Star Wars Roleplay: Chaos

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Kaine's Workshop

Planets - [5]
Species - [7]
Locations - [35]
NPCs - [62]
Lore - [16]
Technology - [43]
Vehicles - [20]
Starships - [90]
Companies - [2]
 
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OUT OF CHARACTER INFORMATION
  • Intent: Create a resource mine for TSE
  • Image Credit: Click - CoolVibe
  • Canon: N/A
  • Links: N/A
SETTING INFORMATION

[*]Location: Despayre
[*]Affiliation: The Sith Empire
[*]Size: Massive
[*]Population: Sparsely Staffed
[*]Profit: Medium
[*]Accessibility: Horuz is restricted for the majority of the Sith Empire's civilian population with notable exceptions for high-ranking civil administrators with proper clearance. Military officials and members of the Sith Brotherhood have a greater range of access depending on their level of clearance, with the Emperor possessing unrestricted access.
[*]Description: Comprised of five separate kilometer deep mines and processing facilities, the Imperial Penal Colony of Horuz is one of the largest labor camps in the Sith Empire. Prisoners of war and slaves from all over the galaxy are forced to work in grueling deplorable conditions to mine innumerable tons of valuable ore in near darkness and with constant harassment from the Dungeoneers that oversee them.

Hydraulic jacks and plasma torches were used to carve out ore-rich seams deep below the earth, the ore then piled into mag-carts which were then moved onto reinforced lifts for movement into the above-ground processing facilities. Dungeoneers guarded the entrances to these lifts, willing to execute any slave that stepped out of line.

No organic slave worked in the processing facilities, those were operated by paid engineers and manned by droids outfitted with restraining bolts to move the harvested ore into heat furnaces where they would be refined into ingots. Those would then be collected in large containers and prepared for shipment to the dozens of shipyards and manufacturing centers across Imperial space.

POINTS OF INTEREST
SECURITY
HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: Further flesh out the Epicanthix religion
  • Image Credit: Click - Wikipedia
  • Canon: N/A
  • Links: N/A
GENERAL INFORMATION
  • Religion Name: Covenant of the Panathan Gods
  • Religion Type: Polytheistic Force Religion
  • Influence: Interplanetary
  • Symbol: The symbol most commonly identified with the Covenant is the unicursal hexagram
    hKuHkhZ.png
    , which is prominent on articles of clothing worn by the Devout and adorns the exterior and interior of the multitude of sacred temples scattered across the Pacanth Reach. The most common color of this symbol is green, as green is the color most commonly associated with the Covenant's primary deity, Nereus.
  • Description: The Covenant of the Panathan Gods is the dominant religion on Panatha and the other worlds within the Pacanth Reach, having maintained this status for many thousands of years prior to the modern age. Polytheistic in nature, the Covenant is comprised of a pantheon of eight deities of varying aspects and importance within Epicanthix society. In line with the galactic reverence for the Force, each of the Covenant Pantheon are viewed as Force-Wielding deities and are considered to be personified aspects of the Force itself. Thus, Force Users are considered to be divinely blessed by the Covenant and are regarded very highly in Epicanthix society.
COVENANT DEITIES
  • Nereus
    Male Force God
  • Embodies War and Sacrifice
  • Leader of the Covenant
  • Represented Color: Green

[*]Nussyn
  • Female Force God
  • Embodies Fertility
  • Partner of Nereus
  • Represented Color: Purple

[*]Neaos
  • Male Force God
  • Embodies Virility
  • Partner of Nereus
  • Represented Color: Orange

