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	<title>Wikipedia of the Dark Brotherhood, an online Star Wars Club - User contributions [en]</title>
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	<updated>2026-06-18T05:44:20Z</updated>
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	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Spitfire&amp;diff=200947</id>
		<title>Spitfire</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Spitfire&amp;diff=200947"/>
		<updated>2026-05-25T13:32:19Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|rep|imp|rdb|exd|nor}}&lt;br /&gt;
{{Ship&lt;br /&gt;
|image=[[File:Naboo Starfighter.jpg|200px]]&lt;br /&gt;
|name= Spitfire&lt;br /&gt;
|manufacturer= * [[StarWars:Theed Palace Space Vessel Engineering Corps/Legends|Theed Palace Space Vessel Engineering Corps]]&lt;br /&gt;
* [[StarWars:Nubia Star Drives, Incorporated|Nubia Star Drives, Incorporated]]&lt;br /&gt;
|line= *[[StarWars:N-1 series|N-1 series]]&lt;br /&gt;
|model= *N-1 Starfighter&lt;br /&gt;
|class= *Luxury Starfighter&lt;br /&gt;
|modifier= &lt;br /&gt;
|item= * [[item:45713|ID 45713]]&lt;br /&gt;
|cost= * 90,000 credits&lt;br /&gt;
|length= * 11 meters&lt;br /&gt;
|width= &lt;br /&gt;
|height= &lt;br /&gt;
|max accel= * 3,750 G&lt;br /&gt;
|mglt= * 1,000 [[StarWars:Light-year/Legends|LY]]&lt;br /&gt;
|max speed= * 1,100 km/h&lt;br /&gt;
|engine= * [[starwars:J-type Nubian 221|J-type Nubian 221]] (2)&lt;br /&gt;
|hyperdrive= * Class 1.0&lt;br /&gt;
|hdsystem= * [[starwars:Monarc C-4/Legends|Monarc C-4]]&lt;br /&gt;
|poweroutput=&lt;br /&gt;
|power=&lt;br /&gt;
|shield gen= * Equipped&lt;br /&gt;
|hull=&lt;br /&gt;
|sensor= &lt;br /&gt;
|target= &lt;br /&gt;
|navigation= &lt;br /&gt;
|avionics=&lt;br /&gt;
|countermeasures= *Flare Countermeasures&lt;br /&gt;
* Anti-Pursuit Laser Turret&lt;br /&gt;
|armament= * Twin [[starwars:Laser cannon|Laser cannons]]&lt;br /&gt;
* [[StarWars:Proton torpedo/Legends|Proton torpedo]] launchers (2; one launch tube)&lt;br /&gt;
|sysmods= * Enhanced Ion Engines&lt;br /&gt;
|complement= &lt;br /&gt;
|crew= * Pilot (1)&lt;br /&gt;
* [[starwars:Astromech droid|Astromech droid]] (1)&lt;br /&gt;
|skeleton= &lt;br /&gt;
|passengers=&lt;br /&gt;
|capacity= 65 kg&lt;br /&gt;
|consumables= 1 [[StarWars:Standard week/Legends|week]]&lt;br /&gt;
|othersystems=&lt;br /&gt;
|role= * Patrol&lt;br /&gt;
*  Interceptor&lt;br /&gt;
*Escort&lt;br /&gt;
|era=* [[Republic era]]&lt;br /&gt;
* [[Imperial era]]&lt;br /&gt;
* [[Rise of the Brotherhood era]]&lt;br /&gt;
* [[Exodus era]]&lt;br /&gt;
* [[New Order era]]&lt;br /&gt;
|affiliation= * [[Clan Odan-Urr]]&lt;br /&gt;
* [[Free Droid Enclave]]&lt;br /&gt;
|known=&lt;br /&gt;
|fleet=&lt;br /&gt;
|taskforce=&lt;br /&gt;
|owners= * [[Ka Tarvitz]] (Formerly)&lt;br /&gt;
* [[Nat]]&lt;br /&gt;
|namedcrew= *R3-M1 &amp;quot;Ratchet&amp;quot; (Astromech Droid)&lt;br /&gt;
*R3-M2 &amp;quot;Clanker&amp;quot; (Astromech Droid)&lt;br /&gt;
|captains=&lt;br /&gt;
|status=Active&lt;br /&gt;
|commission= * 33 BBY&lt;br /&gt;
* [[35 ABY]] (Reconstruction)&lt;br /&gt;
* [[43 ABY]] (Refit)&lt;br /&gt;
|firstsight=&lt;br /&gt;
|destroyed=&lt;br /&gt;
|retired= * [[43 ABY]]&lt;br /&gt;
|lastsight=&lt;br /&gt;
|battles=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Spitfire&#039;&#039;&#039;&#039;&#039; is an [[itemprototype:541|N-1 Naboo starfighter]], owned and used by [[Ka Tarvitz]] as his personal transport. The fighter was rescued from being stripped for spare parts and rebuilt during the conflict between [[Clan Odan-Urr]], [[Clan Arcona]], and the [[Dark Brotherhood]]. Following its recovery, Tarvitz continually modified and upgraded the ship, focusing primarily upon bolstering its existing strengths and enhancing its role as an interceptor. After Tarvitz&#039;s death ending the threat of Perdurabo, the ship would fall to the ownership of the [[Free Droid Enclave]] and its two main astromech units. This was then gifted in turn to the [[StarWars:Trandoshan/Legends|artifically created Trandoshan]] [[Nat]], after it was clear the group needed a pilot for its defense. Due to the damage to the &#039;&#039;[[Scorpio (corvette)|Scorpio]]&#039;&#039;, the group&#039;s main base and transport, the &#039;&#039;Spitfire&#039;&#039; would eventually be traded to a collector in exchange for credits and supplies, being preserved in a museum.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Very little has outwardly changed in terms of the &#039;&#039;Spitfire&#039;s&#039;&#039; basic shape and structure despite its history. While having clearly seen heavy use, having undergone reconstructions, and extensive modifications, the ship&#039;s overall profile has remained the same. Sticking to the hammerhead shape with a stingtail, this allows it to retain the same essential strengths that the N-1 originally benefitted from, along with preserving the aesthetically pleasing qualities of the craft and its advantages in atmospheric combat. Only slight extensions to its microthrusters hint to its engine alterations, while an aft-facing automated turret has been fitted on the underside, just behind the astromech&#039;s access hatch. Equally, the primary cockpit retains the same position and proportions as its factory build, despite some minor interior modifications.&lt;br /&gt;
&lt;br /&gt;
[[File:Spitfire Upgraded.png|200px|left]] Perhaps the most distinct change to the ship is the quality of its exterior plating. Rather than preserving the same primed finish as before, Tarvitz opted to keep every scratch, dent, scoring, and cosmetic damage that he could find an excuse to preserve. Much of the original [[StarWars:Chromium/Legends|chromium]] plating has been stripped away entirely, along with the original yellow-gold colours that the ship flew under. Furthermore, many areas that have been repaired were left in a state where the markings were distinct, giving the impression of scarring across the metal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Spitfire&#039;s&#039;&#039; battle-worn appearance was an intentional choice on Tarvitz&#039;s part due to the psychological impact it would offer. Although the ship&#039;s durability is unaffected by this cosmetic scarring, it served to only further emphasise the fighter&#039;s nature as a museum piece. This gives the impression that &#039;&#039;Spitfire&#039;&#039; is an easy target and on its last legs, disguising its high-performance capabilities. Those who do not underestimate it typically take another view, believing that the pilot has flown through [[StarWars:Chaos/Legends|hell itself]] and fought the worst that the galaxy can throw at it, but is still fighting strong. This factor serves to make opponents frequently underestimate or overestimate the ship&#039;s capabilities, giving Tarvitz a noted advantage in the early stages of dogfights.&lt;br /&gt;
&lt;br /&gt;
Various upgrades have come and gone, depending upon mission requirements and what can be made to work for a short period of time. Following the loss of [[The Fang]] and the need for the &#039;&#039;[[Yastobaal]]&#039;&#039; to have a capable protective escort, the N-1&#039;s weapons were upgraded with a set of heavy laser cannons taken from a derelict [[StarWars:TX-130 Saber-class fighter tank/Legends|TX-130 Saber-class fighter tank]]. These would later be lost after Nat gained ownership of the fighter, but gained significant enhancements to its ion engines.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Spitfire&#039;s&#039;&#039; history and all but the most basic details of its origins have been lost to time. All that is known is that it was constructed on [[StarWars:Naboo/Legends|Naboo]] like most ships of its class, and even was utilised during [[StarWars:Invasion of Naboo/Legends|the conflict]] with the [[StarWars:Trade Federation/Legends|Trade Federation]], only to be later sold off after the number of fighters was downgraded over time. What happened over the following sixty years has yet to be traced, but the ship was eventually found abandoned among a field of asteroids and retrieved by [[Clan Odan-Urr]]. Held on their flagship, the &#039;&#039;Solari&#039;&#039;, it had been picked up for spare parts and general salvage to maintain their complement of fighters, and was awaiting deconstruction. After learning that his current ship, a [[StarWars:YT-2000 light freighter|YT-2000 light freighter]] named the &#039;&#039;Fire Hawk&#039;&#039; had suffered too much damage to be salvaged, Tarvitz selected the fighter as its replacement.&lt;br /&gt;
&lt;br /&gt;
[[File:Spitfire Artwork.png|200px|left]] Spending some time bringing it back to working order with the help of [[Jasper Arlow]], Tarvitz was able to quickly put it to use against the Clan&#039;s enemies. Its first engagements saw it deployed against the [[Iron Forces|Iron Fleet]] after the [[The Lotus|Lotus Resistance]] fought their way clear of a trap, and later on at [[Nancora]] where they engaged the [[Collective]] on their home ground. Thanks to a combination of Tarvitz&#039;s skills and a simple reliable design, the ship was able to continually beat much more modern vessels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While owning it, Tarvitz continually upgraded and reconfigured the vessel, typically to further emphasize qualities that allow the &#039;&#039;Spitfire&#039;&#039; to keep pace with more modern ships. This habit became all the more important, following the group&#039;s loss of the Fang. Without a more heavily fortified position to fall back on and moving onto a fragile and slow-moving freighter, leaving the &#039;&#039;Spitfire&#039;&#039; as the ship&#039;s first and often last line of defense when opposing hostile vessels. The fighter&#039;s cannons were upgraded specifically in this time, making up for the less destructive potential of its torpedo load.&lt;br /&gt;
&lt;br /&gt;
The fighter&#039;s unconventional load-out proved to be of benefit during the opening salvos of the Brotherhood&#039;s war with the [[Children of Mortis]]. Tarvitz was able to use the droid payload to great effect even with the immunity of their fighters to blaster weapons, while the &#039;&#039;Spitfighter&#039;s&#039;&#039; high turning speed and its pilot&#039;s own Force powers saw him cripple a small squadron of enemy fighters during an ambush.&lt;br /&gt;
&lt;br /&gt;
The ship would serve Tarvitz until his death in [[43 ABY]]. In his will, Tarvitz requested that Ratchet and Clanker be given ownership and control over the fighter, with the agreement that they would fight and serve whoever needed it most. In light of this, the two came to the agreement that they would serve Rhan and Sirra for the time being, recognising them as the closest thing Tarvitz had to direct successors. This agreement would not last long. Even with the support of other droids there were no suitable replacements for Tarvitz who had the skills to effectively pilot the ship. After meeting with the enslaved salvage operators on the corvette &#039;&#039;[[Scorpio (corvette)|Scorpio]]&#039;&#039;, both droids elected [[Nat]] as a replacement pilot to give the group much needed air support and protection in battle.&lt;br /&gt;
&lt;br /&gt;
The change in ownership would prove to be well timed. A combination of age, stress on its frame due to battlefield environments, and previously undetected flaws in the ship&#039;s built would require the &#039;&#039;Spitfire&#039;&#039; to undergo a massive overhaul. This would see the removal and loss of several fomer modifications, with Nat changing them out for her own preferred version. Both Ratchet and Clanker treated this period with eagerness, seeing it as a proverbial rebirth of their favoured fighter.&lt;br /&gt;
&lt;br /&gt;
=== Final Resting Place ===&lt;br /&gt;
&lt;br /&gt;
Despite the acceptance, the &#039;&#039;Spitfire&#039;&#039; would see little to no use in the year it was owned by Nat. As both she and her crew were tied up trying to bring the &#039;&#039;Scorpio&#039;&#039; back to operational status, at the most it was fielded as a minor escort vessel in some of the less dangerous salvage operations. Even then, risk to damaging the &#039;&#039;Scorpio&#039;&#039; further would ensure danger was avoided rather than confronted. Toward the end of that year, with the &#039;&#039;Scorpio&#039;&#039; failing entirely, the fighter would catch the eye of a private collector. With the N1 now considered an antique, and Tarvitz&#039;s battles being near legendary on the Outer Rim, the collector they had been seeking to sell other items to became fixated upon it. Offering far more credits than the ship was worth, Nat would reluctantly part with the fighter after the encouragement of Rhan and the astromechs, both seeing the &#039;&#039;Scorpio&#039;&#039; as essential to their future. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Spitfire&#039;&#039; would make one final flight out to a private museum on Kiast, before being put into mothballs, and retained as a display piece for visitors. The &#039;&#039;Scorpio&#039;&#039; would later be renamed the &#039;&#039;Hyperion&#039;&#039; in honour of the fighter, and to recognise the rebirth its sale had granted.&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
&lt;br /&gt;
Due to having been inherited by multiple individuals, the &#039;&#039;Spitfire&#039;&#039; has been repeatedly modified and reworked depending upon the needs of its owner or circumstances. Although certain key additions would remain relatively unchanged, other versions would be changed over time. As such, many modifications are broken down via era.&lt;br /&gt;
&lt;br /&gt;
===Cockpit===&lt;br /&gt;
&lt;br /&gt;
While much of the &#039;&#039;Spitfire&#039;s&#039;&#039; cockpit is largely unmodified from its original build, certain elements have been expanded upon to allow for Tarvitz to more easily pilot the ship. This was to both accommodate the pilot&#039;s sheer size along with his armour plating and equipment. It would prove to be needed when Nat became its owner, who added only the minor modification of adding a tail hole for the seat.&lt;br /&gt;
&lt;br /&gt;
===Storage===&lt;br /&gt;
&lt;br /&gt;
Thanks to its use in long-range patrols and one-man missions, Tarvitz saw the fighter modified with a number of smuggling compartments in various points across its hull. This allows for it to store more items and equipment than the fighter&#039;s design would normally permit, or for items to be secured and covertly removed from a planet. This has allowed Tarvitz to recover Jedi relics for safe storage from various sites, usually either private collectors with criminal elements or ruins where the artifacts are at risk of destruction.&lt;br /&gt;
&lt;br /&gt;
====Ka Tarvitz era (35-43 ABY)====&lt;br /&gt;
&lt;br /&gt;
=====Weapons=====&lt;br /&gt;
&lt;br /&gt;
The primary payload of torpedoes on the &#039;&#039;Spitfire&#039;&#039; has been altered to accept a wider range of missiles, allowing for them to be switched out with new designs as and when it is required. One favoured weapon Tarvitz has come to utilise are [[StarWars:Pistoeka sabotage droid/Legends|buzz droid missiles]], thanks largely to their unusual nature. Although they lack the raw destructive power of other weapons and some question the morality of their design, these weapons have nevertheless proven to be highly effective against larger ships or bunkers. Vessels armoured against conventional missiles can be slowly dismantled the [[StarWars:Droid/Legends|droids]], who will often target primary systems such as weapons and propulsion in their attacks. In a number of cases, they have even served to breach a target and sabotage it from within. The use of these droids requires patience and skill, but Tarvitz has used them to both drive an enemy into surrender and beat the odds more times than can be counted.&lt;br /&gt;
&lt;br /&gt;
The fighter&#039;s medium laser cannons were later upgraded, giving it a much greater killing power when engaged in dogfights against enemy ships. Stripping out the originals and swapping those from a Clone Wars era battle tank, the heavier guns are capable of stripping the shields from most common fighters in a single volley, and inflicting serious damage on advanced ships after only a few seconds of sustained fire.&lt;br /&gt;
&lt;br /&gt;
=====Countermeasures=====&lt;br /&gt;
&lt;br /&gt;
The two primary countermeasures that the ship benefits from, besides its shields, is the addition of flare countermeasures and an aft-mounted anti-pursuit laser turret. The former of these serves the simple role of disrupting incoming fire, launching flares to draw away [[StarWars:Missile/Legends|solid ammunition]], and disrupt automatic guidance systems. Fire-and-forget designs or even ships with noted target locks can be disrupted through the deployment of flares, drawing away what would likely destroy or severely damage the fighter. When used in combination with the &#039;&#039;Spitfire&#039;s&#039;&#039; high performance in terms of speed and maneuverability, and Tarvitz&#039;s own precognitive skills, it makes downing the ship through the deployment of missile weapons next to impossible. Even should it somehow overcome all of these, the addition of an anti-pursuit laser turret serves as one final means to intercept and destroy incoming warheads. Fitted into the ship&#039;s aft, a short distance from the astromech loading hatch, the turret is programmed to fire upon any hostile targets which come within a short range of the ship. Although intended to dissuade pursuing fighters from engaging the ship from behind, and removing one inherent blind-spot present in most vessels, it nevertheless is accurate and has enough firepower to destroy most launched explosives.&lt;br /&gt;
&lt;br /&gt;
=====Propulsion=====&lt;br /&gt;
&lt;br /&gt;
One of the first alterations made to the &#039;&#039;Spitfire&#039;&#039; after gaining ownership was fine-tuning its [[StarWars:Microthruster|microthrusters]], allowing for it to perform far tighter turning circles and heightened maneuverability. Already noted for its substantial edge over other fighters, this makes the N-1 a deadly enemy in turn-fights and extended engagements. Staying entirely out of the gunsights of other fighters has more than made up for its smaller offensive yield, as has its ability to loop around and tail an enemy during battles. While it cannot quite match the [[StarWars:TIE/IN interceptor/Legends|TIE Interceptor&#039;s]] famous claim of flying circles about an [[StarWars:T-65 X-wing starfighter/Legends|X-Wing]] in flight, it nevertheless is a highly agile and capable design.&lt;br /&gt;
&lt;br /&gt;
====Nat era (43 ABY)====&lt;br /&gt;
&lt;br /&gt;
=====Weapons=====&lt;br /&gt;
&lt;br /&gt;
The initial structure of Nat&#039;s version of the &#039;&#039;Spitfire&#039;&#039; removed both the enhanced lasers and missile upgrade, primarily to free up power for the engines. Although this would limit the fighter&#039;s overall firepower, it was sufficient for strafing runs that Nat favoured.&lt;br /&gt;
&lt;br /&gt;
=====Countermeasures=====&lt;br /&gt;
&lt;br /&gt;
The initial countermeasures of the fighter also were unchanged, with the combination of flare launcher and aft facing turret remaining ideal for rapid hit and run attacks. Rather than the turn-fighting methods of before, this was intended primarily as a means of covering the &#039;&#039;Spitfire&#039;s&#039;&#039; rapid withdrawal and pulling away from a battle before it could be drawn into taking damage.&lt;br /&gt;
&lt;br /&gt;
=====Propulsion=====&lt;br /&gt;
&lt;br /&gt;
With the removal of its initial weaponry and micro-thrusters, the &#039;&#039;Spitfire&#039;&#039; was instead built around major enhancements to its engine assembly. With a heavily reinforced internal frame and improved exterior hull design, Nat opted to significantly upgrade both of the N-1&#039;s engines with an experimental upgrade. This dramatically enhanced the fighter&#039;s speed capabilities, both in its overall top speed in combat, but also its ability to accelerate and decelerate in short commands. While this came at the cost of a significant sensor bloom due to a high energy output, the fighter had never been built with stealth in mind and this was not seen as a severe loss.&lt;br /&gt;
&lt;br /&gt;
[[Category:Personal starships]][[Category:Odan-Urr starships]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:VexalisCityWalls.jpeg&amp;diff=200946</id>
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		<updated>2026-05-25T13:31:10Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
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&lt;div&gt;== Summary ==&lt;br /&gt;
Art originally created by Oilyryder: https://x.com/ollyryderart/status/1295745414625460224?s=12&amp;amp;utm_source=Pinterest&amp;amp;utm_medium=organic&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Fairuse}}&lt;br /&gt;
[[Category:Images-Locations]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Vexalis_Space_Station.png&amp;diff=200945</id>
		<title>File:Vexalis Space Station.png</title>
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		<updated>2026-05-25T13:30:43Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
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&lt;div&gt;== Summary ==&lt;br /&gt;
Image sourced here originally: https://www.paolopuggioni.com/brief-history-of-space-exploration-red-cloud/&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{fairuse}}&lt;br /&gt;
[[Category:Images-Locations]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
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	<entry>
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		<title>File:Vexalistowerssmall.png</title>
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		<updated>2026-05-25T13:30:18Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
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&lt;div&gt;== Summary ==&lt;br /&gt;
Image sourced here: https://lexica.art/prompt/ef810619-00b7-45e8-86cb-fde3c3973b2e&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{AI Art}}&lt;br /&gt;
[[Category:Images-Locations]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:VexalisMain.png&amp;diff=200943</id>
		<title>File:VexalisMain.png</title>
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		<updated>2026-05-25T13:29:49Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
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&lt;div&gt;== Summary ==&lt;br /&gt;
Image sourced from Craiyon. Vexalis City. https://www.craiyon.com/en/image/LJKQcOTaSKGSYEwHygWSNQ&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{AI Art}}&lt;br /&gt;
[[Category:Images-Locations]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:VexalisMain.png&amp;diff=200942</id>
		<title>File:VexalisMain.png</title>
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		<updated>2026-05-25T13:29:36Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Image sourced from Craiyon. Vexalis City. https://www.craiyon.com/en/image/LJKQcOTaSKGSYEwHygWSNQ&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{AI Art}}&lt;br /&gt;
[[Category:Images-Locations]] [[Category:Images-AI art]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
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		<title>File:Morvane Palace Exterior.png</title>
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		<updated>2026-05-25T13:26:29Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
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&lt;div&gt;== Summary ==&lt;br /&gt;
Morvane Palace Exterior&lt;br /&gt;
[[Category:Images-Locations]] [[Category:Images-Starships]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{fairuse}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Vexalis_City&amp;diff=200940</id>
		<title>Vexalis City</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Vexalis_City&amp;diff=200940"/>
		<updated>2026-05-25T13:25:50Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rep|imp|rdb|nor}}&lt;br /&gt;
{{City|image=[[File:VexalisMain.png|340px]]|name=Vexalis City|constructed=|destroyed=|builder=Emporer Vexalis Morvane|planet=Anzat|continent=|location=|climate=Foggy, Cold|interest=|population=Anzati|era=|affiliation=}}&lt;br /&gt;
&lt;br /&gt;
== Founding of Vexalis City ==&lt;br /&gt;
Vexalis City was established in the shadow of the [https://wiki.darkjedibrotherhood.com/view/Morvane_Palace Morvane Palace], rising as both a necessity and a symbol of Morvane dominion. What began as a cluster of supporting structures— servant&#039;s quarters, airborne supply depots, and trade outposts, slowly expanded into a sprawling urban center of influence, wealth, and political gravity that drew Anzati from across the region.&lt;br /&gt;
&lt;br /&gt;
The city’s foundation was not born of civic ambition, but of proximity to power. As the Palace became a seat of authority, intrigue, and dark traditions, Vexalis grew around it— shaped by those seeking favor, survival, or opportunity while under Morvane rule. Its patrons, ever indulgent, cultivated a thriving culture of the arts and entertainment, deliberately designed to attract offworld visitors... both as spectacle and as prey.&lt;br /&gt;
&lt;br /&gt;
To sustain its growing population, Vexalis established numerous “soup” banks throughout the city, offering a steady source of controlled nourishment to the civilians. This system was maintained under strict order, and drew Anzati from across the galaxy, transforming Vexalis into a gathering place for their kind— one bound by growth, hunger, and hierarchy.&lt;br /&gt;
&lt;br /&gt;
== Laws of Vexalis City ==&lt;br /&gt;
&lt;br /&gt;
=== Entry and Protection ===&lt;br /&gt;
[[File:Vexalistowerssmall.png|thumb|Red skies of Vexalis City|486x486px]]&lt;br /&gt;
&#039;&#039;Any individual entering Vexalis City on official business must first obtain a &#039;&#039;&#039;Seal of Protection&#039;&#039;&#039; from the Vexalis Orbital Checkpoint prior to entry. Individuals bearing an active Seal of Protection are strictly forbidden from being hunted, harmed, or captured by any Anzati citizen for the duration of the seal’s validity. The Seal remains binding until its designated expiration, at which point it will fade without trace on the induvidual. Upon expiration, all protections are immediately revoked&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Right of the Hunt ===&lt;br /&gt;
