Star Wars Roleplay: Chaos

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Approved Location Vureshakkairn Castle

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OUT OF CHARACTER INFORMATION

SETTING INFORMATION
  • Military Base Name: Vureshakkairn
  • Classification: Castle, and Neutral Site for All Force- and Magick-using Practitioners
  • Location: Ryloth, Ryloth System, Gaulus Sector, Outer Rim Territories
  • Affiliation: The Confederacy of Independent Systems
  • Population:
    • Force/Magick Personnel - Heavy
    • Army Personnel - Moderate
    • Aerial Personnel - Sparse
    • Naval Personnel - Insignificant
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  • Demographics: The current census includes,
  • Accessibility: The Castle can be approached by air or ground, however strong magical wards have been placed to disorient uninvited guests -- including those that do not recognize themselves as being part of the Solanaceae, Confederacy, or those not previously recognized as trusted parties. The disorientation often causes people to end up wandering or crashing into the wilds of the surrounding forest where death or dismemberment is frequently known to occur. It is always best to call ahead to inform the Witches and Warlocks you are coming and ensure safe passage is granted.

    Residents of Ryloth have little need to far wandering onto Castle grounds, however, as it is ten miles out from the nearest village. Most know not to come uninvited, and the Solanaceae frequent the village making it unnecessary to approach the wondrous yet foreboding complex.

    Word to the wise, should an uninvited guest somehow find their self near the Castle without being led astray or slain, the Solanaceae do often entreat literal dragons to make themselves comfortable on the grounds. They came in both cute Wee Dragon and terrifying Ouroboros Krayt Dragon forms.
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  • Description: Vureshakkairn Castle is the more reclusive, primary Covenstead of the Solanaceae among the Confederacy. If necessary visitors from outside of the organization are permissible, however residents may be alerted to secure more sensitive matters of research from prying eyes. Countless Light- and Dark-side users and their magick-wielding counterparts can be found here delving into the great mysteries of existence. It is also the site known to key personnel in the faction as housing The Vault, or the repository of the most powerful Force relics and mystical objects of power assembled by Confederate forces.

POINTS OF INTEREST
  • The Approach - A road leads from a landing ground several miles out from the Castle; it is a thickly forested path that is surrounded by mountains on either side. The many, tall trees grow ever thicker as you travel. To those unwelcome, a spell may soon cloud the way and vehicles may sputter or crash. Creatures that prowl those woods are eager to feed on those heedless of the perilous road they had chosen.

    On the other hand, to those permitted or welcome this road will be clear of all obstruction. A smooth, well tended path with the shade cast by the trees to keep the sun from crisping visitors. It would lead such people straight to the bridge that crosses the expanse that encircles the Castle grounds and separates the mystical hub of the Solanaceae from the rest of Ryloth.
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  • The Assembly Hall - Within the Central and tallest tower of the Solanaceae lies the Assembly Hall. With a circular balcony spiraling around and high above the meeting floor, Witches and Warlocks alike may assemble en masse for critical announcements affecting them all, or to participate or observe formal decisions or judgments.

    A ritualistic staff stands of its own accord in the center of the room. When an assembly is called, a Witch or Warlock need only think of those to be summoned and bang the staff upon the floor thrice three times.
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  • The Black Ritual Hall - Braziers often line the deep ritual hall with countless shadows stretching up into the vaulted ceiling. Its interior decor includes numerous statues and reliefs of both beauty and grotesque lining the many walls and pillars. A raised platform at the far end of the hall allows for a central figure in the spell’s casting to stand out among the crowd; or to allow those on the ground floor to bear witness to crucial sacrifices.