[*]Oryz
  • Female Force God
  • Embodies Cunning
  • Represented Color: Yellow

[*]V'kom
  • Male Force God
  • Embodies Domination
  • Represented Color: Red

[*]Tel
  • Female Force God
  • Embodies Knowledge
  • Represented Color: Blue

[*]Vodai
  • Male Force God
  • Embodies the Dead
  • Represented Color: White


SOCIAL INFORMATION
  • Founder: It's unknown who exactly founded the Covenant, as such information had been lost or forgotten thousands of years ago. All that remains is myths and legends.
  • Membership: Though the majority of adherents are of the Epicanthix species, it is not uncommon to see non-Epicanthix converts inside of the Pacanth Reach. Due to the Epicanthix's warlike nature, they heavily proselytize everywhere their influences touches and have taken great efforts to spread their religion.
  • Sacred:
  • Dogma:
  • Reputation:
MEMBERS
HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: Create a technology that drains the Living Force from its environment
  • Image Source: Click - Resistance Wiki
  • Canon Link: N/A
  • Primary Source:
    Force Harvester

PRODUCTION INFORMATION
  • Manufacturer: Sith-Imperial Corps of Engineers
  • Affiliation: Emperor Carnifex
  • Model: Force Siphoner
  • Modularity: N/A
  • Production: Semi-Unique
  • Material:
SPECIAL FEATURES
STRENGTHS
WEAKNESSES
DESCRIPTION
 
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OUT OF CHARACTER INFORMATION
  • Intent: Flesh out Bast Castle under TSE control
  • ​Image Credit: Click - Eli Maffei
  • Canon:
    Bast Castle

[*]Links: N/A
SETTING INFORMATION
  • Structure Name: Bast Castle
  • Classification: Stronghold
  • Location: Vjun
  • Affiliation: The Sith Empire
  • Accessibility: All of Bast Castle shall be open to any member of the Sith Brotherhood in perpetuity. Sith may come and go as freely as they wish, though the castle is off-limits to civilians and the lower echelons of the Imperial Military.
  • Description: The ancient stronghold of Darth Vader, Bast Castle had been a haven for those who worshipped the Dark Side of the Force in the centuries after the fall of Vader. The castle passed through many hands before ultimately falling back into the hands of the Lords of the Sith, who purged the castle of the miscreants and trespassers who profaned its hallowed halls before bequeathing the castle and its surrounding land to the Sith Brotherhood. The entire castle has undergone extensive reconstruction and refurbishing, with most of the original structure covered up by new architecture that resembled a fusion between the traditional brutalism of the Sith Empire and the gothic aesthetic of the local Vjunite people.

    Inside the castle was everything a Sith could desire in a sanctuary, ample accomodations for each knight, training chambers large enough to hold an entire class, multiple workshops to hone their individual crafts, and a library stocked full with holo-books that cover nearly every subject known to the galaxy.
POINTS OF INTEREST
  • Sith Suite: Situated near the pinnacle of the main tower, this expansive suite is dominated by dozens of well-furnished private rooms where members of the Sith Brotherhood would reside when living inside the castle. Each room was filled with all the amenities that was expected; a large comfortable bed, an ornate dresser filled with generic relaxation garments, a refresher, and a chest where a Sith could house their personal objects.
  • Meditation Room:
  • Workshop:
  • Sith Dojo:
  • Library:
  • Hangar Bay:
  • Larder:
  • Security Barrack:
  • Detention Level:
  • Interrogation Chamber:
SECURITY
  • Rating: Medium
  • Defensive Emplacements:
  • Security Forces:
HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: Create some Yuuzhan Vong brutes for TSE
  • Image Credit: Click - Wookieepedia
  • Role: Shock Troopers
  • Links: N/A
GENERAL INFORMATION

[*]Ranged Weapons

[*]Armor

[*]Shields

[*]Other Biots


[*]Description:

COMBAT INFORMATION
  • Unit Size: Medium
  • Unit Availability: Uncommon
  • Unit Experience: Veteran
  • Combat Function:
STRENGTHS
WEAKNESSES
HISTORICAL INFORMATION
 
OUT OF CHARACTER INFORMATION
  • Intent: Codify the co-capital of TSE and include all of the Chaos history
  • ​Image Credit:
  • Canon:
    ​[x]

[*]Links:

GENERAL INFORMATION


[*]Moons:
  • ​Both moons were christened by the ancient Sith Emperor Vitiate following the twenty year exodus of the Sith people from Korriban. Cumulatively they were known as Lishut Tsyairal, the Eternal Gaze.
    ​Rûnat, the Sword of Kaas
    ​Considered to be the primary moon of the Lishut Tsyairal, Rûnat was a heavily offensive fortress pocked with hangar bays, weapon emplacements, and capital ship dockyards.

