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		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=132463</id>
		<title>Ka&#039;Hava&#039;Ve</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=132463"/>
		<updated>2014-03-31T22:33:03Z</updated>

		<summary type="html">&lt;p&gt;Unus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|type= Consular&lt;br /&gt;
|image=&lt;br /&gt;
|firstname= Ka&#039;Hava&#039;Ve&lt;br /&gt;
|lastname=&lt;br /&gt;
|homeworld= Kapsina&lt;br /&gt;
|birth= 7 ABY&lt;br /&gt;
|death=&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Red (dyed)&lt;br /&gt;
|eyes= Grey&lt;br /&gt;
|height= 192 CM&lt;br /&gt;
|weight= 110 KG&lt;br /&gt;
|cyber= &lt;br /&gt;
|allies= &lt;br /&gt;
|enemies= &lt;br /&gt;
|saber=&lt;br /&gt;
|form= *Shii Cho (primary)&lt;br /&gt;
*Makashi (secondary)&lt;br /&gt;
|fightingstyle= *Dulon &lt;br /&gt;
*Broken Gate&lt;br /&gt;
*Wampa Do&lt;br /&gt;
*Paonga&lt;br /&gt;
|profession= *Spy&lt;br /&gt;
*Assassin&lt;br /&gt;
|position=&lt;br /&gt;
|era= DJB Era&lt;br /&gt;
|affiliation= [[Plagueis]]&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ka&#039;Hava&#039;Ve&#039;&#039;&#039;, known socially by the personal name &#039;Kave&#039;, is a Myresi (the native Human inhabitants of Kapsina prior to the biological bombing during the [[Horizons]] crisis) Consular Savant currently serving in House Odan Urr..  Illegally trained by [[Unus Domus]] before the Weequay&#039;s death, Ka&#039;Hava&#039;Ve wandered the galaxy for a time before finding residence on New Tython.&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
&lt;br /&gt;
=== Childhood ===&lt;br /&gt;
&lt;br /&gt;
	Kave was raised as a desert nomad; his early years consisted of making sure he had enough water, hunting, raiding, and religious education.  His tribe raised children communally, to keep it from splitting up from family disputes, and this varied education meant that he was trained in everything he needed to thrive in the desert.  Still, he did have talents as a hunter and raider, and as he grew up that was where his education was focused.  This education included religious training.  While he provided lip service, the shamanistic religion didn&#039;t quite take hold with him.  He knew that the city Myresi had an altered belief system, and few, if any, non Myresi shared the beliefs.  While he eventually caved and stopped asking questions, his early doubt was well remembered.  This, combined with his &amp;quot;Exactly as little as necessary&amp;quot; attitude, didn&#039;t sit well with the priesthood, and his formal advancement was heavily stifled due to the heavy mix of religion with his Tribal government.&lt;br /&gt;
&lt;br /&gt;
=== Raider ===&lt;br /&gt;
&lt;br /&gt;
	Ka&#039;Hava&#039;Ves first time on a raiding party was when he was 14.  Considered old to start by most standards of other tribes, but his own prefered to make certain they were well educated.  Kave began to time his life around the raiding seasons, always making sure he went off for the first raid of every season.  By his 19th year, he was leading small parties broken off from the main force.  When he was 22 years old, he attacked a small settled Myresi military installation.  Though a couple of his men were killed, he managed to capture it, which freed up his party to raid a small town.  The loot split between eight raiders was rather high, and Kave established this as his standard method, using small parties to destroy miltiary and police installations so the civilians could be looted freely. &lt;br /&gt;
&lt;br /&gt;
	 Eventually, his tribe began receiving tribute for the express purpose of staying away.  Though he lacked any official rank, at this point he was acknowledged as a defacto warlord, as he had led raids on other nomadic tribes for a variety of reasons, usually waiting until raid season to wipe out their civilians.  Wandering warriors began to follow him around, hoping to join in on battles.  The success of his raids began to go to his head, and the 28 year old tribal began building an army to invade a full sized Myresi city, intending to establish himself as a petty king.&lt;br /&gt;
&lt;br /&gt;
=== Meeting the Knight ===&lt;br /&gt;
&lt;br /&gt;
	Relations between Jusadih and the settled Myresi cities were strained at the best of times, however they did pay their taxes.  The raiders were often left alone because local forces could deal with them enough and it would take a full generation of occupation and forced integration to remove the base issue.  Still, when the technically Jusadain Myresi city states began to be put under threat, the JMR responded, sending troops with the intent of shattering the military and executing Kave.  This military group was led by [[Unus Domus]], the Directorate General of the Intelligence Directorate of the JMR.  The operation was intended to be a quick strike against the nomadic force, which meant a comparatively massive amount of planning. &lt;br /&gt;
 &lt;br /&gt;
	When it came to the actual battle, the JMR quickly routed the unprepared nomadic force, using a few fighter runs and a massive amount of snipers.  Though casualties on both sides were minor at best, the confusion caused by the night attack caused the majority of the nomad forces to route.  This led to a cascading effect, with more and more running simply from seeing others run.  Kave was captured, but because the shot simply disabled him, he was brought before Unus.  &lt;br /&gt;
&lt;br /&gt;
	Technically, the Weequay should have executed him.  However, the Weequay sensed his Force sensitivity and gave Kave a choice; a shot at power that would make his ambitions to become a king be nothing in comparison, or a summary execution.  Kave went with the former.&lt;br /&gt;
&lt;br /&gt;
=== Plagueis ===&lt;br /&gt;
&lt;br /&gt;
	On paper, Kave&#039;s first few months within Plagueis were as a POW.  During that time, however, he was being taught by Unus in all matters of the Dark Side.  Though he did share significant portions of his philosophy, Kave continuously railed against the idea of relying on emotion as a source for his power.  He focused mostly on keeping himself cool under pressure, and always avoided rising to Unus&#039; bait unless he knew he could draw blood from the Weequay.&lt;br /&gt;
&lt;br /&gt;
	After his quick and dirty education, Kave was sent off to Antei for basic training; he returned before much time had passed, similar to his teachers own illegitimate education by Kal Vorrac, and was quickly Knighted.&lt;br /&gt;
&lt;br /&gt;
	During the bio-weapon attack on Kapsina, Kave was one of the last ones off.  Though it put him in danger, he did take the necessary steps to delay Unus for the express purpose of killing his former teacher.  This was, partially, because Unus was one of a few people who knew how to get under his skin, and Kave would never miss the chance to kill him.  However, Kave is well aware that no matter how much he tried to justify it, he just really hated the Weequay.&lt;br /&gt;
&lt;br /&gt;
	Over time, however, he began to take doubts about Plagueis.  They were unable to defend their own system, and the entire Brotherhood was brought low by the actions of a single madman.  When a position of Aedile opened, Kave jumped at the opportunity to get some answers, believing a different vantage point would give him the knowledge he sought.  He found none.  In less than two weeks, he resigned from the post, stating that he preferred someone else in a leadership position during the current events.  Shortly thereafter, Kave went missing.  As the entire ship was destroyed, and other matters were rather pressing at the time, he was simply declared dead for reasons of practicality.&lt;br /&gt;
&lt;br /&gt;
=== Outside of the Brotherhood ===&lt;br /&gt;
&lt;br /&gt;
	Though he was not particularly worried, Kave made efforts to disguise himself from prying eyes just in case; he shaved his beard, had his tattoo removed, and cut his hair to only a few inches, dying it red.  While he kept the saber for emergencies, he adopted a more typical dress and weaponry, using his imposing stature to act as a cheap bodyguard and ship hand for travelling merchants.  His lifestyle kept him from forming attachments lasting more than a couple weeks.&lt;br /&gt;
&lt;br /&gt;
	Having copied a list containing the locations of various Force Cults, Kave travelled the galaxy in an attempt to obtain a better understanding of the Force that he worshiped as something beyond a deity.  Over time, this morphed his understanding of the Force, and he began to develop a different view of what it meant to follow the Force.&lt;br /&gt;
&lt;br /&gt;
	Kave&#039;s research mostly took the form of studying old information; library texts, historical records, and occasionally a treatise by a practitioner of one cult or another.  He was, however, able to approach two masters willing to debate Force philosophy with them, and Kave considers those two meetings to have been his most important.&lt;br /&gt;
&lt;br /&gt;
	Almost a year after leaving, Kave began to look back towards the Brotherhood.  Knowing that there was much he could learn within its halls, Kave began to wonder if, perhaps, a return was best.&lt;br /&gt;
&lt;br /&gt;
=== Return ===&lt;br /&gt;
&lt;br /&gt;
(To be made up later)&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
	The watchword for Kave&#039;s personality is calm, a far cry from the firey rage he experienced as a youth and the cold anger held during his time with Plagueis.  When acting as a bodyguard, he had to restrain himself during fights, as his employers would still want to do business with the ones he was fighting.  This, over time, bled over to his personality, having him rely more on conflict resolution than his combat techniques.&lt;br /&gt;
&lt;br /&gt;
	Kave has begun to resent how he has been viewed; a tool, a weapon, and an asset.  As a youth, he was used in the always present conflict between Jusadih and the Myresi.  In Plagueis, he was used as all other members of the house.  As a bodyguard, he was used for his size and strength to intimidate his employers competition.  Though he does not let this fuel anger, it has certainly begun to make him chafe against authority.&lt;br /&gt;
&lt;br /&gt;
	While many of his earlier beliefs have changed, Kave retains some core issues.  He is adamant in his support of the concept of relative morality, he continues the ancestor worship and shamanistic practices of his people, and though he is no longer certain of how it should be approached, he knows that the Force is the guiding path behind the galaxy.&lt;br /&gt;
&lt;br /&gt;
	Oddly, despite no longer considering himself a Dark Jedi, one thing that is almost certain to brighten up his day is when he encounters those who consider themselves such.  Kave is almost endlessly amused by their efforts to out-do each other in their levels of darkness.  While he knows that not all share such attitudes, those that do are fairly abundant.&lt;br /&gt;
&lt;br /&gt;
	Kave considers himself the last remnant of Myresi culture, and his experiences growing up in primitive conditions have made him rather sympathetic towards other tribal individuals and societies.  This sympathy is likely also connected to the way that their leaders often have far more limited power than the so called civilized leaders of society.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
	A large man by nature, Kave&#039;s early life resulted in particularly tanned and sun wrinkled skin, the latter partially due to genetics.  While the tan has been lost from spending most of his time on space ships, the wrinkles have remained to give him an appearance almost in his early fifties, despite his three decades.  His eyes are grey, though this is largely dependent on personal opinion, as some consider the colour to be a peculiar blue.  While he used to have a series of tattoos on his left cheek, he has had these carefully removed, and it would take a close eye and practice to determine that something had even been there in the first place.  His hair is rather messy, short, and somewhat thin.&lt;br /&gt;
	&lt;br /&gt;
	Kave has a preference for loose fitting but well secured robes, enjoying the freedom of movement they provide, though he does take a minor issue with all the black enjoyed by much of the brotherhood and prefers brown.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Kave has gone through about seven iterations before this one was finally decided on.&lt;br /&gt;
While his early military victories may seem impressive, it would be good to remember that this was being done mostly against city states who had to double their police force as a military group (or relied on militia)&lt;br /&gt;
&lt;br /&gt;
[[Category:DJB Characters]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=132461</id>
		<title>Ka&#039;Hava&#039;Ve</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=132461"/>
		<updated>2014-03-31T20:02:37Z</updated>

		<summary type="html">&lt;p&gt;Unus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|type= Sith&lt;br /&gt;
|image=&lt;br /&gt;
|firstname= Ka&#039;Hava&#039;Ve&lt;br /&gt;
|lastname=&lt;br /&gt;
|homeworld= Kapsina&lt;br /&gt;
|birth= 7 ABY&lt;br /&gt;
|death=&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Red (dyed)&lt;br /&gt;
|eyes= Grey&lt;br /&gt;
|height= 192 CM&lt;br /&gt;
|weight= 110 KG&lt;br /&gt;
|cyber= &lt;br /&gt;
|allies= Plagueis&lt;br /&gt;
|enemies= &lt;br /&gt;
|saber=&lt;br /&gt;
|form= *Shii Cho (primary)&lt;br /&gt;
*Makashi (secondary)&lt;br /&gt;
|fightingstyle= *Dulon &lt;br /&gt;
*Broken Gate&lt;br /&gt;
*Wampa Do&lt;br /&gt;
*Paonga&lt;br /&gt;
|profession= *Spy&lt;br /&gt;
*Assassin&lt;br /&gt;
|position=&lt;br /&gt;
|era= DJB Era&lt;br /&gt;
|affiliation= [[Plagueis]]&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ka&#039;Hava&#039;Ve&#039;&#039;&#039;, known socially by the personal name &#039;Kave&#039;, is a Myresi (the native Human inhabitants of Kapsina prior to the biological bombing during the [[Horizons]] crisis) Sith Warrior currently acting as a rogue.  Illegally trained by [[Unus Domus]] before the Weequay&#039;s death, Ka&#039;Hava&#039;Ve abandoned his former house and has been wandering the galaxy since leaving.&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
&lt;br /&gt;
=== Childhood ===&lt;br /&gt;
&lt;br /&gt;
	Kave was raised as a desert nomad; his early years consisted of making sure he had enough water, hunting, raiding, and religious education.  His tribe raised children communally, to keep it from splitting up from family disputes, and this varied education meant that he was trained in everything he needed to thrive in the desert.  Still, he did have talents as a hunter and raider, and as he grew up that was where his education was focused.  This education included religious training.  While he provided lip service, the shamanistic religion didn&#039;t quite take hold with him.  He knew that the city Myresi had an altered belief system, and few, if any, non Myresi shared the beliefs.  While he eventually caved and stopped asking questions, his early doubt was well remembered.  This, combined with his &amp;quot;Exactly as little as necessary&amp;quot; attitude, didn&#039;t sit well with the priesthood, and his formal advancement was heavily stifled due to the heavy mix of religion with his Tribal government.&lt;br /&gt;
&lt;br /&gt;
=== Raider ===&lt;br /&gt;
&lt;br /&gt;
	Ka&#039;Hava&#039;Ves first time on a raiding party was when he was 14.  Considered old to start by most standards of other tribes, but his own prefered to make certain they were well educated.  Kave began to time his life around the raiding seasons, always making sure he went off for the first raid of every season.  By his 19th year, he was leading small parties broken off from the main force.  When he was 22 years old, he attacked a small settled Myresi military installation.  Though a couple of his men were killed, he managed to capture it, which freed up his party to raid a small town.  The loot split between eight raiders was rather high, and Kave established this as his standard method, using small parties to destroy miltiary and police installations so the civilians could be looted freely. &lt;br /&gt;
&lt;br /&gt;
	 Eventually, his tribe began receiving tribute for the express purpose of staying away.  Though he lacked any official rank, at this point he was acknowledged as a defacto warlord, as he had led raids on other nomadic tribes for a variety of reasons, usually waiting until raid season to wipe out their civilians.  Wandering warriors began to follow him around, hoping to join in on battles.  The success of his raids began to go to his head, and the 28 year old tribal began building an army to invade a full sized Myresi city, intending to establish himself as a petty king.&lt;br /&gt;
&lt;br /&gt;
=== Meeting the Knight ===&lt;br /&gt;
&lt;br /&gt;
	Relations between Jusadih and the settled Myresi cities were strained at the best of times, however they did pay their taxes.  The raiders were often left alone because local forces could deal with them enough and it would take a full generation of occupation and forced integration to remove the base issue.  Still, when the technically Jusadain Myresi city states began to be put under threat, the JMR responded, sending troops with the intent of shattering the military and executing Kave.  This military group was led by [[Unus Domus]], the Directorate General of the Intelligence Directorate of the JMR.  The operation was intended to be a quick strike against the nomadic force, which meant a comparatively massive amount of planning. &lt;br /&gt;
 &lt;br /&gt;
	When it came to the actual battle, the JMR quickly routed the unprepared nomadic force, using a few fighter runs and a massive amount of snipers.  Though casualties on both sides were minor at best, the confusion caused by the night attack caused the majority of the nomad forces to route.  This led to a cascading effect, with more and more running simply from seeing others run.  Kave was captured, but because the shot simply disabled him, he was brought before Unus.  &lt;br /&gt;
&lt;br /&gt;
	Technically, the Weequay should have executed him.  However, the Weequay sensed his Force sensitivity and gave Kave a choice; a shot at power that would make his ambitions to become a king be nothing in comparison, or a summary execution.  Kave went with the former.&lt;br /&gt;
&lt;br /&gt;
=== Plagueis ===&lt;br /&gt;
&lt;br /&gt;
	On paper, Kave&#039;s first few months within Plagueis were as a POW.  During that time, however, he was being taught by Unus in all matters of the Dark Side.  Though he did share significant portions of his philosophy, Kave continuously railed against the idea of relying on emotion as a source for his power.  He focused mostly on keeping himself cool under pressure, and always avoided rising to Unus&#039; bait unless he knew he could draw blood from the Weequay.&lt;br /&gt;
&lt;br /&gt;
	After his quick and dirty education, Kave was sent off to Antei for basic training; he returned before much time had passed, similar to his teachers own illegitimate education by Kal Vorrac, and was quickly Knighted.&lt;br /&gt;
&lt;br /&gt;
	During the bio-weapon attack on Kapsina, Kave was one of the last ones off.  Though it put him in danger, he did take the necessary steps to delay Unus for the express purpose of killing his former teacher.  This was, partially, because Unus was one of a few people who knew how to get under his skin, and Kave would never miss the chance to kill him.  However, Kave is well aware that no matter how much he tried to justify it, he just really hated the Weequay.&lt;br /&gt;
&lt;br /&gt;
	Over time, however, he began to take doubts about Plagueis.  They were unable to defend their own system, and the entire Brotherhood was brought low by the actions of a single madman.  When a position of Aedile opened, Kave jumped at the opportunity to get some answers, believing a different vantage point would give him the knowledge he sought.  He found none.  In less than two weeks, he resigned from the post, stating that he preferred someone else in a leadership position during the current events.  Shortly thereafter, Kave went missing.  As the entire ship was destroyed, and other matters were rather pressing at the time, he was simply declared dead for reasons of practicality.&lt;br /&gt;
&lt;br /&gt;
=== Outside of the Brotherhood ===&lt;br /&gt;
&lt;br /&gt;
	Though he was not particularly worried, Kave made efforts to disguise himself from prying eyes just in case; he shaved his beard, had his tattoo removed, and cut his hair to only a few inches, dying it red.  While he kept the saber for emergencies, he adopted a more typical dress and weaponry, using his imposing stature to act as a cheap bodyguard and ship hand for travelling merchants.  His lifestyle kept him from forming attachments lasting more than a couple weeks.&lt;br /&gt;
&lt;br /&gt;
	Having copied a list containing the locations of various Force Cults, Kave travelled the galaxy in an attempt to obtain a better understanding of the Force that he worshiped as something beyond a deity.  Over time, this morphed his understanding of the Force, and he began to develop a different view of what it meant to follow the Force.&lt;br /&gt;
&lt;br /&gt;
	Kave&#039;s research mostly took the form of studying old information; library texts, historical records, and occasionally a treatise by a practitioner of one cult or another.  He was, however, able to approach two masters willing to debate Force philosophy with them, and Kave considers those two meetings to have been his most important.&lt;br /&gt;
&lt;br /&gt;
	Almost a year after leaving, Kave began to look back towards the Brotherhood.  Knowing that there was much he could learn within its halls, Kave began to wonder if, perhaps, a return was best.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
	The watchword for Kave&#039;s personality is calm, a far cry from the firey rage he experienced as a youth and the cold anger held during his time with Plagueis.  When acting as a bodyguard, he had to restrain himself during fights, as his employers would still want to do business with the ones he was fighting.  This, over time, bled over to his personality, having him rely more on conflict resolution than his combat techniques.&lt;br /&gt;
&lt;br /&gt;
	Kave has begun to resent how he has been viewed; a tool, a weapon, and an asset.  As a youth, he was used in the always present conflict between Jusadih and the Myresi.  In Plagueis, he was used as all other members of the house.  As a bodyguard, he was used for his size and strength to intimidate his employers competition.  Though he does not let this fuel anger, it has certainly begun to make him chafe against authority.&lt;br /&gt;
&lt;br /&gt;
	While many of his earlier beliefs have changed, Kave retains some core issues.  He is adamant in his support of the concept of relative morality, he continues the ancestor worship and shamanistic practices of his people, and though he is no longer certain of how it should be approached, he knows that the Force is the guiding path behind the galaxy.&lt;br /&gt;
&lt;br /&gt;
	Oddly, despite no longer considering himself a Dark Jedi, one thing that is almost certain to brighten up his day is when he encounters those who consider themselves such.  Kave is almost endlessly amused by their efforts to out-do each other in their levels of darkness.  While he knows that not all share such attitudes, those that do are fairly abundant.&lt;br /&gt;
&lt;br /&gt;
	Kave considers himself the last remnant of Myresi culture, and his experiences growing up in primitive conditions have made him rather sympathetic towards other tribal individuals and societies.  This sympathy is likely also connected to the way that their leaders often have far more limited power than the so called civilized leaders of society.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
	A large man by nature, Kave&#039;s early life resulted in particularly tanned and sun wrinkled skin, the latter partially due to genetics.  While the tan has been lost from spending most of his time on space ships, the wrinkles have remained to give him an appearance almost in his early fifties, despite his three decades.  His eyes are grey, though this is largely dependent on personal opinion, as some consider the colour to be a peculiar blue.  While he used to have a series of tattoos on his left cheek, he has had these carefully removed, and it would take a close eye and practice to determine that something had even been there in the first place.  His hair is rather messy, short, and somewhat thin.&lt;br /&gt;
	&lt;br /&gt;
	Kave has a preference for loose fitting but well secured robes, enjoying the freedom of movement they provide, though he does take a minor issue with all the black enjoyed by much of the brotherhood and prefers brown.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Kave has gone through about seven iterations before this one was finally decided on.&lt;br /&gt;
While his early military victories may seem impressive, it would be good to remember that this was being done mostly against city states who had to double their police force as a military group (or relied on militia)&lt;br /&gt;
&lt;br /&gt;
[[Category:DJB Characters]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=132460</id>
		<title>Ka&#039;Hava&#039;Ve</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=132460"/>
		<updated>2014-03-31T20:01:56Z</updated>

		<summary type="html">&lt;p&gt;Unus: Just updating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|type= Sith&lt;br /&gt;
|image=&lt;br /&gt;
|firstname= Ka&#039;Hava&#039;Ve&lt;br /&gt;
|lastname=&lt;br /&gt;
|homeworld= Kapsina&lt;br /&gt;
|birth= 7 ABY&lt;br /&gt;
|death=&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Red (dyed)&lt;br /&gt;
|eyes= Grey&lt;br /&gt;
|height= 192 CM&lt;br /&gt;
|weight= 110 KG&lt;br /&gt;
|cyber= &lt;br /&gt;
|allies= Plagueis&lt;br /&gt;
|enemies= &lt;br /&gt;
|saber=&lt;br /&gt;
|form= *Shii Cho (primary)&lt;br /&gt;
*Makashi (secondary)&lt;br /&gt;
|fightingstyle= *Dulon &lt;br /&gt;
*Broken Gate&lt;br /&gt;
*Wampa Do&lt;br /&gt;
*Paonga&lt;br /&gt;
|profession= *Spy&lt;br /&gt;
*Assassin&lt;br /&gt;
|position=&lt;br /&gt;
|era= DJB Era&lt;br /&gt;
|affiliation= [[Plagueis]]&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ka&#039;Hava&#039;Ve&#039;&#039;&#039;, known socially by the personal name &#039;Kave&#039;, is a Myresi (the native Human inhabitants of Kapsina prior to the biological bombing during the [[Horizons]] crisis) Sith Warrior currently acting as a rogue.  Illegally trained by [[Unus Domus]] before the Weequay&#039;s death, Ka&#039;Hava&#039;Ve abandoned his former house and has been wandering the galaxy since leaving.&lt;br /&gt;
&lt;br /&gt;
== Character History(in progress) ==&lt;br /&gt;
&lt;br /&gt;
=== Childhood ===&lt;br /&gt;
&lt;br /&gt;
	Kave was raised as a desert nomad; his early years consisted of making sure he had enough water, hunting, raiding, and religious education.  His tribe raised children communally, to keep it from splitting up from family disputes, and this varied education meant that he was trained in everything he needed to thrive in the desert.  Still, he did have talents as a hunter and raider, and as he grew up that was where his education was focused.  This education included religious training.  While he provided lip service, the shamanistic religion didn&#039;t quite take hold with him.  He knew that the city Myresi had an altered belief system, and few, if any, non Myresi shared the beliefs.  While he eventually caved and stopped asking questions, his early doubt was well remembered.  This, combined with his &amp;quot;Exactly as little as necessary&amp;quot; attitude, didn&#039;t sit well with the priesthood, and his formal advancement was heavily stifled due to the heavy mix of religion with his Tribal government.&lt;br /&gt;
&lt;br /&gt;
=== Raider ===&lt;br /&gt;
&lt;br /&gt;
	Ka&#039;Hava&#039;Ves first time on a raiding party was when he was 14.  Considered old to start by most standards of other tribes, but his own prefered to make certain they were well educated.  Kave began to time his life around the raiding seasons, always making sure he went off for the first raid of every season.  By his 19th year, he was leading small parties broken off from the main force.  When he was 22 years old, he attacked a small settled Myresi military installation.  Though a couple of his men were killed, he managed to capture it, which freed up his party to raid a small town.  The loot split between eight raiders was rather high, and Kave established this as his standard method, using small parties to destroy miltiary and police installations so the civilians could be looted freely. &lt;br /&gt;
&lt;br /&gt;
	 Eventually, his tribe began receiving tribute for the express purpose of staying away.  Though he lacked any official rank, at this point he was acknowledged as a defacto warlord, as he had led raids on other nomadic tribes for a variety of reasons, usually waiting until raid season to wipe out their civilians.  Wandering warriors began to follow him around, hoping to join in on battles.  The success of his raids began to go to his head, and the 28 year old tribal began building an army to invade a full sized Myresi city, intending to establish himself as a petty king.&lt;br /&gt;
&lt;br /&gt;
=== Meeting the Knight ===&lt;br /&gt;
&lt;br /&gt;
	Relations between Jusadih and the settled Myresi cities were strained at the best of times, however they did pay their taxes.  The raiders were often left alone because local forces could deal with them enough and it would take a full generation of occupation and forced integration to remove the base issue.  Still, when the technically Jusadain Myresi city states began to be put under threat, the JMR responded, sending troops with the intent of shattering the military and executing Kave.  This military group was led by [[Unus Domus]], the Directorate General of the Intelligence Directorate of the JMR.  The operation was intended to be a quick strike against the nomadic force, which meant a comparatively massive amount of planning. &lt;br /&gt;
 &lt;br /&gt;
	When it came to the actual battle, the JMR quickly routed the unprepared nomadic force, using a few fighter runs and a massive amount of snipers.  Though casualties on both sides were minor at best, the confusion caused by the night attack caused the majority of the nomad forces to route.  This led to a cascading effect, with more and more running simply from seeing others run.  Kave was captured, but because the shot simply disabled him, he was brought before Unus.  &lt;br /&gt;
&lt;br /&gt;
	Technically, the Weequay should have executed him.  However, the Weequay sensed his Force sensitivity and gave Kave a choice; a shot at power that would make his ambitions to become a king be nothing in comparison, or a summary execution.  Kave went with the former.&lt;br /&gt;
&lt;br /&gt;
=== Plagueis ===&lt;br /&gt;
&lt;br /&gt;
	On paper, Kave&#039;s first few months within Plagueis were as a POW.  During that time, however, he was being taught by Unus in all matters of the Dark Side.  Though he did share significant portions of his philosophy, Kave continuously railed against the idea of relying on emotion as a source for his power.  He focused mostly on keeping himself cool under pressure, and always avoided rising to Unus&#039; bait unless he knew he could draw blood from the Weequay.&lt;br /&gt;
&lt;br /&gt;
	After his quick and dirty education, Kave was sent off to Antei for basic training; he returned before much time had passed, similar to his teachers own illegitimate education by Kal Vorrac, and was quickly Knighted.&lt;br /&gt;
&lt;br /&gt;
	During the bio-weapon attack on Kapsina, Kave was one of the last ones off.  Though it put him in danger, he did take the necessary steps to delay Unus for the express purpose of killing his former teacher.  This was, partially, because Unus was one of a few people who knew how to get under his skin, and Kave would never miss the chance to kill him.  However, Kave is well aware that no matter how much he tried to justify it, he just really hated the Weequay.&lt;br /&gt;
&lt;br /&gt;
	Over time, however, he began to take doubts about Plagueis.  They were unable to defend their own system, and the entire Brotherhood was brought low by the actions of a single madman.  When a position of Aedile opened, Kave jumped at the opportunity to get some answers, believing a different vantage point would give him the knowledge he sought.  He found none.  In less than two weeks, he resigned from the post, stating that he preferred someone else in a leadership position during the current events.  Shortly thereafter, Kave went missing.  As the entire ship was destroyed, and other matters were rather pressing at the time, he was simply declared dead for reasons of practicality.&lt;br /&gt;
&lt;br /&gt;
=== Outside of the Brotherhood ===&lt;br /&gt;
&lt;br /&gt;
	Though he was not particularly worried, Kave made efforts to disguise himself from prying eyes just in case; he shaved his beard, had his tattoo removed, and cut his hair to only a few inches, dying it red.  While he kept the saber for emergencies, he adopted a more typical dress and weaponry, using his imposing stature to act as a cheap bodyguard and ship hand for travelling merchants.  His lifestyle kept him from forming attachments lasting more than a couple weeks.&lt;br /&gt;
&lt;br /&gt;
	Having copied a list containing the locations of various Force Cults, Kave travelled the galaxy in an attempt to obtain a better understanding of the Force that he worshiped as something beyond a deity.  Over time, this morphed his understanding of the Force, and he began to develop a different view of what it meant to follow the Force.&lt;br /&gt;
&lt;br /&gt;
	Kave&#039;s research mostly took the form of studying old information; library texts, historical records, and occasionally a treatise by a practitioner of one cult or another.  He was, however, able to approach two masters willing to debate Force philosophy with them, and Kave considers those two meetings to have been his most important.&lt;br /&gt;
&lt;br /&gt;
	Almost a year after leaving, Kave began to look back towards the Brotherhood.  Knowing that there was much he could learn within its halls, Kave began to wonder if, perhaps, a return was best.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
	The watchword for Kave&#039;s personality is calm, a far cry from the firey rage he experienced as a youth and the cold anger held during his time with Plagueis.  When acting as a bodyguard, he had to restrain himself during fights, as his employers would still want to do business with the ones he was fighting.  This, over time, bled over to his personality, having him rely more on conflict resolution than his combat techniques.&lt;br /&gt;
&lt;br /&gt;
	Kave has begun to resent how he has been viewed; a tool, a weapon, and an asset.  As a youth, he was used in the always present conflict between Jusadih and the Myresi.  In Plagueis, he was used as all other members of the house.  As a bodyguard, he was used for his size and strength to intimidate his employers competition.  Though he does not let this fuel anger, it has certainly begun to make him chafe against authority.&lt;br /&gt;
&lt;br /&gt;
	While many of his earlier beliefs have changed, Kave retains some core issues.  He is adamant in his support of the concept of relative morality, he continues the ancestor worship and shamanistic practices of his people, and though he is no longer certain of how it should be approached, he knows that the Force is the guiding path behind the galaxy.&lt;br /&gt;
&lt;br /&gt;
	Oddly, despite no longer considering himself a Dark Jedi, one thing that is almost certain to brighten up his day is when he encounters those who consider themselves such.  Kave is almost endlessly amused by their efforts to out-do each other in their levels of darkness.  While he knows that not all share such attitudes, those that do are fairly abundant.&lt;br /&gt;
&lt;br /&gt;
	Kave considers himself the last remnant of Myresi culture, and his experiences growing up in primitive conditions have made him rather sympathetic towards other tribal individuals and societies.  This sympathy is likely also connected to the way that their leaders often have far more limited power than the so called civilized leaders of society.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
	A large man by nature, Kave&#039;s early life resulted in particularly tanned and sun wrinkled skin, the latter partially due to genetics.  While the tan has been lost from spending most of his time on space ships, the wrinkles have remained to give him an appearance almost in his early fifties, despite his three decades.  His eyes are grey, though this is largely dependent on personal opinion, as some consider the colour to be a peculiar blue.  While he used to have a series of tattoos on his left cheek, he has had these carefully removed, and it would take a close eye and practice to determine that something had even been there in the first place.  His hair is rather messy, short, and somewhat thin.&lt;br /&gt;
	&lt;br /&gt;
	Kave has a preference for loose fitting but well secured robes, enjoying the freedom of movement they provide, though he does take a minor issue with all the black enjoyed by much of the brotherhood and prefers brown.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Kave has gone through about seven iterations before this one was finally decided on.&lt;br /&gt;
While his early military victories may seem impressive, it would be good to remember that this was being done mostly against city states who had to double their police force as a military group (or relied on militia)&lt;br /&gt;
&lt;br /&gt;
[[Category:DJB Characters]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=124918</id>
		<title>Ka&#039;Hava&#039;Ve</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=124918"/>
		<updated>2013-07-14T18:40:27Z</updated>

		<summary type="html">&lt;p&gt;Unus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|type= Sith&lt;br /&gt;
|image=&lt;br /&gt;
|firstname= Ka&#039;Hava&#039;Ve&lt;br /&gt;
|lastname=&lt;br /&gt;
|homeworld= Kapsina&lt;br /&gt;
|birth= 7 ABY&lt;br /&gt;
|death=&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Brown&lt;br /&gt;
|eyes= Grey&lt;br /&gt;
|height= 192 CM&lt;br /&gt;
|weight= 230 LBS&lt;br /&gt;
|cyber= &lt;br /&gt;
|allies= Plagueis&lt;br /&gt;
|enemies= &lt;br /&gt;
|saber=&lt;br /&gt;
|form= *Shii Cho (primary)&lt;br /&gt;
*Makashi (secondary)&lt;br /&gt;
|fightingstyle= *Dulon &lt;br /&gt;
*Broken Gate&lt;br /&gt;
*Wampa Do&lt;br /&gt;
*Paonga&lt;br /&gt;
|profession= *Spy&lt;br /&gt;
*Assassin&lt;br /&gt;
|position=&lt;br /&gt;
|era= DJB Era&lt;br /&gt;
|affiliation= [[Plagueis]]&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ka&#039;Hava&#039;Ve&#039;&#039;&#039;, known socially by the personal name &#039;Kave&#039;, is a Myresi (the native Human inhabitants of Kapsina before it was torched by Plagueis) Sith Warrior within House Plagueis.  Illegally trained by [[Unus Domus]] before the Weequay&#039;s death, Ka&#039;Hava&#039;Ve currently serves as Aedile of House Plagueis.&lt;br /&gt;
&lt;br /&gt;
== Character History(in progress) ==&lt;br /&gt;
&lt;br /&gt;
=== Childhood ===&lt;br /&gt;
&lt;br /&gt;
	Kave was raised as a desert nomad; his early years consisted of making sure he had enough water, hunting, raiding, and religious education.  His tribe raised children communally, to keep it from splitting up from family disputes, and this varied education meant that he was trained in everything he needed to thrive in the desert.  Still, he did have talents as a hunter and raider, and as he grew up that was where his education was focused.  This education included religious training.  While he provided lip service, the shamanistic religion didn&#039;t quite take hold with him.  He knew that the city Myresi had an altered belief system, and few, if any, non Myresi shared the beliefs.  While he eventually caved and stopped asking questions, his early doubt was well remembered.  This, combined with his &amp;quot;Exactly as little as necessary&amp;quot; attitude, didn&#039;t sit well with the priesthood, and his formal advancement was heavily stifled due to the heavy mix of religion with his Tribal government.&lt;br /&gt;
&lt;br /&gt;
=== Raider ===&lt;br /&gt;
&lt;br /&gt;
	Ka&#039;Hava&#039;Ves first time on a raiding party was when he was 14.  Considered old to start by most standards of other tribes, but his own prefered to make certain they were well educated.  Kave began to time his life around the raiding seasons, always making sure he went off for the first raid of every season.  By his 19th year, he was leading small parties broken off from the main force.  When he was 22 years old, he attacked a small settled Myresi military installation.  Though a couple of his men were killed, he managed to capture it, which freed up his party to raid a small town.  The loot split between eight raiders was rather high, and Kave established this as his standard method, using small parties to destroy miltiary and police installations so the civilians could be looted freely. &lt;br /&gt;
&lt;br /&gt;
	 Eventually, his tribe began receiving tribute for the express purpose of staying away.  Though he lacked any official rank, at this point he was acknowledged as a defacto warlord, as he had led raids on other nomadic tribes for a variety of reasons, usually waiting until raid season to wipe out their civilians.  Wandering warriors began to follow him around, hoping to join in on battles.  The success of his raids began to go to his head, and the 28 year old tribal began building an army to invade a full sized Myresi city, intending to establish himself as a petty king.&lt;br /&gt;
&lt;br /&gt;
=== Meeting the Knight ===&lt;br /&gt;
&lt;br /&gt;
	Relations between Jusadih and the settled Myresi cities were strained at the best of times, however they did pay their taxes.  The raiders were often left alone because local forces could deal with them enough and it would take a full generation of occupation and forced integration to remove the base issue.  Still, when the technically Jusadain Myresi city states began to be put under threat, the JMR responded, sending troops with the intent of shattering the military and executing Kave.  This military group was led by [[Unus Domus]], the Directorate General of the Intelligence Directorate of the JMR.  The operation was intended to be a quick strike against the nomadic force, which meant a comparatively massive amount of planning. &lt;br /&gt;
 &lt;br /&gt;
	When it came to the actual battle, the JMR quickly routed the unprepared nomadic force, using a few fighter runs and a massive amount of snipers.  Though casualties on both sides were minor at best, the confusion caused by the night attack caused the majority of the nomad forces to route.  This led to a cascading effect, with more and more running simply from seeing others run.  Kave was captured, but because the shot simply disabled him, he was brought before Unus.  &lt;br /&gt;
&lt;br /&gt;
	Technically, the Weequay should have executed him.  However, the Weequay sensed his Force sensitivity and gave Kave a choice; a shot at power that would make his ambitions to become a king be nothing in comparison, or a summary execution.  Kave went with the former.&lt;br /&gt;
&lt;br /&gt;
=== Plagueis (To be expanded) ===&lt;br /&gt;
&lt;br /&gt;
	On paper, Kave&#039;s first few months within Plagueis were as a POW.  During that time, however, he was being taught by Unus in all matters of the Dark Side.  Though he did share significant portions of his philosophy, Kave continuously railed against the idea of relying on emotion as a source for his power.  He focused mostly on keeping himself cool under pressure, and always avoided rising to Unus&#039; bait unless he knew he could draw blood from the Weequay.&lt;br /&gt;
&lt;br /&gt;
	After his quick and dirty education, Kave was sent off to Antei for basic training; he returned before much time had passed, similar to his teachers own illegitimate education by Kal Vorrac, and was quickly Knighted.&lt;br /&gt;
&lt;br /&gt;
	During the bio-weapon attack on Kapsina, Kave was one of the last ones off.  Though it put him in danger, he did take the necessary steps to delay Unus for the express purpose of killing his former teacher.  This was, partially, because Unus was one of a few people who knew how to get under his skin, and Kave would never miss the chance to kill him.  However, Kave is well aware that no matter how much he tried to justify it, he just really hated the Weequay.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Kave is stoic and deeply religious, considering himself the last remnant of Myresi culture and religion.  His mentality is well suited to the raiding style of existence that Plagueis has adopted.  He does not consider himself evil, and one of the major parts of his belief is that good and evil are fabrications at best and lies at worst.&lt;br /&gt;
&lt;br /&gt;
Kave actively worships the Dark Side; while he doesn&#039;t consider it a god, per se, he does consider it to be the ultimate guiding force of all of existence.  His philosophical differences with the brotherhood have led to him considering them to be almost challenges placed by the Dark Side.  Over time, it would be reasonable to assume that this will lead to a messiah complex.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Kave was trained as a skirmisher, raider, and hunter, and these are reflected in every aspect of combat.&lt;br /&gt;
&lt;br /&gt;
=== Personal ===&lt;br /&gt;
&lt;br /&gt;
Kave is fast, strong, durable, and brutal.  During combat, he does not taunt, draw a fight out, delay, or anything of that nature.  His sole concern is making sure the other person dies.  With a lightsaber, he combines the basic form of Shii-Cho with the fluidity of Makashi.  Though the combined style is raw at best, his speed and strength make him a frightening opponent in personal combat.  At the same time, his abilities with the force are rather weak, and he is often unable to use them properly in standard combat.  As a sort of a cheat, he has resorted to using his more offensive powers in concert with his typical melee combat, permitting him to keep in range of his most deadly asset.&lt;br /&gt;
&lt;br /&gt;
When unarmed, each of his styles, despite being opposites, act in concern to make him a well rounded fighter, combining the pure strength of Wampa Do and Broken Gate, with the quick movements of Dulon and Paonga.  Like his saber combat, when unarmed he operates on the principle of never giving his opponents a chance to rest, exploiting his usually superior physical nature for all its worth.  In addition, his tactic of incorporating Force usage into melee combat comes into its own when he has no weapons.  Though it often takes a second to prepare, combining an offensive usage of the Force, such as Shock or Harm, with a well aimed Wampa Do strike can put down weaker opponents easily, and cause much higher damage to stronger opponents.  The preparation time, however, means that he generally avoids this unless he is sure he has time to get ready.  The only one his consistently uses are the various speed powers&lt;br /&gt;
&lt;br /&gt;
=== Team ===&lt;br /&gt;
&lt;br /&gt;
When fighting as a part of a team, Kave is much more subdued in most circumstances.  Rather than devoting his all to a single opponent, he uses his speed and stamina to help supplement as many members of the team as he can, or (if his side is outnumbered), taking on multiple opponents at once to relieve stress from his side.  This is less out of care for members of the Brotherhood as it is a habit retained from his days as a raider, in which keeping one member alive could mean the difference of a fairly massive amount of loot.&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
&lt;br /&gt;
In the event that he isn&#039;t actively fighting alongside others, or is commanding several disparate groups and cannot be everywhere at once, Kave prefers large scale hit and run tactics (usually with several groups) focused on VIPs.  Though he is well aware of the benefit of ground troops, he has always held the opinion that 100 well trained snipers are worth 10000 general infantry, and his experiences in the Brotherhood have only reinforced his opinion on quality versus quantity.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
A desert nomad by birth and raised as such in his early life, Kave&#039;s skin is heavily tanned and darkened, both from the sun and from genetics.  Deprived of moisture, he has noticeable wrinkles despite his 28 years.  This, combined with his full and dark beard, can make him appear several years older than he really is.  His dark brown hair is often pulled back into a pony tail high on the back of his head, reaching down to just past the bottom of his shoulder blades.  Much of the left side of his face is covered with tatoos, all of them holy symbols in reverance to the environmental spirits of the Myresi.  The right side of his face used to contain the mark of his family, but he has had it removed and replaced with the Plagueis symbol; there is minor evidence of a tattoo removal, but it requires careful observation to pick it up.  His eyes are a very sharp Grey.  His right hand contains a scar in the shape of an hourglass given to him by his teacher before he joined the Brotherhood.  Finally, he is best described as lanky; his noticably large height and less than averge weight combine to form a very tall, very thin man.&lt;br /&gt;
&lt;br /&gt;
Kave has a preference for loose fitting but well secured robes, enjoying the freedom of movement they provide, though he does take a minor issue with all the black enjoyed by much of the brotherhood and prefers brown.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Kave has gone through about seven iterations before this one was finally decided on.&lt;br /&gt;
While his early military victories may seem impressive, it would be good to remember that this was being done mostly against city states who had to double their police force as a military group (or relied on militia)&lt;br /&gt;
&lt;br /&gt;
[[Category:DJB Characters]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=124882</id>
		<title>Ka&#039;Hava&#039;Ve</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=124882"/>
		<updated>2013-07-08T22:35:28Z</updated>

