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Approved Lore The Wyrmguard

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OUT OF CHARACTER INFORMATION
  • Intent: To create a chivalric, knightly order for like-minded Sith-Imperial characters and NPCs to explore alternative & unique methods of roleplaying in the Sith Order. To document and establish a powerbase influenced by Mordecai Zambrano, that does not compromise his character or ideals, for the purpose of playing the Sith Order's Great Game of political intrigue, imperial dominion, and upholding tradition.
  • Image Credit:
  • Canon: N/A
  • Permissions: [ Blank, for now. ]
  • Links:
GENERAL INFORMATION
  • Organization Name: The Wyrmguard (in Eternal Service to the Sepulchral Flame)
  • Classification: Sith Chivalric/Knightly Order
  • Affiliation: Sith Eternalism | The Sepulchral Ultima | The Sith Order
  • Organization Symbol: The maw of an obsidian Arkanian dragon, wreathed in crimson flames. Often annotated with the Wyrmguard's motto "Blood honors the Strong, Ash remembers the Weak." in Galactic Basic or Aurebesh.
  • Description: The Wyrmguard (in Eternal Service to the Sepulchral Flame) is a noble, militant order of Sith Knights & Lords, Imperial Legionnaires, and like-minded Imperial citizens. The Wyrmguard's mission and intent are to safeguard and further the ideology of Empire itself. They are executioners of the Sepulchral Will, they are enforcers of Sith-Imperial edicts, they are the exterminators of foes - both foreign and domestic. The Wyrmguard operates outside of the traditional Sith-Imperial military structure, bearing true faith and allegiance to the tenets and guidance of Sith Eternalism and the Sepulchral's Council of Chapters.

    The Wyrmguard was created in response to the Sepulchral edict The Knightly Order of the Praetorians, formulated by Lord Mordecai Zambrano in its founding weeks to establish precedence. While largely drawing guidance and inspiration from the tenets of Sith Eternalism, the Wyrmguard was made to bring order to chaos. They serve not only to expand their beloved Empire but also to keep it from destroying itself.

    To the Wyrmguard, the Empire's populace and its wellbeing is paramount. To them, strength is law but strength must serve. The Wyrmguard uphold the Sith doctrine of power, but they wield it with purpose, not recklessness. Governors, Sith Lords, and military commanders who abuse their authority and risk destabilizing the Empire will face their judgement or risk being purged. Those who betray the Empire are to be eradicated, but those who falter may be redeemed through trial and service.

    Their ideology is a dark fusion of Sith supremacy and noble chivalry, balancing brutality with mercy, power with restraint, and conquest with protection.
GEOGRAPHICAL INFORMATION
  • Headquarters: The Wyrmhold, Praesitlyn
  • Domain: The Wyrmguard's sphere is influence is laser-focused, typically revolving around its claimed world of Praesitlyn. The Wyrmhold is constructed out of the age-old remnants of the Judile Redoubt used during the Clone Wars, with much aid from its neighboring cities filled with Sluissi. The native Sluissi and the Wyrmguard boast a fairly friendly working relationship with one another, with the Wyrmguard showing respect to the local populace and the Sluissi often working as maintainers of the Wyrmhold and its mechanical assets - for a fair wage, of course.

    There have been sparks of ire and distaste, however, leaving blemishes on an otherwise perfect diplomatic track record. Rare occurrences of Sithspawn and warmounts escaping the Wyrmhold leaves smaller settlements decimated despite the Wyrmguard responding quickly to re-capture or slay the beast. Ever since those first few occurrences, the Wyrmguard has attempted to smooth things over with regular patrols of both Wyrmknights and legionnaires from the garrisoned Sixth Praetorian Guard, to keep the peace and respond to draconic catastrophe.

