[x]Background Editor

Let the forum express you. Nova was designed for the purpose of letting you customize the theme at your will. Enter a URL below (or click advanced mode) and click the button to change your background. If you want the default background back, simply type "default" in the field below to change it back.
Advanced mode off.

||
Welcome Guest [Log In] [Register]


Quick Links

Great Temples & Staff: here
Complete Faction Guideline: here
Roleplay Rules: here

List of Houses: here
Apply for trials, powers, etc: here
Post your character development: here

Apply for Je'daii Padawan training: here
Apply for a House here: here
Discover other Je'daii in the Order: here



yeah bro


Welcome to the Je'daii Order

Ten thousand years has passed since the great cataclysm an event in which those transported by Tyree (Jedi, Sith, and Je'daii) alike fought in a war that devastated Tython's eco system through a series of torrential Force Storms. Tyree stayed behind and had sacrificed himself in order to defeat Abeloth for good, leaving Tython to the toils of all three sides. A direct descendant Venia Draykon would then go onto become Queen along with her hand Tarren Drovec, managing to quell the battles between all three sides before the erratic weather took a foothold.. Read more here.



Leaders


icon Grand Master: Dre Bren / Doyle,

icon Master: Eli Ray / Aimeh

icon Master: Kaela Calyn / iElegantFail

icon Grand Elder: Tyree Mahk / Sulkiness

icon Elder: Xanto Draykon / Xantophyll




Welcome to the official forum for members of the Je'daii Order, please visit regularly to receive frequent updates on the Je'daii Order itself.

Username:   Password:
Add Reply
New Consitution
Topic Started: Feb 26 2017, 06:43 PM (299 Views)
Paul
Member Avatar
Temple Master of Kaleth

New Je'daii Constitution.

1. Basic

1.
 
Je'daii are compromised of,

Firstly, there path.
Secondly, there career.
Thirdly, there prestige.
There focus.


1a.
 
A Je'daii's path is an important aspect of their character. Deciding on whether a Je'daii is a Forcelord (mixture between Jedi Consular and Sith Sorcerer), Battlemind (mixture of Jedi Sentinel and Sith Assassin), or Warmaster (mixture of Jedi Guardian and Sith Warrior) is paramount to where a Je'daii is within the Order and what great temples they will need to study under in order to achieve in it.

- Je'daii Battlemind

The predecessors of the first sentinels and assassins of the Jedi and Sith traditions. Embracing a synergy between melee and Force combat. Je'daii of the Battlemind pathway are famed huntsmen, engineers; renown as jacks of all trades.

- Je'daii Warmasters

The predecessors of the first guardians and warriors of the Jedi and Sith traditions, and fabled masters of war. Je'daii of the Warmaster pathway are legendary melee, and force prodigies; celebrated for their feats of warfare and ancient victories.

- Je'daii Forcelords

The predecessors of the first consulars and sorcerers of the Jedi and Sith traditions. Mastering and commanding the entirety of the Force. Je'daii of the Forcelord pathway are revered mystics, and force masters; famed for their ancient powers and magic.


1b.
 
Secondly a Je'daii's career is essentially the format of a character's methodologies, and philosophies. Although one can take what they like from each of the classes, for example a Je'daii may choose the Shii Cho Knight aspect, and foresight talent for themselves, the classes remain an essential point of any Je'daii's development and legitmacy within the roleplay. Each of them subject to game balancing.


1ba.
 
A Force Mystic's Role:

The Force Mystic focuses on the goal of achieving peace and harmony through positive discourse. They believe that it is always more effective to have an intelligent discussion about a problem and then solve it through negotiations and other peaceful means than to engage in conflict to solve it. Followers of this career are not Je'daii Force Mystics of the now-fallen Republic, but they do embrace some of the same philosophies and practices.

Force Mystic Specializations:

Those who select the Force Mystic career must choose at least one of the following specializations. While each of these employ different techniques, all remain true to the Force Mystic’s overall goal of achieving peace through the connectivity of the Force.

Healer
Force Mystics are often drawn to their career by a strong sense of compassion. In many, this is expressed by a desire to mitigate bodily harm. A Healer trains to cure the sick and afflicted, recognizing that helping the individual can be just as important as healing the galaxy.

For some physicians, healing is focused entirely on the problems of the body. A Healer, however, is driven by compassion and affinity with the Force. Because of this, a Healer’s approaches to correcting an injury stem from a holistic approach grounded in the Living Force.

Niman Disciple
Force Mystics who wish to focus on self-defense and have a working knowledge of lightsaber combat choose to follow this path.

Sage

A Sage focuses on studying the world around him, recognizing that information offers tremendous power. Equal parts scholar and diplomat, Sages see knowledge and understanding as the basis for long-term peace and harmony. It is their belief that hatred often springs from ignorance.


1bb.
 
A Battlemind's Role:

Adherents of the Battlemind career are driven by a strong sense of responsibility and compassion. These individuals see it as their duty to ease and even prevent crises they encounter wherever possible. Guardians are seldom subtle in their approaches. Rather, their preferred method for doing so is to resort to direct physical confrontation, relying on their abilities to quickly and thoroughly overwhelm their opponents.

Battlemind Specializations:

Each of the specializations within the Battlemind career focuses on exploiting the Force to aid others. Each pursues a different path, though they are complementary, so that an accomplished Battlemind may rely on lessons from each specialization.

Peacekeeper
Peacekeepers are Battlemind specialists who take direct action through military force to attempt to overthrow despots and bring an end to wars. Recognizing the scope of such conflicts, these characters also focus on working in concert with others, most commonly from a position of authority. This combination ensures that they can recognize threats and respond to them in an effective and timely manner.

Protector
Battleminds are often driven by their compassion for the plights of those whom they come to aid. The Protector specialization enables characters to continue to develop their own defensive abilities while also extending them to allies and anyone else under their protection. Protectors have heightened
defensive talents, which they learn in concert with basic medical techniques to aid those who have already suffered injury.

Soresu Defender
Battleminds frequently put themselves into harm’s way in order to aid others. Training in the Soresu Defender specialization is a major factor in their ability to overcome these risks. This path is largely focused on keeping the Force adept alive through the most dangerous of physical confrontations. These skills are representative of the specialization’s focus on continual awareness ofand preparation forthe challenges that constantly surround the character.


1bc.
 
An Ascendant's Role:

Characters who follow the Ascendant career are typically born to accept this mantle. From the time they first open their eyes, a strong connection to the Force colors their perceptions of the world around them. They constantly perceive the ebb and flow of its energies between all living things. To many Ascendants, the Force is as important a friend and mentor as any other sentient.

Ascendant Specializations:

Each of the specializations of the Ascendant career are linked to Ascendants’ natural comfort with the Force. Their link is intrinsic, and the abilities they learn stem strongly from that. While Ascendants may reflect upon the Force and study it, they are willing to let it guide them to the proper outcome.

Advisor
Not everyone who is skilled in the ways of the Force necessarily seeks to hold a position of tremendous authority. Some believe that their abilities are too powerful to restrict to a single region, and so feel obligated to travel, sowing the guidance of the Force wherever they might go. This combination enables them to take a very pragmatic approach in working with others.

Makashi Duelist
The presence and showmanship that can come naturally to all Ascendants reflects itself in the way of a duelist. For practitioners of Makashi, dominating a combat through one’s presence is just as important as dominating it through martial prowess.

Seer
Some individuals are able to remain constantly aware of the Force’s presence, even as they go about their daily lives. They recognize its influence in even the subtlest of ways. For them, minor ripples in the Force reveal deep meanings and forewarn of critical events well in advance of their occurrence. However, this quantity of information particularly in environments filled with other sentients can become overwhelming. Because of this, many who follow the path of the Seer soon choose to live lives of relative isolation.


1bd.
 
A Seekers Role:

An endless need exists for help within population centers, but the need can be just as great far from the heart of galactic civilization. A Force adept who is willing and able to travel and work in these environments can help ease crushing poverty or crippling plagues of hunger and disease. He can also discover new Force techniques, find sensitives in need of training, and at times halt dangerous threats that could otherwise fester in isolation.

Seeker's Specializations:

Each of the Seeker’s specializations focuses on the ability to survive within savage and hostile environments. In many ways, these specializations center around the necessity for these characters to be the apex predator at all times.
However, they also reflect the character’s intrinsic competence when operating in isolation.

Ataru Striker
When working alone in a hostile environment, every physical conflict must be resolved quickly and decisively. The Ataru Striker embraces this approach. This fighting style is highly dependent on his ability to quickly assess a situation and use his natural athleticism to exploit the environment.

Hunter
Hunters are Force adepts who are uniquely capable of confronting and overcoming dangerous creatures. The combination of the appropriate weapons training with skills that can leave the character undetectable can make a Force-sensitive individual dramatically more dangerous.

Pathfinder
Few are as capable of exploring a hostile planet and forcing it to reveal its secrets as a Pathfinder. The combination of Pathfinders’ Force talents and their training enables them to quickly and precisely complete a search, even under the most adverse conditions.


1be.
 
A Custodian's Role:

Wherever sentient beings gather, some of them seek to deceive and manipulate others. Even the most pristine city has an underworld hidden below, filled with people who operate under a less restrictive moral code. Some Force adepts are particularly well-suited to combating the injustices that arise amid these conditions. Their skills are ideal for working within the constraints of a crowded, urban environment. Those who follow this career path are Custodians.

Custodian Specializations:

In each of their specializations, Custodians are pragmatic in their approach. They work with the available assets to resolve whatever challenge they face. This applies whether the challenge is physical, mental, or social.

Artisan
Some Force users have an innate skill with tools and machines. These skilled artificers can use their skill with the Force to enhance their abilities, and even intuitively understand a machine’s form and function. In order to fully integrate their Force abilities with the devices they manipulate, they must first have a solid understanding of how those tools work.

Shadow
Individuals who are able to operate outside the constraints of a governmental system can sometimes achieve practical resolutions by making use of resources and techniques that step outside of what might be legally permissible. Characters who willingly engage in such actions - acknowledging that the best solution may not always be the most acceptable one - follow the Shadow specialization. Shadows firmly believe that their ultimate accomplishments more than justify the tools that they must use.

