyal to Coruscant, and more importantly, fiercely - and perhaps fiendishly - loyal to the Light Side of the Force, which they revere as the Ashla.
Anthem:
Symbol:
- Jedi Order (Stalwarts)
- Galactic Republic (Axis)
A democracy in name only and overrun by a fanatical faith devoted to the Dark Side of the Force, this faction of the Galactic Republic, denigrated by the Stalwarts as "The Axis," was born out of the Second Great Schism of the Jedi Order and the Alsakan Conflicts, a recurring civil war between Coruscant and nearby Alsakan for the right to be capital of Republic space. The Hundred-Year Darkness has become the Thirteenth Alsakan Conflict, with the Heresiarch Jedi exploiting the perennial tension, and desire of Axis worlds to be independent with minimal oversight by a more limited Republic government, to carve out a swathe of space comprising the northern half of the Core Worlds and controlling the vital Perlemian Trade Route rimward to Contruum.
The capital is Alsakan, where a rival Galactic Senate of internally elected aristocrats convenes under Chancellor Macrulon, puppet of the Hidden Lord Primordius Sallacine Dreadwar and his shadow government of Heresiarchs. The dominant language is High Galactic.
Alsakan, 6,906 BBY.
Anthem:
Flag: - Jedi Order (Heresiarchs)
Although claiming themselves to be the 'True Jedi,' this apostate faction of the Jedi religion is smaller - although considerably more powerful - than the devout Order of orthodox Jedi loyal to Coruscant. Branded by the latter 'Heresiarchs,' these Jedi were expelled by a unanimous vote of the Jedi High Council and brutally attacked and persecuted by their dogmatic brethren for their experiments in using the Bogan, or Dark Side, to manipulate biology, a move which resulted in the Heresiarchs seeking refuge on Alsakan and striking back, kickstarting a Republic civil war nearly a hundred years ago.
Extending their lifespans through their unnatural alchemy, the Heresiarchs hold de facto control over this faction of the Republic under a thin veneer of democracy, and absolute control over its Black Legions through High General Ajunta Pall and Marchioness XoXaan. The Heresiarchs, in turn, are ruled by Imperator and Supreme Daritha Primordius Sallacine Dreadwar, a self-proclaimed god-king worshipped by many for his miraculous powers of resurrection and restoration.
XoXaan and Karness Muur.
Anthem:
Symbol:
The Sith are a species of red-skinned simians noted for their fleshy tendrils, bony spurs and innate, universal Force-sensitivity. Revering the Dark Side of the Force as black magic and channeling its power through proscribed spellwork and eldritch alchemy, the Sith are a violent, warlike race cloistered within the Stygian Caldera, a spacial anomaly located deep within this era's Unknown Regions from which the Sith lead raiding parties to attack Republic frontier worlds. News of their existence has not reached the Core Worlds or the Jedi Order; the Sith are prevented from uniting to become a galactic threat due to their multiple, infighting nations.
- Golg
The Kingdom of Golg controls two-thirds of Korriban. Named after a 100,000-year-old burial valley located near the equator, the kingdom is the oldest surviving Sith nation, having been forged almost immediately after the death of Korriban's only known planet-wide King, Adas, over 20,000 years ago. Golg was originally a small fiefdom consisting of the necropolis of Golg and several desert tribes living near the Valley; that all changed over a hundred years ago, when, according to local superstition, a dreadful god descended from the heavens and dominated the people. Appointing Golg's King Dathka Graush as his vassal, the god vanished back to the celestial realm, yet, it is said, communicated his wishes through Dathka Graush, who, over decades of bloody conquest and allegedly thanks to the intervention of his divine benefactor, expanded the Kingdom of Golg to subjugate two-thirds of Korriban through pioneering necromancy to raise an exponentially-expanding army of abhorrent undead.
Dathka's boasts of immortality were seemingly disproved when he was slain by a band of Massassi assassins, claiming to be acting on the wishes of the dread god, but believed by the people to be conspirators paid off by Dathka's ambitious son and Shadow Hand, Hakagram, who succeeded his father to the throne and rules to this day over Golg.