    For the greater Sith Empire, the Wyrmguard works to bolster its sphere of influence through action and word of mouth. Wyrmknights are deployed throughout Sith space, undertaking missions on behalf of local leaders, quelling rebellion, or purging unworthy leaders, governors, and Lords. Their achievements are passed via word of mouth or Holo-news reel, and any failures are quietly swept under the rug and scrubbed from Imperial record.
  • Notable Assets:
SOCIAL INFORMATION
  • Hierarchy:
    • Wyrmlord - The supreme authority, overseer, and commander of the Wyrmguard. The Wyrmlord is typically tasked with greater picture duties such as: military command, ideological enforcement, and the preservation of the Wyrmguard's legacy. The represent the Wyrmguard at the Sepulchral Council of Chapters and serve as its Chapter-Master.
    • Wyrmwarden - An often undesired yet utterly necessary role is the Wyrmwarden. As the Order's second-in-command, the Wyrmwarden focuses on the minutiae of administration: recruitment & training, acquisition of drakes and beasts, accounting, supply & logistics, and arbiter of internal grievances or concerns. This administrative warrior is charged with 'keeping the lights on' even if the rest of the Order is indisposed or occupied with military taskings. While the Wyrmwarden may've not shed blood on the battlefield in some time, they are sure to win the war with the stroke of a quill.
    • High Wyrmknight - Veteran Wyrmknights and warriors of great renown and respect. Each one of these level-headed juggernauts boasts a mount of their own, each as varied as the High Wyrmknight themselves. Some of the nobler follow the Wyrmlord's footsteps and claim alchemically modified dragons for themselves, whilst the more realistic select mechanical, or droid, companions. High Wyrmknights serve varied roles across the Wyrmguard: leading small teams of lesser Wyrmknights into battle, serving as subject matter experts at the Wyrmhold, but are most often tasked to render judgement and execute the Order's will across the Empire. High Wyrmknights tend to operate alone or in sparsely manned teams, so great is their skill, trustworthiness, and responsibility.
    • Wyrmknight - Wyrmknights make up the bulk of the Wyrmguard's scant manpower. These Sith-knights are oft recognized by their heavy crimson armor embellished with draconic regalia: with clipped wings on their bloodied helmets, scale patterns across their pauldrons, and dehumanized by the lack of a helmet faceplate. As full members of the Wyrmguard, they are entitled to all of the perks and responsibilities that come with it. Pay & stipends according to their station, a full set of heavy armor and accoutrements, and the right to field a warmount. Some eschew the right entirely, having slain their chosen beast during the trials, but others have bonded with dragons, drakes, or cold-blooded predators and use them as tools of war.

      Most Wyrmknights operate in small groups, often headed by a High Wyrmknight, or are dispatched by the Wyrmwarden to handle less visible or prolific missions alone. While not infallible, the Wyrmknights are given a level of trust and independence unheard of in other internal Sith organizations. Some Wyrmknights check-in with the Wyrmhold once a year while they campaign and execute judgement, and some return regularly.
    • Vassals - Aspirants, acolytes, squires, and the unchosen. Vassals are the lowest rung of the Wyrmguard's structure. Some as aspiring Wyrmknights, shouldering their way through the trials that face them or learning from instructors and High Wyrmknights at the Wyrmhold. Others have faced the trials and been broken either physically or mentally, relegated to lowly maintenance, supply, and custodial tasks. There is no distinction between a vassal that has failed and one who is on the path to success - to serve as a reminder for each that their fates are not absolute. Some vassals will pass the trials, conquer their fears, and grow to become strong, wise Wyrmknights. Others will fail but show promise, often being shoveled into the Sixth Praetorian Guard to serve the Wyrmguard indirectly. Some are retained by the Order if they have technical aptitude and assist the Wyrmwarden directly. And some are strangely never seen again, often losing their life during the trials or posing too great of a risk to the Wyrmguard itself.
  • Membership: Less than a thousand number the Wyrmguard's ranks. Small, tightly knit, and cohesive, its structure follows the modern tenet of quality over quantity. The vanguard ranks of Wyrmguard, being High Wyrmknights and Wrymknights, fluctuate around the two- to three-hundred mark. The rest of its ranks are filled with aspirants, vassals, support personnel, medical staff, and legionnaires from the Sixth Praetorian Guard. Force sensitivity is not a requirement to become a Wyrmknight, though the vast majority of successful vassals are. Non-Force sensitive vassals are not given any leeway but may have certain training substituted, marksmanship in lieu of swordsmanship, small unit tactics in place of meditation and Sith study, etc.

    There are several dozen warmounts that fill the Wyrmhold's bestiary quarters, ranging from alchemically modified Arkanian dragons, Battle hydras, Hssiss, and even certain sub-species of Zakuul's Elder Dragons. Each of these conquered and tamed beasts are the responsibility of their rider and/or master - responsible for their feeding, medical care, wellbeing, and transportation. Most of these reside in the Wyrmhold but some Wyrmknights acquire starships or methods of travel large enough to comfortably transport their beastly companions. Some Wyrmknights forgo this responsibility and honor, having slain their chosen beast during their trials, or have lost them to sickness or war. While not a requirement to remain in the Wyrmguard, Wrymknights with mounts are looked upon with greater favor.

