Star Wars Roleplay: Chaos

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Lost Tribe

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T H E L O S T T R I B E
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The Tribe—what we have become—was the necessary mechanism.
The survival skills that once served the shipwrecked crew proved apt on the alien planet Croa. Soon, the survivors would encounter native barbarism upon discovering the primitive, and superstitious Croatan. But after five years on their adopted world, a violent warring period reduced the tribe to a similar state. While Force teachings are remembered, honored, and violently practiced, knowledge of the Lost Tribe's true origins has all but vanished. Now, rival clans battle for supremacy, installing themselves and attempting to transform the primitive civilization into a new nation.
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  • Drawing inspiration from The Lost Tribe of the Sith, the Lost Tribe is a faction that explores the unknown. Dark Jedi, Rogue Jedi, and anything else in-between and beyond find themselves banning together for survival. The Lost Tribe is a place where explorers and foreign powers can encounter things that may not be able to explain, and where the roles of good and evil are loosely defined and further explored as the Tribe fights for survival.

  • The Lost Tribe is a minor faction with a heavy focus on inter-faction play to tell the story. Everything will be domestic, with less focus on empire-building, planetary governments or the subjugation of star systems. The storylines focuses on exploring, and harnessing the mysteries of the Force, new locations, relics and artifacts, and otherworldly figures. The Faction welcomes Jedi (Grey, Light, Dark), Witches, Shamans, Colonist, Explorers, and anything else different from the standard traditions.

  • The Tribe is made up of three distinct Clans, each unique in their own regard and available for those to join who find that they fit their preferences. The faction also features a unique Rites of Supremacy system which allows the clans to participate in faction events, and storylines in order to compete and win prestige for their respective clans.

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R I T E S O F S U P R E M E C Y

In order to maintain structure, and honor in any conflict between Clans, the following rites have been formulated by the Tribunal that govern such events within the Tribe. These have been created to prevent total chaos and the complete annihilation of any of the clans. The following laws or "Rites" will be strictly enforced by the Tribunal.​
**These are IC rules to help regulate the inter-faction play.

  • The Rites of Supremacy must be obeyed.
  • No Clan shall make war upon another.
  • No Clan may make war upon itself.
  • No Clan may interfere in the conflicts of another.
  • No Clan may take steps to recruit members of another Clan.
  • Members must be in a Striketeam or part of a Clan to participate in any Rites of Supremacy
  • All Clans will follow the rules of the Tribune/Tribunal regarding clan conflicts.



F O R M S O F R I T E S

  • Rivalry - At the most basic level, this Rite touches on the competitive nature between clans. It encompasses the entire tribe, with each one battling for respect. Whichever Clan shows more dominance (i.e in events, stories) then they will be rewarded with the title: First Clan.
  • Tournaments - This is a competition that has been approved by the Tribunal. It can include an internal Striketeam competition or Tribe-wide competitions/tournaments.
  • Blood Feuds - This Rite deals with two Clans directly warring on one another in an attempt to obtain some sort of possession (i.e duels, stories)
  • Great Wars - This Rite deals with Clans engaging in and waging war. Clans will battle in faction wide events (smaller events/skirmishes that tie together a larger story) Clans battle against one another or work together.


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C L A N S T R U C T U R E

Clans are the largest organizational unit within the Lost Tribe, consisting of up to three individual Clans. Majority of the members are Dark Jedi, Rogue Jedi, and anything in-between with some leaning more towards the light side and others towards the dark side based on their preferences. Clans are led by a Tribune, the primary command position. Each Tribune has a seat on the Tribunal, an assembly of leaders who have been personally chosen by their respective clans to assist within the administration of the Tribe.​
Clans are unique in such that they feature in a special type of Rite, the Blood Feud. In a Blood Feud, two or more Clans compete against each other for glory, or even the chance to gain ownership of the others possessions. These possessions are usually acquired in other Rites of Supremacy, such as a Great War. Clans can also hold titles and win rewards for placing in a Rite of Supremacy.​
Each Clan has their own respective Striketeams. These teams can either be aligned as either Light-sided, Dark-sided or Neutral, depending on the alignment of the Clan. Striketeams represent their clan and fight for their honor or survival.​
Anyone not apart of the tribes are free to join one based on where they see themselves being. (off-worlders, etc)​
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T H E C L A N S
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C L A N O O R O O


Clan Ooroo is the only light-side oriented clan of the Lost Tribe, formed after the first civil war, they emerged as defenders of the local tribal populations from the subjugation of the Darker clans. Tracing their origins back to the Knights of Urr, a different series of Force philosophies soon emerged, brought by new members, and due to their previous unrefined training methods. They try their best to uphold their previous teachings to battle the temptations of the Dark Side despite being outnumbered by their rivals.

Previously having been named after Odan-Urr, they have since adopted the name of Jedi Master Ooroo. Taking the name of his master meant they were dedicated to exploring the origins of Odan-Urr. Members of Clan Ooroo attune themselves to the longer view, and advocate reaching out to others who need them.

Those who find themselves morally inclined to help, and those who seek to contemplate the mysteries of the force, will find solace in Clan Ooroo. They have since largely come to resemble the Dark Clans they oppose, though as a foil rather than an ally. Seeking to be a powerful entity of the Light, they are slowly gaining the power to outwardly oppose the Darkness.

Clan Ooroo houses one active Striketeam: Knights of Urr


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C L A N K R E S S H

Clan Kressh is one of two dark-side oriented Clans within the Lost Tribe. Kressh was the second of the darker clans to form. Fighting a civil war within their own ranks, they were split down the middle on the issue of whether to join in the conquest of the Croatans. Members were split and half participated in the defense while the other half actively took part in the subjugation of the natives.

Some of the members are often characterized by their wisdom, but extreme hesitancy to commit. They tend to worry about themselves and their own first before extending their hand. But one of their strengths is their diversity, people who find themselves wanting to walk the line between both light and dark find their home here.

They have taken the name of the Sith Lord, Ludo Kressh. The cautiousness of Ludo Kressh often manifests itself in the Clan. They are often concerned with their own safety and well-being, but have no reservations about clashing with their rivals through words and in battle.

Clan Kressh houses one active Striketeam: Disciples of Ragnos



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C L A N S A D O W


Clan Sadow is one of the two dark-side oriented Clans within the Lost tribe. The first to fall was said to be from this Clan, and it is said Sadow is the darkest of all the Clans. Sadow were the progenitors of the first civil war, seeing an opportunity to seize control and enslave the native Croatans in order to install themselves as overlords. Unbeknownst to anyone else, it was them who brought forward the treaty that helped establish the Tribunal.

Regarded as the most powerful Clan in the Tribe, it is built upon Naga Sadow’s vision of an established monarchic empire. Visionaries, Clan Sadow possesses a driving ambition that leads them to dream of conquering the entirety of Croa.

Those with a hunger for the dark side find themselves among their ranks. They see it as their duty to expand through conquest; in doing so, they seek to gradually convert all survivors into dark siders or slaves and bring about an era of ferocity, power, and darkness. Like the Sith of old, they realize that their goal could take time, and thus they are content to live with war in their hearts and blood on their hands for the foreseeable future.

Clan Sadow houses one active Striketeam: Acolytes of Dakhan




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