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Approved Lore Kragamond Wartribe

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  • Organization Name: ‘Kragamond Wartribe’, alternate names include: ‘Kragamond Warfleet’, ‘Kragamond Reavers’, or simply ‘Kragamond’.
  • Classification: Wartribe of the Brotherhood of the Maw
  • Affiliation: Brotherhood of the Maw, Akûz the Ravager
  • Organization Symbol: Three red lines arrayed together like a claw mark. They vary greatly given the diversity and overall loosely organized nature of the Kragamond.
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  • Description: The Kragamond Wartribe is best described as a brutal, nomadic collection of raiders & marauders who wander throughout both known & unknown space, under the leadership of Akûz the Ravager. Their exact numerical strength is not precisely known, but assumed to be quite considerable. Most sightings are in the form of scattered raiding parties who prey upon hyperspace lane traffic and mining fleets who traverse a bit too deeply within the Unknown Regions. Kragamond ships have even gone as far as to strike out at fringe colonies and border worlds of nations such as the Galactic Alliance & New Imperial Order, commonly viewed as raiders, and a general blight upon society.

    When called upon by the Dark Voice, the gathered might of the wartribe is imposing to behold indeed, as it is capable of amassing a large host of both ships and eager marauders, who stand all too willing and able to ply their chosen trade in the service of the Maw. Their individual members wear patchwork clothing of no real uniformity. Some wear armor, others wear thread-bare clothing that barely protects their own modesty. They are not limited in terms of race or species of those among their ranks. Common aspects of its members are that they all possess a proclivity for violence and brutality, with the vast majority resorting to the universally condemned practice of cannibalism. All of them have marks upon their body in the form of either scars or tattoos, and wear a distinctive pattern of red stripes in groups of three somewhere on their person, equipment, and ships. All of them appear slightly ‘off’ compared to members of their species who are not a part of the tribe, bearing signs of what appears to be ‘corruption’ from their reverential worship of the Dark Voice, the verges of insanity itself, or a combination thereof.

    This symbol - the ‘Three Strikes’ as it is referred to, evokes both fear and dread upon those who typically would fall prey to the wartribe; as well as a sense of mixed emotions upon their purported ‘allies’.

    The collective mindset of the tribe is as diverse as their background and ethnicities, but an overriding trait which defines them is an unabashed focus on the ‘now’ and on satisfying the needs that currently stand. They are also heavily dominated on baser needs, such as hunger, bloodlust, and greed. However, during moments of great significance where the Dark Voice beckons their presence, they respond with an almost reverential and fanatical air.
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  • Headquarters: Given the highly nomadic and non-centralized nature of Kragamond, it is hard to say that they have a centralized headquarters. That said, there are several noteworthy planets and stations that they use as regional harbors and hubs when not in the void, which are almost exclusively located within Maw space given their alignment and general perception by the galaxy at large- unless of course they take a lightly defended area from a rival entity...
  • Domain: Kragamond believes that any sector of space in which they travel belongs to them. They are not the type of entity to lay claim to dedicated planets or portions of space, as most of their ‘society’ exists within the confines of their massive ships and a collection of space stations/planets which fall under the purview of the Brotherhood. There are a few stations that fall under their direct possession, but not many. These are spaced throughout Maw territory on the fringe of their sphere of influence, so as to allow for more easy access to potential trade lanes to raid.
  • Notable Assets: The wartribe’s most valuable assets reside within their vast array of warships. To them, their ship is more than just a weapon of war; it is their home, and their means of survival.
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  • Hierarchy: While almost universally viewed as a collective rabble pieced together by the animalistic warlord Akûz the Ravager, the truth is that they do possess a surprising level of organization. This allows them to operate as the threat they are; namely a brutal, unpredictable, and highly effective fleet-based fighting force. At the head of the wartribe is none other than Akûz himself, who holds the title of Warlord. His authority within the context of the tribe is absolute, akin to a king.

    Below him are ‘Chieftains’, who claim dominion over a non-uniform number of starships organized within what are called ‘warfleets’. Most warfleets are rather large in size, varying anywhere from around ten to thirty ships each, of varying ratings and classifications.

    Below Chieftains are those who hold the rank of ‘Captain’. Their authority is absolute within the confines of their own ship, mirroring the naval traditions of many galactic navies, albeit in a less polished or regulatory manner within the tribe. Captains with greater ability and seniority typically command larger ships, or even small collections of ships that form raiding parties.