    As the largest of the dark ritual halls, this chamber is lined by two stories of balconies to accommodate a large number of Solanaceae present at once. Other, smaller casting chambers exist throughout the facility as well; often intended for small groups or a lone individual -- much like how members of an orchestra might perform within a booth.
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  • The White Reflection Hall - Well lit and with countless windows to let the eye wander over forest surrounding the Castle, or to cast one's gaze up into the sky, Reflection Hall offers practitioners of peace, harmony, and one-ness the chance to center themselves. Talking is to be kept to a minimum and at a whisper at all times, often close to the doors and away from those deep in thought. Pillows, blankets, and padded mats are available of many shapes and sizes to accommodate those in attendance.

    With its wide-open layout, Reflection Hall can also be used to address students of similar demeanor and to provide instruction to a larger group than standard educational accommodations.
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  • The Nightmother's Chamber - The Nightmother has a study all to herself to study and contemplate the future of the Solanaceae as a whole. Whether summoned or when in need of her council, Witches and Warlocks alike are welcomed to enjoy the comforts of the chairs set before a hearth as matters of personal and/or galactic in nature are shared.

    On the second level of the Nightmother’s study is a personal collection of books, artifacts, scrolls, maps, and supplies. While you may find the Nightmother sharing more common research facilities with others to not be separated from her own, at times privacy is necessary to delve into classified matters or to prepare for events not yet ready to be shared publicly before the Assembly.
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  • The Endless Library - The library extends the distance between two major towers; such is the length and extent of the Solanaceae’s collection. Within its halls are stacks upon stacks, and rows upon rows of books assembled from countless worlds across the galaxy. Here the spirits appear the most active with the least amount of oversight by the Witches and Warlocks; they work diligently to find, collect, and categorize new material without end.

    Those that visit the library will find books will be brought to them by just summoning the desire to research a particular topic. If the precise language needed to describe the topic eludes you, the spirits will still assemble piles of books to aide in your search. Just don’t try to take a book from the library without permission. From their diligent work comes an overwhelming possessiveness that would bring a terrible wrath upon any taking advantage of their effort.
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  • The Vault - It is said that the Vault containing the most prized Force and Magickal artifacts assembled by the many branches of the Confederacy is in this Castle. There are numerous magickal wards and traps to dissuade unauthorized persons from venturing into this chamber on Castle grounds. Requests to examine an artifact must be submitted, and it will be delivered once sanctioned.

    In truth, the Vault resides within Raven's Point deep in the mountains of Ryloth far from the Castle. A magickal gate is used to ferry objects to and fro so that it appears as though the Vault does truly lie within the Castle itself. Should anyone manage to delve into the castle far enough, the connection will be severed and such intruders will be left empty handed of the greatest spoils.
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  • The Alchemists' Stores - The Ingredients Stores and Apothecaries have their own tower. With the on-grounds garden situated just outside, it is an opportune location for fetching some of the more common ingredients and producing the most often requested supplies. Furthermore, for those with eclectic or exacting tastes the Valley of Life nearby is capable of supplying numerous difficult to come by ingredients as well. Should anyone procure seeds or other means of growing other ultra rare ingredients for more advanced spells, be sure to inform the Groundskeepers; they are sure to find somewhere to grow even the most sensitive of flora or fauna.
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  • The Dueling Circle - Various Studies, Chambers, and Halls can be found throughout the Castle Complex; but sometimes a venue for students of different studies need to come together in a neutral, and safe location to test their new found skills. The Dueling Circle is a place warded to contain even some of the strongest spells to prevent them from threatening occupants throughout the Castle grounds. Participants are welcome to cut loose and demonstrate what they are truly capable of -- in the pursuit of validating one's own beliefs, or in demonstrating what others have yet to learn and why.

    Duelists are strongly recommended to ensure an on-duty Healer is available should anything go awry.
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  • The Living Quarters - Witches and Warlocks are free to customize their rooms to their liking. Some limited potion making and other non-destructive crafts can be performed within the Living Quarters, however anyone found to be engaging in dangerous magickal arts will be reprimanded. Use of dedicated facilities is required for anything that might pose a risk to others.

