King of Korriban


OOC COORDINATION THREAD FOR:
Revelry of the Holy Worlds
Event begins Saturday, August 23rd, at 12pm (PST)
Nar-Hakel Sithspawn Race & Revelries
Korriban, Outer Rim Territories
_____________________________________________
War had come like a crashing wave.
The Imperial Confederation had believed the Holy Worlds to be vulnerable; separated and isolated from Jutrand and its greater network of allies. They thought Korriban and its kin, Brosi and Dromund Kaas, would fall before their divided advance. Instead, the Confederation had broken itself upon the unified forces of the Imperial Sith Order.
Above Brosi, above Dromund Kaas and Korriban, the invaders had been met only with ruin. Korriban's and the Commonwealth's expansive fleets, led by Admiral
Elmindra Xitaar
and the Commonwealth's Captain
Rowyna Galeway
, burned the Imperial vanguard from orbit across numerous battlefields, accompanied by the might of
Darth Carnifex
.
On Brosi's poisoned surface,
Gerwald Lechner
of the Order's Dark Council fought upon the war's frontlines.
Darth Strosius
of the Wonosan cults and
Helix
with his droid contingents pushed the enemy back, while the Corpse Lord,
Darth Nefaron
, remained steadfast against the tides of the Imperial's assault. Unbeknownst to all,
Darth Caedes
, the King of Korriban, joined with Empress
Srina Talon
, Lady
Revna Marr
and Korriban's Lord Seer,
Madrona A’Mia
, in the weaving of a massive terraforming ritual. Together they planted the great Seed of Psilofyr, a purifying answer to the genocidal Candorian Blight which had so ravaged Brosi's population into apocalypse. A great tree, grown at speed by the effects of the ritual, Psilofyr's roots were imbued with the properties required to reclaim Brosi; to revitalize its poisoned surface and atmosphere, and rejuvenate its status as a rich resource world. The message could not have been more clear: the Sith Order did not merely endure the galaxy's cruelty, but thrived within it.
Thus the Confederation was broken, and in the aftermath the Holy Worlds rose as one. On Ziost and Dromund Kaas, on Krayiss II and Florrum, on Makem Te and Brosi, Sith leadership seized upon this rich opportunity to ignite patriotism and the spirit of war. Recruitment drives and Kor'ethyr Academy's enrollment swelled with new zeal; monuments rose to honor the fallen and the triumphant alike. Celebrations erupted across every Holy World, each shaped by its world's culture—ritual hunts, duels and contests of valor, festivals and expensive galas wherein aristocrats whispered of war and of the glory yet to come.
Above Brosi, above Dromund Kaas and Korriban, the invaders had been met only with ruin. Korriban's and the Commonwealth's expansive fleets, led by Admiral



On Brosi's poisoned surface,








Thus the Confederation was broken, and in the aftermath the Holy Worlds rose as one. On Ziost and Dromund Kaas, on Krayiss II and Florrum, on Makem Te and Brosi, Sith leadership seized upon this rich opportunity to ignite patriotism and the spirit of war. Recruitment drives and Kor'ethyr Academy's enrollment swelled with new zeal; monuments rose to honor the fallen and the triumphant alike. Celebrations erupted across every Holy World, each shaped by its world's culture—ritual hunts, duels and contests of valor, festivals and expensive galas wherein aristocrats whispered of war and of the glory yet to come.
And nowhere did that zeal burn brighter than on Korriban.
OBJECTIVE I — ASCENDANT REVELRIES

