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Dark Age of the Force
A Star Wars Story
It's been seven hundred years since a great plague has swept the galaxy, devastating the Jedi and Sith and leaving civilization in ruins. From these ashes, three fledgling empires have arisen, resilient and powerful; the Corellians, the Hutts, and the Mandalorians. Will you pick a side and lead your people to glory? Or will you lurk in the shadows, bent on nothing but your own goals? Step into the Dark Age and carve your name into the stars.
A List of Helpful LinksPLOT RULES TEMPLATE COMBAT SYSTEM FACTIONS
Posted: Feb 21 2018, 10:24 PM
Factions & Canon Positions
how it works
Below you will find information on all of the major factions on Dark Age of the Force. Seven canon leadership positions are currently available for each faction. While most do not have specific backgrounds or personalities, please read through all information regarding a faction before requesting one of its canon positions.
There are currently three types of canons:
Staff Canons are positions of power with total control over entire factions and exist solely to drive the plot of Dark Age of the Force. Whenever one of these characters makes a post, it usually means that something big is about to happen. As such, characters filling these positions can only be played by members of the staff team. All Staff Canons listed below are marked as staff only.
Major Canons are positions of power within the various factions that possess substantial power within them. While they cannot control the faction at large, they may command smaller sects for their own personal plots and schemes. Members with characters in these positions may (with staff approval) request for Mini-Events to be held. Said Mini-Events have the potential to impact the site-wide plot. All major canons listed are marked with an asterisk.
Minor Canons are positions of power within a faction with limited power, or control over a section of the faction's power base (example: The Grand Templar controls the Coalition's Templar forces, but still takes their orders from both the Dukes/Dutchess and the High King/Queen). Like Major Cannons, these positions may request Mini-Events and can be used to pursue personal plots. Minor canons are not listed with any specific markings.
All canon positions are important to the general plot of DA and require players to be active members of the community. Please consider how often you will be able to post before claiming a canon position. Each member is allowed one major and one minor canon. If you would like to reserve a canon please respond to this thread with your alias and the title of the position. Reservations last for two weeks.
Posted: Feb 21 2018, 10:43 PM
The Corellian Coalition
fragments of the galactic republic
The Corellian Coalition is a monarchical society centered around five planets that were once key members of the Galactic Republic: Alderaan, Balmorra, Corellia, Mannan, and Naboo. Many of the Republic's core worlds were devastated by the Plague. Those that were not transformed into wastelands fell into anarchy and disarray. Unending conflict remained the norm for centuries, even when some semblance of government had claimed control over a planet.
Corellia alone seemed the exception, the only planet in the galaxy with unity, hope, and the potential for a bright future. The various factions on the planet banded together under the leadership of a council, which went on to elect the first King of Corellia. The King's first decree was a simple one: join the coalition in peace or be crushed. Armed with superior weaponry ages past, the new government quickly squashed any rebellion on Corellia before turning their gaze to the galaxy. Slowly, the remaining four planets fell into line.
Each planet retains it's own social and cultural norms, and alliances can often be shaky despite the stability and protection that the Coalition provides. Still, while it is far from the idealistic society of the past, many in the Corellian Coalition hope that it will one day become a worthy successor to the Galactic Republic, or at least what little they remember of it.
CORELLIA & THE CROWN
While there is a general claim of equality among the five planets, it is Corellia, and therefore the High King/Queen, that truly controls the Coalition. As the current ruling monarch, they have the last say in all matters that affect Corellia and the Coalition as a whole. The Heir Apparent is the eldest child of the High King/Queen and next in line to receive the crown. Royal Family Members are exactly what you would think (members of the ruling family) and can be anything from a queen to a prince to a sibling of the High King/Queen. The wield far less power than the Heir Apparent and the High King/Queen.
Krista Jerikko | Heir Apparent*
open | Royal Family member
open | Royal Family member
open | Royal Family member
open | Royal Family member
Even in the time of the Galactic Republic, Alderaan was subject to constant power plays and political violence among the many noble houses. Isolation only worsened the conflicts. In the years following the fall, open war was declared between all noble houses, sparking a conflict that would last four-hundred years. Near the end, the majority of Alderaan was under the control of either House Cortess or House Thul, with the other houses either subjugated or annihilated entirely. Just when it seemed the war was about to reach its bloodiest stage, a Corellian ship landed in the territory of House Cortess. A deal was struck: Corellia would help House Cortess win their war if they agreed to a unification of the two planets. This set the groundwork for what would become the Corellian Coalition.