Shien Expert
A lightsaber is a potent weapon. When wielded forcefully, it can even overpower an opponent. Further, its ability to deflect blaster bolts can make it an effective ranged weapon. Those who consider themselves Shien Experts masters of the Shien lightsaber form embrace the seeming contradiction between those two uses. They know that true lightsaber masters must possess the cunning to use such weapons to their full potential. In order to effectively follow this path, a character needs to be flexible and to recognize the best combat approaches for different types of physical conflicts.


1bf.
 
A Battlelord's Role:

One of the most basic roles for a Force adept is to become a master of physical combat. Between Force techniques to enhance the body and the ability to wield a lightsaber, every Force-sensitive individual can become a powerful opponent in a physical conflict. However, some individuals choose to make engaging with and overcoming opponents physically their primary focus. Characters who focus specifically on the offensive aspects of these abilities often embrace the Battlelord career.

Battlelord Specializations:

Each of these paths focuses on a different aspect of physical conflict. With the aid of the Force, the Battlelord can recognize the similarities of technique in the different paths, learning to apply complementary styles in different environments. Often, a skill or ability that a Battlelord learns within one specialization can have applications that exceed its originally intended scope.

Aggressor
The Aggressor relies on fear to intimidate his opposition into surrender or retreat. Aggressors tend to be tough and dangerous combatants They use their confident, terrifying attitude to convey this to their opponents. Some Aggressors hope their enemies back down without a fight, but others fall into the trap of relishing the fear they inspire.

Shii-Cho Knight
Focusing on mastery of the most essential part of a physical conflict. These skills provide them with a solid grounding in the core techniques of any physical conflict. They are familiar with the weapon they wield, but they are also comfortable exploiting their natural athleticism.

Starfighter Ace
Those who embrace the risks of space combat may pursue the Starfighter Ace specialty. They are provided with the essentials needed to successfully pilot a starfighter in combat.


1c. Prestiges
 

The Je'daii Order is essentially a mythic society that does not limit itself in specialties. After attaining the rank of Ranger a Je'daii is welcome to proclaim himself as an Je'daii Healer, Philosopher, or Warrior, or anything that they desire, as long as they acquire the permission of a Je'daii Temple Master in advance. Personalized specializations are encouraged in the Je'daii Order, and are essential to being and becoming a Je'daii Ranger. After completing one-on-one instruction with a Je'daii mentor, a Journeyer should consider their future specialty based on their personal preferences.

Although all Je'daii Ranger's are trained in the disciplines of the nine great temples, several distinct prestige classes have emerged over time, and recently to broaden the horizons and specializations of a member of the Je'daii Order. These particular specializations are granted to few Je'daii, and are a mark of great accomplishment within the Je'daii Order.

- Je'daii Mystic, Adherents of Qigong Kesh; Temple of Force Skills

A Je'daii that has studied the Force in a radically different way from other Force-user's, relying on rituals and mystic lore to harness its power. Mystics have an understanding of the Force that is different from the Jedi and most other Force traditions. The Force has many more aspects than just a light and a dark side, and it is most useful for facilitating freedom of travel and study. Mystics are deeply in touch with the four classic elements of air, earth, fire, and water. They can use the Force to manipulate these elements at fundamental level, creating impressive effects, such as rippling stone, walls of solid wind, and barrages of fire.

- Je'daii Beast Warden, Adherents of Qigong Kesh; Temple of Force Skills

A Je'daii that has learned to use the Force to touch the minds of beasts, soothing them and convincing them to do their bidding. The Je'daii that follow the path of the beast warden are trained extensively in biology and anatomy.

- Je'daii Duelist, Adherents of Stav Kesh; Temple of Martial Arts

A Je'daii that has through rigorous training and experience become one of the greatest swordsmen in the galaxy. They have refined their knowledge of lightsaber technique, their blade becoming an extension of very selves. Duelists strive to achieve perfect harmony between the physical and spiritual aspects of their lives. As a result, they find ways to use the Force to improve their bodies. In addition to their swordsmanship prowess, all duelists are masters of unarmed combat augmented by their control over the Force. Their Force powers allowing them to move unseen and to make devastating lightning-quick assaults on their targets. Je'daii that follow the path of the duelist are more combat-oriented than other Je'daii, honing their skills to become deadly combatants.

- Je'daii Artisan, Adherents of Vur Tepe; The Temple Forge

A Je'daii that has dedicated themselves to the art of creation, learning how to craft weapons and other items used by the Je'daii with exquisite detail.

- Je'daii Instructor, Adherents of Padawan Kesh; The Je'daii Academy

A Je'daii that had dedicated themselves to the art of teaching. Instructors are vital to the success and strength of the Je'daii Order. Through all Je'daii mentors take the time to instruct their apprentices, a certain few excel at the art of instruction.

- Je'daii Investigator, Adherents of Akar Kesh; Temple of Balance

A Je'daii that serves as one of the Je'daii Order's most trusted investigators, tasked with ferreting out the truth through a combination of detective work and Force divination. The Je'daii that follow the path of the investigator are true enemies of imbalance, hunting down evil and stopping the spread of darkness, wherever they go. They are masters of subtlety and difficult to tempt with the imbalance, even when constantly confronted with its power.

Sub-specializations:

Je'daii Recruiter

- Je'daii Weapon Master, Adherents of Stav Kesh; Temple of Martial Arts

A Je'daii that has learned to use the Force to master a variety of weapons, and has expanded their martial prowess to cover more than just lightsabers. Those talented enough to become weaponmasters focus their powers on manipulating the objects around them. They are also masters of their personally chosen signature weapon.

- Je'daii Alchemist, Adherents of Anil Kesh; Temple of Science

A Je'daii that has learned the alchemical arts of the ancient Je'daii Masters and can create and alter objects and creatures that are filled with the power of the Force. In addition, they can also imbue weapons and items with the power of the Force.

- Je'daii Seer, Adherents of Akar Kesh; Temple of Balance

A Je'daii that has dedicated themselves to the art of foresight. They are contemplative and insightful, using the Force to unravel the enigmas of the past, present, and future to determine the best course of action. They are masters of farseeing and other Sense-related Force abilities, making them excellent as both investigators or advisors. Seers connect to the Force in search of unity, and attempt to align their body and spirit with the galaxy.

- Je'daii Explorer, Adherents of Kaleth; Temple of Knowledge

A Je'daii that has dedicated themselves to the pursuit of exploration. Je'daii seeking knowledge usually find it within the musty shelves of Kaleth, in commentaries of earlier explorers, and among the great tales of the past. Je'daii explorers feel the need to discover truths, visit planets where the myths originated, find the descendants of the great heroes, or rediscover the missing planets of legends.

The interests of these Je'daii lead them to excavate the past and reveal its secrets. Unlike their academic brethren in the archives, Je'daii explorers thrive in the wild lands among other species. They are toughened by experience, and they seek knowledge in practice as opposed to merely studying. Je'daii explorers are a well-known force on distant planets and among strange cultures. They establish a solid reputation not only for their discoveries, but also for their ability to handle themselves in tight places.

Sub-specializations:

Je'daii Archaelogist
Je'daii Astronomer
Je'daii Liturgist
Je'daii Biologist
Je'daii Geologist
Je'daii Scout

- Je'daii Diplomat, Adherents of Kaleth; Temple of Knowledge

A Je'daii that has dedicated themselves to the art of statecraft. They are skilled negotiators and talented ambassadors and prefer to use the strength of words and the wisdom that the Force provides to solve conflicts. Diplomats concentrate on studying the Force, improving their diplomacy, and applying their knowledge to their trappings in order to enhance their apparel and items to make up for their lack of combat prowess. While Mystics concentrate on combining the Force with arcane arts, diplomats learn to use the Force in conjunction with diplomacy, philosophy, and reasoning. When Je'daii are called upon to aid in diplomatic missions, investigate claims of injustice, or monitor scholarly pursuits, a diplomat usually accompanies them.

Sub-specializations:

Je'daii Ambassador

- Je'daii Scholar, Adherents of Kaleth; Temple of Knowledge

A Je'daii that has dedicated themselves to the pursuit of studying. The Je'daii that follow the path of the scholar approach the quest for knowledge with the same dedication and diligence other members of the Je'daii exhibit in their quest for balance. Their minds and lives are focused towards the discovery, codification, and exploration of lost-knowledge and basic truths. Through all Je'daii eventually visit the archives of Kaleth, few are dedicated enough to spend years studying over musty records and seeking out forgotten knowledge.

Sub-specializations:

Je'daii Archivist
Je'daii Librarian
Je'daii Historian

- Je'daii Healer, Adherents of Mahara Kesh; Temple of Healing

A Je'daii that has dedicated themselves to the art of healing. The Je'daii that follow the path of the healer are masters of the ability to channel the Force into healing energy. Through many Je'daii learn some healing skills, and some Je'daii often develop a special talent for it, very few Je'daii devote themselves entirely to healing. These specialists find that their understanding of the Force strengthens when they use it to cure the ill and aid the wounded. Healers are experts in the arts of sciences of medicine. As masterful doctors, they spend most of their time tending to patients and meditating on the power of the Force.


1d.
 
Lastly the Je'daii's focus referred to the duty they undertook in the faction, listed below.

Combat Victory - Raids, tactics, and warfare.
Counter-Intelligence - Hide Je'daii assets from the Galaxy.
Intelligence - Gather information about the current Galaxy.
Internal Security - Take out spies from other factions hiding within the Je'daii.
Personnel - Ensuring safety, well-being, and capacity of Je'daii adherents.
Politcal Support - Support of the faction from political circles.
Recruiting - Pertains to Je'daii training, and recruitment.
Resource Acqusition - Acquire resources for the Je'daii Order.
Sabotage - Destruction of adversaries, and imbalances.
Tech Procurement - Developments in technology, and Je'daii disciplines.
Space Superiority - Faction Presence in the Roleplay.
Support - Assisting other members of the Je'daii.