Golg is an aggressive, expansionist and highly religious kingdom where the Kissai priesthood is predominant and traditions and rituals are upheld. Their armies are primarily undead infantry, each legion led by a Sith necromancer. Being naturally evolved for cold yet finding themselves near the equator, the Sith of the city of Golg tend to dress very lightly, usually in only linen aprons, although the sorcerers and priests of the realm can to be found to wear ornate robes with horned helmets. Their architecture is simple but grandiose, and focused around the sacred pyramid, which the people believe possesses arcane geometry that focuses magical power. - Kintiktsis
The remaining third of Korriban not dominated by Golg is divided between the Kingdom of Kintiktsis and nomadic tribes collectively known as the Nyâshninkut. Kintiktsis' capital, Kuskut'ari, is located in the north of Korriban and means Dreaming King, so-named after a nearby burial valley. The Kintiktsis control the cold, mountainous regions surrounding this valley, including a vast salt lake known as the Sacred Sea.
The Kintiktsis people are predominantly black-skinned, a rare pigmentation among the Sith species associated with the ancestral King Adas. As such, the Kintiktsis consider themselves superior to all other Sith, and fiercely resist subjugation by Golg. They are more technologically inclined, with the Zuguruk engineer caste the most populous, although Kissai witches, practicing a shamanistic interpretation of Sith magic, are the powerful matriarchs of the Kingdom, leading armies of ferocious Massassi cavalry on the backs of massed Terentateks. Over all rules a dark and tremendously powerful Queen known as Bilious Torment. - Nyâshninkut
A collection of thirteen nomadic mountain tribes that have taken to making joint decisions in order to combat the aggression of Golg, meeting through a monthly convocation of tribe elders in a natural depression east of the Kintiktsis' Valley of the Sleeping Kings, in the sacred light of the Eternal Pyre. The tribes live in small villages of thatch huts and teepees, and are primarily a hunter-gatherer society dominated by the Massassi warrior caste, and while their soldiers are lightly armoured with primitive weaponry, they are able to inflict devastating losses on the armies of Golg thanks to the ingenuity of the tribes' Ninûshwodzakut: they breed battle hydras, two-headed dragons that are able to carry tribal warriors far and wide across Korriban.
Minor Factions:
These do not constitute separate tagsets for players, but serve as background lore - or enemies.
- The Corellian Hegemony is a third faction of the Galactic Republic which, while nominally under the control of Coruscant's central government, remains neutral in actuality, much as it has remained neutral in the Alsakan Conflicts of old, focusing on blazing the Corellian Trade Spine into regions unknown. Being part of the region of space known as "The Spin," the Corellian Hegemony is culturally more associated with the Stalwarts, however the economic potential of the Heresiarchs' power appeals to Corellia's planetary government, and Jedi are prohibited from entering Hegemony space.
- The True Sith are descendants of a bygone age. Members of the Sith species who once ruled a forgotten galactic regime known as the Infinite Empire, the True Sith were defeated by the Celestials before the Galactic Republic even existed, fleeing far into the Unknown Regions in the galactic west. Having abandoned Korriban, the populations they left behind on their homeworld millennia ago degenerated into civil war and primitivism, but the True Sith have more of a hand in the civil wars that plague the galaxy than anyone knows, and the death cultists of the True Sith deity Cold Danda Sine, known as the Cold Coil, have even begun making direct attacks on Republic frontier worlds,
- Hutt Space is considered the second largest and most powerful faction in the galaxy, after the infighting Republic. Ruled by a council comprising the greatest leaders of the Hutt kajidics, Hutt Space is a corrupt autonomous region independent of the Republic.
- The Taung species has recently relocated from Roon to a world they have rechristened Manda'yaim, after its conqueror, the Taung warrior and leader Te Sol'yc Mand'alor. The recently-deceased Te Sol'yc Mand'alor has had an enormous cultural and historical influence on his people, who are calling themselves his sons and daughters - the Mandalorians. The Taung clans, having been united into a cluster of crusaders, are aggressively expanding their territory under the leadership of a single conqueror who has taken his predecessor's title - and mask - as his own: a second Mand'alor.
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