&#039;&#039;Any individual within city limits who carries life essence (“soup”) and does not possess a valid Seal of Protection, is considered lawful prey. Such individuals may be hunted at the discretion of any Anzati citizen. This practice is upheld under the long standing principle of survival of the fittest, which governs the natural order of Vexalis.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Sustenance and Soup Banks ===&lt;br /&gt;
&#039;&#039;Life essence may be lawfully obtained through designated &#039;&#039;&#039;Soup Bank&#039;&#039;&#039; outposts, either by payment of credits or through authorized warrants. All Anzati are entitled to one standard ration every three days, regardless of social or financial standing, contingent upon availability. Preferential access may be granted to members of the nobility or individuals of elevated rank, at the discretion of governing authorities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Feral Anzati Protocol ===&lt;br /&gt;
&#039;&#039;All Anzati who have turned feral are to be terminated on sight, without exception, regardless of prior relationships or familial bonds. Individuals suspected of nearing a feral state must be reported and surrendered to city officials for evaluation and processing. Harboring, concealing, or aiding a feral Anzati is a punishable offense and will be met with severe consequences.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Containment Zones ===&lt;br /&gt;
&#039;&#039;Any district experiencing repeated feral activity must be reported to city authorities. Such areas will be designated as &#039;&#039;&#039;Containment Zones&#039;&#039;&#039;, wherein feral populations will be subject to extermination or forced relocation as deemed necessary.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Authority and Sovereignty ===&lt;br /&gt;
&#039;&#039;The rule of Vexalis is absolute. The word of the Morvane nobility carries the full weight of law, and the authority of the monarchy is unquestioned. City officials and enforcement bodies act as direct extensions of the crown. Any individual suspected of treason, conspiracy, or organizing resistance against the ruling authority will be subject to the harshest penalties. Nobility supersedes all other ranks, and their command is final.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Vexalis Orbital Checkpoint ===&lt;br /&gt;
[[File:Vexalis Space Station.png|left|thumb|232x232px|Vexalis Orbital Checkpoint]]All offworld traffic bound for Vexalis City are required to pass through the &#039;&#039;&#039;Vexalis Orbital Checkpoint&#039;&#039;&#039;, a heavily regulated spaceport station positioned in high orbit above the city. Serving as both customs authority and as an arcane gatekeeper, the station ensures that all non-Anzati entrants are processed, marked, and made known to the population below. The station itself contains numerous docking bays for incoming vessels, alongside secured hangars reserved for private transports operated by Morvane nobles. Those seeking safe passage— most commonly traders, livestock transporters delivering living cattle, and contracted exterminators tasked with culling feral Anzati— are required to undergo inspection upon arrival. Clearance is not granted through documentation alone, but through ritual.&lt;br /&gt;
&lt;br /&gt;
==== Seals of Protection ====&lt;br /&gt;
At the heart of the station’s function are the &#039;&#039;&#039;Seals of Protection&#039;&#039;&#039;, administered by Anzati practitioners versed in Nightsister magick. These seals take the form of intricate, glowing red runes inscribed along the arms of visitors. Each is uniquely attuned, pulsing faintly with magickal energy that signals to all Anzati that the marked individual is not to be hunted. Each seal is bound to a specified duration, determined at the time of inscription. Once this time expires, the rune fades entirely without trace. Upon its disappearance, the individual immediately loses all protection and is considered fair game to any Anzati within Vexalis, regardless of status or prior affiliation.&lt;br /&gt;
----&lt;br /&gt;
=== Vexalis City Walls ===&lt;br /&gt;
[[File:VexalisCityWalls.jpeg|thumb|250x250px|City Walls &amp;amp; Morvane Barracks]]Vexalis City is encircled by towering, obsidian black fortification walls reinforced with both advanced  plating and ancient alchemical treatments. These walls serve as the first line of defense against external threats, including rogue Anzati factions and offworld incursions. Watchtowers line the perimeter at regular intervals, each staffed by Anzati officers highly trained in both martial combat and sensory detection of life essence. Encasing the city from above is a powerful &#039;&#039;&#039;orbital shield array&#039;&#039;&#039;, projected from satellites linked to the Vexalis Orbital Checkpoint. This shield is capable of repelling unauthorized aerial entry, bombardment, and large scale assault, ensuring that all ingress is funneled through controlled channels.&lt;br /&gt;
&lt;br /&gt;
==== The Morvane Barracks ====&lt;br /&gt;
Situated along the inner perimeter of the city walls, the &#039;&#039;&#039;Morvane Barracks&#039;&#039;&#039; function as the central military stronghold of Vexalis. This fortified complex houses the city’s standing forces—elite Anzati officers tasked with maintaining order, enforcing city law, and responding to internal threats such as feral outbreaks or potential organized raids on Soup Bank reserves. The barracks also serve as a rapid deployment hub, allowing forces to mobilize swiftly to any district within the city or to reinforce the outer walls when necessary. Officers stationed here are considered extensions of Morvane authority, acting with full legal and military jurisdiction.&lt;br /&gt;
==== Guardian Beasts of Vexalis ====&lt;br /&gt;
[[File:Chridactyl.webp|thumb|Chirodactyl City Guardians|180x180px]]Bound by blood and ancient rite to the Morvane lineage, a minimum of ten &#039;&#039;&#039;Chirodactyl guardians&#039;&#039;&#039; are kept in dedicated roosting spires along the city’s upper structures and walls. These massive winged predators serve as aerial enforcers, deployed in times of significant threats. Each Chirodactyl shares a deep bond with its designated handler, ensuring loyalty and precise control in combat scenarios.[[File:Krykna.jpg|left|thumb|180x180px|Krykna Guardian Hoardes ]]Surrounding the city beyond the walls lies a defensive perimeter teeming with dozens of &#039;&#039;&#039;Krykna&#039;&#039;&#039;, maintained and directed by specialized handlers. These creatures form a living barrier— highly aggressive to intruders and particularly effective against ground based assaults. Their presence alone serves as a deterrent, while their coordinated deployment can overwhelm hostile forces attempting to breach the city. Together, these defenses ensure that Vexalis remains not only a center of power and indulgence, but a fortress against those who would seek to disrupt its order, or claim its resources for themselves. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Club Noctis ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Club Noctis&#039;&#039;&#039; is Vexalis City’s premier nightclub, housed within one of the city’s oldest stone structures, now repurposed into a sprawling hub of nightlife and indulgence. Its exterior remains a weathered relic, while inside it pulses with music and sensations.&lt;br /&gt;
&lt;br /&gt;
The club is perpetually dark, illuminated by strobing crimson and violet lights that cut through thick haze. Live performances and DJs from across the galaxy carry the atmosphere, blending industrial soundscapes and bass with haunting, ritual like vocals. Many off world artists are granted temporary &#039;&#039;&#039;Seals of Protection&#039;&#039;&#039;, allowing them safe passage to perform. The special effects of both fog and swaths of darkness are used as well during performances, with bat motifs projected onto the walls. &lt;br /&gt;
&lt;br /&gt;
==== Subterranean Chambers ====&lt;br /&gt;
Beneath the nightclub lies a network of caverns and former crypts, now converted into private lounge spaces. These secluded areas retain their ancient stonework and are used for private gatherings, discreet dealings, and controlled feeding. The deeper levels are quieter, more exclusive, and far more dangerous.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Everlife Resort ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Everlife Resort&#039;&#039;&#039; is a secluded luxury destination built along the outer edge of Vexalis City, centered around a vast geothermal hot spring and an interconnected network of natural caverns. Once a remote site of ritual significance, it has since been transformed into a lavish retreat that offers rest and indulgence.&lt;br /&gt;
&lt;br /&gt;
Privately owned and operated by select members of the Morvane family, alongside practitioners of Nightsister magick, the resort is steeped in arcane influence. Nightsisters oversee daily operations, and their presence is felt throughout the grounds. Wraiths and wandering spirits are a common sight, drifting silently through the caverns and open air baths, regarded less as anomalies and more as part of the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Off from the main central lobby, the resort features finely appointed guest chambers carved into stone or overlooking the steaming springs, each designed for comfort and privacy. A grand casino operates within the main complex, drawing in both Anzati and off world guests with promises of fortune, distraction, and excess.&lt;br /&gt;
&lt;br /&gt;
==== The Springs and Caverns ====&lt;br /&gt;
At the heart of the resort lie the geothermal pools themselves— dark, mineral rich waters that emit ghostly steam. The surrounding caverns have been expanded and refined into bathing chambers, meditation spaces, and ritual sites. Guests often report sensations of clarity, vitality, and heightened awareness while immersed, effects that are enhanced by the ichor of magick woven into the environment.&lt;br /&gt;
&lt;br /&gt;
==== Reputation ====&lt;br /&gt;
To the wider galaxy, the Everlife Resort is whispered to be a place of transformation and a destination where one might glimpse the secrets of longevity, or even immortality. These rumors are not discouraged. Off world travelers arrive seeking enlightenment, healing, or something beyond death itself. Many are granted entry under temporary &#039;&#039;&#039;Seals of Protection&#039;&#039;&#039;… though such protections are intentionally limited in scope and duration. Many off the off world travelers who visit this destination have gone missing under mysterious circumstances. &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Vexalis Museum of the Arts ===&lt;br /&gt;
The &#039;&#039;&#039;Vexalis Museum of the Arts&#039;&#039;&#039; stands as Vexalis City’s premier museum and cultural archives, a sprawling institution dedicated to the preservation and celebration of art across the galaxy. Unlike many worlds where survival eclipses refinement, the Anzati of Vexalis take great pride in artistry— viewing it as an extension of memory, identity, and the experiences carried within life essence itself. Housed within an immense stone complex near the city’s central districts, the Museum blends ancient architecture with carefully curated exhibition halls. &lt;br /&gt;
&lt;br /&gt;
==== Collections ====&lt;br /&gt;
The Vexalis Museum of the Arts contains an extensive and ever growing collection of relics, paintings, and sculptures gathered from across countless worlds and eras. Many pieces are acquired through trade or conquest, while others are commissioned by Anzati patrons seeking to immortalize moments, victories, or particularly… memorable lives.&lt;br /&gt;
&lt;br /&gt;
The Exhibits include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ancient Relics&#039;&#039;&#039;: Artifacts from long lost civilizations across the galaxy, preserved not only for their historical value but for the lives once tied to them.&lt;br /&gt;
* &#039;&#039;&#039;Galactic Masterworks&#039;&#039;&#039;: Paintings and sculptures sourced from renowned off world artists, often displayed alongside works inspired by them.&lt;br /&gt;
* &#039;&#039;&#039;Anzati Expressions&#039;&#039;&#039;: Native works depicting the Anzati in both humanized and true forms, celebrating their predatory nature and enduring lineage, especially that of the royal families.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Role ====&lt;br /&gt;
To the Anzati, art is more than aesthetic. Many believe that the act of feeding grants insight into the lives of others, and the Museum serves as a physical counterpart to this philosophy: a place where lives, cultures, and histories are preserved and observed. As such, the Vexalis Museum of the Arts is one of the few spaces in Vexalis where the hunt is culturally restrained. Visitors, both Anzati and offworlders bearing &#039;&#039;&#039;Seals of Protection,&#039;&#039;&#039; are expected to observe with discipline and reverence.&lt;br /&gt;
== Soup Banks of Vexalis ==&lt;br /&gt;
The &#039;&#039;&#039;Soup Banks of Vexalis&#039;&#039;&#039; serve as the primary, regulated source of life essence within the city, forming a critical pillar of both sustenance and social order. Distributed across multiple districts, these institutions are among the most heavily guarded locations in Vexalis. Each Soup Bank is overseen by Anzati officials and protected by a constant presence of armed officers, ensuring strict adherence to distribution laws and preventing theft, unrest, or unauthorized feeding. Access is governed under city law: all Anzati are entitled to one ration every three days when supply allows, though preferential treatment may be granted to nobility and those of elevated rank.&lt;br /&gt;
&lt;br /&gt;
=== Acquisition and Storage ===&lt;br /&gt;
Life essence is sourced through sanctioned capture operations, trade agreements, and offworld procurement. Specialized Anzati operatives are tasked with acquiring viable “cattle” from other planets, which are then transported into Vexalis through secured airspace corridors. Upon arrival, shipments are transferred into an extensive underground tunnel network stretching beneath the city. Deep below the surface, the cattle are housed in fortified containment facilities where they are maintained by trained handlers. These individuals are fed, stabilized, and treated medically when necessary to prolong viability, ensuring a sustainable and controlled supply of life essence for the population.&lt;br /&gt;
&lt;br /&gt;
=== Distribution and Public Access ===&lt;br /&gt;
Long lines are a common sight at nearly every Soup Bank, often extending into the surrounding streets. Interiors are divided according to status:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Public Feeding Chambers&#039;&#039;&#039;: Functional, high capacity rooms reserved for lower ranking citizens.&lt;br /&gt;
* &#039;&#039;&#039;Private Feeding Suites&#039;&#039;&#039;: Refined and secluded chambers reserved for nobility and those of elevated standing, often accompanied by &amp;quot;rare&amp;quot; meals.&lt;br /&gt;
&lt;br /&gt;
The main lobbies of each bank are ceremonial in design, featuring towering stone statues depicting Anzati in their true forms, alongside honored officers and figures tied to the city’s sustenance system. Administrative officials process entitlements, credits, and warrants under strict oversight.&lt;br /&gt;
&lt;br /&gt;
=== Notable Soup Banks of Vexalis ===&lt;br /&gt;
Together, these institutions form a tightly controlled network that sustains Vexalis, reinforces its hierarchy, and ensures that even in abundance, survival remains governed by law, status, and proximity to power.&lt;br /&gt;
&lt;br /&gt;
==== The Crimson Reliquary ====&lt;br /&gt;
Located near the central districts beneath the shadow of Morvane Palace, the &#039;&#039;&#039;Crimson Reliquary&#039;&#039;&#039; is the most prestigious Soup Bank in the city. It serves the nobility and ruling class, offering lavish private feeding suites and access to the highest quality cattle, carefully preserved for potency and refinement. Only upperclass citizens are permitted entry into this particular feeding bank. &lt;br /&gt;
&lt;br /&gt;
==== The Silver Vein ====&lt;br /&gt;
Positioned along major trade arteries, the &#039;&#039;&#039;Silver Vein&#039;&#039;&#039; caters to merchants, contractors, and offworld visitors operating under active Seals of Protection. It functions as both a feeding bank and a hub for negotiation, where business is conducted under temporary immunity. This soup bank boasts two private feeding suites and is frequented by many civilians.&lt;br /&gt;
&lt;br /&gt;
==== The Hollow Reserve ====&lt;br /&gt;
Serving the lower districts, the &#039;&#039;&#039;Hollow Reserve&#039;&#039;&#039; is the most heavily trafficked Soup Bank in Vexalis. Its public feeding chambers are designed for efficiency over comfort, and its long queues reflect the constant demand placed upon it. Despite its harsh conditions, it remains essential in maintaining stability among the general population. Though it contains private feeding chambers, they are seldom used here aside from the officers.&lt;br /&gt;
&lt;br /&gt;
==== The Veiled Crucible ====&lt;br /&gt;
Situated within a shadowed quarter of the city, the &#039;&#039;&#039;Veiled Crucible&#039;&#039;&#039; handles specialized warrants and discreet transactions. Favored by hunters and operatives, it is known for its privacy and rumored access to rare or unconventional cattle, which are distributed from this location. &lt;br /&gt;
&lt;br /&gt;
==== The Ashen Gate ====&lt;br /&gt;
Located near the inner wall districts, the &#039;&#039;&#039;Ashen Gate&#039;&#039;&#039; functions as both a Soup Bank and a strategic reserve. During crises, it prioritizes distribution to Anzati officers and defenders of the city. Its fortified structure reflects its dual role in sustenance and defense&lt;br /&gt;
----&lt;br /&gt;
== Feral Containment Zones of Vexalis ==&lt;br /&gt;
[[File:Ferals.webp|thumb|250x250px|Feral Anzati Populations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite strict enforcement of city law, outbreaks of feral Anzati occasionally emerge within Vexalis. When such activity reaches critical levels, affected areas are designated as &#039;&#039;&#039;Containment Zones&#039;&#039;&#039;— sealed districts  where feral populations are either exterminated, or monitored until removal can be carried out.&lt;br /&gt;
&lt;br /&gt;
These zones are heavily restricted, marked by visible barriers and guarded perimeters. Entry is limited to authorized hunters, Anzati officers, and contracted exterminators operating under active warrants or &#039;&#039;&#039;Seals of Protection&#039;&#039;&#039;. These zones stand as stark reminders that while Vexalis thrives on control and hierarchy, the hunger at its core can never be fully contained&lt;br /&gt;
&lt;br /&gt;
=== The Blackrail Underworks ===&lt;br /&gt;
Once part of Vexalis&#039; early underground transit system, the &#039;&#039;&#039;Blackrail Underworks&#039;&#039;&#039; now lie in ruins beneath the city. Collapsed tunnels, rusted rail lines, and long abandoned platforms create a labyrinthine environment ideal for feral Anzati to nest and hunt unseen. Sightings are frequent, and echoes within the tunnels make tracking unreliable. Entire patrol units have vanished within its depths. Due to its complexity, the zone remains under ongoing containment.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Virex Factories ===&lt;br /&gt;
Located in a decayed industrial district, the Virex Factories were once major production sites before being abandoned after multiple feral outbreaks among their workforce. The two massive structures stand side by side— corroded, vast, and structurally unstable in some areas. Their interiors are filled with broken machinery, ash choked corridors, and hidden spaces where ferals gather in packs. Coordinated extermination efforts are periodically launched here, though the population has proven difficult to fully eradicate.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Cure Facility ===&lt;br /&gt;
The Cure Facility was once a medical building dedicated to studying and treating Anzati on the brink of feral descent. Experimental procedures, many involving arcane intervention and forced suppression of feeding instincts, were conducted in an effort to discover a cure. The efforts failed.&lt;br /&gt;
&lt;br /&gt;
The facility was overrun from within when patients turned in masses, killing staff and spreading beyond containment. It has since been sealed and designated as a permanent Containment Zone. &lt;br /&gt;
&lt;br /&gt;
Remnants of its past remain: various surgical chambers, medical wards, and research labs left frozen in time. Feral presence is extreme, and the zone is considered one of the most dangerous within Vexalis. Entry is rarely sanctioned, and survival is not expected.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Krykna.jpg&amp;diff=200939</id>
		<title>File:Krykna.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Krykna.jpg&amp;diff=200939"/>
		<updated>2026-05-25T13:25:21Z</updated>

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&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images-Creatures]]&lt;br /&gt;
Art originally created by: https://www.artstation.com/artwork/oAegrO?album_id=2902707&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{fairuse}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Untitled_Artwork_(3).PNG&amp;diff=200938</id>
		<title>File:Untitled Artwork (3).PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Untitled_Artwork_(3).PNG&amp;diff=200938"/>
		<updated>2026-05-25T13:23:29Z</updated>

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&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Velira Morvane Armor&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted}}&lt;br /&gt;
[[Category:Images-Attire]][[Category:Images-Characters]][[Category:Images-Non Humans]][[Category:Images-Anzat]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Hawiki.jpg&amp;diff=200937</id>
		<title>File:Hawiki.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Hawiki.jpg&amp;diff=200937"/>
		<updated>2026-05-25T13:19:45Z</updated>

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&lt;div&gt;{{fairuse}}&lt;br /&gt;
[[Category:Images-Characters]][[Category:Images-Head Shots]][[Category:Images-Humans]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Cor%27neria-system.jpg&amp;diff=200936</id>
		<title>File:Cor&#039;neria-system.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Cor%27neria-system.jpg&amp;diff=200936"/>
		<updated>2026-05-25T13:15:40Z</updated>

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&lt;hr /&gt;
&lt;div&gt;[[Category: Images-Planets]]&lt;br /&gt;
{{Fairuse}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Nemera_Skotos.jpg&amp;diff=200934</id>
		<title>File:Nemera Skotos.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Nemera_Skotos.jpg&amp;diff=200934"/>
		<updated>2026-05-25T13:10:32Z</updated>

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&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Drawn by Atra, Nemera Skotos.&lt;br /&gt;
[[Category:Images-Characters]] [[Category:Images-Firrerreo]] [[Category:Images-Non Humans]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Tali_Zorah.jpg&amp;diff=200933</id>
		<title>File:Tali Zorah.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Tali_Zorah.jpg&amp;diff=200933"/>
		<updated>2026-05-25T13:09:44Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Tali Zorah on some desert planet, definitely not Tatooine&lt;br /&gt;
[[Category:Images-Characters]] [[Category:Images-Non Humans]] [[Category:Images-Twi&#039;lek]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted Com}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Category:Images-S%27kytri&amp;diff=200932</id>
		<title>Category:Images-S&#039;kytri</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Category:Images-S%27kytri&amp;diff=200932"/>
		<updated>2026-05-25T13:07:21Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: Created page with &amp;quot;This category is for all images of S&amp;#039;kytri characters.   Category:Character Images by Species S&amp;#039;kytri&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category is for all images of [[starwars:S&#039;kytri|S&#039;kytri]] characters. &lt;br /&gt;
&lt;br /&gt;
[[Category:Character Images by Species]]&lt;br /&gt;
[[Category:Images-Non Humans|S&#039;kytri]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Character_sheet_skytri.png&amp;diff=200931</id>
		<title>File:Character sheet skytri.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Character_sheet_skytri.png&amp;diff=200931"/>
		<updated>2026-05-25T13:06:38Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Images-Species]] [[Category:Images-Non Humans]] [[Category:Images-S&#039;kytri]] [[Category:Images-Head Shots]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{fairuse}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Chibi-Kirra.png&amp;diff=200930</id>
		<title>File:Chibi-Kirra.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Chibi-Kirra.png&amp;diff=200930"/>
		<updated>2026-05-25T13:03:33Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Images-Non Humans]]&lt;br /&gt;
[[Category: Images-Sephi]]&lt;br /&gt;
[[Category: Images-Miraluka]]&lt;br /&gt;
[[Category: Images-Hapan]]&lt;br /&gt;
[[Category: Images-Characters]]&lt;br /&gt;
[[Category: Images-Hybrids]]&lt;br /&gt;
&lt;br /&gt;
Artwork by MoonRa&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted Com}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Atticus_corsca_heashot.jpg&amp;diff=200929</id>
		<title>File:Atticus corsca heashot.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Atticus_corsca_heashot.jpg&amp;diff=200929"/>
		<updated>2026-05-25T13:02:37Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Atticus  in 43 ABY.&lt;br /&gt;
By Leviathanart.&lt;br /&gt;
[[Category: Images-Zeltron]]&lt;br /&gt;
[[Category: Images-Head Shots]]&lt;br /&gt;
[[Category:Images-Characters]]&lt;br /&gt;
[[Category:Images-Non Humans]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted Com}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Aqualish.png&amp;diff=200928</id>
		<title>File:Aqualish.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Aqualish.png&amp;diff=200928"/>
		<updated>2026-05-25T13:01:37Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images-Species]] [[Category:Images-Non Humans]] [[Category:Images-Aqualish]] [[Category:Images-Head Shots]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{fairuse}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Character_sheet_arcona.png&amp;diff=200927</id>