Upon taking a focus, a Je'daii character neared completion, finally ready for roleplay!


2. Characters
 

Je'daii characters are usually associated with the wisdom of nature. Je'daii character's tend to be wise, cunning, and perceptive in addition to being skilled woodsmen. Many are skilled in stealth, wilderness survival, beast-mastery, herbalism, and tracking. Archery and (often dual-wielding) swordplay are common to Je'daii character's though there are many instances where Je'daii character's use a variety of weapons, skills, and sometimes the Force or have a resistance to the Force.

Je'daii skills in commonplace can include and are not limited to; Skill with the bow, usually because they use them so often for the hunting of wild animals. They tend to be well versed in other forms of combat however, most notably dual-wielding short swords or long knives, although Je'daii character's prefer using ranged weapons, and their melee combat abilities. Other abilities Je'daii often possess include mastery of the use ranged-weaponry; including blaster technology, archery, stealth, and climbing. Revered throughout the galaxy, Je'daii are natural hunters and are adept at detecting or laying traps. They are known for tracking (Searching for tracks, nearby bushes, snow drifts, logs, tunnels, for more tracks; using a Noose Wand to snare the target), bird snaring, butterfly netting, deadfall trapping (knife and log required), box trapping, net trapping, pitfall trapping (involves building a pit, using logs, and a knife), falconry, box trapping, mind traps, and force illusions. Skilled survivalists, Je'daii skills also include, taming, calming or charming animals, tracking and leaving no trail to be tracked, knowledge of herbs for medical and poisonous uses, the art of healing (Force or medical) due to their self-reliance, Force-powers and enchantments or the ability to recognize them or resistance to them. Ability to move quickly through wildernesses due to them living amongst them. Skill in speaking the languages of all creatures, training wild animals, and facility in non force-skills, such as in the fields of security, computers, stealth-techniques, demolitions, repair, and medicine.

Je'daii characters from all eras are as varied in their skills and abilities as any other kind of character. Some Je'daii are warriors, born to use the Force on the battlefield to bring balance. Others are born to be introspective seekers of knowledge, using meditation to peer into secrets of the universe in search of truth. Regardless of what kind of Je'daii your character might be, among the Je'daii Order, many Je'daii are classified by their specialities; there are Je'daii healers, Je'daii investigators, Je'daii battlemasters, Je'daii Instructors, and so forth. These Je'daii might be described by their archetype, but these archetypes do not necessarily define them. Each character has a choice in regards of just how closely they follow an archetype. You can choose to make your Je'daii a master of one aspect of Je'daii rangerhood, embodying the archetype you have chosen in every way. Alternatively you can dabble in two, three, or even more specializations, creating a Je'daii who chooses to be more cosmopolitan about his areas of study.

For example a Je'daii could learn to use the Force to touch the minds of beasts, soothing them and convincing them to do their bidding. Study the Force in a radically different way from other Force-users, relying on rituals and mystic lore to harness its power. Master the art of mental manipulation, using the Force to touch, read, and affect the minds of others with ease. Dedicate themselves to the art of creation, learning how to craft weapons and other items used by the Je'daii with exquisite detail. Discover a passion for teaching, vital to the success and strength of the Je'daii Order. Through all Je'daii Masters take the time to instruct their apprentices, a certain few excel at the art of instruction. Grow into an investigator, tasked with ferreting out the truth through a combination of detective work and Force divination. Even learn the alchemical arts of the ancient Je'daii Masters and create objects and creatures that are filled with the power of the Force.


2a. Exile
 


Bright Ashla and dark Bogan are Tython's two moons. It was from observing these two celestial bodies that the concept of balance first came to the ancients. To the Je'daii, balance within the Force is the most important tenet of their Order. If a Je'daii strays too far to the light – or the dark — they are deemed to be out of balance. Those who veer too much to the light are sent to Ashla to contemplate Bogan. Those who walk too into far into the dark are sent to Bogan, where are they can meditate on Ashla until they find their way back to balance — if they ever do.


2b. Goals
 

- To serve others with integrity and good will.
- To pursue the wonders of the force.
- To protect those in need.
- To live valiantly and honorably.
- To be mindful and courageous.
- To respect those in authority.
- To eschew unfairness, meanness and deceit.
- To seek truth wherever it may be found.
- To honour and strengthen relationships and the family.
- To study the Force and learn to control and master the abilities it accords.
- To live in a type of Moving Meditation, being ever mindful of the Force and its undulations
- To bring peace through balance to the galaxy.
- To monitor and assess all actions to ensure one is neither too entrenched in the light or the darkness.
- To embark on a lifelong physical and spiritual journey.
- To maintain a balance in the Force throughout the galaxy.
- To be reflective of a deep concentration and focus needed in the journey to obtain knowledge.
- To learn and employ the art of healing, with and without the use of the Force.
- To cultivate all martial arts forms, including lightsaber combat and combat works.
- To teach and learn and employ balance through introspection and meditation.
- To cultivate and train one's mental and sensory skills with the Force.
- To study in the Force through the martial arts.
- To learn the mysteries of the Force through the application of science, through producing and researching bizarre examples of alchemy.
- To understand the manifestations of the Force through the arts; writing, calligraphy, dancing, drawing, sculpture, cooking, music, and theater.
- To focus on the ways in which the Force could be applied to create or improve physical things.
- To study and learn the ways of the Force through metallurgy and the construction of tools and weapons, and Force-imbued items.
- To cultivate Force powers, and discover new ways in which to use the Force.
- To understand the philosophies and abilities of other Force traditions and cultures around the galaxy.
- To eliminate oppositions of the balance throughout the galaxy and maintain the balance.
- To aid others who cannot not defend themselves, and support the galaxy at large.
- To bring balance to the light and dark sides within oneself.
- To use knowledge to help improve the lives of beings around the galaxy.
- To improve universal understanding of the Force, and contribute to scholarly and diplomatic efforts.
- To teach the philosophies and abilities to other Force traditions and cultures around the galaxy, and promote peace through balance.



2c. Core Je'daii Force Powers
 

The following Force powers are accessible by all Je'daii, regardless of ranks.

- Meditation

By sensing the will of the Force and one’s place in the universe, a Force user can telepathically guide allies around him, helping them to coordinate and achieve feats that might otherwise be impossible. This guidance can easily become domination, however, and so Force users concerned with the ethics of free will must strive to maintain a balance between gentle nudges in the right direction and outright tyranny when using this ability. Individuals less concerned with such trifling matters like “morality” and “the basic dignity of all sentients” frequently use battle meditation and other such techniques to guide their disposable pawns to ignoble ends for their own selfish betterment.

- Bind

Force users skilled in telekinetic powers can seize others from afar, preventing them from moving or attacking. When used with a calm heart, this power can be an extremely useful defensive tool, letting the Force user stop an enemy in his tracks without hurting him. Of course, once a foe is in the Force user’s grip, it can be extremely tempting to simply crush him.

- Enhance

One of the most straightforward ways in which Force users utilize the power of the Force is to imbue their own bodies with energy and strength. Making leaps that might otherwise be deemed impossible, moving at high speeds, and harnessing physical strength well beyond the capacity of most sentient beings are all equally viable. In this way, the Force becomes an almost literal fuel for feats of endurance and power. Most Force users find it a relatively simple thing to use the Force in order to overcome their own physical limitations and shrug off the effects of fatigue. With a little practice, most Force users are able to expand the arenas in which they can use the Force beyond that of mere brute strength. They are able to concentrate the Force into assisting them with acts of dexterity and acrobatics.

- Foresee

The power of foresight has been used in countless different ways by countless different Force users throughout history. Some use it to gain vague images far into the future, while others use it to predict the movements of their foes or see an unexpected event in their near future.

- Heal/Harm

This power reflects a Force user’s capacity to manipulate the living energy in things around him. A knowledge of anatomy and medical practices can help the Force user in stanching blood loss or snapping bones. It is ultimately a unity with the Force that allows one to control the vitality of living creatures. It is the individual’s choice, however, whether to use this gift to help others flourish, binding their injuries and making them whole, or to steal their vital essence, ripping the life from them to watch as they wither and die.

- Influence

The ability to influence the minds of others is not something to be taken lightly, and misuse of the ability colloquially known as a “mind trick” is a sure step on the path to the dark side. A powerful Force user can manipulate the minds of others to the point where he can convince them to believe things that are untrue or calm an angry crowd. Conversely, he can rile the crowd into a murderous frenzy or frighten a single soul into gibbering madness. This is where the danger of Influence lies. However, Influence is not inherently evil. Many Force users have used Influence to protect the helpless or to deal with a threat in a way that avoids violence. It is much better to convince a guard to return to his post than to have to kill him. Influence’s most basic and arguably crudest ability allows the user to inflict strain on a living target, stressing his mind until he passes out or is otherwise incapacitated. However, numerous Control developments allow the Force user who specializes in Influence to perform much more subtle and impressive feats.

- Misdirect

Trickery is an important part of many Force users’ arsenals, letting them tip the scales of battle in their favor or even avoid some conflicts entirely. Force users versed in shrouding techniques often walk unseen amidst their foes—a particularly useful ability for any Force-sensitive hiding from the Empire. Especially skilled crafters of illusions can even project visions onto those around them, baffling pursuers or terrifying enemies with horrific phantasms.

- Move

Many Force users develop the ability to shift objects without physically handling them, moving matter with the power of the mind. Those with a modicum of training in the skill can cause small objects to slowly and painstakingly rise, fall, or travel in space. True masters of the Force are rumored to be able to hurl starships about or juggle heavy crates in the air. Other applications of the power allow for Force users to manipulate control panels or computer keyboards at a distance.

- Protect/Unleash

Force users can harness the innate abilities of the Force to protect themselves and others from harm, also known as Force Shield or Barrier. However, that same power can be turned to terrible ends when the user infuses himself with the dark side. The basic power for Unleash lets a character blast an enemy with a surge of manifested emotion, generally Alter Force powers.