    For a vassal to become a fully-fledged Wyrmknight and member of the order, a series of trials and training must be passed. For the quick-witted, talented and fast learners, this training period can last only several months. For the average, this can range from a year to even longer depending on the difficulty of their trials. Prior to each trial, the vassal is given training from senior Wyrmknights that encompasses field exercises, physical training, and classroom lecture. Such training includes martial arts and hand-to-hand fighting, swordsmanship, building a connection to the Bogan, first aid, survival, leadership, and Sith-Imperial law.
    • The Baptism - The first trial for all vassals. While one of the least physically demanding trials, the stress of spiritual rebirth is ever present here. The Baptism teaches the tenets of sacrifice and the loss of individuality. Vassals have their head shaved of any hair, are forgone any worldly possessions that remind them of home and offer their own blood in the Wyrmhold's Sepulchral Chapel. Each group of vassals is then baptized in the blood that they have shed, along with their fellow vassals. Following this, the blood-soaked vassals swear an oath of fealty to the Wyrmguard, to uphold its ideals, and allegiance to the Sepulchral Flame and greater Sith Empire.
    • The Descent - A vassal must conquer their fears. A Sith has no fear nor hesitation in their heart, just action and action of violence. Vassals are probed over a series of weeks throughout their physical training and classroom instruction by instructing cadre who learn their fears and anxieties. Some are afraid of death and its uncertainty, others are afraid of monsters and devouring creatures, and many are afraid of failure. Each vassal is given unique trials to overcome their fears. Some are given sedatives, then submerged in sensory deprivation chambers and experience scarily realistic nightmares conjured by Sith mystics. Others travel to Korriban or dark side Nexuses to face the creatures that dwell within, shedding blood or dying in pursuit of it. Whatever their trial, each vassal must arise unbroken or forfeit their oath and face the consequences.
    • The Hunt - The midway trial where most of a vassal's starting class has been reduced to half its strength. Alone, the vassals will struggle once more, in a quest to either tame or slay a worthy beast. Vassals are given meager resources to achieve this, where they travel to far away worlds in a test of their independence, resourcefulness, and aggression. Many travel to Arkania, Zakuul, Yavin IV, Felucia in search of draconic beasts to corrupt and conquer, or to slay outright. Those who discover hatchlings or adolescents count themselves lucky and are charged with caring for the beast for several months before this trial is completed. Vassals that do not develop bonds with adolescent beasts are given the opportunity to pursue and conquer another or are exiled immediately. The unlucky are devoured in their pursuit or never seen again.
    • The Duel - A test of a vassal's resolve, aggression, and combat skill. The details of this trial are kept hidden from vassals before they enter this phase. Each vassal must duel another vassal to the death using whatever means necessary, including their bonded beasts claimed during The Hunt. Lightsabers, slugthrowers, blasters, explosives, and unrestricted Force power usage are all permitted. Underhanded techniques are frowned upon but approved. The location of the duel is agreed upon by both vassals and to be observed in its entirety by a High Wyrmknight to laud the victor. Some duels last under a minute; others can span several weeks through a cat-and-mouse game of harrying and skirmishes on a remote world.
      The Crucible - Now reduced to few numbers, a vassal class is nearing completion of their trials. They are blooded, have bonded or slain a great beast, have conquered their fears, and have strengthened themselves physical and mentally. The Crucible itself tests the sum of the skills each vassal has learned. Aerial dogfights with Wrymknights, practice duels with other vassals, live-fire exercises with the Sixth Praetorian Guard, and are proctored written tests on Sith-Imperial law and military treatises. The final test of the Crucible will see each vassal accompany a Wyrmknight as a squire or apprentice, aiding them in completing a mission that furthers the stability of the Sith Empire.

      Upon completion of every trial, successful vassals will re-affirm their oaths in a rite similar to The Baptism, where they once again shed their own blood and swear fealty to the Wyrmguard, the Sepulchral Flame, and the Sith Empire. It is here that they are knighted and become Wyrmknights, granted a set of heavy crimson armor and all of the benefits and responsibilities that follow. Some classes celebrate with festivities and alcohol, others are hardened by their trials and ambition, leaping into duty immediately. Some vassals graduate alone, having bested every adversity and outlasted their unlucky companions.
  • Climate: Stoic, dutiful, orderly. A week in the life of the Wyrmguard is never the same nor is its climate, either feast or famine. During periods of relative peacetime, the Wyrmguard strengthens itself subversively through recruitment and training. The Wyrmhold is typically a hub of Order activity, with Wyrmknights being dispatched to varying Imperial worlds to safeguard the local population from domestic threats ranging from overly cruel governors and Sith Lords, allying with Imperial Intelligence agencies to quell rebellions, or lending an air to requests made by Sith-Imperial military command, local leaders (mayors, bailiffs, judges), or aiding with the Wyrmguard's own internal training. During wartime or times of strife, the Wyrmhold is quiet with frequent deployments and taskings, with the Wyrmguard stretched thin with their limited numbers.

