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SW Project Harrenhal [Image Heavy]

Karros Zaruiel

Well-known member
Project Harrenhal - Pt.I

Commissioned by Lord Nathemus (Caleb Nelson)
Created by Karros Zaruiel (Josh Chen)
Creation Date: Sept. 11th, 2021
Completion Date: Jan. 14th, 2023

An summarical overview of the Seidren Citadel’s various features, structures, and capabilities along with a detailed description of each component that makes up the fortress, accompanied by a compilation of the dossiers - including weapons, equipment, and personal histories - on the chief personnel who staff the Citadel.

Theme: “Mordor” by Lennies Moore, from “The Lord of the Rings: War of the Ring” soundtrack

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Located near Prakith’s northern pole , the Seidren Citadel - more widely known as Lord Nathemus’ fortress home - is a sprawling fortress complex spread out across over a dozen square miles, built specifically to house the Dark Lord’s vast forces garrisoned there and to provide a place of privacy and respite for the Sedriss and his recreations. Situated across the tops of Andeddu’s Crown - four Class Five and Six mountain shield volcanoes arranged in an irregular triangle near one of the planet’s many tectonic plate boundaries - the massive fortress complex is specifically designed to cater to match Lord Nathemus’ every need and to embody House Dreadwar’s philosophies.

The Citadel itself is divided into four different keeps, each one situated atop one of the four shield volcanoes of Andeddu’s Crown; “Suti na Ratsanius” - “The Tower of Sorcery” - to the north, “Suti na Winasizi” - “The Tower of Silence” - to the east, and “Suti na Karza” - “The Tower of War” - to the southwest. In the center of the triangle is the Dark Star Spire, the heart of the Seidren Citadel as well as the primary residential structure for Lord Nathemus and the nervecenter for all of the fortress’ operations. Towering twenty-five hundred feet at its apex height, the Spire is the highest point of the entire Citadel complex, with the accompanying Towers of Sorcery, Silence and War descending to nineteen hundred feet, sixteen hundred feet, and twelve hundred feet in apex height respectively. Comparatively the shortest structure on the ground of the Citadel complex - the perimeter wall encircling the entirety of Andeddu’s Crown - stands at only a hundred and ten feet. At the perimeter wall’s southeastern entrance is the castle town of Saud-Udi, which houses the many laborers who staff the Citadel’s workforce.

Snaking through the volcanic valleys between the summits as well as around the Crown is the “Muni’tiyi”, a river of lava that serves not only as a molten moat, but a perpetual source of power for the fifteen geothermal reactors around the Citadel grounds to harness for energy. Built with the naturally-occurring basalt and quartzite stone around the Crown, the Citadel is already naturally fortified against an enemy assault. Additionally the entire Citadel superstructure is reinforced with duranium armor plating across the exteriors and impervium rebar within its structure, further strengthening its bases defenses. Each keep is placed atop the summit of one of the volcanoes that make up Andeddu’s Crown. These choice of locations inherently position each keep well above the volcanic plains and valleys below with the approach to each keep at a noticeably steep incline. This feature actively complicates any form of melee assault upon the Citadel’s keeps. Not only this, but the blackened fields and uneven terrain surrounding the Crown present dangers of their own; outside of the heavily fortified, walled thoroughfares linking the keeps together, the super-heated rock - however cooled - remains highly unstable at best, comparable to a cliffside in the aftermath of a landslide. In some locations the lava is still molten with only an eggshell thin layer of cooled rock holding it in place, becoming a natural trap for an unwitting soul to accidently put their foot into thigh-deep lava. Elsewhere the lava is a slow-moving tide with the viscosity of molasses disguised by the blackened rock floating across its surface. Vents spouting noxious volcanic gasses dot the landscape, poisoning the air with its fumes, and ejecting microscopic shards of volcanic glass that would cut the lungs of anyone who breathes it in from the inside. And everywhere the oppressive volcanic heat permeates the landscape.

Heavily fortified, the Citadel battlements across the complex and across each structure within are lined with legions upon legions of point-defense cannons, twin DF.9 laser cannons and HX.6 turbolaser batteries. A series of nineteen w-165 planetary turbolasers arranged in two concentric circles around the perimeters of the Dark Star Spire and the Citadel complex as a whole respectively allow the Citadel to open defensive fire to enemy vessels in planetary orbit. And around each keep forty HVs-2 hypervelocity guns and FPC 6.7 anti-aircraft batteries each encircle the towers to provide maximum protection from enemy capital ships in the atmosphere. Atop the rampart of the perimeter wall hundreds of air defense towers and antimissile octets while jutting out from the walls’ exterior sentry guns and Bp.2 anti-infantry turrets lay ready to annihilate any foe dares make an approach towards the Citadel. Across the volcanic fields between the keeps and within the baileys surrounding the keeps, autoturrets dot the landscape and the curtain walls that define said baileys while garrisoned pillboxes line the walls of the thoroughfares winding through the volcanic valley and stand guard at key stretches and junctions across the complex. The tall walls of each keep, still adorned with the plethora of aforementioned cannons and turrets, create deadly zwingers and lethal killing fields through which to funnel through hostile elements to be cut down from above. And for the Citadel’s garrisoned troops mounting the defense, every battlement and battlestation throughout the complex is equipped with F-Wed repeating blasters - mounted on every few crenels - for the troops to open fire upon enemy forces below. Additionally an army of twelve thousand gargoyles constructed from Sith-alchemized stonework dot the stonework across the complex, taking the form of Sithspawn and Sith soldiers of yore. Should the garrison prove insufficient in the event of an attack these gargoyles can be brought to life by either the Citadel’s sorceress majordomo or Lord Nathemus himself to act as a final line of defense.

Harking back to eras of medieval warfare, magma is pumped from the depths of the planet’s crust into pipes running all throughout the complex, imbuing every corner of the Citadel with the planet’s Dark Side essence. At the top of the battlements across the complex these pipes have sluice gates lining the underside of the ramparts in the same pattern of the crenelations and can be opened to pour molten death upon besiegers. Additionally throughout the complex, sally ports are discreetly placed at strategic locations to allow garrisoned troops to charge out of the keeps to make a direct attack upon an enemy force, to make reconnaissance trips, or to escape overland should a siege prove too overwhelming. A Nyalsan II planetary shield generator is located at each keep with four more of said generators located at the cardinal points of the perimeter wall. Combined these eight shield generators create an overlapping series of defensive energy fields capable of withstanding both orbital and surface siege bombardment. Overhead in both geosynchronous orbit and at Prakith’s hyperspace egress point, five Golan III Space Defense NovaGuns stand as the Citadel’s first line of defense against a hostile force dropping out of hyperspace.

Clustered in threes at the perimeter entrances, along the entrance and entry paths to each of the keeps, and at critical junctions where the Citadel inter-keep thoroughfares meet, gatehouses check the flow of people moving in, out, and through the complex grounds. Each of these gatehouses consists of reinforced duranium blast doors on either side with both protected by a ray shield on either side and is linked to its nearby gatehouses via the ramparts atop the thoroughfare walls. Within the gatehouse pillbox is its ray shield generator along with the controls for operating the doors. Dotting the walls of the gatehouse and its floor are merlons and murder holes respectively to allow the garrisioned troops inside to open fire on hostile forces both approaching the gatehouse and trapped within it, raining both blaster fire and grenades upon their heads. Additionally the space between the doors of the gatehouse and the floor spaces directly in front of them are equipped with high-gravity traps designed to pin down any hostile there to be easily picked off by the garrisoned troops.

Beneath the surface of the blackened earth and spanning the entire breadth of the Citadel complex is “Andeddu’s Web”, a labyrinthine cave system formed from the lava tubes of the Crown’s volcanic activity that runs deep into the planet’s crust. This extensive cave system has been put to use in a number of different ways to serve the Citadel. Many of the still active lava tubes are used to funnel the subterranean magma rivers to the geothermal power reactors while others funnel the magma into pipes which then distribute it into the defensive pipes adorning the Citadel battlements all across the complex. Still others have been retrofitted as aqueducts to transfer the water from the mountains to the east near the Tower of Silence to the Dark Star Spire where it then is redistributed across the Citadel complex. But the most frequent use of Andeddu’s Web is as an subterranean expansion to the aboveground Citadel superstructure. Utilized as underground pathways between keeps and buildings, the tunnels incorporate both subtrams and moving walkways to expedite the delivery of personnel and cargo. Each keep also has their own escape tunnel that leads out to the perimeter wall should such an occasion require retreat. These magma pipes are controlled by a complex network of valves and sluice gates, operated from a centralized series of control rooms distributed across all four keeps, and can quickly direct or redirect the flow of magma into any pipeline throughout the complex or into an unoccupied one should a structural failure occur.

Due to the Citadel’s relatively close proximity to both the Citadel Inquisitorus and Darth Andeddu’s tomb, coupled with the activities of the Sedriss and his staff within the borders of the Citadel complex, the surrounding land is heavily steeped in the Dark Side. With the energies of the Dark Side being imbued into the very essence of the land, the geothermal energy that powered the fortress inadvertently channeled these same Dark Side energies throughout its facilities via the reactor's power conduits. As a result of its architectural design, the Dark Side-imbued energy that flowed freely throughout the complex has transformed the Citadel into an artificial vergence, most noticeably manifesting as a perpetual green aurora in the skies overhead. The constant presence of the Dark Side enveloping the fortress grounds possesses an amplifying effect on all Sith magic performed within the Citadel perimeter, as well as passively recycling the Force back into Force-users after performing Force-based actions, and imbuing Battlemind onto those who have resided within its borders for at least twenty consecutive days and have fully acclimated to the environmental conditions of the fortress grounds. Because he and his activities played a critical role in creating the Citadel Vergence, the Force Nexus encompassing the complex grounds additionally acts as an extension of Lord Nathemus’ will when the Dark Lord is present on the grounds. This manifests as what cosmetically appears to be applications of Alter Environment, with Lord Nathemus able to manipulate any portion of the environment at whim, but the vergence is also able to provide telescopic clairvoyance upon any location within the Citadel border.

The Dark Star Spire

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Named for a viridian kyber crystal asteroid that once struck Prakith’s tallest mountain in millenia past - resembling a dark light falling hurling through the skies as it fell - the Dark Star Spire is built atop the site of where the viridian meteorite landed in the resulting impact crater. Poisoned by planet’s Dark Side energies, the viridian asteroid would fester within the crater, amplifying and channeling the Dark Side energies into the landscape around it, resulting in the creation of the perpetually active volcanic region that would come to be called Andeddu’s Crown. Initially written off as simply an exceptionally volatile volcanic region that kept even the hardiest of Sith away, after Lord Nathemus claimed the planet as his own, the Dark Lord spent several days personally surveying the planet to find the perfect spot for his new seat of power. It was at the highest summit of Andeddu’s Crown, within the Crater of the Dark Star, that he found the perfect location for his new Citadel.

Constructed with the very same material that made up the surrounding landscape, Lord Nathemus built his new Citadel around the impact site of the viridian asteroid. When construction was complete the Dark Lord personally cut the corrupted crystal into multiple pieces and distributed them throughout the architecture of his new fortress, dubbing it the Dark Star Spire. Here the Spire would act as the heart of the new Seidren Citadel. The most heavily fortified part of the Citadel complex as well as its largest singular structure, the Spire contains some of the most critical components on the fortress grounds. Among them is Lord Nathemus’ personal quarters - furnished with its own study, bedroom chamber, baths, command console and encrypted communications hub for overseeing the operations of the Citadel remotely, all housed within a series of structurally phrik-reinforced apartments that serve to double as a series of safe rooms - the Citadel throne room, vaults, Citadel command center, meditation chamber, reception hall, and Dark Side chapel, as well as primary access to the many tunnels both linking the Citadel buildings together and acting as an emergency escape route. It also houses the headquarters of the Citadel Inner Guard, a company of the fortress’ most elite soldiers, second in strength only to the Citadel’s leadership, from where they can be rapidly deployed. Likewise the Spire is where all the guest accommodations are located; from a vast reception and banquet hall to an entire wing dedicated to darkly luxurious apartments and even a geothermal-powered bath house for visiting company, the Spire is equipped for comfortable, long-term lodging by both friend and political hostage. An extensive kitchen facility, along with the largest storehouse out of all of the Citadel keeps for food and supplies, keeping the Spire’s residents comfortably fed and supplied while its defenses make it the most secure place on Prakth.

Of the pieces of the viridian crystal asteroid that were distributed across the Citadel’s keeps, the Spire holds both the largest pieces and the heaviest concentration of them out of the four keeps. Deliberately placed in strategic locations across the Spire’s architecture, these crystal pieces form artificial ley lines, channeling the Dark Side energies of the Citadel through these lines and focusing them into the Spire. Once coalesced there the energies can be utilized by Lord Nathemus in any manner he sees fit, be it a tremendous bolstering of his powers for a time, weaponizing the energies themselves, or merely using them to infuse his consciousness into the structure of the Citadel itself, becoming for all intents and purposes omnipotent over the Citadel grounds. When not being utilized the Dark Side energies are funneled out of the Spire’s topmost tower into the sky above the Citadel where it is re-dispersed like radiation across the fortress grounds, manifesting as a perpetually green aurora and a pillar of green light rising from the topmost tower into the sky.

The Tower of Sorcery, “The Deathlight Palace”

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Nicknamed the Deathlight Palace for the unsettling luminescence that perpetually envelops the keep, the Tower of Sorcery is the Citadel’s locus for all things concerning Sith magic and the arcane. The closest of the three towers to the Dark Star Spire, the Palace houses the Citadel’s arcanium, library, and catacombs, as well as the majority of its occult practitioners and even a small coven of just over a dozen Nightsister witches. Here the bulk of the Citadel’s arcane knowledge is stored and practiced while simultaneously studied and experimented with inside its halls by Lord Nathemus’ more occult-leaning servants. Though not as conventionally fortified as the other three keeps, the Tower of Sorcery makes up for this difference in its Force and Sith alchemy based capabilities. Second only to the Dark Star Spire in attainment to the Dark Side of the Force, the Deathlight Palace draws on the Dark Side energies that continuously circulate throughout the Citadel grounds to fuel its defense. Sith spells and creatures conjured from Dark Side magicks guard the Palace from infiltrators and assailants alike. Many of these enchantments include wards of detection and protection, the animation of the many statues and gargoyles that fill its halls and lines its battlements, and passive spells that bolster the physical strength and mental fortitude of allied forces while simultaneously sapping the vitality of those with ill intent and causing them to see waking eldritch nightmares inhabiting the Palace, eventually driving them insane if left unchecked.