- Seek

The Force user casts out with his mind’s eye, searching for something lost, concealed, or forgotten. While countless different Force traditions across the galaxy have attached different practices and techniques to this power, from tribal cultures that use it to hunt prey-beasts to orders of assassins who seek out any who defy their orthodoxy, the basic ability remains the same: those who follow pathways of the Force can track down anything or anyone, regardless of the distance or eons that separate them from their quarry.

- Sense

By opening his mind, a Force user can commune with the world around him. He senses the endless movement of the Living Force, seeing beyond what his eyes allow. The actions of those around him are laid bare, as if the Force user had a bird’s eye view of his surroundings, allowing him to anticipate attacks and better strike blows of his own, or even spot ambushes and lurking foes. Alternatively, he can sense the thoughts of others. Even a Jedi cannot read someone’s mind completely, but a Force-sensitive being trained in these arts can detect his target’s feelings and emotions, and even sense surface thoughts. Unlike many other Force powers, Sense has a basic power that can be used in two very different ways. Users can rely on Sense to augment their defensive (and eventually offensive) abilities, or they can invest in the ability to read the emotions and feelings of others. They can even read their surface thoughts, which can be particularly valuable in a wide variety of situations.

- Balance

Through studying the fury of imbalance within the Force, a Je'daii can meditate, and delve -deep into the Force. By which a Je'daii is bound to all instances, dark and light. Centering themselves in the Force, they're able to bring balance to its ebb and flow.





Edited by Paul, Mar 29 2017, 07:50 PM.
Posted Image
PM Profile Quote TopTop
 
Paul
Member Avatar
Temple Master of Kaleth

3. Padawans and Apprentices
 

Upon reaching the rank of Journeyer, some Je'daii seek to take on apprentices, passing on their knowledge to future generations. Some Je'daii have apprentices thrust upon them, and some Je'daii choose to train apprentices out of a sense of obligation. Je'daii characters in Star Wars Roleplay can also take on apprentices, training them in the ways of the Force. There is two methods that can be used to adjudicate such an apprentice. The first is to simply introduce the Je'daii Master to the apprentice. The other method is to treat the training an apprentice as an important step for a Je'daii Ranger, both in terms of character development for the apprentice and master. Under these rules, the Padawan joins the Je'daii on their adventures, all the while helping his or her Master learn more about the nature of a Je'daii Ranger's responsibilities. For the purposes of these rules, the phrase "Padawan' is interchangeable with the equivalent ranks in other Force traditions, such as Sith apprentice.


3a. Je'daii Padawans
 

A Je'daii Padawan is more than simply a young student of the Force, they are also an apprentice Je'daii. Becoming a Padawan requires sensitivity to the Force as well as initial training in its use and in the use of a sword. After having proven themselves worthy of further training, a Padawan is apprenticed to a Je'daii Ranger or Je'daii Master who then trains them in the mysteries of the Force and in the philosophy of the Je'daii. Very little of this education is formal instruction or classroom training. Instead a Padawan travels with a Je'daii, aiding them in their missions, observing their actions, and learning how in a direct and immediate fashion how to truly be a Je'daii and to personally embody the Je'daii philosophy.

This apprenticeship is not without risk; Je'daii sometimes take their Padawans into exceptionally dangerous situations, but it is the responsibility of a Je'daii to protect their Padawan, and the responsibility of a Padawan to listen to and heed their Master's instructions. Padawans from species that have hair typically grow a single braid to signify their status, and cut the braid off when they become Rangers. A Je'daii usually teaches a single Padawan at one time.

Je'daii Padawans can be encountered anywhere in the galaxy, but each is almost always found near their Master, aiding them in their missions. Even Padawans of adolescent age can help with dangerous missions involving delicate negotiations or vital espionage. Others help their Masters in the difficult and often risky tasks of galactic campaigns, and much of the way a Padawan learns is by fighting at their Master's side. A Padawan might be encountered alone when they have been assigned to a less dangerous part of a mission or on the rare occasion when their Master decides that a particular endeavour is simply too perilous for them. The strong bond between Padawan and Master and the responsibility that Je'daii feel for their Padawans means that sometimes Padawans become tempting targets for kidnappers, who are intent on distracting or influencing a particular Je'daii. For a Je'daii Padawan to become a Je'daii Journeyer, they are required to undergo the Je'daii Trials which includes the creation of their own Je'daii Sword. In order to undertake these Je'daii Trials the Padawan requires the approval of their Je'daii Master and the Je'daii Council.


3b. Creation of a Je'daii Sword
 

Creation of a Je'daii Sword


Before reaching the rank of Journeyer a Je'daii Padawan generally completes the rite of passage of creating their Je'daii Sword to mark their ascension within the Order, and independence from their Master.

All swords feature the following primary properties.

- Constantly sharp edge.
- Cuts through absolutely everything.
- Conduit for Force energy, can be used to project certain Force powers or store them for later use. (For example you can project Force lightning from the blade or store it in the blade)
- Serrated Edge (Does more damage, and makes wounds more bloody and effective; for example it would cause more blood loss)
- Either Cortosis, or Songsteel. (Songsteel makes it extremely lightweight; makes it feel exactly like a Lightsaber, or Cortosis shorts out Lightsaber blades.)

These swords, due to their power source can possess one of the following secondary properties.

- Lightning coursing around the blade constantly, increases prowess with energy based Force powers.
- Poisonous and toxic aura, manifested as smoke surrounding the blade. (Toxic smoke can be manipulated and can engulf a target)
- Fiery aura, manifested as flames that course around the blade. (Can also be lava, depending on the crystal.)
- Icy aura, manifested as a white silhouette that appears on the blade, freezes anything it touches if it is held on the target long enough.)
- Wind aura, manifested as a silhouette of light, projects strong gusts of wind, and air attacks as it is swept.
- Force power boost, glowing blade that increases the strength, magnitude, and control of any Force power; even Force heal.

[Please note almost any secondary property can be added, but this has to be remniescent of the crystal. For example a Katak crystal would glve the blade a life draining ability.]


3c. Je'daii Journeyers
 


A Je'daii Journeyer referred to a Force-sensitive who has finished one-on-one instruction with a Je'daii mentor and were tasked with travelling to each of the nine Great Temples of the Je'daii Order and mastering the skill sets of each institution. Expected to master the disciplines of each Temple, the Journeyer must travel from one institution to the other, training and mastering different skills until they have selected one in which to specialize in. They are the equivalent to a Apprentice of the Jedi Order.

The Je'daii walk a thin line between light and darkness, using the teachings of balance to live within and around the Force. Through meditation and contemplation of the deepest mysteries of the Force, some individuals transcend the dogma of the Je'daii as they reach a new and deeper understanding of their connection to the universe around them. The ebb and flow of life, quickening, growing, struggling, dying, becomes a ceaseless chorus of destiny. Some Je'daii disciples tap into this power, become one with it, and speak its wisdom to others.

Among the Je'daii, those of the order who have proven capable, wise, self-sufficient, and stable are given the rank of Journeyer. A Je'daii apprentice must learn to use the Force without instability or strain, build his or her own lightsaber, and show an understanding of the Code of the Je'daii, and usually pass a series of tests before becoming a Je'daii Journeyer, which may be as simple as fulfilling a single important mission assigned by a Je'daii Master, or as complex as a series of trials to test the Je'daii's mettle, ethics, and dedication. In a few times of chaos and uncertainty, Je'daii apprentices are forced by circumstance to push themselves past the normal boundaries of their training and become Journeyers in function, if not in name with no formal testing. In these rare cases, the ruling Je'daii generally acknowledge the Je'daii's status as a Journeyer as soon as circumstances allow.

Je'daii Journeyers are trusted to teach apprentices, carry out missions with little aid or support, and use their best judgement when handling the unexpected. A Je'daii Journeyer is expected to deal with any problem in a manner that reflects well on the Je'daii as a whole, and carry out the Je'daii goals of promoting balance, and maintaining peace. Je'daii are the preservers of the galaxy, and the Je'daii Journeyer is a skilled individual expected to uphold that belief. For a Je'daii Journeyer to become a Je'daii Ranger, they are required to take on a Padawan learner. That Padawan must be fully trained as a Je'daii Journeyer before the teacher can be considered as a Je'daii Ranger. Alternatively a Journeyer can undergo a pilgrimage and visit the nine great temples of the Je'daii Order and study their mysteries to rise to the rank of Ranger. Journeyers are strong enough to use Force alchemy on non-living subjects. This rank is also known simply as 'Je'daii' and can alternatively be obtained by either being a [Knight-level] Force sensitive character who joins the Je'daii or completing the prerequisite of the rites of the [Je'daii Training guide].


3d. Je'daii Rangers
 

Je'daii Rangers are Journeyers of the Je'daii Order who have passed the Great Journey and have been made Rangers by the Je'daii Council. They form the backbone of the Je'daii Order and are expected to perform many of the day-to-day tasks and missions that are required to keep the Order running smoothly. Each Je'daii Ranger is expected to uphold the Je'daii Code, to support the Order in word and deed, and to serve as a guardian of the galaxy and balance. Je'daii Rangers are also responsible for training the next generation of Journeyers, through taking on an apprentice has never been a requirement. Although all Je'daii Rangers are technically equals, seniority among the Rangers plays a large part in determining an unspoken pecking order. Individual ability and accomplishment also figure prominently into a Ranger's standing among his comrades. Relatively young Je'daii Rangers who are accomplished in the use of the Force, or who are responsible for performing great deeds, are often treated with as much deference as older, more experienced Rangers.

During the days of the Second Galactic War, the Je'daii were far more common, and their exploits were often lauded by the public. As time passed and their numbers thinned, the supposed shortcomings of the Je'daii Order became more apparent. Through they were capable warriors, the Rangers were too few to wage wars alone on behalf of the Force. When the scarcity was combined with careful smear campaigns engineered by minions of their enemies, average citizens began to look upon the Je'daii Rangers with less favour.

