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The Force Order of Dathomir

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First off, Witches of Dathomir are the official force order with in Mandalorian space. All members of the Mandalorians are welcome to train and learn from Dathomirians. Force users in the Mando Faction will learn the unique way of using the force, and non-force users can learn the weapons the Witches and Jai use. The easiest way to explain Dathomir and the group of Witches and Jai is to compare it to everything in the galaxy like from Force users to non-force users, Jedi to Sith, Peacemakers to Warmongers, relax to disciplined, pacifist to warrior. You take it all and crammed it hard core on a single planet, and you will have Dathomir, the clans, and witches in a nut shell.

The order is led by Mother/ Father Superior and the clan leaders as the council. The leader works with the Mand’alor to ensure the order bends well with the military of the Mandalorian forces. All members in the order have rank of Initiate, Spellweaver, and Elder. Non-Dathomirian in the Mandalorians may choose which clan to join and train with. It does not matter of force alignment as long as members in the order work to protect all clans of Mandalorian and Dathomirian, their ways, and crushing all enemies that wish harm to the warrior way. For example, one could be peaceful and helpful to all and another could be mass murder. Long as both can work together, not harm Mandos and Witches, and push back those that want to harm Mandos and witches, then all is right in the universe. However, failure or crimes against the people and order will be put on trial, and found guilty might lead to exile or death.

The section about the Force and Witches of Dathomir. The way Witches of Dathomir call the force is Allyan Magic, also Dathomir Magic and for the Nightsisters it’s Magicks. No matter the name, it is the use of the Force and power from it. This knowledge came from the rogue Jedi Allya, who was exiled to Dathomir and taught the powers of the Force to her children there, giving them an evolutionary advantage over Dathomir's other inhabitants. As a result, many generations of Allya's descendants survived. However, the practitioners of Allyan Magic believed themselves to be casting spells rather than making use of the Force, and often were unable to make use of a "spell" without speaking its assigned name or performing the ritualized singing, dancing, chanting, and/or writing associated with it. The work of the Force was attributed to the Spirits instead.

The Force takes no sides in the world of the living. It is how witches and jai use the force that determines if it for good or malice intent. The order enforces a unification of intent and strives to direct all intentions outwards, aimed at the enemies of the order. It has been said, “never concede to evil” by the founder of the witches, Allya; however, presently the order says, “never harm one another and give everyone else hell”. So go out and be warriors in the Force.
 
Order's Rituals

Rancor Companionship - The overall view between witches and rancors always has been compare to friends/ allies assisting each other out. Although on a more personal level, it is more on the level of family… mother/father daughter/son or some like it as siblings. All paths build a strong bond for the two. Some feel like death is the only thing that could break the bond. It had been noted that the loss of a witch or rancor don’t find or bond with another as a replacement.

Steps for Witches:
- As a child, learn how to speak with rancors and get exposer by time with rancors
- Grown up in teen years, hunting and fighting with trained rancors
- For a trail/ Adulthood, find the rancor that will bond with the witch

Steps for Rancors:
- The children learn about the bonds of the herd and clan, and play with kids in the clan
- Adults learn fighting and hunting while being a citizen of the clan
- When witch is seeking to bond, rancor tests with “fire” to see if the witch’s level is what it should be to gain their respect and loyalty

Bonding:
Respect and loyalty is shared between the two. In linking the two gains a sense to know where one another are can communicate in any way to each other. Language does not matter in that instance. The bonding is a hunt or week long travel across the land to lean each other ways. Relaying on each form the bond and naturally a battle forges it faster because of the pressures they are place under.

Wild ones have a similar way. However, it is more in line with their mating ways and it is beyond abnormal to see wild rancors bonding with a person of the same sex. The rancors then will spend a life with them and can be over protective.



Allyan Promotion Ceremonies
Trial by Fire - This trial is believed to be taken from the nightsister's ideals; however, more controlled and less the risks to falling to the dark side for those that wish for those results. The first five times (stages) an initiate attempts to cast a spell learned in an hour. The use of the new spell is extremely dangerous, possibly even fatal if the initiate is not fortunate. Each time the Witch or Jai attempts the stages, the danger goes down slightly and it is less likely to backfire on them. It is also possible for the spell to backfire on the Witch by drawing them into the darkside due to attempting to gain such power so quickly. After the five stages of the trial, the Witch has no difficulty casting the spell.

The test itself also has the second purpose, of discovering whether the Dathomiri is gifted with Allyan magic or not. If they are, their training with continue and be tested over and over through out the next years. If they are not, no further force training of any kind will be brought upon the child and another purpose within the clan shall be found for them. As a ceremonial event, it is open to all members of the clan, however center stage is taken by the Initiate and their trainer. The initiate is gifted with a scroll where their first spell is written to keep as a remainder as the event and to pass on to their students when the tie comes for it.