In present day, most of the planet has recovered from centuries of warfare thanks to the assistance of the Coalition, and Alderaan is predominantly responsible for most of the Coalitions agriculture. House Cortess remains the ruling family. The family's current head holds the title of Duke/Duchess and is responsible for ruling their sector of Coalition space as well as advocating Alderaan's interests to the Coreallian Coalition.
Balmorra is the most recent planet to join the Coalition. While Corellia has been aware of them for centuries, it was only in the last twenty years that Balmorra reluctantly agreed to a union.
Before the Plague, Balmorra was an industrial hub that created weapons for the Galactic Republic during their war with the Sith. After the Republic fell, Balmorra maintained a large stockpile of weapon, which proved infinitely useful in the centuries that followed. While the Plague had wiped out a large percentage of Blamorrans, it only seemed to make the local Colicoid infestations more aggressive. It was this common enemy that brought the surviving sentients together. Despite being hopelessly outnumbered and attacked endlessly by a ruthless enemy, the Balmorrans survived and began to rebuild.
When Corellia first encountered Balmorra, a trade agreement was struck immediately; however, it soon became apparent that the Corellians wanted more, a union similar to the one they had with Alderaan. Balmorra made it clear they wanted no part of such a union, and the two planets retained a strenuous relationship for centuries afterword. It was an attack from a Mandalorian raiding party that eventually forced their hand. Outnumbered and outmatched, Balmorra could not defeat the Mandalorians without the Coalition's aid. It became all too clear that Balmorra could not survive forever on their own, so they agreed to join the Coalition.
Belmorra is responsible for much of the Coalitions droid and weapons production. Due to the inherent danger of living on the planet, Balmorrans tend to be hardened and stubborn. Everyone on the planet learns to fight even with the added security imported from the rest of the Corellian Coaltion. Balmorra's planetary government is a loose assembly of citizens lead by a Chairman, whose power is generally gained simply by being a respected citizen with the money and weapons to back them up. The Chairman is responsible for affairs within their sector as well as representing Balmorra's interests within the Coalition.
Manaan is a rather unique planet, in that it did not see much violence in the aftermath of the Plague. For most of the surviving Selkath inhabitants, life simply went on as they tried to rebuild and repopulate. Perhaps it was the oceanic nature of the planet that kept hostile outsiders at bay, or perhaps no other civilizations cared to wander into their sector of space. The Selkath had little interest in seeking out others, their only patrols into space remaining well within range of their home planet. Manaan existed in a state of stagnant peace for five centuries, wondering if they were alone in the galaxy.
When a Corellian ship approached Manaan, the Selkath were conflicted. Many rejoiced to see there was still life beyond their waters, but others were weary of the outsiders' intentions. After contact with the ship was made, it became clear that the Corellians were not hostile. A trade agreement was formed, and over the next fifty years Manaan began to integrate itself into the growing Coalition.
Manaan is the natural habitat of kolto plants. Because of kolto's unique healing properties, it is highly sought after for the production of pharmaceuticals. The Selkath guard kolto fields religiously, but Manaan remains the Coalition's main source of medical supplies and technologies. The planet and sector are presided over by the Ahto High Court, a council of twelve justices representing different Selkath factions. The Chief Justice serves as the court head and holds the responsibility of representing Manaan within the greater Coalition.
The human residents of Naboo were united early on by a singular distrust and hatred. The Gungans, mostly ignored in the past and seen as a lesser species, were believed by many to be the source of the Plague. As fear and uncertainty grew among the populace, the people began to demand blood. The Queen refused to send an army against the Gungans, and her non-compliance lead to a silent coup. A group of nobles stormed the Queen's palace, aided by the palace guards, and forced her to relinquish her powers to the nobility.
The Naboo went on to engage in a bloody war against the Gungans, ending in the slaughter of nearly every Gungan on the planet and pushing their species to near extinction. For the rest of the planet, the genocide meant unity. An era of peace followed, and over the next century Naboo began to reclaim what it had lost. Now stable and prospering, they sent scout ships into the galaxy and rediscovered an old ally, the Corellians. An alliance was immediately formed between the two planets.