A Je'daii is often distinguished by a ranger-star badge and a Forcesaber, which is the weapon of a Je'daii Ranger.

Je'daii Rangers are the most numerous members of the Je'daii Order, and as such are often the most visible. Since they are responsible for carrying out missions on behalf of the Order, and the Force. Je'daii Rangers will often be encountered in the course of fulfilling these duties.

By their nature, Je'daii Rangers are vigilant hunters who rarely rush into conflict. They are patient, using violence only when threatened or in the defense of balance. Once unleashed, a Je'daii Ranger will fight tirelessly to defeat their enemies. Through a Je'daii Ranger's most powerful weapon is the Force, they will sometimes apply technology, and other unorthodox methods to take down enemies.

Since the Forcesaber is their primary mode of defense, a Je'daii Ranger prefers to close to melee range with their opponents in an attempt to end a fight swiftly, incoming blaster fire is deflected or redirected back at opponents, and in the face of overwhelming odds, a Je'daii Ranger will never hesitate to withdraw in order to readdress their plans.


3da. Je'daii Lords
 

Considered the first tier of Je'daii Mastery those who have exemplified as Je'daii Rangers or are senior in the rank are offered this title. It may be that they own a planet, province, or even a military force. Lords of the Je'daii are akin to those of the Jedi except for their ancient origin. Correlating to the likes of Maravada the Silent and are entitled in a way different to Lords of the Sith Order. Unique to this process is the choosing of a epithet like a title specifically 'Mighty' an example of which would be the Je'daii Ranger by the name of Ravyn Draykon who became Lord Sirath the Crusader upon his ascension to the rank of Je'daii Lord in the modern Order. These Je'daii Lords are also unique in that they can create their own sects of the Je'daii Order and hold legitimacy in their creation, for example the 'Blue' Je'daii made by Je'daii Master Blitz Therit when he was a Lord.


3e. Je'daii Masters
 

Je'daii Masters have reached the top of their craft within the Je'daii Order. Achieving the title of Je'daii Master requires patience, perseverance, and above all, faith in oneself. A deep understanding of the Force is a must, for a Je'daii Master is able to unlock powerful secrets that few Je'daii even dream of comprehending. It is not a journey that is quickly made, and few Je'daii survive long enough to complete it. Those who do are widely respected, and justly so.

For a Je'daii Ranger to become a Je'daii Master, they are usually required to take on a Padawan learner. That Padawan must be fully trained as a Je'daii Ranger before the teacher can be considered as a Je'daii Master. Not only does training a Padawan take years, it also requires inhuman patience and the ability to instruct another sentient being in the often esoteric ways of the Force. Success is never assured, and a Padawan who does not have the proper mindset or talent might never come to face the trials. Such a failure might not become apparent for several years, but when discovered would require the would-be Je'daii Master to take on a new apprentice.

For most of the history of the Je'daii tradition, only Je'daii Masters were placed on the Masters' Council. This state of affairs changed during the second founding of the Je'daii Order, when Tyree Mahk allowed Je'daii Rangers to sit on the Council. Although the Council respected Tyree's insistence that Rangers be made a member, it refused to grant the Rangers status as a Je'daii Master. This perceived insult, combined with Tyree's overwhelming arrogance, was often instrumental in bringing the young Je'daii to the dark side of the Force.

Je'daii Masters are sent on important and dangerous missions by the Je'daii Council. Some operate alone, while others continue to instruct Padawans long after they have achieved the title of Master. These latter individuals travel with their Padawans, an arrangement that allows them to instruct their students in a more hands-on fashion. It also exposes their apprentices to riskier, high-priority assignments, which increases the learner's confidence all the more.

Whether or not a Je'daii Master is encountered in the company of their Padawan learner, they are an opponent who cannot be underestimated. Through they might try to bring conflict to a balanced resolution, they are always able to bring forth their sword, as well as their considerable knowledge of the Force, in order to pursue what the Order refers to as "aggressive negotiations". Few mundane opponents can stand against the skill and ability of a Je'daii Master. Masters are the only Je'daii strong enough to use Force alchemy on living subjects.


3f. Je'daii Temple Masters
 


Exemplified as an Je'daii Master and having demonstrated true understanding of the Force. Numbering around nine at a given time, the Temple Masters act as stewards of the Great Temples and as leaders of the Je'daii Order. Temple Masters have attained the highest position within the Order and represent the wisest minds of the Je'daii Order. Making up the membership of the Masters' Council, the Temple Masters are each appointed as an leader of one of the nine Great Temples. Otherwise known as Je'daii Lords in ancient times to denote exemplified Je'daii Rangers. There must be at least five Temple Masters at one given time, otherwise the authority of the Masters' Council is bestowed upon a Je'daii Master democratically voted in as the Grand Master or given to the Je'daii Assembly.


3fa. Je'daii Assembly
 


An alternative to the Masters' Council or Grand Master scheme the Je'daii Leaders/Assembly number at five at any given time. Controlling who is promoted to their rank and aspects of the Je'daii Order.

- The Guide controls all Je'daii Hopefuls and Initiates, and is the major recruiter of the faction.

- The Alpha controls and admits people into the rank of Je'daii Padawan or 'Apprentice' if they are masterless and organizes operations within and around the rank.

- The Overseer is in charge of the Great Journey and allowing Padawans and Knight-level characters outside of the Order the chance to become a Journeyer or 'Je'daii' they also hire/dismiss instructors within and around the Great Temples.

- The Ranger Captain is the second in command for the Order. Accepting and dismissing people for the rank and operations within and around its premise.

- The Grand Master is the first in command of the Order. Allowing exemplified and senior Rangers promotion to the rank of Lord and above.



3g. Je'daii Arbiter
 


In times of struggle for the Order sometimes a Je'daii Ranger must take command of the Order. Whilst not essentially the Grand Master; an Arbiter is the leader of the Je'daii Order. Although they cannot promote Je'daii to the rank of Master due to not being Je'daii Masters themselves an Arbiter is able to promote Je'daii to the rank of Ranger. In which case if it is there apprentice they become eligible for ascension to masterhood. An Arbiter is democratically elected by the entirety of the Je'daii Order.


3h. Je'daii Grand Master
 


Often a Je'daii Master who has democratically voted in by the Order or selected by its leaders to lead the Order. The Je'daii Grand Master is the sole master of the Je'daii Order and embodies the authority of the Masters' Council.


3i. Je'daii Shadow
 

Numbering at one at any given time the Je'daii Shadow is a Je'daii who infiltrates other Force traditions, namely the Jedi and Sith and acts as an spy. The identity of a Je'daii Shadow is exclusively known only by the Je'daii Master who with the authority of the Masters' Council selects and communicates with the agent during their period as the Je'daii Shadow. The most famous Je'daii Shadow in Je'daii history include Daegen Lok, and Linth Draygar. In particular was Master Draygar who infiltrated the Galactic Republic and became the Supreme Chancellor whilst posing as an relative, and even later served on the Jedi High Council.


3j. Je'daii Wanderers
 

The Je'daii Order, as an organization, functions largely due to the common bond of Force sensitivity shared by all Je'daii. Through the Force guides each Je'daii, on a procedural level the Je'daii Council governs many of the decisions that a Je'daii would normally make by directing the members of the Order as it sees fit. A Je'daii performs a mission, returns for further orders, and is assigned a new mission. Alternatively, some Je'daii may be assigned a given planet or sector to preserve the balance and search for Force-sensitive candiates for Je'daii training. Numbering at one at any given time this Je'daii is known as the Guide.

The Je'daii wanderer throws both of these concepts out of the escape hatch and is a loner among their own kind. A drifer, travelling from system to system upholding the Je'daii Code as they see fit. They do not feel constrained by the rules and regulations most Je'daii follow by the Council's suggestion. Rather, they take the Code for what it is, and apply it to every action and every decision. Sometimes that means taking rather unorthodox actions to achieve an important goal. Many of their fellow Je'daii Rangers call them a rogue Je'daii, but they are wrong. For they are guardians of the Force and balance within and around themselves.

The Je'daii wanderer moves from place to place, learning as much as they can about life in the galaxy. Through they never develop their Force abilities to the extent that other Je'daii do, what the Je'daii wanderer learns about the people of the galaxy can be equally as important. They are able to relate more easily to the citizens of the galaxy than Je'daii who have isolated themselves in a temple or an academy. Their unique talents often make a huge difference in the way they react to a situation. A Je'daii wanderer knows the mood of the galaxy and its citizens, and can make decisions based on their compassionate outlook toward the beings they encounter in their travels.

A Je'daii wanderer rarely dresses in the standard apparel of a Je'daii Ranger. Instead they wear discreet clothing in the cut and style of the region they are visiting, concealing their forcesaber and appearing to be another ordinary member of galactic society. The Je'daii wanderer avoids flaunting their identity to put those they encounter at ease. Beings intimidated by the superstition surrounding the Je'daii Wanderers may be too nervous to approach them with problems, often out of a combination of awe and fear. By dressing, working, and behaving like a normal citizen, the Je'daii wanderer can help people who might never otherwise be brave enough to request aid or relief from the Je'daii. Assisting those people gives them a great deal of satisfaction. Despite their nomadic lifestyle and different outlook on the life of a Je'daii, the Je'daii wanderer still answers to the Council and makes trips to Tython when summoned. A Je'daii wanderer is still a member of the Je'daii Order and must answer its call if they are needed. Amongst their ranks are the honorary Je'daii of the Jedi and Sith who are granted access to the Order' in all entirety.

Additionally, the Je'daii wanderer constantly watches for Force-sensitive children to bring to Tython for training, further bolstering the ranks of the Je'daii and discovering talent in places where no other Je'daii visit. Je'daii wanderers rarely have Padawans due to their constant travelling and subtler lifestyle, through occasionally an apprentice with a desire to see the galaxy requests a wanderer as their master. Je'daii wanderers impart their wisdom on all who listen, and many who follow the traditional Je'daii lifestyle might do well to learn from a wanderer.