    After having passed their trials, Wyrmknights are typically level-headed and just. While many are Sith themselves, they have learned how to temper their emotions and fully control them. Fury and hatred have their place, yet so does wisdom and mercy. Many Wyrmknights tend to operate alone during their missions but it's not uncommon to see small groups deployed to remote worlds or high-profile cases.

    They have a close relationship with Lord Mordecai Zambrano's Sixth Praetorian Guard, who are often deployed alongside Wyrmknights as a show of force or as force multipliers. During deployments, Wyrmknights assume command and the burden of responsibility. Under full mobilization, the Wyrmguard may deploy its flagship, the SD-9s Sith Star Destroyer, Two for Flinching, in efforts to quell rebellions or engage enemies, both foreign and domestic.
  • Reputation: The general populace of several Imperial worlds glorifies the Wyrmguard as heroes and protectors, having spared them the ire of tyrannical overlords that would've spelled doom for Imperial resources and manpower. While their reputation is not as widespread as they'd like, they are generally revered and respected by those they encounter, in part to their even temperament, talent for making just decisions, and strength in warfare. To the masses, they are veritable knights and lauded as guardians.

    Other Sith with conflicting ideologies often consider the Wyrmguard to be foolish, despise them, or a combination of the two. Some internal factions regard them with distrust and are quick to counter their judgements in courts or higher, often generating strife within the Sith-Imperial Military High Command and Order council. To these onlookers, the Wyrmguard are 'armored fools delaying the inevitable' or 'a huge pain in my ass.'

    The Sepulchral Flame, though, shower their pawns with gifts of charity and portions of tithes, helping ensure their executioners are properly funded and well equipped. The Wyrmguard shares a friendly but distanced relationship with its brother chapter, the Iron Howl chapter, mainly due to their bestial symbolism and ideological tenets.
  • Curios:
    • Wyrmplate - The ubiquitous crimson, dragon-embellished heavy armor that Wyrmknights wear. This armor varies in its construction and is tailored to each Wyrmknight. Some prefer a darker crimson, others prefer blazing scarlet. Some want it constructed of beskar or of the scales of a slain beast, others prefer the mobility of plastoid. While largely uniform in appearance, each set of Wyrmplate is functionally different. Most sets of Wyrmplate are faceless, a psychological effect that reflects cold, dispassionate judgement and execution.
    • Sword - For the Sith members of the Wyrmguard, this is typically just a crimson-bladed lightsaber. For the new non-Force sensitive vassals that make it through the trials, they are gifted an Echani vibrosword. Maintenance of the weapon and prominent display of the weapon are mandatory, to make easily visible their strength of arms and tribulations conquered.
    • Warmount - Possessing a warmount is not mandatory for Wyrmknights, but the majority do. Some are Arkanian dragons, Battle hydras, Hssiss and follow the order's draconic heritage. A scant few adopt other varieties of Sithspawn as mounts or pets.
  • Rules: Aside from their ideological ties to Sith Eternalism and the Sepulchral of Eternal Flame, the Wyrmguard hoists five tenets above all else. A Wyrmknight disobeying these would be considered to be breaking their oath, and must suffer the consequences.
    • Strength is law, but strength must serve. - Power is not wielded for personal gain, it is a tool to preserve the Empire's future. Governors, Sith Lords, and commanders who abuse their authority will face judgement. Mercy is not weakness; it is a tool of control.
    • For the Empire, not myself. - The Wyrmguard do not seek personal glory, their duty is to the Empire itself. They safeguard Imperial citizenry and assets, ensuring order and stability.
    • Judgement is absolute, but honor is eternal. - The Wyrmguard will execute justice without hesitation, but they do so with wisdom and restraint. Those who betray the Empire are eradicated, those who falter may be redeemed with faith and service.
    • The sky is our throne. - The Wyrmguard watches and strikes from above, ensuring that nobody escapes judgement. Nobility runs through their veins, wielding power with discipline and purpose.
    • The Wyrm does not kneel. - The Wyrmguard do not falter, do not submit, and do not betray.
  • Goals: To safeguard the Sith Empire from its enemies, both foreign and domestic. To pave the way forward with tempered aggression and fury, and not let reckless judgement be cast upon the Empire's citizenry. To purge the unworthy from seats of power and cast judgement with cold dispassion.
MEMBERS
  • Mordecai Zambrano Mordecai Zambrano - The founding and current Wyrmlord, responsible for the creation of the order itself and setting its unique ideology in stone.
  • Lord Kael Vorthis - A towering, elder Sith pureblood that serves as the Wyrmguard's Wyrmwarden. The once renowned Sith warlord was feared for his ruthless efficiency, but his unyielding discipline and honor set him apart from his peers. Seeing the Wyrmguard as the true embodiment of strength and order, he abandoned the Empire's political games and pledged himself to the Sepulchral Flame. Kael is a harsh but fair taskmaster that never tolerates weakness but respects young warriors that display determination and growth. His left arm is scarred from both combat and from his tendency to hand-feed hatchlings in the Wyrmhold's bestial chambers. His battle hydra named Skarn adores slow roasted Nef meat.
  • Knight Zyrek Vassar - The so-called prodigal son of the order, rumored by some as being groomed for command to either assume Lord Zambrano's place or Lord Vorthis'. Zyrek is a middle aged High Wyrmknight, well respected for his gift of aerial combat atop his Arkanian dragon named Ashrend. The veteran human knight is so lean of frame that he's almost gaunt, eyes sunken in as if he were a predator - though his appearance can be quite deceiving, given his amicable, chatty personality. Many have mistaken his silver tongue as a 'all bark and no bite', and many have tasted the bite of his crimson lightsaber.
  • Lieutenant Commander Jon Harsk - A surprisingly young Star Destroyer commander, now at the helm of the Wyrmguard's flagship, "Two for Flinching". Lt Cmdr Harsk maintains a foot in both the Wyrmguard and the Sixth Praetorian Guard, with a propensity for diplomacy and smoothing things over that only a human can possess. The blonde-haired officer is curt, professional, and ever eager to prove his worth and climb the ranks. Harsk is a tad overzealous and reckless for a senior officer but displays cool-headed combat acumen.