		<title>File:Character sheet arcona.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Character_sheet_arcona.png&amp;diff=200927"/>
		<updated>2026-05-25T13:01:11Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images-Species]] [[Category:Images-Non Humans]] [[Category:Images-Arcona_(Species)]] [[Category:Images-Head Shots]]&lt;br /&gt;
{{Fairuse}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Character_sheet_Bith.png&amp;diff=200926</id>
		<title>File:Character sheet Bith.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Character_sheet_Bith.png&amp;diff=200926"/>
		<updated>2026-05-25T13:00:40Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images-Species]] [[Category:Images-Non Humans]] [[Category:Images-Bith]] [[Category:Images-Head Shots]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{fairuse}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Character_sheet_Diathim.png&amp;diff=200925</id>
		<title>File:Character sheet Diathim.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Character_sheet_Diathim.png&amp;diff=200925"/>
		<updated>2026-05-25T13:00:15Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images-Species]] [[Category:Images-Non Humans]] [[Category:Images-Diathim]] [[Category:Images-Head Shots]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{fairuse}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Character_sheet_Gen%27Dai.png&amp;diff=200924</id>
		<title>File:Character sheet Gen&#039;Dai.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Character_sheet_Gen%27Dai.png&amp;diff=200924"/>
		<updated>2026-05-25T12:59:38Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images-Species]] [[Category:Images-Non Humans]] [[Category:Images-Gen&#039;Dai]] [[Category:Images-Head Shots]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{fairuse}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Masaheadshot.png&amp;diff=200923</id>
		<title>File:Masaheadshot.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Masaheadshot.png&amp;diff=200923"/>
		<updated>2026-05-25T12:58:31Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images-Characters]][[Category:Images-Sephi]][[Category:Images-Arkanian‎]] [[Category:Images-Hybrids]]] [[Category:Images-Head Shots]] [[Category:Images-Non Humans]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted Com}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Category:Images-Toydarians&amp;diff=200922</id>
		<title>Category:Images-Toydarians</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Category:Images-Toydarians&amp;diff=200922"/>
		<updated>2026-05-25T12:57:34Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: Created page with &amp;quot;This category is for all images of Toydarian characters.  Category:Character Images by Species Toydarian&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category is for all images of [[starwars:Toydarian/Legendss|Toydarian]] characters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Images by Species]]&lt;br /&gt;
[[Category:Images-Non Humans|Toydarian]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Sorin_remus_caldiren_by_artaleis_by_shadownighthunter_djv7sfd-414w-2x.jpg&amp;diff=200921</id>
		<title>File:Sorin remus caldiren by artaleis by shadownighthunter djv7sfd-414w-2x.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Sorin_remus_caldiren_by_artaleis_by_shadownighthunter_djv7sfd-414w-2x.jpg&amp;diff=200921"/>
		<updated>2026-05-25T12:55:37Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Images-Characters]] [[Category: Images-Sephi]] [[Category: Images-Nagai]] [[Category:Images-Head Shots]] [[Category:Images-Hybrids]] [[Category:Images-Non Humans]]&lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted Com}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Character_sheet_toydarian.png&amp;diff=200920</id>
		<title>File:Character sheet toydarian.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Character_sheet_toydarian.png&amp;diff=200920"/>
		<updated>2026-05-25T12:53:58Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Images-Species]] [[Category:Images-Non Humans]] [[Category:Images-Toydarians]] [[Category:Images-Head Shots]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{fairuse}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Masahiro.png&amp;diff=200919</id>
		<title>File:Masahiro.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Masahiro.png&amp;diff=200919"/>
		<updated>2026-05-25T12:50:30Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images-Characters]] [[Category:Images-Sephi]][[Category:Images-Arkanian]] [[Category:Images-Hybrids]] [[Category:Images-Non Humans]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted Com|artist=Kaela Croft}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Steve_the_Deaf_Stormtrooper.png&amp;diff=200918</id>
		<title>File:Steve the Deaf Stormtrooper.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Steve_the_Deaf_Stormtrooper.png&amp;diff=200918"/>
		<updated>2026-05-25T12:49:33Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Created by AI&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{AI Art}}&lt;br /&gt;
[[Category:Images-Humans]] [[Category:Images-Troopers]] [[Category:Images-Characters]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Steve_the_Deaf_Stormtrooper.png&amp;diff=200917</id>
		<title>File:Steve the Deaf Stormtrooper.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Steve_the_Deaf_Stormtrooper.png&amp;diff=200917"/>
		<updated>2026-05-25T12:49:01Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Created by AI&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{AI Art}}&lt;br /&gt;
[[Category:Images-Humans]] [[Category:Images-Troopers]] [[Category:Images-NPCs]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Steve_the_Deaf_Stormtrooper.png&amp;diff=200916</id>
		<title>File:Steve the Deaf Stormtrooper.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Steve_the_Deaf_Stormtrooper.png&amp;diff=200916"/>
		<updated>2026-05-25T12:48:42Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Created by AI&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{AI Art}}&lt;br /&gt;
[[Category:Images-Humans]] [[Category:Images-Troopers]] [[Category:Images-Characters]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:PK_Concept2.jpg&amp;diff=200915</id>
		<title>File:PK Concept2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:PK_Concept2.jpg&amp;diff=200915"/>
		<updated>2026-05-25T12:47:31Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Images-Characters]], [[Category:Images-Humans]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{AI Art}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:VexalisSmall.png&amp;diff=200914</id>
		<title>File:VexalisSmall.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:VexalisSmall.png&amp;diff=200914"/>
		<updated>2026-05-25T12:46:36Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Image sourced from Craiyon. Vexalis City. https://www.craiyon.com/en/image/LJKQcOTaSKGSYEwHygWSNQ&lt;br /&gt;
&lt;br /&gt;
smaller version&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{fairuse}}&lt;br /&gt;
[[Category:Images-Locations]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:VexalisMain.png&amp;diff=200913</id>
		<title>File:VexalisMain.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:VexalisMain.png&amp;diff=200913"/>
		<updated>2026-05-25T12:46:10Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Image sourced from Craiyon. Vexalis City. https://www.craiyon.com/en/image/LJKQcOTaSKGSYEwHygWSNQ&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{fairuse}}&lt;br /&gt;
[[Category:Images-Locations]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Corinna_magarin_illustration-compressed.jpg&amp;diff=200912</id>
		<title>File:Corinna magarin illustration-compressed.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Corinna_magarin_illustration-compressed.jpg&amp;diff=200912"/>
		<updated>2026-05-25T12:45:20Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Images-Characters]][[Category: Images-Non Humans]][[Category:Images-Zeltron]][[Category:Images-Head Shots]]&lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{AI Art}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Corinna_magarin_illustration-compressed.jpg&amp;diff=200911</id>
		<title>File:Corinna magarin illustration-compressed.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Corinna_magarin_illustration-compressed.jpg&amp;diff=200911"/>
		<updated>2026-05-25T12:45:03Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Images-Characters]][[Category: Images-Non Humans]][[Category:Images-Zeltron]] [[Category:Images-Head shots]]&lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{AI Art}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Encumbrance&amp;diff=200910</id>
		<title>Encumbrance</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Encumbrance&amp;diff=200910"/>
		<updated>2026-05-25T12:43:21Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: Created page with &amp;quot;# REDIRECT CS Guide: Loadouts#Armor&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# REDIRECT [[CS Guide: Loadouts#Armor]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Tarvitz/OOC&amp;diff=200572</id>
		<title>Tarvitz/OOC</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Tarvitz/OOC&amp;diff=200572"/>
		<updated>2026-04-19T12:29:15Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: /* Music */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Character Notes: Concept and Direction ==&lt;br /&gt;
&lt;br /&gt;
This is being written as a reminder and for future reference, for further development and when the time comes to reconsider possible directions, rework elements, or start anew. Given the character details present on this wikia, easy access seems to be the right choice in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guiding Direction ===&lt;br /&gt;
&lt;br /&gt;
The guiding overall direction for each character was to each be founded upon a question. That will remain so, but up to this point, each has also been founded upon a more unifying idea: Take the founding ideas of villains and turn them into genuinely heroic figures.&lt;br /&gt;
&lt;br /&gt;
For the past fifteen years I have largely written villains, anti-heroes, and monsters of various types, ranging from the amoral to the truly abominable. While there have been exceptions, even these largely fitted into people carrying out horrific acts in the name of some greater good, and barely being better than those they fought. While entertaining, this primarily served as a means to explore each and study their concepts, but I was lacking in variety and it was stunting potential creativity. It was difficult to create any truly good character who was not willing to get his hands dirty, simply due to how limiting it was, and they would all too easily morph into the same past creations. Because of this, my goal instead became a way to have the same starting point as many, but then to walk back, until they wouldn&#039;t be out of place among genuinely good people.&lt;br /&gt;
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The effort has had its stumbling points and problems, but overall it has proven to be an engaging venture on the whole, as each has offered some facet or archetype to work with. At the very least it has helped to add a degree of exploration back toward storytelling and angles that I otherwise abandoned for a time, and explore concepts that would otherwise be rather limited. It is also why two of my characters - Tarvitz and Essik - were noted to be on borrowed time, due to both predictions of an impending end and sheer age respectively. While left relatively nebulous, this left the door open for others to pass them, allowing each to serve as an experiment in certain factors, before others might be moved onto once their tales were complete.&lt;br /&gt;
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==== Ka Tarvitz ====&lt;br /&gt;
&lt;br /&gt;
Out of all those here, Tarvitz&#039;s question was the most basic - How many villain tropes and origin elements can I create while making them on the side of the angels?&lt;br /&gt;
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This was largely accomplished due to self-awareness of certain elements, and willingness to utilise a variety of means to offset a number of anti-hero qualities. Furthermore, much of his story can still be read as a villain&#039;s tale when a number of caveats are skimmed over:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tarvitz was born of a dead world, his parents were killed giving him little guidance in his early life. His powers were beyond his control, causing devastation and ruin when employed. He was inducted into a cult of warriors following Sith doctrines and pressed into challenges that he was ill-suited for or had others see a distinct advantage over him. He accomplished relatively even odds by fighting dirty, stretching duelling rules to their absolute limit, and relying on sheer brute strength in several cases. He was repeatedly pushed back and actively limited in following certain goals, while at the same time haunted by frequent visions of his death from the age of seven onward. He was encouraged to treat this as a part of life, giving him an unhealthy view on death itself, while also venerating his lost home.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After being granted the ability to operate on his own, Tarvitz used it to pursue his personal goals; one of which was to recover and hoard relics of bygone eras and their knowledge. During his travels, Tarvitz left a trail of destruction in his wake, killing thousands as he travelled the Outer Rim and often profiting from their deaths. Showing little hesitation to engage in fights, and openly displayed joy in every engagement, no matter how large the massacre might be. His entire body is a massive network of scars from these battles, some so horrific that they can be disturbing to look at. Some were earned in horrific acts, such as drowning one enemy in molten lead. His hunger for knowledge and hints of the future led him to the ancient Sith worlds, discovering the Brotherhood and quickly joining them.&#039;&#039;&lt;br /&gt;
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&#039;&#039;Fighting in several of the Brotherhood&#039;s wars and engaging those that sought to halt them, he returned to his kind only to be reprimanded for his actions and all but damned for them. Deemed to have gone too far, he gathered the knowledge forbidden by his kind, and worked with like-minded individuals to ensure their kind&#039;s future. Claiming a haunted castle in a forgotten and desolate part of one planet after paying the price for its ownership in blood, Tarvitz now seeks to expand upon his existing teachings and continue their path. Supporting this is a growing army of automata; each stolen or claimed from the dead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It fits in nicely with a number of possible foes, enemies, and general antagonists from a number of works, and it only becomes far more clear with greater detail. The way he was made heroic was by adding a slight spin onto each one to add a different context. To cite a few examples:&lt;br /&gt;
&lt;br /&gt;
- Tarvitz doesn&#039;t enjoy inflicting death, but the challenges combat brings, and gains as much euphoria from training bouts as pitch battles. He&#039;s keenly aware that he needs to avoid taking pleasure in a foe&#039;s end, as that would make him no better than those he fights.&lt;br /&gt;
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- The majority of those that he killed in the Outer Rim were pirates and raiders, typically fighting them alone, after giving them a simple chance to walk away. Most of his scars were earned from saving lives and going out of his way to protect others, while his eye-implant was added as a reminder of his mortality.&lt;br /&gt;
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- While he was shown visions of his death early on, he interpreted it as a means to not claw onto life, but to spend it well. As such he throws himself into battle when he deems the cause correct, so that others will not have to until he is gone.&lt;br /&gt;
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- The forbidden knowledge he claimed were largely those of Jedi origin, and the few scraps that could be found following the purge. Those of Dark Side origin are sealed away so they might be used, or destroyed if found to be too dangerous. These were forbidden due to the self-censorship the Jensaarai were undergoing, as Tarvitz felt that this harmed them.&lt;br /&gt;
&lt;br /&gt;
There are many others besides, but it has been an entertaining means to find an interpretation of each that might be pushed into a more heroic light one way or the other. Or at the very least a means to better justify some acts that would be used to otherwise cement a character&#039;s villainous nature. While certainly worse off than a large number of Jedi due to these acts, it was a means to rework this sort of story without turning him into the Star Wars version of the Punisher or something similar.&lt;br /&gt;
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Admittedly, as was pointed out at a later date, this did make him a mirror image of Darth Sion in many ways. I&#039;ll likely have to think on that more at some point.&lt;br /&gt;
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==== Essik Lyccane ====&lt;br /&gt;
&lt;br /&gt;
Essik&#039;s question was quite simple - What happens when someone gives everything to a government they serve, and it dies?&lt;br /&gt;
&lt;br /&gt;
This might not seem villainous in of itself, but it is the starting point to a number of villain tales that come to mind, and even motivations. After all, the fall of a central government can easily lead to warlords rising, especially among experienced military leaders. We&#039;ve seen this in history and media alike, either from those hungry for power or even those trying to stymie the chaos through necessary tyranny. Atop of this is how many times Essik was betrayed by those he served, pushing him into bitter resentment, and the massacres he inflicted in the name of restoring order during previous years. Even then, it is made clear that he predicts possible threats and betrayal from all of those about him, and makes plans to fight or oppose even his closest allies should the worst come to the worst. Cap that off with how his more amiable elements are something of a show, and he has actively deadened connections to those under his command, and it isn&#039;t hard to see how certain elements would easily push him into a villain role.&lt;br /&gt;
&lt;br /&gt;
Many qualities make him into a pragmatic and ruthless planner, either those that become villains or those who are that way at the start of a story. One - his relationship with those who serve him - was directly influenced by one character quality in &#039;&#039;Berserk&#039;s&#039;&#039; antagonist, and more than a few others have been repeated by certain foes in various media. While I couldn&#039;t give him a direct army to command, he fits very neatly into the aspect of criminal mastermind and villainous chessmaster. Someone who can keep coming back over and over again, keep rebuilding, and is dangerous if given any group to command, especially when paired with his willingness to use open threats and kill thousands if it brings a far greater conflict to a standstill.&lt;br /&gt;
&lt;br /&gt;
His primary redeeming feature is extreme loyalty to those he serves, even those now long gone. However, even that could be interpreted as a villainous quality in certain stories, and with extremely little effort. As such, I worked to offset this in two areas, one that was planned and the other that gradually arose as his character developed.&lt;br /&gt;
&lt;br /&gt;
The first was to work that loyalty with one other aspect: He considers violence to be a means to an end, and something to be avoided if given the chance at all. While the opportunities to do so are few and far between, he will study a foe, will test and make sure if they can be talked down or a weakness exploited, and drive them into retreat. Essik typically responds with appropriate force, but is more than willing to use absolutely every asset on hand to accomplish this. As such, in wider battles, he is more than willing to completely break or annihilate an enemy, especially if they refuse a chance to surrender when the situation is turned against them, or keep resisting once others have stood down. He doesn&#039;t believe in fair play, but that doesn&#039;t mean he believes that extremes are the only option.&lt;br /&gt;
&lt;br /&gt;
The other was quite simple: He considered his role to be one needed to save lives and prevent things getting worse. He&#039;s good at it, and I have even had him enjoy elements of the lifestyle in stories. But I have never had him lose sight of that one fact above all others. His failure to do so is a major part of what haunts him about the New Republic&#039;s loss, and why he feels as if so many years were wasted, because it effectively set the galaxy back forty years to the point where the Rebellion might as well not have happened at all.&lt;br /&gt;
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These two elements are enough to keep him grounded and focused, even when he&#039;s at his most bitterly ruthless. In fact, they have been worked into a major strength in some ways, as it&#039;s resulted in stories where he&#039;s talked a squad sent to abduct their target into switching sides mid-revolution, and another where he privately convinced a leading figure in an uprising into serving as House Sunrider&#039;s informant. This is admittedly also helped by how he found another cause to dedicate himself toward - that of Clan Odan-Urr and even Tarvitz&#039;s private project - but I think that he would still be acting in that way even had he not joined them. Part of why is the second reason: His interpretation of those values into new goals.&lt;br /&gt;
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As you might expect of story competitions, there are few needs for tactical and strategic figures or even major military leaders in them. Because of this, many came to instead focus upon his other talents and adapting them in a new way: As a detective. A number of stories have turned into murder mysteries thanks to his involvement, or even just his efforts to oppose actions through investigation and enough choice words. While unintended and existing largely thanks to a few story opportunities, it did help to shape him as someone reworking their existing talents into a new role. One that allows him to preserve the same values he had as before, but applying them on a much smaller scale. It&#039;s also something that&#039;s going to influence and rework his mindset in the coming years, and shape a good chunk of the lessons he will likely pass on.&lt;br /&gt;
&lt;br /&gt;
Plus, he&#039;s a Gand. Humanoid insects tend to be made into villainous or evil figures more often than not, no matter their depiction.&lt;br /&gt;
&lt;br /&gt;
==== Nikora Rhan ====&lt;br /&gt;
&lt;br /&gt;
Rhan is an oddity, in that she ultimately follows the general path intended for Tarvitz. He was originally planned as a creative and machinist type before going full on space knight, and that was a baseline for Rhan&#039;s own work. However, I made a push to give the character a better sense of personal identity despite their similarities, and further emphasising a few aspects of his history. At the same time, I tried to do a few things with her that he couldn&#039;t simply due to his timeline and events.&lt;br /&gt;
&lt;br /&gt;
Her question(s) was as follows - How would someone with two conflicting roles find a compromise between them in their lifestyle, and how would a fundamentalist adapt to restarting elsewhere in order to preserve the values she upholds the most? Even when it throws them even further into question?&lt;br /&gt;
&lt;br /&gt;
Much of this came down to Rhan enduring and surviving many of the events that Tarvitz was able to largely skip over, while trying to work against them at home. She was far better suited as a teacher, far more of a specialist, and while she retained the Jensaarai&#039;s push for aggression, she followed the role as a police officer rather than an out-and-out berserker.&lt;br /&gt;
&lt;br /&gt;
So where does the villain part come in? Well, Rhan is a person trying to keep alive and preserve occult knowledge and historical texts which were being burned. She seeks to pass on details of them in secret, usually to her students, and effectively tried to inspire a secret society of sorts. She even has the knowledge of how to emulate sorcerers of past ages, and actively practices their means. She sees life where it does not exist to most people in this setting, and she can even inspire its creation. Finally, is a person that actively wants to delve deeper into the forgotten parts of the galaxy. Equally, she has little patience for the setting&#039;s church.&lt;br /&gt;
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If she was a character in a Lovecraft setting, Rhan is the sort of person who would be leaving an apocalyptic diary in her wake, having found things that no person was meant to know. That or she would have sided with them. Each is possible.&lt;br /&gt;
&lt;br /&gt;
So, the difference on the villain side is quite simple really - She&#039;s far more hardline against Sith teachings than Tarvitz, and she has clear places in which to draw the line at using any of their lore. While experienced in the means of Sith Alchemy and retaining some knowledge of their sorcerers, this is limited purely to her ability to create objects and materials through alchemic rituals. The rest that she knows goes toward learning the weaknesses of certain Sithspawn, means of creation, and understanding exactly where the line between her work and worse things is crossed. Equally, her role in seeing life where it does not exist stems largely from her ability to see life in other aspects, or even create it, but how she sees droids as people and the same spark that is visible in others. This goes beyond simple sentience and treating them as people, as she can and will treat even nonsentient droids as having the same rights as at least a housepet. This is one of the major reasons why their current residence is home to a free droid enclave.&lt;br /&gt;