OBJECTIVE I — ASCENDANT REVELRIES
The spires of Vardin glowed with the strobing lights of celebration, their stalagmite towers aflame with lanterns and neon lighting. Across their tiered heights, the capital spilled into riotous celebration. Bass heavy music rose like thunder from the spire-bottoms, the pounding of drums and the wail of spirited flutes woven into deep and throaty spoken word chanting. From the broad avenues and thoroughfares below to the tower-tops, the city was given over to festival: feasts, dueling and violence, rooms thick with narcotic haze, and the spectacle of the beast races thundering through the desert below and televised across intergalactic holo-feeds.
The tables sagged with imported abundance. Grilled fish shimmered in blue-bubbling sauces, Nuna game birds crisped to perfection, heaps of Felucian fruits brined in fire salts, and great spits of spiced and exotic meat hung from great hooks and filled the air with delicious smoke. Dark liquors poured like rivers, heady and aromatic, while dusts and powders more potent than drink passed from hand to hand, staining lips, and unshackling inhibitions.
Amidst the throngs moved the Jen'ari. The undead servants had been bathed and perfumed for the night, their corpses bound in fresh linens, their necks and wrists and hips laden with heavy, golden jewelry. They did not stumble nor moan; these glided with an eerie grace, bearing trays of crystal goblets and small dishes of strange, sometimes still-wriggling delights. Guests took from the unliving servants without fear, having long since embraced the dead as merely an instrument of the King's hospitality.
The tables sagged with imported abundance. Grilled fish shimmered in blue-bubbling sauces, Nuna game birds crisped to perfection, heaps of Felucian fruits brined in fire salts, and great spits of spiced and exotic meat hung from great hooks and filled the air with delicious smoke. Dark liquors poured like rivers, heady and aromatic, while dusts and powders more potent than drink passed from hand to hand, staining lips, and unshackling inhibitions.
Amidst the throngs moved the Jen'ari. The undead servants had been bathed and perfumed for the night, their corpses bound in fresh linens, their necks and wrists and hips laden with heavy, golden jewelry. They did not stumble nor moan; these glided with an eerie grace, bearing trays of crystal goblets and small dishes of strange, sometimes still-wriggling delights. Guests took from the unliving servants without fear, having long since embraced the dead as merely an instrument of the King's hospitality.
The Holy Worlds had been tested, and had overcome. Now they feast upon victory.
OBJECTIVE II — THE NAR-HAKEL CIRCUIT

OBJECTIVE II — THE NAR-HAKEL CIRCUIT
RACE RULES
( Streets of Vardin, Ashlan Crash Site, Valley of the Dark Lords, Nethermaw Tunnels, finish at Streets of Vardin ) 1 post, 1 leg.
For each post, roll a 20 sided die. Include proof of the roll in your post (there is a function in the post box for this).
LOCATIONS
Highest Score = fastest time. A tie results in multiple victories.
- How to use the dice on Chaos? This race involves the use of dice (which are an official resource provided by the site). If you have any questions about the use of dice for this thread, please contact
Darth Caedes for clarification. When you go to post, there will be a "Roll Dice" button already integrated, near the posting box. Click it to roll, and make sure that you've selected 20 sided dice (it defaults to 6 sided), and check that you're only rolling 1 of those dice. You actually have to post in order to see the roll's results, and the results cannot be changed or re-rolled once posted. As such, many racers elect to write their posts intro, post with the dice roll, then go back in and finish their post according to the number they've rolled.
- 5 legs, 5 rolls
For each post, roll a 20 sided die. Include proof of the roll in your post (there is a function in the post box for this).
- Score of 1 (or lower) = a wreck, you're out of the race!
- Score of 20 (or higher) = immune to crashing in your next post!
- Some locations will add/subtract from your roll, affecting your performance based on the track's difficulty. Add or subtract these modifiers from your dice roll, then add bonuses from Sabotage/Support actions. Any subtractions which reduce a roll score to 1 (or lower) do count as a wreck. Any additions which raise a roll score to 20 (or higher) grant the rider immunity from crashing in their next post.
- Score of 10-19 = Sabotage/Support. Target a racer. Sabotage: -1 to their next roll. Support: +1 to their next roll. Each racer may sabotage once per race, and support once per race. When sabotaging or supporting another racer, be sure to tag them and let them know! Kor'ethyr faculty will be watching to help out.
- Vardin City Streets: No terrain modifiers.
- Ashlan Crash Site: -2 terrain modifier.
- Valley of the Dark Lords: +1 terrain modifier.
- Nethermaw Tunnels: -3 terrain modifier.
- Final Stretch: +2 terrain modifier.
Highest Score = fastest time. A tie results in multiple victories.