		<summary type="html">&lt;p&gt;Unus: Some issue over the eye colour; was informed that &amp;quot;Sharp Blue&amp;quot; isn&amp;#039;t that blue/grey shade I thought it was.  Went with just grey.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|type= Sith&lt;br /&gt;
|image=&lt;br /&gt;
|firstname= Ka&#039;Hava&#039;Ve&lt;br /&gt;
|lastname=&lt;br /&gt;
|homeworld= Kapsina&lt;br /&gt;
|birth= 7 ABY&lt;br /&gt;
|death=&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Brown&lt;br /&gt;
|eyes= Grey&lt;br /&gt;
|height= 192 CM&lt;br /&gt;
|weight= 148 LBS&lt;br /&gt;
|cyber= &lt;br /&gt;
|allies= Plagueis&lt;br /&gt;
|enemies= &lt;br /&gt;
|saber=&lt;br /&gt;
|form= *Shii Cho (primary)&lt;br /&gt;
*Makashi (secondary)&lt;br /&gt;
|fightingstyle= *Dulon &lt;br /&gt;
*Broken Gate&lt;br /&gt;
*Wampa Do&lt;br /&gt;
*Paonga&lt;br /&gt;
|profession= *Spy&lt;br /&gt;
*Assassin&lt;br /&gt;
|position=&lt;br /&gt;
|era= DJB Era&lt;br /&gt;
|affiliation= [[Plagueis]]&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ka&#039;Hava&#039;Ve&#039;&#039;&#039;, known socially by the personal name &#039;Kave&#039;, is a Myresi (the native Human inhabitants of Kapsina before it was torched by Plagueis) Sith Warrior within House Plagueis.  Illegally trained by [[Unus Domus]] before the Weequay&#039;s death, Ka&#039;Hava&#039;Ve currently serves as Aedile of House Plagueis.&lt;br /&gt;
&lt;br /&gt;
== Character History(in progress) ==&lt;br /&gt;
&lt;br /&gt;
=== Childhood ===&lt;br /&gt;
&lt;br /&gt;
	Kave was raised as a desert nomad; his early years consisted of making sure he had enough water, hunting, raiding, and religious education.  His tribe raised children communally, to keep it from splitting up from family disputes, and this varied education meant that he was trained in everything he needed to thrive in the desert.  Still, he did have talents as a hunter and raider, and as he grew up that was where his education was focused.  This education included religious training.  While he provided lip service, the shamanistic religion didn&#039;t quite take hold with him.  He knew that the city Myresi had an altered belief system, and few, if any, non Myresi shared the beliefs.  While he eventually caved and stopped asking questions, his early doubt was well remembered.  This, combined with his &amp;quot;Exactly as little as necessary&amp;quot; attitude, didn&#039;t sit well with the priesthood, and his formal advancement was heavily stifled due to the heavy mix of religion with his Tribal government.&lt;br /&gt;
&lt;br /&gt;
=== Raider ===&lt;br /&gt;
&lt;br /&gt;
	Ka&#039;Hava&#039;Ves first time on a raiding party was when he was 14.  Considered old to start by most standards of other tribes, but his own prefered to make certain they were well educated.  Kave began to time his life around the raiding seasons, always making sure he went off for the first raid of every season.  By his 19th year, he was leading small parties broken off from the main force.  When he was 22 years old, he attacked a small settled Myresi military installation.  Though a couple of his men were killed, he managed to capture it, which freed up his party to raid a small town.  The loot split between eight raiders was rather high, and Kave established this as his standard method, using small parties to destroy miltiary and police installations so the civilians could be looted freely. &lt;br /&gt;
&lt;br /&gt;
	 Eventually, his tribe began receiving tribute for the express purpose of staying away.  Though he lacked any official rank, at this point he was acknowledged as a defacto warlord, as he had led raids on other nomadic tribes for a variety of reasons, usually waiting until raid season to wipe out their civilians.  Wandering warriors began to follow him around, hoping to join in on battles.  The success of his raids began to go to his head, and the 28 year old tribal began building an army to invade a full sized Myresi city, intending to establish himself as a petty king.&lt;br /&gt;
&lt;br /&gt;
=== Meeting the Knight ===&lt;br /&gt;
&lt;br /&gt;
	Relations between Jusadih and the settled Myresi cities were strained at the best of times, however they did pay their taxes.  The raiders were often left alone because local forces could deal with them enough and it would take a full generation of occupation and forced integration to remove the base issue.  Still, when the technically Jusadain Myresi city states began to be put under threat, the JMR responded, sending troops with the intent of shattering the military and executing Kave.  This military group was led by [[Unus Domus]], the Directorate General of the Intelligence Directorate of the JMR.  The operation was intended to be a quick strike against the nomadic force, which meant a comparatively massive amount of planning. &lt;br /&gt;
 &lt;br /&gt;
	When it came to the actual battle, the JMR quickly routed the unprepared nomadic force, using a few fighter runs and a massive amount of snipers.  Though casualties on both sides were minor at best, the confusion caused by the night attack caused the majority of the nomad forces to route.  This led to a cascading effect, with more and more running simply from seeing others run.  Kave was captured, but because the shot simply disabled him, he was brought before Unus.  &lt;br /&gt;
&lt;br /&gt;
	Technically, the Weequay should have executed him.  However, the Weequay sensed his Force sensitivity and gave Kave a choice; a shot at power that would make his ambitions to become a king be nothing in comparison, or a summary execution.  Kave went with the former.&lt;br /&gt;
&lt;br /&gt;
=== Plagueis (To be expanded) ===&lt;br /&gt;
&lt;br /&gt;
	On paper, Kave&#039;s first few months within Plagueis were as a POW.  During that time, however, he was being taught by Unus in all matters of the Dark Side.  Though he did share significant portions of his philosophy, Kave continuously railed against the idea of relying on emotion as a source for his power.  He focused mostly on keeping himself cool under pressure, and always avoided rising to Unus&#039; bait unless he knew he could draw blood from the Weequay.&lt;br /&gt;
&lt;br /&gt;
	After his quick and dirty education, Kave was sent off to Antei for basic training; he returned before much time had passed, similar to his teachers own illegitimate education by Kal Vorrac, and was quickly Knighted.&lt;br /&gt;
&lt;br /&gt;
	During the bio-weapon attack on Kapsina, Kave was one of the last ones off.  Though it put him in danger, he did take the necessary steps to delay Unus for the express purpose of killing his former teacher.  This was, partially, because Unus was one of a few people who knew how to get under his skin, and Kave would never miss the chance to kill him.  However, Kave is well aware that no matter how much he tried to justify it, he just really hated the Weequay.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Kave is stoic and deeply religious, considering himself the last remnant of Myresi culture and religion.  His mentality is well suited to the raiding style of existence that Plagueis has adopted.  He does not consider himself evil, and one of the major parts of his belief is that good and evil are fabrications at best and lies at worst.&lt;br /&gt;
&lt;br /&gt;
Kave actively worships the Dark Side; while he doesn&#039;t consider it a god, per se, he does consider it to be the ultimate guiding force of all of existence.  His philosophical differences with the brotherhood have led to him considering them to be almost challenges placed by the Dark Side.  Over time, it would be reasonable to assume that this will lead to a messiah complex.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Kave was trained as a skirmisher, raider, and hunter, and these are reflected in every aspect of combat.&lt;br /&gt;
&lt;br /&gt;
=== Personal ===&lt;br /&gt;
&lt;br /&gt;
Kave is fast, strong, durable, and brutal.  During combat, he does not taunt, draw a fight out, delay, or anything of that nature.  His sole concern is making sure the other person dies.  With a lightsaber, he combines the basic form of Shii-Cho with the fluidity of Makashi.  Though the combined style is raw at best, his speed and strength make him a frightening opponent in personal combat.  At the same time, his abilities with the force are rather weak, and he is often unable to use them properly in standard combat.  As a sort of a cheat, he has resorted to using his more offensive powers in concert with his typical melee combat, permitting him to keep in range of his most deadly asset.&lt;br /&gt;
&lt;br /&gt;
When unarmed, each of his styles, despite being opposites, act in concern to make him a well rounded fighter, combining the pure strength of Wampa Do and Broken Gate, with the quick movements of Dulon and Paonga.  Like his saber combat, when unarmed he operates on the principle of never giving his opponents a chance to rest, exploiting his usually superior physical nature for all its worth.  In addition, his tactic of incorporating Force usage into melee combat comes into its own when he has no weapons.  Though it often takes a second to prepare, combining an offensive usage of the Force, such as Shock or Harm, with a well aimed Wampa Do strike can put down weaker opponents easily, and cause much higher damage to stronger opponents.  The preparation time, however, means that he generally avoids this unless he is sure he has time to get ready.  The only one his consistently uses are the various speed powers&lt;br /&gt;
&lt;br /&gt;
=== Team ===&lt;br /&gt;
&lt;br /&gt;
When fighting as a part of a team, Kave is much more subdued in most circumstances.  Rather than devoting his all to a single opponent, he uses his speed and stamina to help supplement as many members of the team as he can, or (if his side is outnumbered), taking on multiple opponents at once to relieve stress from his side.  This is less out of care for members of the Brotherhood as it is a habit retained from his days as a raider, in which keeping one member alive could mean the difference of a fairly massive amount of loot.&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
&lt;br /&gt;
In the event that he isn&#039;t actively fighting alongside others, or is commanding several disparate groups and cannot be everywhere at once, Kave prefers large scale hit and run tactics (usually with several groups) focused on VIPs.  Though he is well aware of the benefit of ground troops, he has always held the opinion that 100 well trained snipers are worth 10000 general infantry, and his experiences in the Brotherhood have only reinforced his opinion on quality versus quantity.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
A desert nomad by birth and raised as such in his early life, Kave&#039;s skin is heavily tanned and darkened, both from the sun and from genetics.  Deprived of moisture, he has noticeable wrinkles despite his 28 years.  This, combined with his full and dark beard, can make him appear several years older than he really is.  His dark brown hair is often pulled back into a pony tail high on the back of his head, reaching down to just past the bottom of his shoulder blades.  Much of the left side of his face is covered with tatoos, all of them holy symbols in reverance to the environmental spirits of the Myresi.  The right side of his face used to contain the mark of his family, but he has had it removed and replaced with the Plagueis symbol; there is minor evidence of a tattoo removal, but it requires careful observation to pick it up.  His eyes are a very sharp Grey.  His right hand contains a scar in the shape of an hourglass given to him by his teacher before he joined the Brotherhood.  Finally, he is best described as lanky; his noticably large height and less than averge weight combine to form a very tall, very thin man.&lt;br /&gt;
&lt;br /&gt;
Kave has a preference for loose fitting but well secured robes, enjoying the freedom of movement they provide, though he does take a minor issue with all the black enjoyed by much of the brotherhood and prefers brown.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Kave has gone through about seven iterations before this one was finally decided on.&lt;br /&gt;
While his early military victories may seem impressive, it would be good to remember that this was being done mostly against city states who had to double their police force as a military group (or relied on militia)&lt;br /&gt;
&lt;br /&gt;
[[Category:DJB Characters]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=124881</id>
		<title>Ka&#039;Hava&#039;Ve</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=124881"/>
		<updated>2013-07-08T22:06:05Z</updated>

		<summary type="html">&lt;p&gt;Unus: Clean up, minor edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|type= Sith&lt;br /&gt;
|image=&lt;br /&gt;
|firstname= Ka&#039;Hava&#039;Ve&lt;br /&gt;
|lastname=&lt;br /&gt;
|homeworld= Kapsina&lt;br /&gt;
|birth= 7 ABY&lt;br /&gt;
|death=&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Brown&lt;br /&gt;
|eyes= Blue&lt;br /&gt;
|height= 192 CM&lt;br /&gt;
|weight= 148 LBS&lt;br /&gt;
|cyber= &lt;br /&gt;
|allies= Plagueis&lt;br /&gt;
|enemies= &lt;br /&gt;
|saber=&lt;br /&gt;
|form= *Shii Cho (primary)&lt;br /&gt;
*Makashi (secondary)&lt;br /&gt;
|fightingstyle= *Dulon &lt;br /&gt;
*Broken Gate&lt;br /&gt;
*Wampa Do&lt;br /&gt;
*Paonga&lt;br /&gt;
|profession= *Spy&lt;br /&gt;
*Assassin&lt;br /&gt;
|position=&lt;br /&gt;
|era= DJB Era&lt;br /&gt;
|affiliation= [[Plagueis]]&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ka&#039;Hava&#039;Ve&#039;&#039;&#039;, known socially by the personal name &#039;Kave&#039;, is a Myresi (the native Human inhabitants of Kapsina before it was torched by Plagueis) Sith Warrior within House Plagueis.  Illegally trained by [[Unus Domus]] before the Weequay&#039;s death, Ka&#039;Hava&#039;Ve currently serves as Aedile of House Plagueis.&lt;br /&gt;
&lt;br /&gt;
== Character History(in progress) ==&lt;br /&gt;
&lt;br /&gt;
=== Childhood ===&lt;br /&gt;
&lt;br /&gt;
	Kave was raised as a desert nomad; his early years consisted of making sure he had enough water, hunting, raiding, and religious education.  His tribe raised children communally, to keep it from splitting up from family disputes, and this varied education meant that he was trained in everything he needed to thrive in the desert.  Still, he did have talents as a hunter and raider, and as he grew up that was where his education was focused.  This education included religious training.  While he provided lip service, the shamanistic religion didn&#039;t quite take hold with him.  He knew that the city Myresi had an altered belief system, and few, if any, non Myresi shared the beliefs.  While he eventually caved and stopped asking questions, his early doubt was well remembered.  This, combined with his &amp;quot;Exactly as little as necessary&amp;quot; attitude, didn&#039;t sit well with the priesthood, and his formal advancement was heavily stifled due to the heavy mix of religion with his Tribal government.&lt;br /&gt;
&lt;br /&gt;
=== Raider ===&lt;br /&gt;
&lt;br /&gt;
	Ka&#039;Hava&#039;Ves first time on a raiding party was when he was 14.  Considered old to start by most standards of other tribes, but his own prefered to make certain they were well educated.  Kave began to time his life around the raiding seasons, always making sure he went off for the first raid of every season.  By his 19th year, he was leading small parties broken off from the main force.  When he was 22 years old, he attacked a small settled Myresi military installation.  Though a couple of his men were killed, he managed to capture it, which freed up his party to raid a small town.  The loot split between eight raiders was rather high, and Kave established this as his standard method, using small parties to destroy miltiary and police installations so the civilians could be looted freely. &lt;br /&gt;
&lt;br /&gt;
	 Eventually, his tribe began receiving tribute for the express purpose of staying away.  Though he lacked any official rank, at this point he was acknowledged as a defacto warlord, as he had led raids on other nomadic tribes for a variety of reasons, usually waiting until raid season to wipe out their civilians.  Wandering warriors began to follow him around, hoping to join in on battles.  The success of his raids began to go to his head, and the 28 year old tribal began building an army to invade a full sized Myresi city, intending to establish himself as a petty king.&lt;br /&gt;
&lt;br /&gt;
=== Meeting the Knight ===&lt;br /&gt;
&lt;br /&gt;
	Relations between Jusadih and the settled Myresi cities were strained at the best of times, however they did pay their taxes.  The raiders were often left alone because local forces could deal with them enough and it would take a full generation of occupation and forced integration to remove the base issue.  Still, when the technically Jusadain Myresi city states began to be put under threat, the JMR responded, sending troops with the intent of shattering the military and executing Kave.  This military group was led by [[Unus Domus]], the Directorate General of the Intelligence Directorate of the JMR.  The operation was intended to be a quick strike against the nomadic force, which meant a comparatively massive amount of planning. &lt;br /&gt;
 &lt;br /&gt;
	When it came to the actual battle, the JMR quickly routed the unprepared nomadic force, using a few fighter runs and a massive amount of snipers.  Though casualties on both sides were minor at best, the confusion caused by the night attack caused the majority of the nomad forces to route.  This led to a cascading effect, with more and more running simply from seeing others run.  Kave was captured, but because the shot simply disabled him, he was brought before Unus.  &lt;br /&gt;
&lt;br /&gt;
	Technically, the Weequay should have executed him.  However, the Weequay sensed his Force sensitivity and gave Kave a choice; a shot at power that would make his ambitions to become a king be nothing in comparison, or a summary execution.  Kave went with the former.&lt;br /&gt;
&lt;br /&gt;
=== Plagueis (To be expanded) ===&lt;br /&gt;
&lt;br /&gt;
	On paper, Kave&#039;s first few months within Plagueis were as a POW.  During that time, however, he was being taught by Unus in all matters of the Dark Side.  Though he did share significant portions of his philosophy, Kave continuously railed against the idea of relying on emotion as a source for his power.  He focused mostly on keeping himself cool under pressure, and always avoided rising to Unus&#039; bait unless he knew he could draw blood from the Weequay.&lt;br /&gt;
&lt;br /&gt;
	After his quick and dirty education, Kave was sent off to Antei for basic training; he returned before much time had passed, similar to his teachers own illegitimate education by Kal Vorrac, and was quickly Knighted.&lt;br /&gt;
&lt;br /&gt;
	During the bio-weapon attack on Kapsina, Kave was one of the last ones off.  Though it put him in danger, he did take the necessary steps to delay Unus for the express purpose of killing his former teacher.  This was, partially, because Unus was one of a few people who knew how to get under his skin, and Kave would never miss the chance to kill him.  However, Kave is well aware that no matter how much he tried to justify it, he just really hated the Weequay.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Kave is stoic and deeply religious, considering himself the last remnant of Myresi culture and religion.  His mentality is well suited to the raiding style of existence that Plagueis has adopted.  He does not consider himself evil, and one of the major parts of his belief is that good and evil are fabrications at best and lies at worst.&lt;br /&gt;
&lt;br /&gt;
Kave actively worships the Dark Side; while he doesn&#039;t consider it a god, per se, he does consider it to be the ultimate guiding force of all of existence.  His philosophical differences with the brotherhood have led to him considering them to be almost challenges placed by the Dark Side.  Over time, it would be reasonable to assume that this will lead to a messiah complex.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Kave was trained as a skirmisher, raider, and hunter, and these are reflected in every aspect of combat.&lt;br /&gt;
&lt;br /&gt;
=== Personal ===&lt;br /&gt;
&lt;br /&gt;
Kave is fast, strong, durable, and brutal.  During combat, he does not taunt, draw a fight out, delay, or anything of that nature.  His sole concern is making sure the other person dies.  With a lightsaber, he combines the basic form of Shii-Cho with the fluidity of Makashi.  Though the combined style is raw at best, his speed and strength make him a frightening opponent in personal combat.  At the same time, his abilities with the force are rather weak, and he is often unable to use them properly in standard combat.  As a sort of a cheat, he has resorted to using his more offensive powers in concert with his typical melee combat, permitting him to keep in range of his most deadly asset.&lt;br /&gt;
&lt;br /&gt;
When unarmed, each of his styles, despite being opposites, act in concern to make him a well rounded fighter, combining the pure strength of Wampa Do and Broken Gate, with the quick movements of Dulon and Paonga.  Like his saber combat, when unarmed he operates on the principle of never giving his opponents a chance to rest, exploiting his usually superior physical nature for all its worth.  In addition, his tactic of incorporating Force usage into melee combat comes into its own when he has no weapons.  Though it often takes a second to prepare, combining an offensive usage of the Force, such as Shock or Harm, with a well aimed Wampa Do strike can put down weaker opponents easily, and cause much higher damage to stronger opponents.  The preparation time, however, means that he generally avoids this unless he is sure he has time to get ready.  The only one his consistently uses are the various speed powers&lt;br /&gt;
&lt;br /&gt;
=== Team ===&lt;br /&gt;
&lt;br /&gt;
When fighting as a part of a team, Kave is much more subdued in most circumstances.  Rather than devoting his all to a single opponent, he uses his speed and stamina to help supplement as many members of the team as he can, or (if his side is outnumbered), taking on multiple opponents at once to relieve stress from his side.  This is less out of care for members of the Brotherhood as it is a habit retained from his days as a raider, in which keeping one member alive could mean the difference of a fairly massive amount of loot.&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
&lt;br /&gt;
In the event that he isn&#039;t actively fighting alongside others, or is commanding several disparate groups and cannot be everywhere at once, Kave prefers large scale hit and run tactics (usually with several groups) focused on VIPs.  Though he is well aware of the benefit of ground troops, he has always held the opinion that 100 well trained snipers are worth 10000 general infantry, and his experiences in the Brotherhood have only reinforced his opinion on quality versus quantity.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
A desert nomad by birth and raised as such in his early life, Kave&#039;s skin is heavily tanned and darkened, both from the sun and from genetics.  Deprived of moisture, he has noticeable wrinkles despite his 28 years.  This, combined with his full and dark beard, can make him appear several years older than he really is.  His dark brown hair is often pulled back into a pony tail high on the back of his head, reaching down to just past the bottom of his shoulder blades.  Much of the left side of his face is covered with tatoos, all of them holy symbols in reverance to the environmental spirits of the Myresi.  The right side of his face used to contain the mark of his family, but he has had it removed and replaced with the Plagueis symbol; there is minor evidence of a tattoo removal, but it requires careful observation to pick it up.  His eyes are a very sharp blue, and can be eaisly confused for grey under poor lightning conditions.  His right hand contains a scar in the shape of an hourglass given to him by his teacher before he joined the Brotherhood.  Finally, he is best described as lanky; his noticably large height and less than averge weight combine to form a very tall, very thin man.&lt;br /&gt;
&lt;br /&gt;
Kave has a preference for loose fitting but well secured robes, enjoying the freedom of movement they provide, though he does take a minor issue with all the black enjoyed by much of the brotherhood and prefers brown.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Kave has gone through about seven iterations before this one was finally decided on.&lt;br /&gt;
While his early military victories may seem impressive, it would be good to remember that this was being done mostly against city states who had to double their police force as a military group (or relied on militia)&lt;br /&gt;
&lt;br /&gt;
[[Category:DJB Characters]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=124794</id>
		<title>Ka&#039;Hava&#039;Ve</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=124794"/>
		<updated>2013-07-05T22:28:29Z</updated>

		<summary type="html">&lt;p&gt;Unus: Last one, promise&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|type= Sith&lt;br /&gt;
|image=&lt;br /&gt;
|firstname= Ka&#039;Hava&#039;Ve&lt;br /&gt;
|lastname=&lt;br /&gt;
|homeworld= Kapsina&lt;br /&gt;
|birth= 7 ABY&lt;br /&gt;
|death=&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Brown&lt;br /&gt;
|eyes= Blue&lt;br /&gt;
|height= 192 CM&lt;br /&gt;
|weight= 148 LBS&lt;br /&gt;
|cyber= &lt;br /&gt;
|allies= Plagueis&lt;br /&gt;
|enemies= &lt;br /&gt;
|saber=&lt;br /&gt;
|form= *Shii Cho (primary)&lt;br /&gt;
*Makashi (secondary)&lt;br /&gt;
|fightingstyle= *Dulon &lt;br /&gt;
*Broken Gate&lt;br /&gt;
*Wampa Do&lt;br /&gt;
*Paonga&lt;br /&gt;
|profession= *Spy&lt;br /&gt;
*Assassin&lt;br /&gt;
|position=&lt;br /&gt;
|era= DJB Era&lt;br /&gt;
|affiliation= [[Plagueis]]&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ka&#039;Hava&#039;Ve&#039;&#039;&#039;, known socially by the personal name &#039;Kave&#039;, is a Myresi (the native Human inhabitants of Kapsina before it was torched by Plagueis) Sith Warrior within House Plagueis.  Illegally trained by [[Unus Domus]] before the Weequay&#039;s death, Ka&#039;Hava&#039;Ve currently serves as Aedile of House Plagueis.&lt;br /&gt;
&lt;br /&gt;
== Character History(in progress) ==&lt;br /&gt;
&lt;br /&gt;
=== Childhood ===&lt;br /&gt;
&lt;br /&gt;
	Kave was raised as a desert nomad; his early years consisted of making sure he had enough water, hunting, raiding, and religious education.  His tribe raised children communally, to keep it from splitting up from family disputes, and this varied education meant that he was trained in everything he needed to thrive in the desert.  Still, he did have talents as a hunter and raider, and as he grew up that was where his education was focused.  He often had points of contention with the priesthood, which heavily stifled his advancement within the military religious hybrid government.  &lt;br /&gt;
&lt;br /&gt;
=== Raider ===&lt;br /&gt;
&lt;br /&gt;
	Ka&#039;Hava&#039;Ves first time on a raiding party was when he was 14.  Considered old to start by most standards of other tribes, but his own prefered to make certain they were well educated.  Kave began to time his life around the raiding seasons, always making sure he went off for the first raid of every season.  By his 19th year, he was leading small parties broken off from the main force.  When he was 22 years old, he attacked a small settled Myresi military installation.  Though a couple of his men were killed, he managed to capture it, which freed up his party to raid a small town.  The loot split between eight raiders was rather high, and Kave established this as his standard method, using small parties to destroy miltiary and police installations so the civilians could be looted freely. &lt;br /&gt;
&lt;br /&gt;
	 Eventually, his tribe began receiving tribute for the express purpose of staying away.  Though he lacked any official rank, at this point he was acknowledged as a defacto warlord, as he had led raids on other nomadic tribes for a variety of reasons, usually waiting until raid season to wipe out their civilians.  Wandering warriors began to follow him around, hoping to join in on battles.  The success of his raids began to go to his head, and the 28 year old tribal began building an army to invade a full sized Myresi city, intending to establish himself as a petty king.&lt;br /&gt;
&lt;br /&gt;
=== Meeting the Knight ===&lt;br /&gt;
&lt;br /&gt;
	Relations between Jusadih and the settled Myresi cities were strained at the best of times, however they did pay their taxes.  The raiders were often left alone because local forces could deal with them enough and it would take a full generation of occupation and forced integration to remove the base issue.  Still, when the technically Jusadain Myresi city states began to be put under threat, the JMR responded, sending troops with the intent of shattering the military and executing Kave.  This military group was led by [[Unus Domus]], the Directorate General of the Intelligence Directorate of the JMR.  The operation was intended to be a quick strike against the nomadic force, which meant a comparatively massive amount of planning. &lt;br /&gt;
 &lt;br /&gt;
	When it came to the actual battle, the JMR quickly destroyed the unprepared nomadic force, using a few fighter runs and a massive amount of snipers.  Though casualties on both sides were minor at best, the confusion caused by the night attack caused the majority of the nomad forces to route.  This led to a cascading effect, with more and more running simply from seeing others run.  Kave was captured, but because the shot simply disabled him, he was brought before Unus.  &lt;br /&gt;
&lt;br /&gt;
	Technically, the Weequay should have executed him.  However, the Weequay sensed his Force sensitivity and gave Kave a choice; a shot at power that would make his ambitions to become a king be nothing in comparison, or a summary execution.  Kave went with the former.&lt;br /&gt;
&lt;br /&gt;
=== Plagueis (To be expanded) ===&lt;br /&gt;
&lt;br /&gt;
	On paper, Kave&#039;s first few months within Plagueis were as a POW.  During that time, however, he was being taught by Unus in all matters of the Dark Side.  Though he did share significant portions of his philosophy, Kave continuously railed against the idea of relying on emotion as a source for his power.  He focused mostly on keeping himself cool under pressure, and always avoided rising to Unus&#039; bait unless he knew he could draw blood from the Weequay.&lt;br /&gt;
&lt;br /&gt;
	After his quick and dirty education, Kave was sent off to Antei for basic training.&lt;br /&gt;
&lt;br /&gt;
	During the bombing of Kapsina, Kave was one of the last ones off.  Though it put him in danger, he did take the necessary steps to delay Unus for the express purpose of killing his former teacher.  This was, partially, because Unus was one of a few people who knew how to get under his skin, and Kave would never miss the chance to kill him.  However, Kave is well aware that no matter how much he tried to justify it, he just really hated the Weequay.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Kave is stoic and deeply religious, considering himself the last remnant of Myresi culture and religion.  His mentality is well suited to the raiding style of existence that Plagueis has adopted.  He does not consider himself evil, and one of the major parts of his belief is that good and evil are fabrications at best and lies at worst.&lt;br /&gt;
&lt;br /&gt;
Kave actively worships the Dark Side; while he doesn&#039;t consider it a god, per se, he does consider it to be the ultimate guiding force of all of existence.  His philosophical differences with the brotherhood have led to him considering them to be almost challenges placed by the Dark Side.  Over time, it would be reasonable to assume that this will lead to a messiah complex.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Kave was trained as a skirmisher, raider, and hunter, and these are reflected in every aspect of combat.&lt;br /&gt;
&lt;br /&gt;
=== Personal ===&lt;br /&gt;
&lt;br /&gt;
Kave is fast, strong, durable, and brutal.  During combat, he does not taunt, draw a fight out, delay, or anything of that nature.  His sole concern is making sure the other person dies.  With a lightsaber, he combines the basic form of Shii-Cho with the fluidity of Makashi.  Though the combined style is raw at best, his speed and strength make him a frightening opponent in personal combat.  At the same time, his abilities with the force are rather weak, and he is often unable to use them properly in standard combat.  As a sort of a cheat, he has resorted to using his more offensive powers in concert with his typical melee combat, permitting him to keep in range of his most deadly asset.&lt;br /&gt;
&lt;br /&gt;
When unarmed, each of his styles, despite being opposites, act in concern to make him a well rounded fighter, combining the pure strength of Wampa Do and Broken Gate, with the quick movements of Dulon and Paonga.  Like his saber combat, when unarmed he operates on the principle of never giving his opponents a chance to rest, exploiting his usually superior physical nature for all its worth.  In addition, his tactic of incorporating Force usage into melee combat comes into its own when he has no weapons.  Though it often takes a second to prepare, combining an offensive usage of the Force, such as Shock or Harm, with a well aimed Wampa Do strike can put down weaker opponents easily, and cause much higher damage to stronger opponents.  The preparation time, however, means that he generally avoids this unless he is sure he has time to get ready.  The only one his consistently uses are the various speed powers&lt;br /&gt;
&lt;br /&gt;
=== Team ===&lt;br /&gt;
&lt;br /&gt;
When fighting as a part of a team, Kave is much more subdued in most circumstances.  Rather than devoting his all to a single opponent, he uses his speed and stamina to help supplement as many members of the team as he can, or (if his side is outnumbered), taking on multiple opponents at once to relieve stress from his side.  This is less out of care for members of the Brotherhood as it is a habit retained from his days as a raider, in which keeping one member alive could mean the difference of a fairly massive amount of loot.&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
&lt;br /&gt;
In the event that he isn&#039;t actively fighting alongside others, or is commanding several disparate groups and cannot be everywhere at once, Kave prefers large scale hit and run tactics (usually with several groups) focused on VIPs.  Though he is well aware of the benefit of ground troops, he has always held the opinion that 100 well trained snipers are worth 10000 general infantry, and his experiences in the Brotherhood have only reinforced his opinion on quality versus quantity.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
A desert nomad by birth and raised as such in his early life, Kave&#039;s skin is heavily tanned and darkened, both from the sun and from genetics.  Deprived of moisture, he has noticeable wrinkles despite his 28 years.  This, combined with his full and dark beard, can make him appear several years older than he really is.  His dark brown hair is often pulled back into a pony tail high on the back of his head, reaching down to just past the bottom of his shoulder blades.  Much of the left side of his face is covered with tatoos, all of them holy symbols in reverance to the environmental spirits of the Myresi.  The right side of his face used to contain the mark of his family, but he has had it removed and replaced with the Plagueis symbol; there is minor evidence of a tattoo removal, but it requires careful observation to pick it up.  His eyes are a very sharp blue, and can be eaisly confused for grey under poor lightning conditions.  His right hand contains a scar in the shape of an hourglass given to him by his teacher before he joined the Brotherhood.  Finally, he is best described as lanky; his noticably large height and less than averge weight combine to form a very tall, very thin man.&lt;br /&gt;
&lt;br /&gt;
Kave has a preference for loose fitting but well secured robes, enjoying the freedom of movement they provide, though he does take a minor issue with all the black enjoyed by much of the brotherhood and prefers brown.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Kave has gone through about seven iterations before this one was finally decided on.&lt;br /&gt;
While his early military victories may seem impressive, it would be good to remember that this was being done mostly against city states who had to double their police force as a military group (or relied on militia)&lt;br /&gt;
&lt;br /&gt;
[[Category:DJB Characters]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=124793</id>
		<title>Ka&#039;Hava&#039;Ve</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=124793"/>
		<updated>2013-07-05T22:21:34Z</updated>