&lt;br /&gt;
Much of her potential villainy instead stems from two things that were left unspoken in the description: She was discouraged and had heir abilities disbelieved for years on end, and when it was finally believed it was during an action where she was forced to kill people en mass through the use of her ability. From there on, even after being found by the Jensaarai and offered training, she was effectively being fast-tracked for a single role-based upon her abilities rather than as a person. It was somewhat akin to a square peg being hammered into a round hole, until it fitted. The only reasons she did not develop further resentment was thanks to some of the connections made, and a sense of comradery with certain people. There was an immense amount of control placed upon her role and, even when she did find enjoyment in her works, it was severely limited and ultimately restrained. Combined with the later burning of the history she found fascinating, that resentment would typically result in someone going off of the deep end with one strong push. The reason she sidestepped it was by having enough resolve and consideration for her potential actions to find a way to actively preserve what she had, and then to wait for an opportunity to overcome the current changes.&lt;br /&gt;
&lt;br /&gt;
In terms of the question itself, that need to constantly restart is a strength to her rather than a weakness. She was a scavenger first. Then a Jensaarai Defender. Then an Engineer. Then a Reclaimer. Then a Teacher. Now she&#039;s a Warsmith. She sees the ability to start over and begin anew as a chance to better consider what might be required of the future, and to broaden her horizons, without compromising or putting the past to the torch as so many others might do. While it results in some flaws and the lack of same solid experience as a single dedicated focus, the fact that she has never fully strayed from a few elements still serves her well. This also helped in the question, by giving her an extremely pragmatic view on certain values and how to approach them; in many cases with her ultimately reworking or even fine-tuning certain systems, and even leaving others to rework it as might be done best. It&#039;s also why I&#039;ve tried to treat her as the de-facto leader among the small group, at least in matters of doctrine, structures and teaching.&lt;br /&gt;
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==== Sirra Werd&#039;la ====&lt;br /&gt;
&lt;br /&gt;
Sirra is the easiest to pin down for one simple reason: She&#039;s Tarvitz&#039;s idea but taken up to eleven. Rather than having lived through her origin story and come out the other side, she&#039;s still living through it and adapting to one that was actively derailed before it could become worse. Sirra&#039;s question was a response to people repeatedly calling the Jedi &amp;quot;emotionless drones hidebound by dogma, incapable of thinking for themselves, and existing only to kidnap then forcibly assimilate children into their broken culture&amp;quot;. So, my argument was this - How does someone develop when they have no one to teach them how to control these powers and they cannot switch them off?&lt;br /&gt;
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To put it simply, it all but breaks them.&lt;br /&gt;
&lt;br /&gt;
She&#039;s by no means a unique one in this example, as there are a multitude of EU characters who underwent similar things, but Sirra had it happen in the worst way possible in almost the worst place possible. She was left with telepathy that couldn&#039;t be switched off and the ability to read any object through touch, but on Nar Shaddaa. Combined with the abandonment of her parents, that telepathy was all that kept her from growing up completely feral, but it also left her with a very warped sense of morality, judging the world in a state of predator and prey. Hunting, stealing, and killing what was needed, she grew up with a very loose sense of morals, and was more than happy to butcher others if push came to shove. Her history has her inciting and then overseeing the slaughter of a street gang before she hits double digits. This is someone who doesn&#039;t even know the basics of the language, maths, or many grounding elements in the world when she is found, and is heavily reliant upon telepathy to judge anyone.&lt;br /&gt;
&lt;br /&gt;
Her history while on the Smuggler&#039;s Moon leaves her dead set for a weapons-grade Darth Edgelord future, and it&#039;s only blocked thanks to a chance discovery by Tarvitz. Even then, however, she is barely kept in line and struggles to fit in with others. She only hesitates from killing Tarvitz after meeting him thanks to some creative use of memories on his part. As such, Sirra&#039;s story isn&#039;t an out-and-out subversion or reworking villain tropes, but something of a display of someone trying to rapidly shift gears. The time on Nar Shadda makes it clear that she should end up as a villain, but the others are working hard to try and make sure she has another option for the future. This is far from, and her entire history is littered with failures, stumbling points, and problems along with successes. Tarvitz might be the one to open the door to her, but it&#039;s made clear he&#039;s a poor choice for her overall teacher, especially after she is almost killed while trying to live up to his beliefs. Her association with Rhan was extremely hostile throughout her tutorship, thanks largely to various communication problems and misunderstandings breeding resentment for months between them. Even then there remains a multitude of problems, ranging from flaws brought about due to years of malnutrition to her inability to fully emulate those she is trying to follow.&lt;br /&gt;
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Part of the subversion does mimic Tarvitz in one way, in that she cannot wholly leave her history or beliefs behind. She can have them questioned, altered, and made more complex, but the set of skills she follows are ones that can be best hammered and used in a new fashion or fitted into cultures that embrace them. This results in her performing similar acts but under a new context, like butchering a dozen armed mercenaries, but this time in order to protect a multitude of students that they were given orders to kill. Or, due to her competitiveness and deeply-ingrained need to hunt, fight, and survive, she finds that she has far more in common with Mandalorians than anyone else. it&#039;s less changing wholesale than adaptation, and trying to find enough to fully offset the lessons and ideals that serve as a foundation to her life, ones that she cannot easily abandon, even with the help of others.&lt;br /&gt;
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==== John Blackwood ====&lt;br /&gt;
&lt;br /&gt;
Blackwood was created as the opposite of Tarvitz in many ways, while using similar tropes and elements. They were both intended to be villains from early on and much of what surrounded them should have driven them headlong into the Dark Side. They key difference primarily lies in the fact that with Tarvitz this was down to the foremost events in his life, with Blackwood it was his very nature. The fact he was a Sithspawn was something I settled on as the obvious path toward this, but also because it would leave him constantly fighting his very nature. To a degree not even Rhan faced, he&#039;d end up having to resist and oppose what he was urged to do, and not embrace the power written into his very genetics. While he could make use of that fact to a degree, it was more as an asset to understand the Dark Side and help be recognised by powers which might otherwise oppose him. Even then, however, he could not tap into it as a weapon easily without being tempted by it, or it influencing changes within him which might drag him into becoming the instrument of destruction he was intended to be. Plus, as his character sheet outlines, it led to no end of other problems, such as Jedi and Sith alike seeing him as a Dark Side being, and being viewed as an enemy even by potential allies. A fact probably not helped by his knowledge of the Sith or access to occult knowledge.&lt;br /&gt;
&lt;br /&gt;
Another factor I wanted to use was to have him already have come to what should have been a natural end to his tale at the start. He defeated the Dark Jedi who threatened him, Essik took down the threat on Corellia who opposed him, seemingly ended the undead Sith Lord who created him, and the others defeated the Shadow in the Force he was formed to serve as an instrument against. Without that same focus and working with people who he&#039;d be normally a natural opponent to or hostile toward, it left him with an odd opposing dynamic to the group which hadn&#039;t been there with the others for the most part, save Sirra and Rhan&#039;s early relationship.&lt;br /&gt;
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I&#039;ll also admit that I did this also to lean further into some of Essik&#039;s stories, as those had a habit of turning into urban fantasy or dark fantasy stories. This ended up with him often coming across more as Carnacki the Ghost Finder rather than the figure I intended him to be. As such, I ended up using a mix of influences from various sources such as John Constantine, Fox Mulder, various detectives, and the aforementioned Ghost Finder to create a general pastiche to lean into this; one who had all of their strengths but all of their failings as well. Admittedly this did also turn him effectively into Hellboy once the Sithspawn aspect was added in, but I was happy to try and work with that and make him his own character.&lt;br /&gt;
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==== Nat ====&lt;br /&gt;
&lt;br /&gt;
Nat was the character where I started to break from this trend, save for some allusions to Frankenstein&#039;s creation and being made as disposable fodder. I did use some thematic inspiration from Leviathan: The Tempest in being someone who had been brought into the world with the game rigged against them and basically set up to fail from the start, but as a character I ended up taking a lot more inspiration from Firefly, Exiles, and Planetes. I&#039;m also working with a bit more of a blank slate to see how things develop from here.&lt;br /&gt;
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==== Erasmus Kharse ====&lt;br /&gt;
&lt;br /&gt;
Kharse was another break from my prior efforts, as there is little to nothing remotely heroic about him. At best he&#039;s an ally of convenience, and at worst he&#039;s a quiet poison who will work against those he stands with. Unrepentant, sociopathic, and self-serving, paired with an unshakable self-confidence, intellect, and cruelty to meet his goals. He&#039;s a traditional villain in every manner except one - He&#039;s lost just about everything. Kharse was once a more typical figure expected of the Sith, a warlord with fleets and armies to his name. While some of that was lost over time, it was only due to a growing interest to claim dominion over a far greater power and life itself. What changed was that he picked a fight with the Children of Mortis, something which left him broken and the assets he had built up destroyed. Furthermore, much of his offensive power had been sapped to the point of losing much of the very knowledge on how to kill he&#039;d once been able to use. Unable to directly kill and without allies, he was forced to side with Rhan&#039;s group out of sheer survival. This puts him in the spot of being egotistical and capable, but in a position where he cannot fall back on the powers he once could freely use.&lt;br /&gt;
&lt;br /&gt;
It&#039;s another case of one archetype jumping to another, a warlord going to a boxed crook, and a Doctor Doom style character turning into something more akin to the Master. Still dangerous, but he can remember being so much very more than he is now. The only slight shift in this tale is the fact there&#039;s a degree of exhilaration to this, as relying on his wits and skills has recreated a love of challenge he&#039;s not had for some time.&lt;br /&gt;
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=== Music ===&lt;br /&gt;
&lt;br /&gt;
==== Ka Tarvitz ====&lt;br /&gt;
&lt;br /&gt;
Primary theme: Roundabout - Yes&lt;br /&gt;
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Peaceful theme: What about Everything - Carbon Leaf&lt;br /&gt;
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Action theme: Wings of Despair - Kamelot&lt;br /&gt;
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==== Essik Lyccane ====&lt;br /&gt;
&lt;br /&gt;
Primary  theme: Hellboy OST - Marco Beltrami&lt;br /&gt;
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Peaceful theme: The Soul of Wind - BigRicePiano https://www.youtube.com/watch?v=1KvGdT4teHk&lt;br /&gt;
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Action theme: UNIT Theme - Howard Carter&lt;br /&gt;
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==== Nikora Rhan ====&lt;br /&gt;
&lt;br /&gt;
Primary theme: Knight&#039;s March - Hans Zimmer&lt;br /&gt;
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Peaceful theme: Elan - Nightwish&lt;br /&gt;
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Action theme: Take My Breath Away - DAGames&lt;br /&gt;
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==== Sirra Werd&#039;la ====&lt;br /&gt;
&lt;br /&gt;
Primary theme: And the Sky Shall Unfold - Edgar Hopp&lt;br /&gt;
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Peaceful theme: Into the Wild - Miracle of Sound&lt;br /&gt;
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Action theme: Catapult - 2WEI&lt;br /&gt;
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==== John Blackwood ====&lt;br /&gt;
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Primary theme: Warhammer 40,000 Space Marine Main Theme - Cris Velasco and Sascha Dikiciyan&lt;br /&gt;
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Peaceful theme: Brick Ballades Houston Street - Toshihiko Sahashi&lt;br /&gt;
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Action theme: Rocky Road to Dublin - Luke Kelly and the Dubliners&lt;br /&gt;
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==== Eramus Kharse ====&lt;br /&gt;
&lt;br /&gt;
Primary theme: A Thousand Eyes by Miracle of Sound and the Aviators &lt;br /&gt;
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Peaceful theme: When You&#039;re Evil - Voltaire&lt;br /&gt;
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Action theme: Ozar Midrashim - Kurt Harland&lt;br /&gt;
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==== Hyperion ====&lt;br /&gt;
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Primary Theme/Launch theme: Epic Voyage - Dream Cave&lt;br /&gt;
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Battle theme: Battletech OST - For the Reach&lt;br /&gt;
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=== Saga Ongoing ===&lt;br /&gt;
&lt;br /&gt;
With things as they are, there is unfortunately a very good chance that I might not be able to complete my characters&#039; stories. The last several months have seen them constantly delayed or put on hold, so I wanted to hammer out a few essential details on what was planned in case I am never able to finish the saga.&lt;br /&gt;
&lt;br /&gt;
- The crew of the &#039;&#039;Yastobaal&#039;&#039; would continue to travel the galaxy, trying to rebuild their strength with continued mixed results. Although the numbers of the Free Droid Enclave would continue to expand and even a few new Jensaarai would join them, they wouldn&#039;t be able to rebuild the group&#039;s strength to back where it was when they controlled the Fang. The simple lack of infrastructure and even a dedicated warship would continue to hinder them, though Essik would find success in continuing to build his network of spies, agents, and contacts.&lt;br /&gt;
&lt;br /&gt;
- The group would have repeated run-ins with the Shadow in the Force and groups allied to it, ranging from rogue Inquisitors to pirates. Although very successful in initial encounters, the group soon starts to struggle due to both the volume of people joining the entity and how readily it keeps adapting to their tactics. Far more worrying is how many individuals are clearly enhanced by Sith sorcery or have been reworked on a genetic level, leading Rhan to suspect that Arani might have joined them due to the nature of their creations.&lt;br /&gt;
&lt;br /&gt;
- Attempting to follow up on a lead to a research station leads them to encounter the Shadow almost physically, but it is confused and seems not to know them. They are able to at least fight it to a stalemate, but the entity retreats with the genetic prize it had been seeking out. Even so, as it withdraws it makes it clear it has never met them before and is much more concerned with its personal items there. They attempt to identify the exact nature of what it took, but much of it consisted of recorded biological data and enzymes.&lt;br /&gt;
&lt;br /&gt;
- The group begins working to try and actively hunt the Shadow, pinning down information about it. Between making a deal with the Saarai-kaar for their few remaining records, accessing the Shadow Academy, and utilizing the resources they have gathered, they are able to pinpoint repeated appearances across the last few centuries, and a lengthy series of sightings long before then.&lt;br /&gt;
&lt;br /&gt;
- Knowing that their continued encounters and hunts will not result in any genuine successes, Sirra is able to negotiate a plan of attack, using herself as the bait. They are able to draw in a large number of individuals allied with the Shadow as she attacks it telepathically, allowing them to capture them. This unfortunately fails to work, with most dying soon after capture, suffering from some sort of psychic backlash or withdrawal. A second effort proves to be much more effective, freezing a smaller group in carbonite. This allows them to start trying to examine how the Shadow operates, but their efforts are very limited due to how they need to keep them held prisoner.&lt;br /&gt;
&lt;br /&gt;
- The group sees several breakthroughs in this time, between the powers of Rhan and Tarvitz, and also the Enclave&#039;s own group of researchers. They understand that the Shadow is working through them as some odd symbiotic relationship which turns parasitic over time, while nevertheless improving the strength and skills of those it merges with. The group does become increasingly cautious, thanks primarily to how the Shadow seems to adapt and react to their very presence.&lt;br /&gt;
- After several weeks they seem to find a breakthrough in hurting the Shadow, but Rhan realises that it isn&#039;t being hurt but is biding its time. They begin trying to withdraw and raise the alarm, only for hundreds of Shadow entities appearing within the base. The group does begin to withdraw, but Essik is badly wounded while halting the self-destruct mechanism to their makeshift base (a method added in case of a worst case sceario), and then pinned in place. Tarvitz tries to help evacuate Essik, but the Gand knows he is mortally wounded and tells him to withdraw. Although suffering heavy casualties they do pull out, and Essik is cornered by the Shadow, apparently the original one, holding it off for much longer than expected. Essik tries to first goad it into revealing information, only to then try to kill it by activating the mechanism. Neither works, but his actions prior to his prevents a retreat turning into a rout.&lt;br /&gt;
&lt;br /&gt;
- The heroes regroup in Brotherhood space, but the losses are keenly felt. They are given little time to begin rebuilding, before they are hailed by an approaching ship, helmed by Arani. Rhan is ready to kill him, but Arani requests asylum citing an entity hunting him. Against Rhan&#039;s demands, the group allows him to dock with the &#039;&#039;Yastobaal&#039;&#039;. Arani is unapologetic for his experiments, but he states that the Shadow has been hunting him as well. He offers an alliance to pair up their information, but they soon learn that the &amp;quot;Shadow&amp;quot; Arani had encountered had been physical, and he had been able to take some information from scraps of its flesh in their encounter. They use this to realise that whatever Arani had encountered was tens of thousands of years old, and its tactics did not pair up with the other Shadows&#039; efforts.&lt;br /&gt;
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- A pirate warship jumps out and engages both vessels while they attempt to learn more of Arani&#039;s findings, but Tarvitz is able to cripple it in a short engagement. Although they initially believe that this is the Shadow&#039;s actions again, the surrendering pirates admit they have no idea why they are there, and they had last been plotting a route across the Outer Rim. Sirra is unable to detect any mental influences in any of them beyond heightened aggression, and Rhan can tell there is no sabotage to their drives, meaning that something actively redirected the ship to their location. This confuses them as it&#039;s clearly a far more powerful and time consuming effort over just mentally hijacking a crewman, suggesting that the Shadow&#039;s powers are limited in some way. Knowing he is still being hunted, Arani refuses to join them in their operations, but does offer a warning that they should not expect it to be taken unawares given how it seems to constantly track their actions.&lt;br /&gt;
&lt;br /&gt;
- Between the loss of Essik and their new knowledge, the group realised that they were likely far out of their depth. Even being in Brotherhood space would likely not protect them for long, and soon opted to contact their allies. Most had thankfully escaped the Shadow, but several had faced multiple incursions. The hidden group of Jensaarai had suffered multiple attacks, primarily focusing on either their archives or forges. Those on Trepus had been ignored, suggesting that this was an attack to claim resources rather than revenge. Although potential help was welcome, they decided to distance themselves from the other groups. The Shadow was growing in power and they did not wish to put their lives even more at risk, or at least to have other groups who might succeed should they fail. However, most still opted to support them, at least serving to gather more information and supply resources. Instead it was decided that only family and friends would be removed, and each of them was allowed a short time to say their goodbyes should the worst come to pass. Tarvitz and Sirra visited the Suoh household followed by the Werd&#039;la clan, while Rhan visited her parents, smugglers, and the Trepus Jensaarai. Each admitted then their doubts and concerns as to what the future would bring, along with the question of what might follow should they meet their end in the battles to come. Tarvitz even admitted that he had been suffering more dreams in recent months, of his long prophesied death, but also other flickers of events he had never seen before; something which had never taken place before then.&lt;br /&gt;
&lt;br /&gt;
- After some considerations and several more encounters, Rhan considers that the Shadow might be in an ancient location in the galaxy now long abandoned - The homeworld of the Gree. Although knowing it of largely thanks to her interest in archeology, Rhan admits that it would make some sense, between the entity&#039;s age and their now long-lost ability to craft technological marvels, including hyperspace gates. Tarvitz is ready to support this, but he admits he&#039;s largely doing it out of a lack of better options and their location. Both agree that there&#039;s every chance that this will be a trap, and try to prepare in advance.&lt;br /&gt;
&lt;br /&gt;
- The group lands on the Gree homeworld, in the abandoned remains of the Imperial garrison there, but they find little in the way of life. Taking a scouting force into the city, Tarvitz is repeatedly struck by a sense of familiarity and dread as they explore the area, although not through any sense of the Force. Much of what they find proves to be lifeless, but bereft of any sense of violence that might indicate a massacre or even a mass abduction. They almost decide to leave, but several traps eventually encourage them to press onward. Sirra is eventually able to locate a remaining Gree, but their mind is all but burned out from whatever they experienced.&lt;br /&gt;
&lt;br /&gt;
- The group begins meeting resistance from Shadow entities, each trying to perform hit and run attacks, but they realise they are actually trying to herd them in. A second group from the &#039;&#039;Yastobaal&#039;&#039; helps to break this, but the threat they pose forces the ship to return into orbit and then depart. Nevertheless, with a relatively large contingent of security and battle droids, they are able to press ahead. Even so, it seemed to be more out of the Shadows&#039; desire not to immediately kill them than genuine progress.&lt;br /&gt;
&lt;br /&gt;
- As the group advanced, the Gree&#039;s planet seemed to become increasingly distorted. Areas resembled puzzles which had been reconstructed with the wrong pieces, distances became meaningless, and even basic fine details steadily lost all meaning. At one moment they would be on the verge of drowning, and in the next each would be as if they were standing atop of a mountain peak. The very world seemed to be coming apart around them, but somehow holding together. The source would only become clear as they closed in on the one major source of light and energy present across the region, situated atop of one of the Gree&#039;s major monuments. Tarvitz was the one to recognise the source, realising how similar it was to the World Between Worlds.&lt;br /&gt;
&lt;br /&gt;
- Having discussed the nature of the threat previously, all of them agreed that their enemy was likely linked to the thing they had fought in the Fang, perhaps even the prisoner they had believed dead. Believing that the Ruin of Kings would perhaps hold an edge against it, the weapon was handed to Tarvitz to wield, hoping he could hurt it while Sirra and Rhan attacked it telepathically. Yet as they advanced toward the source and tried to stay in rank, the world twisted them away from one another. Without realising it, the group had been driven apart, appearing on entirely different realms, with no sign of one another. Even the droids had faded to elsewhere, leaving each of them to fight and survive alone.&lt;br /&gt;