Nar-Hakel Circuit. The Kor'ethyr Academy's Nar-Hakel Circuit, on Korriban, is a grueling test of speed and skill, winding through iconic locations steeped in world history. Starting in the bustling streets of Vardin, the course quickly takes racers into the trackless Golg Desert, where racers navigate through the wreckage of Ashlan battleships at the Ashlan Crash Site. Next, they enter the Valley of the Dark Lords, a winding canyon passage lined with towering statues and enshadowed tombs, before descending into the treacherous Nethermaw Tunnels—pitch-black caverns filled with jagged and dangerous rock-column formations. Finally, emerging back into the open desert, racers speed toward Vardin's towering skyline in a straight shot to the finish line, cheered on by the gathered crowds.
_____________________________________________

Streets of Vardin (start). Amid the bustling streets of Vardin, the race begins as spectators line the towering spires, waving banners and cheering on the students. The gathered Sithspawn mounts line up in loose starting grids, each bearing the vibrant colors of their houses: sandy browns and oranges of House Tuk'ata, the fierce reds of House Rakghoul, and the elegant purples and silver trim of House Derriphan. The track winds through Vardin's main promenade, a relatively straight stretch that offers racers a fast-paced warm-up before plunging them into the open desert. Engines ignite in unison, filling the city with a thrilling hum.
Modifier: N/A
Modifier: N/A
_____________________________________________

Ashlan Crash Site. Crossing Vardin's city limits, the racers enter the expansive Golg Desert, where the massive wreckage of fallen Ashlan battleships punctuate the sands like colossal gravestones. Rusting metal fragments and shattered hulls jut out of the ground, grim reminders of Caedes' brutal reclamation of Korriban. Navigating this graveyard demands agility and nerve, as the course weaves between fallen behemoth-battlecruisers, forcing riders to dive under twisted wreckage or through hollowed passages in the crumbling warships. A foreboding silence fills the air, and the ships seem to loom, casting long shadows that stretch toward each starfighter as they race by.
Modifier: -2
Modifier: -2
_____________________________________________

Valley of the Dark Lords. At the edge of the desert, a massive cliff rises like the walls of a fortress, marking the entrance to the Valley of the Dark Lords. This winding valley stretches for miles, flanked by colossal statues of ancient Sith and dotted with shadowy tombs. The course is wide enough for speed, but sharp turns around ancient stone figures and sudden gusts of dust-laden wind challenge each racer's skill.
Modifier: +1
Modifier: +1
_____________________________________________

Nethermaw Tunnels. From the valley, racers plunge into the gaping maw of the Nethermaw Tunnels, a subterranean network of blackened caverns that carve through the desert rock. Here, visibility drops to nothing but the faint glow of their starfighter lights slicing through darkness in cones, illuminating rows of jagged stalagmites and stalactites that crowd the narrow passage. The tunnels twist unpredictably here, forcing caution in the pitch-black void. Every turn and tunnel wall poses a new risk, making this the race's most harrowing challenge.
Modifier: -3
Modifier: -3
_____________________________________________