		<summary type="html">&lt;p&gt;Unus: Missed a couple things from last edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|type= Sith&lt;br /&gt;
|image=&lt;br /&gt;
|firstname= Ka&#039;Hava&#039;Ve&lt;br /&gt;
|lastname=&lt;br /&gt;
|homeworld= Kapsina&lt;br /&gt;
|birth= 7 ABY&lt;br /&gt;
|death=&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Brown&lt;br /&gt;
|eyes= Blue&lt;br /&gt;
|height= 192 CM&lt;br /&gt;
|weight= 148 LBS&lt;br /&gt;
|cyber= &lt;br /&gt;
|allies= Plagueis&lt;br /&gt;
|enemies= &lt;br /&gt;
|saber=&lt;br /&gt;
|form= *Shii Cho (primary)&lt;br /&gt;
*Makashi (secondary)&lt;br /&gt;
|fightingstyle= *Dulon &lt;br /&gt;
*Broken Gate&lt;br /&gt;
*Wampa Do&lt;br /&gt;
*Paonga&lt;br /&gt;
|profession= *Spy&lt;br /&gt;
*Assassin&lt;br /&gt;
|position=&lt;br /&gt;
|era= DJB Era&lt;br /&gt;
|affiliation= [[Plagueis]]&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ka&#039;Hava&#039;Ve&#039;&#039;&#039;, known socially by the personal name &#039;Kave&#039;, is a Myresi (the native Human inhabitants of Kapsina before it was torched by Plagueis) Sith Warrior within House Plagueis.  Illegally trained by [[Unus Domus]] before the Weequay&#039;s death, Ka&#039;Hava&#039;Ve &lt;br /&gt;
&lt;br /&gt;
== Character History(in progress) ==&lt;br /&gt;
&lt;br /&gt;
=== Childhood ===&lt;br /&gt;
&lt;br /&gt;
	Kave was raised as a desert nomad; his early years consisted of making sure he had enough water, hunting, raiding, and religious education.  His tribe raised children communally, to keep it from splitting up from family disputes, and this varied education meant that he was trained in everything he needed to thrive in the desert.  Still, he did have talents as a hunter and raider, and as he grew up that was where his education was focused.  He often had points of contention with the priesthood, which heavily stifled his advancement within the military religious hybrid government.  &lt;br /&gt;
&lt;br /&gt;
=== Raider ===&lt;br /&gt;
&lt;br /&gt;
	Ka&#039;Hava&#039;Ves first time on a raiding party was when he was 14.  Considered old to start by most standards of other tribes, but his own prefered to make certain they were well educated.  Kave began to time his life around the raiding seasons, always making sure he went off for the first raid of every season.  By his 19th year, he was leading small parties broken off from the main force.  When he was 22 years old, he attacked a small settled Myresi military installation.  Though a couple of his men were killed, he managed to capture it, which freed up his party to raid a small town.  The loot split between eight raiders was rather high, and Kave established this as his standard method, using small parties to destroy miltiary and police installations so the civilians could be looted freely. &lt;br /&gt;
&lt;br /&gt;
	 Eventually, his tribe began receiving tribute for the express purpose of staying away.  Though he lacked any official rank, at this point he was acknowledged as a defacto warlord, as he had led raids on other nomadic tribes for a variety of reasons, usually waiting until raid season to wipe out their civilians.  Wandering warriors began to follow him around, hoping to join in on battles.  The success of his raids began to go to his head, and the 28 year old tribal began building an army to invade a full sized Myresi city, intending to establish himself as a petty king.&lt;br /&gt;
&lt;br /&gt;
=== Meeting the Knight ===&lt;br /&gt;
&lt;br /&gt;
	Relations between Jusadih and the settled Myresi cities were strained at the best of times, however they did pay their taxes.  The raiders were often left alone because local forces could deal with them enough and it would take a full generation of occupation and forced integration to remove the base issue.  Still, when the technically Jusadain Myresi city states began to be put under threat, the JMR responded, sending troops with the intent of shattering the military and executing Kave.  This military group was led by [[Unus Domus]], the Directorate General of the Intelligence Directorate of the JMR.  The operation was intended to be a quick strike against the nomadic force, which meant a comparatively massive amount of planning. &lt;br /&gt;
 &lt;br /&gt;
	When it came to the actual battle, the JMR quickly destroyed the unprepared nomadic force, using a few fighter runs and a massive amount of snipers.  Though casualties on both sides were minor at best, the confusion caused by the night attack caused the majority of the nomad forces to route.  This led to a cascading effect, with more and more running simply from seeing others run.  Kave was captured, but because the shot simply disabled him, he was brought before Unus.  &lt;br /&gt;
&lt;br /&gt;
	Technically, the Weequay should have executed him.  However, the Weequay sensed his Force sensitivity and gave Kave a choice; a shot at power that would make his ambitions to become a king be nothing in comparison, or a summary execution.  Kave went with the former.&lt;br /&gt;
&lt;br /&gt;
=== Plagueis (To be expanded) ===&lt;br /&gt;
&lt;br /&gt;
	On paper, Kave&#039;s first few months within Plagueis were as a POW.  During that time, however, he was being taught by Unus in all matters of the Dark Side.  Though he did share significant portions of his philosophy, Kave continuously railed against the idea of relying on emotion as a source for his power.  He focused mostly on keeping himself cool under pressure, and always avoided rising to Unus&#039; bait unless he knew he could draw blood from the Weequay.&lt;br /&gt;
&lt;br /&gt;
	After his quick and dirty education, Kave was sent off to Antei for basic training.&lt;br /&gt;
&lt;br /&gt;
	During the bombing of Kapsina, Kave was one of the last ones off.  Though it put him in danger, he did take the necessary steps to delay Unus for the express purpose of killing his former teacher.  This was, partially, because Unus was one of a few people who knew how to get under his skin, and Kave would never miss the chance to kill him.  However, Kave is well aware that no matter how much he tried to justify it, he just really hated the Weequay.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Kave is stoic and deeply religious, considering himself the last remnant of Myresi culture and religion.  His mentality is well suited to the raiding style of existence that Plagueis has adopted.  He does not consider himself evil, and one of the major parts of his belief is that good and evil are fabrications at best and lies at worst.&lt;br /&gt;
&lt;br /&gt;
Kave actively worships the Dark Side; while he doesn&#039;t consider it a god, per se, he does consider it to be the ultimate guiding force of all of existence.  His philosophical differences with the brotherhood have led to him considering them to be almost challenges placed by the Dark Side.  Over time, it would be reasonable to assume that this will lead to a messiah complex.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Kave was trained as a skirmisher, raider, and hunter, and these are reflected in every aspect of combat.&lt;br /&gt;
&lt;br /&gt;
=== Personal ===&lt;br /&gt;
&lt;br /&gt;
Kave is fast, strong, durable, and brutal.  During combat, he does not taunt, draw a fight out, delay, or anything of that nature.  His sole concern is making sure the other person dies.  With a lightsaber, he combines the basic form of Shii-Cho with the fluidity of Makashi.  Though the combined style is raw at best, his speed and strength make him a frightening opponent in personal combat.  At the same time, his abilities with the force are rather weak, and he is often unable to use them properly in standard combat.  As a sort of a cheat, he has resorted to using his more offensive powers in concert with his typical melee combat, permitting him to keep in range of his most deadly asset.&lt;br /&gt;
&lt;br /&gt;
When unarmed, each of his styles, despite being opposites, act in concern to make him a well rounded fighter, combining the pure strength of Wampa Do and Broken Gate, with the quick movements of Dulon and Paonga.  Like his saber combat, when unarmed he operates on the principle of never giving his opponents a chance to rest, exploiting his usually superior physical nature for all its worth.  In addition, his tactic of incorporating Force usage into melee combat comes into its own when he has no weapons.  Though it often takes a second to prepare, combining an offensive usage of the Force, such as Shock or Harm, with a well aimed Wampa Do strike can put down weaker opponents easily, and cause much higher damage to stronger opponents.  The preparation time, however, means that he generally avoids this unless he is sure he has time to get ready.  The only one his consistently uses are the various speed powers&lt;br /&gt;
&lt;br /&gt;
=== Team ===&lt;br /&gt;
&lt;br /&gt;
When fighting as a part of a team, Kave is much more subdued in most circumstances.  Rather than devoting his all to a single opponent, he uses his speed and stamina to help supplement as many members of the team as he can, or (if his side is outnumbered), taking on multiple opponents at once to relieve stress from his side.  This is less out of care for members of the Brotherhood as it is a habit retained from his days as a raider, in which keeping one member alive could mean the difference of a fairly massive amount of loot.&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
&lt;br /&gt;
In the event that he isn&#039;t actively fighting alongside others, or is commanding several disparate groups and cannot be everywhere at once, Kave prefers large scale hit and run tactics (usually with several groups) focused on VIPs.  Though he is well aware of the benefit of ground troops, he has always held the opinion that 100 well trained snipers are worth 10000 general infantry, and his experiences in the Brotherhood have only reinforced his opinion on quality versus quantity.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
A desert nomad by birth and raised as such in his early life, Kave&#039;s skin is heavily tanned and darkened, both from the sun and from genetics.  Deprived of moisture, he has noticeable wrinkles despite his 28 years.  This, combined with his full and dark beard, can make him appear several years older than he really is.  His dark brown hair is often pulled back into a pony tail high on the back of his head, reaching down to just past the bottom of his shoulder blades.  Much of the left side of his face is covered with tatoos, all of them holy symbols in reverance to the environmental spirits of the Myresi.  The right side of his face used to contain the mark of his family, but he has had it removed and replaced with the Plagueis symbol; there is minor evidence of a tattoo removal, but it requires careful observation to pick it up.  His eyes are a very sharp blue, and can be eaisly confused for grey under poor lightning conditions.  His right hand contains a scar in the shape of an hourglass given to him by his teacher before he joined the Brotherhood.  Finally, he is best described as lanky; his noticably large height and less than averge weight combine to form a very tall, very thin man.&lt;br /&gt;
&lt;br /&gt;
Kave has a preference for loose fitting but well secured robes, enjoying the freedom of movement they provide, though he does take a minor issue with all the black enjoyed by much of the brotherhood and prefers brown.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Kave has gone through about seven iterations before this one was finally decided on.&lt;br /&gt;
While his early military victories may seem impressive, it would be good to remember that this was being done mostly against city states who had to double their police force as a military group (or relied on militia)&lt;br /&gt;
&lt;br /&gt;
[[Category:DJB Characters]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=124792</id>
		<title>Ka&#039;Hava&#039;Ve</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=124792"/>
		<updated>2013-07-05T22:19:25Z</updated>

		<summary type="html">&lt;p&gt;Unus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|type= Sith&lt;br /&gt;
|image=&lt;br /&gt;
|firstname= Ka&#039;Hava&#039;Ve&lt;br /&gt;
|lastname=&lt;br /&gt;
|homeworld= Kapsina&lt;br /&gt;
|birth= 7 ABY&lt;br /&gt;
|death=&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Brown&lt;br /&gt;
|eyes= Blue&lt;br /&gt;
|height= 192 CM&lt;br /&gt;
|weight= 148 LBS&lt;br /&gt;
|cyber= &lt;br /&gt;
|allies= Plagueis&lt;br /&gt;
|enemies= &lt;br /&gt;
|saber=&lt;br /&gt;
|form= *Makashi (primary)&lt;br /&gt;
*Dun Moch (secondary)&lt;br /&gt;
|fightingstyle= *Turek &lt;br /&gt;
*Dulon&lt;br /&gt;
|profession= *Spy&lt;br /&gt;
*Assassin&lt;br /&gt;
|position=&lt;br /&gt;
|era= DJB Era&lt;br /&gt;
|affiliation= [[Plagueis]]&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ka&#039;Hava&#039;Ve&#039;&#039;&#039;, known socially by the personal name &#039;Kave&#039;, is a Myresi (the native Human inhabitants of Kapsina before it was torched by Plagueis) Sith Warrior within House Plagueis.  Illegally trained by [[Unus Domus]] before the Weequay&#039;s death, Ka&#039;Hava&#039;Ve &lt;br /&gt;
&lt;br /&gt;
== Character History(in progress) ==&lt;br /&gt;
&lt;br /&gt;
=== Childhood ===&lt;br /&gt;
&lt;br /&gt;
	Kave was raised as a desert nomad; his early years consisted of making sure he had enough water, hunting, raiding, and religious education.  His tribe raised children communally, to keep it from splitting up from family disputes, and this varied education meant that he was trained in everything he needed to thrive in the desert.  Still, he did have talents as a hunter and raider, and as he grew up that was where his education was focused.  He often had points of contention with the priesthood, which heavily stifled his advancement within the military religious hybrid government.  &lt;br /&gt;
&lt;br /&gt;
=== Raider ===&lt;br /&gt;
&lt;br /&gt;
	Ka&#039;Hava&#039;Ves first time on a raiding party was when he was 14.  Considered old to start by most standards of other tribes, but his own prefered to make certain they were well educated.  Kave began to time his life around the raiding seasons, always making sure he went off for the first raid of every season.  By his 19th year, he was leading small parties broken off from the main force.  When he was 22 years old, he attacked a small settled Myresi military installation.  Though a couple of his men were killed, he managed to capture it, which freed up his party to raid a small town.  The loot split between eight raiders was rather high, and Kave established this as his standard method, using small parties to destroy miltiary and police installations so the civilians could be looted freely. &lt;br /&gt;
&lt;br /&gt;
	 Eventually, his tribe began receiving tribute for the express purpose of staying away.  Though he lacked any official rank, at this point he was acknowledged as a defacto warlord, as he had led raids on other nomadic tribes for a variety of reasons, usually waiting until raid season to wipe out their civilians.  Wandering warriors began to follow him around, hoping to join in on battles.  The success of his raids began to go to his head, and the 28 year old tribal began building an army to invade a full sized Myresi city, intending to establish himself as a petty king.&lt;br /&gt;
&lt;br /&gt;
=== Meeting the Knight ===&lt;br /&gt;
&lt;br /&gt;
	Relations between Jusadih and the settled Myresi cities were strained at the best of times, however they did pay their taxes.  The raiders were often left alone because local forces could deal with them enough and it would take a full generation of occupation and forced integration to remove the base issue.  Still, when the technically Jusadain Myresi city states began to be put under threat, the JMR responded, sending troops with the intent of shattering the military and executing Kave.  This military group was led by [[Unus Domus]], the Directorate General of the Intelligence Directorate of the JMR.  The operation was intended to be a quick strike against the nomadic force, which meant a comparatively massive amount of planning. &lt;br /&gt;
 &lt;br /&gt;
	When it came to the actual battle, the JMR quickly destroyed the unprepared nomadic force, using a few fighter runs and a massive amount of snipers.  Though casualties on both sides were minor at best, the confusion caused by the night attack caused the majority of the nomad forces to route.  This led to a cascading effect, with more and more running simply from seeing others run.  Kave was captured, but because the shot simply disabled him, he was brought before Unus.  &lt;br /&gt;
&lt;br /&gt;
	Technically, the Weequay should have executed him.  However, the Weequay sensed his Force sensitivity and gave Kave a choice; a shot at power that would make his ambitions to become a king be nothing in comparison, or a summary execution.  Kave went with the former.&lt;br /&gt;
&lt;br /&gt;
=== Plagueis (To be expanded) ===&lt;br /&gt;
&lt;br /&gt;
	On paper, Kave&#039;s first few months within Plagueis were as a POW.  During that time, however, he was being taught by Unus in all matters of the Dark Side.  Though he did share significant portions of his philosophy, Kave continuously railed against the idea of relying on emotion as a source for his power.  He focused mostly on keeping himself cool under pressure, and always avoided rising to Unus&#039; bait unless he knew he could draw blood from the Weequay.&lt;br /&gt;
&lt;br /&gt;
	After his quick and dirty education, Kave was sent off to Antei for basic training.&lt;br /&gt;
&lt;br /&gt;
	During the bombing of Kapsina, Kave was one of the last ones off.  Though it put him in danger, he did take the necessary steps to delay Unus for the express purpose of killing his former teacher.  This was, partially, because Unus was one of a few people who knew how to get under his skin, and Kave would never miss the chance to kill him.  However, Kave is well aware that no matter how much he tried to justify it, he just really hated the Weequay.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Kave is stoic and deeply religious, considering himself the last remnant of Myresi culture and religion.  His mentality is well suited to the raiding style of existence that Plagueis has adopted.  He does not consider himself evil, and one of the major parts of his belief is that good and evil are fabrications at best and lies at worst.&lt;br /&gt;
&lt;br /&gt;
Kave actively worships the Dark Side; while he doesn&#039;t consider it a god, per se, he does consider it to be the ultimate guiding force of all of existence.  His philosophical differences with the brotherhood have led to him considering them to be almost challenges placed by the Dark Side.  Over time, it would be reasonable to assume that this will lead to a messiah complex.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Kave was trained as a skirmisher, raider, and hunter, and these are reflected in every aspect of combat.&lt;br /&gt;
&lt;br /&gt;
=== Personal ===&lt;br /&gt;
&lt;br /&gt;
Kave is fast, strong, durable, and brutal.  During combat, he does not taunt, draw a fight out, delay, or anything of that nature.  His sole concern is making sure the other person dies.  With a lightsaber, he combines the basic form of Shii-Cho with the fluidity of Makashi.  Though the combined style is raw at best, his speed and strength make him a frightening opponent in personal combat.  At the same time, his abilities with the force are rather weak, and he is often unable to use them properly in standard combat.  As a sort of a cheat, he has resorted to using his more offensive powers in concert with his typical melee combat, permitting him to keep in range of his most deadly asset.&lt;br /&gt;
&lt;br /&gt;
When unarmed, each of his styles, despite being opposites, act in concern to make him a well rounded fighter, combining the pure strength of Wampa Do and Broken Gate, with the quick movements of Dulon and Paonga.  Like his saber combat, when unarmed he operates on the principle of never giving his opponents a chance to rest, exploiting his usually superior physical nature for all its worth.  In addition, his tactic of incorporating Force usage into melee combat comes into its own when he has no weapons.  Though it often takes a second to prepare, combining an offensive usage of the Force, such as Shock or Harm, with a well aimed Wampa Do strike can put down weaker opponents easily, and cause much higher damage to stronger opponents.  The preparation time, however, means that he generally avoids this unless he is sure he has time to get ready.  The only one his consistently uses are the various speed powers&lt;br /&gt;
&lt;br /&gt;
=== Team ===&lt;br /&gt;
&lt;br /&gt;
When fighting as a part of a team, Kave is much more subdued in most circumstances.  Rather than devoting his all to a single opponent, he uses his speed and stamina to help supplement as many members of the team as he can, or (if his side is outnumbered), taking on multiple opponents at once to relieve stress from his side.  This is less out of care for members of the Brotherhood as it is a habit retained from his days as a raider, in which keeping one member alive could mean the difference of a fairly massive amount of loot.&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
&lt;br /&gt;
In the event that he isn&#039;t actively fighting alongside others, or is commanding several disparate groups and cannot be everywhere at once, Kave prefers large scale hit and run tactics (usually with several groups) focused on VIPs.  Though he is well aware of the benefit of ground troops, he has always held the opinion that 100 well trained snipers are worth 10000 general infantry, and his experiences in the Brotherhood have only reinforced his opinion on quality versus quantity.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
A desert nomad by birth and raised as such in his early life, Kave&#039;s skin is heavily tanned and darkened, both from the sun and from genetics.  Deprived of moisture, he has noticeable wrinkles despite his 28 years.  This, combined with his full and dark beard, can make him appear several years older than he really is.  His dark brown hair is often pulled back into a pony tail high on the back of his head, reaching down to just past the bottom of his shoulder blades.  Much of the left side of his face is covered with tatoos, all of them holy symbols in reverance to the environmental spirits of the Myresi.  The right side of his face used to contain the mark of his family, but he has had it removed and replaced with the Plagueis symbol; there is minor evidence of a tattoo removal, but it requires careful observation to pick it up.  His eyes are a very sharp blue, and can be eaisly confused for grey under poor lightning conditions.  His right hand contains a scar in the shape of an hourglass given to him by his teacher before he joined the Brotherhood.  Finally, he is best described as lanky; his noticably large height and less than averge weight combine to form a very tall, very thin man.&lt;br /&gt;
&lt;br /&gt;
Kave has a preference for loose fitting but well secured robes, enjoying the freedom of movement they provide, though he does take a minor issue with all the black enjoyed by much of the brotherhood and prefers brown.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Kave has gone through about seven iterations before this one was finally decided on.&lt;br /&gt;
While his early military victories may seem impressive, it would be good to remember that this was being done mostly against city states who had to double their police force as a military group (or relied on militia)&lt;br /&gt;
&lt;br /&gt;
[[Category:DJB Characters]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Unus_Domus&amp;diff=124784</id>
		<title>Unus Domus</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Unus_Domus&amp;diff=124784"/>
		<updated>2013-07-05T01:04:47Z</updated>

		<summary type="html">&lt;p&gt;Unus: Confirming as dead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{imageless}}&lt;br /&gt;
{{construction}}&lt;br /&gt;
{{Character&lt;br /&gt;
|type=Sith&lt;br /&gt;
|firstname=Unus Per A Novus Domus&lt;br /&gt;
|homeworld=[[starwars:Sriluur|Sriluur]]&lt;br /&gt;
|birth=2 BBY&lt;br /&gt;
|species=[[starwars:Weequay|Weequay]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|hair=Dark Brown&lt;br /&gt;
|eyes=Yellow&lt;br /&gt;
|height=181 cm&lt;br /&gt;
|weight=192 lbs&lt;br /&gt;
|cyber=Right Hand&lt;br /&gt;
|allies=&lt;br /&gt;
*[[Plagueis]]&lt;br /&gt;
*[[Primus Pilus]]&lt;br /&gt;
|form=[[Makashi]]&lt;br /&gt;
|profession=Operative&lt;br /&gt;
|position=&lt;br /&gt;
*Directorate General&lt;br /&gt;
*Ambassador to the Myresi&lt;br /&gt;
|affiliation=[[Plagueis]]&lt;br /&gt;
|masters=[[Kal Vorrac]]&lt;br /&gt;
|dossier=[[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unus Per A Novus Domus was a [[starwars:Weequay|Weequay]] [[Dark Jedi Knight]] in service to [[Plagueis|House Plagueis]].  Unus is a distinct cross between a manipulator and a server; while he is more than willing to send his allies, Force Users and Force Blind alike, to their doom, he feels a distinct kinship with them and is willing to die for them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Character History  ==&lt;br /&gt;
&lt;br /&gt;
===  Early Life  ===&lt;br /&gt;
Unus was born in the Saloqa clan on [[starwars:Sriluur|Sriluur]], named for its founder.  His clan had never risen to greatness, but was one of the older ones, as it managed to avoid confrontation with practically everyone (Three clan wars, twenty small skirmishes, and one final fight against the [[starwars:Yuuzhan Vong|Vong]] in nearly four thousand years).  Till he was seven, Unus was treated as all children in his clan; he practiced with weapons, medical skills, and survival skills.  This training, though based on Sriluurs biosphere, remains with him and can help him survive for quite some time by himself.&lt;br /&gt;
&lt;br /&gt;
Upon his seventh birthday, Unus was deemed capable and instructed to benefit the clan in some way or go hungry.  He chose to work as a runner for the [[starwars:Black Sun|Black Sun]] till he was eligible to become a hunter, taking the name Servus for use among outsiders.  When he was fifteen, his boss gave him a [[starwars:slugthrower|slugthrower]] to use in a raid against an opposing boss.  Servus was wounded in the firefight, but managed to kill three enemies.  Impressed, his boss had him work as an enforcer.  Weequay contacts were very careful around him, knowing that the teenager would be willing to torture and kill on demand.  Traders were not so careful, though a slug in an unimportant body part usually stopped it.&lt;br /&gt;
&lt;br /&gt;
Several times, Servus was offered a more permanent position in the Black Sun due to his effectiveness and loyalty, but he refused each time due to loyalty to his Clan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Hunter  ===&lt;br /&gt;
On his nineteenth birthday, Servus was considered an adult and permitted to select a career within the Clan.  He chose to become a Hunter, and was entered into two years of specialized training.  When offered the choice, he often chose either a slugthrower, [[starwars:Blaster Pistol|Blaster Pistol]], or his own hands for a weapon.  While this earned him more respect and more opportunities, it earned him several wounds as well; he has a variety of scars, though one stands out in particular; three lines caused from the paw of a [[starwars:Dark wolf|Dark wolf]] he attempted to tame.  He was also stung, but was healed in time.&lt;br /&gt;
&lt;br /&gt;
When he became a full fledged hunter, Servus led a hunting party of ten against a [[starwars:Bandigo|Bandigo nest]], which was believed to be a small one but one that would still make a good addition to the food.  Instead, it turned out that there were nearly a hundred of the beasts.  Unus considered his options; if he and his hunters died (none of which were recognized as spectacular hunters), then the clan would have ten less mouths to feed.  If he was successful, they would have enough food to feed the clan from this alone for quite some time.  He asked his fellows, and all agreed; an attack was the best option.&lt;br /&gt;
&lt;br /&gt;
Servus laid several traps, and organized a raid; with slugthrowers going off to scare the Bandigos, Servus&#039; hunting party charged the Bandigos into thirteen traps, taking off several each time.  When the Bandigos finally got their sense back, they were down to seven.  Slugthrowers and spears ended them.  A runner was sent back to the Clan; Servus was granted an honorary position as Elder, to be increased to an actual if he survived to fifty years old (a rarity, even in Servus&#039; clan).  In addition to this reward, Servus was deemed to be capable of making good decisions and of being a proper member of the clan; he was given permission to marry.&lt;br /&gt;
&lt;br /&gt;
In two months, Servus had a wife.  Opposed to tradition, she was a fellow hunter; it was generally considered good practice to avoid same career marriages to avoid the emergence of castes, but there was no law against it.  &lt;br /&gt;
&lt;br /&gt;
When the [[starwars:Peace Brigade|Peace Brigade]] came to Sriluur, Servus managed to convince his Clan to keep up arms and oppose them, knowing full well that conquerors have never come in peace.  Due to the non confrontational nature of the Clan, there has never been a true standing army, and the many Hunters were used as Soldier.  Till the Vong landed, Servus&#039; clan planned, and Servus drew upon the Black Sun contacts he had to get mercenaries.&lt;br /&gt;
&lt;br /&gt;
Despite their planning, the rest of Sriluur was low tech enough that the entire planet fell.  Servus was assigned on a covert mission to slaughter some landing Vong, as well as several other hunters save for a Militia kept with the Clan.  After his mission was complete, Servus headed back to his Clan; he was not able to see anyone that was not slaughtered, though the large presence of Vong corpses showed that they did not go down without a fight.  As far as he knows, he is the last of his Clan.&lt;br /&gt;
&lt;br /&gt;
Servus did the only thing he could; he ran, stole a ship, and escaped.  He ran to a close system, and considered his actions; he wanted to hurt the Vong, but he wouldn&#039;t do much damage alone.  After a bit of thinking, Servus headed to the [[Jusadih System]] and enlisted in the private army of a Noble.  He put down his name as Unus Per A Novus Domus, to indicate his status.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Soldier  ===&lt;br /&gt;
Unus didn&#039;t serve in the Noble&#039;s Army for long; once the Invasion was over, he enlisted in the Jusadih Armed Forces.  Due to his previous experience and strong will to fight and serve, Unus ended up being promoted to Sergeant rather quickly.  Unfortunately, his first assignment had a 90 Blunder for his Officer In Charge, resulting in Unus often taking the reins for his unit.  He tended to keep comrades at arms distance, though showed extreme willingness to assist others.  Unus participated in several raids against the Jusadih Independence Corps.  &lt;br /&gt;
&lt;br /&gt;
Unus&#039; service as a Soldier culminated in a mission to Morroth in which he ended up executing the [[Jedi Hunter]] [[Necal]].  The then [[QUA]] of [[House Satal Keto]], [[Kal Vorrac]] named him his apprentice and transferred him into the [[Dark Brotherhood]].  Officially, Unus was moved from his unit with the only record being &#039;rerouted to Special Unit&#039;.  He did go to Antei for standard training, but a short bit of work from Kal made him breeze through&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Adapt  ===&lt;br /&gt;
&lt;br /&gt;
====  Truth Of A Sith  ====&lt;br /&gt;
In 33 ABY, Unus&#039; Master, Kal Vorrac devised a final trial for his apprentice before reaching Knighthood.  Kal summoned his apprentice to the bridge of the [[NSD Ascendancy]], and destroyed the Hunter&#039;s Armory Saber.  While doing this, he explained that he found the Brotherhood in error, and that he was going to reveal to the Galactic Alliance of the Brotherhoods location while he started his own order in line with [[starwars:Rule of Two|Bane&#039;s teachings]]. He then pulled a [[starwars:Q4 Quickfire|Q4 Quickfire]] and shot himself in the stomach, throwing the blaster to his apprentice and screaming &#039;Assassin&#039;.  What the guards thought was rather obvious.  Whether in a moment of fear, surprise, hatred, or confusion, Unus did not shoot his master; Instead, he escaped to [[Kapsina]].  &lt;br /&gt;
&lt;br /&gt;
There, he managed to fight off an attack force consisting of several Dark Jedi and forty mercenaries.  He took an energy cell and two sabers; a long straight one, and a smaller curved one (which he keeps as a trophy to this day).  Before he took off to the Dark Tower, he sent a message to [[Corran Force]] about what was happening so that the DJB could enter damage control.  He used the longer saber, which was more suited to his fighting style, and managed to fight through to his Master.  Catching Kal in a saber lock, he thrust the energy cell into the sabers.  The resulting explosion damaged both fighters, and melded Unus&#039; right hand to the saber.&lt;br /&gt;
&lt;br /&gt;
Perhaps impressed with Unus&#039; resolve, Kal revealed his purpose; this was his final trial for Knighthood.  The revelation threw Unus into a rage, as he had killed Jusadaian Soldiers to get to Kal.  Unus charged him once more; Kal responded by using the Force to knock him down and used his saber to remove the Weequay&#039;s hand.  The entire event has resulted in Unus having a very strained relationship with his Master, though he is the first to acknowledge that, even if he doesn&#039;t need Kal, Kal is highly useful to him.&lt;br /&gt;
&lt;br /&gt;
==== The final death ====&lt;br /&gt;
&lt;br /&gt;
Shortly after becoming a Knight, Unus began to take on missions dealing with investigation, a likely precursor to his becoming Directorate General later on.  One of his investigations led to him infiltrating a group of black market smugglers.  The group was led by a female Weequay that Unus recognized as being from his Clan.  After an attempt to determine if anyone else survived, the answer being none according to the smuggler, Unus felt a pull between loyalties.  Hardening his resolve, he chose Plaguies, and killed the Weequay from his clan, along with the rest of the smugglers.  Once again, Unus was, as far as he knew, the last of his Clan.&lt;br /&gt;
&lt;br /&gt;
==== A period of chaos ====&lt;br /&gt;
&lt;br /&gt;
One of his earlier assignments as a Knight was to be made Directorate General for Jusadih&#039;s Intelligence Directorate.  In this position, he helped set several precedents, and even refocused the Directorate in such a way that it would be easy for it to run largely autonomously, something that he found rather important when, after a period of Chaos, Unus founded Primus Pilus with several other Plaguians to help bring order to the Jusadih system and preserve the House.  During a short and bloody crusade, Unus found himself personally responsible for a wide variety of murders and terrorist attacks, killing treasonous officers when possible, simply destroying bases when necessary.&lt;br /&gt;
&lt;br /&gt;
After being captured by Jusadih officials with the rest of Primus Pilus, Unus maintained that his actions were necessary given the situation.  When called to the Quaestor&#039;s office for personal sentencing, Unus fully expected death at his Quaestor&#039;s hands.  He was not expecting to have Primus Pilus founded as a legitimate organization and as Plagueis&#039; official battleteam.&lt;br /&gt;
&lt;br /&gt;
==== RM and leaving Pilus ====&lt;br /&gt;
&lt;br /&gt;
When [[Braecen Kaeth]] had to leave the position of Rollmaster, Unus was quick to offer his services to fill in for the position.  When word came about his former Master returning reached him, Unus contacted his Master and made a request; take over as Pilus Commander.  He knew very well that Kal would make a much better commander than himself, especially considering the far more feral way he held himself, not to mention his much more notable political and personal power.  Thus, for the very same reason that he founded Primus Pilus, he left it in the hands of someone who he, for lack of a better word, despised.&lt;br /&gt;
&lt;br /&gt;
==== Ambadassador ====&lt;br /&gt;
&lt;br /&gt;
As part of a plan to gain control of the second Adegan vein on Kapsina, Unus began to act as an ambassador to the Myressi, a group of Humans whose ancestors had crash landed on Kapsina several thousand years ago.  While it would have been possible to simply subjugate the natives, they were very skilled guerilla warriors, and the investment of troops and resources would be far too great.  A minor acoylte of the local gods, Ka&#039;Hava&#039;Ve, was assigned to Unus for the purpose of being a guide and a source of information about the local culture.&lt;br /&gt;
&lt;br /&gt;
==== Extra Stuff ====&lt;br /&gt;
&lt;br /&gt;
Will fill out if I remember what I was doing with him&lt;br /&gt;
&lt;br /&gt;
==== Death (TBE) ====&lt;br /&gt;
&lt;br /&gt;
Unus died during the destruction of Kapsina when it was burned during Horizons.  Ka&#039;Hava&#039;Ve chose to leave him behind as a way of getting revenge.&lt;br /&gt;
&lt;br /&gt;
==  Personality  ==&lt;br /&gt;
&lt;br /&gt;
Unus is far from a typical Dark Jedi, and even further from a typical Sith.  His status as Dark Jedi only comes about from his being a Force user and using the Dark Side of the Force.  Though he is ruthless, he is never needlessly cruel.  When he must be cruel, it is cold and calculated to give morale to his allies and strike fear into his enemies.  He is also far to devoted and careful for the usually chaotic Dark Jedi.  He distinctly disagrees with the Sith doctrine to obtain power at any reasonable cost, holding his loyalty far higher on his list of priorities.&lt;br /&gt;
&lt;br /&gt;
When in most conversation, Unus speaks with careful, short, and clipped speech.  It is only when having an intellectual or philosophical discussion that he expands on his speaking.&lt;br /&gt;
&lt;br /&gt;
==  Physical Description  ==&lt;br /&gt;
Unus is nearly six feet tall, and accordingly well muscled with his previous training.  He is agile and capable of taking a hit as well.  This extends to the point where he far prefers to use melee combat against his opponents.  He fully acknowledges that this mentality is due to the fact that he hates Vong and direct application of the Force is useless against them.&lt;br /&gt;
&lt;br /&gt;
Unlike most Weequay, Unus lets his hair grow freely.  Still, Weequay hair does not naturally let itself to freedom, and to keep it from being in a very distracting style, Unus has pulled it back into a rudimentray ponytail.  The top of his head, however, remains bald due to his Weequay physiology.  He prefers to keep his Peacekeeper robes on , but is more than willing to switch clothes at the drop of a hat for one of many different reasons, though usually for a mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Achievements  ==&lt;br /&gt;
&lt;br /&gt;
First individual to be Etched To The Blade in Primus Pilus.&lt;br /&gt;
&lt;br /&gt;
==  DJB Facts  ==&lt;br /&gt;
&lt;br /&gt;
First (and only) Directorate General&lt;br /&gt;
&lt;br /&gt;
First Primus Pilus Commander&lt;br /&gt;
&lt;br /&gt;
==  Trivia  ==&lt;br /&gt;
&lt;br /&gt;
Unus Per A Novus Domus means One With A New Home, refering to his allegiances switching from his Weequay clan to Plagueis.&lt;br /&gt;
&lt;br /&gt;
A Scar-Hand.&lt;br /&gt;
&lt;br /&gt;
==  Positions Held  ==&lt;br /&gt;
&lt;br /&gt;
BTL of Intelligence Directorate&lt;br /&gt;
&lt;br /&gt;
BTL of Primus Pilus&lt;br /&gt;
&lt;br /&gt;
RM of House Plagueis&lt;br /&gt;
&lt;br /&gt;
Webmaster of House Plagueis&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;br /&gt;
[[Category:Deceased Characters]]&lt;br /&gt;
[[Category:DJB Characters]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=124783</id>
		<title>Ka&#039;Hava&#039;Ve</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=124783"/>
		<updated>2013-07-05T01:01:27Z</updated>

		<summary type="html">&lt;p&gt;Unus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|type= Sith&lt;br /&gt;
|image=&lt;br /&gt;
|firstname= Ka&#039;Hava&#039;Ve&lt;br /&gt;
|lastname=&lt;br /&gt;
|homeworld= Kapsina&lt;br /&gt;
|birth= 7 ABY&lt;br /&gt;
|death=&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Brown&lt;br /&gt;
|eyes= Blue&lt;br /&gt;
|height= 192 CM&lt;br /&gt;
|weight= 148 LBS&lt;br /&gt;
|cyber= &lt;br /&gt;
|allies= Plagueis&lt;br /&gt;
|enemies= &lt;br /&gt;
|saber=&lt;br /&gt;
|form= *Makashi (primary)&lt;br /&gt;
*Dun Moch (secondary)&lt;br /&gt;
|fightingstyle= *Turek &lt;br /&gt;
*Dulon&lt;br /&gt;
|profession= *Spy&lt;br /&gt;
*Assassin&lt;br /&gt;
|position=&lt;br /&gt;
|era= DJB Era&lt;br /&gt;
|affiliation= [[Plagueis]]&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ka&#039;Hava&#039;Ve&#039;&#039;&#039;, known socially by the personal name &#039;Kave&#039;, is a Myresi (the native Human inhabitants of Kapsina before it was torched by Plagueis) Sith Warrior within House Plagueis.  Illegally trained by [[Unus Domus]] before the Weequay&#039;s death, Ka&#039;Hava&#039;Ve &lt;br /&gt;
&lt;br /&gt;
== Character History(in progress) ==&lt;br /&gt;
&lt;br /&gt;
=== Childhood ===&lt;br /&gt;
&lt;br /&gt;
	Kave was raised as a desert nomad; his early years consisted of making sure he had enough water, hunting, raiding, and religious education.  His tribe raised children communally, to keep it from splitting up from family disputes, and this varied education meant that he was trained in everything he needed to thrive in the desert.  Still, he did have talents as a hunter and raider, and as he grew up that was where his education was focused.  He often had points of contention with the priesthood, which heavily stifled his advancement within the military religious hybrid government.  &lt;br /&gt;
&lt;br /&gt;
=== Raider ===&lt;br /&gt;
&lt;br /&gt;
	Ka&#039;Hava&#039;Ves first time on a raiding party was when he was 14.  Considered old to start by most standards of other tribes, but his own prefered to make certain they were well educated.  Kave began to time his life around the raiding seasons, always making sure he went off for the first raid of every season.  By his 19th year, he was leading small parties broken off from the main force.  When he was 22 years old, he attacked a small settled Myresi military installation.  Though a couple of his men were killed, he managed to capture it, which freed up his party to raid a small town.  The loot split between eight raiders was rather high, and Kave established this as his standard method, using small parties to destroy miltiary and police installations so the civilians could be looted freely. &lt;br /&gt;
&lt;br /&gt;
	 Eventually, his tribe began receiving tribute for the express purpose of staying away.  Though he lacked any official rank, at this point he was acknowledged as a defacto warlord, as he had led raids on other nomadic tribes for a variety of reasons, usually waiting until raid season to wipe out their civilians.  Wandering warriors began to follow him around, hoping to join in on battles.  The success of his raids began to go to his head, and the 28 year old tribal began building an army to invade a full sized Myresi city, intending to establish himself as a petty king.&lt;br /&gt;
&lt;br /&gt;
=== Meeting the Knight ===&lt;br /&gt;
&lt;br /&gt;
	Relations between Jusadih and the settled Myresi cities were strained at the best of times, however they did pay their taxes.  The raiders were often left alone because local forces could deal with them enough and it would take a full generation of occupation and forced integration to remove the base issue.  Still, when the technically Jusadain Myresi city states began to be put under threat, the JMR responded, sending troops with the intent of shattering the military and executing Kave.  This military group was led by [[Unus Domus]], the Directorate General of the Intelligence Directorate of the JMR.  The operation was intended to be a quick strike against the nomadic force, which meant a comparatively massive amount of planning. &lt;br /&gt;
 &lt;br /&gt;
	When it came to the actual battle, the JMR quickly destroyed the unprepared nomadic force, using a few fighter runs and a massive amount of snipers.  Though casualties on both sides were minor at best, the confusion caused by the night attack caused the majority of the nomad forces to route.  This led to a cascading effect, with more and more running simply from seeing others run.  Kave was captured, but because the shot simply disabled him, he was brought before Unus.  &lt;br /&gt;
&lt;br /&gt;
	Technically, the Weequay should have executed him.  However, the Weequay sensed his Force sensitivity and gave Kave a choice; a shot at power that would make his ambitions to become a king be nothing in comparison, or a summary execution.  Kave went with the former.&lt;br /&gt;
&lt;br /&gt;
=== Plagueis (To be expanded) ===&lt;br /&gt;
&lt;br /&gt;
	On paper, Kave&#039;s first few months within Plagueis were as a POW.  During that time, however, he was being taught by Unus in all matters of the Dark Side.  Though he did share significant portions of his philosophy, Kave continuously railed against the idea of relying on emotion as a source for his power.  He focused mostly on keeping himself cool under pressure, and always avoided rising to Unus&#039; bait unless he knew he could draw blood from the Weequay.&lt;br /&gt;
&lt;br /&gt;
	After his quick and dirty education, Kave was sent off to Antei for basic training.&lt;br /&gt;
&lt;br /&gt;
	During the bombing of Kapsina, Kave was one of the last ones off.  Though it put him in danger, he did take the necessary steps to delay Unus for the express purpose of killing his former teacher.  This was, partially, because Unus was one of a few people who knew how to get under his skin, and Kave would never miss the chance to kill him.  However, Kave is well aware that no matter how much he tried to justify it, he just really hated the Weequay.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Kave is stoic and deeply religious, considering himself the last remnant of Myresi culture and religion.  His mentality is well suited to the raiding style of existence that Plagueis has adopted.  He does not consider himself evil, and one of the major parts of his belief is that good and evil are fabrications at best and lies at worst.&lt;br /&gt;
&lt;br /&gt;
Kave actively worships the Dark Side; while he doesn&#039;t consider it a god, per se, he does consider it to be the ultimate guiding force of all of existence.  His philosophical differences with the brotherhood have led to him considering them to be almost challenges placed by the Dark Side.  Over time, it would be reasonable to assume that this will lead to a messiah complex.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
A desert nomad by birth and raised as such in his early life, Kave&#039;s skin is heavily tanned and darkened, both from the sun and from genetics.  Deprived of moisture, he has noticeable wrinkles despite his 28 years.  This, combined with his full and dark beard, can make him appear several years older than he really is.  His dark brown hair is often pulled back into a pony tail high on the back of his head, reaching down to just past the bottom of his shoulder blades.  Much of the left side of his face is covered with tatoos, all of them holy symbols in reverance to the environmental spirits of the Myresi.  The right side of his face used to contain the mark of his family, but he has had it removed and replaced with the Plagueis symbol; there is minor evidence of a tattoo removal, but it requires careful observation to pick it up.  His eyes are a very sharp blue, and can be eaisly confused for grey under poor lightning conditions.  His right hand contains a scar in the shape of an hourglass given to him by his teacher before he joined the Brotherhood.  Finally, he is best described as lanky; his noticably large height and less than averge weight combine to form a very tall, very thin man.&lt;br /&gt;
&lt;br /&gt;
Kave has a preference for loose fitting but well secured robes, enjoying the freedom of movement they provide, though he does take a minor issue with all the black and prefers brown.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Kave has gone through about seven iterations before this one was finally decided on.&lt;br /&gt;
While his early military victories may seem impressive, it would be good to remember that this was being done mostly against city states who had to double their police force as a military group (or relied on militia)&lt;br /&gt;
&lt;br /&gt;
[[Category:DJB Characters]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=123103</id>
		<title>Ka&#039;Hava&#039;Ve</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=123103"/>
		<updated>2013-04-16T20:27:39Z</updated>