As a result of the many unholy rituals conducted within its walls the Palace is haunted by the specters of those who have died there or have been interred in the catacombs underneath the keep. Trapped in a form of limbo by the current of Dark side energies, the souls of the deceased serve to help power the Tower’s occult activities. Should the Tower of Sorcery come under attack and the magicians within require reinforcements, the three thousand bodies of the interred can be reanimated to form an undead army. This army of the undead can then be directed by either the magicians of the Tower, the Nightsister coven, or Lord Nathemus himself to act in any way needed. Additionally, the apparitions that haunt the Tower act as a quasi-garrison with ghosts wandering the corridors and grounds. Though they are limited in the number of physical interactions they can perform, the Palace’s ghost act as the Tower’s security and surveillance force in addition to being a light auxiliary workforce.
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The Tower of Silence, “The Fortress of Ash”

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Home to the Citadel’s practitioners of the art of stealth and secrecy, the Tower of Silence houses the assassins residing on the fortress ground. Due to the local air currents constantly blowing the ash plumes of Andeddu’s Crown onto its walls, the Tower is affectionately nicknamed “The Fortress of Ash” for its perpetual layer of heavy ashfall on its exterior. Within, its interior architecture is starkly different from those of the other keeps. The layout is spread out into disorienting pathways reminiscent of the impossible geometries of M.C. Escher; stairs rise horizontally out of the walls, catwalks hang upside-down from the ceiling, doors and hallways lead up out the ceiling or plummet down through the floor, while lone archways jut out from floor, wall and ceiling that, if stepped through, will teleport one to another archway in another portion of the keep. Far from mere optical illusions, these seemingly physics-bending structures are legitimate pathways one must traverse if they are to make their way through the castle. For the stairs and walkways, gravity emulators are embedded in the “walls”, redirecting gravity and transforming them into floors for one to safely walk on. For the archways, and even a number of doorways, they are constructed from Force-imbued malab stone, each block infused with the power of Fold Space. Using a combination of the Force power Fold Space and the end results of Dreadwardian sorcerers attempting to reverse engineer Gree technology, the architects functionally recreated hypergates on a localized scale, connecting otherwise separated or distant sections while simultaneously creating its own brand of defense. Combined these choices in architectural design create a truly dizzying interior that will throw off any unaccustomed to it from even moving past the front vestibule.

The most noticeable features (outside of its architectural design) are the chambers it houses. The Tower of Silence contains the Citadel’s gardens and laboratories which help further the fortress’ - and by extension, House Dreadwar’s - advances in biowarfare. It also houses an obstacle course dubbed the “Dirac Chamber” specifically tailored for refining the mental and physical skill sets of assassin agents. The chamber is designed to simulate over four dozen different terrains, soundscapes, environmental challenges and battlefield scenarios, each built from the chamber’s adjustable repulsor plates in the walls, floor and ceiling, atmosphere generators, gravity and hard light projectors, and water tanks as well as being complimented by Sith sorcery to accurately replicate vegetation, wildlife, civilians and target persons that might be in any given setting.
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The Tower of War, “The Burning Keep”

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Known for its fiery aesthetic, earning it the moniker of the “Burning Keep”, the Tower of War is the Citadel’s center of martial combat. Here the bulk of its chief military force, the 14th Massassi infantry corps, train, reside and maintain their equipment within the Massassi barracks. Molten lava flows in streams across the basalt floor and pours out of fountains and spouts in the wall as an integral part of its architecture. More than just decor, in the event of an attack, these lava streams act as defensive barriers while at the same time serving as localized ley lines channeling the Citadel’s Dark Side energy within the lava and circulating it throughout the keep. The lava streams eventually make their way to the Citadel arms factory and repair bays located within the Burning Keep where they supplement the raw ore and material shipped in from the mining fields to create weapons, armor and vehicles for the Citadel’s personnel. The Tower also houses the Citadel vehicle hangars, wherein it contained the many Imperial-class repulsortanks, TIE/sk atmospheric fighters, 74-Z speeder bikes, and variety of walkers. These are all upkept by the Burning Keep’s repair bays, creating a mutually beneficial partnership within the Tower’s walls. Of the four keeps, the Tower of War is the most heavily populated, thanks to being the location of the Citadel barracks. As a result, the Burning Keep is the second most heavily fortified structure in the complex after the Dark Star Spire. Even its interior is created with combat in mind with many spaces designed as indoor baileys to create chokepoints and kill zones flanked by elevated walkways. The Tower of War’s internal layout as well as its exterior was also designed to streamline the deployment of its forces, be they vehicular or infantry, while at the same time denying any unwanted guests use of those same passages into the keep.

As made obvious by its architectural design, the Burning Keep is built upon the most active volcanic summit of Andeddu’s Crown. In fact much of the Crown’s magmic flow, and subsequent volcanic activity, has been funneled from the other summits into the one the Tower of War sits atop. This has resulted in the Burning Keep repeatedly experiencing minor geological tremors on a near-daily basis. In spite of this, the Burning Keep has made extensive use of groundquake engineering in the form of highly intricate dry stone architecture and numerous coulomb dampeners to nullify the adverse effects of the shifting terrain upon which the Tower is built. Instead the kinetic energy from these groundquakes is converted into energy via kinetic chargers located throughout the keep architecture, stored in backup power cells, and then used as an auxiliary power source for the keep’s facilities. As an emergency measure the Tower of War can use its lava streams to flood the lower levels to the ceiling with the molten rock. The Tower’s interior was built with this in mind, having been constructed with duralex-reinforced turadium plating over the surfaces that the lava would flow across, allowing those surfaces to function essentially as a funneling sea wall for the relatively low viscosity lava.
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The Inner Guard
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Garbed in a full suit of duranium plate armor and armed with a ferrocarbon greatsword, the Inner Guard acts as the Citadel’s captains and officers and as the last line of defense when all others have failed. One of House Dreadwar’s non-Force based, elite combat units, each member has seen action in House Dreadwar’s previous conflicts of conquest where they earned their status in the Inner Guard, handpicked by Lord Nathemus himself for their courage, determination, resourcefulness and ferocity in combat. Though they do not share the same abilities as the Sith they serve, the members of the Inner Guard are no less capable of carrying out their duties. More formally recognized as Kowoti Company by the Sith military’s official records, the one hundred and eighteen soldiers of the Inner Guard are among the finest infantry units not only in House Dreadwar, but the Sith Order as a whole. Their weapons and armor have been imbued with the Force to make them fully blaster and lightsaber resistant while also providing an extraordinary amount of protection from physical and energy-based attacks. A fully armored member of the Inner Guard could withstand fire from a laser cannon at point-blank range, or step directly on a landmine, and walk away from either scenario unharmed and unfazed. The suit also provides ample protection from extreme heat and cold as well as being pressurized. The soldiers who inhabit them are nigh-superhumanly strong, at the peak of physical fitness, and not only are trained in the arts of war, but the hardened veterans of a dozen major battles each. Highly skilled in military tactics and strategies the members of the Inner Guard work in close coordination together to achieve victory times after time. They work in such perfect synchronicity that onlookers might mistake them for being linked together in a hive mind. Among their on-person inventory are a dozen stimpaks, a shield gauntlet, and encrypted comlink for coordination and communication.





The Malevolence Cult

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A cabal of elite Dark Side Force-sensitives, the Malevolence cult is a secretive sect who worship the Sith and the Dark Side and venerate their Lord Nathemus. Staunchly loyal to the Sedriss, members of the cult serve him and only him, answering only to either the Dark Lord of the Sith directly or within the very tight chain of command of the Citadel hierarchy. Acting as the arcane equivalent of the Inner Guard, members of the Malevolence Cult are more powerful and more dangerous than their martial counterparts due to their abilities in the Force, despite both functioning on the same level of authority. Each member of the cult is battle-bound to Lord Nathemus, as he is their Battlelord, thereby linking each member together not only to their Lord but also to each other. Clad in durachrome plate armor, karlini silk robes and cloaks, and armed with duraplast maces, cult members are rarely seen beyond the borders of the Citadel, and even then only within a few select places around the grounds. What few times they are seen, they are observed to practice the archaic magicks within the arcanium, or directing or even acting as the Citadel’s chapel clergymen during services. Despite how the other inhabitants of the Citadel are aware of them, few actually know any details about them. Beyond the heads of the Citadel staff and Lord Nathemus himself, details of the cult’s function and the true breadth of their capabilities are a closely guarded secret.




The Arcanium

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The nexus of all arcane activity within the borders of the Citadel, the arcanium houses all the necessities needed for the sorcerers and practitioners of Sith magicks to perform their craft. Within are the halls for practicing spells, a library for documenting their accumulated knowledge, ritual chambers for enchanting and altering materials, and dormitories for the resident Nightsister coven. For illumination the arcanium opts to utilize candlelight and torches as its primary source of lighting. What is unique about these light sources is that they utilized the fat, flesh and bones of sacrificial offerings to fuel their flames, each one personally made and enchanted by the members of the coven to last for days on end. For those candles and torches used in the ritual chambers, they are further enchanted with spells for enhancing endurance for protracted rituals and made with a Dathomirian recipe of herbs and narcotics mixed into the wax. The resulting smoke and aroma, when inhaled, would induce a psychedelic trance that expands the minds of those who breathed it in, allowing them to more easily channel the Force during their rituals. The blood of the sacrificed are used to dye the banners and curtains that hang throughout the arcanium. Said banners are adorned with runes embroidered in both Dathomiri and Ur-Kittat with literal woven spells of power and focus. The bones of the sacrificed are likewise used as functional decor. With Sith sorcery binding the souls of the sacrificed dead to their remains, the practitioners within the arcanium are able to draw on the souls trapped around them to fuel their rituals and enchantments, using them as a mystical power source. The very stonework itself is alchemized with specific spells to turn each room into an amplifying chamber for all things arcane. Glyphs, runes and mandalas are engraved across the walls, floor and ceiling, with those inscribed in the floor oftentimes filled with the blood of sacrificial offerings as part of a ritual.
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The Beast Wing and Breeding Pen

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Containing dozens upon dozens of animal species from across the galaxy, the Citadel’s beast wing and breeding pen is a specialized series of massive chambers dedicated to stabling the many creatures contained within. These species range from Sith warbeasts such as tuk'ata and silooth to Force-sensitive creatures such as vornskr and maalraas. Even larger beasts such as rancors, battle hydrae, and krayt dragons are kept within the beast wing. The breeding pen - an extension of the wing - is a specialized chamber dedicated to the birthing of these creatures, both natural as well as the creation of artificial hybrids. Additionally the wing has its own corral dedicated to and fully equipped for breaking in feral creatures for taming, training, and general domestication. The wing is even outfitted with a dedicated arena for testing and honing the combat capabilities of those creatures housed within. To feed these many creatures the wing has a separate auxiliary breeding chamber for producing consumption livestock such as bantha, nerf, and shaak, while a fully staffed veterinary chamber is housed off to the side to see to injuries and illnesses the creatures may become afflicted with. Remarkably only those creatures who have not yet been tamed or broken in are kept in cages, which are constructed out of ferrocarbon-reinforced turadium shield alloy, making them more then capable of containing the feral beasts within. Those that have been tamed are kept in open-air stables and pens. Avians, birds and creatures capable of flight are generally kept in roosts and coops near the wing’s atrium. Depending on their size those creatures who can fly are permitted to do so around the wing’s open air atrium, though larger such beasts will be kept grounded or be let outside to be flown under the supervision of trained handlers. The atrium’s skylight can also be pulled back similarly to a retracting gate to allow those with flight capabilities to quickly access the skies above the Citadel.

The Catacombs

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Deep within the bowels of the Deathlight Palace lie the Citadel catacombs. A sprawling yet compact necropolis underneath the foundations of, and even forming portions of, the Tower of Sorcery, the catacombs contain the interred remains of soldiers and the honored fallen of House Dreadwar’s ranks, as well as the remains of the many live sacrifices made in the Tower’s rituals. Over forty thousand bodies are interred within the catacombs with twelves thousand of those being former soldiers and members of House Dreadwar. These twelve thousand are kept preserved within stone sarcophagi or sit mummified on carven thrones, dressed in the full armor and regalia they once wore in life, their weapons kept beside them, while candles and sconces are kept burning in their memory. The other thousands are kept in niches lining the walls, their bones on full display or even as macabre decorations for the small necropolis. Here the ghosts and specters of the Tower are the most concentrated. Often one can hear fell voices in the air or feel the presence of many eyes watching those who enter. An unearthly mist lingers through the catacomb passages, blanketing the floors, palls, and walls like a shroud. An eerie stillness stifles the air, save for a chill wind that sometimes sweeps through seemingly of its own accord. Their deathly slumber remains undisturbed, even by the catacomb’s caretakers, but many anticipate they will rise again when House Dreadwar calls its former sons and daughters to serve in its time of need.