[*]Mipâqib, the Shield of Kaas
  • ​Considered to be the secondary moon of the Lishut Tsyairal, Mipâqib was a heavily defensive fortress possessing strong planetary shield generators that could project a near impenetrable defense over Dromund Kaas.



[*]Other Planets:
  • Dromund Ixin
    ​The first planet in the Dromund system, an barren moonless rock incapable of supporting life.

[*]Dromund Kalakar

[*]Dromund Fels​
  • ​The fourth planet in the Dromund system, an arid planet capable of supporting life orbited by one moon. Though not as populous as Dromund Kaas, Dromund Fels provided a haven for those initially affected by the Sack of Dromund Kaas. Those that permanently settled formed societies that remain to the present day.

[*]Dromund Tyne
  • ​The fifth planet in the Dromund system, a barren moonless rock incapable of supporting life.



[*]Location: Dromund Kaas Hex
[*]Major Imports:
[*]Major Exports:
[*]Unexploited Resources:
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GEOGRAPHIC INFORMATION
  • Gravity: Standard
  • Climate: Wet, Heavily Electrified
  • Primary Terrain:
    Swamp
  • Jungle
  • Ocean

[*]Atmosphere: Type I - Breathable
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LOCATION INFORMATION
  • Capital City: Kaas Megalopolis (Kaas City)
  • Planetary Features:
    Continents:
    1. Kosqam (“Ascendant”)
    ​Kaas Megalopolis (70% of the continent)

[*]2. Jongaib (“Abundance”)
  • ​Beaches
  • Extensive settlements

[*]3. Sedukaz (“Precarious Terrain”)
  • ​Most prevalent earthquakes
  • Military training facility

[*]4. Shikat Sahlaj (“Tears of the Lady”)
  • ​Only half-settled
  • Sites of abandoned ancient ruins

[*]5. Ridzwem (“Stalwart”)
  • Agrarian communities and ranches in the southern 60% of the continent
  • Cooler temps
  • Popular winter resort destinations scattered throughout the northern 20% of the continent

[*]6. Regrush Tsiput (“Creeping Oblivion”)
  • ​Northern Arctic shelf

[*]7. Yarash Tsiput (“Creeping Desolation”)
  • ​Southern Arctic shelf


[*]Oceans:
  • A. Yaikish Kimyet
  • B. Yaikish Tsrob
  • C. Yaikish Zaypalaj
  • D. Yaikish Wâshleq
  • E. Yaikish Glâzar
  • F. Yaikish Kojef

[*]Seas & Gulfs
  • a. Dartaz Qapar
  • b. Dartaz Sopaj
  • c. Dartaz Pirmet
  • d. Dartaz Nolek
  • e. Dartaz Tunliz
  • f. Dartaz Utor
  • g. Botaj Aprom
  • h. Botaj Rijar