		<summary type="html">&lt;p&gt;Unus: Expansion and removal of outdated information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|type= Sith&lt;br /&gt;
|image=&lt;br /&gt;
|firstname= Ka&#039;Hava&#039;Ve&lt;br /&gt;
|lastname=&lt;br /&gt;
|homeworld= Kapsina&lt;br /&gt;
|birth= 7 ABY&lt;br /&gt;
|death=&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Brown&lt;br /&gt;
|eyes= Blue&lt;br /&gt;
|height= 192 CM&lt;br /&gt;
|weight= 148 LBS&lt;br /&gt;
|cyber= &lt;br /&gt;
|allies= Plagueis&lt;br /&gt;
|enemies= &lt;br /&gt;
|saber=&lt;br /&gt;
|form= *Makashi (primary)&lt;br /&gt;
*Dun Moch (secondary)&lt;br /&gt;
|fightingstyle= *Turek &lt;br /&gt;
*Dulon&lt;br /&gt;
|profession= *Spy&lt;br /&gt;
*Assassin&lt;br /&gt;
|position=&lt;br /&gt;
|era= DJB Era&lt;br /&gt;
|affiliation= [[Plagueis]]&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ka&#039;Hava&#039;Ve&#039;&#039;&#039;, known socially by the personal name &#039;Kave&#039;, is a Myresi (the native Human inhabitants of Kapsina before it was torched by Plagueis) Sith Warrior within House Plagueis.  Illegally trained by [[Unus Domus]] before the Weequay&#039;s death, Ka&#039;Hava&#039;Ve &lt;br /&gt;
&lt;br /&gt;
== Character History(in progress) ==&lt;br /&gt;
&lt;br /&gt;
=== Childhood ===&lt;br /&gt;
&lt;br /&gt;
	Kave was raised as a desert nomad; his early years consisted of making sure he had enough water, hunting, raiding, and religious education.  His tribe raised children communally, to keep it from splitting up from family disputes, and this varied education meant that he was trained in everything he needed to thrive in the desert.  Still, he did have talents as a hunter and raider, and as he grew up that was where his education was focused.  He often had points of contention with the priesthood, which heavily stifled his advancement within the military religious hybrid government.  &lt;br /&gt;
&lt;br /&gt;
=== Raider ===&lt;br /&gt;
&lt;br /&gt;
	Ka&#039;Hava&#039;Ves first time on a raiding party was when he was 14.  Considered old to start by most standards of other tribes, but his own prefered to make certain they were well educated.  Kave began to time his life around the raiding seasons, always making sure he went off for the first raid of every season.  By his 19th year, he was leading small parties broken off from the main force.  When he was 22 years old, he attacked a small settled Myresi military installation.  Though a couple of his men were killed, he managed to capture it, which freed up his party to raid a small town.  The loot split between eight raiders was rather high, and Kave established this as his standard method, using small parties to destroy miltiary and police installations so the civilians could be looted freely. &lt;br /&gt;
&lt;br /&gt;
	 Eventually, his tribe began receiving tribute for the express purpose of staying away.  Though he lacked any official rank, at this point he was acknowledged as a defacto warlord, as he had led raids on other nomadic tribes for a variety of reasons, usually waiting until raid season to wipe out their civilians.  Wandering warriors began to follow him around, hoping to join in on battles.  The success of his raids began to go to his head, and the 28 year old tribal began building an army to invade a full sized Myresi city, intending to establish himself as a petty king.&lt;br /&gt;
&lt;br /&gt;
=== Meeting the Knight ===&lt;br /&gt;
&lt;br /&gt;
	Relations between Jusadih and the settled Myresi cities were strained at the best of times, however they did pay their taxes.  The raiders were often left alone because local forces could deal with them enough and it would take a full generation of occupation and forced integration to remove the base issue.  Still, when the technically Jusadain Myresi city states began to be put under threat, the JMR responded, sending troops with the intent of shattering the military and executing Kave.  This military group was led by [[Unus Domus]], the Directorate General of the Intelligence Directorate of the JMR.  The operation was intended to be a quick strike against the nomadic force, which meant a comparatively massive amount of planning. &lt;br /&gt;
 &lt;br /&gt;
	When it came to the actual battle, the JMR quickly destroyed the unprepared nomadic force, using a few fighter runs and a massive amount of snipers.  Though casualties on both sides were minor at best, the confusion caused by the night attack caused the majority of the nomad forces to route.  This led to a cascading effect, with more and more running simply from seeing others run.  Kave was captured, but because the shot simply disabled him, he was brought before Unus.  &lt;br /&gt;
&lt;br /&gt;
	Technically, the Weequay should have executed him.  However, the Weequay sensed his Force sensitivity and gave Kave a choice; a shot at power that would make his ambitions to become a king be nothing in comparison, or a summary execution.  Kave went with the former.&lt;br /&gt;
&lt;br /&gt;
=== Plagueis (To be expanded) ===&lt;br /&gt;
&lt;br /&gt;
	On paper, Kave&#039;s first few months within Plagueis were as a POW.  During that time, however, he was being taught by Unus in all matters of the Dark Side.  Though he did share significant portions of his philosophy, Kave continuously railed against the idea of relying on emotion as a source for his power.  He focused mostly on keeping himself cool under pressure, and always avoided rising to Unus&#039; bait unless he knew he could draw blood from the Weequay.&lt;br /&gt;
&lt;br /&gt;
	After his quick and dirty education, Kave was sent off to Antei for basic training.&lt;br /&gt;
&lt;br /&gt;
	During the bombing of Kapsina, Kave was one of the last ones off.  Though it put him in danger, he did take the necessary steps to delay Unus for the express purpose of killing his former teacher.  This was, partially, because Unus was one of a few people who knew how to get under his skin, and Kave would never miss the chance to kill him.  However, Kave is well aware that no matter how much he tried to justify it, he just really hated the Weequay.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Kave is stoic and deeply religious, considering himself the last remnant of Myresi culture and religion.  His mentality is well suited to the raiding style of existence that Plagueis has adopted.  He does not consider himself evil, and one of the major parts of his belief is that good and evil are fabrications at best and lies at worst.&lt;br /&gt;
He also does not consider himself as belonging to the Dark Side, viewing it as a religion.  In fact, though he does share the mentality of most Dark Jedi, the method in which he gains access to the Force (primarily mental control) has more in common with light siders than the emotion fueled power of his fellow Dark Siders.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
A desert nomad by birth and raised as such in his early life, Kave&#039;s skin is heavily tanned and darkened, both from the sun and from genetics.  Deprived of moisture, he has noticeable wrinkles despite his 28 years.  This, combined with his full and dark beard, can make him appear several years older than he really is.  His dark brown hair is often pulled back into a pony tail high on the back of his head, reaching down to just past the bottom of his shoulder blades.  Much of the left side of his face is covered with tatoos, all of them holy symbols in reverance to the environmental spirits of the Myresi.  The right side of his face used to contain the mark of his family, but he has had it removed and replaced with the Plagueis symbol; there is minor evidence of a tattoo removal, but it requires careful observation to pick it up.  His eyes are a very sharp blue, and can be eaisly confused for grey under poor lightning conditions.  His right hand contains a scar in the shape of an hourglass given to him by his teacher before he joined the Brotherhood.  Finally, he is best described as lanky; his noticably large height and less than averge weight combine to form a very tall, very thin man.&lt;br /&gt;
&lt;br /&gt;
Kave has a preference for loose fitting but well secured robes, enjoying the freedom of movement they provide, though he does take a minor issue with all the black and prefers brown.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Kave has gone through about seven iterations before this one was finally decided on.&lt;br /&gt;
While his early military victories may seem impressive, it would be good to remember that this was being done mostly against city states who had to double their police force as a military group (or relied on militia)&lt;br /&gt;
&lt;br /&gt;
[[Category:DJB Characters]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=113815</id>
		<title>Ka&#039;Hava&#039;Ve</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=113815"/>
		<updated>2012-06-28T17:36:36Z</updated>

		<summary type="html">&lt;p&gt;Unus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|type= Sith&lt;br /&gt;
|image=&lt;br /&gt;
|firstname= Ka&#039;Hava&#039;Ve&lt;br /&gt;
|lastname=&lt;br /&gt;
|homeworld= Kapsina&lt;br /&gt;
|birth= 7 ABY&lt;br /&gt;
|death=&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Brown&lt;br /&gt;
|eyes= Blue&lt;br /&gt;
|height= 192 CM&lt;br /&gt;
|weight= 148 LBS&lt;br /&gt;
|cyber= &lt;br /&gt;
|allies= Plagueis&lt;br /&gt;
|enemies= &lt;br /&gt;
|saber=&lt;br /&gt;
|form= *Makashi (primary)&lt;br /&gt;
*Dun Moch (secondary)&lt;br /&gt;
|fightingstyle= *Turek &lt;br /&gt;
*Dulon&lt;br /&gt;
|profession= *Spy&lt;br /&gt;
*Assassin&lt;br /&gt;
|position=&lt;br /&gt;
|era= DJB Era&lt;br /&gt;
|affiliation= [[Plagueis]]&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Hava&#039;Ve, known socially by the personal name &#039;Kave&#039;, is a Myresi Sith Warrior within House Plagueis.  Illegally trained by [[Unus Domus]] before the Weequay&#039;s death, Ka&#039;Hava&#039;Ve &lt;br /&gt;
&lt;br /&gt;
== Character History(MASSIVELY in progress) ==&lt;br /&gt;
&lt;br /&gt;
=== Childhood ===&lt;br /&gt;
&lt;br /&gt;
Kave spent the first twelve years of his life with his semi-nomadic parents, traveling around the desert in the primitive Myresi culture native to Kapsina.  This time built up a strong set of survival skills he keeps with him, as well as general patterns of living which only desert nomads pick up, including massive water conservation and a wariness for strong daylight.  His died when he was seven, and one of the most difficult lessons of desert culture was taught to him that day; waste absolutely nothing.&lt;br /&gt;
&lt;br /&gt;
To this day, he keeps a small ceremonial knife with a handle may from a human femur.&lt;br /&gt;
&lt;br /&gt;
For the next five years, Kave continued to travel with his father.  Upon his twelfth birthday, Kave&#039;s father informed him that he had found a profession for him, and would take him to the city to learn his new trade.  In less than three days, he was at the gates of the Myresi city, where he was given to a local Shaman as an apprentice and eventual successor.&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
&lt;br /&gt;
A few months into his twenty third year, the Shaman teaching him named him as a full Shaman before the city Council.&lt;br /&gt;
&lt;br /&gt;
=== Meeting the Knight ===&lt;br /&gt;
&lt;br /&gt;
Will be worked on once the canonical fate of Unus Domus is established.&lt;br /&gt;
&lt;br /&gt;
=== Plagueis ===&lt;br /&gt;
&lt;br /&gt;
Will be worked on once hte canonical fate of Unus Domus is established.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Kave is best described as Affably Evil; he sees no conflict with attempting to slaughter someones entire family and being best friends, and while he makes no issue about about killing, thieving and slavery (sexual or otherwise), he is considered very nice to be around, and is always polite if such a thing is possible. This reflects his views on how one should manipulate people, often prefering the subtle and non violent method to conflict resolution. When violence is inevitable, he will often attempt to set up future plans, in the event both of them survive. This attitude makes him popular among Jusadih troops; he is seen as an officer and a gentleman. Even those who have a problem with him being so proper tend to enjoy his company. This is largely intentional on his part.&lt;br /&gt;
&lt;br /&gt;
The events surrounding his joining Plagueis, however, have left him more than a bit shaken and mentally unstable.  While it is difficult to notice in casual situations, it can become rather obvious in stressful situations, as he is liable to begin thinking outloud in a stream of consciousness, often involving violent thoughts and several different lines of thought crossing over and interrupting each other.  Should one be close enough to hear it, it sounds rather like listening to a single side of one of three different arguments and randomly switching between them.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
A desert nomad by birth and raised as such in his early life, Kave&#039;s skin is heavily tanned and darkened, both from the sun and from genetics.  Deprived of moisture, he has noticable wrinkles despite his 28 years.  This, combined with his full and dark beard, can make him appear several years older than he really is.  His dark brown hair is often pulled back into a pony tail high on the back of his head, reaching down to just past the bottom of his shoulder blades.  Much of the left side of his face is covered with tatoos, all of them holy symbols in reverance to the environmental spirits of the Myresi.  The right side of his face used to contain the mark of his family, but he has had it removed and replaced with the Plagueis symbol; there is minor evidence of a tattoo removal, but it requires a few minutes of careful observation to pick it up.  His eyes are a very sharp blue, and can be eaisly confused for grey under poor lightning conditions.  His right hand contains a scar in the shape of an hourglass given to him by his teacher before he joined the Brotherhood.  Finally, he is best described as lanky; his noticably large height and less than averge weight combine to form a very tall, very thin man.&lt;br /&gt;
&lt;br /&gt;
Kave prefers to wear bright and roomy clothing, often white in colour, only layering as a matter of necessity. These vary immensly; for formal occassions, he wears Brotherhood robes, but in most situations one is unlikely to see him in the same clothing twice. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Kave is a character replacement for Unus Per A Novus Domus, who was sacrificed for the express purpose of me getting a card carrying villain.&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=113814</id>
		<title>Ka&#039;Hava&#039;Ve</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ka%27Hava%27Ve&amp;diff=113814"/>
		<updated>2012-06-28T16:42:51Z</updated>

		<summary type="html">&lt;p&gt;Unus: Page creation and initial content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|type= Krath&lt;br /&gt;
|image=&lt;br /&gt;
|firstname= Ka&#039;Hava&#039;Ve&lt;br /&gt;
|lastname=&lt;br /&gt;
|homeworld= Kapsina&lt;br /&gt;
|birth= 7 ABY&lt;br /&gt;
|death=&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Brown&lt;br /&gt;
|eyes= Blue&lt;br /&gt;
|height= 192 CM&lt;br /&gt;
|weight= 148 LBS&lt;br /&gt;
|cyber= &lt;br /&gt;
|allies= Plagueis&lt;br /&gt;
|enemies= &lt;br /&gt;
|saber=&lt;br /&gt;
|form= *Makashi (primary)&lt;br /&gt;
*Dun Moch (secondary)&lt;br /&gt;
|fightingstyle= *Turek &lt;br /&gt;
*Dulon&lt;br /&gt;
|profession= *Spy&lt;br /&gt;
*Assassin&lt;br /&gt;
|position=&lt;br /&gt;
|era= DJB Era&lt;br /&gt;
|affiliation= [[Plagueis]]&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Hava&#039;Ve, known socially by the personal name &#039;Kave&#039;, is a Myresi Sith Warrior within House Plagueis.  Illegally trained by [[Unus Domus]] before the Weequay&#039;s death, Ka&#039;Hava&#039;Ve &lt;br /&gt;
&lt;br /&gt;
== Character History(MASSIVELY in progress) ==&lt;br /&gt;
&lt;br /&gt;
=== Childhood ===&lt;br /&gt;
&lt;br /&gt;
Kave spent the first twelve years of his life with his semi-nomadic parents, traveling around the desert in the primitive Myresi culture native to Kapsina.  This time built up a strong set of survival skills he keeps with him, as well as general patterns of living which only desert nomads pick up, including massive water conservation and a wariness for strong daylight.  His died when he was seven, and one of the most difficult lessons of desert culture was taught to him that day; waste absolutely nothing.&lt;br /&gt;
&lt;br /&gt;
To this day, he keeps a small ceremonial knife with a handle may from a human femur.&lt;br /&gt;
&lt;br /&gt;
For the next five years, Kave continued to travel with his father.  Upon his twelfth birthday, Kave&#039;s father informed him that he had found a profession for him, and would take him to the city to learn his new trade.  In less than three days, he was at the gates of the Myresi city, where he was given to a local Shaman as an apprentice and eventual successor.&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
&lt;br /&gt;
A few months into his twenty third year, the Shaman teaching him named him as a full Shaman before the city Council.&lt;br /&gt;
&lt;br /&gt;
=== Meeting the Knight ===&lt;br /&gt;
&lt;br /&gt;
Will be worked on once the canonical fate of Unus Domus is established.&lt;br /&gt;
&lt;br /&gt;
=== Plagueis ===&lt;br /&gt;
&lt;br /&gt;
Will be worked on once hte canonical fate of Unus Domus is established.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Kave is best described as Affably Evil; he sees no conflict with attempting to slaughter someones entire family and being best friends, and while he makes no issue about about killing, thieving and slavery (sexual or otherwise), he is considered very nice to be around, and is always polite if such a thing is possible. This reflects his views on how one should manipulate people, often prefering the subtle and non violent method to conflict resolution. When violence is inevitable, he will often attempt to set up future plans, in the event both of them survive. This attitude makes him popular among Jusadih troops; he is seen as an officer and a gentleman. Even those who have a problem with him being so proper tend to enjoy his company. This is largely intentional on his part.&lt;br /&gt;
&lt;br /&gt;
The events surrounding his joining Plagueis, however, have left him more than a bit shaken and mentally unstable.  While it is difficult to notice in casual situations, it can become rather obvious in stressful situations, as he is liable to begin thinking outloud in a stream of consciousness, often involving violent thoughts and several different lines of thought crossing over and interrupting each other.  Should one be close enough to hear it, it sounds rather like listening to a single side of one of three different arguments and randomly switching between them.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
A desert nomad by birth and raised as such in his early life, Kave&#039;s skin is heavily tanned and darkened, both from the sun and from genetics.  Deprived of moisture, he has noticable wrinkles despite his 28 years.  This, combined with his full and dark beard, can make him appear several years older than he really is.  His dark brown hair is often pulled back into a pony tail high on the back of his head, reaching down to just past the bottom of his shoulder blades.  Much of the left side of his face is covered with tatoos, all of them holy symbols in reverance to the environmental spirits of the Myresi.  The right side of his face used to contain the mark of his family, but he has had it removed and replaced with the Plagueis symbol; there is minor evidence of a tattoo removal, but it requires a few minutes of careful observation to pick it up.  His eyes are a very sharp blue, and can be eaisly confused for grey under poor lightning conditions.  His right hand contains a scar in the shape of an hourglass given to him by his teacher before he joined the Brotherhood.  Finally, he is best described as lanky; his noticably large height and less than averge weight combine to form a very tall, very thin man.&lt;br /&gt;
&lt;br /&gt;
Kave prefers to wear bright and roomy clothing, often white in colour, only layering as a matter of necessity. These vary immensly; for formal occassions, he wears Brotherhood robes, but in most situations one is unlikely to see him in the same clothing twice. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Kave is a character replacement for Unus Per A Novus Domus, who was sacrificed for the express purpose of me getting a card carrying villain.&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=User:Unus&amp;diff=113813</id>
		<title>User:Unus</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=User:Unus&amp;diff=113813"/>
		<updated>2012-06-28T15:45:31Z</updated>

		<summary type="html">&lt;p&gt;Unus: Replaced content with &amp;quot;10809.

Currently Ka&amp;#039;Hava&amp;#039;Ve&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;10809.&lt;br /&gt;
&lt;br /&gt;
Currently Ka&#039;Hava&#039;Ve&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Unus_Domus&amp;diff=112217</id>
		<title>Unus Domus</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Unus_Domus&amp;diff=112217"/>
		<updated>2012-03-22T02:49:17Z</updated>

		<summary type="html">&lt;p&gt;Unus: Fixing some stuff up, expanding on a more recent paragraph.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{imageless}}&lt;br /&gt;
{{construction}}&lt;br /&gt;
{{Character&lt;br /&gt;
|type=Sith&lt;br /&gt;
|firstname=Unus Per A Novus Domus&lt;br /&gt;
|homeworld=[[starwars:Sriluur|Sriluur]]&lt;br /&gt;
|birth=2 BBY&lt;br /&gt;
|species=[[starwars:Weequay|Weequay]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|hair=Dark Brown&lt;br /&gt;
|eyes=Yellow&lt;br /&gt;
|height=181 cm&lt;br /&gt;
|weight=192 lbs&lt;br /&gt;
|cyber=Right Hand&lt;br /&gt;
|allies=&lt;br /&gt;
*[[Plagueis]]&lt;br /&gt;
*[[Primus Pilus]]&lt;br /&gt;
|form=[[Makashi]]&lt;br /&gt;
|profession=Operative&lt;br /&gt;
|position=&lt;br /&gt;
*Directorate General&lt;br /&gt;
*Ambassador to the Myresi&lt;br /&gt;
|affiliation=[[Plagueis]]&lt;br /&gt;
|masters=[[Kal Vorrac]]&lt;br /&gt;
|dossier=[[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unus Per A Novus Domus is a [[starwars:Weequay|Weequay]] [[Dark Jedi Knight]] in service to [[Plagueis|House Plagueis]].  Unus is a distinct cross between a manipulator and a server; while he is more than willing to send his allies, Force Users and Force Blind alike, to their doom, he feels a distinct kinship with them and is willing to die for them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Character History  ==&lt;br /&gt;
&lt;br /&gt;
===  Early Life  ===&lt;br /&gt;
Unus was born in the Saloqa clan on [[starwars:Sriluur|Sriluur]], named for its founder.  His clan had never risen to greatness, but was one of the older ones, as it managed to avoid confrontation with practically everyone (Three clan wars, twenty small skirmishes, and one final fight against the [[starwars:Yuuzhan_Vong|Vong]] in nearly four thousand years).  Till he was seven, Unus was treated as all children in his clan; he practiced with weapons, medical skills, and survival skills.  This training, though based on Sriluurs biosphere, remains with him and can help him survive for quite some time by himself.&lt;br /&gt;
&lt;br /&gt;
Upon his seventh birthday, Unus was deemed capable and instructed to benefit the clan in some way or go hungry.  He chose to work as a runner for the [[starwars:Black_Sun|Black Sun]] till he was eligible to become a hunter, taking the name Servus for use among outsiders.  When he was fifteen, his boss gave him a [[starwars:slugthrower|slugthrower]] to use in a raid against an opposing boss.  Servus was wounded in the firefight, but managed to kill three enemies.  Impressed, his boss had him work as an enforcer.  Weequay contacts were very careful around him, knowing that the teenager would be willing to torture and kill on demand.  Traders were not so careful, though a slug in an unimportant body part usually stopped it.&lt;br /&gt;
&lt;br /&gt;
Several times, Servus was offered a more permanent position in the Black Sun due to his effectiveness and loyalty, but he refused each time due to loyalty to his Clan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Hunter  ===&lt;br /&gt;
On his nineteenth birthday, Servus was considered an adult and permitted to select a career within the Clan.  He chose to become a Hunter, and was entered into two years of specialized training.  When offered the choice, he often chose either a slugthrower, [[starwars:Blaster_Pistol|Blaster Pistol]], or his own hands for a weapon.  While this earned him more respect and more opportunities, it earned him several wounds as well; he has a variety of scars, though one stands out in particular; three lines caused from the paw of a [[starwars:Dark_wolf|Dark wolf]] he attempted to tame.  He was also stung, but was healed in time.&lt;br /&gt;
&lt;br /&gt;
When he became a full fledged hunter, Servus led a hunting party of ten against a [[starwars:Bandigo|Bandigo nest]], which was believed to be a small one but one that would still make a good addition to the food.  Instead, it turned out that there were nearly a hundred of the beasts.  Unus considered his options; if he and his hunters died (none of which were recognized as spectacular hunters), then the clan would have ten less mouths to feed.  If he was successful, they would have enough food to feed the clan from this alone for quite some time.  He asked his fellows, and all agreed; an attack was the best option.&lt;br /&gt;
&lt;br /&gt;
Servus laid several traps, and organized a raid; with slugthrowers going off to scare the Bandigos, Servus&#039; hunting party charged the Bandigos into thirteen traps, taking off several each time.  When the Bandigos finally got their sense back, they were down to seven.  Slugthrowers and spears ended them.  A runner was sent back to the Clan; Servus was granted an honorary position as Elder, to be increased to an actual if he survived to fifty years old (a rarity, even in Servus&#039; clan).  In addition to this reward, Servus was deemed to be capable of making good decisions and of being a proper member of the clan; he was given permission to marry.&lt;br /&gt;
&lt;br /&gt;
In two months, Servus had a wife.  Opposed to tradition, she was a fellow hunter; it was generally considered good practice to avoid same career marriages to avoid the emergence of castes, but there was no law against it.  &lt;br /&gt;
&lt;br /&gt;
When the [[starwars:Peace_Brigade|Peace Brigade]] came to Sriluur, Servus managed to convince his Clan to keep up arms and oppose them, knowing full well that conquerors have never come in peace.  Due to the non confrontational nature of the Clan, there has never been a true standing army, and the many Hunters were used as Soldier.  Till the Vong landed, Servus&#039; clan planned, and Servus drew upon the Black Sun contacts he had to get mercenaries.&lt;br /&gt;
&lt;br /&gt;
Despite their planning, the rest of Sriluur was low tech enough that the entire planet fell.  Servus was assigned on a covert mission to slaughter some landing Vong, as well as several other hunters save for a Militia kept with the Clan.  After his mission was complete, Servus headed back to his Clan; he was not able to see anyone that was not slaughtered, though the large presence of Vong corpses showed that they did not go down without a fight.  As far as he knows, he is the last of his Clan.&lt;br /&gt;
&lt;br /&gt;
Servus did the only thing he could; he ran, stole a ship, and escaped.  He ran to a close system, and considered his actions; he wanted to hurt the Vong, but he wouldn&#039;t do much damage alone.  After a bit of thinking, Servus headed to the [[Jusadih System]] and enlisted in the private army of a Noble.  He put down his name as Unus Per A Novus Domus, to indicate his status.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Soldier  ===&lt;br /&gt;
Unus didn&#039;t serve in the Noble&#039;s Army for long; once the Invasion was over, he enlisted in the Jusadih Armed Forces.  Due to his previous experience and strong will to fight and serve, Unus ended up being promoted to Sergeant rather quickly.  Unfortunately, his first assignment had a 90 Blunder for his Officer In Charge, resulting in Unus often taking the reins for his unit.  He tended to keep comrades at arms distance, though showed extreme willingness to assist others.  Unus participated in several raids against the Jusadih Independence Corps.  &lt;br /&gt;
&lt;br /&gt;
Unus&#039; service as a Soldier culminated in a mission to Morroth in which he ended up executing the [[Jedi Hunter]] [[Necal]].  The then [[QUA]] of [[House Satal Keto]], [[Kal Vorrac]] named him his apprentice and transferred him into the [[Dark Brotherhood]].  Officially, Unus was moved from his unit with the only record being &#039;rerouted to Special Unit&#039;.  He did go to Antei for standard training, but a short bit of work from Kal made him breeze through&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Adapt  ===&lt;br /&gt;
&lt;br /&gt;
====  Truth Of A Sith  ====&lt;br /&gt;
In 33 ABY, Unus&#039; Master, Kal Vorrac devised a final trial for his apprentice before reaching Knighthood.  Kal summoned his apprentice to the bridge of the [[NSD Ascendancy]], and destroyed the Hunter&#039;s Armory Saber.  While doing this, he explained that he found the Brotherhood in error, and that he was going to reveal to the Galactic Alliance of the Brotherhoods location while he started his own order in line with [[starwars:Rule_of_Two|Bane&#039;s teachings]]. He then pulled a [[starwars:Q4_Quickfire|Q4 Quickfire]] and shot himself in the stomach, throwing the blaster to his apprentice and screaming &#039;Assassin&#039;.  What the guards thought was rather obvious.  Whether in a moment of fear, surprise, hatred, or confusion, Unus did not shoot his master; Instead, he escaped to [[Kapsina]].  &lt;br /&gt;
&lt;br /&gt;
There, he managed to fight off an attack force consisting of several Dark Jedi and forty mercenaries.  He took an energy cell and two sabers; a long straight one, and a smaller curved one (which he keeps as a trophy to this day).  Before he took off to the Dark Tower, he sent a message to [[Corran Force]] about what was happening so that the DJB could enter damage control.  He used the longer saber, which was more suited to his fighting style, and managed to fight through to his Master.  Catching Kal in a saber lock, he thrust the energy cell into the sabers.  The resulting explosion damaged both fighters, and melded Unus&#039; right hand to the saber.&lt;br /&gt;
&lt;br /&gt;
Perhaps impressed with Unus&#039; resolve, Kal revealed his purpose; this was his final trial for Knighthood.  The revelation threw Unus into a rage, as he had killed Jusadaian Soldiers to get to Kal.  Unus charged him once more; Kal responded by using the Force to knock him down and used his saber to remove the Weequay&#039;s hand.  The entire event has resulted in Unus having a very strained relationship with his Master, though he is the first to acknowledge that, even if he doesn&#039;t need Kal, Kal is highly useful to him.&lt;br /&gt;
&lt;br /&gt;
==== The final death ====&lt;br /&gt;
&lt;br /&gt;
Shortly after becoming a Knight, Unus began to take on missions dealing with investigation, a likely precursor to his becoming Directorate General later on.  One of his investigations led to him infiltrating a group of black market smugglers.  The group was led by a female Weequay that Unus recognized as being from his Clan.  After an attempt to determine if anyone else survived, the answer being none according to the smuggler, Unus felt a pull between loyalties.  Hardening his resolve, he chose Plaguies, and killed the Weequay from his clan, along with the rest of the smugglers.  Once again, Unus was, as far as he knew, the last of his Clan.&lt;br /&gt;
&lt;br /&gt;
==== A period of chaos ====&lt;br /&gt;
&lt;br /&gt;
One of his earlier assignments as a Knight was to be made Directorate General for Jusadih&#039;s Intelligence Directorate.  In this position, he helped set several precedents, and even refocused the Directorate in such a way that it would be easy for it to run largely autonomously, something that he found rather important when, after a period of Chaos, Unus founded Primus Pilus with several other Plaguians to help bring order to the Jusadih system and preserve the House.  During a short and bloody crusade, Unus found himself personally responsible for a wide variety of murders and terrorist attacks, killing treasonous officers when possible, simply destroying bases when necessary.&lt;br /&gt;
&lt;br /&gt;
After being captured by Jusadih officials with the rest of Primus Pilus, Unus maintained that his actions were necessary given the situation.  When called to the Quaestor&#039;s office for personal sentencing, Unus fully expected death at his Quaestor&#039;s hands.  He was not expecting to have Primus Pilus founded as a legitimate organization and as Plagueis&#039; official battleteam.&lt;br /&gt;
&lt;br /&gt;
==== RM and leaving Pilus ====&lt;br /&gt;
&lt;br /&gt;
When [[Braecen Kaeth]] had to leave the position of Rollmaster, Unus was quick to offer his services to fill in for the position.  When word came about his former Master returning reached him, Unus contacted his Master and made a request; take over as Pilus Commander.  He knew very well that Kal would make a much better commander than himself, especially considering the far more feral way he held himself, not to mention his much more notable political and personal power.  Thus, for the very same reason that he founded Primus Pilus, he left it in the hands of someone who he, for lack of a better word, despised.&lt;br /&gt;
&lt;br /&gt;
==== Ambadassador ====&lt;br /&gt;
&lt;br /&gt;
As part of a plan to gain control of the second Adegan vein on Kapsina, Unus began to act as an ambassador to the Myressi, a group of Humans whose ancestors had crash landed on Kapsina several thousand years ago.  While it would have been possible to simply subjugate the natives, they were very skilled guerilla warriors, and the investment of troops and resources would be far too great.  A minor acoylte of the local gods, Ja&#039;Hava&#039;Ve, was assigned to Unus for the purpose of being a guide and a source of information about the local culture.&lt;br /&gt;
&lt;br /&gt;
==  Personality  ==&lt;br /&gt;
&lt;br /&gt;
Unus is far from a typical Dark Jedi, and even further from a typical Sith.  His status as Dark Jedi only comes about from his being a Force user and using the Dark Side of the Force.  Though he is ruthless, he is never needlessly cruel.  When he must be cruel, it is cold and calculated to give morale to his allies and strike fear into his enemies.  He is also far to devoted and careful for the usually chaotic Dark Jedi.  He distinctly disagrees with the Sith doctrine to obtain power at any reasonable cost, holding his loyalty far higher on his list of priorities.&lt;br /&gt;
&lt;br /&gt;
When in most conversation, Unus speaks with careful, short, and clipped speech.  It is only when having an intellectual or philosophical discussion that he expands on his speaking.&lt;br /&gt;
&lt;br /&gt;
==  Physical Description  ==&lt;br /&gt;
Unus is nearly six feet tall, and accordingly well muscled with his previous training.  He is agile and capable of taking a hit as well.  This extends to the point where he far prefers to use melee combat against his opponents.  He fully acknowledges that this mentality is due to the fact that he hates Vong and direct application of the Force is useless against them.&lt;br /&gt;
&lt;br /&gt;
Unlike most Weequay, Unus lets his hair grow freely.  Still, Weequay hair does not naturally let itself to freedom, and to keep it from being in a very distracting style, Unus has pulled it back into a rudimentray ponytail.  The top of his head, however, remains bald due to his Weequay physiology.  He prefers to keep his Peacekeeper robes on , but is more than willing to switch clothes at the drop of a hat for one of many different reasons, though usually for a mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Achievements  ==&lt;br /&gt;
&lt;br /&gt;
First individual to be Etched To The Blade in Primus Pilus.&lt;br /&gt;
&lt;br /&gt;
==  DJB Facts  ==&lt;br /&gt;
&lt;br /&gt;
First (and only) Directorate General&lt;br /&gt;
&lt;br /&gt;
First Primus Pilus Commander&lt;br /&gt;
&lt;br /&gt;
==  Trivia  ==&lt;br /&gt;
&lt;br /&gt;
Unus Per A Novus Domus means One With A New Home, refering to his allegiances switching from his Weequay clan to Plagueis.&lt;br /&gt;
&lt;br /&gt;
A Scar-Hand.&lt;br /&gt;
&lt;br /&gt;
==  Positions Held  ==&lt;br /&gt;
&lt;br /&gt;
BTL of Intelligence Directorate&lt;br /&gt;
&lt;br /&gt;
BTL of Primus Pilus&lt;br /&gt;
&lt;br /&gt;
RM of House Plagueis&lt;br /&gt;
&lt;br /&gt;
Webmaster of House Plagueis&lt;br /&gt;
&lt;br /&gt;
[[Category:Plagueians]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Jusadih_Independence_Coalition&amp;diff=111954</id>
		<title>Jusadih Independence Coalition</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Jusadih_Independence_Coalition&amp;diff=111954"/>
		<updated>2012-03-13T01:28:42Z</updated>

