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The Order of the Sith Lords

A lineage of Sith Lords who operate behind the veil of the dark side veiled in the tapestry of Darth Bane and his Rule of Two!

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Quick Overview

Category
Dark Side
Total members
11
Total events
0
Total discussions
4
Total views
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Vūm


Pyramid.jpg


OUT OF CHARACTER INFORMATION
  • Intent:
  • To create an organisation with influence in politics and business for the purpose of creating interesting, dynamic stories with other writers.
  • Image Credit:
  • [Link]
  • Canon:
  • N/A.
  • Permissions:
  • I have permission to use HPI Consortium submissions up to Semi-Unique in production or higher.
  • I also have permission to use N&Z Umbrella Corporation submissions up to Semi-Unique production or higher.
  • Links:
  • Her Wish, His Will
  • Crimson Concord
  • Northwest
GENERAL INFORMATION
GEOGRAPHICAL INFORMATION
  • Headquarters:
  • Lianna, Lianna City.
  • Domain:
  • Vūm does not claim territory through formal declaration-- it simply resonates into place. Its presence in Lianna City centers on a singular, towering structure in the Halequarn District: an immense, grey-scaled pyramid known unofficially as the Neyrix.

    Shrouded in haze and sound-dampening fields, the pyramid rises like a monument left behind by a civilization too advanced or too forgotten to explain. The building has no visible entrances, no lights, and no clear signage. Most citizens avoid speaking directly about it, referring to it in passing as "the Echo Tower" or simply "Vūm," as if the entity and the structure are one and the same.

    While it holds no official jurisdiction, the area surrounding the Neyrix has quietly become an economic singularity. Adjacent financial zones, tech incubators, and cryptosecurity firms have begun to orbit it, experiencing unlikely success, sudden liquidity, or inexplicable recoveries. This silent gravity-- the invisible reshaping of local, or far-flung star systems-- is Vūm's true claim.

    Vūm is radically non-public. It rarely hosts conferences, does not grant interviews (usually), and usually issues no formal communiqués. Yet its influence can be felt throughout Lianna City since the turn-of-the-ninth century. It operates through unmarked proxies, generative AI firms, closed-loop capital groups, and shadow portfolios that flow through the city's infrastructure like neural impulses in a galactic mind.

    Despite its opacity, Vūm's fingerprints are found behind civic restorations, the sudden stabilization of key power grids, and the quiet collapse of rival corporate monopolies. Many suspect it nudges the city forward in imperceptible increments, like an intelligence reprogramming a machine from the inside.

    The people of Lianna City regard Vūm with a reverent distance. No citizens work there, yet no one knows anyone who applied. Rumors tell of data whisperers, hologram analysts, and silent couriers who enter through blind alleys and service lifts and who return changed.

    To the public, Vūm is not seen as a company but a presence-- as much a part of the city's dystopian architecture as its transit systems or skyline. Some call it a guardian, others, a ghost. Urban legends say the pyramid hums when events of galactic consequence are near, and that certain frequencies of sound will cause it to shimmer.

    Whatever the truth, Vūm's relationship with the populace is neither warm nor cold. It is instrumental, and possibly curative. The people do not interact with Vūm. They live within its field.
  • Notable Assets:
  • The vast bulk of Vūm's financial strength and power stems from a heist conducted by Her Her which is described in The Heist of the Century That Nobody Knows About.
  • By way of an agreement between Her Her and The Lord of Hunger The Lord of Hunger , Vūm has access to multiple products created by N&Z Umbrella Corporation.
SOCIAL INFORMATION
  • Hierarchy:
  • Vūm is made up of a small clandestine group. Each member of this group has sway and say within the organisation such as where it invests its (their) funds, how it operates and other such similar decisions which affect this organisation and its practises. While on the surface each member of this group has the ability to make leadership decisions which affect the direction of Vūm they are all aware that the buck begins and ends with Her Her .
  • Membership:
  • The exact number of individuals who "belong" to Vūm is unknown even to those who are apart of it's hierarchy. Most who work within or around the organization don't recall applying, interviewing, or receiving formal contracts. They speak instead of dreams, visions, or a sudden compulsion to be at the right place at the right time.