Naboo is perhaps the most stable and content planet within the Coalition, with perhaps the exception of Corellia itself. The only internal conflict comes from the surviving Gungan, which remain too few to pose a serious threat. Naboo is chiefly responsible for supplying plasma to the rest of the Coalition, though it is also a popular vacation destination for the Coalition's wealthier citizens. The role of Queen remains as a ceremonial title; however, the ruling body is a council of nobles. The Premier of the council has the last say in most affairs and acts as a representative for Naboo withing the Corellian Coalition.
Formed from the remnants of the both the Republic military and the local forces of each planet, the Templars are the defenders of Corellia and all her domains. The Templars are perhaps the most technologically advanced military force in the galaxy, boasting legions of Balmorran battle droids to supplement the sentient armies. The Grand Templar is the supreme leader of all Templar forces sworn to the Coalition's protection. While they must still obey the wishes of the Dukes and Duchess, the Grand Templar's first duty is, above all else, to the Crown. The High Templar is the second-in-command to the Grand Templar, often as their successor should the Grand Templar fall in battle. The Knight-Commander acts as the captain of the royal guard. They take their orders directly from the Crown and rarely any others.
open | High Templar
Levaley Heim | Knight-Commander
Posted: Feb 21 2018, 10:45 PM
The Hutteese Trade Empire
remants of the criminal underworld
The Hutteese Trade Empire is the oldest and most powerful of the three major factions. In the days before the fall, the Hutt Cartel ruled most of the galaxy’s criminal underground. An intricate network of secret hyperspace lanes gave them unrestricted access to the entire galaxy. When the Plague arrived, however, the former Hutt Grand Council closed off their hyperspace lanes, destroying every ship that attempted to enter or leave their home system. It did not save them.
Isolated from the rest of the galaxy, the criminal empire festered. The sentients that did not fall to the Plague warred with one another for resources. The Black Sun and the Exchange ran the Hutts from Nar Shaddaa, only to turn against one another in the hope of wrestling control over the Smugglers Moon. On Nal Hutta, Hutt kajidics that were cut off from their trade routes disbanded, tore themselves apart. With little money or power to back up their rule, the Grand Council’s grip over Hutt Space dwindled to nothing.
Seeing the chaos as a grand opportunity, the heads of three smaller kajidics joined forces, forming what would come to be known as The Triad. Together, they seized control over several manufacturing plants on the Nal Hutta. For years they built up their power and stabilized their assists, and, when the time was right, the Triad reached out to the Exchange and the Black Sun. After years of negotiation, the Triad and the leaders of their former rival organizations declared themselves the new Grand Council, leaders of a new Trade Empire. With no power to resist, the former council relinquished their titles and, with them, control over the Hutt’s hyperspace network.
With consolidated power and unrivaled access to the rest of the galaxy, the Hutt Trade Empire began to expand until it had annexed all surrounding systems. The expansion would likely have continued, had the Empire not encountered the other major factions.
SOCIETY AND CULTURE.
Since the rise of the current Grand Council, the Hutts have polished their image to a mirror shine. Rather than a hive of scum and villainy, the Hutteese Trade Empire is a bohemian paradise, home of artists, free thinkers, and maverick entrepreneurs. This grand achievement is attributed to the Empire's free trade laws. Nothing is illegal, nothing taboo. Drugs, sex, slaves. Everything is available so long as you can pay for it. Violence against other citizens of the Empire is frowned upon, and outright murder is severely punished in most regions of Imperial Space.
If one were to look beyond the glossy surface, however, it would not be difficult to notice the darker aspects of the Empire. Money is the law. The wealthiest individuals hold all the power, while the poor are treated as lesser beings. If you have enough credits and you're quiet, even violence is overlooked. When someone happens to disappear, no one asks questions or bats an eye.
While the Grand Counsel controls the Empire as a whole, they do not often concern themselves too deeply in localized issues unless it begins to affect their own pockets. Specific regions or planets are controlled by smaller surviving Hutt kajidics or coalitions of the wealthiest sentients in the area. Disputes between these groups are often settled in the shadows, and it is not uncommon for local leadership to change suddenly, without warning or explanation.
THE GRAND COUNSEL.
The current ruling body of the Trade Empire is the Grand Council, comprising of the Triad and the non-Hutt leaders of the fading crime syndicates, the Black Sun and the Exchange.