&lt;br /&gt;
- Tarvitz would be the one to find the source of the anomalies, a pulsing mass of white energy and runic symbols. Standing before it, guiding it like some towering musical instructor, was a being in curved skeletal armour. He barely registered Tarvitz&#039;s approach, sparing only a brief glance even as Tarvitz charged him. Fighting back with a blade of his own, the figure held off Tarvitz with remarkable ease while continuing to work on his own designs, seemingly tunneling his way into the World Between Worlds. When he finally spoke, it was with disappointment at Tarvitz, citing that this time he had become a boorish failure compared to his more creative incarnations. With barely a word more he strode into the World Between Worlds, and Tarvitz rushed in behind him.&lt;br /&gt;
&lt;br /&gt;
- Unsurprised at Tarvitz&#039;s pursuit, the Shadow continued to fight him in an off-handed manner, focusing next on a series of machines lurking in the realm beyond. When Tarvitz started to force him to stop, actually pressing his attack, the Shadow was able to effectively flatten him with an unknown sorcerous attack, twisting time itself to pin him down. The Shadow sighed in disappointment, trying to then impale him and take Tarvitz out of the fight, which Tarvitz barely avoided through a last-second twist. The two continued to engage one another, with Tarvitz doing little more to slow the Shadow&#039;s advance until they paused before a gigantic black orb. Then, still barely concerned, the Shadow ordered him to &amp;quot;perform his usual trick&amp;quot;. When Tarvitz showed confusion, the Shadow decided to better explain his role in events, and how their fight had continued for years. The &amp;quot;Shadow&amp;quot; had been Lord Perdurabo, the being imprisoned within the Fang, by Tarvitz no less. It was only then that Tarvitz saw the mass of corpses in the surrounding room and area. Some skeletal from age, some with enough flesh to be recognisable. All with his face.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Tarvitz&amp;quot; was merely the latest in a long line of Perdurabo&#039;s old foe, the Dark Jedi who had imprisoned him and sided with his rivals. When Perdurabo had escaped thanks to Tarvitz&#039;s actions, he had unknowingly brought a shard of Tarvitz with him. As his incorporeal self had fled and begun to rebuild his powerbase, he had unknowingly triggered a trap to revive Tarvitz to fight him. Again. And again. and again. With time warping itself, Tarvitz&#039;s self would keep reviving to fight him, hunting him across the stars, only to meet his death at Perdurabo&#039;s hands. Perdurabo had repeatedly beaten him, but that was a part of the great irony of &amp;quot;Tarvitz&#039;s&amp;quot; original trap; he needed Tarvitz resorted or at least partially aware to unlock more of what he needed. The Gree site had been a part of Perdurabo&#039;s old hidden lab, and Tarvitz had stolen part of his knowledge to prevent him from regaining his worst weaponry. Tarvitz tried to resist this, but Perdurabo repeatedly overwhelmed him, only leaving Tarvitz alive as he tried to cripple the Jensaarai in order to finally overcome the last guard against his progress. Tarvitz was able to earn a moment of respite, but only by sheltering close to the orb he needed to unlock. It did not merely block Perdurabo, but it repelled him entirely.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
[[Category:Out of Character Information]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Erasmus_Kharse&amp;diff=200528</id>
		<title>Erasmus Kharse</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Erasmus_Kharse&amp;diff=200528"/>
		<updated>2026-04-12T20:32:59Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: /* Dead Men Tell All Tales */&lt;/p&gt;
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&lt;div&gt;{{Eras|rep|imp|rdb|exd|nor}}&lt;br /&gt;
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{{Construction}}&lt;br /&gt;
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{{Character&lt;br /&gt;
|order= Sith&lt;br /&gt;
|image=&lt;br /&gt;
|firstname= Erasmus&lt;br /&gt;
|lastname= Kharse&lt;br /&gt;
|homeworld=&lt;br /&gt;
|birth= {{Birthyear_and_Age|BBY|76}}&lt;br /&gt;
|placeofbirth= &lt;br /&gt;
|death=&lt;br /&gt;
|placeofdeath=&lt;br /&gt;
|causeofdeath=&lt;br /&gt;
|species= [[starwars:Arkanian/Legends|Arkanian]] with some [[starwars:Epicanthix/Legends|Epicanthix]] ancestry&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Silver-white&lt;br /&gt;
|eyes= Blue&lt;br /&gt;
|height= 1.77M&lt;br /&gt;
|weight= 70kg&lt;br /&gt;
|cyber=&lt;br /&gt;
|mother=&lt;br /&gt;
|father=&lt;br /&gt;
|siblings=&lt;br /&gt;
|children=&lt;br /&gt;
|spouse=&lt;br /&gt;
|allies= *[[Collective]] (Formerly)&lt;br /&gt;
|enemies= *[[Children of Mortis]]&lt;br /&gt;
*[[Collective]]&lt;br /&gt;
*[[Nikora Rhan]]&lt;br /&gt;
*Countless minor and middling powers&lt;br /&gt;
|saber=&lt;br /&gt;
|form=&lt;br /&gt;
|weapons=&lt;br /&gt;
|fightingstyle=&lt;br /&gt;
|profession=&lt;br /&gt;
|position=&lt;br /&gt;
|era= *[[Republic era]]&lt;br /&gt;
*[[Imperial era]]&lt;br /&gt;
*[[Rise of the Brotherhood era]]&lt;br /&gt;
*[[Exodus era]]&lt;br /&gt;
*[[Dark_Jedi_Brotherhood_Timeline#New_Order_era|New Order era]]&lt;br /&gt;
|affiliation=&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:14751|14751]]&lt;br /&gt;
|sheet= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erasmus Kharse&#039;&#039;&#039;, known once also as the &#039;&#039;&#039;King Breaker&#039;&#039;&#039;, the &#039;&#039;&#039;Arch Genomancer&#039;&#039;&#039;, the &#039;&#039;&#039;Master&#039;&#039;&#039;, and &#039;&#039;&#039;Grand Chirurgeon&#039;&#039;&#039;, was an [[StarWars:Arkanian/Legends|Arkanian]] [[StarWars:Sith Lord/Legends|Sith Lord]] and ruler of a minor domain deep within [[StarWars:Wild Space/Legends|Wild Space]]. Once a grand warlord who raised up a band of corsairs into a powerful armada, Kharse ruled a powerful warfleet relatively unopposed in his isolated region of the galaxy. Becoming dissatisfied with merely ruling through power with little contest, Kharse gradually turned his attention toward the sciences. Learning what he could of [[StarWars:Sith sorcery/Legends|sorcery]] and [[StarWars:Alchemy/Legends|Alchemy]], Kharse&#039;s attention was steadily drawn to crafting and controlling the nature of life itself. Ruling his dominion for decades and leaving to pursue his own experiments on other planets, Kharse left a trail of dead worlds and monsters in his wake. Abandoning and killing every partner as soon as their value was spent in pursuit of knowledge, those who learned of his name came to associate it with betrayal.&lt;br /&gt;
&lt;br /&gt;
Kharse would work for some time with various minor groups while ruling his domain, brokering deals and turning upon his partners as deemed beneficial. This would include the group known as the [[Collective]], and Kharse&#039;s quiet infiltration and then treachery would earn his enmity of them. This would be the start of his undoing however. A combination of an internal rebellion, a [[Collective]] assault group cornering him, and the [[Children of Mortis]] deeming him enough of a threat to try and end his life would bring his kingdom to ruin. Kharse would only survive by tricking an old enemy, [[Nikora Rhan]], into coming to his rescue. Although this would ensure his survival, he would be imprisoned and held by [[Clan Odan-Urr]]. Too useful to kill and too dangerous to set free, Kharse is now kept as an asset for when his knowledge is required by them.&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
&lt;br /&gt;
=== The Young Sawbones ===&lt;br /&gt;
&lt;br /&gt;
==== Distant Origin ====&lt;br /&gt;
&lt;br /&gt;
Kharse&#039;s exact origins remain unknown, as the Sith has remained tight lipped to all but the most basic of details. While the occasional hint of his history will be given in passing, those who record such matters not that his origins, nature of his father, relationship with his family, and upbringing seem to change constantly. Whether this is Kharse fooling himself or simply misdirecting others remains unknown, but three factors are known with certainty: He was born on a different name to that he chose. He was not born on [[starwars:Arkania/Legends|Arkania]] and has never visited the world. He knew his parents for at least the first five years of his life, and held at least some general awareness of his connection to the [[starwars:The Force/Legends|Force]] from a very early age.&lt;br /&gt;
&lt;br /&gt;
At some point after his adolescence, Kharse would find his way onto a pirate vessel by the name of the &#039;&#039;Chthonian Dawn&#039;&#039;. In some tales he was taken in a raid, and either losses taken or a display of talent allowed him to find a place among its crew. A corsair ship operating across the spiral arm of Wild Space, the ship was a raider which preyed upon the weak and the vulnerable. A [[StarWars:Republic Navy/Legends|Republic military]] design dating back to the days of the [[StarWars:Jedi Civil War|Jedi Civil War]], it had been repeatedly upgraded and modified to at least be somewhat more of a threat than those it hunted. In this place Kharse would earn his early skills but little respect from those who surrounded him. Although only Kharse&#039;s word is known for this, the Captain supposedly played his crew against one another, fostering discontent and rivalries to both ensure his position and goad them into taking greater treasures in their raids. Most were little more than easily replaced fodder, and the youngest among them were treated as cannon fodder until they had proven valuable.&lt;br /&gt;
&lt;br /&gt;
Multiple encounters with stronger corsair groups supposedly pushed the ship deeper into Wild Space to hunt forgotten planets, and with it Kharse would lose sight of the worlds he had once known. The fate of his parents or any he might have once cared about remains unknown, and Kharse has never spoken of any forgotten friends or blood kin left behind in this time. Whether they were dead or forgotten is something only he knows. By this point, his concern seemed to focus more upon survival and attaining strength above all else.&lt;br /&gt;
&lt;br /&gt;
==== By the Light of Flames ====&lt;br /&gt;
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Surviving multiple raids in spite of his use as cannon fodder, Kharse would work to make himself useful. This has been confirmed only by his own words, but he actively sought means to ensure he would not be readily killed by a rival or quietly removed. Mechanics and engineers were either removed as required or claimed by factions and used as little more than slaves, while weaponsmiths were actively hunted and killed by rivals if they did not align themselves with a specific faction. Because of this, Kharse found a rapid niche as a medic within the vessel. While a dangerous role, the &#039;&#039;Chthonian Dawn&#039;&#039; had lost many of its previous experts either in violent encounters or foolhardy raids, and had increasing casualties from infections or easily healed wounds. With some existing experience and knowledge of medical matters, Kharse was able to quietly talk his way into becoming an apprentice to the ship&#039;s sole surgeon.&lt;br /&gt;
&lt;br /&gt;
Far from squeamish about the sight of blood and capable in his craft, Kharse was able to carve out a protective bubble for himself through his talents. Refusing to take bribes to kill others and avoiding botching surgeries, Kharse balanced threats to his life with active protection. Although others attempted to use threats to end his life in an effort to bump off rivals, his blunt refusal to do so for anyone earned a degree of loyalty from the entire crew. It at least meant there was one relatively neutral area they could rely upon amid the treachery. When one raid party leader attempted to kill Kharse via poison for refusing to kill a ranking officer, he was strung up and flayed within the cargo bay by others. Kharse would quickly use such opportunities for his own benefit, and more than once faked an attempt on his life to kill those he considered a possible threat to his plans.&lt;br /&gt;
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Becoming accustomed to this control, Kharse would remain in his position for several years, learning his crafts and also quietly picking up additional skills. By the end of his third year on the ship, Kharse brokered a series of agreements and quiet negotiations with several factions. Then, once they were in place he challenged the captain openly. With the crew of the &#039;&#039;Chthonian Dawn&#039;&#039; already suffering from severe discontent after multiple failures, and the captain himself was growing old and fat. Kharse had prepared for a major fight, but instead quickly found himself with the upper hand in their duel, and killed the captain with relative ease. With only a relative few loyalists to remove, Kharse was able to set himself up as overall commander of the vessel.&lt;br /&gt;
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==== Sinner&#039;s Bounty ====&lt;br /&gt;
&lt;br /&gt;
Kharse&#039;s leadership would prove to be more cautious than the pirates were used to. This risked rebellion multiple times they would recoginise there was a method to the man&#039;s apparent madness. Often planning far ahead and spending his hours pouring over information, Kharse would earn his victories by manipulation and stacking the deck over simple daring and guile. Establishing famines on certain worlds to make them vulnerable, drawing off threats to open the way to seemingly strong but now vulnerable targets for raid, and even the taking of whole harbours for months thanks to simply talking his way past their defenses; Erasmus&#039; first weapon was manipulation. Even through this success, he would find more traditional risks from his comrades. His life was almost ended early into his career in a surprise duel. A subordinate unhappy with his share of the spoils from an especially profitable haul challenged Erasmus for his captaincy. Unable to delay or manipulate events as he desired, Erasmus would almost meet his end as both he and his foe ran one another through. With the blade missing his heart only by inches and taking months to recover, Erasmus would put far more martial prowess into his attacks, relying on displays of skill to deter others from further challenges. Or, as he would put it, &amp;quot;wasting my time with needless bravado.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Even with some troubles among his crew, Erasmus&#039; sole ship would rapidly become a fleet through one carefully timed raid against a port on the fringes of Wild Space. A shipbreakers yard utilised by both the [[StarWars:Judicial Forces/Legends|Republic Judicial Corps]] and [[StarWars:Outland Regions Security Force/Legends|ORSF fleet]] would be infiltrated and claimed by Erasmus&#039; crewmen. Combined with and extremely well timed attack by the &#039;&#039;Cthonian&#039;&#039;, and Erasmus was able to flee the yard with two frigates and six corvettes to his flotilla. Spending months to recruit and gather reliable crewmen for each, Erasmus would gain the attention of the Pirate Lord of the region - Seltinar the Hammer. A message with an offer of glory and good fortune was sent to Erasmus, along with a veiled threat should he ignore the message.&lt;br /&gt;
&lt;br /&gt;
==== Red Right Hand ====&lt;br /&gt;
&lt;br /&gt;
The Crimson Spire - Seltinar the Hammer&#039;s main stronghold - was an easy location to find, but in an area few would dare to approach. Situated on the surface of a planet, overrun with hostile life and orbiting a dying [[StarWars:Star/Legends|supergiant]], it was encircled by navigational hazards, traps, and ambush points. Simply reaching the world was considered proof of capability, and Erasmus would spend a full year gathering information before finally making the attempt, losing one ship in the effort. Even so, answering Seltinar&#039;s message would prove troubling, and Erasmus was challenged by several of the lord&#039;s subordinates before arriving. Although Erasmus initially believed these were an effort to oppose potential threats or even mark out their position among the pirates&#039; pecking order. The truth would prove to be more complicated. Seltinar, a [[StarWars:Feeorin/Legends|Feeorin]] outfitted with crude but physically powerful cybernetics, had bid Erasmus and several other pirates to arrive at the world. Both seeking personal glory and to keep his power, he offered each of those he had summoned an offer to gain a position in his organisation. Supplies they often lacked, a reliable port to return to, and an ease of replacing losses in war; all benefits to logistics which Erasmus often found frustrating. Yet to join the group would be to give up freedom and answer to another. &lt;br /&gt;
&lt;br /&gt;
Erasmus quickly saw what this actually intended to offer - Security. There had been several rising pirates in this portion of Wild Space within recent years, through raids, daring assaults, or sheer luck. This had been earning unwanted attention from outsider powers, but each also posed a risk to Seltinar&#039;s dominion. By having brought them there and making them offer as a king would, it sought to prevent them disrupting the status quo that had been established. Erasmus already knew rejection wasn&#039;t an offer, even before another pirate attempted to leave only to be brutally murdered by Seltinar in person. Yet neither could he simply accept a place in another man&#039;s dominion. So, Erasmus accepted the offer, accepted the additional crewmen, and began to make his plans. Each pirate was granted a new target and a witness to see how they accomplished he goal, with many overlapping to force conflict. Erasmus&#039; own victory would be accomplished without bloodshed, sending his rival chasing a decoy target while he hunted down the derelict ship and the prizes within its hold. Yet within that hold Erasmus offered a vague message of assistance for future operations, but with enough imperfections to indicate a fabrication when it was inevitably brought forward to try and bring up Erasmus on accusations of conspiracy.&lt;br /&gt;
&lt;br /&gt;
Year by year, moment by moment, Erasmus would make his decisions carefully and with consideration. Taking risks when needed, taking glory in battle, and ensuring those he stood with were loyal to his own banner. Over the course of the next two years, Erasmus would carefully ensure he was one thing to Seltinar above all others - Indispensable to managing his dominion.&lt;br /&gt;
&lt;br /&gt;
==== Who Laughs Loudest ====&lt;br /&gt;
&lt;br /&gt;
Erasmus would finally make his move during the [[StarWars:Stark Hyperspace War/Legends|Stark Hyperspace War]]. With attention drawn elsewhere due to the [[StarWars:Stark Commercial Combine|Stark Commercial Combine]] posing a direct and obvious threat to the Republic, Seltinar was forced to make his move. Although in part driven by several defections from Seltinar&#039;s own fleets to the Combine, and the decision putting Stark on a pedestal far above Seltinar&#039;s own accomplishments. Although certainly a minor and distant threat, making a far stronger stand seemed to irk the pirate lord, and he made a demand of Erasmus to target a Republic world they would have otherwise ignored. Well fortified and far beyond the protective chaos of Wild Space, Erasmus repeatedly refused. Only when Seltinar was forced to publicly rebuke Erasmus and cite Stark indriectly as his reason for pursuing such a dangerous target did Erasmus opt to move. However, Erasmus slowed his pace, stopping repeatedly for seemingly minor ventures which offered them little benefit. Although this brought whispers of Erasmus being cowardly, a handful realised he was simply biding his time and waiting for something. The &amp;quot;something&amp;quot; in question would follow only days later, with the collapse of the Combine and loss of the entire organisation to a joint [[StarWars:Trade Federation/Legends|Trade Federation]] and [[StarWars:Jedi/Legends|Jedi]] assault, along with Stark&#039;s own betrayal of those he stood with.&lt;br /&gt;
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Erasmus spoke to the other captains of this, and then cited Seltinar&#039;s own seemingly unhinged behaviour, and how he had seen this as so much of a threat he was sending them to their deaths in the name of a bruised ego. He then admitted to delaying, certain this would happen, and asked which they would prefer in control - A man who couldn&#039;t recognise lost battle and would waste lives on an idiot&#039;s gambit out of pride, or a leader who saw it for what it was and would delay wasting lives until he witnessed its collapse. Erasmus&#039; prior reputation and talent was enough to turn most to his side, and the few who refused were quickly removed from any position of leadership.&lt;br /&gt;
&lt;br /&gt;
When Erasmus returned to the Crimson Spire, he had already won the battle. Carefully having positioned his own men in areas to best control the facility, closing down defenses and removing the few too loyal to be trusted, Erasmus&#039; fleet returned and took control without firing a single shot. Seltinar would die some time later in the bowls of his palace, hunted down in the dark after being robbed of all power and authority to his name. After a few well crafted conflicts to weaken the few who might pose an immediate threat to his control, Erasmus took the throne as the new pirate lord of his fleets.&lt;br /&gt;
&lt;br /&gt;
=== The Crimson King ===&lt;br /&gt;
&lt;br /&gt;
==== Wolf at the Door ====&lt;br /&gt;
&lt;br /&gt;
Erasmus&#039; victory bore with it more treasures than he could have ever dreamed. Riches plundered across a century of piracy, coveted technologies taken from hospital ships and science stations, even lost artworks thought to have long been destroyed but found on derelicts. All were housed within the Crimson Spire, and much of it fascinated him. Yet, to keep the loyalty of those he stood with, Erasmus would give up many of these to his captains. As much for the sake of avoiding civil war as cementing his new rule, Erasmus handed out a portion of the tower&#039;s wealth to those who had stood alongside him. With it came a promise to each captain - For the first year under his rule there would be no tribute taken from any of them, and their lord would stand only on his own strengths. This was, by his own crew, seen as madness but it was too generous of an offer for the others to simply ignore. Yet neither understood that he was simply buying himself time to take advantage of an unexpected discovery. While rooting through the innards of the spire, Erasmus had uncovered a hidden museum of sorts. Within it were boundless treasures and icons of a [[StarWars:Sith Empire/Legends|long dead empire]] and the items of its lords. Erasmus only found a scant few notes as to why it had been hidden, but each indicated it was too useful to remove but too dangerous to wield.&lt;br /&gt;
&lt;br /&gt;
Buoyed by the curiosity and sense of triumph he had gained from his new position, Erasmus walked alone in these places, without his guards or security of any kind. It was during this time that his crew, veterans all who had known him for years, seemed to notice a change. Both a self-assurance which went beyond simple certainty of his skills and into a surety of things to come, as if he knew what would come to pass next. Furthermore, certain figures would end up dead before they might turn against him. As if the moment they spoke against his rule, misfortune would befall them. This would come to pass when the full raiding flotilla of Raith the Black would be destroyed in a freak accident, encountering a rival and far larger fleet in an engagement which should have been impossible.&lt;br /&gt;
&lt;br /&gt;
The ability Erasmus had gained stemmed from what he had found in those museums, especially a number of ancient tomes. Crafted by those who had [[StarWars:Brotherhood of Darkness/Legends|almost annihilated the Republic in days long gone]], it detailed how to tap into an inner power and harness the potential to kill and shape fate itself to their benefit. The only thing which gave Erasmus pause was the understanding that, however capable, these same skills had not preserved their leaders from ultimate death and defeat. Yet, some part of him felt a calling to it and a natural inclination to use the powers detailed within its pages. And with every page turned, the newly crowned pirate king claimed with it the power of a sorcerer.&lt;br /&gt;
&lt;br /&gt;
==== Dead Men Tell All Tales ====&lt;br /&gt;
&lt;br /&gt;
If there were any unease among the corsair lords of Kharse&#039;s dominion, they did not raise their voices. The unnatural powers that Erasmus was cultivating granted them an edge few other minor lords could benefit from, least of all [[starwars:Precognition/Legends|his ability to seemingly predict future events to their benefit]]. Those who did see Erasmus departure as a possible sign of weakness would soon find themselves in error, with some meeting their end within hours of discussing breaking from the fleet or attempting to assassinate Erasmus himself. More impressively, Erasmus&#039; own strategies would seemingly follow illogical or bizarre patterns, only to to have raids and planned strikes succeed in time with natural disasters or failures.&lt;br /&gt;
&lt;br /&gt;
Erasmus himself would lead fleets repeatedly during this time, but all too often would seek out odd or strange targets which seemingly made no sense at first. Outlying worlds with seemingly no material benefit or strong infrastructure or even any life at all. Yet on each he would continually find a hidden fortune. On an airless abandoned world Erasmus led his vessels to a mountainside, and spent several weeks digging into the side of it. This risked mutiny, until one dig site uncovered a long-buried base, dating back to the earliest days of [[StarWars:Xim/Legends|Xim the Despot]]. Although long outdated and utterly obsolete, the technology within was an archaeological treasure trove, and Erasmus was able to sell the bulk of it to private collectors; keeping only a selection of data crystals for himself.&lt;br /&gt;
