Karjr with a Blaster




“We do not forget. We do not kneel”
The Iron Covenant
OVERVIEW
Heirs to Myth. Forgers of Legend. The Iron Covenant is not merely a successor state to the fallen Mandalorian Enclave - they are a reawakening. Born in the crucible of hardship, forged in the aftermath of broken empires and divided Mand’alors, they have chosen not to chase galactic domination but to forge a living myth: one rooted in survival, legacy, and enduring strength.
Their rise began in the shadow of the Third Vong War for Kestri. While locked in war with the Galactic Alliance, the Enclave was called back home to face an ancient danger reborn. Mutated Yuuzhan Vong, once confined to a preserve on Kestri, had expanded in secret into vast underground warrens. In their thousands, they emerged to strike and the war for Kestri raged for more than a year. The fighting was brutal, the losses heavy. In the end, the Enclave prevailed, but only the capital, Tor Valum, and the second-largest settlement, Reaver’s Bay, remained standing, both scarred nearly to ruin. All other settlements were lost.
From the ashes of that war came the Iron Covenant - born of the effort to rebuild Kestri, to clear the wreckage, and to hunt down the last hidden pockets of the Vong. From the warriors who had defended her arose the Verd’kandar - the Shield of Kestri - forged from the remnants of the Si’kahya, dedicated now to protecting the homeland.
Though only about two years have passed since the Enclave’s fall, the Iron Covenant rose swiftly from the chaos, hardened, united, and resolute. Divided across two spheres - the snow-covered stronghold of Kestri and the roaming Mythos-Fleet - the Iron Covenant embodies duality: permanence and mobility, silence and fire, past and future.
THE TWIN PILLARS
I. Kestri - The Crucible of Snow and Flame
Kestri stands once more, not as a hidden redoubt, but as a fortified Mandalorian haven in Wild Space. Though its location is no longer secret, entry is heavily restricted. The Iron Covenant has transformed it into a mythic bastion: a world of glacial cliffs, storm-buried ruins, and frostbitten legends.
Foundation:
- The Verd’kandar, the Shield of Kestri, guard the snow-bound forges, catacombs, and mythic relics from ancient times.
- The Hall of Echoes hosts the Rekav’dral, a sacred council of leaders, bound by myth and consensus.
- Initiate Pilgrimage Trails test foundlings and outsiders who seek entry - brutal survival trials across tundra, mountains, and buried forge-warrens.
II. The Mythos-Fleet - The Wandering Forge
Forged from the remnants of the Enclave’s navy and reforged anew, the Mythos-Fleet is a constellation of war-clans, forge-vessels, and mythcarver ships that traverse the Outer Rim and the Unknown Regions. It does not conquer…it seeks purpose:
- Recovering lost foundlings
- Finding and guarding Mandalorian relics
- Resisting subjugation by empires or cults
- Writing new legends into the stars
THE FOUR CORNERS OF IRON COVENANT
I. The Rekav’dral - Governance & Mythkeeping
The Rekav’dral is the governing circle of the Iron Covenant - not a throne, but a voice for each clan, myth, and memory. Comprised of warriors, forgers, war-orphans, and wise exiles, their leadership is built on deed, not birthright.
- They convene in the Hall of Echoes on Kestri or through encrypted fleet rituals
- Decisions by consensus and counsel, not command
- Can summon fleets, command oaths, and sanctify myths
- Older and so wiser Mandalorians capable of leadership and upholding the foundation of the Iron Covenant
- Highly elite but spiritual warriors that want to rock the engraved beskar'gam drip
II. The Verd’kandar - the Shield of Kestri
Kestri’s Shield, the Covenant’s Final Wall. Formed from the remnants of the Si’kahya, the Verd’kandar were reforged into a defensive order, no longer seeking conquest, but the protection of relics, oaths, and the homeland.
Doctrine:
- Defense of Kestri and mythic sites
- Internal unity and rapid response to threats
- Training and initiation of warriors
Divisions:
- Mythos Guard: Guardians of sacred places and relic-bearers
- Forge Wings: Mechanized Basilisk war droid squadrons and armored strike forces
- Frost-Cloaked Commandos: Mountain-born stealth units skilled in cold warfare and ambush
- Guerrilla warriors that aren't afraid of wearing white beskar'gam and are capable of being a one-man army as they defend Kestri
- Basilisk riders or jet-pack enjoyers
- Highly elite but spiritual warriors that want to rock the engraved beskar'gam drip
- Mando blacksmiths
III. The Mythos Fleet - Spear of the Iron Covenant
The Spear, the Fire, and the Starborne Reach. The Mythos Fleet is the arm of the Covenant that sails the stars, striking fast, reconnoitering deep, and ensuring the Covenant endures far beyond Kestri.
Doctrine:
- Mobile strikes and recon warfare
- Naval protection and anti-piracy
- Rapid deployment of warrior-bands across star systems
Divisions:
- Iron-Howl Marines: Boarding specialists and shipboard defenders; also deployed to land operations
- Kyr’kara Blades: Zero-G combatants trained for void warfare and ship-to-ship fighting
- Starfang Wing: Basilisk War Droids and interceptor pilots bound to fleet doctrine
- The Mythcarver Armada: Flagships and capital ships - a fleet forged anew to carry Mandalorian myth into deep space
- Guerrilla warriors for ground warfare
- Warriors that like to board ships for that sweet hallway fighting
- Void of space enjoyers that like to float around ships and cause trouble on the outside via sabotage
- Basilisk riders or starfighter pilots for dogfights
- Fleeter Mandos that are hit-and-run enjoyers
- Mando blacksmiths
- Gordon Ramsay Mandos
IV. The Nynir’kad - The veiled blades
Espionage, Secrets, and the Shadows of Myth. The Nynir’kad are the unseen hand - the gatherers of truth, wardens of secrets, and defenders of the Clans' hidden edges. They ensure that Mandalorian legends are neither distorted nor lost.
Operating from Shad’kar, the shadow-keep of Kestri, they serve the Rekav’dral in silence.
Purpose:
- Espionage and infiltration of rival powers
- Internal security and counter-intelligence
- Retrieval of lost myth and cultural memory
- Assassination. Bounty Hunting and silent warfare, when needed
Cadres:
- Eidolon Veil: Embedded agents deep within hostile factions that can also act as Slicers and analysts of ancient and modern data
Espionage and infiltration of rival powers - Ghostblades: Silent eliminators, Bounty Hunters and saboteurs
- Spy mandos
- Tech-driven mandos capable of slicing/hacking/etc.
- Mandos well versed in history
- Mandos that double as chameleons and are not as beholden to their armour constantly
- Bounty Hunting mandos
- Assassin mandos/Ninjas with T-visors
BELIEF AND CULTURE
- The Mythosaur: A symbol of endurance, not dominance
- The Forge: Creation is survival
- The Snow: Cold unity shaped by shared hardship
- The Storyfire: To be remembered is to never truly fall
Espionage and infiltration of rival powers
Traditions:
- Storyfires: Nightly tales across fleet and hearth
- Blacksteel Ceremonies: Armor of the fallen reforged into new legend
- Duels of Worth: Combat rooted in honor, restraint, and meaning
- Legendscar Trials: Deeds and trials to earn a name that lives in story
The Iron Covenant does not demand allegiance. It demands memory. To walk among them is to swear to endure, to create, and to be worthy of story.
“We do not forget. We do not kneel.
Vode Darasuum."
Vode Darasuum."

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