[*]Major Locations:
  • Cave of Shadows: The Cave of Shadows was an ancient Sith tomb on the planet Dromund Kaas filled with ritualistic runes.
  • Dark Force Temple: The Dark Force Temple was a Sith temple established on Dromund Kaas, one of the many colony worlds of the original Sith Empire. The structure was so steeped in the dark side of the Force that it became a dark side nexus.
  • Dark Temple: Built by the Sith Lord Pharshol in millennia past, the Dark Temple has served many purposes over the centuries before being restored in the post-Gulag Age. Now a dedicated temple to the training of the Empire's most promising students, hundreds of personnel occupy the structure at any given time.
  • Darth Andru's Tomb: Darth Andru's tomb was a tomb constructed for the Sith Lord Darth Andru on the planet Dromund Kaas located west of Kaas City.
  • x. Dzizroqad (“Bringer of Ruin”): The continent of Shikat Sahlaj, originally called Zaijaratif (“green isle”), was renamed when this massive volcano erupted in 4843 ABY, wreaking havoc on the settlements on the main part of the continent, as well as on the coasts of Sedukaz and Jongaib.
  • Lost City of Kaas: When the Mandalorians sacked and burned Dromund Kaas, they caused catastrophic damage to a large majority of Kaas City. Much of the ruined city collapsed into the earth, eventually forgotten as the planet was repaired and the old city was covered by new urban sprawl.
  • z. Mognosk (“Seat of Knowledge”): The island across the Wailing, it is home to the Dark Temple and a massive abandoned quarry, never used by the Empire. The dock is on a narrow spit of land at the bottom of a sheer cliff; one must navigate a treacherous switchback path cut into the face of the cliff itself in order to reach the wide, imposing stone stairs leading to the temple. The shrieking of the wind through the Wailing can be heard everywhere on Mognosk, and it’s whispered in more susceptible corners that one can be driven mad from the sound alone, let alone the influence of the temple and its many restless spirits.
  • Sith Academy: Rebuilt after the Sack of Dromund Kaas, the Sith Academy became one of the largest facilities to train Sith hopefuls in the entire Empire; third only to the Korriban and Bastion academies.

FORCE NEXUS
  • Nexus Name:
  • Nexus Alignment:
  • Size:
  • Strength:
  • Accessibility:
  • Effects:
POPULATION
  • Native Species:
    Canon/Legends Species
    Jurgoran: Large, carnivorous amphibians that were at the top of the food chain. Only rivaled by the gundark, however, both species were limited to the swamps and marshes. Used as a symbol by both Imperial and Sith alike for strength and ferocity.
  • Yozusk: Yozusk were territorial beasts with rocky protrusions on their back. They had long arms which they used to exhume their prey which lived underground. They relied primarily on their sense of smell in the darkness and were nocturnal. They were incredibly strong, and many young thrill-seekers enjoyed fighting the yozusks before they went after the stronger gundarks.
  • Sleen: Sleens were slow and omnivorous lizards native to Dromund Kaas. A swamp forager, it ate insects and preferred a damp and dark environment. It hunted the swamps and forests for insects and then went back to its hollowed out log or hole in the ground.
  • Vine Cat: Vine cats were large predators that, because of their large size, had to eat often. Fortunately for them, they were highly developed hunters, using their long, heavy tails to balance. They also had razor like claws, with which they able to quickly dismember their prey. They were capable of easily scaling steep cliffs, trees, and other near-vertical objects.
  • Swamp Wampa: Carnivorous mammals, related to the common ice wampas found on Hoth. Different coloring and lighter coat. Can be used as a fancy rug.
  • Mailoc: Mailocs were flying predators about the size of skettos and with somewhat reptilian heads. The mailoc was constantly airborne, lacking legs, and also possessed very large, two-pronged stingers—that could penetrate most armor and personal shields—at the ends of their tails. Mailocs often appeared in swarms and attacked by swooping down on their prey, biting with their small jaws and stinging with their tails. They emitted a high-pitched shriek when excited.
  • Gundark: Fierce, large, hot tempered, predatory mammals. Top of the food chain, rivaled by the Jurgoran, but again, limited to swamps and marshes. Considered semi-sentient.

[*]Chaos Species
  • Drakegator: Massive aquatic reptilian predators, the Drakegator stalks the riverways of Dromund Kaas and devours nearly anything it can sink its teeth into. Taming by the Sith has turned the Drakegator into a formidable war-steed.