    Each of the rooms comes fully furnished, and can be spruced up with magick as needed. Perhaps you prefer a cooler or warmer climate? Nothing a little environmental manipulation spell can’t manage. Furnishings begin with a large four-post bed with curtains, a rug, nightstands, dresser, desk, and a closet. Bookshelves can be added as needed or desired. Dedicated bathing areas are only available for specific rooms; otherwise there are large, communal areas segregated appropriately to ensure a safe and private grooming opportunity.
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  • The Barracks - Not every Witch has to be devoted to a lifetime in the pursuit of knowledge or sheer power. Some sought to learn to harness their innate abilities in the Force or Magick in order to be better warriors. Many throughout the Confederacy can be trained in these arts; some chose to stay in service to the Solanaceae or were assigned there from other divisions as a result of duty station cycling or in the effort to learn new skills. However they came to be there, suitable accommodations are made for those stationed at the Castle. Witches and Warlocks need not be alarmed, however; any armed personnel must answer to the Solanaceae, not the other way around.
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  • The Hangar - Despite the Solanaceae’s specialization in magick, even Witches and Warlocks have use or need of vessels capable of both atmospheric and space flight. Visitors also require somewhere to land their ships for the duration of their stay, and cargo delivered from offworld locations need a place to deliver their cargo. For such activities there is a Hangar built into the nearby mountainside.

    The separation from the Castle itself helps provide a noise buffer between ship arrivals and departures ensuring they do not disrupt any spells or rituals the Solanaceae may be engaging in at any particular time. It also helps maintain a certain aesthetic around the Castle itself; keeping the stark, cold metal of the ‘modern’ world away from stonework and more naturalistic setting of the Solanaceae.
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  • The Dungeon - While not as deep within the floating spire of the Castle grounds as the Vault, the dungeons serve as a place where criminal, hostile, or otherwise unwelcome guests can enjoy their stay among the Witches. Fortunately, this dungeon is relatively clean, if not exactly a Hutton. A Bunks are provided for those deserving with such cells often secured using durasteel bars. Furthermore, a few cells have been built and imbued to suppress those of a Force or spiritual inclination using impervium and yorik coral chains secured to the walls and fortified cell construction.
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  • The Gateway - A portal to the Nether Realm was established as a permanent means of authorized personnel passing through the Veil and into the Spiritual Realm. On the other side of this particular Gateway is a camp staffed by experienced Witches to restrict access to or from the perilous realm. Others may also stand guard or find perch on the Living/Material side of the gate to again prevent any unexpected mishaps by the overly curious or those heedless of danger.
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  • The Inner Courtyard Garden - If you take a pleasant stroll in the open green between the towers, you’ll come across a large garden tended by the Groundskeepers. Here some of the more common and less demanding species of flora are grown to meet Solanaceae spell component or potion needs. Less frequently needed or more choosy species are often found grown in specially cultivated locations with the Valley of Life instead.

    A colorful array of countless blossoms and leafy extensions aside, you’ll also be treated to the sights of some of the fairer folk of the galaxy. Nymphs and other delicate beings that are more than happy to take advantage of the excessive protective measures of the Solanaceae, and of their proclivity toward growing some of the finest and rarest of environments often downtrodden through war and ‘progress’ of ‘civilization.’
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  • The Valley of Life - The Solanaceae have laid claim to a nearby Valley in the green zone of Ryloth. This Valley houses countless species of plants and tame beasts intended to cultivate rare ingredients and ensure the survival of some of the most beautiful creations of the galaxy. Despite preconceptions, even those inclined toward the Dark-Side of the Solanaceae are welcome to find pleasure in strolls through the endless array of color.