The Massassi barracks (the 14th infantry corps)

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Home of the 14th Massassi infantry corp, the Citadel barracks are the fortress’ dedicated garrison of its Sith soldiers. Situated within the Tower of War the barracks houses over thirty thousand seasoned Massassi warriors. Each one is armed with Massassi brands, Massassi knucklers, Sith lanvaroks, parangs, and Sith assault guns, and each is garbed in durasteel heavy armor and equipped with a M3 bulwark blast shield to create a truly powerful defensive garrison. Within the barracks the corps is formally trained in military combat via simulation rooms, sparring rings and physical obstacle courses which are regularly used in training exercises to keep the soldiers’ skills in peak form. The barracks themselves act as a smaller fortress within a fortress. Heavily fortified with duranium-reinforced ferrocrete as the primary structural component, the barracks is compartmentalized into a number of different living quarters for the corps’ members, with numerous windows and catwalks allowing upper floors to peer down into those below. Combined with the open areas of the lower floors and the distinctly narrower spaces of the upper floors these elements make the barracks an especially hard structure to take in an enemy assault. Within the barracks has its own set of storerooms for food, ammunition and medical supplies, allowing the corps to essentially have its own independent set of resources in the event the Tower of War is cut off from the rest of the Citadel network. The very layout of the barracks is designed to help streamline the deployment of troops while at the same time providing a number of chokepoints and kill zones to prevent an enemy from taking it, providing the garrison a reliable holdout in such a circumstance. One such example of this design is the high-walled training courtyard in the center of the barracks; all of the barracks have an entrance leading into the courtyard as well as direct line to the rest of the Tower of War, but in the event of an attack each of these entrances can be selectively sealed, creating a funnel into what now becomes a kill zone in order to access the rest of the structure.
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The Command Center

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As the nucleus of all military and military-related direction, the Citadel command center is possibly the most technologically advanced room in the entire complex. Within the center of the room is the massive holotable upon which a real-time map of the entirety of Prakith is constantly projected using sensors from satellites, gun emplacements feeds, and sensor suites located at every keep and garrionable building. However it is not just Prakith that the command center is able to keep track of. The holotable is also outfitted with extensive datafiles on the geographic layout of virtually any one of the many planets under Sith control, and is further able to supply a live feed on those planets provided that a sensorly link is present such as a friendly starcraft, satellite, probe droid, or building with data connection to the Imperial comms network. The holotable also doubles as the Citadel’s primary communications console with numerous terminals for communication and tactical oversight with forces in the field. All of the Citadel’s communications channels are secured with military grade encryption, protecting them from virtually all but physical slicing into one of the command center’s terminals. However even accessing the command center without proper clearance is exceptionally difficult to achieve. Every structure, console and instrument panel within the command center is constructed from duranium-reinforced turadium, protecting them from slicing, sabotage, physical destruction or simply unauthorized access, as well as having the internal structure of each lined with duraplast to prevent them from being overloaded by an EMP pulse. The command center is also equipped with two of its own shielded, back-up power generators in the event of a power outage from the outside. With the security measures in place for the command center the room is also able to act as a bunker in the event of a siege. Its triple-sealing turadium shield alloy blast doors are further protected by ray shields, further denying unauthorized entry, while concealed sensors and sentry guns kept above the doors’ exterior to provide defensive fire and awareness of the events outside.
 
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Project Harrenhal - Pt.II

The Arms Factory and Repair Bay

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Adjacent to the barracks is the Citadel arms factory and repair bay. Here the vast majority of all the Citadel’s weaponry, armor, vehicles, and repairs are produced and conducted. Consisting of a series of production lines housed within duranium-plated duravlex walls, the factory produces a wide variety of items with a catalog ranging from blaster rifles, explosive munitions, starfighter engine components and mid-sized walkers to structural armor plating, armor suits, droids, and deflector shield generator parts. These are all made possible due to the factory’s production database containing several thousand blueprints and schematics to create these parts and products. While not as extensive or efficient as larger production facilities nor as capable of producing more potent creations, the Citadel’s production line is quite capable of maintaining its place in the Imperial arms community, frequently updating its database to keep up with the evolution of the times. Originally built following the Merr-Sonn Munitions company’s production blueprint, then modified to match the needs and specifications of House Dreadwar and the Citadel garrison, the factory can produce up to eight hundred different firearms and munitions or five mid-sized walkers in a single turn of Prakith’s rotational period at optimal production capacity. Likewise a fully-staffed engineering team can fully restore a totalled ground vehicle to operational condition in a matter of hours if given optimal settings. Explosive munitions and incendiary material is stored separately in specialized, blast door sealed storage rooms, compartmentalizing them from the rest of the production area in order to safely contain any accidental detonations. Additionally as an emergency measure the factory and repair bay is outfitted with a back-up power generator to ensure that production schedule can be kept to even during a power outage.

The Medical Station

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Staffed by a host of 2-1B surgical droids and DD-13 medical assistant droids, the Citadel medical station is fully furnished to provide the fortress’ personnel with whatever treatment they may need. While not as large as an independent medcenter on a Core World, the Citadel medical station is able to comfortably treat up to four hundred patients simultaneously with a hundred and twenty beds dedicated to the intensive care unit. Here the medical droids are able to treat every ailment, disease, and injury known in the greater galaxy with a medical database that is constantly being updated from other medcenters throughout the Empire. The medical center’s range of treatments include cybernetic grafting and implementation, multi-spectrum surgery, psychological, neurological and pathological diagnoses among many others, providing a full - if condensed - range of heath fields that can be addressed. A pharmaceutical department designed after both the Athakam Medtech and the Zaltin corporations production facilities produces medicines and medical supplies such as bacta patches, synthskin, and stimpacks, as well as stores the Citadel’s supply of bacta and bacta-related items. This said pharmaceutical department takes many of the ingredients and material used in its treatment from the Citadel greenhouse and laboratories, creating a symbiotic relationship between the three, as well as creating a self-sustaining source of sophisticated medical materials for the fortress. Additionally there are fifteen fully furnished operating suites dedicated to conducting a wide number of intensive operations and various types of open surgeries.
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The Gardens

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Housing all manner of exotic flora from across the galaxy, the Citadel gardens are a collection of half acre-sized greenhouses deep beneath the Tower of Silence. Within these greenhouses are the startlingly accurate recreations of over four dozen different biospheres and ecosystems - ranging from freshwater and saltwater marine to subterranean, montaine, urban, and tropical jungle - dedicated to successfully growing the plants within. These plants range from the medicinal and edible to the poisonous and carnivorous. Here these plants are carefully cultivated for a wide variety of purposes, including for food consumption, medicinal use, the concocting of poisons and toxins, experimentation in biostudies, and in the case of carnivorous plants, interior defensive emplacements in the event of a breach in a keep’s infrastructure. Though primarily meant as a form of auxiliary subsistence agriculture, the gardens are arranged to be recreational as well with the more dangerous plants kept mostly to the greenhouses further in and the more benign ones to the greenhouses near the forefront. The gardens are also outfitted with their own set of power generators in order to create the perpetual light needed for the plants’ photosynthesis of certain select greenhouses. Never turned off, these lights provide around the clock simulated solar energy to accelerate the timesan upon which they grow and subsequently can be harvested. The structure of the greenhouse itself could be compared to the structure of an airtight vault. Each one is pressure-sealed with airlocks at each entryway in order to maintain the varying barometric pressures contained within while the structural walls keep unwanted contaminants out. This creates the trademark self-contained ecosystem within each greenhouse as well as provides the necessary security and stability for their continuous growth.

The Dungeons

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Located in the deepest part of the Dark Star Spire, second only to the Citadel Vaults, the Citadel dungeons are a hellish place. Located directly above a subterranean magma river, the dungeons are carved out of the walls of the subsequent river chasm diving over five hundred feet into the earth and wide enough for a trio of T-65 X-wings to fly through in echelon formation. Numbering in the hundreds the cells here are made only of three walls of turadium shield alloy. The fourth side instead opens up over the chasm itself. The chasm walls themselves have been enchanted using Sith magicks, making them as slick as black ice so that none may find grip nor purchase, no matter what ledge or apparent handhold may invite them to try. Not all are given the luxury of a cell. Those prisoners lesser in status or importance instead are kept in barely-fitting coffin-shaped turadium cages and suspended in the air over the chasm. There they are kept in the searing heat rising up from the maga river below until they are called to the Citadel interrogation chamber. Situated over the top of the the chasm with grated floor and open walls allowing one to see the sheer drop of the chasm and the magma river directly beneath their feet, the chamber is outfitted with a number of torture apparatuses including nerve racks, interrogations chairs, fully equipped IT-O interrogator droids, and Embraces of Pain among others. The chamber also doubles as an autopsy room for dissection and vivisection for forensic investigation or to further biological knowledge of subject species. For both the internment and retrieval of prisoners into and out of their cells respectively, as well as prison guards, the dungeons use gargoyles made from Sith alchemized animated velmstone. Due to their golem-like nature the gargoyles need neither food nor rest nor maintenance, the latter of which is unlike the option of droid security, will never tired or deviate from their given objective, and are ultimately unable to be tampered with outside of complete destruction - a difficult thing to accomplish due to being made of Sith magicked stone.
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The Laboratories

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Within the halls of the laboratories is where the majority of the Citadel’s independent research takes place. Outfitted with every conceivable piece of scientific equipment from multipurpose containment tanks, industrial centrifuges, subzero freezers and mass unit shakers, to every possible variety of sensor suite and piece of handheld chemistry tool in the kit. The laboratory itself is split up into four different facilities, each built to handle a different set of purposes. Collectively the laboratories are equipped to conduct experiments in such fields as biology, forensics, chemistry, geology, botany, zoology, and physics among many others. Over two hundred biotanks house live specimens for monitoring and testing while thousands of sensors spanning multiple spectrums watch over all activity within the laboratories, recording any and every fluctuation. Multiple biotanks make use of reinforced transparisteel to allow visual monitoring without compromising the integrity of the tank should the specimen it houses attack its container. For experiments that require handling objects without physical contact the laboratories are also equipped with a series of smaller tractor beam projectors and pressors. Additionally the tractor technology can be used to hold an object in suspension for examination or simply as visually accessible storage between experiments. The terminals and data archives logging each bit of information gleaned from the experiments are constructed from duraplast-lined turadium, protecting them from sliced, sabotaged, or accessed without authorization, as well as being shielded from electromagnetic weaponry. The data stored within is kept in a one thousand twenty-four variable bit encryption algorithm, keeping the data safe even if accessed by unwanted eyes, as attempting to decode the data without the proper set of ciphers has a projected decryption period of upwards of eighty-two millennia with machine assistance.
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Veida’s Observatory

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The personal quarters of the Citadel’s majordomo, the old observatory is located just due northeast of the Dark Star Spire, roughly midway between it, the Deathlight Palace, and the Fortress of Ash. Standing at six stories tall at the edge of a volcanic fissure, Veida’s observatory houses all of the majordomo’s living spaces, numbering among them her sleeping quarters in the loft, kitchens manned by a team of animated gargoyles, a storeroom for food and supplies, her personal office and library, and a comms system built into the tower’s infrastructure. Built out of velmstone and doonium, the very structure of the observatory is inlaid with Sith spells and magicks, reinforcing and creating an extraordinarily resilient edifice capable of withstanding heavy artillery bombardment with nary a scratch. A central stairway gives access to all of the observatory’s floors, guarded by statues carved from Sith alchemized velmstone that are mounted within alcoves all along the stairway’s length, while perpetually lit braziers illuminate the halls. At the top of the tower lies the observatory chamber. Within is Veida’s personal variation of a Prakian-based orrery, powered by the observatory’s own geothermal power generator, as well as sensors and scopes powerful enough for observing both the skies and the surrounding grounds of the fortress. The observatory is also outfitted with Veida’s personal ritual chambers. Within perpetually glowing Sith runes are engraven across the floor, inscribing spells of amplification, focus, and physical strength into all who weave their magicks within the room, allowing both rituals and enchantments that would take longer and tax more from the magician to be quicker and easier to perform. Adjacent to the ritual chambers is a small alchemy laboratory where she concocts her many potions and poisons, with a modest storeroom for holding ingredients directly connected to the lab. And for her vehicles, a fully outfitted underground garage, staffed by maintenance droids and animated gargoyles, can be accessed by either passage inside the observatory tower or garage gate located within the walls of the fissure. There her vehicles can be maintained, repaired and fully resupplied within minutes.
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The Reactor

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As the driving power sources for the entireties of the Citadel, the fifteen geothermal power generators gather the volcanic heat emanating from the Muni’tiyi lava river winding its way through the fortress complex, from the subterranean magma flows and reservoirs running beneath the earth, and from various calderas scattered around the summits of Andeddu’s Crown. Located both above and below ground, each of these reactors consist of a single massive primary thermo-converter ringed with sixteen secondary thermo-converters, which then in turn funnels the energy they’ve created into one of four hyperbatteries ringing the edges of the reactor chamber for storage. From there the energy is redistributed from the hyperbatteries to virtually anywhere in the Citadel complex. To combat the external heat and seismic movement from the surrounding terrain, as well as to safely contain any accidents that may occur within the reactor chamber regardless of scope, each reactor is built from turadium shield alloy-reinforced duralex with plates of turadium lining both floors, ceiling, and both the interior and exterior walls, further reinforcing structural strength and stability. This design in both architectural layout and material usages unintentionally transforms each reactor into a bunker or blast shelter. Heavily interconnected, the reactors are arranged around the fortress grounds in such a way that maximizes the efficiency of power flow to each aspect of the Citadel. Each of four keeps is ringed by three reactors that supply them and the nearest defenses with power while the remaining three reactors are dedicated to powering the Citadel’s other defenses. Maintained and secured around the clock by workers, droids, and animated gargoyles alike, because of the interconnectivity of the Citadel power grid that the reactors create it is virtually impossible to trigger a power outage of any sort by targeting the reactors.