Trial by the Ancestors - This trial mirrors the trials of Knighthood for other Force-using groups. The initiate is taken to the Temple of the Ancestors of the clan to begin initiation into the next step in their life. The initiate's entire clan and others that wish to be there watch as three Witch elders (among which are the initiate's Clan mother and the Clan mother of the opposing influence) as well as the Herd mother of the initiate's clan (Rancor blood) take collection of their blood while the initiate sheds all material items they have on. The initiate kneels on the altar while the Elders write spells on their body with the rancor blood; three old protection spells to aid the Witch or Jai.

After the spells are written, the Elders place their hands on different parts of the initiate's body. The soon to be ascended Witch has a hand on the beck of their neck, one on their chest, just over their heart, and the last hand just above their genitals. As the Elders chant, the applicant feels a growing amount of heat, pain and pleasures coming from the areas their hands are cover. The areas form into burn black symbols and become permanent tattoos.

The ceremony is continued with giving a lightsaber with the color that represents the young Witch or Jai and a new force forged sword. From there, the Elders list twelve tasks for the person to complete to fulfill their rite of passage into the second stage. An example of a task is going out alone to gain a friendship and a symbolic relationship. Following the ceremony and the series of tests passed, the Initiate becomes a Spellweaver and are able, if they so wish, take on a specific path to follow.

Trial by the Force - This trial is simple because the final task for the Mentor is to train another. The soon to be Elder watches their student go through the Trial by the Ancestors after which the new Elder is sent out into the wilderness to face a new challenge (for example: the cave on Dagobath) in which every person's experience is unique and may kill them. Because there is a mixture of force induced visions and droids, the droids have holographic capability to trick the Witch or Jai. After a week, the member returns home if they have lived through it.

Once a Witch or a Jai has ascended to the last step, they become an Elder of their Clan. Some Witches are then invited to join their clan's council while others take more specialized roles.



Nightsister Promotion Ceremonies
Test of Fury - is the first in a series of trials of Nightsisters, done when the four moons of Dathomir shine the brightest. Much like the Trial of Fire, it is a test of the future Initiate's ability, to determine whether the candidate is capable of performing spells and being a Nightsister or Nightbrother warrior. An initiate is placed in a small improvised arena, either by themselves or with other candidate against whom they are to test their skills. If without competition, the young Nightsister or Nightbrother faces off a more experienced Witch who can at the end of their test take them own as their student. Through out the arena, a handful of scrolls are located which the candidate can use and attempt casting a spell but unlike their polar opposite Witches, they don't have a chance to try it five times before they are able to cast it. The Nightsister or Nightbrother is given a limited window to learn the spell they find before they are attacked by whoever they'll be fighting. All the scrolls available are of practical use, either for defense or offense.

If the candidate is successful at cast their spell against the opposition, their test is considered successful. If they are unable to, they can find use fo a weapon on the field and attempt to save their life that way. The battle can end in the candidates death or their enrollment into the Overclan or any of the Nightsister subclans.

Test of Night - is the second in the series of trials that the Nightsisters and Nightbrothers of Dathomir were forced to pass, before becoming Spellweavers in their right. Unlike their first test, this one was done when the four moons of Dathomir were hidden, leaving the Initiates in darkness. Much like the Trial by Ancestors, the candidates for Spellweavers are first brought before the clan mother of their clan, the clan mother of an opposing clan and the herd mother of their clan. Gathering the collecting of the rancor blood and that of the clan mothers, the initiates shed themselves of all materials they have on and kneel before the altar while the elders write spells on their body with rancor blood, three protection spells to aid the Nightister or Nightbrother. The elders then place their hands on the back of the initiates neck, just over his or her heart and last hand on the initiate's abdomen and chat the spells. As they chant, the applicant feels a growing amount of heat, pain and pleasure coming from the areas where hands are covering them. At the end of the chanting, those same spots are left with burn black symbols and become permanent tattoos.

Following the ceremony, the applicants given their own lightsaber and force forged sword and are again sent to the arena where they either face others facing the test or minimum of one other spellweaver (they are allowed to challenge and a spellweaver can step forward to fight them). Using all and any spells and powers the candidates have learned, they are allowed to fight. The preferred outcome is the death of one of the fighters, be it the candidate or the spellweaver, however, heavily wounded and the spellweaver declaring the candidate a winner (if there is truly cause for it) is acceptable as well. If the candidate for spellweaver survives or wins the fight, they become a Nightsister or Nightbrother Spellweaver in their own right.