    Beneath the role of captain are those who assume tasks aboard their individual ships, such as quartermasters, navigators, ‘engineers’ (called shipwrights, or simply fixers), with the generic role of a spacer or ship hand being that of a ‘marauder’. All members of the tribe are expected to hold their own in a fight, and are therefore capable of taking part in any raid or combat operation. They are expected to defend themselves if challenged, as refusing a challenge is considered the height of weakness; as well as to contribute to the overall effectiveness and survival of the tribe.

    Ascension within the tribe is highly brutal in a mirror image of the Maw itself, specifically in that only the strong and truly imposing claim any real power. Any marauder can challenge their captain, any captain can challenge their chieftain, and any chieftain can challenge the Warlord himself. These challenges result in what amounts to an ‘honor duel’ (although such melees could hardly be described as honorable in any real sense of the word). The duel is one to the death, wherein the victor claims the title sought/defended, and the defeated is cast aside as little more than the corpse he or she is (or consumed depending on the overriding proclivities of the ship).
  • Membership: Membership within the wartribe is not for anyone, even amongst those within the Brotherhood of the Maw as noted above. That said, it is not intrinsically hard to become a member of the tribe. Most are former slaves, fanatical adherants to the Hidden Maw idealogy, outcasts of their own society, or a combination of all three. To join, one must demonstrate the ability to ‘stand on their own’, meaning that they can handle and provide for themselves. They must also demonstrate a complete lack of reservation to do anything they are commanded to do, which usually involves pillaging, raiding, and general mayhem. Initiation typically involves joining amongst their ranks and not getting killed, as well as earning the trust of their captain. Each captain of each ship possesses enough agency over their domain to demand unique means of earning said trust.
  • Climate: Brutal, relentless, and tribal in nature. An atmosphere of rivalry permeates the tribe, but there is also an odd sense of comradery and belonging to those who truly are integrated within the organization. Most tend to sleep with a knife under their pillow or a weapon close at hand nonetheless, despite the fact wanton infighting to the point of death is highly discouraged. If death is called for due to a personal difference, an honor duel is expected to be called. Nothing more, nothing less.
  • Reputation: To other tribes and organizations within the Maw, Kragamond is viewed with a mixture of tolerance and distaste. Similarly classified tribes within the Maw view them as rivals, or at best tenuous allies. The Final Dawn, and similarly ‘gentrified’ organizations view them as little more than savages who are only slightly better than mindless force spawns or savage wardogs, and are usually considered to be of primary use as cannon fodder; or at best, a malediction to be released upon foes in which they do not care if they survive in any real semblance of their current state.

    To entities and individuals outside of the Maw, they are viewed with almost universal disgust and abject abhorrence.
  • Curios: Most members possess either markings on their equipment or body tattoos of the three strikes.
  • Rules: Given the tribal nature of the Wartribe, most believe it to be completely devoid of rules or standards. While not wholly inaccurate within the context of more formal or militaristic societies, what few rules by comparison the tribe doeshave are held with the utmost of respect and esteem. These rules are coincidentally known as ‘The Three Strikes’. They are as follows:
    • The Dark Voice grants us freedom. We grant it loyalty.
    • Honor your tribe, honor your ship, honor your crew.
    • Give nothing, take everything.
  • Goals: The only goal Kragamond possesses is to survive, and to take as much from the galaxy it can before being rebuffed.
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Kragamond Wartribe Membership Roll

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The history of the Kragamond Wartribe is indelibly linked to that of its leader, Akûz the Ravager. After being rescued from the netherworld by Khaostra Devoid, Akûz set about proving himself amongst the Brotherhood of the Maw. Prove himself he did, as he demonstrated a particular penchant for brutality, but distinguished himself by showing a talent for tactics and clever deception. Over the years of his ascension, he came to form his own tribe from the disaffected and the exiled of the galaxy. While appearing to be little more than a rabble band of pirates in the beginning, their brand of savagery and merciless slaughter quickly separated them from your typical fringe pirate. They soon acquired the reputation of brutal cannibals who preyed upon the border worlds of civilization, with reports circulating of entire colonies being wiped out to slake their bloodlust.

While viewed as an overtly chaotic element of the Brotherhood of the Maw, they are also considered irrevocably a part of the notorious galactic menace. The role they serve in the greater Maw has gone through several periods of adaptation. In the beginning, they were little more than cannon fodder for the far more recognized and ‘respected’ Final Dawn. Today, while such view may not have changed within the other elements of the Maw, their reputation stands upon its own merits as a highly volatile and brutal fighting force. They are usually called upon to support massive planetary incursions or invasions where collateral damage is deemed acceptable, or even a necessity; or in situations where the Maw needs to demonstrate a level of shock and awe that otherwise could not be achieved.

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