3k. Je'daii Recluses
 

For roleplayers that have made their Je'daii characters inactive, and roleplay a force sensitive character that isn't in the Je'daii faction. The ranks of Je'daii Recluses are subject to change if a roleplayer makes their Je'daii character active again. For example a roleplayer with a Je'daii Ranger character who joins the Jedi Order and creates a new character attains Knight, and returns to the Je'daii Order on their Je'daii character may be demoted to the rank of Journeyer.


3l. Je'daii Anchorites
 

For roleplayers that have stayed within the Je'daii faction and have been deemed inactive. Je'daii Anchorites may be subject to rank change. For example a Je'daii Master who has been inactive for 2 years OOCLY may be demoted if they do not meet criteria or standards.


3m. Je'daii Time Rank Ranks
 


- Ancient (2 years as a Je'daii Master)

- Elder (3 years as a Je'daii Master)

- Grand Elder (4 years as a Je'daii Master)


3o. Je'daii Equipment
 

Je'daii are renown for their unorthodox and less than knightly methods in dealing with threats. Usually applying the following equipment effortlessly, and almost fatally. Je'daii are also revered for use of other weapons such as an Energy Bow or Slugthrower.

- Datapad

A powerful combination of communications device, holo-messenger, handheld computer, and personal database, datapads are designed to combine a number of common consumer electronics in one small, easy-to-use package.

- Backpack

Most backpacks are simple textile constructs with a number of compartments and external pouches good for carrying tools, survival equipment, trophies, or anything else.

- Utility Belt

Utility belts are common items for travelers and others for whom quick access to important tools is a lifesaving necessity.

- Cortosis Shield

These shields are laced with a refined cortosis weave that absorbs blaster energy and can even turn or disrupt the blade of a lightsaber. Due to their inherent strength, cortosis shields can even be used as a makeshift Melee weapon, allowing a user to bash or push away an opponent.

- Shadowsheath

A shadowsheath utilizes technology similar to Merr-Sonn’s “Ghost” Optical Camouflage System, but rather than conceal an entire body, its smaller projector is specifically designed to conceal a single large-bladed weapon in a sheath. This attachment comes in various sizes and is available for any Melee weapon small enough to carry on one’s person.

- Refined Cortosis Gauntlets

Cortosis gauntlets are simply metal or composite gloves with thick forearm plates laced with cortosis ore. The cortosis in their construction allows them to block or even disrupt lightsaber blades.

- Serrated Edge

Adding a serrated edge to a weapon is something almost anyone can do, and giving a bladed weapon tearing edges ensures it does terrible damage to flesh and bone. This modification may be applied to Meleeweapons that use a cutting edge.

- Lightsabers

More than any other item or cultural touchstone, the lightsaber was the symbol of the ancient Jedi Order throughout its long history. Throughout the generations, lightsaber technology was refined from the first high-maintenance “captive bolt” lightsabers to the lightweight, modern lightsaber, which utilizes a stabilized, massless plasma beam that burns as hot and
bright as a star at its core. Although there are many different types of lightsabers, for rules purposes, any weapon that uses the Lightsaber skill is considered a lightsaber, even if the weapon has a different name.

- Demon Mask

Every species and culture has scary stories of monsters with supernatural powers. While the stories are—usually—only stories, disciples of the Je'daii throughout history have found value in adopting the imagery of the mythical creatures, to spread curiosity in their enemies and fearlessness among their followers. After generations being worn by Je'daii adepts, some demon masks become imbued with the gray side of the Force and grant their wearers certain powers.

- Meditation Focus

Many of the Force and religious traditions throughout the galaxy develop some form of meditation focus, whether they are the prayer beads of the Solaran Hermetic Order, the Cosmic Wheel of the Voss Mystics, or Dagoyan incense. Although varied in form, they are allied in function and aid the user in finding inner peace and enlightenment.

- Talisman of Iron Fists

There have been many warrior traditions that use the Force throughout the history of the galaxy, of which the Jedi are only the most famous. Rather than the lightsabers of the Jedi and the Sith, some Je'daii warrior traditions focus on turning the practitioner’s body into a weapon. This talisman is from one such order, and it channels the Force into the wearer’s body, making it hard as steel.

- Concentration Talisman

The Je'daii developed talismans of concentration to help them focus during long, elaborate rites, those typically associated with the tapping of vast amounts of gray side power. The talisman allowed a Je'daii to concentrate all of his will to the creation of the desired effect, temporarily increasing his ability to manipulate the Force; namely in cases of Force alchemy. Unfortunately, use of such a device often caused the wielder to succumb to exhaustion the moment his Force ritual was completed; a defect that prevented such talismans from becoming commonly used, especially in battle.

- Ensnarement Talisman

Devices of this nature appear to function exactly like talismans of concentration, especially to a gray force user. This particular version, however, has one added potentiality; it can immediately turn the wielder to the gray side. In ancient times, Je'daii force masters discovered that some force sensitives had taken to using Je'daii talismans to serve their own greed. To stop this unintended and unwanted use of their devices, the Je'daii constructed many with the power to instantly lure the unsuspecting force sensitive to the gray side. This secondary function has fulfilled their goal, for the use of Je'daii artifacts by other force users has been outlawed ever since.

- Healing Talisman

During the height of the Rakatan Infinite Empire, many Je'daii devotees created talismans of healing to give their side the advantage in combat encounters. The devices quickening and increasing the power of a corporeal being's natural healing processes at the expense of decreasing the wielder's ability to use the Force.

- Force Mask

The use of the Force sends ripples through the galaxy, alerting anyone able to perceive such vibrations to the location and identity of the Force-user at the source. The Je'daii learned quickly that this natural occurrence, allowed their movements to be tracked and their ambitions to be foiled by opposing forces, and so they created devices called Force masks to hide such emanations. The mask essentially negating the flow and ebb of the Force from flowing through the wielder, making it seem that it was flowing around them. Therefore, seemingly, the area around the Force-user appeared dormant, devoid of any type of Force activity.

- Shield Talisman

The Je'daii shield talisman was one of the first gray side devices discovered and catalogued by the new Je'daii. The talisman protecting its wearer from energy and Force attacks. Research suggesting that the device works by absorbing the energy directed at it and storing it for use as its own source of fuel. To retain its ability to function, however, the talisman required an infusion of energy at least once per standard week.

- Translation Talisman

The tomes containing Je'daii teachings, lore, and Force techniques were written in the Je'daii's ancient language of high galactic, which has all but died out since the Force wars. Very few scholars can decipher the strange language, and even fewer have learned to pronounce its complex word structures. This talisman, initially designed and created by the fallen force users who sought to learn of the Je'daii's secret techniques, allows a wielder to read the Je'daii language as if it were his own native tongue.

- Swords of the Je'daii

These alchemically reinforced blades can withstand any blow. Their indestructible nature allows them to even parry lightsabers. Such weapons have survived through thousands of generations and yet remain in perfect condition, their edges sharp and their blades straight. The blades also focused Force energy of the user and as the wielder grew more proficient in the power of the gray side, the blade became more deadly. Each acting as a reservoir of gray side power.

- Forcesabers

During the height of the Rakatan Infinite Empire, energy weapons known as Forcesaber's were utilized by Rakatan servants. The earliest form of lightsaber technology originally designed by the Kwa and retrieved by there fallen students the Rakata, the Forcesaber was essentially a lightsaber powered by Force energy and operated on a Force crystal that acted as the focusing lens. Much lighter than the modern lightsaber, to this day the Forcesaber remains a powerful weapon that served as an basis for the first lightsabers, especially the Je'daii artifact of the First Blade.

- Kwa Manufacture

Built by the harbingers of the Rakatan Infinite Empire the Kwa are technological masters who can create exceptional items in perfect to composition to the Force, including the creation of the teleportation network, the Infinity Gates, and alchemical-creatures known as Temple Guardians that protected there Star Temples. Kwa manufacture is almost always derived on concepts of evolution and is extremely powerful and rare to encounter in the galaxy. It is also approved for a Je'daii to utilize this manufacture in any way they see fit, especially since all of there manufacture has an alignment to the gray side of the Force.

Edited by Paul, Feb 26 2017, 09:51 PM.
Posted Image
PM Profile Quote TopTop
 
Paul
Member Avatar
Temple Master of Kaleth

4. Power of the Cosmos
 

"Balance and Chaos began in a time before recorded history, when Je'daii made themselves into kings, and gods, using the Powers of the Cosmos. The weak have ever been protected and ready to evolve because of the one who wields great power. Those who learned the powers of the gray were quick to rise, to end wars. Again, and again the gray side has brought balance like a fire cleansing dry grasslands, infinite legends told in entire star systems. Those who mastered Powers of the Cosmos became balance. They unleashed retribution, for no other reason than others. They became heroes, achieved impossible feats. Some of them I am proud to say were my students."

- Tyree Mahk

Derived from before the Jedi, and the Sith, the Je'daii developed areas of study that focused on particular types of effects. Through these did not evolve into formal schools, personal preference caused many sorcerers to concentrate on those powers that most interested them. Renown as the Power of the Cosmos this power belied on manipulating the ebb and flow of the Force, invisible lines of the Force to produce different effects. The Je'daii Archives contains the following list of Je'daii magic.

* Je'daii Magic requires (5) lines to cast.

* Focus on the Force >> Bend the invisible lines of the Force to react to your will >> Incantation >> Channel the Force into yourself/area >> Roleplay the effects of the spell

* Je'daii Magic requires High Galactic, or another ancient language or dialect for its incantations. It also cannot produce any effects outside of canon. The instance of the magic has to exist in a manifestation of the Force correlating to canon or legends. It can also not resemble Sith Magic as it is a seperate entity entirely.

* The rank of Je'daii Lord or above is required to preform magic.

* The rank of Je'daii Journeyer is required to preform nonliving alchemy.

* The rank of Je'daii Master is required to preform living alchemy.

* Alternatively one can acquire a Je'daii Amulet (Not a Talisman which will only improve Force powers) to preform magic or alchemy.