Test of Elevation - The third and final test of Nightsisters and Nightbrothers begins by the spellweaver attending their students Test of Night. Once that is done, the spellweaver candidate for becoming an Elder faces her or his third and final challenge in the series of trials which takes palce at the Cricible. Among the moving pillars of the arena, the candidate for the elder rank face another elder (who is either challenged to a fight by the candidate or stepped forward by their own accord). The candidate for the elder rank has at their disposal all and any spells and powers they learned throughout their training, as well as their lightsaber, force forged sword and any other weapon they possess (crafted by themselves or gifted prior to the trial). The candidate becomes an elder when they kill their opponent or is declared the winner of the challenge.
 
Book of Dathomir
The Book of Dathomir is the sacred book of the Witches of Dathomir, written as the new unified collection of knowledge and spells given from the former Jedi Knight Allya and updated with new spells by Clan Leaders. Agreed upon by the Clan Leaders' council as a sign of being unified under one banner and understand that unification was necessary.

List of Spells
List and link is here to help inspire creative ways of using the force/ magic.

Wookieepedia Link with Spells

Arrows of Fire
Initiate: When this spell is used upon a fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot small arrows of flame that shoot out at a 10 feet radius. The directions of the arrows are uncontrolled and random. The amount and speed of arrows varies as per the size of the original flame.

Spellweaver: When this spell is used upon a fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot small arrows of flame that shoot out at a 20 feet radius. The directions of the arrows are now mostly under control, although the occasional arrow may shoot off at a random direction. The amount and speed of arrows varies as per the size of the original flame.

Force “Blanket”
Initiate: Gives another the sensation of being covered or smothered, making normal breathing hard. This is a mental spell that aims to distract an enemy in combat.

Spellweaver: The caster uses the Force to give its enemy a sensation of being covered or smothered to the point of physically choking them.

Force Crush
Initiate: Used to crush little items (small rocks, for instance) or holding down a single body part of a person.

Spellweaver: Force Crush I Used to crush medium objects (bones, hard wood, slightly larger rocks, etc).

Elder: Used to crush big and hard objects (blasters, metal, boulders, etc).

Mountain Sense
The ability to sense veins of ore and gemstones within the rock of mountains. The more experience the caster has with this, the deeper into the rocks and mountains the sense can go. Although this spell does tell the caster if there is something, it does not detail as to what it exactly is.

Night Sight
This skill allows the witch to call on the Force and enhance her sight to see more clearly in the dark.

Probe Spell
Initiate: Search if there is life nearby. Probe for surface emotions and the existence of mental blocks.

Spellweaver: Probe a person’s mind to gain random surface thoughts. The castor cannot search for specific thoughts.

Elder: Probe into a person’s mind beyond any block they may have placed to search for information and sense their intentions.

Spell of Communication
Communicate with others regardless of the language they speak, and with animals too.

Spell of Focus
This spell is used by a witch to prepare her focus for extreme use of magic. If she has a difficult spell or task to perform, she usually will begin the spell or task with this spell to draw on the energies or strength she will need in the upcoming task.

Spell of Healing
Initiate: Numbs pain in the caster’s body, helps slow bleeding down, helps enhance natural self healing speed a little bit.

Spellweaver: Numbs pain in the other people’s bodies, helps slow their bleeding down, helps enhance their natural self healing speed a little bit. If cast on self

Elder: Stop pain in others and self; Awaken from unconsciousness; Stop bleeding; Close up wounds; Give strength or part of life force to the wounded.

Song of Power
A witch casts the spell of power to increase a single attribute for a limited time to jump higher, see better, take more damage, run faster.

Spell of Water
Using this spell one is able to locate pure water tables.

Telekinesis
Initiate: Ability to lift small objects (no greater than half of the carrying capacity of the user) and move them, hovering the item in any direction. This ability also includes the ability to apply telekinetic energy in bursts to “push” and “pull” objects such as levers.

Spellweaver: Improved Telekinetic abilities – specifically the realization that “side matters not”, nor does the number of objects. A caster with this ability possesses both greater refinements in control over the object(s) they levitate as well as an ability to lift starfighter-sized objects.

Elder: Enabling complex feats such as pulling a capital ship down to the surface of a planet, levitating a building, or unleashing a massive telekinetic wave capable of destroying an entire attacking force. This ability, when used to a degree as described, results in exhaustion and can only be used sparingly. It also permits use of telekinetic abilities without the use of hands or other limbs.

Tempest
Initiate: Call upon a gentle breeze, light drizzle or faint snow.