		<summary type="html">&lt;p&gt;Unus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
{{Imageless}}&lt;br /&gt;
{{Organization&lt;br /&gt;
|name=Jusadih Independence Coalition&lt;br /&gt;
|image=&lt;br /&gt;
|founder=*Christopher Tirk&lt;br /&gt;
*[[Calliban Crimson]]&lt;br /&gt;
|leader=Various leaders&lt;br /&gt;
|members=&lt;br /&gt;
|headquarters=[[Jusadih System]]&lt;br /&gt;
|locations=&lt;br /&gt;
|formed=Feudal governments of Jusadih&lt;br /&gt;
|founded=28 ABY&lt;br /&gt;
|reorganized=&lt;br /&gt;
|fragmented=30 ABY&lt;br /&gt;
|dissolved=&lt;br /&gt;
|restored=&lt;br /&gt;
|affiliation=*[[Grardella Syndicate]]&lt;br /&gt;
*[[Ensaari Free Traders]]&lt;br /&gt;
|era=[[Dark Jedi Brotherhood Era]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Originally formed in 28 ABY by Archduke Christopher Tirk and the other Feudal leaders of the [[Jusadih System]], the &#039;&#039;&#039;Jusadih Independence Coalition&#039;&#039;&#039; once took power of the entirety of Jusadih in an effort to gain power and make decisions without the shadowy overseers of [[Clan Plagueis]]. Joined by militias from each world, the [[Crimson Tide]], and even [[Rogue]] [[starwars:Dark Jedi|Dark Jedi]] seeking a life of greater power and prestige, they attempted to receive a legitimate Senate presence in the [[starwars:Galactic Alliance|Galactic Alliance]] but were blocked and then thwarted by [[Plagueis]] in the [[War of Ascension]]. &lt;br /&gt;
&lt;br /&gt;
Today, with the Tide destroyed and the Feudalist ideals and structures long since gone, the JIC exists as a number of semi-affiliated and variably motivated splinter cells, with only the desire for their system&#039;s liberation from the iron grip of the [[Jusadih Military Regime]] uniting them. Though they still fight tenaciously and are a constant and often dangerous thorn in the side of the Ascendant House, without higher leadership, they hardly pose a real threat to the JMR&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Information forthcoming.&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
&lt;br /&gt;
=== Splinter Factions ===&lt;br /&gt;
&lt;br /&gt;
At present, the JIC exists as many disunited splinter groups and hold-outs, lacking any deeper organization. While at times groups will discover one another and work together, overall, different cells operate on their own and are best known for performing guerrilla strikes or executing raids against government property or supply warehouses. While at times these raids succeed, overall their effectiveness is limited.&lt;br /&gt;
{{Military Unit&lt;br /&gt;
|unit_name=Kogron&#039;s Raiders&lt;br /&gt;
|image=&lt;br /&gt;
|dates=&lt;br /&gt;
|country=&lt;br /&gt;
|allegiance=Jusadih Independence Coalition&lt;br /&gt;
|branch=&lt;br /&gt;
|type=Resistance Fighters&lt;br /&gt;
|role=Guerrilla Warfare&lt;br /&gt;
|size=*63 Defected Plagueian Troopers&lt;br /&gt;
*147 Rebel Citizens&lt;br /&gt;
*83 B1 Battle Droids&lt;br /&gt;
|command_structure=*Commander&lt;br /&gt;
*Captain&lt;br /&gt;
*Lieutenant&lt;br /&gt;
*Private&lt;br /&gt;
|garrison=&lt;br /&gt;
|nickname=*The Raiders&lt;br /&gt;
*Kogron&#039;s Boys&lt;br /&gt;
|patron=Kogron Bast, Deceased&lt;br /&gt;
|motto=&lt;br /&gt;
|colors=Blood red&lt;br /&gt;
|march=&lt;br /&gt;
|mascot=&lt;br /&gt;
|anniversaries=&lt;br /&gt;
|equipment=*Modified hunting rifles&lt;br /&gt;
*Modified civilian pistols&lt;br /&gt;
*Black market blasters&lt;br /&gt;
*Makeshift explosives&lt;br /&gt;
*Improvised melee weapons&lt;br /&gt;
*Mix-and-match armor&lt;br /&gt;
:*Plagueian armor&lt;br /&gt;
:*Clone Trooper armor&lt;br /&gt;
:*Stormtrooper armor&lt;br /&gt;
:*Modified flightsuits&lt;br /&gt;
:*Home-Made armor&lt;br /&gt;
|battles=[[War of Ascension]]&lt;br /&gt;
|decorations=&lt;br /&gt;
|battle_honors=&lt;br /&gt;
|commanders=Mike &amp;quot;Sarge&amp;quot; Tamkin&lt;br /&gt;
|notable_commanders=*Kogron Bast(Deceased)&lt;br /&gt;
*Mike &amp;quot;Sarge&amp;quot; Tamkin&lt;br /&gt;
}}&lt;br /&gt;
====Kogron&#039;s Raiders====&lt;br /&gt;
&lt;br /&gt;
Originally part of a Regime Infantry Company, this group of soldiers defected during the [[War of Ascension]] when the [[Plagueis Summit]] gave them orders to plant makeshift explosives - cheap to make, but designed to cause gruesome wounds and horrific damage to those it hit - in the homes of citizens of [[Shintera]]. The attacks would be blamed on the JIC, which would increase anti-Feudalist sentiment and by effect increase the numbers of enlisting soldiers in the then-fragile JMR. &lt;br /&gt;
&lt;br /&gt;
Before they could finish executing the order, their leader, Kogron Bast, and his most faithful troops gunned down their fellows and destroyed the explosives before they could be used. They then defected to the Jusadih Independence Coalition, no longer willing to fight for a Regime that would happily mutilate and murder its people for a bit of propaganda. Though Kogron was killed in the fight, his story became known to the entire JIC, and now serves as a source of inspiration for aspiring young rebels. Today, the original Company is diminished in number, but has attracted and trained many ready and willing bodies to help stave off and hinder Regime oppression.&lt;br /&gt;
&lt;br /&gt;
While the Raiders don&#039;t have a higher command to follow or a goal in mind, their only choice is the one that they take: They fight against the target that has them down but not out. In addition to rebel forces, they have used stolen credits to purchase black market gear, weaponry, and even a group of refurbished and reactivated B1 battle droids from the era of the Clone Wars. These forces are concentrated into sharp guerrilla strikes against the enemy wherever they can attack, and while their equipment may be inferior when compared to their enemies, the training offered by the former troopers in their group often gives them an edge against enemies that lack a proper warning. This makes them a serious threat to Plagueian infrastructure if not painstakingly tracked, a difficult task as most of them know exactly how to evade enemy intelligence.   &lt;br /&gt;
&lt;br /&gt;
=====Significant Members=====&lt;br /&gt;
&lt;br /&gt;
Mike &amp;quot;Sarge&amp;quot; Tamkin&lt;br /&gt;
&lt;br /&gt;
*Birthdate: 22 BBY&lt;br /&gt;
*Homeworld: Carida&lt;br /&gt;
*Species: Human&lt;br /&gt;
*Gender: Male&lt;br /&gt;
*Height: 6&#039;1&amp;quot;&lt;br /&gt;
*Weight: 200 lbs&lt;br /&gt;
*Hair: Gray&lt;br /&gt;
*Eyes: Blue&lt;br /&gt;
*Skin: Fair&lt;br /&gt;
*Position: Commander&lt;br /&gt;
*Notable Traits: Tough, healthy. Former Imperial soldier, retired before being forced back into service by the Vong War, picked up by the [[Dark Council]] for training before becoming part of the JMR. Known for his internal code of honor, his resilience, his refusal to back down from his beliefs, and his willingness to give himself up for his men.&lt;br /&gt;
&lt;br /&gt;
More to come.&lt;br /&gt;
&lt;br /&gt;
== Activity in Jusadih ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The JIC was originally created by [[Alaris Jinn di Plagia]] as the enemy of the War of Ascension, an event that he wrote.&lt;br /&gt;
* Since the Crimson Tide&#039;s destruction, the JIC has gone from being a stop-gap measure in competition creation to a very real and much-changed part of the Plagueian list of enemies.&lt;br /&gt;
* The first use of the red armband as the symbol of JIC membership was coined by [[Vessicant]] in a fiction written for a Plagueis competition; it has been adapted as the de facto symbol of the modern Coalition.&lt;br /&gt;
&lt;br /&gt;
[[Category:Plagueis NPCs]]&lt;br /&gt;
[[Category:Plagueis]]&lt;br /&gt;
[[Category:Jusadih Independence Coalition]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Nova_Squadron&amp;diff=111291</id>
		<title>Nova Squadron</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Nova_Squadron&amp;diff=111291"/>
		<updated>2012-03-05T22:45:41Z</updated>

		<summary type="html">&lt;p&gt;Unus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
{{Company&lt;br /&gt;
|name=Nova Squadron&lt;br /&gt;
|founder=*Taren Fenris&lt;br /&gt;
*Lien Karlor&lt;br /&gt;
|Owner= Enlora Fenris&lt;br /&gt;
|CEO= Enlora Fenris&lt;br /&gt;
|subsid=&lt;br /&gt;
|Areas of Operation= Politically unstable areas&lt;br /&gt;
|role=*Private Military and Security Contractor&lt;br /&gt;
|founding=[[0 BBY to 9 ABY]]&lt;br /&gt;
|era=* [[New Republic Era]]&lt;br /&gt;
* [[Dark Jedi Brotherhood Era]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Nova Squadron was founded in 5 ABY by Taren Fenris and Lien Karlor as a small mercenary strike team.  Over time it has grown and mutated to a large collection of semi-independent cells with varying MOs numbering over 9000 mercenaries.  It is currenly led by Taren&#039;s Daughter, Enlora Fenris, with Karlor (despite being in his late 60s) still leading the original cell of Nova Squadron.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Founding ===&lt;br /&gt;
&lt;br /&gt;
 Founded 5 ABY by Taren Fenris and former Imperial Sergeant Lien Karlor with Taren funding the operation, taking care of legal issues, etc, while Karlor led the original cell.  It was small, only twenty five men counting Karlor.  The two focused primarily on politically unstable areas (which largely continues to the present due to the nature of their business as well as various contacts and reputations Nova Squadron has built up).  Taren, being almost entirely responsible for the book keeping noticed how well a beauracrat not interfering with the mercenaries business worked and raised the funds to found another cell which was given similar freedom.  This practice continued for several years, with Taren occasionally adding another mostly independent cell.&lt;br /&gt;
&lt;br /&gt;
=== Passing the torch ===&lt;br /&gt;
&lt;br /&gt;
In 14 ABY, Nova had expanded to 9 cells and a somewhat decent beauracracy.  The cells varied heavily; while Karlor&#039;s Cell continued to be small and focusing on conflict between petty warlords, others focused on high class assassinations and one, Zarcon Cell, became essentially a small army to make a former Jusadahian Noble proud, fully capable of fighting a war as a self contained fighting force.  Provided one wasn&#039;t worried about 20 to 1 odds.  In the later part of 14 ABY, Taren became noticably ill.  The disease itself was not recognized, but he was given an estimate of one year.  Two if he took it easy.  Taren largely retired, placing a board of directors in his stead, though he required that all actions be passed through him before passing.  He died in 17 ABY.  His will left contact instructions for his family and passed Nova squadron over to his Father or, should his father not be found.  &lt;br /&gt;
&lt;br /&gt;
=== Profitable Chaos ===&lt;br /&gt;
&lt;br /&gt;
Janti Fenris had absolutely no interest in running Nova Squadron beyond collecting money every week and living like a playboy.  Which is exactly what he did upon inheriting it.  Meanwhile, the Board of Directors began to drastically increase man power by permitting people to partially fund their cell it in return for using Nova Squadrons name, contacts, and assignment list.  During this time, Nova Squadron maxed out at almost 50,000 mercenaries.&lt;br /&gt;
&lt;br /&gt;
=== The return of the daughter ==&lt;br /&gt;
&lt;br /&gt;
In 23 ABY, Enlora approached Janti with proof that she was Taren&#039;s daughter.  Janti was worried that she wanted Nova Squadron, but she said that she was simply looking for a job and wanted to found a cell.  Being grateful for this turn of events, Janti contacted the board and told them to provide her with funding levels normally only given to long serving Cell leaders such as Karlor (who maintained his cell despite his advanced age).  While there was some objection, a simple threat to fire them and have them replaced silenced all objections; this was the only thing that Janti had ever brought up, so they didn&#039;t mind too much.  Enlora focused on a high profile assassination cell.&lt;br /&gt;
&lt;br /&gt;
=== A new leader ===&lt;br /&gt;
&lt;br /&gt;
In 31 ABY, Janti was found having over dosed on Death Sticks.  A newly revised will transfered all control to Enlora.  Shortly after, Enloras cell and the Angel Cell were both disbanded with their members being paid an unusually large pension.  No proof has been provided yet.  Over the course of several years, Enlora has been cutting the size of Nova Squadron from 50,000 to its current number of 9340 men and 284 beauracrats.  All the remaining cells (28, in total) have been cut to very successful and profitable ones.  However, that&#039;s not to say that they do not get casualties; only the small cells tend to go several missions without casualties, and one cell, Cadia Cell, prides itself on the fact that they have never had a mission in which there was less than 100 casualties on their side.&lt;br /&gt;
&lt;br /&gt;
== Organizational Structure ==&lt;br /&gt;
&lt;br /&gt;
Nova Squadron is led by the Board of Directors, which is led by Enlora Fenris, and from there is divided into two major groups; a bureaucracy which deals with the legal, funding, job hunting, pay, and budget functions, and the Mercenary Cells, each of which reports directly to the Board.  Each cell is fit to be led as the commander sees fit.  On a rare occasion, orders may come to change something from the board, which are to be followed, but its usually more convenient for the troublesome cell to be dissolved and another made in its place.&lt;br /&gt;
&lt;br /&gt;
== Notable Cells ==&lt;br /&gt;
&lt;br /&gt;
=== Cell 0 ===&lt;br /&gt;
&lt;br /&gt;
The original cell, still led by Karlor (who is now in his late 60s).  Currently consists of a 31 man team with several non combat officers (technicians, a ship pilot, etc).  Due to the age of the cell, it is the most experienced and the most versatile (and, consequently, the most expensive), capable of performing various tasks from sabotage, industrial espionage, high profile assassinations, and even destroying military bases and space stations.  &lt;br /&gt;
&lt;br /&gt;
=== Zarcon Cell ===&lt;br /&gt;
&lt;br /&gt;
Another old cell, Zarcon is still the military powerhouse of Nova Squadron and will often hire itself off as a full regiment to a military.  It is currently fond of hiring freelancers and using them as cannon fodder, then hiring the survivors to replace their own losses&lt;br /&gt;
&lt;br /&gt;
=== Cadia Cell === &lt;br /&gt;
&lt;br /&gt;
Unique among the cells in that it existed as an independent mercenary unit before being approached by the Board to join in exchange for money management.  Every member is a follower of a small but fanatic religious sect which holds dieing in battle as the only proper place of rest.  Cadian initiates only obtain a single blaster and very simple (and largely useless) armor, where as some veterans having personal energy shields which are effective against most blasters.  Cadia Cell prefers to take suicide missions in which most recruits fall in battle.  However, the skill and capability of the Veterans mean that the organization remains effective (the psychological aspect of enemies which are simply eager to charge headlong into blaster fire likely has something to do with this).&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Nova_Squadron&amp;diff=111290</id>
		<title>Nova Squadron</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Nova_Squadron&amp;diff=111290"/>
		<updated>2012-03-05T22:45:21Z</updated>

		<summary type="html">&lt;p&gt;Unus: Creating Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
{{Company&lt;br /&gt;
|name=Nova Squadron&lt;br /&gt;
|founder=*Taren Fenris&lt;br /&gt;
*Lien Karlor&lt;br /&gt;
|Owner= Enlora Fenris&lt;br /&gt;
|CEO= Enlora Fenris&lt;br /&gt;
|subsid=&lt;br /&gt;
|Areas of Operation= Politically unstable areas&lt;br /&gt;
|role=*Private Military and Security Contractor&lt;br /&gt;
|founding=[[0 BBY to 9 ABY]]&lt;br /&gt;
|era=* [[New Republic Era]]&lt;br /&gt;
* [[Dark Jedi Brotherhood Era]]&lt;br /&gt;
}]&lt;br /&gt;
&lt;br /&gt;
Nova Squadron was founded in 5 ABY by Taren Fenris and Lien Karlor as a small mercenary strike team.  Over time it has grown and mutated to a large collection of semi-independent cells with varying MOs numbering over 9000 mercenaries.  It is currenly led by Taren&#039;s Daughter, Enlora Fenris, with Karlor (despite being in his late 60s) still leading the original cell of Nova Squadron.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Founding ===&lt;br /&gt;
&lt;br /&gt;
 Founded 5 ABY by Taren Fenris and former Imperial Sergeant Lien Karlor with Taren funding the operation, taking care of legal issues, etc, while Karlor led the original cell.  It was small, only twenty five men counting Karlor.  The two focused primarily on politically unstable areas (which largely continues to the present due to the nature of their business as well as various contacts and reputations Nova Squadron has built up).  Taren, being almost entirely responsible for the book keeping noticed how well a beauracrat not interfering with the mercenaries business worked and raised the funds to found another cell which was given similar freedom.  This practice continued for several years, with Taren occasionally adding another mostly independent cell.&lt;br /&gt;
&lt;br /&gt;
=== Passing the torch ===&lt;br /&gt;
&lt;br /&gt;
In 14 ABY, Nova had expanded to 9 cells and a somewhat decent beauracracy.  The cells varied heavily; while Karlor&#039;s Cell continued to be small and focusing on conflict between petty warlords, others focused on high class assassinations and one, Zarcon Cell, became essentially a small army to make a former Jusadahian Noble proud, fully capable of fighting a war as a self contained fighting force.  Provided one wasn&#039;t worried about 20 to 1 odds.  In the later part of 14 ABY, Taren became noticably ill.  The disease itself was not recognized, but he was given an estimate of one year.  Two if he took it easy.  Taren largely retired, placing a board of directors in his stead, though he required that all actions be passed through him before passing.  He died in 17 ABY.  His will left contact instructions for his family and passed Nova squadron over to his Father or, should his father not be found.  &lt;br /&gt;
&lt;br /&gt;
=== Profitable Chaos ===&lt;br /&gt;
&lt;br /&gt;
Janti Fenris had absolutely no interest in running Nova Squadron beyond collecting money every week and living like a playboy.  Which is exactly what he did upon inheriting it.  Meanwhile, the Board of Directors began to drastically increase man power by permitting people to partially fund their cell it in return for using Nova Squadrons name, contacts, and assignment list.  During this time, Nova Squadron maxed out at almost 50,000 mercenaries.&lt;br /&gt;
&lt;br /&gt;
=== The return of the daughter ==&lt;br /&gt;
&lt;br /&gt;
In 23 ABY, Enlora approached Janti with proof that she was Taren&#039;s daughter.  Janti was worried that she wanted Nova Squadron, but she said that she was simply looking for a job and wanted to found a cell.  Being grateful for this turn of events, Janti contacted the board and told them to provide her with funding levels normally only given to long serving Cell leaders such as Karlor (who maintained his cell despite his advanced age).  While there was some objection, a simple threat to fire them and have them replaced silenced all objections; this was the only thing that Janti had ever brought up, so they didn&#039;t mind too much.  Enlora focused on a high profile assassination cell.&lt;br /&gt;
&lt;br /&gt;
=== A new leader ===&lt;br /&gt;
&lt;br /&gt;
In 31 ABY, Janti was found having over dosed on Death Sticks.  A newly revised will transfered all control to Enlora.  Shortly after, Enloras cell and the Angel Cell were both disbanded with their members being paid an unusually large pension.  No proof has been provided yet.  Over the course of several years, Enlora has been cutting the size of Nova Squadron from 50,000 to its current number of 9340 men and 284 beauracrats.  All the remaining cells (28, in total) have been cut to very successful and profitable ones.  However, that&#039;s not to say that they do not get casualties; only the small cells tend to go several missions without casualties, and one cell, Cadia Cell, prides itself on the fact that they have never had a mission in which there was less than 100 casualties on their side.&lt;br /&gt;
&lt;br /&gt;
== Organizational Structure ==&lt;br /&gt;
&lt;br /&gt;
Nova Squadron is led by the Board of Directors, which is led by Enlora Fenris, and from there is divided into two major groups; a bureaucracy which deals with the legal, funding, job hunting, pay, and budget functions, and the Mercenary Cells, each of which reports directly to the Board.  Each cell is fit to be led as the commander sees fit.  On a rare occasion, orders may come to change something from the board, which are to be followed, but its usually more convenient for the troublesome cell to be dissolved and another made in its place.&lt;br /&gt;
&lt;br /&gt;
== Notable Cells ==&lt;br /&gt;
&lt;br /&gt;
=== Cell 0 ===&lt;br /&gt;
&lt;br /&gt;
The original cell, still led by Karlor (who is now in his late 60s).  Currently consists of a 31 man team with several non combat officers (technicians, a ship pilot, etc).  Due to the age of the cell, it is the most experienced and the most versatile (and, consequently, the most expensive), capable of performing various tasks from sabotage, industrial espionage, high profile assassinations, and even destroying military bases and space stations.  &lt;br /&gt;
&lt;br /&gt;
=== Zarcon Cell ===&lt;br /&gt;
&lt;br /&gt;
Another old cell, Zarcon is still the military powerhouse of Nova Squadron and will often hire itself off as a full regiment to a military.  It is currently fond of hiring freelancers and using them as cannon fodder, then hiring the survivors to replace their own losses&lt;br /&gt;
&lt;br /&gt;
=== Cadia Cell === &lt;br /&gt;
&lt;br /&gt;
Unique among the cells in that it existed as an independent mercenary unit before being approached by the Board to join in exchange for money management.  Every member is a follower of a small but fanatic religious sect which holds dieing in battle as the only proper place of rest.  Cadian initiates only obtain a single blaster and very simple (and largely useless) armor, where as some veterans having personal energy shields which are effective against most blasters.  Cadia Cell prefers to take suicide missions in which most recruits fall in battle.  However, the skill and capability of the Veterans mean that the organization remains effective (the psychological aspect of enemies which are simply eager to charge headlong into blaster fire likely has something to do with this).&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Unus_Domus&amp;diff=107985</id>
		<title>Unus Domus</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Unus_Domus&amp;diff=107985"/>
		<updated>2011-11-27T17:48:35Z</updated>

		<summary type="html">&lt;p&gt;Unus: Clean up of previous edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{construction}}&lt;br /&gt;
{{Character&lt;br /&gt;
|type=Sith&lt;br /&gt;
|firstname=Unus Per A Novus Domus&lt;br /&gt;
|homeworld=[[starwars:Sriluur|Sriluur]]&lt;br /&gt;
|birth=2 BBY&lt;br /&gt;
|species=[[starwars:Weequay|Weequay]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|hair=Dark Brown&lt;br /&gt;
|eyes=Yellow&lt;br /&gt;
|height=181 cm&lt;br /&gt;
|weight=192 lbs&lt;br /&gt;
|cyber=Right Hand&lt;br /&gt;
|allies=&lt;br /&gt;
*[[Plagueis]]&lt;br /&gt;
*[[Primus Pilus]]&lt;br /&gt;
|form=[[Makashi]]&lt;br /&gt;
|profession=Operative&lt;br /&gt;
|position=&lt;br /&gt;
*Directorate General&lt;br /&gt;
*Ambassador to the Myresi&lt;br /&gt;
|affiliation=[[Plagueis]]&lt;br /&gt;
|masters=[[Kal Vorrac]]&lt;br /&gt;
|dossier=[[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unus Per A Novus Domus is a [[starwars:Weequay|Weequay]] [[Dark Jedi Knight]] in service to [[Plagueis|House Plagueis]].  Unus is a distinct cross between a manipulator and a server; while he is more than willing to send his allies, Force Users and Force Blind alike, to their doom, he feels a distinct kinship with them and is willing to die for them.&lt;br /&gt;
&lt;br /&gt;
Unus currently serves as the Webmaster for Plagueis, having retired from the position of Rollmaster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Character History  ==&lt;br /&gt;
&lt;br /&gt;
===  Early Life  ===&lt;br /&gt;
Unus was born in the Saloqa clan on [[starwars:Sriluur|Sriluur]], named for its founder.  His clan had never risen to greatness, but was one of the older ones, as it managed to avoid confrontation with practically everyone (Three clan wars, twenty small skirmishes, and one final fight against the [[starwars:Yuuzhan_Vong|Vong]] in nearly four thousand years).  Till he was seven, Unus was treated as all children in his clan; he practiced with weapons, medical skills, and survival skills.  This training, though based on Sriluurs biosphere, remains with him and can help him survive for quite some time by himself.&lt;br /&gt;
&lt;br /&gt;
Upon his seventh birthday, Unus was deemed capable and instructed to benefit the clan in some way or go hungry.  He chose to work as a runner for the [[starwars:Black_Sun|Black Sun]] till he was eligible to become a hunter, taking the name Servus for use among outsiders.  When he was fifteen, his boss gave him a [[starwars:slugthrower|slugthrower]] to use in a raid against an opposing boss.  Servus was wounded in the firefight, but managed to kill three enemies.  Impressed, his boss had him work as an enforcer.  Weequay contacts were very careful around him, knowing that the teenager would be willing to torture and kill on demand.  Traders were not so careful, though a slug in an unimportant body part usually stopped it.&lt;br /&gt;
&lt;br /&gt;
Several times, Servus was offered a more permanent position in the Black Sun due to his effectiveness and loyalty, but he refused each time due to loyalty to his Clan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Hunter  ===&lt;br /&gt;
On his nineteenth birthday, Servus was considered an adult and permitted to select a career within the Clan.  He chose to become a Hunter, and was entered into two years of specialized training.  When offered the choice, he often chose either a slugthrower, [[starwars:Blaster_Pistol|Blaster Pistol]], or his own hands for a weapon.  While this earned him more respect and more opportunities, it earned him several wounds as well; he has a variety of scars, though one stands out in particular; three lines caused from the paw of a [[starwars:Dark_wolf|Dark wolf]] he attempted to tame.  He was also stung, but was healed in time.&lt;br /&gt;
&lt;br /&gt;
When he became a full fledged hunter, Servus led a hunting party of ten against a [[starwars:Bandigo|Bandigo nest]], which was believed to be a small one but one that would still make a good addition to the food.  Instead, it turned out that there were nearly a hundred of the beasts.  Unus considered his options; if he and his hunters died (none of which were recognized as spectacular hunters), then the clan would have ten less mouths to feed.  If he was successful, they would have enough food to feed the clan from this alone for quite some time.  He asked his fellows, and all agreed; an attack was the best option.&lt;br /&gt;
&lt;br /&gt;
Servus laid several traps, and organized a raid; with slugthrowers going off to scare the Bandigos, Servus&#039; hunting party charged the Bandigos into thirteen traps, taking off several each time.  When the Bandigos finally got their sense back, they were down to seven.  Slugthrowers and spears ended them.  A runner was sent back to the Clan; Servus was granted an honorary position as Elder, to be increased to an actual if he survived to fifty years old (a rarity, even in Servus&#039; clan).  In addition to this reward, Servus was deemed to be capable of making good decisions and of being a proper member of the clan; he was given permission to marry.&lt;br /&gt;
&lt;br /&gt;
In two months, Servus had a wife.  Opposed to tradition, she was a fellow hunter; it was generally considered good practice to avoid same career marriages to avoid the emergence of castes, but there was no law against it.  &lt;br /&gt;
&lt;br /&gt;
When the [[starwars:Peace_Brigade|Peace Brigade]] came to Sriluur, Servus managed to convince his Clan to keep up arms and oppose them, knowing full well that conquerors have never come in peace.  Due to the non confrontational nature of the Clan, there has never been a true standing army, and the many Hunters were used as Soldier.  Till the Vong landed, Servus&#039; clan planned, and Servus drew upon the Black Sun contacts he had to get mercenaries.&lt;br /&gt;
&lt;br /&gt;
Despite their planning, the rest of Sriluur was low tech enough that the entire planet fell.  Servus was assigned on a covert mission to slaughter some landing Vong, as well as several other hunters save for a Militia kept with the Clan.  After his mission was complete, Servus headed back to his Clan; he was not able to see anyone that was not slaughtered, though the large presence of Vong corpses showed that they did not go down without a fight.  As far as he knows, he is the last of his Clan.&lt;br /&gt;
&lt;br /&gt;
Servus did the only thing he could; he ran, stole a ship, and escaped.  He ran to a close system, and considered his actions; he wanted to hurt the Vong, but he wouldn&#039;t do much damage alone.  After a bit of thinking, Servus headed to the [[Jusadih System]] and enlisted in the private army of a Noble.  He put down his name as Unus Per A Novus Domus, to indicate his status.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Soldier  ===&lt;br /&gt;
Unus didn&#039;t serve in the Noble&#039;s Army for long; once the Invasion was over, he enlisted in the Jusadih Armed Forces.  Due to his previous experience and strong will to fight and serve, Unus ended up being promoted to Sergeant rather quickly.  Unfortunately, his first assignment had a 90 Blunder for his Officer In Charge, resulting in Unus often taking the reins for his unit.  He tended to keep comrades at arms distance, though showed extreme willingness to assist others.  Unus participated in several raids against the Jusadih Independence Corps.  &lt;br /&gt;
&lt;br /&gt;
Unus&#039; service as a Soldier culminated in a mission to Morroth in which he ended up executing the [[Jedi Hunter]] [[Necal]].  The then [[QUA]] of [[House Satal Keto]], [[Kal Vorrac]] named him his apprentice and transferred him into the [[Dark Brotherhood]].  Officially, Unus was moved from his unit with the only record being &#039;rerouted to Special Unit&#039;.  He did go to Antei for standard training, but a short bit of work from Kal made him breeze through&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Adapt  ===&lt;br /&gt;
&lt;br /&gt;
====  Truth Of A Sith  ====&lt;br /&gt;
In 33 ABY, Unus&#039; Master, Kal Vorrac devised a final trial for his apprentice before reaching Knighthood.  Kal summoned his apprentice to the bridge of the [[NSD Ascendancy]], and destroyed the Hunter&#039;s Armory Saber.  While doing this, he explained that he found the Brotherhood in error, and that he was going to reveal to the Galactic Alliance of the Brotherhoods location while he started his own order in line with [[starwars:Rule_of_Two|Bane&#039;s teachings]]. He then pulled a [[starwars:Q4_Quickfire|Q4 Quickfire]] and shot himself in the stomach, throwing the blaster to his apprentice and screaming &#039;Assassin&#039;.  What the guards thought was rather obvious.  Whether in a moment of fear, surprise, hatred, or confusion, Unus did not shoot his master; Instead, he escaped to [[Kapsina]].  &lt;br /&gt;
&lt;br /&gt;
There, he managed to fight off an attack force consisting of several Dark Jedi and forty mercenaries.  He took an energy cell and two sabers; a long straight one, and a smaller curved one (which he keeps as a trophy to this day).  Before he took off to the Dark Tower, he sent a message to [[Corran Force]] about what was happening so that the DJB could enter damage control.  He used the longer saber, which was more suited to his fighting style, and managed to fight through to his Master.  Catching Kal in a saber lock, he thrust the energy cell into the sabers.  The resulting explosion damaged both fighters, and melded Unus&#039; right hand to the saber.&lt;br /&gt;
&lt;br /&gt;
Perhaps impressed with Unus&#039; resolve, Kal revealed his purpose; this was his final trial for Knighthood.  The revelation threw Unus into a rage, as he had killed Jusadaian Soldiers to get to Kal.  Unus charged him once more; Kal responded by using the Force to knock him down and used his saber to remove the Weequay&#039;s hand.  The entire event has resulted in Unus having a very strained relationship with his Master, though he is the first to acknowledge that, even if he doesn&#039;t need Kal, Kal is highly useful to him.&lt;br /&gt;
&lt;br /&gt;
==== The final death ====&lt;br /&gt;
&lt;br /&gt;
Shortly after becoming a Knight, Unus began to take on missions dealing with investigation, a likely precursor to his becoming Directorate General later on.  One of his investigations led to him infiltrating a group of black market smugglers.  The group was led by a female Weequay that Unus recognized as being from his Clan.  After an attempt to determine if anyone else survived, the answer being none according to the smuggler, Unus felt a pull between loyalties.  Hardening his resolve, he chose Plaguies, and killed the Weequay from his clan, along with the rest of the smugglers.  Once again, Unus was, as far as he knew, the last of his Clan.&lt;br /&gt;
&lt;br /&gt;
==== A period of chaos ====&lt;br /&gt;
&lt;br /&gt;
One of his earlier assignments as a Knight was to be made Directorate General for Jusadih&#039;s Intelligence Directorate.  In this position, he helped set several precedents, and even refocused the Directorate in such a way that it would be easy for it to run largely autonomously, something that he found rather important when, after a period of Chaos, Unus founded Primus Pilus with several other Plaguians to help bring order to the Jusadih system and preserve the House.  During a short and bloody crusade, Unus found himself personally responsible for a wide variety of murders and terrorist attacks, killing treasonous officers when possible, simply destroying bases when necessary.&lt;br /&gt;
&lt;br /&gt;
After being captured by Jusadih officials with the rest of Primus Pilus, Unus maintained that his actions were necessary given the situation.  When called to the Quaestor&#039;s office for personal sentencing, Unus fully expected death at his Quaestor&#039;s hands.  He was not expecting to have Primus Pilus founded as a legitimate organization and as Plagueis&#039; official battleteam.&lt;br /&gt;
&lt;br /&gt;
==== RM and leaving Pilus ====&lt;br /&gt;
&lt;br /&gt;
When [[Braecen Kaeth]] had to leave the position of Rollmaster, Unus was quick to offer his services to fill in for the position.  When word came about his former Master returning reached him, Unus quickly contacted his Master and made a request; take over as Pilus Commander.  He knew very well that Kal would make a much better commander than himself, especially considering the far more feral way he held himself, not to mention his far more notable political and personal power.  Thus, for the very same reason that he founded Primus Pilus, he left it in the hands of someone who he, for lack of a better word, despised.&lt;br /&gt;
&lt;br /&gt;
==== Leaving RM ====&lt;br /&gt;
&lt;br /&gt;
As part of a plan to gain control of the second Adegan vein on Kapsina, Unus has begun to act as an ambassador to the Myresi.&lt;br /&gt;
&lt;br /&gt;
==  Personality  ==&lt;br /&gt;
&lt;br /&gt;
Unus is far from a typical Dark Jedi, and even further from a typical Sith.  His status as Dark Jedi only comes about from his being a Force user and using the Dark Side of the Force.  Though he is ruthless, he is never needlessly cruel.  When he must be cruel, it is cold and calculated to give morale to his allies and strike fear into his enemies.  He is also far to devoted and careful for the usually chaotic Dark Jedi.  He distinctly disagrees with the Sith doctrine to obtain power at any reasonable cost, holding his loyalty far higher on his list of priorities.&lt;br /&gt;
&lt;br /&gt;
When in most conversation, Unus speaks with careful, short, and clipped speech.  It is only when having an intellectual or philosophical discussion that he expands on his speaking.&lt;br /&gt;
&lt;br /&gt;
==  Physical Description  ==&lt;br /&gt;
Unus is nearly six feet tall, and accordingly well muscled with his previous training.  He is agile and capable of taking a hit as well.  This extends to the point where he far prefers to use melee combat against his opponents.  He fully acknowledges that this mentality is due to the fact that he hates Vong and direct application of the Force is useless against them.&lt;br /&gt;
&lt;br /&gt;
Unlike most Weequay, Unus lets his hair grow freely.  Still, Weequay hair does not naturally let itself to freedom, and to keep it from being in a very distracting style, Unus has pulled it back into a rudimentray ponytail.  The top of his head, however, remains bald due to his Weequay physiology.  He prefers to keep his Peacekeeper robes on, but is more than willing to switch clothes at the drop of a hat for one of many different reasons, though usually for a mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Achievements  ==&lt;br /&gt;
&lt;br /&gt;
First individual to be Etched To The Blade in Primus Pilus.&lt;br /&gt;
&lt;br /&gt;
==  DJB Facts  ==&lt;br /&gt;
&lt;br /&gt;
First (and only) Directorate General&lt;br /&gt;
&lt;br /&gt;
First Primus Pilus Commander&lt;br /&gt;
&lt;br /&gt;
==  Trivia  ==&lt;br /&gt;
&lt;br /&gt;
Unus Per A Novus Domus means One With A New Home, refering to his allegiances switching from his Weequay clan to Plagueis.&lt;br /&gt;
&lt;br /&gt;
==  Positions Held  ==&lt;br /&gt;
&lt;br /&gt;
BTL of Intelligence Directorate&lt;br /&gt;
&lt;br /&gt;
BTL of Primus Pilus&lt;br /&gt;
&lt;br /&gt;
RM of House Plagueis&lt;br /&gt;
&lt;br /&gt;
Webmaster of House Plagueis&lt;br /&gt;
&lt;br /&gt;
[[Category:Plagueians]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Unus_Domus&amp;diff=107984</id>
		<title>Unus Domus</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Unus_Domus&amp;diff=107984"/>
		<updated>2011-11-27T17:47:39Z</updated>