[*]Non-Chaos Custom Species
  • Jikan: Jikan are reptavians that thrive on Dromund Kaas, particularly within Kaas City. These small creatures can be found flocking around the many statues and monuments that dot the landscape. Being opportunistic scavengers, jikan can be found around the eating establishments and picking through biodegradable trash bins around the city. Some citizens will even sit at a park and toss food bits to them.
  • Plesine: Also called “plessy/plessies”, these are large omnivorous, aquatic reptiles. Various species found throughout Dromund Kaas, out in the oceans, in rivers and swamps, just everywhere. Domesticated early on after the resettlement of Dromund Kaas, used as “water horses”.
  • Flutterfish: Flying fish also commonly called “flish”, the Flutterfish will fly and flutter about out of the water, but need to dive back down to take a breath once in a while. Only found out in the wide expanses of Dromund Kaas' oceans, there are many different species coming in all sorts of colors, patterns, and sizes. The larger, predatory ones can be an annoyance to the fish farmers hence why some of the smaller livestock are kept in pods.
  • Silkra: Beautiful, gentle giants of the oceans. It is considered good luck to see one. The long, colorful fins and the way it swims invokes the image of a flowing silk ribbon, hence the name.
  • Bobe: One of the most common types of farmed fish. Easy to breed and maintain, bobes provide for a good bulk of the fish meat on Dromund Kaas.
  • Kranawl: An aquatic, predatory reptile that lurks near the coastlines of Dromund Kaas. Since they congregate around the estuaries and deltas and away from the inland swamps, they generally do not compete with gundarks or jurgorans. Kranawls lie in the water and wait to ambush their prey. Their bite possesses enough strength to bend durasteel beams.
  • Terrormaw: These are pack hunting fish that roam the oceans. Their name comes from the fact that they have a second pair of jaws inside their mouth. The horizontal stripes along the body are bioluminescent and light up to signal others in the pack.
  • Akkfish: Named after the loyal akk dogs on land, these are domesticated, carnivorous fish that are highly intelligent and obedient. Used to corral, herd, and protect the bobes and other livestock fish. They have a tough, bony armor plating on the head and back to help them defend against other attackers.
  • Slysor: A small, vibrant amphibian. These creatures lurk around the undergrowth and on the trees in the swamps. They’re slimy, smells funny, and generally unpleasant. They have tiny needle-like teeth that inject venom, which is said to be painful but rarely lethal. The wings are useless for flying, but are mainly used as warnings signs.
  • Gerox: A small mammal that lives in the undergrowth of the jungles. Feeds on nectar with its long, proboscis tongue. About the size of a greyhound, some of the local Imperials have taken up breeding and racing gerox for sport and gambling. Gerox are very quick, nimble, and agile. They can run, hop, bounce, all around the jungles with ease, avoiding the jaws of a kawnawl or the claws of a gundark.
  • Morrisk: Brightly colored and patterned, these are opportunistic scavengers and will eat almost anything. Used as cleaners around the fish farms and some aquariums.
  • Disun: Another commonly farmed fish. The roe of disun is commonly turned into caviar.
  • Hehu: Funny looking little fish. Commonly kept as pets by the Nautolans. Not the brightest of animals.
  • Eol: The much, much smaller and common relative of the Silkra. Farmed for meat. Prettier breeds and variations are for aquariums. Ugly, plain ones are for food.


[*]Immigrated Species:

[*]Chaos Species


[*]Population:
[*]Demographics:
[*]Primary Languages:
[*]Culture:
GOVERNMENT & ECONOMY
  • Government: Military Autocracy
  • Affiliation: The Sith Empire
  • Wealth:
  • Stability:
  • Freedom & Oppression:
MILITARY & TECHNOLOGY
  • Military:
  • Technology:
HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: Create a new starfighter for the Emperor
  • Image Source: Click - James Clyne
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION

TECHNICAL SPECIFICATIONS
  • Classification: Elite Starfighter
  • Length: 22.3m
  • Width: 14.2m
  • Height: 4.7m
  • Armament: Very High
    ​[3] Medium Laser Cannons
  • [1] Heavy Laser Cannon
  • [1] Mag-Pulse Warhead Launcher
  • [1] Cluster Missile Launcher

[*]Defenses: Moderate
  • Armour and Hull Plating
  • Deflector Shields (Overlaid Ray and Particle Screens)
  • EWAR, Electronic Countermeasures, Chaff and, Flare Launchers
  • Emergency Thrusters (Chemical Propellent)