The Throne Room
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Possibly the most iconic location within the Dark Star Spire, the throne room of Lord Nathemus is a large chamber housing the throne of the Sedriss himself. Carved from a single, massive block of solid kyberite that has undergone the corruptive process of bleeding used on kyber crystals, the throne is nearly as Force-attuned as the unique variety of now-corrupt sickly silver and white kyber crystals that still occasionally grow from it. From his seat the Dark Lord is able to hold his meetings and audiences. Flanking the stairs leading up the seat, the throne is protected on either side by a deep trench filled with both the mummified corpses of his enemies and shards of the corrupted kyber crystals that had been discarded into it. Amplified by the violent deaths of the bodies surrounding them, the corrupted kyber crystals perpetually emanate a stark, sickly white light that illuminates the throne and the surrounding chamber. Embedded within the armrests of the throne itself are control panels and hidden compartments large enough to contain modestly sized sidearms such as a lightsaber or a blaster. The chamber itself is constructed from Sith alchemized velmstone with malab accents in the form of relief sculptures and pillars emerging from the walls and floor respectively. The Sith alchemization of these materials have imbued them with the Force as to fortify them with the structural and tensile strength, as well as the physical durability, of a number of materials such as phrik and impervium, making the throne room essentially a safe room or bunker. This concept is further emphasized by the highly ornate impervium-reinforced turadium shield alloy triple blast doors that can be activated to close over the entrances. Should one need to escape there is a hidden entrance on the floor of the throne room trench underneath the bodies and kyber crystals directly below the staired bridge that span the width of the trench. This hidden entrance opens up to a secret tunnel that connects to the rest of the Citadel subterranean network that allows one to travel to any of the other keeps as well as to the perimeter wall of the fortress grounds.

The Vaults

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The most secure location on the Citadel grounds, the vaults of the Sedriss are heavily fortified with the strongest of materials, including a ten-foot thick, triple layering of ultrachrome, impervium, and neuranium for its walls, floor, and blast doors, all of which have been Sith alchemized and heavily imbued with Sith sorcery, rendering the vault virtually indestructible. The most remarkable part of the vaults is its design structure. Unlike how many of the other structures of the Citadel architecture are constructed, the vaults are built using the dry stone method. Despite how it might seem to potentially have a less stable form of structure in the highly active seismic terrain, the vaults were deliberately designed to have a construct that could shift and adapt not only in response to the seismic activity of Andeddu’s Crown, but at the command of Lord Nathemus himself. Unlike conventional locking mechanisms and security measures, the vaults’ doors will only open with the Force and only by the command of Lord Nathemus. This is due to how the vaults’ architecture functions, combined with several of the spells laid upon it. The dry stone method of its construction allows the vault to seamlessly shift and change form to allow entry while the Sith enchantments laid upon the material only permit Lord Nathemus to be able to move the material at all. Inside the vault interior lies the end result of Dreadwardian attempts at reverse engineering Kwa Infinity Gate technology. While thus far attempts by House Dreadwar’s finest have not yet succeeded in recreating a true Infinity Gate, they were able to safely duplicate the Kwa’s Star Chamber pocket dimension with a single access point, which now acts as Lord Nathemus’ personal storeroom. Within this pocket dimension the Sedriss can theoretically store a limitless amount of whatever he desires to whatever size he wishes so long as it can fit through the vault doors. The entrance to the vault itself is guarded by a fully grown leviathan Sithspawn and six dreambeasts whose minds are fully turned to the will of the Sedriss.

The Vehicle Hangar Bay

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For all her emphasis on adhering to House Dreadwar’s leanings towards the arcane, the Seidren Citadel still takes stock in the technology of war. Within the Citadel’s hangar bay Imperial-class repulsortanks, 74-Z speeder bikes, and variety of walkers, along with a full wing of fighter and troop carrier starcraft, stands ready to be launched at a moments notice. Among these starcraft are the TIE/sk atmospheric fighters, TIE/rp Reapers attack landers, TIE/es assault shuttles, and Annihilator-class starfighters. Selected specifically for personnel transportation and the defense of the Citadel, these ground vehicles and starcraft are arranged for rapid deployment yet compact storage within the hangar bay. This is achieved by housing the starfighters on three-tier launching racks off the ground when they are not in use while the ground vehicles are kept just below them in segmented formations according to size and vehicle speed. A wide, multi-lane runway spans the central length of the hangar bay, allowing for the rapid deployment of multiple vehicles simultaneously. Over a dozen docking claws help to streamline the deployment of starcraft from racks to the runway, though in emergencies starcraft can be deployed directly from their rack niches without the assistance of the claws. The structure of the hangar bay itself is primarily constructed using doonium and ferrocarbon to make a remarkably tough and resilient interior edifice. At the end of the hangar is a tri-floor ground, air and space traffic control tower from which all Citadel-related vehicular traffic is managed. The runway itself branches out into four smaller runways, each pointing in the planet’s cardinal directions. Each entrance is protected by ray shielded turadium blast doors and a pair of twin DF.9 laser cannons on either side of the doors’ exterior. Should a hostile force manage to gain access through the hanger entrance defenses, the hangar’s interior is further protected by two dozen sentry guns concealed under floor and ceiling panels, with each of the smaller runways also protected by a dozen similarly concealed sentry guns each. While automated by default, each sentry gun can be manually from the traffic control tower in the event of a particular high stakes emergency.
 
Project Harrenhal - Pt.III

The Mining Fields
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Starting just outside the western edge of the Citadel perimeter wall, Prakith’s mining industry harvests the fields of lava and rivers of molten rock that span dozens of miles beside the Citadel grounds. Manned by a crew of miners from the nearby castle town of Saud-Udi over thirty thousand strong, every day the fields produce in excess of two hundred thousand tonnes of raw material, harvesting a wide variety of geological product ranging from titanium, desh, and lommite ore to volcanic gemstones such as diamonds and corundum-based jewels to name a few. These are then transferred to the refinery where they are separated from the raw rock and lava. After this separation the material is sorted, either going to the Citadel construction yard to be used in the fortress’ infrastructure, to the Tower of War for use as part of its garrison’s arsonal production or research and development, or to be shipped off-world for profit on the galactic market. The presence of the mining fields allows the Citadel, and by extension Lord Nathemus, to have a self-sufficient source of income and raw material independent of any external force of trade. While the mining infrastructure, machinery, staff and trade rights all belong to Lord Nathemus, they previously belonged to the galactic Mining Guild before the Sedriss took over the planet. After the Dark Lord claimed the planet for his own, he bought out what properties the Guild had within the system, including all of the infrastructure, machinery and production rights. Once the Guild had departed Prakith Lord Nathemus transformed the left behind mining equipment into his own private mining industry where it runs around the clock to this day. The refinery itself is a sprawling facility spanning a six acre area containing multiple smelters for extracting, processing, and refining the various desired metals and minerals from the raw molten ore. The process is expedited by complementing the actual work force harvesting the raw lava by letting the lava flow through specialized channels running through the refinery itself. Controlling the flow via laval sluice gate the refinery is able to direct the flow of some of the laval directly into crucibles that are then carried off by specialized repulsorlift transport craft and mining repulsorlift platforms to their designated smelter within the refinery.
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The Muni’tiyi Lava River and Moat

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Most noticeably distinguished as the Muni’tiyi lava river at its largest and widest stretch, the many lava flows coalesce into the molten current that winds its way through the small valleys and around the keeps of the Seidren Citadel. At its widest point the Muni’tiyi river is just over eight miles wide with a depth of just over eight hundred feet at its deepest with the longest uninterrupted aboveground stretch hugging around the western, south-western, southern, south-eastern, eastern, and north-eastern edge of the Citadel’s perimeter wall. While it is officially recognized as a river, the lava flows are not a single entity. Instead the majority of the Muni’tiyi lava river is made up of many smaller lava tributaries that flow from either the lava fields to the west of the Citadel grounds, where the greatest influx of lava originates, or the summits of Andeddu’s Crown, eventually finding their way to join the main river at the edge of the perimeter wall. The path the lava river takes is no accident. Instead it was a deliberate design during the early construction of the Citadel perimeter. Seeking to utilize the natural flows of molten rock throughout Andeddu’s Crown, the architects of the Citadel actually dug out massive channels around the perimeter wall before rerouting the lava into it. This ‘artificial river’ was quickly transformed into the Citadel’s moat for over two-thirds of its borders. Not only used for defense, this network of lava flows can be used for transportation, especially in regards to material otherwise too large or too heavy to move by air or rail. Instead they can be ferried along the lava streams via duravlex keel boats and heavy barges designed to traverse the lava’s surface.







The Storehouses

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To feed its many occupants and to house its vast inventory of supplies, the Citadel employs twenty massive storehouses to contain its stockpile of food, medical supplies, munitions, building materials, and other such provisions. Each one an acre in net floor space and in excess of a hundred feet in height, the interiors allow the storage of an immense amount of material. With five storehouses dedicated to each keep, either encircling, within, or directly underneath them, each depot is built underground away from visible sight. Constructed out of duralex-reinforced turadium the depots are designed to withstand the stresses of the volcanic subterrain as well as protect and insulate the storehouse contents from the magma and subsequent intense volcanic heat. Within each depot a rail jet line runs down the center of the central space to transport containers to and from different storehouses while fourteen lifting claws unload cargo from the rail cars onto its designated place within the depot. Likewise the claws can be used to bring the cargo containers out of storage where it can be retrieved and distributed as it is needed. Each item in every depot is carefully documented of what it is, where it is, much of it is stored, and when it was last accessed, moved, and by whom, all cataloged in a meticulous index that can be accessed from any terminal in any storehouse or from the central terminals in the Dark Star Spire or Veida’s observatory.


The Tunnels

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All throughout the grounds of the Citadel complex are the miles upon miles of tunnels both made by the volcanic activity of Andeddu’s Crown and the lava tubes commandeered or engineered by the Citadel architects. Here the tunnels act in a number of different capacities ranging from subterranean passageways between keeps and power generating magma streams to aqueducts and water pipelines. Built with duralex-reinforced turadium to protect and insulate them from the magma and subsequent intense volcanic heat, as well as resist deforming in the shifting earth, the tunnels meant for traversal by the Citadel staff, as well as designed for the transportation of cargo and bulk materials throughout the complex, are outfitted with rail jet lines for rapid transit between locations. This rail jet system is remarkably extensive, spanning the breadth of the Citadel grounds - albeit underground - and connecting to every major structure in the complex while coordinated from a central control room in the Dark Star Spire. The tunnels designated as aqueducts and water pipelines are also built from duralex-reinforced turadium for the same reasons. However these tunnels are all equipped with sensors and pressure gauges to monitor the water flow within the tunnels as the surrounding volcanic heat will inevitably turn a certain percentage of the water to steam during transit. To combat this additional pipelines are built into the water tunnels to siphon away the steam from the main water lines. This steam is then funneled into turbines that then powers a number of turbo generators, effectively taking the original issue and transforming it into an auxiliary steam power source for the minor structures around the Citadel. Unlike the other tunnels, the lava tubes still have magma flowing through them. While there is little that can be done about the tubes while the magma continues to flow, Citadel architects have often preemptively drilled out tunnels to redirect pre-existing lava flows down new paths, often to help fuel the geothermal power generators or to help gradually ease off pressure within the magma chambers, thus preventing any possibility of an explosive volcanic eruption.
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The Library
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No home belonging to House Dreadwar is complete without its own personal library. An archival database and repository of knowledge to rival any Jedi Temple, the library of the Seidren Citadel is fully furnished to securely house not only scroll, books and datafiles, but also artifacts, holocrons, and other ancient antiquities. Doubling as a museum, the Citadel library contains records and artifacts from as far back as the Manderon Period, with items and documents from virtually every era since clear up to the modern day. A pillar in the library’s rotunda contains a terminal wherein one can access the library’s catalog. Four multi-level wings branch off from the rotunda, each one dealing with a different set of subjects, among them philosophy, history, zoology, botany, engineering, culture, and geography, as well as an extensive number of treatises on the Force. Within these wings lie many transparisteel displays containing relics of the past ranging from historical artifacts and documents to weapons and armor that once belonged to significant figures of the past. A fifth wing lies hidden underneath the rotunda itself, accessed via the Force to reveal a staircase beneath the rotunda’s central pillar that leads down into the fifth wing. Here the classified materials are kept, be they records, holocrons, exceptionally rare artifacts, or classified or sensitive documents. While the previous four wings are open to the inhabitants of the Citadel, secured by a modest contingent of security forces in the form of dormant Sith statues and gargoyles disguised as decor that will spring to life should situation arise, the fifth wing is heavily restricted to Lord Nathemus, the Citadel leadership, and those who have received permission from the Sedriss himself to access it, protected by a security detail of several platoons’ worth of Sith smoke demons constantly patrolling its halls.
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The Chapel

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Built for the denizens of the nearby castle town of Saud-Udi, the Citadel chapel is a place of worship for those who venerate the Dark Side. Constructed from darkened Ithorian marble and petrified Grave Thorn trees taken from Dathomir as part of its architecture, as well as numerous pieces of the corrupted viridian crystal asteroid embedded throughout the interior, the chapel is illuminated by sconces in the support pillars and boughs of the chapel structure and petrified trees respectively. The trees carry with them the Dark Side energies of their homeworld which synergize with the Dark Side energies of the Citadel and the viridian crystals surrounding them to create a micro-vergence within the greater vergence encompassing the Citadel as a whole. This, combined with the chapel’s architectural design, results in an atmosphere of dark reverence created by both elements seamlessly working together. Though non-Dark Side Force sensitives and non-Force sensitives will interpret this aura as one of unease, anxiety, or liken it to an invisible, smothering blanket of malevolence directed towards them from some omnipotent entity, Dark Side and Dark Side-aligned beings will experience something akin to spirituality and a twisted sense of enlightenment and clarity. In an inverse of spiritual reverence soothing emotions, in the case of Dark Side and Dark Side-aligned persons, being in the chapel stimulates emotions, which in turn is focused into a sense of heightened mental clarity. The congregation’s collective heightened mental focus is then encouraged by the Citadel clergymen to introspect on the source of their emotions, further heightening their emotions in greater and greater levels of intensity and ultimately creating a self-sustaining feedback loop. These emotions are then channeled into and stored within both the viridian crystals and the Grave Thorn trees and converted into true Dark Side energy via Sith spells of Consume Essence laid upon both, wherein the energy can be drawn upon and used by any individual trained within the Dark Side’s arts later.
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The Meditation Chamber

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The original resting place of the viridian asteroid, Lord Nathemus’ meditation chamber is located deep beneath the Dark Star Spire directly below the Citadel chapel in the center of the volcanic summit upon which it was built. Illuminated by a sickly green glow emanating from the very walls - a byproduct of the time the corrupted asteroid spent there - the chamber is the metaphysical heart of both the Dark Star Spire and the Citadel grounds as well as the endpoint to which every ley line on the grounds leads. Accessible only to Lord Nathemus through a hidden basalt door underneath the chapel altar - of which is reinforced by phrik and enchanted by Sith magicks - and a long staircase leading to the chamber, the space provides a physical manifestation and location of the Citadel Vergence, doubling as a Sith focusing chamber as well as a meditation one. From here the Dark Lord can elevate his power beyond its normal zenith. Using the meditation chamber he can turn the entirety of the Citadel grounds into an extension of himself and even beyond if he so chooses. The chamber itself contains five pillars carved from the viridian asteroid placed in a circle lining the edges of the room. In the center of the chamber atop a smooth earthen mound is a large, spiked ring made of Sarrassian iron arranged to resemble a jagged crown. Because of their proximity, the chamber draws additional Dark Side energy from the viridian crystals in the chapel above, bolstering its power further and especially so when chapel services are being held. Because of the potency of the collective power that has been concentrated within the chamber, when used by the Sedriss the energy transforms him into the equivalent of a demigod, granting him access to exceptionally heightened capabilities of all his powers. Should anyone less than equal to Lord Nathemus’ capabilities in the Force, the energies within the chamber would consume them on the spot and they would instantly begin to disintegrate into dust. Additionally, due to how the all of the Citadel’s Dark side energies ultimate converge into the chamber, these energies - under the direction of Lord Nathemus or one of equal capability in the Force - can be channeled into a mix of Sutta Chwituskak and Darkshear Sith magic and fired from the top of the Dark Star Spire’s highest tower at any target within line of sight on the surface or within planetary orbit. This bolt of pure, weaponized Dark side energy possesses the equivalent power of the “Gravestone’s” Omnicannon, which upon impact with its initial target, will also like the ancient vessel strike other nearby hostile forces, though such targeting can be adjusted from within the meditation chamber.