Final Stretch. Emerging from the Nethermaw Tunnels, the racers are greeted again by the vast Golg Desert, Vardin's towering skyline beckoning them on the horizon. A straightaway welcomes them, lined with roaring crowds and the glint of celebration as they re-enter the city. With the finish line in sight, the cheers and flash of lights add fuel to each racer's last surge of adrenaline.
Modifier: +2
Modifier: +2
Housed in the King's Throne City of Vardin, the Nar-Hakel Circuit has become legend amongst the thrill seekers and adrenaline junkies of the galaxy.
Today, the track's starting line writhes with the world's fastest and most dangerous Sithspawn, terrible creatures of selective and sometimes alchemized breeding, designed or modified in Kor'ethyr's most prestigious laboratories, and tamed by the Academy's robust husbandry programs. Black-painted rancors, clad in bone plating, snarl and clutch at their teams of Jen'ari handlers. Massive Drexl, sithspawned adar dragons and winged hydras snap at one another and stretch their wings in colorful displays of dominance. Force sensitive Hssiss coil their tales irritably and hiss. All around, diverse terrors growl in their harnesses: mutated Tuk'ata, spine-backed ravagers and primal looking reptiles, lumbering bestial giants turned into cruel companions and weapons for the Sith.
The course itself is known to be merciless. The Nar-Hakel circuit begins at the heart of the King's Thrown City, Vardin, on Korriban. It winds through the city streets and emerges on a ruined battlefield leftover from the reclamation of Korriban from its Ashland occupiers. These battlefields are littered with the picked over remains of fallen starships and industrial wreckage. The track continues through the Valley of the Dark Lords, where statues of the Sith's forebears leer down at the racers, and into the subterranean Nethermaw Tunnels, notoriously dangerous among race tracks galaxy-wide. The final stretch—a straightaway run back into the heart of Vardin's towering spires—forces every last bit of stamina from its exhausted sithspawn mounts, delivering their riders into the roaring arenas where-above the King and his Council watch.
The crowds roar, representing the colors of Kor'ethyr's various Academic Houses. Bets are made, money is exchanged and gambles are wagered. The undead Jen'ari weave among the masses, pale and perfumed, carrying trays of glittering refreshments and saucy drumsticks of spiced meat. Ironically, their silent devotion lends a grotesque sort of contrast to the frenzy of the excited audiences. Laughter, shrieks, and chants rise as the gates open and the racers take their positions on the backs of dangerous sithspawn.
Today, the track's starting line writhes with the world's fastest and most dangerous Sithspawn, terrible creatures of selective and sometimes alchemized breeding, designed or modified in Kor'ethyr's most prestigious laboratories, and tamed by the Academy's robust husbandry programs. Black-painted rancors, clad in bone plating, snarl and clutch at their teams of Jen'ari handlers. Massive Drexl, sithspawned adar dragons and winged hydras snap at one another and stretch their wings in colorful displays of dominance. Force sensitive Hssiss coil their tales irritably and hiss. All around, diverse terrors growl in their harnesses: mutated Tuk'ata, spine-backed ravagers and primal looking reptiles, lumbering bestial giants turned into cruel companions and weapons for the Sith.
The course itself is known to be merciless. The Nar-Hakel circuit begins at the heart of the King's Thrown City, Vardin, on Korriban. It winds through the city streets and emerges on a ruined battlefield leftover from the reclamation of Korriban from its Ashland occupiers. These battlefields are littered with the picked over remains of fallen starships and industrial wreckage. The track continues through the Valley of the Dark Lords, where statues of the Sith's forebears leer down at the racers, and into the subterranean Nethermaw Tunnels, notoriously dangerous among race tracks galaxy-wide. The final stretch—a straightaway run back into the heart of Vardin's towering spires—forces every last bit of stamina from its exhausted sithspawn mounts, delivering their riders into the roaring arenas where-above the King and his Council watch.
The crowds roar, representing the colors of Kor'ethyr's various Academic Houses. Bets are made, money is exchanged and gambles are wagered. The undead Jen'ari weave among the masses, pale and perfumed, carrying trays of glittering refreshments and saucy drumsticks of spiced meat. Ironically, their silent devotion lends a grotesque sort of contrast to the frenzy of the excited audiences. Laughter, shrieks, and chants rise as the gates open and the racers take their positions on the backs of dangerous sithspawn.
CHOOSE YOUR RACER!
-
RANCOR
"Shadow rancors have a darker skin tone and a more destructive nature than the primary species."
―From the journal of Ardis San Tekka
Mount: Shadow Rancor
Ability:
- Tank. Shrug off fumbles with pure endurance. When rolling a 1-5, Rancors add +2 to their roll.
- Slow. When rolling 19-20, Rancors treat the roll as an 18 for the purposes of keeping score. They retain all other benefits of rolling a 20.
-
MAELIDRAE
"The Lord of the Circle demanded something with remarkable quickness. Our students at Kor'ethyr have improved upon that pool with applied, selective breeding."
—@Zal Aditi the Voice of Hunger, toDarth Caedes
Mount: Maelidrae
Ability:
- Skirmisher. Lash out with fangs or claws. When rolling a 17-19, target a racer, Predator inflicts -2 to their next roll. This cannot be used in the same round as Support. When targeting another racer, be sure to tag them and let them know! Kor'ethyr faculty will be watching to help out.
- Rebellious. Designed to be difficult to control. When rolling ≤ 7, Maelidrae suffer an additional -2 to their score for that round.
-
HSSISS
"Hssiss are semi-intelligent beasts, corrupted and strengthened by prolonged exposure to the dark side."
―Kreia, to Meetra Surik
Mount: Hssiss
Ability:
- Comeback Artist. The Hssiss calls upon the Force for a final burst of speed. The Hssiss receives an additional +2 on the race's Final Stretch.
- Selective. Can only be ridden by a Force Sensitive rider.
-
DREXL
"What an impressive, flying beast he rides! I've never seen one like it!"
"These beasts originally come from the nearby moon. The Onderonians tame them, but this one was too vicious to be handled."
―Exar Kun and Cay Qel-Droma
Mount: Drexl
Ability:
- Flyer. Flyers receive an additional +2 on the race's first leg, Streets Of Vardin (start), and ignore the -2 modifier on the race's second leg, Ashlan Crash Site.
- Rebellious. Designed to be difficult to control. When rolling ≤ 7, Drexl suffer an additional -2 to their score for that round.
-
ADAR | DRAGON
"It's said that the creation of these draconic Sithspawn leftDiarch Rellik forever scarred."
—Darth Caedes to
Zal Aditi
Mount: Adar
Ability:
- Lightning Breath. Breath out a flash of devastating lightning. When rolling a 17-19, target a racer, Lightning Breath inflicts -3 to their next roll. This cannot be used in the same round as Support. The Adar may use Lightning Breath once per race. When targeting another racer, be sure to tag them and let them know! Kor'ethyr faculty will be watching to help out.
- Higher Up, Higher-Stakes. When rolling ≤ 5, Adar suffer an additional -3 to their score for that round.
-
MASINI ARIRA
"They were designed as a part of the renewed Sithspawn creation program on behalf of Darth Arcanix."
—Darth Caedes regarding
Taeli Raaf
Mount: Battle Drake
Ability:
- Comeback Artist. The Drake calls upon the Force for a final burst of speed. The Hssiss receives an additional +2 on the race's Final Stretch.
- Selective. Can only be ridden by a Force Sensitive rider.
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OBJECTIVE III — NIGHT OF REVELS (BYOO)