[*]Squadron Count: None
[*]Maneuverability Rating: Moderate
[*]Speed Rating: Moderate
[*]Hyperdrive Class: Very Fast
STANDARD FEATURES
  • Advanced Sensor and Targeting Systems
  • Advanced Navigation and Avionics Systems
  • Advanced Communications Suite (Encrypted with Planetary Military Keys)
  • Advanced Atmospheric Seals and Perfunctory Oxygen Scrubbers
  • Advanced Subspace and HoloNet Transceiver(s)
  • Standard Inertial Compensators
  • Standard VTOL Repulsorlift Antigravity System
  • Standard Homing Beacon (Encrypted with Planetary Military Keys)
ADVANCED SYSTEMS
STRENGTHS
WEAKNESSES
DESCRIPTION
 
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OUT OF CHARACTER INFORMATION
  • Intent: Codify some TSE Lore Fluff
  • Image Credit:
  • Canon: N/A
  • ​Links: N/A
GENERAL INFORMATION
  • Organization Name: Circle of Imperial Protectorates (CIP)
  • Classification: Protectorate Confederation
  • Affiliation: The Sith Empire
  • Organization Symbol:
  • Description:
GEOGRAPHICAL INFORMATION
  • Headquarters: The CIP serves at the discretion of the Sith-Imperial government at Bastion, with each viceroyalty of the CIP simultaneously designating their own capital for local affairs.
  • Domain:
    Viceroyalty of Mid Rim Margraviates (VMRR)
  • Chiss Ascendancy (CA)
  • Pacanth Reach (PR)
  • First Order Remnants (FOR)
    ​Bakuran Junta
  • Dosuun Hegemony
  • Bespin Guard
  • Kingdom of Seoul

[*]Hutt Protectorate of Kessel (HPK)
[*]Centrality (CTR)

[*]Notable Assets:
SOCIAL INFORMATION
  • Hierarchy:
  • Membership:
  • Climate:
  • Reputation:
  • Curios:
  • Rules:
  • Goals:
MEMBERS
HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: Flesh out TSE's political apparatus
  • Image Credit: Click - sithacademy.com
  • Canon: N/A
  • ​Links:
    COMPNOR - Primary Inspiration

GENERAL INFORMATION
  • Organization Name: ORDIS [Organization for the Defense of Imperial Supremacy]
  • Classification: Populist Government Agency
  • Affiliation: The Sith Empire
  • Organization Symbol: ORDIS shares the same symbol as the Empire, albeit completely white on a dark red background. This symbol is strewn all about the Empire as banners, flags, and mandatory armbands for members of ORDIS.
  • Description: The Organization for the Defense of Imperial Supremacy is a agency of the Pyramid of Civil Administration responsible for the promotion of Sith-Imperialism, an ideology dedicated to order, control, and the rule of law, and influences many aspects of the Empire's society including the arts, sciences, youth education, law enforcement, and even Imperial Military functions. Civic pride, militarism, and unyielding patriotism to the Empire are tenets supported by ORDIS, who frequently proselytizes these ideals through pervasive propaganda, pre-recorded speeches, and patriotic rallies. Unlike previous similar organizations, ORDIS is in-line with the Empire's meritocratic policy regarding Aliens, with non-Humans making up a sizable percentage of the organization's membership.

    ORDIS was divided into several sub-organizations that answered to the Select Committee, which was comprised of the administrators of each sub-organization and collectively guided them according to ideology of Sith-Imperialism. These sub-organizations were, in no particular order; the Imperial Youth, the Directorate of Imperialization, Cultural Protection, the Imperial Mission, and the Office of Imperial Truth. The Select Committee was headed by a Director who answered to the Dark Councilor of the Pyramid of Civil Administration. A Deputy Director served at the behest of the Director and often delegated the Director's duties to lesser functionaries when desired.