The Triad consists of three Hutt Councilors. The Hutt that sits at the head of the council is known as the Transport Councilor and controls the Empire's secret hyperspace lanes. The next Hutt is known as the Treasury Councilor and is in charge of the Empire's financial assets.The final Hutt is the Servant Councilor, who controls the trafficking of sentients within the empire, including regulations regarding "indentured servitude" and brothels.
The two non-Hutt members of the Grand Council hold the titles of Vice Councilor and Tech Councilor. The Vice Councilor is the leader of the remnants of the Black Sun organization, which is now responsible for the various drugs and alcohol within the Empire and "exported" to other systems across the galaxy. The Tech Councilor is the leader of the remnants of the Exchange, which now holds control of most weapons, starship, and technology manufacturing within the Empire.
While each Councilor has equal voting powers, the Hutts often vote the same as their Hutt counterparts, thus giving the Triad a constant majority.
open | Treasury Councilor*
open | Servant Councilor*
open | Vice Councilor*
open | Tech Councilor*
Though the Hutteese Trade Empire has no "formal" military it is far from defenseless. Legions of mercenaries, bounty hunters, pirates, and other less than savory characters dwell in Hutt space. These groups are allowed to stay within the borders of the Empire on the condition that they never sell their services against the Empire at large. Beyond that, they have permission to do as they please and make a potent army when hired by the Grand Counsel.
There are only two official “military” positions within the Empire, though their existence is not considered common knowledge. The Executioner is exactly what the title would suggest. Anytime the Grand Council wishes to see someone disappear, they turn to the Executioner. Well they likely have the skills to complete jobs on their own, the Executioner also has subordinates they may send in their stead. The Shadow Broker oversees the Hutteese spy network and the general flow of sensitive information. They tend to know everything that happens within the Empire and quite a bit that happens beyond it. Acclaimed bounty hunters are the most ruthless and efficient bounty hunters in the Empire, often boasting dozens if not hundreds of confirmed kills and completed missions. The Drug Mogul is the most powerful drug lord on Rishi, and has their fingers in nearly every aspect of the drug trade. Mercenary Captains control some of the most powerful and prolific mercenary companies and PMCs on Tatooine. They usually control several companies of troops. The Pirate Lord is simply the most successful privateer in the Empire, boasting control of a large fleet and several minor pirate captains.
Individuals appointed to any position by the Grand Counsel are generally trusted, loyal, and very well paid. Whether they hold any other loyalties beyond the Grand Council depends on the individual and is often overlooked, so long as they never turn against the hand that feeds them.
open | the Shadow Broker
open | Acclaimed Bounty Hunter
open | Acclaimed Bounty Hunter
open | Drug Mogul
Aevum Alleyne| Mercenary Captain
open | Mercenary Captain
open | Pirate Lord
Posted: Feb 21 2018, 10:50 PM
The Mandalorian Territories
the united mandalorian clans
When the Plague first began to spread across the galaxy, many Mandalorian warriors found themselves in close proximity to the illness's early carriers and, with little time to react, became ill themselves. Mandalore the Silent and her best warriors were among the Plague's first victims. With their leader dead and their population rapidly dwindling, the clans scattered, but the damage was done. Several clans had been wiped out entirely. Others simply did not have the numbers to maintain themselves. Those that survived isolated themselves on distant planets in the Outer Rim, dangerous places traditionally designated as training grounds. There they waited, repopulated, and eventually began to thrive.
When several generations passed and it became clear the the Plague had long passed, the Mandalorians began to reemerge. With no Mandalore to rally behind, war bands formed, raiding settlements throughout the outer rim and competing for resources. This remained the status quo for centuries, until one of the clans discovered Balmorra. An ambitious band of Mandalorian warriors set their sights on the planet. Despite the resilience of the Balmorrans, it had seemed an easy victory, until the Corellian Coalition arrived with reinforcements.
It was a crushing defeat, but the result had not been humiliation. The discovery of a powerful foe rekindled something in the Mandalorians. The leader of the defeated warriors declared himself Mandalore the Purifier and called upon the surviving clans. The time for waiting was over. The Plague that had scattered them was long gone. It was time for the galaxy to fear the Mando'ade once again.
SOCIETY AND CULTURE.