		<summary type="html">&lt;p&gt;Unus: Expanding on several sections, correcting wrong information, fixing inconsistencies with Brotherhood canon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{construction}}&lt;br /&gt;
{{Character&lt;br /&gt;
|type=Sith&lt;br /&gt;
|firstname=Unus Per A Novus Domus&lt;br /&gt;
|homeworld=[[starwars:Sriluur|Sriluur]]&lt;br /&gt;
|birth=2 BBY&lt;br /&gt;
|species=[[starwars:Weequay|Weequay]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|hair=Dark Brown&lt;br /&gt;
|eyes=Yellow&lt;br /&gt;
|height=181 cm&lt;br /&gt;
|weight=192 lbs&lt;br /&gt;
|cyber=Right Hand&lt;br /&gt;
|allies=[[Plagueis]]&lt;br /&gt;
*[[Primus Pilus]]&lt;br /&gt;
|form=[[Makashi]]&lt;br /&gt;
|profession=Operative&lt;br /&gt;
|position=Directorate General&lt;br /&gt;
*Ambassador to the Myresi&lt;br /&gt;
|affiliation=[[Plagueis]]&lt;br /&gt;
|masters=[[Kal Vorrac]]&lt;br /&gt;
|dossier=[[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unus Per A Novus Domus is a [[starwars:Weequay|Weequay]] [[Dark Jedi Knight]] in service to [[Plagueis|House Plagueis]].  Unus is a distinct cross between a manipulator and a server; while he is more than willing to send his allies, Force Users and Force Blind alike, to their doom, he feels a distinct kinship with them and is willing to die for them.&lt;br /&gt;
&lt;br /&gt;
Unus currently serves as the Webmaster for Plagueis, having retired from the position of Rollmaster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Character History  ==&lt;br /&gt;
&lt;br /&gt;
===  Early Life  ===&lt;br /&gt;
Unus was born in the Saloqa clan on [[starwars:Sriluur|Sriluur]], named for its founder.  His clan had never risen to greatness, but was one of the older ones, as it managed to avoid confrontation with practically everyone (Three clan wars, twenty small skirmishes, and one final fight against the [[starwars:Yuuzhan_Vong|Vong]] in nearly four thousand years).  Till he was seven, Unus was treated as all children in his clan; he practiced with weapons, medical skills, and survival skills.  This training, though based on Sriluurs biosphere, remains with him and can help him survive for quite some time by himself.&lt;br /&gt;
&lt;br /&gt;
Upon his seventh birthday, Unus was deemed capable and instructed to benefit the clan in some way or go hungry.  He chose to work as a runner for the [[starwars:Black_Sun|Black Sun]] till he was eligible to become a hunter, taking the name Servus for use among outsiders.  When he was fifteen, his boss gave him a [[starwars:slugthrower|slugthrower]] to use in a raid against an opposing boss.  Servus was wounded in the firefight, but managed to kill three enemies.  Impressed, his boss had him work as an enforcer.  Weequay contacts were very careful around him, knowing that the teenager would be willing to torture and kill on demand.  Traders were not so careful, though a slug in an unimportant body part usually stopped it.&lt;br /&gt;
&lt;br /&gt;
Several times, Servus was offered a more permanent position in the Black Sun due to his effectiveness and loyalty, but he refused each time due to loyalty to his Clan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Hunter  ===&lt;br /&gt;
On his nineteenth birthday, Servus was considered an adult and permitted to select a career within the Clan.  He chose to become a Hunter, and was entered into two years of specialized training.  When offered the choice, he often chose either a slugthrower, [[starwars:Blaster_Pistol|Blaster Pistol]], or his own hands for a weapon.  While this earned him more respect and more opportunities, it earned him several wounds as well; he has a variety of scars, though one stands out in particular; three lines caused from the paw of a [[starwars:Dark_wolf|Dark wolf]] he attempted to tame.  He was also stung, but was healed in time.&lt;br /&gt;
&lt;br /&gt;
When he became a full fledged hunter, Servus led a hunting party of ten against a [[starwars:Bandigo|Bandigo nest]], which was believed to be a small one but one that would still make a good addition to the food.  Instead, it turned out that there were nearly a hundred of the beasts.  Unus considered his options; if he and his hunters died (none of which were recognized as spectacular hunters), then the clan would have ten less mouths to feed.  If he was successful, they would have enough food to feed the clan from this alone for quite some time.  He asked his fellows, and all agreed; an attack was the best option.&lt;br /&gt;
&lt;br /&gt;
Servus laid several traps, and organized a raid; with slugthrowers going off to scare the Bandigos, Servus&#039; hunting party charged the Bandigos into thirteen traps, taking off several each time.  When the Bandigos finally got their sense back, they were down to seven.  Slugthrowers and spears ended them.  A runner was sent back to the Clan; Servus was granted an honorary position as Elder, to be increased to an actual if he survived to fifty years old (a rarity, even in Servus&#039; clan).  In addition to this reward, Servus was deemed to be capable of making good decisions and of being a proper member of the clan; he was given permission to marry.&lt;br /&gt;
&lt;br /&gt;
In two months, Servus had a wife.  Opposed to tradition, she was a fellow hunter; it was generally considered good practice to avoid same career marriages to avoid the emergence of castes, but there was no law against it.  &lt;br /&gt;
&lt;br /&gt;
When the [[starwars:Peace_Brigade|Peace Brigade]] came to Sriluur, Servus managed to convince his Clan to keep up arms and oppose them, knowing full well that conquerors have never come in peace.  Due to the non confrontational nature of the Clan, there has never been a true standing army, and the many Hunters were used as Soldier.  Till the Vong landed, Servus&#039; clan planned, and Servus drew upon the Black Sun contacts he had to get mercenaries.&lt;br /&gt;
&lt;br /&gt;
Despite their planning, the rest of Sriluur was low tech enough that the entire planet fell.  Servus was assigned on a covert mission to slaughter some landing Vong, as well as several other hunters save for a Militia kept with the Clan.  After his mission was complete, Servus headed back to his Clan; he was not able to see anyone that was not slaughtered, though the large presence of Vong corpses showed that they did not go down without a fight.  As far as he knows, he is the last of his Clan.&lt;br /&gt;
&lt;br /&gt;
Servus did the only thing he could; he ran, stole a ship, and escaped.  He ran to a close system, and considered his actions; he wanted to hurt the Vong, but he wouldn&#039;t do much damage alone.  After a bit of thinking, Servus headed to the [[Jusadih System]] and enlisted in the private army of a Noble.  He put down his name as Unus Per A Novus Domus, to indicate his status.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Soldier  ===&lt;br /&gt;
Unus didn&#039;t serve in the Noble&#039;s Army for long; once the Invasion was over, he enlisted in the Jusadih Armed Forces.  Due to his previous experience and strong will to fight and serve, Unus ended up being promoted to Sergeant rather quickly.  Unfortunately, his first assignment had a 90 Blunder for his Officer In Charge, resulting in Unus often taking the reins for his unit.  He tended to keep comrades at arms distance, though showed extreme willingness to assist others.  Unus participated in several raids against the Jusadih Independence Corps.  &lt;br /&gt;
&lt;br /&gt;
Unus&#039; service as a Soldier culminated in a mission to Morroth in which he ended up executing the [[Jedi Hunter]] [[Necal]].  The then [[QUA]] of [[House Satal Keto]], [[Kal Vorrac]] named him his apprentice and transferred him into the [[Dark Brotherhood]].  Officially, Unus was moved from his unit with the only record being &#039;rerouted to Special Unit&#039;.  He did go to Antei for standard training, but a short bit of work from Kal made him breeze through&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Adapt  ===&lt;br /&gt;
&lt;br /&gt;
====  Truth Of A Sith  ====&lt;br /&gt;
In 33 ABY, Unus&#039; Master, Kal Vorrac devised a final trial for his apprentice before reaching Knighthood.  Kal summoned his apprentice to the bridge of the [[NSD Ascendancy]], and destroyed the Hunter&#039;s Armory Saber.  While doing this, he explained that he found the Brotherhood in error, and that he was going to reveal to the Galactic Alliance of the Brotherhoods location while he started his own order in line with [[starwars:Rule_of_Two|Bane&#039;s teachings]]. He then pulled a [[starwars:Q4_Quickfire|Q4 Quickfire]] and shot himself in the stomach, throwing the blaster to his apprentice and screaming &#039;Assassin&#039;.  What the guards thought was rather obvious.  Whether in a moment of fear, surprise, hatred, or confusion, Unus did not shoot his master; Instead, he escaped to [[Kapsina]].  &lt;br /&gt;
&lt;br /&gt;
There, he managed to fight off an attack force consisting of several Dark Jedi and forty mercenaries.  He took an energy cell and two sabers; a long straight one, and a smaller curved one (which he keeps as a trophy to this day).  Before he took off to the Dark Tower, he sent a message to [[Corran Force]] about what was happening so that the DJB could enter damage control.  He used the longer saber, which was more suited to his fighting style, and managed to fight through to his Master.  Catching Kal in a saber lock, he thrust the energy cell into the sabers.  The resulting explosion damaged both fighters, and melded Unus&#039; right hand to the saber.&lt;br /&gt;
&lt;br /&gt;
Perhaps impressed with Unus&#039; resolve, Kal revealed his purpose; this was his final trial for Knighthood.  The revelation threw Unus into a rage, as he had killed Jusadaian Soldiers to get to Kal.  Unus charged him once more; Kal responded by using the Force to knock him down and used his saber to remove the Weequay&#039;s hand.  The entire event has resulted in Unus having a very strained relationship with his Master, though he is the first to acknowledge that, even if he doesn&#039;t need Kal, Kal is highly useful to him.&lt;br /&gt;
&lt;br /&gt;
==== The final death ====&lt;br /&gt;
&lt;br /&gt;
Shortly after becoming a Knight, Unus began to take on missions dealing with investigation, a likely precursor to his becoming Directorate General later on.  One of his investigations led to him infiltrating a group of black market smugglers.  The group was led by a female Weequay that Unus recognized as being from his Clan.  After an attempt to determine if anyone else survived, the answer being none according to the smuggler, Unus felt a pull between loyalties.  Hardening his resolve, he chose Plaguies, and killed the Weequay from his clan, along with the rest of the smugglers.  Once again, Unus was, as far as he knew, the last of his Clan.&lt;br /&gt;
&lt;br /&gt;
==== A period of chaos ====&lt;br /&gt;
&lt;br /&gt;
One of his earlier assignments as a Knight was to be made Directorate General for Jusadih&#039;s Intelligence Directorate.  In this position, he helped set several precedents, and even refocused the Directorate in such a way that it would be easy for it to run largely autonomously, something that he found rather important when, after a period of Chaos, Unus founded Primus Pilus with several other Plaguians to help bring order to the Jusadih system and preserve the House.  During a short and bloody crusade, Unus found himself personally responsible for a wide variety of murders and terrorist attacks, killing treasonous officers when possible, simply destroying bases when necessary.&lt;br /&gt;
&lt;br /&gt;
After being captured by Jusadih officials with the rest of Primus Pilus, Unus maintained that his actions were necessary given the situation.  When called to the Quaestor&#039;s office for personal sentencing, Unus fully expected death at his Quaestor&#039;s hands.  He was not expecting to have Primus Pilus founded as a legitimate organization and as Plagueis&#039; official battleteam.&lt;br /&gt;
&lt;br /&gt;
==== RM and leaving Pilus ====&lt;br /&gt;
&lt;br /&gt;
When [[Braecen Kaeth]] had to leave the position of Rollmaster, Unus was quick to offer his services to fill in for the position.  When word came about his former Master returning reached him, Unus quickly contacted his Master and made a request; take over as Pilus Commander.  He knew very well that Kal would make a much better commander than himself, especially considering the far more feral way he held himself, not to mention his far more notable political and personal power.  Thus, for the very same reason that he founded Primus Pilus, he left it in the hands of someone who he, for lack of a better word, despised.&lt;br /&gt;
&lt;br /&gt;
==== Leaving RM ====&lt;br /&gt;
&lt;br /&gt;
As part of a plan to gain control of the second Adegan vein on Kapsina, Unus has begun to act as an ambassador to the Myresi.&lt;br /&gt;
&lt;br /&gt;
==  Personality  ==&lt;br /&gt;
&lt;br /&gt;
Unus is far from a typical Dark Jedi, and even further from a typical Sith.  His status as Dark Jedi only comes about from his being a Force user and using the Dark Side of the Force.  Though he is ruthless, he is never needlessly cruel.  When he must be cruel, it is cold and calculated to give morale to his allies and strike fear into his enemies.  He is also far to devoted and careful for the usually chaotic Dark Jedi.  He distinctly disagrees with the Sith doctrine to obtain power at any reasonable cost, holding his loyalty far higher on his list of priorities.&lt;br /&gt;
&lt;br /&gt;
When in most conversation, Unus speaks with careful, short, and clipped speech.  It is only when having an intellectual or philosophical discussion that he expands on his speaking.&lt;br /&gt;
&lt;br /&gt;
==  Physical Description  ==&lt;br /&gt;
Unus is nearly six feet tall, and accordingly well muscled with his previous training.  He is agile and capable of taking a hit as well.  This extends to the point where he far prefers to use melee combat against his opponents.  He fully acknowledges that this mentality is due to the fact that he hates Vong and direct application of the Force is useless against them.&lt;br /&gt;
&lt;br /&gt;
Unlike most Weequay, Unus lets his hair grow freely.  Still, Weequay hair does not naturally let itself to freedom, and to keep it from being in a very distracting style, Unus has pulled it back into a rudimentray ponytail.  The top of his head, however, remains bald due to his Weequay physiology.  He prefers to keep his Peacekeeper robes on, but is more than willing to switch clothes at the drop of a hat for one of many different reasons, though usually for a mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Achievements  ==&lt;br /&gt;
&lt;br /&gt;
First individual to be Etched To The Blade in Primus Pilus.&lt;br /&gt;
&lt;br /&gt;
==  DJB Facts  ==&lt;br /&gt;
&lt;br /&gt;
First (and only) Directorate General&lt;br /&gt;
&lt;br /&gt;
First Primus Pilus Commander&lt;br /&gt;
&lt;br /&gt;
==  Trivia  ==&lt;br /&gt;
&lt;br /&gt;
Unus Per A Novus Domus means One With A New Home, refering to his allegiances switching from his Weequay clan to Plagueis.&lt;br /&gt;
&lt;br /&gt;
==  Positions Held  ==&lt;br /&gt;
&lt;br /&gt;
BTL of Intelligence Directorate&lt;br /&gt;
&lt;br /&gt;
BTL of Primus Pilus&lt;br /&gt;
&lt;br /&gt;
RM of House Plagueis&lt;br /&gt;
&lt;br /&gt;
Webmaster of House Plagueis&lt;br /&gt;
&lt;br /&gt;
[[Category:Plagueians]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Necal&amp;diff=107983</id>
		<title>Necal</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Necal&amp;diff=107983"/>
		<updated>2011-11-27T17:29:58Z</updated>

		<summary type="html">&lt;p&gt;Unus: Fixing summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{construction}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|type=Obelisk&lt;br /&gt;
|firstname=Necal&lt;br /&gt;
|homeworld=Farrfin&lt;br /&gt;
|birth=21 BBY&lt;br /&gt;
|species=Farghul&lt;br /&gt;
|gender=Male&lt;br /&gt;
|hair=Mostly gray, some black stripes&lt;br /&gt;
|eyes=Pale yellow&lt;br /&gt;
|height=1.9 / 6&#039;3&lt;br /&gt;
|weight=68 KG / 150 lbm&lt;br /&gt;
|masters=[[Kal Vorrac]]&lt;br /&gt;
|dossier=[[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Necal was a Farghul within House Satal Keto of Clan Plagueis, apprenticed to [[Kal Vorrac]].  He was slain in an attempt to kill his Master, being thwarted by his soon to be replacement [[Unus Domus]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Character History  ==&lt;br /&gt;
&lt;br /&gt;
===  Early life  ===&lt;br /&gt;
Coming eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Smuggler  ===&lt;br /&gt;
Coming eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  A New Name  ===&lt;br /&gt;
After being the captain of his own smuggling ship for just over eight years, Necal was alerted by his mother to the death of his fater. Coming home, he attended his fathers funeral, during which he invoked a family tradition, in which he voluntarily inherited more than his fathers property; he inherited his debts, duties, and even name. &lt;br /&gt;
&lt;br /&gt;
Necal believed that his father was not in an accident, as he was said to have died, but was rather sabotaged, likely by competition. Necal would spend the next fifteen years of his life placing avenging his father as his goal. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  A hunt for vengeance  ===&lt;br /&gt;
&lt;br /&gt;
===  Killing the killer  ===&lt;br /&gt;
After waiting several days after capturing Ventic, Necal finally decided what he was going to do with him. &lt;br /&gt;
&lt;br /&gt;
Having his men hold Ventic down, Necal poured molten silver down his throat and in his eyes, then left him there to writhe in agony till his death.&lt;br /&gt;
&lt;br /&gt;
Coming eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  More stuff  ===&lt;br /&gt;
&lt;br /&gt;
===  Joining the brotherhood  ===&lt;br /&gt;
Coming eventually&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Apprenticeship  ===&lt;br /&gt;
Necal is currently apprenticed to Kal Vorrac. During a mission assigned to him by his master, Necal was abbandoned on Raxus Prime, and was given little instruction on what to do. He managed to retreat to a salvager camp, where he encountered a female Cathar and temporary ally by the name of Alri. During a discussion, the salvager camp was attacked by his masters trap; sixteen YVH droids. He and Alri managed to escape from the droids, and set a ship to auto destruct when the droids entered. Escaping on an old smuggling ship owned by Alri, the two quickly went to Morroth, it being Necal&#039;s plan to end Alri&#039;s life when they reached Morroth (due to the necessity of fuel, and his lack of credits). Touching down on Naboo, Necal&#039;s Master, Kal, stopped the two, though he was in disguise.&lt;br /&gt;
&lt;br /&gt;
After a brief scuffle, Kal implied that he would spare Necal&#039;s life if he killed Alri. Deciding he could find another pilot if necessary, Necal killed her. Kal, revealing himself, demanded that his apprentice kneel before him and swear his loyalty. Though it was greatly implied that such swearing had little worth, Necal complied. Demanding that his apprentice hold out his hand, Kal carved an hourglass symbol on his hand, similar to his own. Necal views it as a badge of honor, his masters acceptance of him as his apprentice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Personality  ==&lt;br /&gt;
Necal is, for lack of a better word, insane. A pyromaniac, Necal enjoys burning things in his spare time, though he is more than able to suppress the urge when necessary. Necal&#039;s personal philosophy about the dark side can be summed up based on his response to his master saying; Hate will bring you power. Necal&#039;s response was &#039;But without control, you turn into little more than a slave of your own emotions. All the power in the universe is useless to a slave.&#039;&lt;br /&gt;
&lt;br /&gt;
Necal has an avid hatred of crowds, which has made him begin to walk quickly in order to get out quicker. This has evolved to almost running being his normal pace. This may reflect his thinking, which goes at an unusual rate. This can, and often does, result in stuttering when he speaks unless he makes a point to think out every sentence. Necal often goes to extreme ends to annoy people he doesn&#039;t like, though he is always careful not to anger someone who will kill him unless the reward is greater than the risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  DJB Facts  ==&lt;br /&gt;
&lt;br /&gt;
===  Positions Held  ===&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Outstanding Achievements  ===&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Trivia  ==&lt;br /&gt;
Generally slow to actually trust someone, though willing to accept guidance from a superior. &lt;br /&gt;
&lt;br /&gt;
Will sometimes go to unusual lengths to make a point to a superior.&lt;br /&gt;
&lt;br /&gt;
Necal&#039;s name was, at first, supposed to be the core name of a Chiss, though the species was changed after a short time.&lt;br /&gt;
&lt;br /&gt;
Necal&#039;s original name was She&#039;Sar, a name found by googling &#039;Farghul Name&#039;.&lt;br /&gt;
&lt;br /&gt;
Necals personal mission is, currently, to pass all Shadow Academy exams offered at the given time. He is aware this will take forever.&lt;br /&gt;
&lt;br /&gt;
Necal makes a point to keep the scar given to him by his master eaisly shown to everyone. When asked, Necal only replies &#039;it was a gift. I like it.&#039;&lt;br /&gt;
&lt;br /&gt;
Despite being a more or less successful smuggling captain for eight straight years, Necal has only a passing knowledge of flight, and would be useless doing anything but running in a fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DJB Characters]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Clan_Plagueis_Summit&amp;diff=107931</id>
		<title>Clan Plagueis Summit</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Clan_Plagueis_Summit&amp;diff=107931"/>
		<updated>2011-11-24T23:49:24Z</updated>

		<summary type="html">&lt;p&gt;Unus: Editing Ascendeant Succession - Training the Future section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
{{Organization&lt;br /&gt;
|name=Plagueis Summit&lt;br /&gt;
|image=[[File:Cp-logo.jpg|250px]]&lt;br /&gt;
|founder=[[Jac Cotelin]]&lt;br /&gt;
|leader=*[[Tra&#039;an Reith]]&lt;br /&gt;
|members=*[[Sarak Shai]]&lt;br /&gt;
*[[Arcadian]]&lt;br /&gt;
*[[Kal di Plagia Vorrac]]&lt;br /&gt;
|headquarters=[[Dark Tower]]&lt;br /&gt;
|locations=&lt;br /&gt;
|formed=*[[Clan Satal Keto|Satal Keto Summit]]&lt;br /&gt;
*[[Clan Exar Kun|Exar Kun Summit]]&lt;br /&gt;
|founded=[[20 ABY to 29 ABY|23 ABY]]&lt;br /&gt;
|reorganized=[[30 ABY to 39 ABY|33 ABY]]&lt;br /&gt;
|fragmented=&lt;br /&gt;
|dissolved=&lt;br /&gt;
|restored=&lt;br /&gt;
|affiliation=[[Plagueis|House Plagueis]]&lt;br /&gt;
|era=*[[New Republic Era]]&lt;br /&gt;
*[[New Jedi Order Era]]&lt;br /&gt;
*[[Dark Jedi Brotherhood Era]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Plagueis Summit is the governing body of [[Plagueis|House Plagueis]] and the Command body of its system government, the [[Jusadih Military Regime]]. As the Ascendant House has a unique viewpoint on the Brotherhood and an ever-adapting way of doing things, each of its Summit Positions perform a very specific job. However, with each new appointment comes change, and thus these changes are recorded for the use of its members.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Description of the PLA Summit&#039;s tenuous history soon to come.&lt;br /&gt;
&lt;br /&gt;
==Summit Members==&lt;br /&gt;
&lt;br /&gt;
These members comprise the Plagueis Summit and control the affairs of the House.&lt;br /&gt;
&lt;br /&gt;
===Quaestor: [[Tra&#039;an Reith]]===&lt;br /&gt;
&lt;br /&gt;
Stoic, capable, and adaptive; these words fit the Quaestor of Plagueis well. A Shi&#039;ido, the shapeshifting Tra&#039;an Reith leads the Ascendant House toward the path of dominance and victory. While he is wise when it comes to his own safety and a brilliant tactician, Reith never shies away from a role in combat; indeed, in a move that irritates his colleagues and followers, he is often the first on the battlefield when a battle breaks out. Ultimately, this is descriptive of his leadership - he is never afraid to get his hands dirty.&lt;br /&gt;
&lt;br /&gt;
====Duties====&lt;br /&gt;
*Plan all major events for Plagueis.&lt;br /&gt;
*Plan out Plagueian storyline.&lt;br /&gt;
*Designate tasks to appropriate members on a satisfactory timeline.&lt;br /&gt;
*Liaise with the Dark Council and Dark Summit on behalf of Plagueis.&lt;br /&gt;
*Get to know members and listen to ideas and suggestions.&lt;br /&gt;
*Ensure all tasks, projects, and necessary work is done and complete on time.&lt;br /&gt;
*Police Plagueian Summit and ensure no weakness, laziness, or inappropriate behavior creeps in.&lt;br /&gt;
&lt;br /&gt;
===Aedile: [[Sarak Shai]]===&lt;br /&gt;
&lt;br /&gt;
Twisted and vile, Sarak Shai is a caricature of what is wrong with Yuuzhan Vong culture; covered in sores and scars, with coral plates grafted to his legs, an extra rib cage grafted over his chest, black yammosk tentacles giving him Force sensitivity, and hooks to pin his face into a permanent grin, he is a perfect expression of horrific corruption. This visage, moreso than amphistaff or lightsaber, is what strikes terror into the enemies of the Quaestor and keeps those that his Aedile is sent to oversee in line.&lt;br /&gt;
&lt;br /&gt;
====Duties====&lt;br /&gt;
&lt;br /&gt;
Currently, the duties of the Aedile include the following.&lt;br /&gt;
&lt;br /&gt;
*Managing all projects assigned by the Quaestor.&lt;br /&gt;
*Designating duties to assistants in each project.&lt;br /&gt;
*Following up on projects, ensuring completion.&lt;br /&gt;
*Getting into direct contact with members on activity.&lt;br /&gt;
*Ensuring the creation of competitions and events in accordance with the Quaestor&#039;s plans. &lt;br /&gt;
&lt;br /&gt;
===Rollmaster: [[Arcadian]]===&lt;br /&gt;
&lt;br /&gt;
Description of Arcadian to come.&lt;br /&gt;
&lt;br /&gt;
====Duties====&lt;br /&gt;
&lt;br /&gt;
Currently, the duties of the Rollmaster include the following.&lt;br /&gt;
&lt;br /&gt;
* Contacting new members&lt;br /&gt;
* Maintaining the Plagueis mailing list&lt;br /&gt;
* Providing HTML assistance to other Summit members and Summit assistants&lt;br /&gt;
* Overseeing the [[Plagueian Path]] according to all current MSP policies.&lt;br /&gt;
&lt;br /&gt;
These duties are subject to change at any given time.&lt;br /&gt;
&lt;br /&gt;
==Summit Assistants==&lt;br /&gt;
&lt;br /&gt;
These members, while not a true part of the Summit, still assist it in Battleteam or unofficial capacities. Outside of Battleteams, their positions do not carry any true power and exist only to aid the Leadership.&lt;br /&gt;
&lt;br /&gt;
===Primus Pilus Commander: [[Kal di Plagia Vorrac]]===&lt;br /&gt;
&lt;br /&gt;
Cold, calculating, and methodical, Kal Vorrac is a man without remorse or pity. As hard as the durasteel in his saber hilt and as merciless as the howling winds of Morroth, he is dedicated above all to his goals and plots. Friendships, material possessions, and even lives are nothing but pawns on a dejarik board to him. He would have been dead many years ago, except for two qualities: He is incredibly useful and incredibly dangerous.&lt;br /&gt;
&lt;br /&gt;
====Duties====&lt;br /&gt;
*Create competitions and events for Primus Pilus that mesh with the Summit storyline.&lt;br /&gt;
*Create and maintain a set of clear-cut, easy to read policies for the Team.&lt;br /&gt;
*Appoint Flight Leaders to positions Minor and Superior.&lt;br /&gt;
*Train Flight Leaders on subjects like Wiki maintenance, competition planning, event planning, reporting, and conflict mediation.&lt;br /&gt;
*Maintain and Improve Pilus Article on the Wiki.&lt;br /&gt;
*Seek new members for the team.&lt;br /&gt;
*Train Leader Superior until ready for Commander, then step down, allowing succession and growth.&lt;br /&gt;
&lt;br /&gt;
=====Pilus Leader Superior: [[Furios]]=====&lt;br /&gt;
&lt;br /&gt;
Tenacious and eager, Furios is the Leader Superior of Pilus and seeks to maintain that title. Training under the skilled and unforgiving eye of Vorrac, he seeks to replace the Sith and train two Leaders of his own. Hard-working, ready to learn, and unafraid to do dirty work to meet his goals, he seems to be exactly what the Ascendant House wants in its leaders. However, soon, he will have competition - no Leader Superior can Ascend unless a Leader Minor is there to compete with him.&lt;br /&gt;
&lt;br /&gt;
=====Pilus Leader Minor: TBA=====&lt;br /&gt;
&lt;br /&gt;
At present, Pilus has no Leader Minor.&lt;br /&gt;
&lt;br /&gt;
===Taskmaster: [[Kal di Plagia Vorrac]]===&lt;br /&gt;
&lt;br /&gt;
The Taskmaster of Plagueis operates as an extension of the Rollmaster and indeed trains for the superior role; an unofficial position, this is nevertheless a vital one as it oversees the Journeymen of the House. Each Taskmaster&#039;s methods are as different as the Mantles they wear, and yet, they have one goal in mind: Weeding out the weak and fostering strength and power in the new blood of Plagueis.&lt;br /&gt;
&lt;br /&gt;
====Duties====&lt;br /&gt;
*Email all Journeymen on a regular basis to encourage activity.&lt;br /&gt;
*Assist any and all Journeymen that need help.&lt;br /&gt;
*Plan competitions and events to engage Journeymen.&lt;br /&gt;
*Inform Journeymen about vital site resources - Shadow Academy, Forums, Wiki, IRC, etc.&lt;br /&gt;
*Keep Journeymen up to date on future promotion requirements.&lt;br /&gt;
*Report to the Rollmaster on Journeyman activity on a weekly basis.&lt;br /&gt;
&lt;br /&gt;
===Webmaster: [[Unus Domus]]===&lt;br /&gt;
&lt;br /&gt;
The Webmaster exists, as the name implies, to manage the Plagueis Website.  The exact duties, responsibilities, and freedoms vary heavily, and are primarily related to the association between the Webmaster and the rest of the Summit; if the Webmaster is trusted and experienced, they have quite a bit of freedom.  A newer one or one whom a summit member has doubts about is far more restricted.&lt;br /&gt;
&lt;br /&gt;
====Duties====&lt;br /&gt;
*Maintain Leadership, Webteam, and Summit sections on Plagueis Website main page.&lt;br /&gt;
*Maintain competition list for Plagueis and Battleteams.&lt;br /&gt;
*Assist members with navigating Plagueis website.&lt;br /&gt;
*Assist summit members with learning how to use the website for their duties.&lt;br /&gt;
*Keep Plagueis Website main page updated&lt;br /&gt;
*Train future Webmasters; outside help cannot be relied upon, and Plagueis must learn to draw from within.&lt;br /&gt;
&lt;br /&gt;
==Members and Assistants: Assignment of Duty==&lt;br /&gt;
&lt;br /&gt;
The Summit of Plagueis is in command of all aspects of the House, and assigns its duties properly and intelligently. However, at times, the Summit alone cannot handle the full burden before them. It is in this time that Summit Assistants take up roles, whether already existing or newly created. Summit members like the Quaestor, Aedile, and Rollmaster handle major tasks, creating a storyline, a future, and an activity base for the House while ensuring Plagueis grows and lives on no matter what.&lt;br /&gt;
&lt;br /&gt;
Summit Assistants are often in training roles, while performing lesser duties or duties too numerous for one Summit member to handle. In this way, they get a sense of duty while still performing pivotal roles. While Summit assistants are rarely in official roles of power and never too high on the food chain, assisting the Quaestor, Aedile, and Rollmaster is an invaluable way to gain skill and garner rewards and promotions.&lt;br /&gt;
&lt;br /&gt;
==Ascendant Succession - Training the Future==&lt;br /&gt;
&lt;br /&gt;
The entirety of the Plagueian Summit is designed with one goal in mind: Ascendant Succession. A problem of Plagueis has traditionally been a lack of leaders to pass the torch to; to combat this trend, every position up to Quaestor trains one to fill its shoes. At the bottom of the pile, the Commander of Pilus trains two Flight Leaders, one Minor and one Superior, in the skills they need for the job; the Flight Leader to replace the Commander repeats the process, while the Commander becomes a candidate for Aedile.&lt;br /&gt;
&lt;br /&gt;
The Aedile position exists to learn from the Quaestor as well as to ensure the Quaestor&#039;s work is accomplished; in the same way that a Flight Leader will take over certain Commander duties to learn how to do them properly, so too will the Aedile&#039;s work ready him or her for Quaestor. The Quaestor is the vital component here; if a Leader stops teaching or refuses to learn, he must take action and prevent the stagnation of the Summit.&lt;br /&gt;
&lt;br /&gt;
The Rollmaster and Taskmaster positions exist with this duality, as do the Masters of the Plagueian Master/Student Program. Masters train their Students to be Knights while at the same time learning how to instruct new members. In time, certain Masters become Taskmasters, overseeing all of the Journeymen and their instruction and learning what it takes to teach new members. Ultimately, the Rollmaster teaches the Taskmaster how to do his or her job and maintain the Master/Student Program, using prerequisite experience to ensure everyone is doing their job.  In a similar manner, the Webmaster instructs individuals on the finer points of maintenance; these are usually summit members or summit assistants, as Webmaster is a low intensity job and can, in an emergency, be handled in addition to other duties.&lt;br /&gt;
&lt;br /&gt;
Altogether, the structure of the entire Summit is built to keep going if a position is lost and to instruct new members for the future - both key components of a successful Brotherhood House.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Article created by Kal Vorrac.&lt;br /&gt;
* PLA&#039;s Summit has often been faced with a tenuous sense of unity and a shaky list of duties; this article was created to rectify that problem.&lt;br /&gt;
&lt;br /&gt;
{{plagueis}}&lt;br /&gt;
[[Category:Plagueis]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Clan_Plagueis_Summit&amp;diff=107930</id>
		<title>Clan Plagueis Summit</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Clan_Plagueis_Summit&amp;diff=107930"/>
		<updated>2011-11-24T23:27:26Z</updated>

		<summary type="html">&lt;p&gt;Unus: Added Webmaster section and duties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
{{Organization&lt;br /&gt;
|name=Plagueis Summit&lt;br /&gt;
|image=[[File:Cp-logo.jpg|250px]]&lt;br /&gt;
|founder=[[Jac Cotelin]]&lt;br /&gt;
|leader=*[[Tra&#039;an Reith]]&lt;br /&gt;
|members=*[[Sarak Shai]]&lt;br /&gt;
*[[Arcadian]]&lt;br /&gt;
*[[Kal di Plagia Vorrac]]&lt;br /&gt;
|headquarters=[[Dark Tower]]&lt;br /&gt;
|locations=&lt;br /&gt;
|formed=*[[Clan Satal Keto|Satal Keto Summit]]&lt;br /&gt;
*[[Clan Exar Kun|Exar Kun Summit]]&lt;br /&gt;
|founded=[[20 ABY to 29 ABY|23 ABY]]&lt;br /&gt;
|reorganized=[[30 ABY to 39 ABY|33 ABY]]&lt;br /&gt;
|fragmented=&lt;br /&gt;
|dissolved=&lt;br /&gt;
|restored=&lt;br /&gt;
|affiliation=[[Plagueis|House Plagueis]]&lt;br /&gt;
|era=*[[New Republic Era]]&lt;br /&gt;
*[[New Jedi Order Era]]&lt;br /&gt;
*[[Dark Jedi Brotherhood Era]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Plagueis Summit is the governing body of [[Plagueis|House Plagueis]] and the Command body of its system government, the [[Jusadih Military Regime]]. As the Ascendant House has a unique viewpoint on the Brotherhood and an ever-adapting way of doing things, each of its Summit Positions perform a very specific job. However, with each new appointment comes change, and thus these changes are recorded for the use of its members.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Description of the PLA Summit&#039;s tenuous history soon to come.&lt;br /&gt;
&lt;br /&gt;
==Summit Members==&lt;br /&gt;
&lt;br /&gt;
These members comprise the Plagueis Summit and control the affairs of the House.&lt;br /&gt;
&lt;br /&gt;
===Quaestor: [[Tra&#039;an Reith]]===&lt;br /&gt;
&lt;br /&gt;
Stoic, capable, and adaptive; these words fit the Quaestor of Plagueis well. A Shi&#039;ido, the shapeshifting Tra&#039;an Reith leads the Ascendant House toward the path of dominance and victory. While he is wise when it comes to his own safety and a brilliant tactician, Reith never shies away from a role in combat; indeed, in a move that irritates his colleagues and followers, he is often the first on the battlefield when a battle breaks out. Ultimately, this is descriptive of his leadership - he is never afraid to get his hands dirty.&lt;br /&gt;
&lt;br /&gt;
====Duties====&lt;br /&gt;
*Plan all major events for Plagueis.&lt;br /&gt;
*Plan out Plagueian storyline.&lt;br /&gt;
*Designate tasks to appropriate members on a satisfactory timeline.&lt;br /&gt;
*Liaise with the Dark Council and Dark Summit on behalf of Plagueis.&lt;br /&gt;
*Get to know members and listen to ideas and suggestions.&lt;br /&gt;
*Ensure all tasks, projects, and necessary work is done and complete on time.&lt;br /&gt;
*Police Plagueian Summit and ensure no weakness, laziness, or inappropriate behavior creeps in.&lt;br /&gt;
&lt;br /&gt;
===Aedile: [[Sarak Shai]]===&lt;br /&gt;
&lt;br /&gt;
Twisted and vile, Sarak Shai is a caricature of what is wrong with Yuuzhan Vong culture; covered in sores and scars, with coral plates grafted to his legs, an extra rib cage grafted over his chest, black yammosk tentacles giving him Force sensitivity, and hooks to pin his face into a permanent grin, he is a perfect expression of horrific corruption. This visage, moreso than amphistaff or lightsaber, is what strikes terror into the enemies of the Quaestor and keeps those that his Aedile is sent to oversee in line.&lt;br /&gt;
&lt;br /&gt;
====Duties====&lt;br /&gt;
&lt;br /&gt;
Currently, the duties of the Aedile include the following.&lt;br /&gt;
&lt;br /&gt;
*Managing all projects assigned by the Quaestor.&lt;br /&gt;
*Designating duties to assistants in each project.&lt;br /&gt;
*Following up on projects, ensuring completion.&lt;br /&gt;
*Getting into direct contact with members on activity.&lt;br /&gt;
*Ensuring the creation of competitions and events in accordance with the Quaestor&#039;s plans. &lt;br /&gt;
&lt;br /&gt;
===Rollmaster: [[Arcadian]]===&lt;br /&gt;
&lt;br /&gt;
Description of Arcadian to come.&lt;br /&gt;
&lt;br /&gt;
====Duties====&lt;br /&gt;
&lt;br /&gt;
Currently, the duties of the Rollmaster include the following.&lt;br /&gt;
&lt;br /&gt;
* Contacting new members&lt;br /&gt;
* Maintaining the Plagueis mailing list&lt;br /&gt;
* Providing HTML assistance to other Summit members and Summit assistants&lt;br /&gt;
* Overseeing the [[Plagueian Path]] according to all current MSP policies.&lt;br /&gt;
&lt;br /&gt;
These duties are subject to change at any given time.&lt;br /&gt;
&lt;br /&gt;
==Summit Assistants==&lt;br /&gt;
&lt;br /&gt;
These members, while not a true part of the Summit, still assist it in Battleteam or unofficial capacities. Outside of Battleteams, their positions do not carry any true power and exist only to aid the Leadership.&lt;br /&gt;
&lt;br /&gt;
===Primus Pilus Commander: [[Kal di Plagia Vorrac]]===&lt;br /&gt;
&lt;br /&gt;
Cold, calculating, and methodical, Kal Vorrac is a man without remorse or pity. As hard as the durasteel in his saber hilt and as merciless as the howling winds of Morroth, he is dedicated above all to his goals and plots. Friendships, material possessions, and even lives are nothing but pawns on a dejarik board to him. He would have been dead many years ago, except for two qualities: He is incredibly useful and incredibly dangerous.&lt;br /&gt;
&lt;br /&gt;
====Duties====&lt;br /&gt;
*Create competitions and events for Primus Pilus that mesh with the Summit storyline.&lt;br /&gt;
*Create and maintain a set of clear-cut, easy to read policies for the Team.&lt;br /&gt;
*Appoint Flight Leaders to positions Minor and Superior.&lt;br /&gt;
*Train Flight Leaders on subjects like Wiki maintenance, competition planning, event planning, reporting, and conflict mediation.&lt;br /&gt;
*Maintain and Improve Pilus Article on the Wiki.&lt;br /&gt;
*Seek new members for the team.&lt;br /&gt;
*Train Leader Superior until ready for Commander, then step down, allowing succession and growth.&lt;br /&gt;
&lt;br /&gt;
=====Pilus Leader Superior: [[Furios]]=====&lt;br /&gt;
&lt;br /&gt;
Tenacious and eager, Furios is the Leader Superior of Pilus and seeks to maintain that title. Training under the skilled and unforgiving eye of Vorrac, he seeks to replace the Sith and train two Leaders of his own. Hard-working, ready to learn, and unafraid to do dirty work to meet his goals, he seems to be exactly what the Ascendant House wants in its leaders. However, soon, he will have competition - no Leader Superior can Ascend unless a Leader Minor is there to compete with him.&lt;br /&gt;
&lt;br /&gt;
=====Pilus Leader Minor: TBA=====&lt;br /&gt;
&lt;br /&gt;
At present, Pilus has no Leader Minor.&lt;br /&gt;
&lt;br /&gt;
===Taskmaster: [[Kal di Plagia Vorrac]]===&lt;br /&gt;
&lt;br /&gt;
The Taskmaster of Plagueis operates as an extension of the Rollmaster and indeed trains for the superior role; an unofficial position, this is nevertheless a vital one as it oversees the Journeymen of the House. Each Taskmaster&#039;s methods are as different as the Mantles they wear, and yet, they have one goal in mind: Weeding out the weak and fostering strength and power in the new blood of Plagueis.&lt;br /&gt;
&lt;br /&gt;
====Duties====&lt;br /&gt;
*Email all Journeymen on a regular basis to encourage activity.&lt;br /&gt;
*Assist any and all Journeymen that need help.&lt;br /&gt;
*Plan competitions and events to engage Journeymen.&lt;br /&gt;
*Inform Journeymen about vital site resources - Shadow Academy, Forums, Wiki, IRC, etc.&lt;br /&gt;
*Keep Journeymen up to date on future promotion requirements.&lt;br /&gt;
*Report to the Rollmaster on Journeyman activity on a weekly basis.&lt;br /&gt;
&lt;br /&gt;
===Webmaster: [[Unus Domus]]===&lt;br /&gt;
&lt;br /&gt;
The Webmaster exists, as the name implies, to manage the Plagueis Website.  The exact duties, responsibilities, and freedoms vary heavily, and are primarily related to the association between the Webmaster and the rest of the Summit; if the Webmaster is trusted and experienced, they have quite a bit of freedom.  A newer one or one whom a summit member has doubts about is far more restricted.&lt;br /&gt;
&lt;br /&gt;
====Duties====&lt;br /&gt;
*Maintain Leadership, Webteam, and Summit sections on Plagueis Website main page.&lt;br /&gt;
*Maintain competition list for Plagueis and Battleteams.&lt;br /&gt;
*Assist members with navigating Plagueis website.&lt;br /&gt;
*Assist summit members with learning how to use the website for their duties.&lt;br /&gt;
*Keep Plagueis Website main page updated&lt;br /&gt;
*Train future Webmasters; outside help cannot be relied upon, and Plagueis must learn to draw from within.&lt;br /&gt;
&lt;br /&gt;
==Members and Assistants: Assignment of Duty==&lt;br /&gt;
&lt;br /&gt;
The Summit of Plagueis is in command of all aspects of the House, and assigns its duties properly and intelligently. However, at times, the Summit alone cannot handle the full burden before them. It is in this time that Summit Assistants take up roles, whether already existing or newly created. Summit members like the Quaestor, Aedile, and Rollmaster handle major tasks, creating a storyline, a future, and an activity base for the House while ensuring Plagueis grows and lives on no matter what.&lt;br /&gt;
&lt;br /&gt;
Summit Assistants are often in training roles, while performing lesser duties or duties too numerous for one Summit member to handle. In this way, they get a sense of duty while still performing pivotal roles. While Summit assistants are rarely in official roles of power and never too high on the food chain, assisting the Quaestor, Aedile, and Rollmaster is an invaluable way to gain skill and garner rewards and promotions.&lt;br /&gt;
&lt;br /&gt;
==Ascendant Succession - Training the Future==&lt;br /&gt;
&lt;br /&gt;
The entirety of the Plagueian Summit is designed with one goal in mind: Ascendant Succession. A problem of Plagueis has traditionally been a lack of leaders to pass the torch to; to combat this trend, every position up to Quaestor trains one to fill its shoes. At the bottom of the pile, the Commander of Pilus trains two Flight Leaders, one Minor and one Superior, in the skills they need for the job; the Flight Leader to replace the Commander repeats the process, while the Commander becomes a candidate for Aedile.&lt;br /&gt;
&lt;br /&gt;
The Aedile position exists to learn from the Quaestor as well as to ensure the Quaestor&#039;s work is accomplished; in the same way that a Flight Leader will take over certain Commander duties to learn how to do them properly, so too will the Aedile&#039;s work ready him or her for Quaestor. The Quaestor is the vital component here; if a Leader stops teaching or refuses to learn, he must take action and prevent the stagnation of the Summit.&lt;br /&gt;
&lt;br /&gt;
The Rollmaster and Taskmaster positions exist with this duality, as do the Masters of the Plagueian Master/Student Program. Masters train their Students to be Knights while at the same time learning how to instruct new members. In time, certain Masters become Taskmasters, overseeing all of the Journeymen and their instruction and learning what it takes to teach new members. Ultimately, the Rollmaster teaches the Taskmaster how to do his or her job and maintain the Master/Student Program, using prerequisite experience to ensure everyone is doing their job.&lt;br /&gt;
&lt;br /&gt;
Altogether, the structure of the entire Summit is built to keep going if a position is lost and to instruct new members for the future - both key components of a successful Brotherhood House.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Article created by Kal Vorrac.&lt;br /&gt;
* PLA&#039;s Summit has often been faced with a tenuous sense of unity and a shaky list of duties; this article was created to rectify that problem.&lt;br /&gt;
&lt;br /&gt;
{{plagueis}}&lt;br /&gt;
[[Category:Plagueis]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Clan_Plagueis_Summit&amp;diff=106490</id>
		<title>Clan Plagueis Summit</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Clan_Plagueis_Summit&amp;diff=106490"/>
		<updated>2011-11-05T22:26:47Z</updated>