&lt;br /&gt;
A much later conflict would see Erasmus leading a raid directly into a warzone between two Outer Rim warlords, raiding a museum several kilometres from the frontlines but blowing up the landing zone for one side. The chaotic rout which followed Erasmus&#039; forces were able to withdraw as one warlord was lost in battle, even going so far as to steal several of their dropships as they retreated. This would be the first of several unforeseen consequences in Erasmus&#039; ambitions. The surviving warlord would turn his attention to Erasmus&#039; fleets, seeing them as a rival, and initiating a protracted war which would drag out for over a decade.&lt;br /&gt;
&lt;br /&gt;
Yet it was during this time that Erasmus began to experiment with darker powers. The ability to speak with the spirits of the dead, to torment and even read their essences for information. This would result in the requests for bodyparts by Erasmus, often disguising the effort of his activities by demanding the heads of his foes. Erasmus&#039; throne room would soon be joined by the skulls of his defeated enemies or those of &amp;quot;worthy status&amp;quot;, with their spirits bound to them and serving as an unwilling advisory council. Though no pirate could state why, they would begin to feel a sense of nearby pain when in Erasmus&#039; presence, as if witnessing a public execution.&lt;br /&gt;
&lt;br /&gt;
==== Anamathea&#039;s Dream ====&lt;br /&gt;
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==== No Greater Victory ====&lt;br /&gt;
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==== Scattering of Embers ====&lt;br /&gt;
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=== The Pale Wanderer ===&lt;br /&gt;
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=== The Reluctant Warrior ===&lt;br /&gt;
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=== The Useful Prisoner ===&lt;br /&gt;
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== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
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== Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
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[[File:9F7C8B46-EDB9-4F9A-83E2-DBF52B3640B2.jpeg]]&lt;br /&gt;
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[[File:Anvilcooler.png]]&lt;br /&gt;
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[[File:Arroyo.jpg]]&lt;br /&gt;
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[[File:Cloningfacility.jpeg]]&lt;br /&gt;
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[[File:Euphoria1.jpg]]&lt;br /&gt;
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[[File:Westwind.jpg]]&lt;br /&gt;
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[[File:Cloudhaven-level3.jpg]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Erasmus_Kharse&amp;diff=200527</id>
		<title>Erasmus Kharse</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Erasmus_Kharse&amp;diff=200527"/>
		<updated>2026-04-12T20:16:13Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: /* Ghosts Tell All Tales */&lt;/p&gt;
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&lt;div&gt;{{Eras|rep|imp|rdb|exd|nor}}&lt;br /&gt;
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{{Construction}}&lt;br /&gt;
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{{Character&lt;br /&gt;
|order= Sith&lt;br /&gt;
|image=&lt;br /&gt;
|firstname= Erasmus&lt;br /&gt;
|lastname= Kharse&lt;br /&gt;
|homeworld=&lt;br /&gt;
|birth= {{Birthyear_and_Age|BBY|76}}&lt;br /&gt;
|placeofbirth= &lt;br /&gt;
|death=&lt;br /&gt;
|placeofdeath=&lt;br /&gt;
|causeofdeath=&lt;br /&gt;
|species= [[starwars:Arkanian/Legends|Arkanian]] with some [[starwars:Epicanthix/Legends|Epicanthix]] ancestry&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Silver-white&lt;br /&gt;
|eyes= Blue&lt;br /&gt;
|height= 1.77M&lt;br /&gt;
|weight= 70kg&lt;br /&gt;
|cyber=&lt;br /&gt;
|mother=&lt;br /&gt;
|father=&lt;br /&gt;
|siblings=&lt;br /&gt;
|children=&lt;br /&gt;
|spouse=&lt;br /&gt;
|allies= *[[Collective]] (Formerly)&lt;br /&gt;
|enemies= *[[Children of Mortis]]&lt;br /&gt;
*[[Collective]]&lt;br /&gt;
*[[Nikora Rhan]]&lt;br /&gt;
*Countless minor and middling powers&lt;br /&gt;
|saber=&lt;br /&gt;
|form=&lt;br /&gt;
|weapons=&lt;br /&gt;
|fightingstyle=&lt;br /&gt;
|profession=&lt;br /&gt;
|position=&lt;br /&gt;
|era= *[[Republic era]]&lt;br /&gt;
*[[Imperial era]]&lt;br /&gt;
*[[Rise of the Brotherhood era]]&lt;br /&gt;
*[[Exodus era]]&lt;br /&gt;
*[[Dark_Jedi_Brotherhood_Timeline#New_Order_era|New Order era]]&lt;br /&gt;
|affiliation=&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:14751|14751]]&lt;br /&gt;
|sheet= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erasmus Kharse&#039;&#039;&#039;, known once also as the &#039;&#039;&#039;King Breaker&#039;&#039;&#039;, the &#039;&#039;&#039;Arch Genomancer&#039;&#039;&#039;, the &#039;&#039;&#039;Master&#039;&#039;&#039;, and &#039;&#039;&#039;Grand Chirurgeon&#039;&#039;&#039;, was an [[StarWars:Arkanian/Legends|Arkanian]] [[StarWars:Sith Lord/Legends|Sith Lord]] and ruler of a minor domain deep within [[StarWars:Wild Space/Legends|Wild Space]]. Once a grand warlord who raised up a band of corsairs into a powerful armada, Kharse ruled a powerful warfleet relatively unopposed in his isolated region of the galaxy. Becoming dissatisfied with merely ruling through power with little contest, Kharse gradually turned his attention toward the sciences. Learning what he could of [[StarWars:Sith sorcery/Legends|sorcery]] and [[StarWars:Alchemy/Legends|Alchemy]], Kharse&#039;s attention was steadily drawn to crafting and controlling the nature of life itself. Ruling his dominion for decades and leaving to pursue his own experiments on other planets, Kharse left a trail of dead worlds and monsters in his wake. Abandoning and killing every partner as soon as their value was spent in pursuit of knowledge, those who learned of his name came to associate it with betrayal.&lt;br /&gt;
&lt;br /&gt;
Kharse would work for some time with various minor groups while ruling his domain, brokering deals and turning upon his partners as deemed beneficial. This would include the group known as the [[Collective]], and Kharse&#039;s quiet infiltration and then treachery would earn his enmity of them. This would be the start of his undoing however. A combination of an internal rebellion, a [[Collective]] assault group cornering him, and the [[Children of Mortis]] deeming him enough of a threat to try and end his life would bring his kingdom to ruin. Kharse would only survive by tricking an old enemy, [[Nikora Rhan]], into coming to his rescue. Although this would ensure his survival, he would be imprisoned and held by [[Clan Odan-Urr]]. Too useful to kill and too dangerous to set free, Kharse is now kept as an asset for when his knowledge is required by them.&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
&lt;br /&gt;
=== The Young Sawbones ===&lt;br /&gt;
&lt;br /&gt;
==== Distant Origin ====&lt;br /&gt;
&lt;br /&gt;
Kharse&#039;s exact origins remain unknown, as the Sith has remained tight lipped to all but the most basic of details. While the occasional hint of his history will be given in passing, those who record such matters not that his origins, nature of his father, relationship with his family, and upbringing seem to change constantly. Whether this is Kharse fooling himself or simply misdirecting others remains unknown, but three factors are known with certainty: He was born on a different name to that he chose. He was not born on [[starwars:Arkania/Legends|Arkania]] and has never visited the world. He knew his parents for at least the first five years of his life, and held at least some general awareness of his connection to the [[starwars:The Force/Legends|Force]] from a very early age.&lt;br /&gt;
&lt;br /&gt;
At some point after his adolescence, Kharse would find his way onto a pirate vessel by the name of the &#039;&#039;Chthonian Dawn&#039;&#039;. In some tales he was taken in a raid, and either losses taken or a display of talent allowed him to find a place among its crew. A corsair ship operating across the spiral arm of Wild Space, the ship was a raider which preyed upon the weak and the vulnerable. A [[StarWars:Republic Navy/Legends|Republic military]] design dating back to the days of the [[StarWars:Jedi Civil War|Jedi Civil War]], it had been repeatedly upgraded and modified to at least be somewhat more of a threat than those it hunted. In this place Kharse would earn his early skills but little respect from those who surrounded him. Although only Kharse&#039;s word is known for this, the Captain supposedly played his crew against one another, fostering discontent and rivalries to both ensure his position and goad them into taking greater treasures in their raids. Most were little more than easily replaced fodder, and the youngest among them were treated as cannon fodder until they had proven valuable.&lt;br /&gt;
&lt;br /&gt;
Multiple encounters with stronger corsair groups supposedly pushed the ship deeper into Wild Space to hunt forgotten planets, and with it Kharse would lose sight of the worlds he had once known. The fate of his parents or any he might have once cared about remains unknown, and Kharse has never spoken of any forgotten friends or blood kin left behind in this time. Whether they were dead or forgotten is something only he knows. By this point, his concern seemed to focus more upon survival and attaining strength above all else.&lt;br /&gt;
&lt;br /&gt;
==== By the Light of Flames ====&lt;br /&gt;
&lt;br /&gt;
Surviving multiple raids in spite of his use as cannon fodder, Kharse would work to make himself useful. This has been confirmed only by his own words, but he actively sought means to ensure he would not be readily killed by a rival or quietly removed. Mechanics and engineers were either removed as required or claimed by factions and used as little more than slaves, while weaponsmiths were actively hunted and killed by rivals if they did not align themselves with a specific faction. Because of this, Kharse found a rapid niche as a medic within the vessel. While a dangerous role, the &#039;&#039;Chthonian Dawn&#039;&#039; had lost many of its previous experts either in violent encounters or foolhardy raids, and had increasing casualties from infections or easily healed wounds. With some existing experience and knowledge of medical matters, Kharse was able to quietly talk his way into becoming an apprentice to the ship&#039;s sole surgeon.&lt;br /&gt;
&lt;br /&gt;
Far from squeamish about the sight of blood and capable in his craft, Kharse was able to carve out a protective bubble for himself through his talents. Refusing to take bribes to kill others and avoiding botching surgeries, Kharse balanced threats to his life with active protection. Although others attempted to use threats to end his life in an effort to bump off rivals, his blunt refusal to do so for anyone earned a degree of loyalty from the entire crew. It at least meant there was one relatively neutral area they could rely upon amid the treachery. When one raid party leader attempted to kill Kharse via poison for refusing to kill a ranking officer, he was strung up and flayed within the cargo bay by others. Kharse would quickly use such opportunities for his own benefit, and more than once faked an attempt on his life to kill those he considered a possible threat to his plans.&lt;br /&gt;
&lt;br /&gt;
Becoming accustomed to this control, Kharse would remain in his position for several years, learning his crafts and also quietly picking up additional skills. By the end of his third year on the ship, Kharse brokered a series of agreements and quiet negotiations with several factions. Then, once they were in place he challenged the captain openly. With the crew of the &#039;&#039;Chthonian Dawn&#039;&#039; already suffering from severe discontent after multiple failures, and the captain himself was growing old and fat. Kharse had prepared for a major fight, but instead quickly found himself with the upper hand in their duel, and killed the captain with relative ease. With only a relative few loyalists to remove, Kharse was able to set himself up as overall commander of the vessel.&lt;br /&gt;
&lt;br /&gt;
==== Sinner&#039;s Bounty ====&lt;br /&gt;
&lt;br /&gt;
Kharse&#039;s leadership would prove to be more cautious than the pirates were used to. This risked rebellion multiple times they would recoginise there was a method to the man&#039;s apparent madness. Often planning far ahead and spending his hours pouring over information, Kharse would earn his victories by manipulation and stacking the deck over simple daring and guile. Establishing famines on certain worlds to make them vulnerable, drawing off threats to open the way to seemingly strong but now vulnerable targets for raid, and even the taking of whole harbours for months thanks to simply talking his way past their defenses; Erasmus&#039; first weapon was manipulation. Even through this success, he would find more traditional risks from his comrades. His life was almost ended early into his career in a surprise duel. A subordinate unhappy with his share of the spoils from an especially profitable haul challenged Erasmus for his captaincy. Unable to delay or manipulate events as he desired, Erasmus would almost meet his end as both he and his foe ran one another through. With the blade missing his heart only by inches and taking months to recover, Erasmus would put far more martial prowess into his attacks, relying on displays of skill to deter others from further challenges. Or, as he would put it, &amp;quot;wasting my time with needless bravado.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Even with some troubles among his crew, Erasmus&#039; sole ship would rapidly become a fleet through one carefully timed raid against a port on the fringes of Wild Space. A shipbreakers yard utilised by both the [[StarWars:Judicial Forces/Legends|Republic Judicial Corps]] and [[StarWars:Outland Regions Security Force/Legends|ORSF fleet]] would be infiltrated and claimed by Erasmus&#039; crewmen. Combined with and extremely well timed attack by the &#039;&#039;Cthonian&#039;&#039;, and Erasmus was able to flee the yard with two frigates and six corvettes to his flotilla. Spending months to recruit and gather reliable crewmen for each, Erasmus would gain the attention of the Pirate Lord of the region - Seltinar the Hammer. A message with an offer of glory and good fortune was sent to Erasmus, along with a veiled threat should he ignore the message.&lt;br /&gt;
&lt;br /&gt;
==== Red Right Hand ====&lt;br /&gt;
&lt;br /&gt;
The Crimson Spire - Seltinar the Hammer&#039;s main stronghold - was an easy location to find, but in an area few would dare to approach. Situated on the surface of a planet, overrun with hostile life and orbiting a dying [[StarWars:Star/Legends|supergiant]], it was encircled by navigational hazards, traps, and ambush points. Simply reaching the world was considered proof of capability, and Erasmus would spend a full year gathering information before finally making the attempt, losing one ship in the effort. Even so, answering Seltinar&#039;s message would prove troubling, and Erasmus was challenged by several of the lord&#039;s subordinates before arriving. Although Erasmus initially believed these were an effort to oppose potential threats or even mark out their position among the pirates&#039; pecking order. The truth would prove to be more complicated. Seltinar, a [[StarWars:Feeorin/Legends|Feeorin]] outfitted with crude but physically powerful cybernetics, had bid Erasmus and several other pirates to arrive at the world. Both seeking personal glory and to keep his power, he offered each of those he had summoned an offer to gain a position in his organisation. Supplies they often lacked, a reliable port to return to, and an ease of replacing losses in war; all benefits to logistics which Erasmus often found frustrating. Yet to join the group would be to give up freedom and answer to another. &lt;br /&gt;
&lt;br /&gt;
Erasmus quickly saw what this actually intended to offer - Security. There had been several rising pirates in this portion of Wild Space within recent years, through raids, daring assaults, or sheer luck. This had been earning unwanted attention from outsider powers, but each also posed a risk to Seltinar&#039;s dominion. By having brought them there and making them offer as a king would, it sought to prevent them disrupting the status quo that had been established. Erasmus already knew rejection wasn&#039;t an offer, even before another pirate attempted to leave only to be brutally murdered by Seltinar in person. Yet neither could he simply accept a place in another man&#039;s dominion. So, Erasmus accepted the offer, accepted the additional crewmen, and began to make his plans. Each pirate was granted a new target and a witness to see how they accomplished he goal, with many overlapping to force conflict. Erasmus&#039; own victory would be accomplished without bloodshed, sending his rival chasing a decoy target while he hunted down the derelict ship and the prizes within its hold. Yet within that hold Erasmus offered a vague message of assistance for future operations, but with enough imperfections to indicate a fabrication when it was inevitably brought forward to try and bring up Erasmus on accusations of conspiracy.&lt;br /&gt;
&lt;br /&gt;
Year by year, moment by moment, Erasmus would make his decisions carefully and with consideration. Taking risks when needed, taking glory in battle, and ensuring those he stood with were loyal to his own banner. Over the course of the next two years, Erasmus would carefully ensure he was one thing to Seltinar above all others - Indispensable to managing his dominion.&lt;br /&gt;
&lt;br /&gt;
==== Who Laughs Loudest ====&lt;br /&gt;
&lt;br /&gt;
Erasmus would finally make his move during the [[StarWars:Stark Hyperspace War/Legends|Stark Hyperspace War]]. With attention drawn elsewhere due to the [[StarWars:Stark Commercial Combine|Stark Commercial Combine]] posing a direct and obvious threat to the Republic, Seltinar was forced to make his move. Although in part driven by several defections from Seltinar&#039;s own fleets to the Combine, and the decision putting Stark on a pedestal far above Seltinar&#039;s own accomplishments. Although certainly a minor and distant threat, making a far stronger stand seemed to irk the pirate lord, and he made a demand of Erasmus to target a Republic world they would have otherwise ignored. Well fortified and far beyond the protective chaos of Wild Space, Erasmus repeatedly refused. Only when Seltinar was forced to publicly rebuke Erasmus and cite Stark indriectly as his reason for pursuing such a dangerous target did Erasmus opt to move. However, Erasmus slowed his pace, stopping repeatedly for seemingly minor ventures which offered them little benefit. Although this brought whispers of Erasmus being cowardly, a handful realised he was simply biding his time and waiting for something. The &amp;quot;something&amp;quot; in question would follow only days later, with the collapse of the Combine and loss of the entire organisation to a joint [[StarWars:Trade Federation/Legends|Trade Federation]] and [[StarWars:Jedi/Legends|Jedi]] assault, along with Stark&#039;s own betrayal of those he stood with.&lt;br /&gt;
&lt;br /&gt;
Erasmus spoke to the other captains of this, and then cited Seltinar&#039;s own seemingly unhinged behaviour, and how he had seen this as so much of a threat he was sending them to their deaths in the name of a bruised ego. He then admitted to delaying, certain this would happen, and asked which they would prefer in control - A man who couldn&#039;t recognise lost battle and would waste lives on an idiot&#039;s gambit out of pride, or a leader who saw it for what it was and would delay wasting lives until he witnessed its collapse. Erasmus&#039; prior reputation and talent was enough to turn most to his side, and the few who refused were quickly removed from any position of leadership.&lt;br /&gt;
&lt;br /&gt;
When Erasmus returned to the Crimson Spire, he had already won the battle. Carefully having positioned his own men in areas to best control the facility, closing down defenses and removing the few too loyal to be trusted, Erasmus&#039; fleet returned and took control without firing a single shot. Seltinar would die some time later in the bowls of his palace, hunted down in the dark after being robbed of all power and authority to his name. After a few well crafted conflicts to weaken the few who might pose an immediate threat to his control, Erasmus took the throne as the new pirate lord of his fleets.&lt;br /&gt;
&lt;br /&gt;
=== The Crimson King ===&lt;br /&gt;
&lt;br /&gt;
==== Wolf at the Door ====&lt;br /&gt;
&lt;br /&gt;
Erasmus&#039; victory bore with it more treasures than he could have ever dreamed. Riches plundered across a century of piracy, coveted technologies taken from hospital ships and science stations, even lost artworks thought to have long been destroyed but found on derelicts. All were housed within the Crimson Spire, and much of it fascinated him. Yet, to keep the loyalty of those he stood with, Erasmus would give up many of these to his captains. As much for the sake of avoiding civil war as cementing his new rule, Erasmus handed out a portion of the tower&#039;s wealth to those who had stood alongside him. With it came a promise to each captain - For the first year under his rule there would be no tribute taken from any of them, and their lord would stand only on his own strengths. This was, by his own crew, seen as madness but it was too generous of an offer for the others to simply ignore. Yet neither understood that he was simply buying himself time to take advantage of an unexpected discovery. While rooting through the innards of the spire, Erasmus had uncovered a hidden museum of sorts. Within it were boundless treasures and icons of a [[StarWars:Sith Empire/Legends|long dead empire]] and the items of its lords. Erasmus only found a scant few notes as to why it had been hidden, but each indicated it was too useful to remove but too dangerous to wield.&lt;br /&gt;
&lt;br /&gt;
Buoyed by the curiosity and sense of triumph he had gained from his new position, Erasmus walked alone in these places, without his guards or security of any kind. It was during this time that his crew, veterans all who had known him for years, seemed to notice a change. Both a self-assurance which went beyond simple certainty of his skills and into a surety of things to come, as if he knew what would come to pass next. Furthermore, certain figures would end up dead before they might turn against him. As if the moment they spoke against his rule, misfortune would befall them. This would come to pass when the full raiding flotilla of Raith the Black would be destroyed in a freak accident, encountering a rival and far larger fleet in an engagement which should have been impossible.&lt;br /&gt;
&lt;br /&gt;
The ability Erasmus had gained stemmed from what he had found in those museums, especially a number of ancient tomes. Crafted by those who had [[StarWars:Brotherhood of Darkness/Legends|almost annihilated the Republic in days long gone]], it detailed how to tap into an inner power and harness the potential to kill and shape fate itself to their benefit. The only thing which gave Erasmus pause was the understanding that, however capable, these same skills had not preserved their leaders from ultimate death and defeat. Yet, some part of him felt a calling to it and a natural inclination to use the powers detailed within its pages. And with every page turned, the newly crowned pirate king claimed with it the power of a sorcerer.&lt;br /&gt;
&lt;br /&gt;
==== Dead Men Tell All Tales ====&lt;br /&gt;
&lt;br /&gt;
If there were any unease among the corsair lords of Kharse&#039;s dominion, they did not raise their voices. The unnatural powers that Erasmus was cultivating granted them an edge few other minor lords could benefit from, least of all [[starwars:Precognition/Legends|his ability to seemingly predict future events to their benefit]]. Those who did see Erasmus departure as a possible sign of weakness would soon find themselves in error, with some meeting their end within hours of discussing breaking from the fleet or attempting to assassinate Erasmus himself. More impressively, Erasmus&#039; own strategies would seemingly follow illogical or bizarre patterns, only to to have raids and planned strikes succeed in time with natural disasters or failures.&lt;br /&gt;
&lt;br /&gt;
Erasmus himself would lead fleets repeatedly during this time, but all too often would seek out odd or strange targets which seemingly made no sense at first. Outlying worlds with seemingly no material benefit or strong infrastructure or even any life at all. Yet on each he would continually find a hidden fortune. On an airless abandoned world Erasmus led his vessels to a mountainside, and spent several weeks digging into the side of it. This risked mutiny, until one dig site uncovered a long-buried base, dating back to the earliest days of [[StarWars:Xim/Legends|Xim the Despot]]. Although long outdated and utterly obsolete, the technology within was an archaeological treasure trove, and Erasmus was able to sell the bulk of it to private collectors; keeping only a selection of data crystals for himself.&lt;br /&gt;
&lt;br /&gt;
==== Anamathea&#039;s Dream ====&lt;br /&gt;
&lt;br /&gt;
==== No Greater Victory ====&lt;br /&gt;
&lt;br /&gt;
==== Scattering of Embers ====&lt;br /&gt;
&lt;br /&gt;
=== The Pale Wanderer ===&lt;br /&gt;
&lt;br /&gt;
=== The Reluctant Warrior ===&lt;br /&gt;
&lt;br /&gt;
=== The Useful Prisoner ===&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
&lt;br /&gt;
[[File:9F7C8B46-EDB9-4F9A-83E2-DBF52B3640B2.jpeg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Anvilcooler.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arroyo.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cloningfacility.jpeg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Euphoria1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Westwind.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cloudhaven-level3.jpg]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=City_of_Kaal&amp;diff=200526</id>