HISTORICAL INFORMATION

The Wyrmguard is a nascent, burgeoning order of Sith, Sith-Imperial citizens, and legionnaires of the Empire's many legions. The Wyrmguard as you know it originated as a response to the events of The Rubicon event as well as the formation of the Sith's Blackwall. Originally intended to be a truly noble, order-keeping force within the isolated Empire, it became a dual-purpose tool to bypass the political and military machinations set forth by Darth Empyrean.

With the blessing of the Sepulchral Flame and its High Councillors, the Wyrmguard was birthed into existence off the back of religious tithes and much of Mordecai Zambrano's personal assets. Its formative stages was a flurry of administrative work, that included summoning age-old companions by his side to help grow and strengthen this newly birthed order. With its spiritual blessing granted, the Wyrmguard was essentially free. Free of movement and restrictions, but not without consequence.

In keeping true to the core tenets of Sith Eternalism and its vision of Empire itself, the Wyrmguard hoist the flag for the teeming masses of Sith-Imperial citizenry. While teeming plagues of famine and strife sweep through dozens of worlds marred by war and conquest, there was little oversight given to the Sith Lords and governors that presided over such campaigns. Infighting and Kaggaths reigned supreme whilst the rest of the Empire watched with bated breath: observing these Holo-vised campaigns draw out with grueling slowness. Population centers decimated, entire continents rendered uninhabitable, and vermin scurrying to feast on the corpse of a once-great Empire.

To Mordecai and his like-minded allies, this was a no-go. Power was not power without a powerbase, with citizens paying taxes, manufacturing goods and foodstuffs, or forming the ranks of planetary defense forces and Imperial legions. Such actions were not conducive to stability or these visions of Empire.

So, the Wyrmguard grew subtly, born on Praesitlyn in the reconstructed fortress used during the Clone Wars known as the Judile Redoubt, a place once meant to be the family home for Mordecai and his wife - now repurposed to house a knightly order of warriors, beastmasters, and their beasts themselves.

This new generation of warriors and Wyrmknights are purpose-built to safeguard the Empire itself, and even from itself. These heavily armored arbiters possess Sepulchral approval and blessings to go around normal political pathways, navigating across Sith space to cast judgement on tyrannical governors, Sith Lords, and military commanders. Others carry out noble missions to quell upstart rebellions on behalf of local leaders, aid the Sith-Imperial Legion in times of war, and otherwise protect the denizens that the Sith Empire rightfully conquered.

 
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