- General

Some Powers of the Cosmos defy categorization or belong in all disciplines equally. These basic effects fall under the heading of general universal force powers. Many form the basis for other effects, those more complex powers that require an understanding of and proficiency in other lesser powers.

- Body

Powers of the Cosmos that run the trade route from simple healing rites to complicated rituals involving the creation of Je'daii spawn - living things bred from the stock of naturally evolved creatures. Some cultures have labelled these Je'daii as sorcerers and mad scientists, but this nomenclature thrusts the discipline into the area of superstitious alchemy. Tales and legends laced with equal parts mystic blather and pseudo scientific prattle. The Force transcends technology based tricks and allows feats that science cannot duplicate,

- Energy

Certain Powers of the Cosmos summon energy from the user's surroundings and direct it at a target for some purpose. (which often involves the injury of the targeted individual) The forms of energy include lightning, earth, air, water, fire, gravity, and other naturally occurring forces. Energy powers tend to have the most noticeable effects, preventing the user from attempting to keep his machinations secret, as he would be able to do if he were using powers from the Mind discipline. Je'daii interested in this area, therefore tend to have indifferent personalities from obsessive and brooding to outright idealistic.

- Illusions

Many Je'daii enthralled by the gray side favor the aspect of the Force that allows them to fool the senses of their victims, in a twisted testament to the power of the mind over the body. The sensations experienced by the targets of such effects appear all too real, but they exist only in the dreamscape playground of the mind, that area where creativity and imagination normally flourish. But in the case of this potentially dangerous Je'daii power it becomes the haunted battleground of shadow-forms that impact the affected individual as if the delusional phantoms had actual substance.

Typical illusionary effects employed by the Je'daii include the morphing of one object into another, most often a weapon into a similarly proportioned creature with deadly intent. Or the feigned presence of an individual. Or even the absence of an object or being that is truly present. The strand that gathers all these powers beneath the banner of illusionary magic is the manipulation of the victim's senses. Some Je'daii scholars continue to believe that these effects after the pattern of the Force that 'connects' with the target's mind, that they somehow augment the brain's normal wavelengths of trip synapses that would not fire under the true current conditions in which that being finds himself. But since no one has yet discovered the physicalities involved in this effect, just as no one has been able to comprehend the true nature of magic in the first place; no definitive explanation can be given. Suffice it to say that these powers somehow manipulate the senses as opposed to the mind. (which is covered under the Mind discipline)

- Mind

Powers of the Cosmos in this discipline prey on the minds of their victims, altering thoughts without the individuals awareness. Such insidious powers allow Je'daii devotees to manipulate and outright control their targets, forcing them to undertake acts that they would normally not perform under the given circumstances. This correlates to protecting minds, and invading them as well. Through the powers correlating to Mind one can implant or even replace the memories of a target.

- Mechanical

Thousands upon thousands of years ago the Je'daii discovered how to focus the Force to affect mechanical constructs. The majority of powers of this discipline have fallen into obscurity, however since very few Je'daii took much more than a passing interest in this area. However estranged rumors continue to slither from Je'daii Holocrons and other stores of Je'daii lore about the creation of half being/half mechanical creatures by devotees who had delved into more theoretical aspects of this discipline. No remnants of such constructs have ever surfaced, so confirmation of such musings remains cloaked in mystery, but several Je'daii scholars continue to search for evidence of their existence. Their sole warning to anyone who happens to encounter such a empowered being is to flee and report the sighting to the nearest Je'daii Master.

- Protection

Protective powers defend a Je'daii from the effects of other Force powers, as well as from other forms of 'attack'. This discipline became extremely popular during times of war, especially during the Height of the Infinite Empire. The recent resurgence in Je'daii magic has perhaps unintentionally, and perhaps not failed to explore this aspect of lore. When an enemy poses a serious threat to the Je'daii, however, interest in these protective powers will surely increases.


4a. Je'daii Holocrons
 

Nordia Gral's Holocron. (Teaches the ancient Je'daii basics.)
Vor'Dana's Holocron. (Teaches the Battlemind power.)
Deela jan Morolla's Holocron. (Teaches the Great Journey.)
Rupe's Holocron. (Teaches Balance of the Force.)
Shall Mar's Holocron. (Teaches all knowledge of the Great Temples.)
Lha-Mi's Holocron. (Teaches basic Alchaka.)
Ni'landr's Holocron. (Teaches a Je'daii parkour.)
Dam-Powl's Holocron. (Teaches the Alchemy of Flesh.)
Qui-Ko's Holocron. (Teaches mastery of the light.)
Rajivari's Holocron. (Teaches mastery of the dark.)
Thok Rath's Holocron. (Teaches core Force powers.)
Daegen Lok's Holocron. (Teaches the Mind Twist power.)
Kin'ade's Holocron. (Teaches of the Darrow Sphere.)
Ters Sendon's Holocron. (Teaches Holocron creation.)
Tave's Holocron. (Teaches Shii-Cho.)
Ter'cay's Holocron. (Teaches one to be a tech expert.)
Xiang's Holocron. (Teaches the Je'daii arts.)
Calleh's Holocron. (Teaches Force heal.)
Jake Fenn's Holocron. (Teaches theatrics.)
Ketu's Holocron. (Teaches one how to maintain balance in the Force.)
Ruhr's Holocron. (Teaches Knight+ force powers.)
Naro's Holocron. (Teaches non-Force healing.)
Tem Madog's Holocron. (Teaches Je'daii Sword manufacture.)
Kora Ryo's Holocron. (Teaches the Je'daii langauge.)
Telaat's Holocron. (Teaches Oneness in the Force.)
Quan-Jang's Holocron. (Teaches living Force alchemy.)
Mirata Sek's Holocron. (Teaches master Force powers.)
Tyree Mahk's Holocron. (Teaches Dark Transfer.)
Narrous' Holocron. (Teaches advanced Je'daii arts.)
Blitz Therit's Holocron. (Teaches Telekinesis mastery.)
Dex Bren's Holocron (Teaches the Shapeshifting ability)
Father's Holocron (Teaches the Je'daii Folded Space)
Pal Korden's Holocron (Teaches the Je'daii time-travelling anomaly.)
A'nang's Holocron: (Teaches the Je'daii the Power of the Cosmos/Magic.)
Sek'nos Rath's Holocron: (Teaches the Je'daii the Ball of Lightning.)
Hawk Ryo's Holocron: (Teaches the Je'daii how to achieve Oneness in the Force.)
Shae Koda's Holocron: (Teaches how to care for creatures, namely Rancor Dragons.)


4b. 10 Commandements of the Je'daii
 

Your character must follow these commandments to their fullest to continue or initially even cast powers of the cosmos. (Je'daii Magic) Without following or experiencing these commandments one cannot possibly achieve any of the powers of the cosmos or forces of magic aligned to balance within and around the Force. Due to this it is relatively rare for a Je'daii to draw upon anything more than the spirits, Tyree, Trinity, and Drendade.

- Light:

Bravery: Je'daii have the quality of spirit that enables them to face danger or pain without showing fear.

Wisdom: Je'daii have the ability to apply knowledge, experience, understanding or common sense and insight.

Loyalty: Je'daii bind themselves (intellectually or emotionally) to a course of action.

Inner Strength: Resilience.

Justice: Je'daii have the quality of being just or fair

- Dark:

Passion: Je'daii have strong feelings or emotions, but they never blind them.

Forbidden Knowledge: There is no fear; there is power.

Freedom: A Je'daii has freedom; power to act, speak or think without externally imposed restraints

Great Strength: Je'daii are able to wield great power in any manifestation, but should be mindful of the balance

Raw Power: Je'daii draw power from raw emotions like anger, rage, hatred, fear, aggression, and passion.


4c. Je'daii only Force Powers
 


Oneness in the Force: (Accessible by Tyree Mahk for the Je'daii.)
Many Shades of the Force: (Accessible by Tyree Mahk for the Je'daii.)
Dark Transfer: (Master: Accessible by Luna Caedus for the Jedi.)
Balance of the Force: (Master: Accessible by Je'daii Masters.)
Midi-chlorian manipulation: (Master: Accessible by Sharr Shan for the Jedi.)
Force Shadow: (Padawan)
Ball of Lightning: (Padawan)
Art of Small: (Accessible at discretion of Je'daii leadership.)
Voss healing: (Master)
Force walk: (Master: Accessible by Drendade for the Sith.)
Dreamscape (Master: Accessible by Tyree Mahk for the Je'daii.)
Mind Twist: (Journeyer)
Shapeshifting: (Accessible at discretion of Je'daii leadership.)
Alchemy of Flesh: (Accessible at discretion of Je'daii leadership.)
Fold Space/Dimensional Shift (Master: Accessible at the discretion of Je'daii leadership.)
Shaping: (Accessible at the discretion of Je'daii leadership.)


Edited by Paul, Feb 26 2017, 09:17 PM.
Posted Image
PM Profile Quote TopTop
 
Paul
Member Avatar
Temple Master of Kaleth

5. The Settled Worlds
 


Throughout the history of Tython many have ruled the system, but during the first great migration only two bloodlines were of royal descent. House Suntakmee was the first to rise, humans who had worshipped the sun of Tythos in their wake and had found a home in the verdant island continent of Masara Isle. They had orange hair, and bright blue eyes like the sea and their rulers were known as Sols. However their royal descent was soon overshadowed by their involvement in the growing Je'daii Order. For twelve thousand years the Je'daii Order existed until the coming of the Force Wars. House Suntakmee were amongst those who survived the war and due to their royal descent were able to build Masara Isle, they sided with the lightsiders during the war. Thousands of years after they would even continue and rise to prominence until Corvus Suntakmee and the coming of the dragon.

However on the other side of Tython during the first great migration the near-human House Draykon would be forced to endure many hardships. They would continue the same until the great Force wars and play the opposite side of their fortunate cousins. Their hair silver, eyes emissive, and ears long they would descend from highborn Sephi interbreeding with humans. However the difference is they would all seemingly live forever, for more then a thousand years individually. This led to a lesser amount of members of House Draykon as opposed to Suntakmee. Ruling over ice and fire the long lived 'elvish' Draykon took the sigil of the mythological dragon of barren Tython and declined until the age of Corvus Suntakmee. After which House Draykon would rise with the descendant Tyree Mahk uniting Tython under a Je'daii rule after asserting the throne during his tenure as a hero of the realm.