		<title>City of Kaal</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=City_of_Kaal&amp;diff=200526"/>
		<updated>2026-04-12T13:48:42Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|nor}}&lt;br /&gt;
{{Construction}}&lt;br /&gt;
[[Category:Under Construction]]&lt;br /&gt;
{{City&lt;br /&gt;
|image=[[File:City of Kaal.jpeg|400px]]&lt;br /&gt;
|name=City of Kaal&lt;br /&gt;
|constructed=42 ABY&lt;br /&gt;
|builder=[[Clan Odan-Urr]] / [[House Hoth]] / [[Vatali Empire]]&lt;br /&gt;
|planet= [[Daleem]]&lt;br /&gt;
|climate= Wasted Tundra (Cold most of the year, brief partial thawing during middle of the year cycle)&lt;br /&gt;
|population= Roughly 10,000 souls, between Odanites and Non-Odanites&lt;br /&gt;
|era= New Order&lt;br /&gt;
|affiliation= [[Clan Odan-Urr]]&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|Holy Kist it&#039;s cold here, are you sure this is viable?| Probably someone at some point during Kaal&#039;s construction}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The City of Kaal&#039;&#039;&#039; is one of the two cities built through the initiative between [[Clan Odan-Urr]] and the [[Vatali Empire]] to resettle [[Daleem]] and begin terraforming to bring life back to the previously glassed planet. The initial building plans were handled by [[Tistito Kingang|Tisto Kingang]] and then later improved upon by several members of the Guilds of Daleem and Vatali influences, with minor contributions made by the second standing Governor of Kaal, [[Syrena Valkar]].&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:WynHeadshot.png&amp;diff=200525</id>
		<title>File:WynHeadshot.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:WynHeadshot.png&amp;diff=200525"/>
		<updated>2026-04-12T13:48:08Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Images-Characters]] [[Category:Images-Head Shots]] [[Category:Images-Humans]]&lt;br /&gt;
&lt;br /&gt;
Artwork by Orv&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted Com}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Wyn-new.png&amp;diff=200524</id>
		<title>File:Wyn-new.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Wyn-new.png&amp;diff=200524"/>
		<updated>2026-04-12T13:47:12Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Images-Characters]] [[Category:Images-Humans]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Wyn-Blindman.png&amp;diff=200523</id>
		<title>File:Wyn-Blindman.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Wyn-Blindman.png&amp;diff=200523"/>
		<updated>2026-04-12T13:46:47Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Images-Characters]] [[Category:Images-Head Shots]] [[Category:Images-Humans]]&lt;br /&gt;
Artwork by the amazing [https://rinworks.carrd.co/ Rin] &amp;lt;3&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted Com}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Velirared400.png&amp;diff=200522</id>
		<title>File:Velirared400.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Velirared400.png&amp;diff=200522"/>
		<updated>2026-04-12T13:46:07Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Velira Morvane &lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Images-Characters]] [[Category:Images-Non Humans]] [[Category:Images-Anzat]] [[Category:Images-Head Shots]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:AlexGaia.png&amp;diff=200521</id>
		<title>File:AlexGaia.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:AlexGaia.png&amp;diff=200521"/>
		<updated>2026-04-12T13:44:43Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
I do bad things.&lt;br /&gt;
&lt;br /&gt;
[[Category:Images-Characters]]&lt;br /&gt;
[[Category:Images-Humans]]&lt;br /&gt;
[[Category:Images-Mandalorians]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{AI Art}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Tarvitz/OOC&amp;diff=200431</id>
		<title>Tarvitz/OOC</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Tarvitz/OOC&amp;diff=200431"/>
		<updated>2026-04-07T19:05:54Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: /* John Blackwood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Character Notes: Concept and Direction ==&lt;br /&gt;
&lt;br /&gt;
This is being written as a reminder and for future reference, for further development and when the time comes to reconsider possible directions, rework elements, or start anew. Given the character details present on this wikia, easy access seems to be the right choice in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guiding Direction ===&lt;br /&gt;
&lt;br /&gt;
The guiding overall direction for each character was to each be founded upon a question. That will remain so, but up to this point, each has also been founded upon a more unifying idea: Take the founding ideas of villains and turn them into genuinely heroic figures.&lt;br /&gt;
&lt;br /&gt;
For the past fifteen years I have largely written villains, anti-heroes, and monsters of various types, ranging from the amoral to the truly abominable. While there have been exceptions, even these largely fitted into people carrying out horrific acts in the name of some greater good, and barely being better than those they fought. While entertaining, this primarily served as a means to explore each and study their concepts, but I was lacking in variety and it was stunting potential creativity. It was difficult to create any truly good character who was not willing to get his hands dirty, simply due to how limiting it was, and they would all too easily morph into the same past creations. Because of this, my goal instead became a way to have the same starting point as many, but then to walk back, until they wouldn&#039;t be out of place among genuinely good people.&lt;br /&gt;
&lt;br /&gt;
The effort has had its stumbling points and problems, but overall it has proven to be an engaging venture on the whole, as each has offered some facet or archetype to work with. At the very least it has helped to add a degree of exploration back toward storytelling and angles that I otherwise abandoned for a time, and explore concepts that would otherwise be rather limited. It is also why two of my characters - Tarvitz and Essik - were noted to be on borrowed time, due to both predictions of an impending end and sheer age respectively. While left relatively nebulous, this left the door open for others to pass them, allowing each to serve as an experiment in certain factors, before others might be moved onto once their tales were complete.&lt;br /&gt;
&lt;br /&gt;
==== Ka Tarvitz ====&lt;br /&gt;
&lt;br /&gt;
Out of all those here, Tarvitz&#039;s question was the most basic - How many villain tropes and origin elements can I create while making them on the side of the angels?&lt;br /&gt;
&lt;br /&gt;
This was largely accomplished due to self-awareness of certain elements, and willingness to utilise a variety of means to offset a number of anti-hero qualities. Furthermore, much of his story can still be read as a villain&#039;s tale when a number of caveats are skimmed over:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tarvitz was born of a dead world, his parents were killed giving him little guidance in his early life. His powers were beyond his control, causing devastation and ruin when employed. He was inducted into a cult of warriors following Sith doctrines and pressed into challenges that he was ill-suited for or had others see a distinct advantage over him. He accomplished relatively even odds by fighting dirty, stretching duelling rules to their absolute limit, and relying on sheer brute strength in several cases. He was repeatedly pushed back and actively limited in following certain goals, while at the same time haunted by frequent visions of his death from the age of seven onward. He was encouraged to treat this as a part of life, giving him an unhealthy view on death itself, while also venerating his lost home.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After being granted the ability to operate on his own, Tarvitz used it to pursue his personal goals; one of which was to recover and hoard relics of bygone eras and their knowledge. During his travels, Tarvitz left a trail of destruction in his wake, killing thousands as he travelled the Outer Rim and often profiting from their deaths. Showing little hesitation to engage in fights, and openly displayed joy in every engagement, no matter how large the massacre might be. His entire body is a massive network of scars from these battles, some so horrific that they can be disturbing to look at. Some were earned in horrific acts, such as drowning one enemy in molten lead. His hunger for knowledge and hints of the future led him to the ancient Sith worlds, discovering the Brotherhood and quickly joining them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fighting in several of the Brotherhood&#039;s wars and engaging those that sought to halt them, he returned to his kind only to be reprimanded for his actions and all but damned for them. Deemed to have gone too far, he gathered the knowledge forbidden by his kind, and worked with like-minded individuals to ensure their kind&#039;s future. Claiming a haunted castle in a forgotten and desolate part of one planet after paying the price for its ownership in blood, Tarvitz now seeks to expand upon his existing teachings and continue their path. Supporting this is a growing army of automata; each stolen or claimed from the dead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It fits in nicely with a number of possible foes, enemies, and general antagonists from a number of works, and it only becomes far more clear with greater detail. The way he was made heroic was by adding a slight spin onto each one to add a different context. To cite a few examples:&lt;br /&gt;
&lt;br /&gt;
- Tarvitz doesn&#039;t enjoy inflicting death, but the challenges combat brings, and gains as much euphoria from training bouts as pitch battles. He&#039;s keenly aware that he needs to avoid taking pleasure in a foe&#039;s end, as that would make him no better than those he fights.&lt;br /&gt;
&lt;br /&gt;
- The majority of those that he killed in the Outer Rim were pirates and raiders, typically fighting them alone, after giving them a simple chance to walk away. Most of his scars were earned from saving lives and going out of his way to protect others, while his eye-implant was added as a reminder of his mortality.&lt;br /&gt;
&lt;br /&gt;
- While he was shown visions of his death early on, he interpreted it as a means to not claw onto life, but to spend it well. As such he throws himself into battle when he deems the cause correct, so that others will not have to until he is gone.&lt;br /&gt;
&lt;br /&gt;
- The forbidden knowledge he claimed were largely those of Jedi origin, and the few scraps that could be found following the purge. Those of Dark Side origin are sealed away so they might be used, or destroyed if found to be too dangerous. These were forbidden due to the self-censorship the Jensaarai were undergoing, as Tarvitz felt that this harmed them.&lt;br /&gt;
&lt;br /&gt;
There are many others besides, but it has been an entertaining means to find an interpretation of each that might be pushed into a more heroic light one way or the other. Or at the very least a means to better justify some acts that would be used to otherwise cement a character&#039;s villainous nature. While certainly worse off than a large number of Jedi due to these acts, it was a means to rework this sort of story without turning him into the Star Wars version of the Punisher or something similar.&lt;br /&gt;
&lt;br /&gt;
Admittedly, as was pointed out at a later date, this did make him a mirror image of Darth Sion in many ways. I&#039;ll likely have to think on that more at some point.&lt;br /&gt;
&lt;br /&gt;
==== Essik Lyccane ====&lt;br /&gt;
&lt;br /&gt;
Essik&#039;s question was quite simple - What happens when someone gives everything to a government they serve, and it dies?&lt;br /&gt;
&lt;br /&gt;
This might not seem villainous in of itself, but it is the starting point to a number of villain tales that come to mind, and even motivations. After all, the fall of a central government can easily lead to warlords rising, especially among experienced military leaders. We&#039;ve seen this in history and media alike, either from those hungry for power or even those trying to stymie the chaos through necessary tyranny. Atop of this is how many times Essik was betrayed by those he served, pushing him into bitter resentment, and the massacres he inflicted in the name of restoring order during previous years. Even then, it is made clear that he predicts possible threats and betrayal from all of those about him, and makes plans to fight or oppose even his closest allies should the worst come to the worst. Cap that off with how his more amiable elements are something of a show, and he has actively deadened connections to those under his command, and it isn&#039;t hard to see how certain elements would easily push him into a villain role.&lt;br /&gt;
&lt;br /&gt;
Many qualities make him into a pragmatic and ruthless planner, either those that become villains or those who are that way at the start of a story. One - his relationship with those who serve him - was directly influenced by one character quality in &#039;&#039;Berserk&#039;s&#039;&#039; antagonist, and more than a few others have been repeated by certain foes in various media. While I couldn&#039;t give him a direct army to command, he fits very neatly into the aspect of criminal mastermind and villainous chessmaster. Someone who can keep coming back over and over again, keep rebuilding, and is dangerous if given any group to command, especially when paired with his willingness to use open threats and kill thousands if it brings a far greater conflict to a standstill.&lt;br /&gt;
&lt;br /&gt;
His primary redeeming feature is extreme loyalty to those he serves, even those now long gone. However, even that could be interpreted as a villainous quality in certain stories, and with extremely little effort. As such, I worked to offset this in two areas, one that was planned and the other that gradually arose as his character developed.&lt;br /&gt;
&lt;br /&gt;
The first was to work that loyalty with one other aspect: He considers violence to be a means to an end, and something to be avoided if given the chance at all. While the opportunities to do so are few and far between, he will study a foe, will test and make sure if they can be talked down or a weakness exploited, and drive them into retreat. Essik typically responds with appropriate force, but is more than willing to use absolutely every asset on hand to accomplish this. As such, in wider battles, he is more than willing to completely break or annihilate an enemy, especially if they refuse a chance to surrender when the situation is turned against them, or keep resisting once others have stood down. He doesn&#039;t believe in fair play, but that doesn&#039;t mean he believes that extremes are the only option.&lt;br /&gt;
&lt;br /&gt;
The other was quite simple: He considered his role to be one needed to save lives and prevent things getting worse. He&#039;s good at it, and I have even had him enjoy elements of the lifestyle in stories. But I have never had him lose sight of that one fact above all others. His failure to do so is a major part of what haunts him about the New Republic&#039;s loss, and why he feels as if so many years were wasted, because it effectively set the galaxy back forty years to the point where the Rebellion might as well not have happened at all.&lt;br /&gt;
&lt;br /&gt;
These two elements are enough to keep him grounded and focused, even when he&#039;s at his most bitterly ruthless. In fact, they have been worked into a major strength in some ways, as it&#039;s resulted in stories where he&#039;s talked a squad sent to abduct their target into switching sides mid-revolution, and another where he privately convinced a leading figure in an uprising into serving as House Sunrider&#039;s informant. This is admittedly also helped by how he found another cause to dedicate himself toward - that of Clan Odan-Urr and even Tarvitz&#039;s private project - but I think that he would still be acting in that way even had he not joined them. Part of why is the second reason: His interpretation of those values into new goals.&lt;br /&gt;
&lt;br /&gt;
As you might expect of story competitions, there are few needs for tactical and strategic figures or even major military leaders in them. Because of this, many came to instead focus upon his other talents and adapting them in a new way: As a detective. A number of stories have turned into murder mysteries thanks to his involvement, or even just his efforts to oppose actions through investigation and enough choice words. While unintended and existing largely thanks to a few story opportunities, it did help to shape him as someone reworking their existing talents into a new role. One that allows him to preserve the same values he had as before, but applying them on a much smaller scale. It&#039;s also something that&#039;s going to influence and rework his mindset in the coming years, and shape a good chunk of the lessons he will likely pass on.&lt;br /&gt;
&lt;br /&gt;
Plus, he&#039;s a Gand. Humanoid insects tend to be made into villainous or evil figures more often than not, no matter their depiction.&lt;br /&gt;
&lt;br /&gt;
==== Nikora Rhan ====&lt;br /&gt;
&lt;br /&gt;
Rhan is an oddity, in that she ultimately follows the general path intended for Tarvitz. He was originally planned as a creative and machinist type before going full on space knight, and that was a baseline for Rhan&#039;s own work. However, I made a push to give the character a better sense of personal identity despite their similarities, and further emphasising a few aspects of his history. At the same time, I tried to do a few things with her that he couldn&#039;t simply due to his timeline and events.&lt;br /&gt;
&lt;br /&gt;
Her question(s) was as follows - How would someone with two conflicting roles find a compromise between them in their lifestyle, and how would a fundamentalist adapt to restarting elsewhere in order to preserve the values she upholds the most? Even when it throws them even further into question?&lt;br /&gt;
&lt;br /&gt;
Much of this came down to Rhan enduring and surviving many of the events that Tarvitz was able to largely skip over, while trying to work against them at home. She was far better suited as a teacher, far more of a specialist, and while she retained the Jensaarai&#039;s push for aggression, she followed the role as a police officer rather than an out-and-out berserker.&lt;br /&gt;
&lt;br /&gt;
So where does the villain part come in? Well, Rhan is a person trying to keep alive and preserve occult knowledge and historical texts which were being burned. She seeks to pass on details of them in secret, usually to her students, and effectively tried to inspire a secret society of sorts. She even has the knowledge of how to emulate sorcerers of past ages, and actively practices their means. She sees life where it does not exist to most people in this setting, and she can even inspire its creation. Finally, is a person that actively wants to delve deeper into the forgotten parts of the galaxy. Equally, she has little patience for the setting&#039;s church.&lt;br /&gt;
&lt;br /&gt;
If she was a character in a Lovecraft setting, Rhan is the sort of person who would be leaving an apocalyptic diary in her wake, having found things that no person was meant to know. That or she would have sided with them. Each is possible.&lt;br /&gt;
&lt;br /&gt;
So, the difference on the villain side is quite simple really - She&#039;s far more hardline against Sith teachings than Tarvitz, and she has clear places in which to draw the line at using any of their lore. While experienced in the means of Sith Alchemy and retaining some knowledge of their sorcerers, this is limited purely to her ability to create objects and materials through alchemic rituals. The rest that she knows goes toward learning the weaknesses of certain Sithspawn, means of creation, and understanding exactly where the line between her work and worse things is crossed. Equally, her role in seeing life where it does not exist stems largely from her ability to see life in other aspects, or even create it, but how she sees droids as people and the same spark that is visible in others. This goes beyond simple sentience and treating them as people, as she can and will treat even nonsentient droids as having the same rights as at least a housepet. This is one of the major reasons why their current residence is home to a free droid enclave.&lt;br /&gt;
&lt;br /&gt;
Much of her potential villainy instead stems from two things that were left unspoken in the description: She was discouraged and had heir abilities disbelieved for years on end, and when it was finally believed it was during an action where she was forced to kill people en mass through the use of her ability. From there on, even after being found by the Jensaarai and offered training, she was effectively being fast-tracked for a single role-based upon her abilities rather than as a person. It was somewhat akin to a square peg being hammered into a round hole, until it fitted. The only reasons she did not develop further resentment was thanks to some of the connections made, and a sense of comradery with certain people. There was an immense amount of control placed upon her role and, even when she did find enjoyment in her works, it was severely limited and ultimately restrained. Combined with the later burning of the history she found fascinating, that resentment would typically result in someone going off of the deep end with one strong push. The reason she sidestepped it was by having enough resolve and consideration for her potential actions to find a way to actively preserve what she had, and then to wait for an opportunity to overcome the current changes.&lt;br /&gt;
&lt;br /&gt;
In terms of the question itself, that need to constantly restart is a strength to her rather than a weakness. She was a scavenger first. Then a Jensaarai Defender. Then an Engineer. Then a Reclaimer. Then a Teacher. Now she&#039;s a Warsmith. She sees the ability to start over and begin anew as a chance to better consider what might be required of the future, and to broaden her horizons, without compromising or putting the past to the torch as so many others might do. While it results in some flaws and the lack of same solid experience as a single dedicated focus, the fact that she has never fully strayed from a few elements still serves her well. This also helped in the question, by giving her an extremely pragmatic view on certain values and how to approach them; in many cases with her ultimately reworking or even fine-tuning certain systems, and even leaving others to rework it as might be done best. It&#039;s also why I&#039;ve tried to treat her as the de-facto leader among the small group, at least in matters of doctrine, structures and teaching.&lt;br /&gt;
&lt;br /&gt;
==== Sirra Werd&#039;la ====&lt;br /&gt;
&lt;br /&gt;
Sirra is the easiest to pin down for one simple reason: She&#039;s Tarvitz&#039;s idea but taken up to eleven. Rather than having lived through her origin story and come out the other side, she&#039;s still living through it and adapting to one that was actively derailed before it could become worse. Sirra&#039;s question was a response to people repeatedly calling the Jedi &amp;quot;emotionless drones hidebound by dogma, incapable of thinking for themselves, and existing only to kidnap then forcibly assimilate children into their broken culture&amp;quot;. So, my argument was this - How does someone develop when they have no one to teach them how to control these powers and they cannot switch them off?&lt;br /&gt;
&lt;br /&gt;
To put it simply, it all but breaks them.&lt;br /&gt;
&lt;br /&gt;
She&#039;s by no means a unique one in this example, as there are a multitude of EU characters who underwent similar things, but Sirra had it happen in the worst way possible in almost the worst place possible. She was left with telepathy that couldn&#039;t be switched off and the ability to read any object through touch, but on Nar Shaddaa. Combined with the abandonment of her parents, that telepathy was all that kept her from growing up completely feral, but it also left her with a very warped sense of morality, judging the world in a state of predator and prey. Hunting, stealing, and killing what was needed, she grew up with a very loose sense of morals, and was more than happy to butcher others if push came to shove. Her history has her inciting and then overseeing the slaughter of a street gang before she hits double digits. This is someone who doesn&#039;t even know the basics of the language, maths, or many grounding elements in the world when she is found, and is heavily reliant upon telepathy to judge anyone.&lt;br /&gt;
&lt;br /&gt;
Her history while on the Smuggler&#039;s Moon leaves her dead set for a weapons-grade Darth Edgelord future, and it&#039;s only blocked thanks to a chance discovery by Tarvitz. Even then, however, she is barely kept in line and struggles to fit in with others. She only hesitates from killing Tarvitz after meeting him thanks to some creative use of memories on his part. As such, Sirra&#039;s story isn&#039;t an out-and-out subversion or reworking villain tropes, but something of a display of someone trying to rapidly shift gears. The time on Nar Shadda makes it clear that she should end up as a villain, but the others are working hard to try and make sure she has another option for the future. This is far from, and her entire history is littered with failures, stumbling points, and problems along with successes. Tarvitz might be the one to open the door to her, but it&#039;s made clear he&#039;s a poor choice for her overall teacher, especially after she is almost killed while trying to live up to his beliefs. Her association with Rhan was extremely hostile throughout her tutorship, thanks largely to various communication problems and misunderstandings breeding resentment for months between them. Even then there remains a multitude of problems, ranging from flaws brought about due to years of malnutrition to her inability to fully emulate those she is trying to follow.&lt;br /&gt;
&lt;br /&gt;