The Mandalorians are a nomadic people bound by a common warrior-based culture. Mandalorian society is divided into clans, each of which are made up of many different species. Clan and family are extremely important to the Mando'ade, but blood holds little significance. Adoption is very common and even encouraged among the clans. Adults wishing to embrace Mandalorian culture are adopted into families and treated as any other sibling or child. Anyone, no matter their gender or species, may be adopted into the clans; however, the growing aggression toward outsiders over the last twenty-years has resulted in fewer adoptions overall.
All Mandalorians must follow the Resol'nare, or Six Actions, that represent the central tenants of Mandalorian life. These tenants include wearing armor, speaking Mando'a, defending oneself and one's family, raising children within Mandalorian culture, remaining loyal to one's clan, and rallying to Mand'alor when called upon. Mandalorians that fail to uphold the Resol'nare are ostracized or even exiled entirely.
The Mand'alor, or Mandalore when translated into basic, is the supreme leader of the Mandalorian people. While not an elected position, the Mandalore's power comes prominently from the respect and support of the clans. Any individual honored with the title has proven themselves both an honorable leader and a formidable general. Traditionally, Mandalore relinquishes their given and clan name, the title itself becoming their identity.
The Mandalore's Right Hand is the leader's most trusted adviser and a skilled warrior in their own right. They often act as the de facto leader of Mandalore's clan as well as a military leader.
open | Mandalore's Right Hand*
The clans are the closets thing the Mandalorians have to a centralized government. Every clan represents family unit, connected through blood or adoption rituals, and are headed by a clan chieftain who is outranked only by the current Mandalore. Generally, chieftains inherit the title hereditary; however, any clan member may challenge a chieftain if it is believed they are unfit to lead.
Renowned in peacetime as farmers and agriculturalists, in times of war the members of Clan Fett are fierce front-line fighters. In recent centuries, they have become famous for their attempts at uplifting the Mando'ade though art as well as fighting prowess. Today many members of Clan Fett serve as talented bards and war-singers, raising the moral of their brethren and crushing their enemies' spirits though music as much as force.
Clan Ordo is famous for producing many of history's greatest Mandalores, including Mandalore the Preserver. They are primarily responsible for the annexation of Onderon and, in the years since, have absorbed many of Onderon's famous Beast Riders into their ranks. Today, Clan Ordo is known for their feral outlook on the galaxy and their communion with the vicious beasts that share their home.
The largest of the surviving clans, Clan Skirata continues to openly practice Mandalorian adoption customs. As a result they tend to be more open-minded and diplomatic off the battlefield. Most members of Clan Skirata prefer to approach combat with forethought and strategy rather than blind aggression, which has earned their clan a reputation for effortless victories.
Hailing from the frozen world of Krownest, Clan Wren is known for the skill of their smiths and the hardiness of their warriors. While they are the smallest of the surviving Mandalorian clans, they have become rather infamous for their cunning in battle. A small handful of Clan Wren's weakest warriors can easily match some of the best commandos from the other clans.
open | Chief of Clan Ordo*
open | Chief of Clan Skirata*
open | Chief of Clan Wren*
Execution has never been Mandalore the Purifier's favored method of punishment. Death deprives the Mando'ade of strong warriors when they cannot afford to be weak, and banishment allows dangerous men and women to wander freely. Instead, Mandalore decreed that all criminals and traitors be stripped of their clan and honor, bonding them instead to the Death Watch.
The Death Watch is responsible for actions that more honorable warriors would shy from. Acting as spies, assassins and saboteurs, members of the Death Watch answer only to Mandalore himself under the promise that they may one day regain their honor. The current head of the Death Watch holds the title of Captain.
reserved for Harblin | Death Watch Sergeant (until 6/29/18)
open | Death Watch Member
open | Death Watch Member
open | Death Watch Member
open | Death Watch Member
Posted: Feb 24 2018, 01:41 AM
Independents & Other Factions
the rest of the galaxy
Not every sentient in the galaxy owes their allegiance to one of the major factions. Pirates and outlaws hide in the fringes of the galaxy, picking off the unlucky starships that wander too close. Zealots gather on forgotten planets and pray to gods and powers that no longer exist. Independent planets wait in terror for the larger empires to consume them. The galaxy can be a cruel and dangerous place for those without powerful friends, and it's only a matter of time before everyone is dragged into a greater conflict.
Smaller factions not aligned with any of those listed above may be added to this section at a later date.