    A river runs through the Valley supplying the vegetation ample supply of water. Its crystal clear essence runs down to a nearby town of which the Solanaceae has strong ties. Both communities share in the great bounty of the Valley and its pristine waters, which some even claim holds healing properties.
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  • Other Amenities - Dining Hall, Common Area, Pool, Ryloth Village (10 miles out), studies, classrooms, gyms, beast keeping facilities, holding cells, laboratories, and more.
SECURITY
High
- The Solanaceae is an organization comprised of Force and Magick users alike. While the dominant threat comes from others with similar skill, such people often command more martial forces. As a result, the Castle is protected from both common and uncommon means of assault.
  • Shield Generator (technology) - Designed to protect the Castle Complex from orbital and aerial assault. The generator is located at the backside of the Castle.
  • Spatial Displacement (magick) - Large Crystals within the heart of the Castle maintain a spell that make a solid lock on the complex's physical location difficult from orbit. This would weaken a localized orbital bombardment attempt by effectively increasing the surface area an attacking force would need to blanket in an attempt to overwhelm the shield generator.
  • Pitfall (geographical) - A deep chasm separates the isle where the Castle is built from the surrounding area. A waterfall pours into the murky depths nearby. Only four bridges span that gap, with only one large enough for high-occupancy vehicles to cross.
  • Enchanted Forest (geographical, Force, magick, and fauna) - Wild beasts, spirits, and Ents are just some of the creatures a person will find in these woods should they stray from the Path. None of them pleased at the intrusion.
  • Secret Path (magick) - The sole means of approaching the Castle safely, this path is warded with a powerful spell of illusion intended to lead unwelcome guests into the woods never to be seen again.
  • Fortified Outer Wall (technology) - Provided an attacking force made it far enough to besiege the Castle itself, the Outer Wall was reinforced with durasteel and duracrete. The Central tower is further reinforced with a frame of impervium as it is the tallest structure within the compound.
  • Beasts of Legend (fauna) - While the dragon Morrok the dragon tends to Raven's Point, Vureshakkairn is home to the dragon Tarkona and to several other creatures of legend (which at times may include Rylothi Rancor and Risen Boar Wolf); many of whom roam the nearby regions as they see fit, but are always at hand should the Castle need them. The Mandragora often take the time to ensure they're well fed and in good health, after all. For the trivial fee of a pin prick of blood, or a sliver of scale.
  • Magick Traps & Wards (magick) - Inside of the Castle are protective wards to guard against the use of explosive materail to carve a way through or around defenses, and traps meant to waylay or slaughter intruders. Most traps are not activated unless the Solanaceae has put the Castle of magickal alert; with only a few always ready to snare an unauthorized person accessing a sensitive area.
  • Partitioned Layout & Magick Doors (geographical and magick) - Unlike any other building, this Castle's various towers possesses no stairs with which to access other areas of the complex. There are doors that lead into the inner courtyard or out onto a walkway between towers, but those only get you so far. Instead, there are places at the end of every hallway that allow Witches or Warlocks to choose what other hallway or in some certain cases rooms they wish to travel to, and in a single step arrive at their destination. Of course, those that are incapable of even the slightest magickal talent would find this nigh impossible as a means of movement.
  • Hardened Bedrock (geographical) - The very ground the Castle rest upon are comprised of various minerals, metals, and rocks that would make burrowing more difficult than normal. The spire that reaches out from the chasm that encircles the Castle is also quite tall, which would need significant time to burrow even if it were made of softer material.
  • Inhabitants (Force and magick) - Anyone assaulting this Castle should expect its full complement of Force- and Magick-users to oppose them without restraint.
  • On-Site Armed Forces (standard) - Additional armed personnel that may or may not be Force sensitive or knowledgeable in the ways of Magick also stand ready to dissuade attackers. They are well trained in the use of blasters, demolitions, and every other skill Confederate military forces possess.
  • Patrol Craft (standard) - A small contingent of aerial vessels allow the Solanaceae to patrol their territory and ensure the safety of Castle inhabitants and any of the creatures they care for in the area. If called upon they can engage in ship-to-ship combat as well.
HISTORICAL INFORMATION
Previously, the Solanaceae's primary base of operations was Raven's Point deep within a mountain. While other facilities exist on other worlds, there was not a 'public' venue for even high-ranking Confederacy officials to visit that could be considered the primary one. Even such esteemed guests should not know the location of the most treasured and powerful artifacts. As a result, a site on the surface of Ryloth in its Green Belt or Habitable Region was chosen to construct a castle that would serve as an opening compound on the planet of known Solanaceae activity. It would also be the official location of the Vault to those authorized to know such information. Should the Castle be attacked all artifacts would be secured back at Raven's Point, and if need be the Castle would be allowed to fall to make it appear as though everything of value had been utterly destroyed.