OBJECTIVE III — NIGHT OF REVELS (BYOO)
Beyond the Nar-Hakel Circuit and its tower-top audiences, all of Korriban thrums with celebration. All throughout the shadowed plazas of Vardin's lower levels, its temple districts, and in the great cities world-wide, the Sith make the day of the race into a long night of revels. Rich and seedy chambers alike host feasts and dances, where wine flows and other exotic pleasures are nothing if not abundant. In torchlit fighting pits, Sith warriors and beasts are loosed to slake the crowd's hunger for blood and gambling. In more distinguished crowds, dueling rings hum and whirr with the blaze of Sith lightsabers, where aspiring and returning heroes clash for valor beneath the cold stars of Korriban.
Bring your own objective, and decide how you and your allies mark this night of spectacle!
Everything You Need To Get Started:
- Kor'ethyr Academy [Overview Document]
- Kor'ethyr Academy [Codex]
- Getting Started [LFG Thread]
Interested Parties:
-
Lodd Grimmin
Elmindra Xitaar
Madrona A’Mia
Revna Marr
Srina Talon
Gerwald Lechner
Naamino Zuukamano
Kivah
Haro Aven
Kasir Dorran
Lysander von Ascania
Garza
Rayth
Leshanna Dromar
Helix
Diarch Reign
Diarch Rellik
Gavin Vel
Darth Virelia
Darth Prazutis
Darth Carnifex
Taeli Raaf
Varin Mortifer
Maiza Vex
Tamsin Graves
Lucette
Soah Ty’Jyn
Roric Tane
Ghruna
Avarice
Adean Castor
Darth Strosius
Darth Nefaron
Lirka Ka
Lunaria Talon
Matteo Guo-Yian
Velda Nar-Donna
Quinn Varanin
Naedira Darcrath
Aerik Lechner
Sophia of House Marr
Delsin Shaw
Kaila Irons
Madelyn Lowe
Eira Dyn
Darth Avida
Xeykard

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