		<summary type="html">&lt;p&gt;Unus: Adding  to Trivia and RM section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
{{Organization&lt;br /&gt;
|name=Plagueis Summit&lt;br /&gt;
|image=[[File:Cp-logo.jpg|250px]]&lt;br /&gt;
|founder=[[Jac Cotelin]]&lt;br /&gt;
|leader=*[[Tra&#039;an Reith]]&lt;br /&gt;
|members=*[[Sarak Shai]]&lt;br /&gt;
*[[Unus Domus]]&lt;br /&gt;
*[[Kal di Plagia Vorrac]]&lt;br /&gt;
|headquarters=[[Dark Tower]]&lt;br /&gt;
|locations=&lt;br /&gt;
|formed=*[[Clan Satal Keto|Satal Keto Summit]]&lt;br /&gt;
*[[Clan Exar Kun|Exar Kun Summit]]&lt;br /&gt;
|founded=[[20 ABY to 29 ABY|23 ABY]]&lt;br /&gt;
|reorganized=[[30 ABY to 39 ABY|33 ABY]]&lt;br /&gt;
|fragmented=&lt;br /&gt;
|dissolved=&lt;br /&gt;
|restored=&lt;br /&gt;
|affiliation=[[Plagueis|House Plagueis]]&lt;br /&gt;
|era=*[[New Republic Era]]&lt;br /&gt;
*[[New Jedi Order Era]]&lt;br /&gt;
*[[Dark Jedi Brotherhood Era]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Plagueis Summit is the governing body of [[Plagueis|House Plagueis]] and the Command body of its system government, the [[Jusadih Military Regime]]. As the Ascendant House has a unique viewpoint on the Brotherhood and an ever-adapting way of doing things, each of its Summit Positions perform a very specific job. However, with each new appointment comes change, and thus these changes are recorded for the use of its members.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Description of the PLA Summit&#039;s tenuous history soon to come.&lt;br /&gt;
&lt;br /&gt;
==Summit Members==&lt;br /&gt;
&lt;br /&gt;
These members comprise the Plagueis Summit and control the affairs of the House.&lt;br /&gt;
&lt;br /&gt;
===Quaestor: [[Tra&#039;an Reith]]===&lt;br /&gt;
&lt;br /&gt;
Description of the Quaestor, his methods, and his duties to follow.&lt;br /&gt;
&lt;br /&gt;
===Aedile: [[Sarak Shai]]===&lt;br /&gt;
&lt;br /&gt;
Description of the Aedile, his methods, and his duties to follow.&lt;br /&gt;
&lt;br /&gt;
===Rollmaster: [[Unus Domus]]===&lt;br /&gt;
&lt;br /&gt;
====Duties====&lt;br /&gt;
&lt;br /&gt;
Currently, the duties of the Rollmaster include the following.&lt;br /&gt;
&lt;br /&gt;
* Contacting new members&lt;br /&gt;
* Maintaining the Plagueis mailing list&lt;br /&gt;
* Maintaining the Plagueis website&lt;br /&gt;
* Providing HTML assistance to other Summit members and Summit assistants&lt;br /&gt;
&lt;br /&gt;
These duties are subject to change at any given time.&lt;br /&gt;
&lt;br /&gt;
==Summit Assistants==&lt;br /&gt;
&lt;br /&gt;
These members, while not a true part of the Summit, still assist it in Battleteam or unofficial capacities. Outside of Battleteams, their positions do not carry any true power and exist only to aid the Leadership.&lt;br /&gt;
&lt;br /&gt;
===Primus Pilus Commander: [[Kal di Plagia Vorrac]]===&lt;br /&gt;
&lt;br /&gt;
Description of the Commander, his methods, and his duties to follow.&lt;br /&gt;
&lt;br /&gt;
=====Pilus Leader Superior: [[Furios]]=====&lt;br /&gt;
&lt;br /&gt;
Description of the Leader Superior, his methods, and his duties to follow.&lt;br /&gt;
&lt;br /&gt;
=====Pilus Leader Minor: TBA=====&lt;br /&gt;
&lt;br /&gt;
Description of the Leader Minor, his methods, and his duties to follow.&lt;br /&gt;
&lt;br /&gt;
===Taskmaster: [[Kal di Plagia Vorrac]]===&lt;br /&gt;
&lt;br /&gt;
Description of the Taskmaster, his methods, and his duties to follow.&lt;br /&gt;
&lt;br /&gt;
==Members and Assistants: Assignment of Duty==&lt;br /&gt;
&lt;br /&gt;
Description of the difference between Summit members and assistants, how their powers evolve and have evolved, and what constitutes the appointment of an assistant.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
Created by Kal Vorrac&lt;br /&gt;
&lt;br /&gt;
{{plagueis}}&lt;br /&gt;
[[Category:Plagueis]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Plagueian_Path&amp;diff=105934</id>
		<title>Plagueian Path</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Plagueian_Path&amp;diff=105934"/>
		<updated>2011-11-02T21:40:05Z</updated>

		<summary type="html">&lt;p&gt;Unus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quote|Tell me what you regard as your greatest strength, so I will know how best to undermine you; tell me of your greatest fear, so I will know which I must force you to face; tell me what you cherish most, so I will know what to take from you; and tell me what you crave, so that I might deny you|Darth Plagueis}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Mystery of the Wise  ==&lt;br /&gt;
&lt;br /&gt;
===  Preface  ===&lt;br /&gt;
There is a sacred tradition proscribed by the oldest Jedi, whether Dark or Light, that states that each student of the ways of the Force, no matter the path they choose, must always earn their place on it. The Light is as unforgiving as the Dark, and the Dark as fulfilling as the Light, but always one must be prepared to learn, and therefore to teach, or lose the path which is trod. Three great Trials are proscribed from time immemorial; three tests of worthiness and skill to keep the path, learn the path, and choose the path, or fall from it by the wayside in order to earn the rank of [[Dark Jedi Knight]]. &lt;br /&gt;
&lt;br /&gt;
Yet other tests exist in the Darkness, from the first tentative steps a seeker makes on the Path, to the laudable Trials of Knighthood themselves, and in this document they are explored. The first section of this document presents a thesis on the nature of learning in the [[Dark Brotherhood]]. Its subject matter is entirely based on real-life, hands on training experience and theory recognized as best-practice to an industry standard. The second section, through a redirect, contains actual information on what must be done to gain rank: The Master At Arm&#039;s [[Promotion Requirements]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Introduction  ===&lt;br /&gt;
Though the Dark Brotherhood is fiction, it is also a rich, meaningful one, built over many years by many talented and creative individuals, and from this rich background comes the fun of the Brotherhood; feeling as if you are part of something great and historical and powerful, and by this same tradition, the path to earning the sacred Lightsaber should be as rich and meaningful if not to you personally, but the to the character whose life you lead within the Dark Brotherhood. &lt;br /&gt;
&lt;br /&gt;
To this purpose, the Master-[[Apprentice]] program was instituted. From the rank of Apprentice all the way through to Dark Jedi Knight, a Master will provide guidance and training in the ways of the Brotherhood and the Orders. Here-in you shall find the requirements, advice and experience of the leaders of [[Clan]] Plagueis in reaching each rank. &lt;br /&gt;
&lt;br /&gt;
Be advised that these are by no means rock solid demands – they provide a mere curriculum of possibilities for Masters. The Master may change them as they see fit, adding or subtracting from them as best suits the Apprentice, and in by same token, deciding how much time each Apprentice may need at each rank or with given tasks. &lt;br /&gt;
&lt;br /&gt;
As a Master, &#039;&#039;&#039;from a [[Krath]] perspective&#039;&#039;&#039;, it is your job in some cases is to teach more practical things; spelling, grammar, syntax, construction, creativity, flow, style, description, planning – all the tools of writing. Primarily, however, your job is to help your Apprentice tread the path to Knighthood in a meaningful and fun way, to enable your Apprentice to truly feel as if they are part of the rich diversity of the Dark Brotherhood. This in turn lends itself to more esoteric teachings; the format and history of the Brotherhood, its lore, the lore of the Star Wars universe and the way and style our fictional world operates. &lt;br /&gt;
&lt;br /&gt;
As a Master, &#039;&#039;&#039;from an [[Obelisk]] perspective&#039;&#039;&#039;, you have the task of teaching the ways of combat, defense, stealth, assassinations and the inimitable art and style of the legendary lightsaber. You must pass on your knowledge and skills with this through the mediums, intricacies and strategies that can be employed within Jedi Knight, Jedi Knight Outcast and Jedi Academy, at the same time educating your Apprentice in the operation and workings of the Brotherhood and Order on a fictional and practical basis so they may achieve their own glory for the betterment of the Obelisk Order. &lt;br /&gt;
&lt;br /&gt;
As a Master, &#039;&#039;&#039;from a [[Sith]] perspective&#039;&#039;&#039;, you must convey the ways of power; strategy, mass warfare, space combat, tactics, weapon payloads and effectiveness, fortifications and flight skills. Through the multitudinous systems of X-Wing Alliance, TIE versus X-Wing, TIE Fighter, Stars Wars Battlefront,  and Star Wars Empire At War you are to tutor and educate your charge in all their details and nuances while showing them the inner workings of the Sith and the Brotherhood, so that the Crowns do not tear it asunder in their bids for personal power. &lt;br /&gt;
&lt;br /&gt;
To be a Master, you must have a good grasp on all these concepts and points of knowledge, and be ready and willing to share them with your Apprentice, to help them grow and develop their character, and chart their journey on the Dark Path until they are ready to wear the mantle of Knighthood. If you feel you are not ready for such, then I recommend learning to be so, as your Apprentice will look to you as the ultimate source of their guidance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  The Path and Trials  ===&lt;br /&gt;
{{Quote|It is only the ignorant who despise education|Publilius Syrus}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To give Apprentices a structure without confining them, and give them ‘hurdles’ to cross so they feel and see their accomplishments, we enhance the growth of their characters while also providing a sense of satisfaction and interest to the person behind the character, and by this methodology, the Trials of Knighthood and the Path of Kun came into being. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Path of Kun&#039;&#039;&#039; charts their advancement through the ranks of [[Novice]], [[Acolyte]] and [[Protector]], having already attained the rank of Apprentice in the [[Shadow Academy]] and thusly joined [[Clan Plagueis]]. &lt;br /&gt;
&lt;br /&gt;
After this point, and having reached this rank, the Apprentice has made it clear they wish to truly be part of the Brotherhood, and have shown the skill necessary to obtain their rank. However, it is also in many cases that they are not truly sure what they are doing or where they fit in, and the Trials of Knighthood help give direction and form to these goals, so that by the end of them, the Apprentice knows their place in the Star Wars universe, understands how it works, and has developed a character that further enriches that which has been laid down before. &lt;br /&gt;
&lt;br /&gt;
There are always three Trials, to represent the three hurdles of rank that lead to Dark Jedi Knight. The first confers the rank of [[Guardian]], the second, [[Jedi Hunter]], and the final leads to being a Dark Jedi Knight, so that when the final is passed, the Apprentice has earned their [[Lightsaber]] in truth. Each of the three Trials will teach an Apprentice some new part of their character, the Star Wars universe or perhaps themselves or their fellow Dark Jedi. They should always be enriching in some fashion, and useful and interesting. &lt;br /&gt;
&lt;br /&gt;
Likewise, both Path and Trials are meant to be fun and stimulating, as well as a learning experience, and as such there should never be any haste or speed un-necessarily involved within them. Prodding and pushing will sap the fun from everything; allow reasonable time to be given to work on them, but by the same token, it is expected that an Apprentice will not rush Trials to completion to gain rank faster, and will find them useful and have a sense of pride when done. The Trials are meant for learning and growth and fun, not as a fast track to higher power. Such morality often shows that the Apprentice is not enjoying the Dark Brotherhood, but instead seeks to gain rank to have power and dominance over others in this fictional setting, and this can only lead to problems. Neither is it wrong though for an Apprentice to complete a task quickly, provided the Master feels it has been done completely. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Giving Feedback  ===&lt;br /&gt;
{{Quote|If you would thoroughly know anything, teach it to others|Tryon Edwards}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most difficult parts of a being a Master is giving feedback on Trials. Very few Apprentices will submit a Trial first time that meets the criteria of what the Master believes to be suitable entry, and for this reason, a Master must be able to get a clear mind as to what they are looking for, and be able to give constructive feedback without sounding arrogant, condescending or facetious. &lt;br /&gt;
&lt;br /&gt;
To tackle the first point, we must consider again that every Apprentice is different, and that while you are judging the content, form and construction of a Trial, you are not to take into account your own personal bias’ and preference in that judgment. For example, if a character happens to choose their race as being Twi’lek, the Master must not judge the Apprentices Trial more harshly because it does not fit with that the Master thinks a Twi’lek must be like. The work must be taken on its merits, insight and form without bias, unless what is written is totally opposed to established, ‘official’ canon or errata of the Dark Brotherhood or Star Wars in general. This can sometimes be a hard balance to maintain, given the fact that everyone has opinions and sometimes topics can touch very strong opinions, but it is a necessity so that the absolute fairness required of a Master can be maintained and so that an Apprentice always receives due credit for their work. Set aside your own images and opinions, and judge the work for what it is, not what you think it &#039;&#039;should&#039;&#039; be. &lt;br /&gt;
&lt;br /&gt;
The second point is perhaps the hardest. In giving feedback and opinion, just as in point one, always maintain your sense of fairness, and ensure that when faults and mistakes are highlighted, they are done so in a constructive fashion that neither bruises the ego of the Apprentice nor fails to put the point across. Explain why what was said was not quite what was being looked for, and explain how it can be done better or differently with a rationalization. If spelling or grammar is poor, explain this and suggest methods of improvement, just as if flow is jumpy, explain why it seems so from a readers point of view, and how this can be remedied from a writers point of view. &lt;br /&gt;
&lt;br /&gt;
When you are satisfied that a Trial has been passed and done as well as it could be, it is the Masters responsibility to promote the Apprentice, or, if the Master does not have authority to do so, to ensure that someone (such as the [[Quaestor]] or [[Aedile]]) does so. Write your recommendation stating what the Apprentice has done to deserve it, how well they have progressed and your belief in them, and pass this on to the other party if you cannot or would prefer not to do the recommendation yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  The Master  ==&lt;br /&gt;
{{Quote|The true teacher defends his pupils against his own personal influence|Amos Bronson Alcott}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Master, you have been through this same thing, though perhaps in some cases without the guidance provided by Trials or a specific Master. I myself did not have Trials when I was at that rank, nor did I have a Master per-se, for me, I had one person to look up to and receive guidance from, but many contributed in a hap-hazard way to my education, in a sometimes confusing and halting jumble. As a Master, if will be your job to sort out the jumbled, confusing and wrong and clarify all things for your Apprentice so that they understand what is going on, where to get information, what to do and where they can learn more. You are their guide and mentor and tutor, if not in matters of writing, in matters of the Dark Brotherhood and Star Wars. It should be your aim to teach something, even if that something is simply the names of a few famous Sith Lords, the historical significance of Duxon, what the Chancellor does or simply just what in the galaxy that thing standing at the bar in Mos Eisley is. &lt;br /&gt;
&lt;br /&gt;
Patience is a virtue, and you must have it in abundance to be a Master. Sometimes you will be asked questions that make you want to tear your hair out because of their simplicity, but always remember that to the one asking, they do not know, or they would not have asked. The familiar to you is alien to the Apprentice. Likewise, you will also be asked complex, far reaching questions that have no simple or single answer, or that you may not even know yourself. In these cases you must know where you could find the answer, who you could ask, or be prepared to explain in details why the answer is so sophisticated. In either case, you must always be prepared to answer patiently, fully and fairly. &lt;br /&gt;
&lt;br /&gt;
In being a Master, you are putting yourself in the position to control the fate of a member of the Dark Brotherhood, if perhaps only for a short time. As a Master, you will say when you believe the Apprentice has truly passed a Trial, and they will gain rank at your say so. Always be fair, truthful and supportive. Comment constructively, direct in the correct ways of things and be prepared to spend a long time on subjects or topics that are not easily understood. You are in charge of their efforts and conduct, and should set an example for them by your own actions and behaviour. None should truly gain-say your opinions or override your judgment, you are their Master, and such a relationship is sacred. It cannot be stressed enough how important fairness is, as by your say so, an Apprentice will reach the coveted and significant rank of Dark Jedi Knight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  The Apprentice  ==&lt;br /&gt;
{{Quote|Education is like a double-edged sword. It may be turned to dangerous uses if it is not properly handled|Wu Ting-Fang}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is hoped that an Apprentice wants to do their Trials, so that they can come to have a rich and full character and enjoy the Dark Brotherhood for all the rich writing, historical and roleplaying aspects it has. If the Apprentice is not willing to listen to and abide by the judgment of the Master, does not wish to be guided or is too arrogant to accept help or see that they may not know everything or see the time the Master is giving to them, they have no place in the Master – Apprentice program. &lt;br /&gt;
&lt;br /&gt;
When speaking person to person, it is right and proper for a Master and Apprentice to be friends and get along well, and to enjoy each others company. It is also right though for an Apprentice to give a Master the respect they deserve. The Master is going out of their way to help an Apprentice with no gain for themselves, while the Apprentice is gaining the benefit of increased rank and the time, knowledge and tutelage of the Master. Because of this, it is expected that even when speaking person to person, the Apprentice should be respectful and thankful. &lt;br /&gt;
&lt;br /&gt;
When writing in a character based context, it is vital that the Apprentice shows proper deference for their Master. In the canon of Star Wars, Masters were the wisest and most powerful, seniors already strong in what the Apprentice is still learning, and this is doubly true of the Dark Side. The Master is stronger, older and wiser, and should be treated as such in the cut throat world of the Dark Side, where fear keeps order and brings power. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  The Pairings  ==&lt;br /&gt;
&lt;br /&gt;
===  Roster  ===&lt;br /&gt;
{|class=&amp;quot;fancy&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
! Student&lt;br /&gt;
|-&lt;br /&gt;
|[[Tra&#039;an Reith]]&lt;br /&gt;
|Zuser&lt;br /&gt;
|-&lt;br /&gt;
|[[Furios]]&lt;br /&gt;
|Skysz&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;foot&amp;quot; colspan=&amp;quot;2&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Plagueis]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Plagueis-Week1&amp;diff=104022</id>
		<title>Plagueis-Week1</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Plagueis-Week1&amp;diff=104022"/>
		<updated>2011-10-02T02:09:19Z</updated>

		<summary type="html">&lt;p&gt;Unus: ... everything except the edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GJW X|unit=[[Plagueis]]}}&lt;br /&gt;
{{Military Unit&lt;br /&gt;
|unit_name= The Batallion&lt;br /&gt;
|image=&lt;br /&gt;
|dates=&lt;br /&gt;
*Founded 33 ABY&lt;br /&gt;
*Activated 34 ABY&lt;br /&gt;
|country=&lt;br /&gt;
|allegiance= Reigning [[Grand Master]]&lt;br /&gt;
|branch= &lt;br /&gt;
|type=&lt;br /&gt;
|role= Spec Ops, Assassination, Protection, Sabotage, Inflitration&lt;br /&gt;
|size= Battalion, 1000 men&lt;br /&gt;
|command_structure=&lt;br /&gt;
|garrison= Skarra Station&lt;br /&gt;
|nickname=&lt;br /&gt;
|patron= [[Muz Ashen]]&lt;br /&gt;
|motto= We are ready to serve&lt;br /&gt;
|colors= Green and Black&lt;br /&gt;
|march=&lt;br /&gt;
|mascot=&lt;br /&gt;
|anniversaries=&lt;br /&gt;
|equipment=&lt;br /&gt;
|battles=&lt;br /&gt;
|decorations=&lt;br /&gt;
|battle_honors=&lt;br /&gt;
|commanders= Colonel Sian&lt;br /&gt;
|notable_commanders=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Battalion has no official name; it simply does not exist outside of its own actions and the appropriated funds used to keep it running.  Special care has been taken to minimize knowledge of its existence, to the point where only a handful of people serving on the Dark Council know of it.  It exists under the personal command of GM Muz Ashen.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Battalion has never served as a unit in a battle, more often dividing into small autonomous units when fighting properly.  More often, members serve in more clandestine fashion, acting as assassins, saboteurs, and terrorists at the will of the Grand Master.&lt;br /&gt;
&lt;br /&gt;
=== Formation ===&lt;br /&gt;
&lt;br /&gt;
Formed in 33 ABY, with training schedules for first troops being designed by high ranking officers of the [[Armed Forces of the Iron Throne]] and later refined by Muz Ashen, The Battalion was designed as the ultimate in traditional troops; with a training schedule designed specifically to wash out ninety plus percent recruits, it was one of the most brutal regimens ever.&lt;br /&gt;
&lt;br /&gt;
===  Development ===&lt;br /&gt;
&lt;br /&gt;
Between formation and activation (a 17 month process), several important precedents were set.  Primarily, the survival of the Cult of the Grand Master past its recruitment purpose.  Others include the names of the companies and platoons, the division of Delta Company as the support section, and the development of the modern Church of the Grand Master.&lt;br /&gt;
&lt;br /&gt;
==== Survival of the Cult ====&lt;br /&gt;
&lt;br /&gt;
The Cult of the Grand Master was not going to leave easily; members of the Battalion had gotten used to seeing the Grand Master as a Messiah.  Their &#039;rescue&#039; only furthered their beliefs.  Within three months, several cults were formed.  The most significant were the Apotheosis cults, the Mortal God cults, the Avatar cults, and the Messiah cults.&lt;br /&gt;
&lt;br /&gt;
The Apotheosis cults believed that the Grand Masters used to be human, but ascended to God Hood.  The Mortal God cults held that the Grand Masters were all gods in mortal form, and when &#039;killed&#039; simply ascended to a higher plane of existence.  The Avatar Cults held that the Grand Masters were mortals that were chosen by the Force to act as its hand in the world.  The Messiah cults believed the Grand Masters to be representatives of the Force, but not actively controlled by it.&lt;br /&gt;
&lt;br /&gt;
==== Formation of the Church ====&lt;br /&gt;
&lt;br /&gt;
When Muz Ashen heard of this division, he quickly took steps to keep the resources he had pushed into it from being wasted; for the first time, he appeared on Skarra Station, proclaiming a somewhat obscure Apotheosis cult led by 1st Lt. Sian as the foundation of the Church of the Grand Master.  Muz quickly left, letting his highly fanatic troops sort them selves out.  This quick intervention caused a heavy feeling of unity as everyone within The Battalion fell under a single ideology, delighted that their God had appeared before them to guide their actions.&lt;br /&gt;
&lt;br /&gt;
=== Naming of the Companies ===&lt;br /&gt;
&lt;br /&gt;
The names of the companies were selected for simplicities purpose; they would not be easily confused, and their nature would keep new companies from disrupting the naming scheme.  The platoons were chosen for similar reasons.&lt;br /&gt;
&lt;br /&gt;
== Training/Recruitment ==&lt;br /&gt;
&lt;br /&gt;
=== Recruitment ===&lt;br /&gt;
&lt;br /&gt;
There are only three requirements to enlist The Battalion; to be healthy, to have already demonstrated extreme loyalty to the reigning Grand Master, and to have had no Force training.  In practice, only those who have demonstrated exceptional skill are entered into training, as anyone else is guaranteed death.  When someone is selected for potential addition to The Battalion, recruiters sneak into their home, drug them, kidnap them, and take them to a specially designed prison.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
The initial stage of training gets potential members into a very hostile prison environment, designed specifically to force inmates to become stronger or die.  A Sith cult, venerating the Grand Master, approaches those who show capability and dedication and tells the recruit that, once in a while, the Grand Master comes and frees a small group, all of which are a member of the Cult; that several members disappear regularly is often offered as proof.  Most quickly accept, having already been somewhat conditioned towards following the Grand Master.  Those who do not are quickly targeted, with guards paying the other (legitimate) inmates to attack them.  As the attacks increase in severity, they either convert or die.&lt;br /&gt;
&lt;br /&gt;
After they become fanatics, as events are carefully orchestrated to give them the idea that the Grand Master is a god, they and several other recruits are carefully spirited away, with the first image they see being other members who were similarly taken away, who quickly fill the new members heads with rather grand images of the Grand Master, their own fanaticism showing through.&lt;br /&gt;
&lt;br /&gt;
They are directed around the Skarra Station, showing them what could be theirs if they join with The Battalion.  Those who say no but are members of the Armed Forces of the Iron Throne are replaced, and begin to spread word of the Cult of the Grand Master, in an attempt to assist the regular military in their devotion.  Those who say no and are not members of the Armed Forces of the Iron Throne are quietly and cleanly killed.&lt;br /&gt;
&lt;br /&gt;
==== Officer Training ====&lt;br /&gt;
&lt;br /&gt;
Everyone goes in enlisted, the only exception being those officers who were borrowed to start it up (and they were quietly returned, having been already assured of loyalty).  A special school for officers exists for those that wish to enter into the officer class.&lt;br /&gt;
&lt;br /&gt;
Consisting of four months of tactical training and practice, anyone who does not wash out is given the temporary rank of O-0, or Third Lieutenant.  They are then given standard Second Lieutenant duties; if they do well, they are made official officers.  If not, they are dropped back to enlisted ranks and kept far away from leadership.&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
&lt;br /&gt;
While the Reigning Grand Master is the De Jure commander, an appointed representative is largely responsible for directing their actions, except when the Reigning GM needs them for special duties.&lt;br /&gt;
&lt;br /&gt;
Currently, the commander is Colonel Sian, the first commander who was not re-routed from the Armed Forces of the Iron Throne.  Her quick rise in rank is due to exceptional capabilities, several proposed and enacted reforms to the recruitment methods (which helped seperate those who would pass and those that would not much more quickly), and her position as Grand Priest in the Cult of the GM (a position which was largely created to prevent different sects from cropping up).&lt;br /&gt;
&lt;br /&gt;
Divided into three companies of three hundred and one company of one hundred (further divided into 25 man platoons), the Battalion is often able to divide itself and recombine as necessary, and rather seamlessly.&lt;br /&gt;
&lt;br /&gt;
The Platoons are named by their company followed by a number.  Thus, Alpha, Beta, and Gamma Companies have Platoons Alpha/Beta/Gamma 1 through Alpha/Beta/Gamma 12, and Delta Company has Platoons Delta 1 through Delta 4.  They are not divided by duties, but rather to allow quick divisions in battlefield while retaining the Chain of Command.  Delta Company is an exception, being responsible for keeping everything running.&lt;br /&gt;
&lt;br /&gt;
Still, the various companies have developed certain preferences when it comes to recruits.&lt;br /&gt;
&lt;br /&gt;
=== Alpha Company ===&lt;br /&gt;
&lt;br /&gt;
Alpha Company is led by Captain Ta&#039;Til, deputied by 1st Lt. Wes, with the sergeant position held by Sgt. Warick.  Has the highest concentration of snipers in The Battalion.  Holds 9 out of 10 of the furthest kill shot records in The Battalion.&lt;br /&gt;
&lt;br /&gt;
=== Beta Company ===&lt;br /&gt;
&lt;br /&gt;
Beta Company is led by Major Kein, deputied by 2nd Lt. Terrek, with the sergeant position held by Sgt. Kyral.  Has the highest concentration of infiltrators in The Battalion.  Their cook makes a really great stew.&lt;br /&gt;
&lt;br /&gt;
=== Gamma Company ===&lt;br /&gt;
&lt;br /&gt;
Gamma Company is led by 1st Lt. Marshal, deputed by 2nd Lt. Vaal, with the sergeant position held by Sgt. Maugvi.  The closest to an evenly distributed company, but recent trends indicate that it may develop out as a home for the saboteurs of The Battalion.  Also holds the record for most hours clocked in total at the Grand Masters Chapel.&lt;br /&gt;
&lt;br /&gt;
=== Delta Company ===&lt;br /&gt;
&lt;br /&gt;
Delta is led by Colonel Sain, and is the only company with a specific duty.  They are charged with maintaining Skarra Station, helping new members, guarding the Grand Master on all his visits, and maintaining the Officer School.  Most members are Officers or experienced non-coms, with only the most talented and fanatical Junior Enlisted being accepted.  Deputied by Lt. Colonel Jyvun, with the sergeant position held by Sgt. Kurn.  Holds the record for most hours clocked per person at the Grand Masters Chapel.&lt;br /&gt;
&lt;br /&gt;
== Funding ==&lt;br /&gt;
&lt;br /&gt;
Funding for The Battalion varies; a large portion is taken from the Brotherhoods funds, but Muz Ashen has been constantly making his own contributions to The Battalion, in an attempt to make it capable to run even if Brotherhood politics forces Muz to cut off Brotherhood funds to The Battalion.  The exact number of each is never the same, and The Battalion also attempts to draw what it can from targets to keep its actual funding a mystery to those aware of its existence, something which it has done rather well.&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
&lt;br /&gt;
Serving as what amounts to a Force Blind hand to the Grand Master, The Battalion rarely has work one would consider dull.  They sometimes act as auxiliary guards to the Grand Master (almost never to other members of the Dark Council, only when in a location where regular troops surround them), or guards for when the Royal Guard cannot be risked (when the Grand Master is retrieving something he does not wish for other Force Users to see).  Their primary duty, however, is to do the dirty work of the Grand Master, having no house or clan loyalties (unlike members of the Royal Guard) to get in their way, thus making them less powerful yet more reliable versions of the Royal Guard.  Of course, the very fact that they are Force Blind, and believe they have divine protection and guidance from the Grand Master, makes the vast majority of targets underestimate them.  Their training and equipment provide them with a surprising bag of tricks, allowing them to be a notable threat, even one on one, to Jedi Hunters, and even Knights that were caught off guard (though they don&#039;t usually come out of those alive, they do some significant damage and can even inflict mortal wounds), making them a powerful weapon.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
Usually a case of &#039;fit to the job&#039;, the variety of equipment they have is, frankly, astounding.  Blaster rifles, Long Rifles, slugthrower pistols, slug thrower machine guns, sniper rifles, a wide variety of armor, grenades, thermal detonators, chemical weapons, and even suicide bombs (sometimes implanted ones, especially for those with important information) form a small amount of their potential usage.  Their numbers are the primary reason they have most of this; with a decent base from which to draw, they could field a wide variety of specialist teams, while at the same time keeping them organized.&lt;br /&gt;
&lt;br /&gt;
== Church of the Grand Master ==&lt;br /&gt;
&lt;br /&gt;
While the Cult of the Grand Master was constructed specifically for the purpose of turning recruits into fanatics, the Church of the Grand Master was constructed entirely out of those who had already been admitted into The Battalion, built so they could continue their worship.  With a few months, there were several sects.  Weary of a civil war, Muz Ashen stepped in, named one cult the true church, and quietly stepped out while they all merged, then 1st Lt. Sian having been selected as de facto leader, her own cult being the one chosen by the Grand Master.&lt;br /&gt;
&lt;br /&gt;
=== Organization ===&lt;br /&gt;
&lt;br /&gt;
Largely informally organized, the Grand Priest simply names new priests whenever the occasion seems to warrant it.  Rarely, titles within the church are offered.  These are the closest things to medals anyone in The Battalion receives.&lt;br /&gt;
&lt;br /&gt;
=== Titles Granted ===&lt;br /&gt;
&lt;br /&gt;
Defender of the Faith; Corporal Coryn Vance.  Awarded for exceptional devotion, striking down a heretic in an honorable duel, and risking life and limb for the Will of the Grand Master.&lt;br /&gt;
&lt;br /&gt;
Sword of the Grand Master; Private Rodger Young.  Awarded for exceptional devotion, the holy slaughter of the enemies of the Grand Master, sacrifice of life for the Will of the Grand Master and good of the members of the Battalion.  Awarded Posthumously.&lt;br /&gt;
&lt;br /&gt;
Scribe of the Grand Master; Sgt. Mala.  Awarded for collection, canonization, and distribution of holy documents relevant to the Grand Master.&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Plagueian_Path&amp;diff=102377</id>
		<title>Plagueian Path</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Plagueian_Path&amp;diff=102377"/>
		<updated>2011-07-25T12:20:47Z</updated>