The Saud-Udi Castle Town
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With a population of over eighty-five hundred people, the castle town of Saud-Udi was originally built as a mining and supply facility spanning the banks of the Muni’tiyi lava river that flowed from the slopes of Andeddu’s Crown. Its inhabitants dwell within houses and infrastructure built from the cooled lava rock surrounding them, constructed over deep chasms revealing the still flowing magma streams far below their feet. Within, the population of Saud-Udi has become corrupted by the constant presence of the Dark Side. Since its founding nearly two hundred years ago the people have become twisted and fanatical, obsessed with burning and with fire and - similarly to the Massassi Sith who served Naga Sadow - venerate Lord Nathemus and the Sith as quasi-deities. Serving as the bulk of the Citadel’s workforce the people of Saud-Udi all act as either servants in the Citadel’s keeps, miners in the lava fields, construction and maintenance workers on the fortress grounds, as dock hands in the refinery and shipping spaceport, or in the many occupations throughout the complex. Regardless of their differing duties or age, each person serves a role in the Citadel workforce.

The citizenry were all once a collection of Human and Near-Human species. However due to the prolonged exposure to the planet’s, and the Crown’s, Dark Side energy, the population has been physically and mentally warped on a significant level. This manifests as perpetually gaunt and lean physiques, elongated limbs and fingers, sharpened teeth, enhanced eyesight and sense of sound, diminished need for sleep, noticeably greater height compared to the average Human, frequently possessing a hunchbacked spine, and a particular brand of fevered madness that causes them to collect in cult-like gatherings when the day's work is done. To protect themselves from the constant volcanic heat they wrap themselves up in shrouded robes made of coarseweave and thermoweave. At all times they wear their robes, resulting in the townsfolk resembling a Human-sized, demented population of Jawas. Eclectic, withdrawn and paranoid of outsiders at the best of times, deranged, relentlessly bloodthirsty, and prone to coalescing into a frenzied mob at the worst of times, the people of Saud-Udi are generally reserved and keep to themselves when unprovoked. When they are provoked, however, whether it be by the detection of a hostile element or stirred up by the command of a superior, they will rapidly transform into a frenzied horde and move en mass to carry out the command given them or to eliminate the threat in their presence, similar to the behavior of an agitated wasp hive. They have also developed their own subculture within the Sith. Speaking and writing their own dialect of Ur-Kittat in addition to speaking Galactic Basic - though the Prakin dialect of Ur-Kittat is the dominant language amongst the townsfolk - the townsfolk are collectively able to converse using limited Bocce, Durese, Huttese and Binary when dealing with offworlders or outsiders, though almost never outside of a superior’s command or absolute necessity.
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The Heads of Staff

VEIDA ORAMEL

Name: Veida Oramel

Titles, Nicknames and Aliases: Her Excellency Madam Ambassador Oramel

Character Theme Music: “Trevor and Sypha versus Hell Demons” by Trevor Morris, from Netflix’s “Castlevania” soundtrack, cover performed by CJ Music


Age: [Classified by order of Lord Nathemus]

Sex: Female

Species: [Classified by order of Lord Nathemus]

Homeworld: Korriban

Height: [Classified by order of Lord Nathemus]

Weight: [Classified by order of Lord Nathemus]

Occupation: Lord Nathemus’ majordomo and personal ambassador, castellan - chief of staff and general affairs of Seidren Citadel, head librarian, mayor of the Saud-Udi castle town,

Languages: Galactic Basic, High Sith, Ur-Kittat, Huttese, Galactic Sign,

Affiliations: Final Sith Order, Lord Nathemus, Seidren Citadel,

Physical Description: [Classified by order of Lord Nathemus]

Weapons: Mythra Sith alchemized staff capped with a sphere-cut dantari crystal; used to focus and amplify her powers. Shikkar.

Clothing and Equipment: Black karlini and shell spider silk gown and cloak.

Descriptions of Abilities: Exceptionally talented at multitasking and managerial duties. Eidetic memory. Skilled at political, social and legal maneuvering. Naturally talented orator, diplomat, and mediator. Formally trained in Sith sorcery and Dathomiri magick. Skilled at negotiating, reading, persuading and manipulating others.

Personality: Wise. Regal. Eloquent. Graceful and dignified. Perceptive. Cunning. Theatrical when the opportunity allows. Patient. Charismatic and socially beguiling. Manipulative. Devoted to her cause. Seemingly tireless. Enjoys luxury and the exchange of philosophical dialogue with those of equal or greater intelligence. Persistent in her pursuits. Values knowledge, intelligence and sophistication. Disdains ignorance - particularly willful ignorance - crudeness and uncouth behavior. Holds a particularly intense dislike for disloyalty.

Myer-Briggs Type - Sentinel: Executive ESTJ-A

Enneagram Type 8 - The Challenger

Biography: Originally raised as a member of the Kissai caste on Korriban, Veida demonstrated a talent for the Sith magicks at exceptionally young age, getting her hands on a rudimentary spellbook at the age of four and successfully casting her first minor spell the following year. Her Force-sensitivity and her talent being revealed, Veida was quickly taken under the wing of the Kissai priests and given a proper education in the Sith magicks. By the time she was seventeen she had already mastered every spell and custom within the caste, even beginning to experiment in creating spells of her own design. Her intelligence and acumen in the magicks caught the attention of Lord Nathemus while he was touring the planet on a review of his House’s defenses there when Veida, then a humble attendant at the time, entered the room to present his evening meal. Sensing her capacity in the Force, the Sedriss ordered her to present his food strictly without using her hands. Veida did so with ease, something of a feat for one of her age and in particular comparison with her fellow servants. Seeing potential in her, Lord Nathemus decided to take her under his wing to oversee her training in the Force personally. Over the following years Veida would be trained in a pseudo-apprenticeship whenever the Sedriss came to Korriban as she carried out her duties as a servant of House Dreadwar’s domestic needs. When her pseudo-apprenticeship was deemed complete by Lord Nathemus when she turned twenty-six, Veida was then given the opportunity to serve in the Sedriss’ castle on Mestare by the Dark Lord himself. Her work ethic and her astounding ability to handle people of all walks of life had impressed Lord Nathemus enough that he wanted her on his personal staff.

Starting out as one of the lieutenant housekeepers, Veida would attend to the household affairs of the Citadel, coordinating with the other housekeepers as well as the other leaders stationed within the fortress. Ever a diligent and observant servant of the Dark Lord, Veida would quickly pick up on many of the other housekeepers' methodologies and synthesize the best of them into her own. While she was merely one of many Force-sensitives employed in the castle, she would prove that she was one of, if not the, best of them with her efficiency and skill. As she rose in esteem and renown among the staff and even among the slaves, one of her fellow housekeepers, Fulvia, grew jealous of her success. Initiating a smear campaign against Veida behind the scenes, claiming favoritism and stealing accomplishments made by other castle staff, the jealous Fulvia worked to undermine Veida’s position in the fortress and to cast her in a negative light, enough that she hoped Veida would be purged from the Citadel staff. Sharp-minded and perceptive, Veida quickly caught onto her coworker’s scheming during the latter’s budding machinations. Finding her coworker’s schemes both uncouth and petty as well as suspecting a deeper reason for Fulvia’s hostility, Veida began laying down machinations of her own. Secretly planting recording devices both technological and mystical around the Citadel, Veida then informed Lord Nathemus about the proceedings. Angered by such pettiness within his own halls and but intrigued by what his latest servant had in mind, the Sith Lord granted her permission to proceed with her plan. For her part Veida merely continued to excel in her work as a housekeeper despite the constant interference by her rival. Veida’s continued successes infuriated her rival and she began sinking into deeper and deeper measures to undermine her. Over the following month Fulvia gradually escalated from spreading petty, if malicious, rumors about her around the staff to outright sabotaging the affairs of the Citadel in hope of ruining Veida’s career. This escalation eventually came to a head when her Fulvia attempted to incite a riot within the Citadel’s slave workforce, then using her ragtag team of allies she had collected through her smear campaign, tried to pin the blame on Veida for the incident once the riot had been quelled.

This, however, all simply played into Veida’s plan. When Lord Nathemus returned to his fortress upon hearing of the riot, which by that point had already been crushed, the Dark Lord summoned his heads of staff to his throne room for an explanation. Fulvia and her faction, hoping to scapegoat Veida for the entire affair, blamed Veida for the incident. However, having recorded her rival’s dealings, Veida simply presented her findings to Lord Nathemus and everyone summoned. What she presented stunned the court. Having tracked the affairs of her rival over the course of nearly five months Veida had uncovered a extensive smuggling and racketeering ring between her rival, several other lieutenant housekeepers, and the Crymorah crime syndicate, whom had been paying Fulvia handsomely for smuggling mestare crystals to them while they in turn exploited their master’s frequent absences on Council business to profit from the ring. The reason for Fulvia's hostility towards Veida was due to the fact that “the new girl”, as Veida was often referred to in the recordings, was so efficient in her maintenance of the castle that Fulvia feared that her activities would be exposed. By “purging Veida from the system”, as her rival put it, she would be able to keep her underground business associations safe.

Lord Nathemus was livid. For their crimes, Fulvia and her collaborators were punished by having their brains forcibly extracted while they were still conscious, then had those brains wired up to a machine in a life support jar which used a combination of cybernetics and wetware technology to permanently place them in a state of perpetual agony. As for Veida, who had exposed this conspiracy, he would richly reward her for her service to him. But first, he would attend to those who had foolishly encroached on his territory. When Crymorah syndicate members came again, expecting their next shipment of mestare crystal waiting for them, it was not pallets of crystals they found, but instead Lord Nathemus in all his fury. After the criminals were cut down and sent to the castle’s dungeons to be tortured and punished, Lord Nathemus turned to Veida. For uncovering this conspiracy, for her dutiful service in the face of adversity and for her integrity over the past several months in his name, the Sedriss offered to elevate Veida as his chief lieutenant in overseeing his residential affairs and to serve as his personal ambassador. Honored, Veida graciously accepted the offer. Her first charge was to assist the Dark Lord in the restructuring of his homeward power base. The incident with the Crymorah syndicate had revealed to him several deep-seated flaws within the current structures and the Dark Lord was going to issue reforms to rectify those flaws.

After finding new personnel to staff the many vacancies left behind by the purge, Lord Nathemus took Veida to his new seat of power at the Seidren Citadel on Prakith. There he gave her the old observational tower to serve as her personal residence. From there, Veida joined Xalanar Asherfen, the captain of the Citadel Inner Guard and her second in command, and together the two began the work of scouring the galaxy for suitable candidates to join the leadership of the Citadel. Using her position as Lord Nathemus’ personal ambassador, Veida traveled across the galaxy as the Dark Lord’s emissary to secure diplomatic relations and trade deals, among many, many other things, with systems and governing bodies outside the Sith Empire as well as within it. During her travels Veida would use her down time to scout for worthy individuals to join the Citadel’s leadership as well as both learning and mastering Dathomiri magicks and Sith sorcery. Over the course of three years she would find four such individuals for such candidateship and, after presenting them to Lord Nathemus for evaluation, had them join her in serving the Dark Lord.

With the circle of the Seidren Citadel complete, Veida now oversees the general affairs of the Citadel as Lord Nathemus’ majordomo in addition to her ambassadorial duties. She is also tasked specifically as the Citadel’s chief librarian and serves as the mayor of the Saud-Udi castle town, all of which she deftly performs with grace and seeming effortlessness.

Vehicles: Minstrel-class space yacht. WLZ-101 groundcoach.

Miscellaneous Inventory: 3x vials of sennari poison. 3x vials of somniject poison.

Pets: Male raven named Geffar.