Part of the subversion does mimic Tarvitz in one way, in that she cannot wholly leave her history or beliefs behind. She can have them questioned, altered, and made more complex, but the set of skills she follows are ones that can be best hammered and used in a new fashion or fitted into cultures that embrace them. This results in her performing similar acts but under a new context, like butchering a dozen armed mercenaries, but this time in order to protect a multitude of students that they were given orders to kill. Or, due to her competitiveness and deeply-ingrained need to hunt, fight, and survive, she finds that she has far more in common with Mandalorians than anyone else. it&#039;s less changing wholesale than adaptation, and trying to find enough to fully offset the lessons and ideals that serve as a foundation to her life, ones that she cannot easily abandon, even with the help of others.&lt;br /&gt;
&lt;br /&gt;
==== John Blackwood ====&lt;br /&gt;
&lt;br /&gt;
Blackwood was created as the opposite of Tarvitz in many ways, while using similar tropes and elements. They were both intended to be villains from early on and much of what surrounded them should have driven them headlong into the Dark Side. They key difference primarily lies in the fact that with Tarvitz this was down to the foremost events in his life, with Blackwood it was his very nature. The fact he was a Sithspawn was something I settled on as the obvious path toward this, but also because it would leave him constantly fighting his very nature. To a degree not even Rhan faced, he&#039;d end up having to resist and oppose what he was urged to do, and not embrace the power written into his very genetics. While he could make use of that fact to a degree, it was more as an asset to understand the Dark Side and help be recognised by powers which might otherwise oppose him. Even then, however, he could not tap into it as a weapon easily without being tempted by it, or it influencing changes within him which might drag him into becoming the instrument of destruction he was intended to be. Plus, as his character sheet outlines, it led to no end of other problems, such as Jedi and Sith alike seeing him as a Dark Side being, and being viewed as an enemy even by potential allies. A fact probably not helped by his knowledge of the Sith or access to occult knowledge.&lt;br /&gt;
&lt;br /&gt;
Another factor I wanted to use was to have him already have come to what should have been a natural end to his tale at the start. He defeated the Dark Jedi who threatened him, Essik took down the threat on Corellia who opposed him, seemingly ended the undead Sith Lord who created him, and the others defeated the Shadow in the Force he was formed to serve as an instrument against. Without that same focus and working with people who he&#039;d be normally a natural opponent to or hostile toward, it left him with an odd opposing dynamic to the group which hadn&#039;t been there with the others for the most part, save Sirra and Rhan&#039;s early relationship.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll also admit that I did this also to lean further into some of Essik&#039;s stories, as those had a habit of turning into urban fantasy or dark fantasy stories. This ended up with him often coming across more as Carnacki the Ghost Finder rather than the figure I intended him to be. As such, I ended up using a mix of influences from various sources such as John Constantine, Fox Mulder, various detectives, and the aforementioned Ghost Finder to create a general pastiche to lean into this; one who had all of their strengths but all of their failings as well. Admittedly this did also turn him effectively into Hellboy once the Sithspawn aspect was added in, but I was happy to try and work with that and make him his own character.&lt;br /&gt;
&lt;br /&gt;
==== Nat ====&lt;br /&gt;
&lt;br /&gt;
Nat was the character where I started to break from this trend, save for some allusions to Frankenstein&#039;s creation and being made as disposable fodder. I did use some thematic inspiration from Leviathan: The Tempest in being someone who had been brought into the world with the game rigged against them and basically set up to fail from the start, but as a character I ended up taking a lot more inspiration from Firefly, Exiles, and Planetes. I&#039;m also working with a bit more of a blank slate to see how things develop from here.&lt;br /&gt;
&lt;br /&gt;
==== Erasmus Kharse ====&lt;br /&gt;
&lt;br /&gt;
Kharse was another break from my prior efforts, as there is little to nothing remotely heroic about him. At best he&#039;s an ally of convenience, and at worst he&#039;s a quiet poison who will work against those he stands with. Unrepentant, sociopathic, and self-serving, paired with an unshakable self-confidence, intellect, and cruelty to meet his goals. He&#039;s a traditional villain in every manner except one - He&#039;s lost just about everything. Kharse was once a more typical figure expected of the Sith, a warlord with fleets and armies to his name. While some of that was lost over time, it was only due to a growing interest to claim dominion over a far greater power and life itself. What changed was that he picked a fight with the Children of Mortis, something which left him broken and the assets he had built up destroyed. Furthermore, much of his offensive power had been sapped to the point of losing much of the very knowledge on how to kill he&#039;d once been able to use. Unable to directly kill and without allies, he was forced to side with Rhan&#039;s group out of sheer survival. This puts him in the spot of being egotistical and capable, but in a position where he cannot fall back on the powers he once could freely use.&lt;br /&gt;
&lt;br /&gt;
It&#039;s another case of one archetype jumping to another, a warlord going to a boxed crook, and a Doctor Doom style character turning into something more akin to the Master. Still dangerous, but he can remember being so much very more than he is now. The only slight shift in this tale is the fact there&#039;s a degree of exhilaration to this, as relying on his wits and skills has recreated a love of challenge he&#039;s not had for some time.&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
&lt;br /&gt;
==== Ka Tarvitz ====&lt;br /&gt;
&lt;br /&gt;
Primary theme: Roundabout - Yes&lt;br /&gt;
&lt;br /&gt;
Peaceful theme: What about Everything - Carbon Leaf&lt;br /&gt;
&lt;br /&gt;
Action theme: Wings of Despair - Kamelot&lt;br /&gt;
&lt;br /&gt;
==== Essik Lyccane ====&lt;br /&gt;
&lt;br /&gt;
Primary  theme: Hellboy OST - Marco Beltrami&lt;br /&gt;
&lt;br /&gt;
Peaceful theme: The Soul of Wind - BigRicePiano https://www.youtube.com/watch?v=1KvGdT4teHk&lt;br /&gt;
&lt;br /&gt;
Action theme: UNIT Theme - Howard Carter&lt;br /&gt;
&lt;br /&gt;
==== Nikora Rhan ====&lt;br /&gt;
&lt;br /&gt;
Primary theme: Knight&#039;s March - Hans Zimmer&lt;br /&gt;
&lt;br /&gt;
Peaceful theme: Elan - Nightwish&lt;br /&gt;
&lt;br /&gt;
Action theme: Take My Breath Away - DAGames&lt;br /&gt;
&lt;br /&gt;
==== Sirra Werd&#039;la ====&lt;br /&gt;
&lt;br /&gt;
Primary theme: And the Sky Shall Unfold - Edgar Hopp&lt;br /&gt;
&lt;br /&gt;
Peaceful theme: Into the Wild - Miracle of Sound&lt;br /&gt;
&lt;br /&gt;
Action theme: Catapult - 2WEI&lt;br /&gt;
&lt;br /&gt;
==== John Blackwood ====&lt;br /&gt;
&lt;br /&gt;
Primary theme: Warhammer 40,000 Space Marine Main Theme - Cris Velasco and Sascha Dikiciyan&lt;br /&gt;
&lt;br /&gt;
Peaceful theme: Brick Ballades Houston Street - Toshihiko Sahashi&lt;br /&gt;
&lt;br /&gt;
Action theme: Rocky Road to Dublin - Luke Kelly and the Dubliners&lt;br /&gt;
&lt;br /&gt;
==== Eramus Kharse ====&lt;br /&gt;
&lt;br /&gt;
Primary theme: A Thousand Eyes by Miracle of Sound and the Aviators &lt;br /&gt;
&lt;br /&gt;
Peaceful theme: When You&#039;re Evil - Voltaire&lt;br /&gt;
&lt;br /&gt;
Action theme: Ozar Midrashim - Kurt Harland&lt;br /&gt;
&lt;br /&gt;
=== Saga Ongoing ===&lt;br /&gt;
&lt;br /&gt;
With things as they are, there is unfortunately a very good chance that I might not be able to complete my characters&#039; stories. The last several months have seen them constantly delayed or put on hold, so I wanted to hammer out a few essential details on what was planned in case I am never able to finish the saga.&lt;br /&gt;
&lt;br /&gt;
- The crew of the &#039;&#039;Yastobaal&#039;&#039; would continue to travel the galaxy, trying to rebuild their strength with continued mixed results. Although the numbers of the Free Droid Enclave would continue to expand and even a few new Jensaarai would join them, they wouldn&#039;t be able to rebuild the group&#039;s strength to back where it was when they controlled the Fang. The simple lack of infrastructure and even a dedicated warship would continue to hinder them, though Essik would find success in continuing to build his network of spies, agents, and contacts.&lt;br /&gt;
&lt;br /&gt;
- The group would have repeated run-ins with the Shadow in the Force and groups allied to it, ranging from rogue Inquisitors to pirates. Although very successful in initial encounters, the group soon starts to struggle due to both the volume of people joining the entity and how readily it keeps adapting to their tactics. Far more worrying is how many individuals are clearly enhanced by Sith sorcery or have been reworked on a genetic level, leading Rhan to suspect that Arani might have joined them due to the nature of their creations.&lt;br /&gt;
&lt;br /&gt;
- Attempting to follow up on a lead to a research station leads them to encounter the Shadow almost physically, but it is confused and seems not to know them. They are able to at least fight it to a stalemate, but the entity retreats with the genetic prize it had been seeking out. Even so, as it withdraws it makes it clear it has never met them before and is much more concerned with its personal items there. They attempt to identify the exact nature of what it took, but much of it consisted of recorded biological data and enzymes.&lt;br /&gt;
&lt;br /&gt;
- The group begins working to try and actively hunt the Shadow, pinning down information about it. Between making a deal with the Saarai-kaar for their few remaining records, accessing the Shadow Academy, and utilizing the resources they have gathered, they are able to pinpoint repeated appearances across the last few centuries, and a lengthy series of sightings long before then.&lt;br /&gt;
&lt;br /&gt;
- Knowing that their continued encounters and hunts will not result in any genuine successes, Sirra is able to negotiate a plan of attack, using herself as the bait. They are able to draw in a large number of individuals allied with the Shadow as she attacks it telepathically, allowing them to capture them. This unfortunately fails to work, with most dying soon after capture, suffering from some sort of psychic backlash or withdrawal. A second effort proves to be much more effective, freezing a smaller group in carbonite. This allows them to start trying to examine how the Shadow operates, but their efforts are very limited due to how they need to keep them held prisoner.&lt;br /&gt;
&lt;br /&gt;
- The group sees several breakthroughs in this time, between the powers of Rhan and Tarvitz, and also the Enclave&#039;s own group of researchers. They understand that the Shadow is working through them as some odd symbiotic relationship which turns parasitic over time, while nevertheless improving the strength and skills of those it merges with. The group does become increasingly cautious, thanks primarily to how the Shadow seems to adapt and react to their very presence.&lt;br /&gt;
- After several weeks they seem to find a breakthrough in hurting the Shadow, but Rhan realises that it isn&#039;t being hurt but is biding its time. They begin trying to withdraw and raise the alarm, only for hundreds of Shadow entities appearing within the base. The group does begin to withdraw, but Essik is badly wounded while halting the self-destruct mechanism to their makeshift base (a method added in case of a worst case sceario), and then pinned in place. Tarvitz tries to help evacuate Essik, but the Gand knows he is mortally wounded and tells him to withdraw. Although suffering heavy casualties they do pull out, and Essik is cornered by the Shadow, apparently the original one, holding it off for much longer than expected. Essik tries to first goad it into revealing information, only to then try to kill it by activating the mechanism. Neither works, but his actions prior to his prevents a retreat turning into a rout.&lt;br /&gt;
&lt;br /&gt;
- The heroes regroup in Brotherhood space, but the losses are keenly felt. They are given little time to begin rebuilding, before they are hailed by an approaching ship, helmed by Arani. Rhan is ready to kill him, but Arani requests asylum citing an entity hunting him. Against Rhan&#039;s demands, the group allows him to dock with the &#039;&#039;Yastobaal&#039;&#039;. Arani is unapologetic for his experiments, but he states that the Shadow has been hunting him as well. He offers an alliance to pair up their information, but they soon learn that the &amp;quot;Shadow&amp;quot; Arani had encountered had been physical, and he had been able to take some information from scraps of its flesh in their encounter. They use this to realise that whatever Arani had encountered was tens of thousands of years old, and its tactics did not pair up with the other Shadows&#039; efforts.&lt;br /&gt;
&lt;br /&gt;
- A pirate warship jumps out and engages both vessels while they attempt to learn more of Arani&#039;s findings, but Tarvitz is able to cripple it in a short engagement. Although they initially believe that this is the Shadow&#039;s actions again, the surrendering pirates admit they have no idea why they are there, and they had last been plotting a route across the Outer Rim. Sirra is unable to detect any mental influences in any of them beyond heightened aggression, and Rhan can tell there is no sabotage to their drives, meaning that something actively redirected the ship to their location. This confuses them as it&#039;s clearly a far more powerful and time consuming effort over just mentally hijacking a crewman, suggesting that the Shadow&#039;s powers are limited in some way. Knowing he is still being hunted, Arani refuses to join them in their operations, but does offer a warning that they should not expect it to be taken unawares given how it seems to constantly track their actions.&lt;br /&gt;
&lt;br /&gt;
- Between the loss of Essik and their new knowledge, the group realised that they were likely far out of their depth. Even being in Brotherhood space would likely not protect them for long, and soon opted to contact their allies. Most had thankfully escaped the Shadow, but several had faced multiple incursions. The hidden group of Jensaarai had suffered multiple attacks, primarily focusing on either their archives or forges. Those on Trepus had been ignored, suggesting that this was an attack to claim resources rather than revenge. Although potential help was welcome, they decided to distance themselves from the other groups. The Shadow was growing in power and they did not wish to put their lives even more at risk, or at least to have other groups who might succeed should they fail. However, most still opted to support them, at least serving to gather more information and supply resources. Instead it was decided that only family and friends would be removed, and each of them was allowed a short time to say their goodbyes should the worst come to pass. Tarvitz and Sirra visited the Suoh household followed by the Werd&#039;la clan, while Rhan visited her parents, smugglers, and the Trepus Jensaarai. Each admitted then their doubts and concerns as to what the future would bring, along with the question of what might follow should they meet their end in the battles to come. Tarvitz even admitted that he had been suffering more dreams in recent months, of his long prophesied death, but also other flickers of events he had never seen before; something which had never taken place before then.&lt;br /&gt;
&lt;br /&gt;
- After some considerations and several more encounters, Rhan considers that the Shadow might be in an ancient location in the galaxy now long abandoned - The homeworld of the Gree. Although knowing it of largely thanks to her interest in archeology, Rhan admits that it would make some sense, between the entity&#039;s age and their now long-lost ability to craft technological marvels, including hyperspace gates. Tarvitz is ready to support this, but he admits he&#039;s largely doing it out of a lack of better options and their location. Both agree that there&#039;s every chance that this will be a trap, and try to prepare in advance.&lt;br /&gt;
&lt;br /&gt;
- The group lands on the Gree homeworld, in the abandoned remains of the Imperial garrison there, but they find little in the way of life. Taking a scouting force into the city, Tarvitz is repeatedly struck by a sense of familiarity and dread as they explore the area, although not through any sense of the Force. Much of what they find proves to be lifeless, but bereft of any sense of violence that might indicate a massacre or even a mass abduction. They almost decide to leave, but several traps eventually encourage them to press onward. Sirra is eventually able to locate a remaining Gree, but their mind is all but burned out from whatever they experienced.&lt;br /&gt;
&lt;br /&gt;
- The group begins meeting resistance from Shadow entities, each trying to perform hit and run attacks, but they realise they are actually trying to herd them in. A second group from the &#039;&#039;Yastobaal&#039;&#039; helps to break this, but the threat they pose forces the ship to return into orbit and then depart. Nevertheless, with a relatively large contingent of security and battle droids, they are able to press ahead. Even so, it seemed to be more out of the Shadows&#039; desire not to immediately kill them than genuine progress.&lt;br /&gt;
&lt;br /&gt;
- As the group advanced, the Gree&#039;s planet seemed to become increasingly distorted. Areas resembled puzzles which had been reconstructed with the wrong pieces, distances became meaningless, and even basic fine details steadily lost all meaning. At one moment they would be on the verge of drowning, and in the next each would be as if they were standing atop of a mountain peak. The very world seemed to be coming apart around them, but somehow holding together. The source would only become clear as they closed in on the one major source of light and energy present across the region, situated atop of one of the Gree&#039;s major monuments. Tarvitz was the one to recognise the source, realising how similar it was to the World Between Worlds.&lt;br /&gt;
&lt;br /&gt;
- Having discussed the nature of the threat previously, all of them agreed that their enemy was likely linked to the thing they had fought in the Fang, perhaps even the prisoner they had believed dead. Believing that the Ruin of Kings would perhaps hold an edge against it, the weapon was handed to Tarvitz to wield, hoping he could hurt it while Sirra and Rhan attacked it telepathically. Yet as they advanced toward the source and tried to stay in rank, the world twisted them away from one another. Without realising it, the group had been driven apart, appearing on entirely different realms, with no sign of one another. Even the droids had faded to elsewhere, leaving each of them to fight and survive alone.&lt;br /&gt;
&lt;br /&gt;
- Tarvitz would be the one to find the source of the anomalies, a pulsing mass of white energy and runic symbols. Standing before it, guiding it like some towering musical instructor, was a being in curved skeletal armour. He barely registered Tarvitz&#039;s approach, sparing only a brief glance even as Tarvitz charged him. Fighting back with a blade of his own, the figure held off Tarvitz with remarkable ease while continuing to work on his own designs, seemingly tunneling his way into the World Between Worlds. When he finally spoke, it was with disappointment at Tarvitz, citing that this time he had become a boorish failure compared to his more creative incarnations. With barely a word more he strode into the World Between Worlds, and Tarvitz rushed in behind him.&lt;br /&gt;
&lt;br /&gt;
- Unsurprised at Tarvitz&#039;s pursuit, the Shadow continued to fight him in an off-handed manner, focusing next on a series of machines lurking in the realm beyond. When Tarvitz started to force him to stop, actually pressing his attack, the Shadow was able to effectively flatten him with an unknown sorcerous attack, twisting time itself to pin him down. The Shadow sighed in disappointment, trying to then impale him and take Tarvitz out of the fight, which Tarvitz barely avoided through a last-second twist. The two continued to engage one another, with Tarvitz doing little more to slow the Shadow&#039;s advance until they paused before a gigantic black orb. Then, still barely concerned, the Shadow ordered him to &amp;quot;perform his usual trick&amp;quot;. When Tarvitz showed confusion, the Shadow decided to better explain his role in events, and how their fight had continued for years. The &amp;quot;Shadow&amp;quot; had been Lord Perdurabo, the being imprisoned within the Fang, by Tarvitz no less. It was only then that Tarvitz saw the mass of corpses in the surrounding room and area. Some skeletal from age, some with enough flesh to be recognisable. All with his face.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Tarvitz&amp;quot; was merely the latest in a long line of Perdurabo&#039;s old foe, the Dark Jedi who had imprisoned him and sided with his rivals. When Perdurabo had escaped thanks to Tarvitz&#039;s actions, he had unknowingly brought a shard of Tarvitz with him. As his incorporeal self had fled and begun to rebuild his powerbase, he had unknowingly triggered a trap to revive Tarvitz to fight him. Again. And again. and again. With time warping itself, Tarvitz&#039;s self would keep reviving to fight him, hunting him across the stars, only to meet his death at Perdurabo&#039;s hands. Perdurabo had repeatedly beaten him, but that was a part of the great irony of &amp;quot;Tarvitz&#039;s&amp;quot; original trap; he needed Tarvitz resorted or at least partially aware to unlock more of what he needed. The Gree site had been a part of Perdurabo&#039;s old hidden lab, and Tarvitz had stolen part of his knowledge to prevent him from regaining his worst weaponry. Tarvitz tried to resist this, but Perdurabo repeatedly overwhelmed him, only leaving Tarvitz alive as he tried to cripple the Jensaarai in order to finally overcome the last guard against his progress. Tarvitz was able to earn a moment of respite, but only by sheltering close to the orb he needed to unlock. It did not merely block Perdurabo, but it repelled him entirely.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
[[Category:Out of Character Information]]&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Syk_Varshin&amp;diff=200408</id>
		<title>Syk Varshin</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Syk_Varshin&amp;diff=200408"/>
		<updated>2026-04-01T20:37:21Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|exd|nor}}&lt;br /&gt;
{{Construction}}&lt;br /&gt;
{{Character&lt;br /&gt;
|order= Mercenary&lt;br /&gt;
|image= [[File:SyykVarshin.png|200px]]&lt;br /&gt;
|firstname= Syk&lt;br /&gt;
|lastname= Varshin&lt;br /&gt;
|homeworld= Thisspias&lt;br /&gt;
|birth=&lt;br /&gt;
|placeofbirth= Thisspias &lt;br /&gt;
|species= Thisspiasian&lt;br /&gt;
|gender= Female&lt;br /&gt;
|hair= Jet black&lt;br /&gt;
|eyes= Oceanic Blue&lt;br /&gt;
|skin= Green&lt;br /&gt;
|height= 5&#039;11&amp;quot;&lt;br /&gt;
|weight= 198 lbs&lt;br /&gt;
|allies= &lt;br /&gt;
*[[Tasha&#039;Vel Versea]] &lt;br /&gt;
|form= 	Form III (Soresu)&lt;br /&gt;
|weapons= blasters, lightsaber&lt;br /&gt;
|fightingstyle= ranged fighter/close up fighter&lt;br /&gt;
|profession= Hired Mercenary&lt;br /&gt;
|era=  * [[Exodus era]] &lt;br /&gt;
* [[New Order era]]&lt;br /&gt;
|affiliation= [[Naga Sadow]]&lt;br /&gt;
|ship=&lt;br /&gt;
|dossier= [[dossier:14192|14192]]&lt;br /&gt;
|sheet= [[charactersheet:25549|25549]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Early Life===&lt;br /&gt;
She grew up on Thisspias, creating little coins and hunting around the planet. As she grew older, she took an interest in traveling the stars to find her place. Soon the young Thisspiasian came upon Ryloth and ran into a Sith Twi&#039;lek named Tasha&#039;Vel Versea, who took her in and helped her learn the ways of the assassin. In doing so, she also was welcomed into the Brotherhood.&lt;br /&gt;
  &lt;br /&gt;
===Guarding the Estate===&lt;br /&gt;
&lt;br /&gt;
For now, Syk guards the premises of Tasha&#039;Vel Versea&#039;s estate. She takes pride in slinking unseen along the many hallways and secret areas, taking care to see that guests are not lost in the large estate. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
===Personality===&lt;br /&gt;
Syk tends to be shyer around people and has a hard time trusting others. Secretly, she would like to have a friend she could trust.  &lt;br /&gt;
===Personal Possessions===&lt;br /&gt;
&lt;br /&gt;
===Relationship Data===&lt;br /&gt;
TBA&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:SyykVarshin.png&amp;diff=200407</id>
		<title>File:SyykVarshin.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:SyykVarshin.png&amp;diff=200407"/>
		<updated>2026-04-01T20:36:32Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Images-Thisspiasian]] [[Category:Images-Head Shots]] [[Category:Images-Non Humans]] [[Category:Images-Characters]]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Commissioned artwork of Syk Varshin by Leviathanart. &lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted Com}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Kamjin_Full_Body_Concept_(sketch)_by_DonFuchs_v4.png&amp;diff=200406</id>
		<title>File:Kamjin Full Body Concept (sketch) by DonFuchs v4.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Kamjin_Full_Body_Concept_(sketch)_by_DonFuchs_v4.png&amp;diff=200406"/>
		<updated>2026-04-01T20:00:03Z</updated>

		<summary type="html">&lt;p&gt;Tarvitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Images-Characters]]&lt;br /&gt;
[[Category: Images-Humans]]&lt;br /&gt;
[[Category: Images-Attire]]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Created by DonFuchs and commissioned by Kamjin &amp;quot;Maverick&amp;quot; Lap&#039;lamiz&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted Com}}&lt;/div&gt;</summary>
		<author><name>Tarvitz</name></author>
	</entry>
</feed>