Spellweaver: Call upon heavy rain or moderate snow.

Elder: Cause a thunderstorm, blizzard or tornado.

Weather Sense
This skill allows the individual to sense coming weather patterns; storms, etc. This skill does not allow him/her to make swift and sure predication of coming weather patterns. The better the individual knows the area, the easier he/she will be able to sense the coming weather changes.

Animal Healing
Similar to Healing skill. The difference is that this skill is specifically designed for the healing of small animals.

Call Mist
Calls forth a mist or a fog to engulf the general area the caster is in, making the eyesight of potential enemies much more difficult.

Call Rain
Initiate: The caster can call upon gentle drizzle.

Spellweaver: Calls forth rain when the season is too dry. This is used only in dire circumstances and the crops will wither and die without intervention.

Ground Communications
Initiate: This is used to sense when nutrients are too low to accommodate certain crops and when to plant.

Spellweaver: Users now also learn to use this communion to infuse a portion of their own life force into the ground to encourage the growth of crops.

Seeking Spell
The caster can sense the presence of a specific individual for whom she searches, the caster can see how badly wounded diseased or otherwise physically disturbed the person is.

Shield Spell
This skill allows the witch to surround herself with a Force Shield, which can repel energy and physical attacks down to the molecular level. Can be sustained for short amounts of time only.

Spell of Deception
Altering the perceptions of another person. Can be used to counter-spell the Probe spell.

Spell of Element Protection
The caster can use this spell to create a wall of earth, fire, or any other natural element that is already present on the battle field in order to protect herself. The Witch should take into account the possible damage to the ecosystem this spell may potentially cause.

Spell of Fire Creation
Initiate: By concentrating, a witch can generate localized sparks. These sparks are strong enough to start fires with. It has been theorized that these individuals are able to hyper accelerate particles in the air so that these sparks can occur.

Spellweaver: This skill enables the witch to cause fires - from as small as a torch or lantern to as large as the area of effect - to reduce in size and brightness; to become mere coals. Note that this does not affect either fuel consumption or damage caused by the fire. The witch can affect any or all fires in the immediate area. She can alter their intensities with a single gesture while tapping into the Force. The effect lasts until the witch cancels it, all fuel is burned, or the user's will/energy/concentration expires. The witch can also extinguish all flames in the area.

Tide Sense
This skill is used to sense the ebb and flow of the various rivers and other waters that have a high and low tide on Dathomir or other planets. Its helpful in finding the best time to fish, swim, and other activities that have to do with the water. (Essentially, this would be the advanced version of “Spell of Water”)

Warding Spell/ Deflection
Simple hand gesture to deflection incoming objects (such as a blaster bold, person, incoming spells against oneself).

Absorb
Enables the caster to absorb harmful energy such as blaster bolts and Force lightning. This energy must then either be dissipated in some manner; otherwise it becomes harmful to the User, causing injury and, in more severe cases, death.

Alter
Alters flow of energy, fire, water, and other materials around spell caster.

Call Frost/Snow
Calls forth a frost or snow when the season goes too long. This is only used in dire circumstances to give the planets and ground time to rest in-between seasons so it will be fertile and not worn out for the next planting.

Forcing Minds
Controlling of someone else's actions, thoughts, and emotions by invading that person's mind.

Mind Weave
Elder: This skill will allow two persons to interweave their thoughts so they can share experiences and emotions that cannot be communicated in words or actions. This skill is often shared most between those mated and strengthens the bonds of intimacy. While anyone can be mind weaved, the spell caster (who doesn’t have to be one of the weaved people) must be of Master level.

Seer’s Spell
Description: Brings visions of the future.

Spell of Lighting
Casting of this spell causes bolts of electrical energy (lightning)energy to spring from the caster's fingertips, directed against one or a small group of opponents, and to light fires.

Spell of Mind Touch
Mind-speaking to another over distances; Send images or share sight to another over distances.

Spell of Ordering
This skill allows the individual to make sense of apparent chaos. The individual can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints. The individual studies seemingly random elements--broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible--coded flashing lights, garbled speech, or thoughts of any kind cannot be studied. The individual must study the random elements for one round. If the items studied are truly random, no information is gained, but if they were once part of a whole something can be gleaned from them. After the individual has visualized the pattern, he can attempt to reassemble the parts into their original form. The amount of time required and the quality of restoration vary according to the complexity of the pattern. Reassembling a shredded map may be easy; reassembling a broken clock is significantly more difficult; rebuilding a shattered mosaic is extremely difficult. In any case, the individual can make only a reasonable copy of the item.
 
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