Force Powers: LV 6 Master - 60 points, max 3

Telekinesis - 3
Force Resistance - 3
Tutiminus - 3
Telepathy - 3
Thought Shield - 3
Mind Trick - 3
Mind Twist - 3
Force Corruption - 3
Force Shock - 3
Force Lightning - 3
Chain Lightning - 3
Force Sense - 3
Force Empathy - 3
Force Destruction - 3
Force Blast - 3
Corruption - 3
Invoke Spirits - 3
Dwomutsiqsa - 3
Odojinya - 3
Waves of Darkness - 3

Voiceclaim: [Classified by order of Lord Nathemus]

Faceclaim: [Classified by order of Lord Nathemus]

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AADYA NESSIDIA

Name: Aadya Nessidia

Titles, Nicknames and Aliases: “Aicha”

Character Theme Music: “Navras” by Don Davis, from the “Matrix: Revolutions” soundtrack


Age: [Classified by order of Lord Nathemus]

Sex: Female

Species: Near-Human

Homeworld: Nfolgai

Height: [Classified by order of Lord Nathemus]

Weight: [Classified by order of Lord Nathemus]

Occupation: Mistress of the Seidren Citadel arcanium, overseer of the Citadel beast wing, Citadel chaplain, courtesan (former), handmaid (former)

Languages: Galactic Basic, High Sith, Ur-Kittat, High Galactic,

Affiliations: Final Sith Order, Lord Nathemus, Seidren Citadel

Physical Description: [Classified by order of Lord Nathemus]

Weapons: 2x Nightsister daggers. Handmaiden’s staff. Neuronic whip.

Clothing and Equipment: Duralumin and orichalc chest harness. Ruusan copper headdress. Karlini silk sleeves and skirt. Kelsh bangled bracers and anklets.

Descriptions of Abilities: Extremely skilled at reading, seducing and exploiting people. Highly skilled dancer and acrobat; heightened reflexes and sense of balance. Trained and talented beast tamer and dancer. Eidetic memory. Extensive knowledge of Human, Near-Human and several dozen alien species’ psychology. Heightened natural night vision. Deceptively strong. Near-contortionistic levels of physical flexibility. Trained apothecary.

Personality: Sensual, sultry and suggestive. Playful. Teasing and flirtatious. Hedonistic. Impulsive. Dramatic and theatrical. Has no sense of personal boundaries. Uninhibitedly expressive. Socially aggressive. Has shades of being a thrill-seeker. Manipulative. Perpetually energetic. Deeply amoral. Feigns ignorance and lack of intelligence behind the mask of sexual aggression to hide an extremely sharp and perceptive mind. Enjoys pursuing carnal and physical pleasures as well as teasing and provoking others. Values appearances, physical and metaphorical. Dislikes prudeness and the overly-conservative. Is a self-proclaimed “connoisseur of beauty”.

Myer-Briggs Type - Explorer: Entertainer ESFP-A

Enneagram Type 7 - The Enthusiast

Biography: Born a slave of Lady Nephthys - a Zeltron Sith amongst the Empire’s upper echelons - on Nfolgai, Aadya was raised not in squalor, but in the luxurious halls of her mistress serving as a handmaiden. Growing up under the close influence of her mistress, Aadya would pick many of her owner’s personality quirks and learn many of her skills, particularly in reading and manipulating people. As her handmaiden, Aadya was often a part of Lady Nephthys’ entourage when the latter traveled about the galaxy for both business and pleasure, during which she learned many of her social skills. Between the ages of six and eight she would demonstrate a talent for not only reading people beyond ordinary means - especially at her age - but also an uncanny knack for hiding and predicting the movements of others. Such behavior would cause her mistress to suspect that Aadya was Force-sensitive. When she was at the age Lady Nephthys was finally to obtain a Force detector and perform the test, where it was confirmed that Aadya was indeed Force-sensitive. From there she was quickly swept up as Lady Nephthys’ Sith apprentice.

Though she retained her status as a slave, Aadya was given significantly more respect and autonomy than she ever did as before, treated with more akin to Lady Nephthys’ daughter - albeit one with very high expectations to fulfill. Still, Aadya indulges in her new liberties with zeal, taking on many of her mistress’ revelrous mannerisms. However when it came to her apprenticeship, Lady Nephthys became something like a dark elder sister, while, as part of her training, Aadya became something akin to an instrument of her will. In addition to her exercises in expanding her Force-based repertoire, much of her training involved political subterfuge, psychological reading and manipulation, and covert operations. Such training exercise included infiltrating the private chambers of political figures and planetary leaders during the many galas and soirees she and her mistress attended as a courtesan, seducing and manipulating key individuals within unfriendly power bases into submission, and using her feminine charms to disrupt enemy political structures, and in the ensuing chaos, quietly sweep in to annex power for her mistress. During these undercover endeavors Aadya would take up the stage name of “Aicha” to conceal her true identity and subsequently her personal connections. Together Aadya and Lady Nephthys became a formidable duo as they garnered power and infamy for their beauty, their power, and their ability to seemingly effortlessly grow both.

However their success would eventually come to a tragic end. When Aadya was twenty-five, one of Lady Nephthys’ former paramours arrived at one of the parties she was attending at a lavish estate on Seyugi. A noble from the House Adasca from Arkania, her one-time lover had been jilted after Lady Nephthys had seduced him into surrendering a large portion of the Adasca Biomedical Corperation’s shareholdings, as well as a substantial amount in credits, raw gemstones, and medical supplies, to her and the Sith Empire. Initially confused by her disappearance, the noble’s disquiet quickly morphed into jealous rage when he saw her on the arm of her then-current target. Overwhelmed by a sense of betrayal he rushed back to his ship, a modestly armed luxury corvette, and turning its guns on the estate, opened a rain of laser cannon and missile fire on the party. The estate was burned to the ground. Lady Nephthys was caught in the heart of the inferno where she was incinerated, overwhelmed and surprised by the attack, but not before pushing Aadya to safety through a window. Aadya would become one of the few survivors of the attack.

In the wake of the attack the survivors struggled to collect themselves while emergency personnel arrived to put out the fire. During the chaos a Minstrel-class space yacht bearing the livery of the Sith House of Dreadwar descended upon the scene. Stepping out from the ship a tall, stately woman made a beeline for the grieving Aadya, introducing herself as Veida Oramel, a close associate of Lady Nephthys and a member of House Dreadwar, of which Lady Nephthys had also belonged. Sensing a disturbance in the Force and being the nearest member of House Dreadwar at the time she had rushed to Seyugi to investigate. After learning of what happened from and consoling Aadya, Veida helped the first responders put out the fire and even recovered Lady Nephthys' remains before reporting to Lord Nathemus the details of the incident. For an attack on a member of the Sith and a member of House Dreadwar, Lord Nathemus would personally attend to the nobleman - accompanied by Lord Xarxes no less, as the nobleman had come from a planet under his domain.

As for what remained of Lady Nephthys, Lord Nathemus appointed Veida to oversee the settling of her affairs. Over the next several days while she attended to the liquidation of the Nephthys estate and accounted for the late Sith lady’s connections, Veida realized just how powerful Aadya was in the Force. One evening after the day’s business was finished Veida sat down with Aadya to talk with her about the latter’s past up until that point over a glass of wine. It was then that after an evening of bonding that Veida decided to take Aadya under her wing to complete her training and, once her training was complete, recruit her to her Lord’s service. After conferring with the Sedriss and receiving his permission to move forward with her plan, Veida extended her offer to Aadya, who accepted.

Over her tenure of searching the galaxy of other worthy individuals, Veida would complete Aadya’s apprenticeship and help transform her into a fully-fledged Sith. During this time Aadya would discover her talent as a beast handler. She would eventually even become the owner of two akk dogs who became her constant companions. Once her training was complete Aadya would continue traveling with Veida as she searched for others to serve Lord Nathemus, over which time the two would develop a mother-daughter bond. When all the individuals had been found they returned to Prakith where Aadya now serves as mistress of the Citadel’s beast wing and arcanium, as well as acts as the chaplain for the Citadel’s chapel.

Vehicles: C-B7 interceptor landspeeder. Luxury-class sail barge.

Miscellaneous Inventory: Personal make-up, manicure and pedicure kit. 10x vials of the Elixir of Infatuation.

Pets: 2x male akk dogs named Tuunkahl and Oubliss

Force Powers: LV 6 Master - 60 points, max 3

Telekinesis - 3
Force Resistance - 3
Tutiminus - 3
Telepathy - 3
Thought Shield - 3
Augmentation - 3
Force Sense - 3
Force Sight - 3
Force Cloak - 3
Force Stealth - 3
Force Bond - 3
Drain Life - 3
Drain Force - 3
Mind Trick - 3
Force Stun - 3
Force Speed - 3
Force Empathy - 3
Beast Language - 3
Inertia - 3
Phase - 3

Voiceclaim: [Classified by order of Lord Nathemus]

Faceclaim: [Classified by order of Lord Nathemus]

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XALANAR ASHERFEN

Name: Xalanar Asherfen

Titles, Nicknames and Aliases: Commander Asherfen, Callsign “Crucible”,

Character Theme Music: “Marathon” by Junkie XL, from the “300: Rise of an Empire” soundtrack


Age: [Classified by order of Lord Nathemus]

Sex: Male

Species: Human (formerly), Reanimant sentient Korriban zombie,

Homeworld: Taspir III

Height: [Classified by order of Lord Nathemus]

Weight: [Classified by order of Lord Nathemus]

Occupation: Commander of Lord Nathemus’ personal forces, Captain of the Citadel Inner Guard, Citadel chief gravekeeper, Imperial infantry officer (former),

Languages: Galactic Basic, Ur-Kittat, High Sith, Huttese, Military Sign,

Affiliations: Final Sith Order, Lord Nathemus, Seidren Citadel

Physical Description: [Classified by order of Lord Nathemus]

Weapons: Sith alchemized duranium arming sword and short sword pair; both forged with a superior-grade quadranium edge, both imbued with flaming properties - blades are perpetually red-hot nearly to the point of ignition. Sith alchemized duranium partisan; the head is forged with a superior-grade quadranium edge and imbued with Drain Life and Drain Force.

Clothing and Equipment: Full plate armor suit made from Sith alchemized impervium; helmet is equipped with a built-in HUD, 3-MAL secure comlink, and multi-frequency targeting and acquisition system, utilizes gription to hold the armor directly to the body. Magnetic boots. Inertial inhibitor.

Descriptions of Abilities: Skilled strategist, tactician and swordsman; formally trained in military strategy and combat, Jar’Kai swordsmanship and fencing, polearm combat and Mandalorian martial arts. Moderately skilled marksman. Extremely skilled leader and military commander. Formally trained in Sith alchemy. Does not need to breathe, eat or sleep. Unlimited stamina. Unaffected by extreme temperatures. Immune to poison, disease and cold-based attacks. Extremely high pain threshold and tolerance. Enhanced strength and night vision.

Personality: Aloof. Generally stoical. Condescending to those whom he sees as inferior or those do not meet his standards. Cold. Pragmatic. Blunt. Cunning and calculating. Stalwart and unyielding. Perfectionistic. Relentless in achieving his goals. Unforgiving; rarely. if ever, forgets a slight. Thoughtful, thorough and deliberate in all he does. Dislikes wastefulness, laziness and half-heartedness. Loathes incompetence and cowardice. Values determination, martial prowess, intelligence and adaptability.

Myer-Briggs Type - Sentinel: Defender ISFJ-T

Enneagram Type 8 - The Challenger

Biography: A son of a high ranking Imperial officer and his Mandalorian wife, Xalanar was raised on Taspir III amongst the fortress left behind by the Imperial Remnant, now occupied by the forces of the Sith Order. Though he spent his early years crawling and toddling about the military installations, when he grew to be of school-age he was sent to the Academy of Carida where he resided as a boarder student. When he came home for the holidays he would be taught both Mandalorian culture and combat arts by his mother. Xalanar would excel as both student and combatant. Within the Academy Xalanar would would constantly be at the top of his class, graduating with honors and going on to become an infantry officer within the Imperial Army. As an officer his service record was pristine. Xalanar’s exemplary performance earned him multiple awards, including several promotions, across campaigns throughout the galaxy, enough that he eventually garnered the attention of the Sith. Summoned by Lord Nathemus himself, Xalanar was to be transferred to serve under his direct command as a major overseeing the non-Force sensitive soldiers within House Dreadwar’s garrison.

However tragedy struck the day before Xalanar was to be shipped out to Oricon. While overseeing the tibanna refueling of the Outer Jalor Sector fleet at Kril’Dor, one of the cruisers misfired during a routine testing of its turbolasers. The turbolaser bolt struck one of the refueling station’s tibanna, setting off a chain reaction that left the station in flaming ruin. Xalanar, caught virtually in the epicenter of the blasts, was left on the brink of death, his body broken and charred. When Sith forces arrived to investigate, Lord Nathemus at its head, they found Xalanar just clinging to life, barely able to explain the situation before ultimately expiring. However, Lord Nathemus would not allow such an ignominious end to such a promising beginning. The Dark Lord had discovered that Xalanar was not only Force-sensitive - the reason behind his meteoric successes - but particularly strong in the Force as well. It had been for this reason that he had transferred Xalanar to Oricon; to ultimately begin tutelage under him as a Sith.

Spiriting Xalanar’s body back to Korriban, Lord Nathemus used a combination of Sith alchemy and his own immense powers in the Force to bring the dead man back to life as a Korriban zombie. Unlike his mindless brethren, the Dark Lord also made a point of fully restoring all of Xalanar’s mental and physical faculties, making sure the resurrected man could make use of all that he had once possessed in life. Revived, Xalanar swore his new life to Lord Nathemus. And pleased with his new servant, the Dark Lord set Xalanar as a first sergeant in House Dreadwar’s infantry forces as he began training the soldier in the ways of the Force. Xalanar would prove to excel in his Force training as he had in his military career. Discovering a talent for smithing and as an armorer, Xalanar placed his talents in ensuring his forces had the best resources readily available to them at all times, whether they be in the form of tactics, training, or equipment.