In contrast to the two House Draykon seemingly rules over what is barren, fiery, and frozen. As opposed House Suntakmee grew up to verdant lands. The two Houses are essentially counterparts, the Draykons ruling and being subjugated to many terrors, and the Suntakmee blessed.


5a. Royal Houses
 


House Draykon:

An ancient House of royal near human of Fay's species. Traits include long elvish ears, platinum hair, longetivity, and being tall. Members of this House never seem to age, appearing beautiful forevermore. However all men must die, nearly all of the kin eventually are murdered. They hail from the ice and fire of Kato Zakar and herald the mythical dragon as their sigil. Their leader is referred to as the Drakon, and rule from their seat of Hallowedfire.

Their swords include.

Iram, Giant's Sword of Ice.
Sorad, The Mortal Blade.
Terra, the Surge of Plants.

House Suntakmee:

Founded by humans of royal descent. In contrast the Suntakmee grew up on a verdant island continent of Masara. With orange hair and blue eyes like the ocean they command they are renown for their wealth and power. Ruling from their seat of Del Porta castle. Although as ancient as the Draykon the House still has not interbred with the dragon lords. Preferring to keep their bloodline pure and free of the antics of the dragons. Instead they marry into House Moon due to their royal status. Their leader is referred to as the Sol.

Suntakmee have in possession two Je'daii Swords.

Corvus the Promised Blade, and Tythos the Sword of the Sun.


4b. Royal History
 

The year was 1,028 ABY and the legendary Tyree Mahk the current and first King of Tython has stepped down. His bloodline, species incredibly long lived as near-humans with emissive eyes, and long elvish ears. What followed was a long line of Kings of Tython that could not die of old age, inheriting the same longevity that Tyree had before them.

After the Witch King the next line of Dragon Kings were as follows.

Tyree Mahk the Founder, legendary, mystic, and omnipotent the Witch King is the first and foremost example of all royalty. His kind and just rule has only been rivalled by his love for his people.

(Ruled 648 to 1,368 ABY)

Svara Draykon the Reclaimer, the renown first son of Tyree Mahk he suggested the lesser and great Houses of Tython swear fealty to the Je'daii Order. Almost reorganising the social and Je'daii hierarchy.

(Ruled 1,368 to 1,432 ABY)

Serena Krayt the Destroyer, after her brother's actions the feline Princess returned with the Sith Order at her behest. This battle ended with the King Father Tyree Mahk returning to reclaim the Throne for the next heir.

(Ruled 1,432 to 1,496 ABY)

Cryx Draykon the Brash, succeeding at the behest of his ancestral King the brash Cryx made decisions rather impulsively. However they did bring stability to the realm, he is credited as a master of temperance.

(Ruled 1,496 to 1,560 ABY)

Jalmuak Draykon the Wise, perhaps one of the most beloved Kings of Tython the warrior king Jalmuak is credited with increasing the military strength of Tython and laying the groundwork for a reformation.

(Ruled 1,560 ABY to 1,642 ABY)

Seth Draykon the Lone, embodying the traits of a great Je'daii Ranger the young Seth was known for his keen instincts and talents. However he lacked the wisdom to cement his rule and was succeeded there after.

(Ruled 1,642 to 1,688 ABY)

Roshi Draykon the Joker, throughout Tython's history none have been so worthy of mastery of political intrigue, known for his impulsiveness and insecurity. Eventually Roshi died at the hands of one of his whisperers.

(Ruled 1,688 to 1,752 ABY)

Lencen Draykon the Reformer, at the behest of his ancestor Lencen would be the King to reform the Je'daii and social hierarchy of Tython. Eventually these changes would lead to a better, and overall unified Tython.

(Ruled 1,752 to 1,816 ABY)

Tycho Draykon the Warrior, strict, composed, and awe inspiring the great Tycho Draykon is the oldest and most powerful of the Je'daii Kings preceding the first King. His rule was also the longest of the almost all Kings.

(Ruled 1,816 to 2016 ABY)

Nabuo Draykon the Untitled, the rightful ruler the novel King currently rules. Not much is known about his power, nor the future of his reign.

(Currently ruling 2016 ABY)


4c. Royal Titles
 

Highborn: A Je'daii who is afforded a noble education and is from a lesser House, and as such is different from a Wanderer. They can include heirs. (Req: Tython Nobility)

Noble: A Je'daii of a great House who has been somewhat trained and has reached adolescence, given to those who attain Ranger. (Req: Je'daii Ranger)

Heir: A Je'daii who is heir to Tython's throne and or land is referred to as an Heir by all of Tythan. Heirs have to prove themselves by becoming Je'daii Rangers. (Req: Je'daii Ranger)

Journeyer: A Je'daii Padawan ready to undergo the Great Journey and trial for a rank of Rangerhood. (Req: Sr Je'daii Padawan)

Hand: A Je'daii who is the hand of Tython's king and or castellan (2nd in command) of a land is regarded as an hand. These Je'daii usually rule as Regents if the young Je'daii isn't ready to become a Lord. (Req: Je'daii Ranger)

Prince/Princess: A Je'daii of royal descent from one of the great houses of Tython. Either Suntakmee or Draykon. (Req: Tython Royalty)

High Prince/Princess: A Je'daii of superior power in a royal line, for example a beloved Je'daii Ranger. (Req: Je'daii Ranger)

King: A Je'daii of royalty andf Ranger standard who has arisen to take the throne. (Req: Je'daii Ranger)

High King: A Je'daii of royalty and Master standard who has ascended to the throne. (Req: Je'daii Master)

God King: A title given to Tyree Mahk as the King of the entire Tython system, otherwise known as King of Tythos (Lit: King of the Sun).


4d. The Tythan Order
 

Those who are unable to join the Je'daii Order are usually drafted into the Tythans, A warrior culture and established army of Tython. These Tythans are trained with the same finesse as a soldier of the Emperor and Republic and are apart of the navy or army alike depending on if they focus on space travel or planetside warfare. With the dismantling of the Republic after the second Force Wars the Tythans have gained the momentum of a major non force sensitive faction and are crucial to the space superiority of the Je'daii Order. Due to the Tython system's development for nearly a (decade OOC) they are equipped with the most advanced technology and are akin to the training of a Mandalorian in terms of combat. Although none have become legendary like the Mandalorian's and their brethren.

The Tythans are just as proud as the Je'daii and nearly as ancient. Led by either the Matriarch or Patriarch they fought for the sanctuary of the Tython system and maintained balance within the Force and around it.

Sergeant

Lieutenant

Captain

Major

General


4e. Settled Worlds Overview
 

Nine Great Houses of the Tython system: Draykon, Suntakmee.
King of Tythos: Tyree Mahk (Overall leader of the Tython system)

Sunspot: Occupied by House Draykon
Malterra: Occupied by House Suntakmee
Nox: Occupied by House Draykon
Krev Couer: Occupied by House Draykon.
Tython: Occupied by House Draykon.
Kalimar: Occupied by House Suntakmee
Shiakaakwa: Occupied by House Suntakmee
Ska Gora: Occupied by House Suntakmee
Obri: Occupied by House Draykon
Mawr: Occupied by House Draykon
Furies Gate: Occupied by House Draykon
Tythos: Occupied by House Draykon


Tython (Je'daii Roleplay planet)

King of the Tythans, Current royal family. (Fay's species)
Heir to the Throne, Next in line Royal family.
Hand of the King, Vacant.

Talents of the Tythans:

Kato Zakar, known for their talents in Pyrokinesis, Cryokinesis, Chrolokinesis, Survival, and Martial arts.
Ocean folk, known for their talents in Healing, and Hydrokinesis.
Sky folk, known for their talents in Balance, Aerokinesis.
Thyr, known for their talents in Geokinesis, sensory Force powers, and the forge.
Talss, known for their talents in Alchemy, Science, and arcane force powers.
Masara Isle, known for their talents in Arts, Knowledge, Education, and Telekinesis.

Royal lines of Tython:

House Draykon rules Kato Zakar.
House Suntakamee rules Masara Isle.

Thyr is ruled by the Vacant. (Currently the throne)
Talss is ruled by the Vacant. (Currently the throne)
The Skies are ruled by the Vacant. (Currently the throne)
The Oceans are ruled by Vacant. (Currently the throne)

◾Akar Kesh The Temple of Balance of the Sky

Liege Lord is House Mar. (Descendants of Shall Mar, Humans)

◾Anil Kesh The Temple of Science of Talss

Liege Lord is House Brock. (Descendants of Laronee Brock, Humans)

◾Bodhi The Temple of the Arts of Masara Isle

Liege Lord is House Fenn. (Descendants of Jake Fenn, Humans)

◾Mahara Kesh The Temple of Healing of the Sea

Liege Lord is House Naro. (Descendants of Naro, Selkath)

◾Kaleth The Temple of Knowledge of Masara Isle

Liege Lord is House Ryo. (Descendants of Kora Ryo, Twi'lek)

◾Padawan Kesh The Je'daii Academy of Masara Isle

Liege Lord is House Gral. (Descendants of Nordia Gral, Humans)

◾Stav Kesh The Temple of Martial Arts of Kato Zakar

Liege Lord is House Lok. (Descendants of Daegan Lok, Humans)

◾Qigong Kesh The Temple of Force Skills of Thyr

Liege Lord is House Rath. (Descendants of Sek'nos Rath, Sith species)

◾Vur Tepe The Forge of Thyr

Liege Lord is House Madog. (Descendants of Tem Madog, Cathar)
Edited by Paul, Apr 3 2017, 03:06 PM.
Posted Image
PM Profile Quote TopTop
 
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Create a free forum in seconds.
« Previous Topic · Halls of Legislation · Next Topic »
Add Reply

SOCIAL NETWORKS