    Members are observed, subtly tested, or given cryptic instructions via anonymous data packets, encoded transmissions, or embedded glyphs in unrelated contracts. Completion of these tasks-- often requiring ingenuity, restraint, or intuition-- signals their readiness. It is not uncommon for potential initiates to fail without ever realizing they were being considered.

    There are no family names or bloodlines within Vūm. There is only harmonic suitability to the organisation and it's investments. The idea of marrying into it is nonsensical: you are either attuned, or you are not. Relationships, if they exist within the organization, are understood to be temporary entanglements, not binding structures.

    Out-of-character, Vūm is an invitation-only organization for players who enjoy:

    • Esoteric storytelling.
    • Slow-burn intrigue, economics, and symbolism.
    • Playing characters who operate in gray spaces such as analysts, mystics, financiers, spies, philosophical entrepreneurs or politicians.
    • Building lore collaboratively with an eye toward mystery, indirect influence, and subtle power plays.
  • Joining Vūm typically involves:

    • Expressing interest to a current member.
    • Submitting a concept that fits the tone (cryptic, thoughtful, multidimensional).
    • Participating in one or more story-oriented "observation arcs" — short interactions to explore thematic fit.
    • IC initiation scenes that may involve puzzles, whispered tasks, or narrative "tests" tailored to the character's archetype.
  • Climate:
  • The climate within Vūm is eerie, esoteric and tense. Even to those who are directly linked to the organisation at it's highest echelons are left guessing as to who or what this it all really about.

    They know that they have seen, heard of or been apart of a series of events (transpiring in the Outer Rim or Mid Rim systems) that on the surface appear to have nothing to do with each other and yet they know for a fact that it was either Vūm, their associates, partners or members who were behind these strange, often dangerous or catastrophic incidents, and yet despite what they know, they cannot fully put a finger on why they happened in the first place.

    At the lowest point of the organisation, away from the small glimpses and insights awarded to those at the top, are individuals who feel a distinct danger when it comes to their businesses, operations or politics that are now forever interlinked with this organisation. There is a feeling that at any point of deviation from any orders, instructions or requests would spell certain doom for themselves and all that they care about. Hopeless has set in for many at the idea of trying to get away from this opaque organisation who often delves in anonymity.
  • Reputation:
  • Vūm has little to no reputation. Most people have not heard of it, and if they have, there isn't much of an opinion. If one were pressed for their view and thoughts on this organisations 'reputation' then you would hear words such as 'eerie', 'strange', 'dark', 'anonymous' and perhaps the sentence: "I don't know much about them, to be completely honest."
  • Curios:
    No.
  • Rules:
    Vūm only has one distinct rule, and it is very clear to everyone involved: Obey, or you will be crushed.
  • Goals:
  • To rejuvenate Imperialism found in the Outer Rim systems with the Imperial remnants located throughout the galaxy with the idea of pushing economics, politics or opinion towards the elimination of the so-called 'Sith' threat as a means to revive the ideas and philosophies of the Galactic Empire.
  • To influence the internal and external politics of The High Republic (located in the Mid Rim systems) towards war with the Sith Order.
  • To acquire investment in a wide array of organisations, companies and entities located in The Diarchy, The High Republic and The Imperial Confederation for the purpose of obtaining a 'forever presence' within these galactic superpowers.
  • To push Pro-Imperial sentiments within the faction known as The Diarchy.
  • To quietly assist and help further the agenda of a quiet, off-the-books partner of the organisation within the Sith Order as they rise through the ranks of the Eleventh Sith Empire.
  • To bring about a dystopia on the planet Lianna.
MEMBERS

HISTORICAL INFORMATION
[ Include a description of the organization's history. Who started it, how and why it was formed, modus operandi, any events tied into its creation and existence, etc. ]
 
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