Xalanar’s own moment of glory came while he was on Aargau when a rift developed between several high ranking officials within the Bank of Aargau and the Sith forces that occupied the planet. Xalanar, having obtained planetary citizenship - expedited by his Lord as part of his duties to House Dreadwar - was then stationed there to oversee the security of Lord Nathemus’ holdings on the planet. During this time tensions were running high between the Sith forces and the Bank; members of the Bank feared that the Sith presence on their world precluded a hostile takeover of their assets. Seeking to prevent such an outcome they moved to revoke Xalanar’s citizenship - along with the citizenships of all Sith residing on New Escrow - placing all of them in violation of the Second Statute of Aargau and legal cause for a purging of all Sith-affiliated forces on the planet. That evening the Aargau Home Guard launched an attack on the Sith base in New Escrow. The base, manned by Xalanar and only a modestly sized company of Dreadwardian infantrymen, were suddenly beset on all sides as the Home Guard came down on them while Sith-affiliated former citizens fled to the base for safety. Quickly herding the refugees within the walls of the base, Xalanar proved instrumental in its defense. Using his experience in the military, his training under Lord Nathemus and his power in the Force, Xalanar acted as the bulwark for the Sith defense, providing the tactical knowledge and sheer power needed to hold the line until reinforcements from Korriban arrived, led by Lord Nathemus himself. With the arrival of the Dark Lord the insurgency was quickly put down. After Sith control had been reinstated across the city and across the planet, Lord Nathemus promoted Xalanar to commander of his personal forces, bestowed upon him the personal callsign “Crucible” for his skill as a smith and for his resilience under heavy fire, and transferred him to Prakith where the Seidren Citadel, his new headquarters, was then under construction. Overseeing the Citadel’s construction, once it was completed he began working alongside Veida Oramel, the Citadel’s major domo, as her right hand, as the captain of the Citadel’s Inner Guard, and as the Citadel catacombs chief gravekeeper. He would also aid in orienting each of the new members of the Citadel’s leadership as they arrived, orienting them to the customs and way of Lord Nathemus’ estate. He now acts as the chief of both planetary and Citadel security, keeping a watchful eye over the Citadel grounds and the planet as a whole.

Vehicles: C-PH patrol speeder bike. Aggressor assault fighter.

Miscellaneous Inventory: Blacksmith kit. Weapons maintenance kit.

Pets: N/A

Force Powers: LV 6 Master - 60 points, max 3

Telekinesis - 3
Force Resistance - 3
Tutiminus - 3
Telepathy - 3
Thought Shield - 3
Augmentation - 3
Convection - 3
Pyrokinesis - 3
Mechu-deru - 3
Ballistakinesis - 3
Battlemind - 3
Imbue Item - 3
Forge Sith Armor - 3
Forge Sith Weapon - 3
Feed on Dark Side - 3
Force Weapon - 3
Force Wound - 3
Force Choke - 3
Force Reflex - 3
Force Jump - 3

Voiceclaim: [Classified by order of Lord Nathemus]

Faceclaim: [Classified by order of Lord Nathemus]

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RAASHNIR KAKEHVEN

Name: Raashnir Kakehven

Titles, Nicknames and Aliases: Colonel Kakehven, Callsign “Lurtz”,

Character Theme Music: “Times Change” by Russell Brower and Neal Acree, from the “World of Warcraft: Warlords of Draenor” soundtrack


Age: [Classified by order of Lord Nathemus]

Sex: Male

Species: Sith Pureblood - Massassi

Homeworld: Korriban

Height: [Classified by order of Lord Nathemus]

Weight: [Classified by order of Lord Nathemus]

Occupation: Colonel of the Massassi garrison, head of the Citadel defense, gladiator (former),

Languages: Galactic Basic, Ur-Kittat, High Sith, Huttese, Military Sign,

Affiliations: Final Sith Order, Lord Nathemus, Seidren Citadel,

Physical Description: [Classified by order of Lord Nathemus]

Weapons: Sith alchemized two-handed axe made from a quadranium-duraplast alloy; forged with a superior-grade quadranium edge. Vibro-voulge. Power hammer. 2x vibroknucklers.

Clothing and Equipment: Ribs, teeth and skull of a krayt dragon he slew as jewelry and portions of his armor. Quadranium steel boots, gauntlet, and armored girdle. Maalraas hide cloak. Sith shield.

Descriptions of Abilities: Skilled strategist, tactician and melee combatant; specializes in ax weaponry. Exceptionally physical strength and stamina. Formally trained in military strategy and combat. Fiercely intelligent. Brilliant military commander. Exceptionally high natural pain tolerance to the point of near-immunity. Able to perform rudimentary first aid. Trained in survivalism.

Personality: Stoic. Gruff. No-nonsense and uncompromisingly blunt. Pragmatic. Brutal, merciless, and fearless in combat. Cunning. Adaptive. Perceptive. Steadfastly loyal. Religiously enjoys melee and martial combat. Interprets ranged combat as cowardice though will grudgingly concede its necessity in warfare. Unabashedly aggressive in combat, yet remarkably self-possessed and composed.. Values boldness, resoluteness, resourcefulness and loyalty. Dislikes cowardice, disloyalty and indecisiveness. Physically violent when ultimately pushed to the brink though such outbursts are exceedingly rare and only in the most extreme circumstances. Strong proponent of social darwinism.

Myer-Briggs Type - Sentinel: Logistician ISTJ-A

Enneagram Type 6 - The Loyalist

Biography: Reared in the desert Massassi enclaves of Korriban, Raashnir was a natural-born fighter. Born and raised amongst the Sith purebloods he was constantly getting into brawls and skirmishes with the other Massassi. Instead of being the product of rude discourse and altercations, these fights were instead the deliberate choice of the budding warrior. Inspired by the warrior past of his people and the warrior cultures across the galaxy, Raashnir aspired to join the pantheon of galactic renown his heroes populated. To this end he eagerly threw himself into battle at every opportunity. Despite his apparent bloodlust, Raashnir treated each encounter as a means of improvement. Across his battles he was known not only for the vicious aggression he brought to each opponent, but also the unflappable composure and tranquil fury he demonstrated, creating an unsettling dissonance within his opponents. Not settling for pure combat experience, Raashnir also sought out the many books and treatises written down by his military forebears, teaching himself to read in the process - a rare demonstration of initiative for literacy amongst the Massassi. Becoming exceptionally learned in not only tactical combat but military strategy as well, Raashnir carried these lessons with him into each fight, becoming exponentially stronger and more cunning than his compatriots. Just as much as his skill as a combatant was unquestionable, his talent as a commander also was clearly beyond doubt. Though he lived in a time that rarely required the deployment of the Massassi legions, Raashnir would constantly hone his skill by throwing himself into Korriban’s gladiator pits and the mock battles the Massassi legions conducted to keep their skills sharp. During these mock battles Raashnir would rise to the top of the command chain for his fearlessness and his aggressive tactics. Combined with his military acumen Raashnir repeatedly led his forces to decisive victory. Likewise in the gladiatorial arena his fortitude proved indomable as went for first week, then month, undefeated against a growing number of increasingly dangerous and exotic foes.

It was during one such gladiatorial tourney that Veida Oramel arrived. For her part Veida was present to oversee the tourney on behalf of her lord’s, who at the time was preoccupied with organizing a Kaggath in the Imperial capital. She watched the tourney’s proceedings with only mild interest until Raashnir took to the arena. There he would face down a squad of YVH-series battle droids, a trio of maalraas, a reek and even a rancor, all with barely a scratch. Watching Raashnir’s seemingly effortless progress through the tourney roster, Veida was not only impressed, but realized that the warrior was instinctively drawing on the Force throughout his matches to fuel his abilities. When Raashnir won the tourney Veida awarded him the hides of the maalraas he had slain - and an invitation to join her in her skybox for a private conversation. Intrigued Raashnir accepted her invitation. In her skybox Veida explained that she was a representative of House Dreadwar, the rulers of the Sith Empire, and that his combat had impressed her enough that she invited him to join her in service to her master, Lord Nathemus. But before he could answer, Veida also said there was one final test, decreed by the Dark Lord himself after Veida had communicated the situation with him - he was to slay a canyon krayt dragon and bring its pearl back to him. Raashnir accepted the task. Given a shuttle, Raashnir was deposited on the edge of Beggar’s Canyon where he began his search for the famed dragon.

Making his way into the depth of the Laguna Caves he met not just one dragon, but two. In the cramped confines of the cave Raashnir was forced to go on the defensive. Many times he almost lost his life. The battle between the warrior and the dragons stretched into the night. In the dim light he discovered the dragons’ poor night vision. He would exploit this weakness by using his own shadow cast by his torch to trick the dragons into smashing the cave pillars, collapsing the chamber they were in and crushing one of them and forcing himself and the remaining dragon out into the open. There on the plains at the edge of the Dune Sea, Raashnir wrestled with the dragon, eventually breaking off one of its horns and using it to skewer its throat. Using the horn as a shovel he then dug out the pearl from the dragon’s belly. Covered in wounds and blood and gore, Raashnir returned to the pick-up rendezvous, pearl under his arm. He was warmly greeted by Veida as he boarded the shuttle and when they returned to Korriban, was met with the pleased remarks of Lord Nathemus as he took the pearl from Raashnir and the warrior onto his Citadel’s high command. Transferred to Prakith alongside a brigade of Massassi warriors to fill out the garrison, Lord Nathemus appointed Raashnir as colonel and head of the Massassi garrison and gave him the personal callsign “Lurtz” - after a famed Massassi warrior old yore - while Veida was to formally train him in the Force. When his training was complete, Veida gifted him weapons and armor forged by Xalanar Asherfen, made with the bones of the same krayt dragon he slew on Tatooine. Raashnir now stands over the garrison with a watchful eye, guarding the Citadel’s outer defenses for any unwanted interlopers, and overseeing its vehicle bay and the Citadel command center.

Vehicles: BARC command vehicle.

Miscellaneous Inventory: Weapon repair and assorted whetstone kit.

Pets: N/A

Force Powers: LV 6 Master - 60 points, max 3

Telekinesis - 3
Force Resistance - 3
Tutiminus - 3
Telepathy - 3
Thought Shield - 3
Augmentation - 3
Force Sense - 3
Force Sight - 3
Force Jump - 3
Force Punch - 3
Force Kick - 3
Force Body - 3
Force Rage - 3
Force Reflex - 3
Force Weapon - 3
Precognition - 3
Crucitorn - 3
Force Sphere - 3
Battle Meditation - 3
Feed on Dark Side - 3

Voiceclaim: [Classified by order of Lord Nathemus]

Faceclaim: [Classified by order of Lord Nathemus]

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ERAN TOLOUN

Name: Eran Toloun

Titles, Nicknames and Aliases: “The Darkling”, Zyler Eesdin, Arrac Vildobin, Hass Torki,

Character Theme Music: “March of the Guests” by Tobias Liljia, from the “Little Nightmares” soundtrack


Age: [Classified by order of Lord Nathemus]

Sex: Male

Species: [Classified by order of Lord Nathemus]

Homeworld: Farana

Height: [Classified by order of Lord Nathemus]

Weight: [Classified by order of Lord Nathemus]

Occupation: Head of Seidren Citadel’s alchemy wing and biolaboratories, Citadel dungeon warden, overseer of the Citadel gardens, chief interrogator, chief medical officer, medical aide (former), student (former), enforcer (former),

Languages: Galactic Basic, High Sith, Ur-Kittat, Huttese, Bocce,

Affiliations: Final Sith Order, Lord Nathemus, Seidren Citadel

Physical Description: [Classified by order of Lord Nathemus]

Weapons: 1x kal. 5x shikkar. 2x mullinine punch-daggers. Datadagger. 10x ascian daggers. Verpine shatter pistol. Personal medical field kit. Concealed dart launcher; 5x incendiary darts, 5x paralysis darts, 5x sleep darts, 5x poison darts. 5x steristeel scalpels.

Clothing and Equipment: Baffleweave-lined susurra-weave long coat. Shadowsilk shirt and pants. Stealth boots. Utility pouch. Sound dampening belt. Advanced Flesh Camouflage kit. AlterEgo street makeup kit. Retinal disguiser. Shadowsheath for weapons. Multispectrum disguise suite.

Descriptions of Abilities: Eidetic memory. Extremely agile and dexterous. Naturally honed reflexes. Highly skilled marksman, covert agent, and alchemist. Bladed weapons expert. Strikingly good night- and long-range vision. Ambidextrous. Extensive, near-medical professional level knowledge of Human and Near-Human species’ physiology, biology and anatomy. Skilled hunter, tracker and apothecary; exceptionally skilled at concocting homebrewed poisons and medicines. Skilled in botany and forensics. Extremely good at mimicking social behavior.

Personality: Quiet; almost never raises his voice except in the utmost of dire circumstances. Soft-spoken. Patient. Observant. Perceptive. Focused. Generally withdrawn and antisocial. Secretive. Guarded. Cryptic. Bookish. Manipulative. Utterly sociopathic and amoral. Hyper-focused whenever something catches his attention. Meticulous and obsessively detailed. Calculating. Near-unflappably emotionless at all times with only an irritated frown or tilted head as a sign of interest as the limits of his emotional expression. Dislikes the ignorant or the uneducated, being kept out of the loop or having secrets kept from him; abhors mysteries and when presented with one will near-neurotically seek to solve or unravel it. Values knowledge, intelligence and the active application of both.

Myer-Briggs Type - Analyst: Logician INTP-A

Enneagram Type 5 - The Investigator

Biography: The youngest child of a family of seven, Eran grew up on a farming homestead deep in the fog-laden countryside, born with a rare medical condition that rendered the entirety of his eyes completely black. This unsettling physical distinction isolated him from his family. Not that it mattered to him. Eran instead valued his solitude as he spent much of his time in the woods bordering his family’s property. An already dark child with an attitude on life that could only be described as macabre, Eran would develop an intensely morbid fascination with the seemingly intricate interaction between death and mortal physiology. Initially dissecting the corpses with a pilfered kitchen knife at the age of six, his fascination grew when he watched a rabbit succumb to the poison of the darkkoninn plant after eating one of its berries. Developing an equally intense fascination with how poisons affected the body, Eran began hunting down and experimenting on small animals and insects, using plants that he had foraged from the forest. It was during this time that he discovered his Force-sensitivity. Realizing he possessed seemingly supernatural abilities, Eran began experimenting on himself as well, testing the limits of his newfound powers and pushing every boundary he could. His family, already disturbed by how cold and distant he was to them and morbidly gruesome remarks he would make around the dinner table, finally put their foot down when they discovered that Eran had been using the family’s second barn to conduct his experiments - with all the gruesome test subjects he had accumulated within. His father gave him an ultimatum; give up his ways and conform to the family or he would arrange for Eran to be institutionalized at the nearest medical facility. Until he received an answer, the ten year old Eran was confined to the attic without food or water. That night while everyone was asleep, Eran used his powers in the Force to escape his locked room, then silently slit the throats of his family one by one. He would then dissect their bodies, hoping to answer why he had powers and they did not. When the food stores had run out and he had slaughtered every animal on the farm, he packed up his few belongings in a modest knapsack, and without looking back, left his farmstead with the dismembered and rotting bodies of his family and farm animals strewn across the property.