Furthermore, the Nightmother herself often holds office here. While often charged with traveling to many Covensteads, Knights Obsidian, or Confederate facilities to ensure they are functioning and have all necessary resources to conduct study and education, a permanent office ensures its availability for any formal functions. The Castle could also serve as a steady symbol of the organization's commitment to the Confederacy and one another.

As a relatively recent construction its defenses and amenities have been altered over time. With sufficient grounds available, further additions are possible to fulfill new and varied functions tasked by the Solanaceae.
 
Last edited:
Elpsis Kerrigan Elpsis Kerrigan

Hello, I've returned! I made a few adjustments to the sub:
  • Fixed a LIST coding issue following the Site Migration.
  • Updated Link Entries and their URLs following the Site Migration.
  • Added a link to the Solanaceae religion codex.
  • Added a link to a Roster Article under Demographics.
  • Replaced references to Mandragora with Solanaceae, with a note of 'AKA Mandragora' at the top.
  • Added a transparent image in several places for spacing purposes.
  • Changed the Description to call the Castle the primary Covenstead instead of a generic 'primary location.'
  • Added The Gateway to Points of Interest.
  • Added The Dungeon to Points of Interest.
  • Added NPC Tarkona to the Security item 'Beasts of Legend.'
  • Added Rylothi Rancor and Risen Boar Wolf entries to examples of other 'Beasts of Legend' that might be found as well.
  • Made two or three minor grammatical changes in the Historical Information section regarding the Nightmother's office.
  • Also fixed two typos.
Please move this back to judgment, and let me know if there are any concerns regarding these modifications, and thank you.
 
Vytal Noctura Vytal Noctura

Just need the following additions:

  • Permissions: [Please link any Marketplace purchase or similar approvals to use other Writers’ content as part of this submission.]
To reflect the updated template, this must be added in Out-Of-Character Information, above Links, and filled out. You can just put N/A in it, as you're not using any tech or similar that would require approval.

Demographics: The current census includes,
  • Human or Human-like
  • Dathomiri
  • Ryloth
  • Chiss
  • Cyborg
  • Ikate Keda
  • Nautolan
  • Others reflective of the Current Membership
Please hyperlink Ikate Keda, as they are not a common species. Also I assume by Ryloth you mean Twi'lek? If that's the case, please just put in Twi'lek to make things clearer.

'Word to the wise, should an uninvited guest somehow find their self near the Castle without being led astray or slain, the Solanaceae do often entreat literal dragons to make themselves comfortable on the grounds. They came in both cute Wee Dragon and terrifying Ouroboros Krayt Dragon forms.'

The two links in this section (in the Accessibility field) are broken.

Same here.
Here the last three links are broken.

  • The Dungeon - While not as deep within the floating spire of the Castle grounds as the Vault, the dungeons serve as a place where criminal, hostile, or otherwise unwelcome guests can enjoy their stay among the Witches. Fortunately, this dungeon is relatively clean, if not exactly a Hutton. A Bunks are provided for those deserving with such cells often secured using durasteel bars; while magick-suppressing impervium chains secured to the walls and cell bars remain available for those that are not.

There's no indication in Canon or Legends that Impervium suppresses magicks or the Force in the general. I believe the most expedient way to accomplish what you're going for here is to simply incorporate Void Stone. Void Stone is not as effective as a ysalamiri since it does not eliminate Force use entirely, but it really dampens it...so a space mage being restrained by Void Stone chains is not gonna do any space wizadry. Either the chains are made out of Voidstone or it has been incorporated into the Impervium.
 
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