    The Imperial Youth was a Non-Force sensitive youth-based sub-organization of ORDIS consisting of enthusiastic youth members fervently loyal to Emperor Carnifex, the Sith Empire, and the tenets of Sith-Imperialism. Shaped into patriots by the standardized curricula written by the Office of Imperial Truth, such youths were trained to become loyal administrators, bureaucrats, and soldiers of the Sith Empire. In lieu of public education, the youth of the Sith Empire were instead enrolled into Youth Academies at the age of six where they would be taught the ideologies of Sith-Imperialism, military basics, revisionist history, and other skills to shape them into diehard loyalists of the Sith regime. Membership in the Imperial Youth did not end until the age of sixteen, where these youth would be conscripted into the Imperial Military for their mandatory ten year service period.

    The Directorate of Imperialization was a sub-organization responsible for implementing long-term methods to realign wayward star systems back to the principles of Sith-Imperialism, as well as shaping and monitoring the cultural aspects of the Empire. This was achieved through large-scale operations known as Five-Year Plans, in which the Directorate of Imperialization would choose a portion of the Empire to improve over the course of five galactic standard years. This improvement involved the upscaling of agriculture, industry, and the expansion of population centers. Anything that did not meet up to Imperial standards of decency was erased, which ranged from local traditions and even native religions, with those considered profane replaced with superior Sith-Imperial equivalencies.

    Cultural Protection was the military wing of ORDIS, made up of loyal and zealous adherents of Sith-Imperialism. Typically pulled from graduates of the Imperial Youth, these fervent soldiers were then dispersed throughout the Imperial Military to serve as loyalty officers and ensure that the tenets of Sith-Imperialism were upheld. Members of Cultural Protection were among the most diehard followers of the Sith and the Empire's political religion, which made them powerful tools to wield against dissention and sedition within the ranks of the Imperial Military. In time, officers of both the Legion and Armada came to distrust and even fear the loyalty officers of Cultural Protection, for not even they were truly safe from their prying gaze.

    The Imperial Mission is a non-militaristic sub-organization of ORDIS dedicated to the spread of the Sith-Imperial ideology within the territory of the Sith Empire. Once a population has been pacified and cleaned of dissent, the Mission is tasked with proselytizing the populace with rallies, mandated propaganda, eschewing everything non-Imperial, and performing other acts of service such as education, literacy, social justice, health care, and economic development.

    The Office of Imperial Truth was an organization responsible for the creation and dissemination of various Imperial propaganda intended to glorify the Empire or cover up its atrocities. The head of the OIT notably oversaw the Sith-Imperial News Network, ensuring that its stories were in line with government messaging, and censored anything that the ministry deemed 'dangerous' or 'un-Imperial'. By working to both censor and glorify the Empire through various forms of propaganda, the OIT paints a utopian society in which living under the Sith Lords was a paradise, and that the terrorists of foreign powers sought to undermine authority, order, and justice.
GEOGRAPHICAL INFORMATION
  • Headquarters: Bastion
  • Domain:
    ORDIS permeates nearly every aspect of Sith-Imperial culture and society, with virtually every citizen of the Empire a compulsory member of the organization. Children are instructed in accordance with its institutionalized dogma, and the working classes are fed a consistent stream of focused propaganda to subtly influence their dispositions. Humanitarian efforts are undertaken by the organization only to increase its influence among those newly annexed into the Empire, primarily as a method of weeding out individuals considered to possess seditionist tendencies.

[*]Notable Assets:
SOCIAL INFORMATION
  • Hierarchy:
    Director
  • Deputy Director
  • Select Committee

[*]Membership: Membership in ORDIS was not only encouraged, but compulsory for citizens of the Sith Empire. Citizens were issued ORDIS armbands, membership plaques, and an identification number that was tied directly to where they lived. Only Non-Force Sensitives were allowed to be a member of ORDIS, with the Sith a part of the Brotherhood, and slaves deemed not worthy enough to be a part of any government apparatus.
[*]Climate:
[*]Reputation:
[*]Curios:
[*]Rules:
[*]Goals:
MEMBERS
HISTORICAL INFORMATION
 

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