Star Wars Roleplay: Chaos

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

Enclaves

The Enclaves are Independent or Allied groups that desire to maintain a presence within the Alderaan System and the other associated Free Worlds, such as the Mandalorians, the New Jedi Order, even other Major Governments and Corporations are permitted to establish their own Enclave.

This is extra, as the Royal House of Alderaan won't be maintaining its own faction specific Force Order, an Enclave might provide that involvement.

You may Post your Enclave in the thread. Please mark clearly if WIP.

ENCLAVE INDEX
List​
RULES
  1. An Enclave is a small organization within the Free Worlds, not a major military powerhouse in its own right.
  2. Super Fortress are often seen as aggressive actions and should be avoided. Independent Defenses are allowed however.
TEMPLATE
Name: (Name of the Enclave, IE: Mandalorian Enclave or Jedi Enclave)

Owner: (The PC or NPC in charge of the Enclave, or governing body. Give as much or as little detail about their IC responsibility and role with the Enclave as you wish)

Leadership: (Any PC's or NPC's with seniority or notable authority within the Enclave)

Locations: (The general area of influence of the Enclave within the Free Worlds. Location Subs may be linked here)

Description: (Give a Description of the Enclave and its history here. Any additional relevant information can be included here.)

Enclave Rules: (List any OOC Rules for joining or maintaining Membership)

Enclave Laws: (List any IC Laws you feel are necessary or specific to the enclave, such as a Jedi or Force Order Code)

Hierarchy: (Detail any military or general hierarchy within the Enclave, IE Jedi Master, Jedi Knight, Padawan, Youngling. Feel free to be as general or as specific as you like.)

Active Members: (Tag any current Active members. Please attempt to keep this reasonably up to date.)
 
CLAN VEREEN
[Logo]
OWNER:
  • [member="Draco Vereen"]
LEADERSHIP:
  • Jarl Volgrim
  • Ancient [member="Rach Vizla"]
LOCATIONS:
  • Juran Mountain Village, Alderaan
DESCRIPTION:
The Clan Vereen Enclave is small, a simple village stuck in the Juran Mountains near a small deposit of Phrik consisting of a single Kindred and several small family groups. The people of the Enclave chose to live in relatively primitive society, valuing their tribal and shamanistic tendencies and traditions over the modern luxuries of technology. The Kindred is a group of families that share communal buildings and food stores, with their village surrounding a Long House acting as the seat of power. They prefer to maintain their self-reliance forming self-sustaining communities through farming, smithing, mechanic work, and other trades to provide for their families.

In peacetime, they are avid farmers, smiths, mechanics, hunters, trappers, and other professions, but most importantly they are family people. They work the fields or hunt together, teaching their children how to live in the frontier, how to work with the land and not against it, to respect the world and nature around them. For some time, Clan Vereen was focused solely on warfare, and since the Clan’s focus has shifted to ensuring its own survival and prosperity under the tenants of the Resol’nare, Kindred have commodities and luxuries available, but seldom use more technology than electricity. Many still use beasts to pull plows and carts rather than using repulsorlift vehicles and only make use of modern medicine when absolutely necessary.

Seers, or shamans, are Force-Sensitive members of the Clan, often adorned in furs, bones, horns, and antlers, denoting them of their special rank within the hierarchy. Normally they will live alone or with a small group of two to five other seers near the Enclave but not actually within the village, aiding that group as only those sensitive to the Force can. Sometimes they will request provisions from a Kindred, though it is common for them to be self-reliant, only venturing into the settlement when they have news or are summoned.

ENCLAVE RULES:
  • Please Ask before joining.
ENCLAVE LAWS:
  • Follow the Tenants of the Resol'nare, Clan and Family come first.
  • Slavery of Sentient beings is banned and punishable by imprisonment.
  • The Slaying of non-combatants is prohibited.
HIERARCHY:
The Rank Structure for Clan Vereen is very loosely organized, Alor Vereen ruling with complete authority having taken a backseat to leadership in order to focus on raising his family, Jarl Volgrim instead controls the Enclave on the planet and the small bands of Mandalorians living separately in the mountains, claiming responsibility for every member of Clan Vereen on Alderaan. He is responsible for controlling the Fleet and Defenses of his territory and ensuring his people are properly supplied for the colder months.

Beneath him there are Skalds, the most experienced able bodied warrior in the Kindred that acts as the Enclave's second in command. Often he will remain with the Enclave when the rest of the warriors go out to fight to act as a homeguard.

The Kindred’s Ancients, warriors that have lived past their ability to keep up with the younger generation even through their immense experience, act as advisers and defenders in dire circumstances. These warriors are revered and respected, offering what assistance they are able and providing a plethora of life experience to their leader.

Warriors are the base-line member of Clan Vereen, men, women, aliens, humans of all shapes and sizes. Outside war, they have a profession, such as farming, hunting, leatherworking, smithing, or mechanic work that they use to aid the Kindred and provide for their families. In battle, a few older, more experienced warriors called Einherjar are chosen to lead small groups of their kinsmen.

Finally Young Bloods are young adults and teens that have yet to complete their Verd’goten. These young people form small groups lead by a few experienced warriors in battle, hot headed and filled with more courage than intelligence, they are fearsome, willing to charge through a hail of blaster-fire with reckless abandon to prove themselves.

In battle Shamans act as any other warrior or Young Blood, depending on their level of skill and age, making use of their Force abilities as they can however they are far from reliant on such abilities.

The Solus Nek are what few warriors who willingly cast off their identity and honor due to the extreme trauma or loss of their clansmen, taking up the mantle of Dar'manda until they are able to regain their honor and their place in the Manda. They seek this by finding a pivotal point in battle and attacking it with inhuman fury. If they are victorious they reclaim their honor. If they fail, they die in a blaze of glory, thus regaining their honor.

ACTIVE MEMBERS:
  • Alor [member="Draco Vereen"]
  • Alor’riduur [member="Faith Organa"]
  • Ancient [member="Rach Vizla"]
  • Young-Blood [member="Laira Vereen"]
  • Young-Blood [member="Theo Vereen"]
 

Users who are viewing this thread

Top Bottom