He would hike cross country for several days through the woods, using his hunting skills to feed off the forest fauna to sustain himself, until he arrived at the planet’s spaceport. There Eran would steal aboard a ship bound for Cadomi Prime. When the ship landed at Brella, the planet’s subterranean capital, Eran was forced to steal and scavenge from the resort of the city and the businesses surrounding them in order to survive. Several weeks into his new life he was taken in by an elderly surgeon when he was caught foraging in the clinic’s dumpster. Taking pity on the seemingly abandoned boy the surgeon brought him into his home where Eran was given a place to stay in exchange for helping out at the doctor’s clinic. Over the next seven years Eran would act as a form of nurse’s aid to the surgeon while the latter worked on tourists from around the galaxy who came to the clinic. All the while Eran would learn much about galactic physiology as he worked beside the doctor. For his part the surgeon was impressed by the boy’s skill with his hands and his rapid learning. When Eran turned fifteen the surgeon allowed him to work beside him in the operation room, as well as making medicines with full access to the facility. Eran would use this experience to hone his knowledge in the physiology of sentient species to terrifying effect; whenever the surgeon was out that day and Eran was tasked with carrying out operations by himself - as he still preferred to do in all his activities - he would conduct minor experiments on his anesthetic patients, though making sure that when they awoke they were unable to discern anything out of the ordinary had been done to them. However, with each instance of his experimentation successfully going unnoticed, Eran would increase the scope of his experiment the next time he had an opportunity to do so.

Unfortunately, as he continued escalating his experiments, the aftereffects started to become apparent in the patients after they left the clinic. When patients started coming back with complaints, Eran recognised that if he stayed, his work would be found out. Not inclined to have to potentially deal with the planet’s law enforcement, Eran packed up his things once again - this time stealing a number of things from his former employer, including identity credentials, medical equipment and credits, and slipped aboard a ship for Ruuria. There he forged himself a new identity, calling himself “Zyler Eesdin”, and used his stolen credentials to pass himself off as a new student in the universities there and a worker in the nearby factories. He would go on to further his knowledge in not only biology, but chemistry, botany and pharmaceuticals as well. Again he would use his position to conduct his experiments to see how far he could toe the line on manipulating the body between life and death, this time with a far wider number of tools and subjects at his disposal. Again his experiments would garner unwanted attention from his superiors. And again before he could be faced with scrutiny and ramifications for his deeds, Eran packed up and left, this time heading for Listehol. Landing at Port Tooga he would repeat his formula by creating yet a new identity, “Arrac Vildobin”, and embedding himself into the local black market who used his skills in stealth to further their planetary smuggling business as well as his powers and his knowledge in biology to serve as both an enforcer and interrogator. There he would acquire a number of stealth contraband to aid in his covert activities. The ring he worked for became so successful that they eventually garnered the attention of New Republic law enforcement. When a raid by New Republic forces came down on Port Tooga, Eran again fled, stealing one of the smuggling ring’s ships and making his way to Telos IV where he took up residence as a hermit in an abandoned greenhouse once used by the Jedi Agricultural Corps near one of the forgotten chapter houses. He would revitalize the greenhouse into his own personal laboratory with the surrounding fauna as his new supply of test subjects for his ongoing experiments.

It was here that Veida Oramel found him while she was on a mission to investigate the ruins of the Telosian Jedi Academy. Sensing his presence in the Force, Veida left her expeditionary group to find him in his greenhouse-turned-laboratory, now filled with vivisected animals and growing plants. After initial introductions and conversation Veida realized how potent Eran was in both the Force and his knowledge. To sway him over to her side Veida offered him the answer to the question he had been pursuing his whole life; how was the body able to manipulate the Force and why only a select few could. Immediately hooked by this promised offer, Eran agreed to help with Veida’s investigation, hoping to glean some possible answers for himself, and once it was completed return with her to Prakith. During this time Veida would use their conversations to gradually turn Eran entirely to her side while covertly using Mind Twist to eliminate his propensity for abandoning his causes at the first sign of trouble and replacing it with an intense devotion to Sith philosophy.

Once they were back at Prakith, Veida entreated Lord Nathemus for Eran to join Seidran Citadel’s leadership - once he had completed training under her; though he had a promising future with them, he was not just the polished instrument he yet could be. Lord Nathemus agreed. Eran would indeed be given a formal apprenticeship under Veida where he would not only perfect his abilities in the Force but also learn Sith alchemy as well as perfect his skill in poisoning and the gardening of exotic and lethal flora. Once the Citadel construction was complete he was welcomed onto its leadership where he was given reign over the alchemy wing and biolaboratories as well as being appointed the Citadel’s dungeon warden and chief interrogator, the overseer of the Citadel gardens, and the chief medical officer of the Citadel medical station - duties he faithfully carries out to this day.

Vehicles: N/A

Miscellaneous Inventory: Personal alchemical and chemistry kit. Transit chip. Surgical-grade dissection kit. Devaronian-blood poison gemstone. 5x vials of chall granules. 5x vials of manax-root poison. 5x vials of sennari. 5x vials of synox poison.

Pets: N/A

Force Powers: LV 6 Master - 60 points, max 3

Telekinesis - 3
Force Resistance - 3
Tutiminus - 3
Telepathy - 3
Thought Shield - 3
Augmentation - 3
Force Reflex - 3
Force Sense - 3
Force Sight - 3
Mind Shard - 3
Mind Trick - 3
Crucitorn - 3
Injure/Kill - 3
Inertia - 3
Teleport - 3
Shift Sense - 3
Psychometry - 3
Doppelganger - 3
Detoxify Poison - 3
Force Invisibility - 3

Voiceclaim: [Classified by order of Lord Nathemus]

Faceclaim: [Classified by order of Lord Nathemus]

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FIANNA ZEIBELLEN

Name: Fianna Zeibellen

Titles, Nicknames and Aliases: Callsign “Hardcastle”

Character Theme Music: “War Lord” by 2WEI


Age: [Classified by order of Lord Nathemus]

Sex: Female

Species: Human

Homeworld: Mandalore

Height: [Classified by order of Lord Nathemus]

Weight: [Classified by order of Lord Nathemus]

Occupation: Head of Seidren Citadel’s technology and security, overseer of Citadel arms, logistics, and munitions production, bounty hunter (former),

Languages: Galactic Basic, Huttese, Mando’a, Military Sign,

Affiliations: Final Sith Order, Lord Nathemus, Seidren Citadel, Clan Bralor, Bounty Hunters’ Guild,

Physical Description: [Classified by order of Lord Nathemus]

Weapons: Beskad. Twin WESTAR-35 blaster pistols. DLT-19D heavy blaster rifle (modified; equipped with vibrobayonet, Mk. III Mandalorian chamber, AA20 marksman bipod and 480.x1 multi-optic sight). Vibrosword and blade breaker pair. 4x C-25 fragmentation grenades. 4x thermal imploders. 4x Class-C thermal detonators.

Clothing and Equipment: Armorweave military uniform and pants. Shell spider silk under shirt and gloves. Beskar-plate plate armor Mandalorian helmet, gorget, spaulders, vambraces, segmented backplate, greaves and sabatons; gauntlets are equipped with internal line-slingers using flexisteel lanyards and magnetic grapplers, helmet is equipped with built-in rangefinder and comlink. Multishield generator belt. First aid field kit. Tactical three-point weapon sling.

Descriptions of Abilities: Skilled markswoman, melee combatant, strategist and tactician. Heightened physical strength, stamina, and mental fortitude due to Mandalorian training. Formally trained in Teras Kasi, Echani, and Mandalorian martial arts. Talented orator, negotiator, and engineer. Excellent at reading both people and the tides of conflict and adapting accordingly. Able to perform advanced first aid. In-depth knowledge on weaponry, armor and war vehicle construction from across the galactic spectrum.

Personality: Charismatic. Bold. Aggressive and fierce. Self-assured. Confident to the point of recklessness. Pragmatic. Perceptive. Watchful. Patient. Perfectionistic. Unabashedly blunt and straight-forward; does not diminish or sugar-coat any of her remarks. Hard-boiled. Adaptive. Physically and mentally quick on her feet. Stalwart in her beliefs and her own personal code of honor. Competitive. Values decisiveness and action. Dislikes hesitancy, tepidness, meaningless gains or half-measures. Adheres to an “all-or-nothing” mentality. Accepts nothing short of excellency, especially from herself. Passive-aggressive when angered.

Myer-Briggs Type - Analyst: Commander ENTJ-T

Enneagram Type 3 - The Achiever

Biography: Born and raised on Mandalore as a daughter of Clan Bralor, Fianna grew up with a deep affinity for weaponry and machinery. From an early age she could be found tinkering in her family’s workshop with leftover scraps and screws and disassembling everyday devices. It was from these early tinkering that Fianna realized her Force-sensitivity when she began to seemingly intuitively match every engineer and weaponsmith in her clan in mechanical comprehension before the age of six, though no one yet recognised it as such. Using her abilities she would further herself as she grew older, passing through Mandalorian customs with apparent ease as she trained with her parents in the ways of her people. When she was thirteen she passed the verd’goten, becoming a fully-fledged Mandalorian adult in the eyes of her people and the freedoms that came with it. Fianna would stay on Mandalore for several more years, perfecting both her knowledge and technique in weaponsmithing and engineering. During this time she would also take on bounty hunting jobs to further hone her skills in field combat while accepting contacts for weapons and armor from across the galaxy. In both cases Fianna would use the opportunity to train her Force abilities, not yet fully understanding what they were. It was when she took a deep look into her people’s history that she was able to piece together what she was when she compared her abilities against those of her people’s ancient enemy, the Jedi. Shaken into something of an identity crisis, Fianna left Mandalore to go on a soul-searching journey across the galaxy in the hopes of discovering who she was, if not hopefully one day affirm she was indeed a daughter of Mandalore.

Across this journey she would join the Bounty Hunters’ Guild as a freelance bounty hunter in order to maintain her combat skills and secure a source of income. Across the many missions she undertook, Fianna would develop a reputation of excellence, a deep comprehension of warfare, an indomitable strength of will, her uncompromising attitude, and her ruthless efficiency. She would earn the nickname “Hardcastle” for her stern demeanor, her extensive knowledge on war and her skill at combat engineering - a nickname she would take up as her official callsign. During one of these missions she would meet Veida Oramel - ironically, as enemies. Fianna had been hired to help guard a convoy carrying smuggled historical artifacts to a Core World museum. Unbeknownst to them, these artifacts were of Sith origin and Veida, alongside a contingent of Sith military personnel, were tasked with returning them to Dreadwardian vaults. Ambushing the convoy on Aldraig while it was resupplying, Veida and her forces engaged the bounty hunters who met them with fierce resistance. The two factions would fight to a stalemate for over three hours before Veida personally stepped in to survey why their operation had been so delayed. Recognizing that Fianna, who had been not only leading the convoy’s defense but the primary impetus behind it, was Force-sensitive, Veida was intrigued and called for a ceasefire. Stepping forward alone to meet Fianna, Veida began negotiations with her for the artifacts - as well as negotiations to sway Fianna over to her side. Using her Force Empathy to discern Fianna’s identity crisis and the many questions she had about her abilities, Veida offered to not only pay her double what her client was paying her as compensation, but she would also give her the answers she had been searching for all this time. To demonstrate their shared sensitivity in the Force - and how much stronger she was in comparison in it - Veida simultaneously lifted both the convoy speeder and several nearby trees into the air, tearing the latter clean out of the ground. Fianna had already become inclined to side with Veida as soon as the Sith had mentioned knowledge of the Force. But Veida’s demonstration was what sealed her decision.

Ordering her forces to stand down and accepting Veida’s offer, Fianna went back with her to Korriban with artifacts in tow. There, after the situation had been explained to Lord Nathemus, she would be taken under Veida’s wing to be fully trained in the Force, given the full history lesson she had so long denied, and to chance to join her people’s ancient ally, the Sith. Taking the opportunity Fianna did indeed join the Sith. And when her training was complete, she was appointed as the Seidren Citadel’s chief of technology and security and the overseer of the Citadel’s military productions. Bringing her knowledge and expertise to the Citadel’s leadership she now works to ensure the security and military supremacy of the Citadel’s defenses, overseeing the Citadel storehouses, the tunnel network throughout the grounds, the Citadel production facilities as well as the mining facilities beyond the Citadel perimeter.

Vehicles: Balutar-class swoop; modified with 2x Ax-20 blaster cannons, shrapnel cloud emitter and intruder trap shield generator. M12-L Kimogila heavy starfighter.

Miscellaneous Inventory: Weapons and armor maintenance kit. Schematics journal and sketchbook.

Pets: N/A

Force Powers: LV 6 Master - 60 points, max 3

Telekinesis - 3
Geokinesis - 3
Battlemind - 3
Battle Meditation - 3
Lesser Force Shield - 3
Force Resistance - 3
Tutiminus - 3
Telepathy - 3
Thought Shield - 3
Augmentation - 3
Force Barrier - 3
Force Weapon - 3
Force Punch - 3
Force Kick - 3
Force Jump - 3
Force Sense - 3
Force Reflex - 3
Precognition - 3
Technopathy - 3
Technometry - 3

Voiceclaim: [Classified by order of Lord Nathemus]

Faceclaim: [Classified by order of Lord Nathemus]

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