		<summary type="html">&lt;p&gt;Unus: Fixing Master Student Relationships&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quote|Tell me what you regard as your greatest strength, so I will know how best to undermine you; tell me of your greatest fear, so I will know which I must force you to face; tell me what you cherish most, so I will know what to take from you; and tell me what you crave, so that I might deny you|Darth Plagueis}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Mystery of the Wise  ==&lt;br /&gt;
&lt;br /&gt;
===  Preface  ===&lt;br /&gt;
There is a sacred tradition proscribed by the oldest Jedi, whether Dark or Light, that states that each student of the ways of the Force, no matter the path they choose, must always earn their place on it. The Light is as unforgiving as the Dark, and the Dark as fulfilling as the Light, but always one must be prepared to learn, and therefore to teach, or lose the path which is trod. Three great Trials are proscribed from time immemorial; three tests of worthiness and skill to keep the path, learn the path, and choose the path, or fall from it by the wayside in order to earn the rank of [[Dark Jedi Knight]]. &lt;br /&gt;
&lt;br /&gt;
Yet other tests exist in the Darkness, from the first tentative steps a seeker makes on the Path, to the laudable Trials of Knighthood themselves, and in this document they are explored. The first section of this document presents a thesis on the nature of learning in the [[Dark Brotherhood]]. Its subject matter is entirely based on real-life, hands on training experience and theory recognized as best-practice to an industry standard. The second section, through a redirect, contains actual information on what must be done to gain rank: The Master At Arm&#039;s [[Promotion Requirements]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Introduction  ===&lt;br /&gt;
Though the Dark Brotherhood is fiction, it is also a rich, meaningful one, built over many years by many talented and creative individuals, and from this rich background comes the fun of the Brotherhood; feeling as if you are part of something great and historical and powerful, and by this same tradition, the path to earning the sacred Lightsaber should be as rich and meaningful if not to you personally, but the to the character whose life you lead within the Dark Brotherhood. &lt;br /&gt;
&lt;br /&gt;
To this purpose, the Master-[[Apprentice]] program was instituted. From the rank of Apprentice all the way through to Dark Jedi Knight, a Master will provide guidance and training in the ways of the Brotherhood and the Orders. Here-in you shall find the requirements, advice and experience of the leaders of [[Clan]] Plagueis in reaching each rank. &lt;br /&gt;
&lt;br /&gt;
Be advised that these are by no means rock solid demands – they provide a mere curriculum of possibilities for Masters. The Master may change them as they see fit, adding or subtracting from them as best suits the Apprentice, and in by same token, deciding how much time each Apprentice may need at each rank or with given tasks. &lt;br /&gt;
&lt;br /&gt;
As a Master, &#039;&#039;&#039;from a [[Krath]] perspective&#039;&#039;&#039;, it is your job in some cases is to teach more practical things; spelling, grammar, syntax, construction, creativity, flow, style, description, planning – all the tools of writing. Primarily, however, your job is to help your Apprentice tread the path to Knighthood in a meaningful and fun way, to enable your Apprentice to truly feel as if they are part of the rich diversity of the Dark Brotherhood. This in turn lends itself to more esoteric teachings; the format and history of the Brotherhood, its lore, the lore of the Star Wars universe and the way and style our fictional world operates. &lt;br /&gt;
&lt;br /&gt;
As a Master, &#039;&#039;&#039;from an [[Obelisk]] perspective&#039;&#039;&#039;, you have the task of teaching the ways of combat, defense, stealth, assassinations and the inimitable art and style of the legendary lightsaber. You must pass on your knowledge and skills with this through the mediums, intricacies and strategies that can be employed within Jedi Knight, Jedi Knight Outcast and Jedi Academy, at the same time educating your Apprentice in the operation and workings of the Brotherhood and Order on a fictional and practical basis so they may achieve their own glory for the betterment of the Obelisk Order. &lt;br /&gt;
&lt;br /&gt;
As a Master, &#039;&#039;&#039;from a [[Sith]] perspective&#039;&#039;&#039;, you must convey the ways of power; strategy, mass warfare, space combat, tactics, weapon payloads and effectiveness, fortifications and flight skills. Through the multitudinous systems of X-Wing Alliance, TIE versus X-Wing, TIE Fighter, Stars Wars Battlefront,  and Star Wars Empire At War you are to tutor and educate your charge in all their details and nuances while showing them the inner workings of the Sith and the Brotherhood, so that the Crowns do not tear it asunder in their bids for personal power. &lt;br /&gt;
&lt;br /&gt;
To be a Master, you must have a good grasp on all these concepts and points of knowledge, and be ready and willing to share them with your Apprentice, to help them grow and develop their character, and chart their journey on the Dark Path until they are ready to wear the mantle of Knighthood. If you feel you are not ready for such, then I recommend learning to be so, as your Apprentice will look to you as the ultimate source of their guidance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  The Path and Trials  ===&lt;br /&gt;
{{Quote|It is only the ignorant who despise education|Publilius Syrus}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To give Apprentices a structure without confining them, and give them ‘hurdles’ to cross so they feel and see their accomplishments, we enhance the growth of their characters while also providing a sense of satisfaction and interest to the person behind the character, and by this methodology, the Trials of Knighthood and the Path of Kun came into being. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Path of Kun&#039;&#039;&#039; charts their advancement through the ranks of [[Novice]], [[Acolyte]] and [[Protector]], having already attained the rank of Apprentice in the [[Shadow Academy]] and thusly joined [[Clan Plagueis]]. &lt;br /&gt;
&lt;br /&gt;
After this point, and having reached this rank, the Apprentice has made it clear they wish to truly be part of the Brotherhood, and have shown the skill necessary to obtain their rank. However, it is also in many cases that they are not truly sure what they are doing or where they fit in, and the Trials of Knighthood help give direction and form to these goals, so that by the end of them, the Apprentice knows their place in the Star Wars universe, understands how it works, and has developed a character that further enriches that which has been laid down before. &lt;br /&gt;
&lt;br /&gt;
There are always three Trials, to represent the three hurdles of rank that lead to Dark Jedi Knight. The first confers the rank of [[Guardian]], the second, [[Jedi Hunter]], and the final leads to being a Dark Jedi Knight, so that when the final is passed, the Apprentice has earned their [[Lightsaber]] in truth. Each of the three Trials will teach an Apprentice some new part of their character, the Star Wars universe or perhaps themselves or their fellow Dark Jedi. They should always be enriching in some fashion, and useful and interesting. &lt;br /&gt;
&lt;br /&gt;
Likewise, both Path and Trials are meant to be fun and stimulating, as well as a learning experience, and as such there should never be any haste or speed un-necessarily involved within them. Prodding and pushing will sap the fun from everything; allow reasonable time to be given to work on them, but by the same token, it is expected that an Apprentice will not rush Trials to completion to gain rank faster, and will find them useful and have a sense of pride when done. The Trials are meant for learning and growth and fun, not as a fast track to higher power. Such morality often shows that the Apprentice is not enjoying the Dark Brotherhood, but instead seeks to gain rank to have power and dominance over others in this fictional setting, and this can only lead to problems. Neither is it wrong though for an Apprentice to complete a task quickly, provided the Master feels it has been done completely. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Giving Feedback  ===&lt;br /&gt;
{{Quote|If you would thoroughly know anything, teach it to others|Tryon Edwards}}&lt;br /&gt;
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&lt;br /&gt;
One of the most difficult parts of a being a Master is giving feedback on Trials. Very few Apprentices will submit a Trial first time that meets the criteria of what the Master believes to be suitable entry, and for this reason, a Master must be able to get a clear mind as to what they are looking for, and be able to give constructive feedback without sounding arrogant, condescending or facetious. &lt;br /&gt;
&lt;br /&gt;
To tackle the first point, we must consider again that every Apprentice is different, and that while you are judging the content, form and construction of a Trial, you are not to take into account your own personal bias’ and preference in that judgment. For example, if a character happens to choose their race as being Twi’lek, the Master must not judge the Apprentices Trial more harshly because it does not fit with that the Master thinks a Twi’lek must be like. The work must be taken on its merits, insight and form without bias, unless what is written is totally opposed to established, ‘official’ canon or errata of the Dark Brotherhood or Star Wars in general. This can sometimes be a hard balance to maintain, given the fact that everyone has opinions and sometimes topics can touch very strong opinions, but it is a necessity so that the absolute fairness required of a Master can be maintained and so that an Apprentice always receives due credit for their work. Set aside your own images and opinions, and judge the work for what it is, not what you think it &#039;&#039;should&#039;&#039; be. &lt;br /&gt;
&lt;br /&gt;
The second point is perhaps the hardest. In giving feedback and opinion, just as in point one, always maintain your sense of fairness, and ensure that when faults and mistakes are highlighted, they are done so in a constructive fashion that neither bruises the ego of the Apprentice nor fails to put the point across. Explain why what was said was not quite what was being looked for, and explain how it can be done better or differently with a rationalization. If spelling or grammar is poor, explain this and suggest methods of improvement, just as if flow is jumpy, explain why it seems so from a readers point of view, and how this can be remedied from a writers point of view. &lt;br /&gt;
&lt;br /&gt;
When you are satisfied that a Trial has been passed and done as well as it could be, it is the Masters responsibility to promote the Apprentice, or, if the Master does not have authority to do so, to ensure that someone (such as the [[Quaestor]] or [[Aedile]]) does so. Write your recommendation stating what the Apprentice has done to deserve it, how well they have progressed and your belief in them, and pass this on to the other party if you cannot or would prefer not to do the recommendation yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  The Master  ==&lt;br /&gt;
{{Quote|The true teacher defends his pupils against his own personal influence|Amos Bronson Alcott}}&lt;br /&gt;
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&lt;br /&gt;
As a Master, you have been through this same thing, though perhaps in some cases without the guidance provided by Trials or a specific Master. I myself did not have Trials when I was at that rank, nor did I have a Master per-se, for me, I had one person to look up to and receive guidance from, but many contributed in a hap-hazard way to my education, in a sometimes confusing and halting jumble. As a Master, if will be your job to sort out the jumbled, confusing and wrong and clarify all things for your Apprentice so that they understand what is going on, where to get information, what to do and where they can learn more. You are their guide and mentor and tutor, if not in matters of writing, in matters of the Dark Brotherhood and Star Wars. It should be your aim to teach something, even if that something is simply the names of a few famous Sith Lords, the historical significance of Duxon, what the Chancellor does or simply just what in the galaxy that thing standing at the bar in Mos Eisley is. &lt;br /&gt;
&lt;br /&gt;
Patience is a virtue, and you must have it in abundance to be a Master. Sometimes you will be asked questions that make you want to tear your hair out because of their simplicity, but always remember that to the one asking, they do not know, or they would not have asked. The familiar to you is alien to the Apprentice. Likewise, you will also be asked complex, far reaching questions that have no simple or single answer, or that you may not even know yourself. In these cases you must know where you could find the answer, who you could ask, or be prepared to explain in details why the answer is so sophisticated. In either case, you must always be prepared to answer patiently, fully and fairly. &lt;br /&gt;
&lt;br /&gt;
In being a Master, you are putting yourself in the position to control the fate of a member of the Dark Brotherhood, if perhaps only for a short time. As a Master, you will say when you believe the Apprentice has truly passed a Trial, and they will gain rank at your say so. Always be fair, truthful and supportive. Comment constructively, direct in the correct ways of things and be prepared to spend a long time on subjects or topics that are not easily understood. You are in charge of their efforts and conduct, and should set an example for them by your own actions and behaviour. None should truly gain-say your opinions or override your judgment, you are their Master, and such a relationship is sacred. It cannot be stressed enough how important fairness is, as by your say so, an Apprentice will reach the coveted and significant rank of Dark Jedi Knight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  The Apprentice  ==&lt;br /&gt;
{{Quote|Education is like a double-edged sword. It may be turned to dangerous uses if it is not properly handled|Wu Ting-Fang}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is hoped that an Apprentice wants to do their Trials, so that they can come to have a rich and full character and enjoy the Dark Brotherhood for all the rich writing, historical and roleplaying aspects it has. If the Apprentice is not willing to listen to and abide by the judgment of the Master, does not wish to be guided or is too arrogant to accept help or see that they may not know everything or see the time the Master is giving to them, they have no place in the Master – Apprentice program. &lt;br /&gt;
&lt;br /&gt;
When speaking person to person, it is right and proper for a Master and Apprentice to be friends and get along well, and to enjoy each others company. It is also right though for an Apprentice to give a Master the respect they deserve. The Master is going out of their way to help an Apprentice with no gain for themselves, while the Apprentice is gaining the benefit of increased rank and the time, knowledge and tutelage of the Master. Because of this, it is expected that even when speaking person to person, the Apprentice should be respectful and thankful. &lt;br /&gt;
&lt;br /&gt;
When writing in a character based context, it is vital that the Apprentice shows proper deference for their Master. In the canon of Star Wars, Masters were the wisest and most powerful, seniors already strong in what the Apprentice is still learning, and this is doubly true of the Dark Side. The Master is stronger, older and wiser, and should be treated as such in the cut throat world of the Dark Side, where fear keeps order and brings power. &lt;br /&gt;
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&lt;br /&gt;
==  The Pairings  ==&lt;br /&gt;
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===  Roster  ===&lt;br /&gt;
&amp;lt;table width=&amp;quot;400&amp;quot; style=&amp;quot;text-align: left;&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; Master &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; Student&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[Kal di Plagia Vorrac]] &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; [[Imichua Haruki]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[Shikyo Keibatsu]] &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; [[Nariah]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[Tra&#039;an Reith]] &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Zuser&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[Furios]] &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Skysz&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Plagueis]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Nintura&amp;diff=102217</id>
		<title>Nintura</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Nintura&amp;diff=102217"/>
		<updated>2011-07-20T02:42:31Z</updated>

		<summary type="html">&lt;p&gt;Unus: Cleared for re-write.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
{{Underlinked}}&lt;br /&gt;
{{Planet&lt;br /&gt;
|image=[[File:Nintura_2.jpg|250px]]&lt;br /&gt;
|name=Nintura&lt;br /&gt;
|region=Core Worlds&lt;br /&gt;
|sector=&lt;br /&gt;
|system=[[Jusadih System]]&lt;br /&gt;
|suns=Sigil&lt;br /&gt;
|moons=One&lt;br /&gt;
|coord=&lt;br /&gt;
|distance=&lt;br /&gt;
|class=&lt;br /&gt;
|diameter=11502 km&lt;br /&gt;
|atmosphere=Breathable&lt;br /&gt;
|climate=Varied&lt;br /&gt;
|gravity=1.00 Factors&lt;br /&gt;
|terrain=Temperate Jungles&lt;br /&gt;
|interest=&lt;br /&gt;
|lengthday=26 Hours&lt;br /&gt;
|lengthyear=502 Days&lt;br /&gt;
|species=Slydrith(Extinct)&lt;br /&gt;
|otherspecies=Tourists&lt;br /&gt;
|language=Basic&lt;br /&gt;
|population=3 Million&lt;br /&gt;
|cities=Emeralist(Capital)&lt;br /&gt;
|imports=Tourism&lt;br /&gt;
|exports=&lt;br /&gt;
|affiliation=[[Plagueis]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
==Ninturan Preservation Coalition==&lt;br /&gt;
== Continents ==&lt;br /&gt;
=== Edean ===&lt;br /&gt;
=== Verdancia ===&lt;br /&gt;
=== Treeholme ===&lt;br /&gt;
== Islands ==&lt;br /&gt;
=== Slydrith ===&lt;br /&gt;
=== The Jade Lands ===&lt;br /&gt;
=== The Scales ===&lt;br /&gt;
=== Nintura&#039;s Eyes ===&lt;br /&gt;
=== Jurak ===&lt;br /&gt;
== The Resort-Cities ==&lt;br /&gt;
== Satellites ==&lt;br /&gt;
[[Category: Planets]][[Category:Plagueis Dominion]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Nintura_2.jpg&amp;diff=102216</id>
		<title>File:Nintura 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Nintura_2.jpg&amp;diff=102216"/>
		<updated>2011-07-20T02:38:51Z</updated>

		<summary type="html">&lt;p&gt;Unus: {{Fairuse}}
Category: Images-Planets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fairuse}}&lt;br /&gt;
[[Category: Images-Planets]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Unus_Domus&amp;diff=102130</id>
		<title>Unus Domus</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Unus_Domus&amp;diff=102130"/>
		<updated>2011-07-18T06:10:45Z</updated>

		<summary type="html">&lt;p&gt;Unus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{construction}}&lt;br /&gt;
{{Character&lt;br /&gt;
|type=Sith&lt;br /&gt;
|firstname=Unus Per A Novus Domus&lt;br /&gt;
|homeworld=[[starwars:Sriluur|Sriluur]]&lt;br /&gt;
|birth=2 BBY&lt;br /&gt;
|species=[[starwars:Weequay|Weequay]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|hair=Dark Brown&lt;br /&gt;
|eyes=Yellow&lt;br /&gt;
|height=181 cm&lt;br /&gt;
|weight=192 lbs&lt;br /&gt;
|cyber=Right Hand&lt;br /&gt;
|allies=[[Plagueis]]&lt;br /&gt;
|form=Shii-Cho&lt;br /&gt;
|profession=Operative&lt;br /&gt;
|position=Operative&lt;br /&gt;
|affiliation=[[Plagueis]]&lt;br /&gt;
|masters=[[Kal Vorrac]]&lt;br /&gt;
|dossier=[[dossier:10809|10809]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unus Per A Novus Domus is a [[starwars:Weequay|Weequay]] [[Dark Jedi Knight]] in service to [[Plagueis|House Plagueis]].  Unus is a distinct cross between a manipulator and a server; while he is more than willing to send his allies, Force Users and Force Blind alike, to their doom, he feels a distinct kinship with them and is willing to die for them.&lt;br /&gt;
&lt;br /&gt;
Unus currently servers as the Rollmaster of Plagueis, as well as handling the position of Plagueis Webmaster, keeping the Plagueis website up to date.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Character History  ==&lt;br /&gt;
&lt;br /&gt;
===  Early Life  ===&lt;br /&gt;
Unus was born in the Saloqa clan on [[starwars:Sriluur|Sriluur]], named for its founder.  His clan had never risen to greatness, but was one of the older ones, as it managed to avoid confrontation with practically everyone (Three clan wars, twenty small skirmishes, and one final fight against the [[starwars:Yuuzhan_Vong|Vong]] in nearly four thousand years).  Till he was seven, Unus was treated as all children in his clan; he practiced with weapons, medical skills, and survival skills.  This training, though based on Sriluurs biosphere, remains with him and can help him survive for quite some time by himself.&lt;br /&gt;
&lt;br /&gt;
Upon his seventh birthday, Unus was deemed capable and instructed to benefit the clan in some way or go hungry.  He chose to work as a runner for the [[starwars:Black_Sun|Black Sun]] till he was eligible to become a hunter, taking the name Servus for use among outsiders.  When he was fifteen, his boss gave him a [[starwars:slugthrower|slugthrower]] to use in a raid against an opposing boss.  Servus was wounded in the firefight, but managed to kill three enemies.  Impressed, his boss had him work as an enforcer.  Weequay contacts were very careful around him, knowing that the teenager would be willing to torture and kill on demand.  Traders were not so careful, though a slug in an unimportant body part usually stopped it.&lt;br /&gt;
&lt;br /&gt;
Several times, Servus was offered a more permanent position in the Black Sun due to his effectiveness and loyalty, but he refused each time due to loyalty to his Clan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Hunter  ===&lt;br /&gt;
On his nineteenth birthday, Servus was considered an adult and permitted to select a career within the Clan.  He chose to become a Hunter, and was entered into two years of specialized training.  When offered the choice, he often chose either a slugthrower, [[starwars:Blaster_Pistol|Blaster Pistol]], or his own hands for a weapon.  While this earned him more respect and more opportunities, it earned him several wounds as well; he has a variety of scars, though one stands out in particular; three lines caused from the paw of a [[starwars:Dark_wolf|Dark wolf]] he attempted to tame.  He was also stung, but was healed in time.&lt;br /&gt;
&lt;br /&gt;
When he became a full fledged hunter, Servus led a hunting party of ten against a [[starwars:Bandigo|Bandigo nest]], which was believed to be a small one but one that would still make a good addition to the food.  Instead, it turned out that there were nearly a hundred of the beasts.  Unus considered his options; if he and his hunters died (none of which were recognized as spectacular hunters), then the clan would have ten less mouths to feed.  If he was successful, they would have enough food to feed the clan from this alone for quite some time.  He asked his fellows, and all agreed; an attack was the best option.&lt;br /&gt;
&lt;br /&gt;
Servus laid several traps, and organized a raid; with slugthrowers going off to scare the Bandigos, Servus&#039; hunting party charged the Bandigos into thirteen traps, taking off several each time.  When the Bandigos finally got their sense back, they were down to seven.  Slugthrowers and spears ended them.  A runner was sent back to the Clan; Servus was granted an honorary position as Elder, to be increased to an actual if he survived to fifty years old (a rarity, even in Servus&#039; clan).  In addition to this reward, Servus was deemed to be capable of making good decisions and of being a proper member of the clan; he was given permission to marry.&lt;br /&gt;
&lt;br /&gt;
In two months, Servus had a wife.  Opposed to tradition, she was a fellow hunter; it was generally considered good practice to avoid same career marriages to avoid the emergence of castes, but there was no law against it.  &lt;br /&gt;
&lt;br /&gt;
When the [[starwars:Peace_Brigade|Peace Brigade]] came to Sriluur, Servus managed to convince his Clan to keep up arms and oppose them, knowing full well that conquerors have never come in peace.  Due to the non confrontational nature of the Clan, there has never been a true standing army, and the many Hunters were used as Soldier.  Till the Vong landed, Servus&#039; clan planned, and Servus drew upon the Black Sun contacts he had to get mercenaries.&lt;br /&gt;
&lt;br /&gt;
Despite their planning, the rest of Sriluur was low tech enough that the entire planet fell.  Servus was assigned on a covert mission to slaughter some landing Vong, as well as several other hunters save for a Militia kept with the Clan.  After his mission was complete, Servus headed back to his Clan; he was not able to see anyone that was not slaughtered, though the large presence of Vong corpses showed that they did not go down without a fight.  As far as he knows, he is the last of his Clan.&lt;br /&gt;
&lt;br /&gt;
Servus did the only thing he could; he ran, stole a ship, and escaped.  He ran to a close system, and considered his actions; he wanted to hurt the Vong, but he wouldn&#039;t do much damage alone.  After a bit of thinking, Servus headed to the [[Jusadih System]] and enlisted in the private army of a Noble.  He put down his name as Unus Per A Novus Domus, to indicate his status.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Soldier  ===&lt;br /&gt;
Unus didn&#039;t serve in the Noble&#039;s Army for long; once the Invasion was over, he enlisted in the Jusadih Armed Forces.  Due to his previous experience and strong will to fight and serve, Unus ended up being promoted to Sergeant rather quickly.  Unfortunately, his first assignment had a 90 Blunder for his Officer In Charge, resulting in Unus often taking the reins for his unit.  He tended to keep comrades at arms distance, though showed extreme willingness to assist others.  Unus participated in several raids against the Jusadih Independence Corps.  &lt;br /&gt;
&lt;br /&gt;
Unus&#039; service as a Soldier culminated in a mission to Morroth in which he ended up executing the [[Jedi Hunter]] [[Necal]].  The then [[QUA]] of [[House Satal Keto]], [[Kal Vorrac]] named him his apprentice and transferred him into the [[Dark Brotherhood]].  Officially, Unus was moved from his unit with the only record being &#039;rerouted to Special Unit&#039;.  He did go to Antei for standard training, but a short bit of work from Kal made him breeze through&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Journeyman  ===&lt;br /&gt;
&lt;br /&gt;
===  Truth Of A Sith  ===&lt;br /&gt;
In 33 ABY, Unus&#039; Master, Kal Vorrac devised a final trial for his apprentice before reaching Knighthood.  Kal summoned his apprentice to the bridge of the [[NSD Ascendancy]], and destroyed the Hunter&#039;s Armory Saber.  While doing this, he explained that he found the Brotherhood in error, and that he was going to reveal to the Galactic Alliance of the Brotherhoods location while he started his own order in line with [[starwars:Rule_of_Two|Bane&#039;s teachings]]. He then pulled a [[starwars:Q4_Quickfire|Q4 Quickfire]] and shot himself in the stomach, throwing the blaster to his apprentice and screaming &#039;Assassin&#039;.  What the guards thought was rather obvious.  Whether in a moment of fear, surprise, hatred, or confusion, Unus did not shoot his master; Instead, he escaped to [[Kapsina]].  &lt;br /&gt;
&lt;br /&gt;
There, he managed to fight off an attack force consisting of several Dark Jedi and forty mercenaries.  He took an energy cell and two sabers; a long straight one, and a smaller curved one (which he keeps as a trophy to this day).  Before he took off to the Dark Tower, he sent a message to [[Corran Force]] about what was happening so that the DJB could enter damage control.  He used the longer saber, which was more suited to his fighting style, and managed to fight through to his Master.  Catching Kal in a saber lock, he thrust the energy cell into the sabers.  The resulting explosion damaged both fighters, and melded Unus&#039; right hand to the saber.&lt;br /&gt;
&lt;br /&gt;
Perhaps impressed with Unus&#039; resolve, Kal revealed his purpose; this was his final trial for Knighthood.  The revelation threw Unus into a rage, as he had killed Jusadihian Soldiers to get to Kal.  Unus charged him once more; Kal responded by using the Force to knock him down and used his saber to remove the Weequay&#039;s hand.  The entire event has resulted in Unus having a very strained relationship with his Master, though he is the first to acknowledge that, even if he doesn&#039;t need Kal, Kal is highly useful to him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Knight  ===&lt;br /&gt;
&lt;br /&gt;
One of his earlier assignments as a Knight was to be made Directorate General for Jusadih&#039;s Intelligence Directorate.  When Plagueis returned to a more standard Battleteam format, he was assigned as the Sith Commander of Primus Pilus.  When Braecen Kaeth stepped down as Rollmaster of Plagueis, Unus held (for a short time) both positions, before passing Sith Commander down onto his former Master, Kal di Plagia Vorrac.&lt;br /&gt;
&lt;br /&gt;
Unus holds the position of Rollmaster in Plagueis, but has his eyes on the still vacant seat of Aedile.  He has been careful to avoid brining the subject up to his Quaestor more than strictly necessary, prefering to wait till he has just finished a large amount of difficult work to make his case for selecting a new Aedile.&lt;br /&gt;
&lt;br /&gt;
==  Personality  ==&lt;br /&gt;
Unus is, to the mind of many non Weequay, strange.  Any Weequay would understand his actions; as his Weequay Clan was killed by the Vong, Unus has adopted Plagueis as his Clan, and one day hopes to see Plagueis hold dominion over the entire Brotherhood.  For this reason, Unus holds Plagueis itself almost as a person, and the members as important, though disposable, body parts.  The loss of one of these parts is detrimental to the whole, but sometimes necessary.  For this reason, he is willing to send himself and others to their death through suicide missions.  This is almost in direct conflict with [[starwars:Sith#Philosophy|Sith Philosophy]], but Unus does not seem troubled by it.  In one of his more philosophical moments, he said &#039;It does not matter if I am Sith, Krath, Obelisk, or even a Jedi; as long as I am a Plaguian.&#039;&lt;br /&gt;
&lt;br /&gt;
Though he can become angered at many things, he really only becomes angered at a few things.  Primarily, Yhuuzan Vong.  He has been working on this, less out of a worry about letting his emotions rule him, and more out of being worried about others manipulating him through his emotions.&lt;br /&gt;
&lt;br /&gt;
==  Physical Description  ==&lt;br /&gt;
Unus is nearly six feet tall, and accordingly well muscled with his previous training.  He is agile and capable of taking a hit as well.  This extends to the point where he far prefers to use melee combat against his opponents.  He fully acknowledges that this mentality is due to the fact that he hates Vong and direct application of the Force is useless against them.&lt;br /&gt;
&lt;br /&gt;
Unlike most Weequay, Unus lets his hair grow freely.  Still, Weequay hair does not naturally let itself to freedom, and to keep it from being in a very distracting style, Unus has pulled it back into a rudimentray ponytail.  The top of his head, however, remains bald due to his Weequay physiology.  He prefers to keep his Peacekeeper robes on, but is more than willing to switch clothes at the drop of a hat for one of many different reasons, though usually for a mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Achievements  ==&lt;br /&gt;
&lt;br /&gt;
==  DJB Facts  ==&lt;br /&gt;
&lt;br /&gt;
First (and only) Directorate General&lt;br /&gt;
&lt;br /&gt;
First Primus Pilus Commander&lt;br /&gt;
&lt;br /&gt;
==  Trivia  ==&lt;br /&gt;
&lt;br /&gt;
Unus Per A Novus Domus means One With A New Home, refering to his allegiances switching from his Weequay clan to Plagueis.&lt;br /&gt;
&lt;br /&gt;
==  Positions Held  ==&lt;br /&gt;
&lt;br /&gt;
BTL of Intelligence Directorate&lt;br /&gt;
&lt;br /&gt;
BTL of Primus Pilus&lt;br /&gt;
&lt;br /&gt;
RM of House Plagueis&lt;br /&gt;
&lt;br /&gt;
[[Category:Plagueians]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Sigil_2&amp;diff=102128</id>
		<title>Sigil 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Sigil_2&amp;diff=102128"/>
		<updated>2011-07-18T05:41:22Z</updated>

		<summary type="html">&lt;p&gt;Unus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{construction}}{{Planet&lt;br /&gt;
|image=[[File:Sigil_2V2.jpg|250px]]&lt;br /&gt;
|name=Sigil 2: Aerun&lt;br /&gt;
|region=Core Worlds&lt;br /&gt;
|system=[[Jusadih System]]&lt;br /&gt;
|suns=Sigil&lt;br /&gt;
|moons=Three&lt;br /&gt;
|lengthyear=320 Days&lt;br /&gt;
|atmosphere=Breathable&lt;br /&gt;
|climate=Humid&lt;br /&gt;
|gravity=1.26 Factors&lt;br /&gt;
|terrain=Varied&lt;br /&gt;
|species=Aerunian (Extinct)&lt;br /&gt;
|otherspecies=Human&lt;br /&gt;
|language=Basic&lt;br /&gt;
|population=900,000&lt;br /&gt;
|cities=All Destroyed&lt;br /&gt;
|imports=Military Equipment and Personnel&lt;br /&gt;
|exports=None&lt;br /&gt;
|affiliation=[[Clan Plagueis]], [[House Exar Kun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sigil 2 was the former home of [[House Exar Kun]]. It was once engulfed in ice, however, much like [[Kapsina]] it underwent massive environmental change and was transformed into a moderately temperate climate. This changed during the Vong War, in which it was bombarded completely and partially terraformed by the Yuuzhan Vong during the [[Eighth Great Jedi War]]. The planet is composed of a wasteland split into nine Zones as well as a Force-dead Vong jungle encompassing approximately one quarter of the planet&#039;s terrain. The hazards of wasteland and alien jungle alike make the planet excellent for training the various armed forces of [[Clan Plagueis]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  History  ==&lt;br /&gt;
Sigil 2, formerly known as Aerun, was once a planet of varied climates, possessing a native species called Aerunians which is now extinct. With the invasion of the [[starwars:Yuuzhan_Vong|Yuuzhan Vong]] into the [[Jusadih System]], Sigil 2 was bombarded mercilessly until its surface was completely obliterated. Its oceans boiled and vaporized as its land mass was reduced to molten waste. As the Vong set down upon its surface, their Vongforming techniques took place over the blackened land that used to be the continent of Decaria, and jungle landscape spread across the ground.&lt;br /&gt;
&lt;br /&gt;
The land had become a mixture of odd valleys, craters, plateaus, and gorges because of the oceans and lakes evaporating and the molten surface and tectonic plates shifting. This landscape became the purchase for many strange and alien life forms, from strange lichens and shrubs to towering trees and spires of [[starwars:yorik_coral|yorik coral]]. This was the case until the Yuuzhan Vong left the system, seeking the [[starwars:Battle_of_Coruscant|Battle of Coruscant]]. One-fourth of the planet had become a vongformed jungle, spreading outward from the former site of Diadem Fortress.&lt;br /&gt;
&lt;br /&gt;
The land beyond the jungles seems to be little more than a harsh, decimated wasteland. Because of the build-up of vaporized oxygen and hydrogen in the atmosphere, the planet’s first few weeks since the Vong left saw it covered it in powerful storms and tempests. These bombarded the surface with rainwater and harsh winds, letting the planet’s alien jungle grow and swell even more while filling certain gorges and craters outside the wilderness with water swarming in the pollutants left over from the world’s obliteration. Altogether, one who had dwelt on Sigil 2 before the bombardment would swear it was a different world.&lt;br /&gt;
&lt;br /&gt;
The release of hydrogen and oxygen into the atmosphere had a somewhat purifying effect on the atmosphere, disturbing the build-up of greenhouse gases and forcing many of said gases off of the planet. However, without these gasses, Sigil 2’s surface beyond the Vong jungle can be called cold at best. Within the jungles, however, the varied flora and fauna forms a tight-knit, highly humid environment filled with warmth. The strangest fact about the planet’s new surface is that the jungles erected by the Vong have, like their creators, a complete absence in the Force. This has confounded [[starwars:Dark_Jedi|Dark Jedi]] on the planet, but may help them find places like the ruins of Ash Citadel. In the meantime, the planet is populated only by CP forces, alien life forms, and anyone who may have found their way on-world before Plagueis returned.&lt;br /&gt;
&lt;br /&gt;
The Vongforming of the planet holds unexpected merit and opportunity. Though the surface is destroyed and polluted for the most part, it is anticipated that in time, a natural water cycle will be formed and the surface of the planet will, at least partially, purify itself. This will give Plagueis forces an opportunity to reshape the world, using some restorative technologies in addition to the natural aggressive tendencies of the jungle to spread. Only time will tell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Satellite Description  ==&lt;br /&gt;
&lt;br /&gt;
===  Relaren  ===&lt;br /&gt;
Roughly equivalent to the size of the Earth&#039;s moon, the first &#039;moon&#039; of Sigil 2 is geographically mountainous, in addition to being covered in snow and ice -- completely glacial climate. Several mountain ranges merge into a dormant volcano, Toevarlinli. Recent science studies determine that the volcano will remain dormant for at least the next hundred years. However, a station for collecting thermal energy on the world has been converted to a sort of escape area for hundreds of refugees fleeing the Vong attacks, along with other bunkers established on the moon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Rakmar  ===&lt;br /&gt;
Almost equal to the size of Relaren, it is stationed slightly closer to the planet and shares Sigil 2&#039;s ability to support life. Heavily forested, with a cool atmosphere, it is prime conditions for a host of deadly creatures that inhabit the uncivilized &#039;moon.&#039; [[House Exar Kun]] abandoned several outposts on the moon, however, and these have been taken over by any number of pirate and smuggler groups, or refugees. None know their true purpose except the Dark Jedi, who purged all databases on the moon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Joran  ===&lt;br /&gt;
The farthest from Sigil 2, Joran is the third &#039;moon&#039; of Sigil 2 and is roughly half the size of Relaren. Formerly rocky and possessing next-to-no planet life, it seems that any settlements were wiped out by the Vong and the moon was Vongformed completely. Now, it is unknown what may dwell there, though it does seem that the Vong were in the process of growing a colony there, and possibly other things such as starships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Planet Geography  ==&lt;br /&gt;
Nine zones currently form the wasteland of Sigil 2. Only three of these are definitely suitable for long-term habitation and usage, though four others are targets for exploration, their habitability at least possible if not suspected. The final two zones are considered uninhabitable due to harsh conditions, though they may still be explored for short intervals of time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Zone 1  ===&lt;br /&gt;
&#039;&#039;&#039;Under Investigation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zone 1 is an expanse of terrain on the border of the Vong jungle. It is characterized as a large crater, and is known to be full of treacherous holes and potential hazards, along with what seems to be some sort of tunnels formed by an as-yet-unknown species of creature or natural event. However, faint fungal growth on certain rocks is shown in some orbital imaging, giving rise to the thought of possible habitability. At present, an automated facility serves a tri-fold purpose here. It relays information to and from the planet, monitors the Vong jungle, and is being used as a test of habitability and equipment durability in the hostile turf near and within the jungle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Zone 2  ===&lt;br /&gt;
&#039;&#039;&#039;Habitable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zone 2 is a habitable area made up of something of a flattened expanse of what could one day be called plains, perhaps even grasslands in time. It is in this area that a military barracks and training ground is established, due to the wide area for equipment usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Zone 3  ===&lt;br /&gt;
&#039;&#039;&#039;Uninhabitable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zone 3 inhabits the area once called the Valley of Death. The Vong plasma destroyed the volcanoes around the valley, and their lava bubbled up to form a wide field of it by the end of the bombardment. However, the rains of the planet semi-cooled the surface of what has been called the lava crater in slang terms. Its surface is semi-solid and unstable, and a facility here would, at present, prove to be a loss of equipment and personnel. With innovation, and perhaps Mustafarian technology, Plagueis could possibly set up a facility for thermal energy extraction and the production of materials from the molten elements within the Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Zone 4  ===&lt;br /&gt;
&#039;&#039;&#039;Under Investigation&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Zone 4 appears to have some vestigial ruins from one of the planet’s former cities. At present, it is unknown what else may have happened when the city’s various industrial and military emplacements may have done to the landscape. However, it is quite possible that clearing of the rubble could allow establishment of a facility in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Zone 5  ===&lt;br /&gt;
&#039;&#039;&#039;Habitable&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
While Zone 5 is rather rocky and difficult to traverse, its turf is fairly level and its environment is stable, unlike other parts of the planet. One area of Zone 5 has been cleared for the establishment of a runway and flight school for Plagueian forces. Clan Plagueis uses the terrain here as a reliable area for actual and simulated drills in fighter and capital ship operation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Zone 6  ===&lt;br /&gt;
&#039;&#039;&#039;Under Investigation&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Destabilized plate tectonics on Sigil 2 in the wake of the Vong bombardment led to a number of plates colliding and receding. This caused the land of Zone 6 to fragment and split, forming deep rents and chasms in the ground in some places, while forcing hills and smaller mountains upward. These factors, combined with occasional earthquake activity in the area, are all that keep Zone 6 from being habitable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Zone 7  ===&lt;br /&gt;
&#039;&#039;&#039;Habitable&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Zone 7, near Zone 6, underwent similar transformation into a rocky series of caverns, fissures, and small mountains. However, Zone 7 is stable, and a training facility has been established on one of the larger plateaus for Special Forces recruits. Those who show themselves to be a cut above the regular soldier and pilot militia will be trained in this area to serve guerrilla and other roles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Zone 8  ===&lt;br /&gt;
&#039;&#039;&#039;Uninhabitable&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Zone 8 was the area of a very large, previously untapped source of subterranean water. When the plasma bombardment began, this extensive network of pools and rivers were transformed. Additives of pollution from a nearby city, suspected to be Tirik but impossible to confirm with the shifting of the planet’s surface in its molten state and the movement of tectonic plates, as well as other elements that shifted in, changed much of this water into vicious, polluted, and even acidic water. These burst out of the ground at random points, though the water from them may be drained off in the future and cleaned. At present, the Zone is entirely uninhabitable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Zone 9  ===&lt;br /&gt;
&#039;&#039;&#039;Under Inverstigation&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Zone 9 is the nearest zone to habitability. At present, it is positioned near the northern pole of the planet, and the combination of hostile, jagged terrain, unknown climatic events, and sheer drop in temperature mean that this place is simply too cold and unknown to colonize at this time. With studies of Zone 9’s unknown weather patterns and altered topography, however, it is highly probable that this Zone will soon have a permanent facility, probably for Plagueis Intelligence or top-secret research due to the hostile, unforgiving cold making the area difficult to access without force. However, a crashed ship in the area may be the first signs of potential habitation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Facilities  ==&lt;br /&gt;
&lt;br /&gt;
===  Plagueis Army Training Center  ===&lt;br /&gt;
Located in Zone 2, the facilities of the PATC are the typical army setup. It is here that the rank-and-file soldiers of the Clan are trained, and it is here that they receive their orders. As many of the soldiers are refugees, this is the place that they call home. The buildings of the compound are surrounded with chain-link fencing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;floatleft&amp;quot;&amp;gt;[[File:Plagarmy.jpg|200px]]&amp;lt;/div&amp;gt;In the center of the area, a bunker houses the leading members of the ground military forces. This bunker is expanded upon below-ground with a series of tunnels, many of which are under construction. Along with automated defenses within and outside of the bunker, soldiers piled into it are thought to be able to fight off an entire enemy army for a few weeks until help arrives.&lt;br /&gt;
A large barracks facility has been established, which is housed within fifty feet north of the bunker to enable efficient crossover to the bunker in times of emergency. The barracks are essentially one large warehouse, with a second floor of metallic grating and simplistic bunks built into the walls. A bathing facility is attached on the side of the bunker, housing twenty-five minimalist shower stalls that soldiers cycle into and out of.&lt;br /&gt;
&lt;br /&gt;
About seventy feet west of the bunker is housed the armory. Another warehouse similar to the barracks, it houses many crates and containers full of munitions and gear. A staff of droids and work officers handles the equipment, and keeps a computer system with a full record of the armory’s stock and changes to it. In times of danger, there is a secret trap-door hidden beneath a faux grenade crate. Soldiers would sneak munitions into the bunker’s tunnels from it, and it is easily locked down should enemies find it.&lt;br /&gt;
&lt;br /&gt;
Sixty feet east of the bunker is a small landing pad attached to a much larger garage. Within this garage, many vehicles ranging from swoops to combative tanks are housed. The pad is used for incoming shuttles, and the garage’s roof opens to allow troop transports out.&lt;br /&gt;
&lt;br /&gt;
A large space of the field outside the fence is made up of weapon and combat drill sites. It is located to the south of the facility, and is crowned with a large obstacle course. Included is an area for blaster practice, grenade usage, and other forms of combat. It is here that most of a trainee’s time is spent. All drills and the course have small doors which can be opened in times of emergency to allow quick and easy access to the compound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Plagueis Naval Academy  ===&lt;br /&gt;
Located in Zone 5, the PNA is a facility comprised internally of facilities for training pilots and sophisticated training equipment for drills in fighter and capital ship combat. Genuine fighter-to-fighter drills are held over the rocky, difficult-to-traverse terrain of Zone 5.&lt;br /&gt;
&lt;br /&gt;
The compound itself is a fairly large structure, seemingly one oddly-formed building but in reality comprised of many attached modules. Attached to the top of the building is a concussion missile launcher, placed to stop attacking fighters long enough for the fighters to get into the air. It is aided by a turbolaser battery and an ion cannon, both operated from within the structure.&lt;br /&gt;
&lt;br /&gt;
Attached to the outside of the building on the left side is a fairly large landing pad. This houses TIE fighters of various makes, used in training exercises and the defense of the academy should it come under attack. The TIE is used here mainly because it is cheap and quickly produced, should they be destroyed.&lt;br /&gt;
&lt;br /&gt;
The largest module of the academy is the living quarters. Rectangular in shape, these are much nicer than those of the rank-and-file military, consisting of small, cubicle-like rooms around bunks and enclosed showers, as well as allowing personal possessions in rooms. Also, on the floor beneath the rooms is a dining hall, where food of moderate quality is cooked for aspiring naval personnel.&lt;br /&gt;
&lt;br /&gt;
Attached to the living quarters is a smaller fighter training module. Housed within this place are a number of simulators that allow recruits to experience dogfighting without risking their lives in a pointless drill. Also held here is a large storage of TIE pilot equipment, such as blaster pistols and flight suits.&lt;br /&gt;
&lt;br /&gt;
The next module, larger than the training module yet smaller than the living quarters, is a garage for fighters in need of repair. Here, Plagueis technicians keep spare parts, extra munitions, and other equipment for the repair and maintenance of starfighters. The staff of this area are newer pilot recruits, mandatory staff, droids, and any recruit serving penance for disobeying a commanding officer.&lt;br /&gt;
&lt;br /&gt;
Another module of the naval academy is the command office. Very small, this is where the leaders of the [[Jusadih Naval Command|Plagueis Naval Forces]] coordinate the academy and other matters of the Navy on Sigil 2. It is also here that the Jedi serving the Consul are housed, sending their dark orders to those ignorant to and untrained in the Force.&lt;br /&gt;
&lt;br /&gt;
Finally, the smallest module is a communications tower on the side of the academy. This is maintained by two Naval staff at all times, receiving transmissions from the Summits, other installations, and the PASF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attached to the living quarters is a smaller fighter training module. Housed within this place are a number of simulators that allow recruits to experience dogfighting without risking their lives in a pointless drill. Also held here is a large storage of TIE pilot equipment, such as blaster pistols and flight suits.&lt;br /&gt;
&lt;br /&gt;
The next module, larger than the training module yet smaller than the living quarters, is a garage for fighters in need of repair. Here, Plagueis technicians keep spare parts, extra munitions, and other equipment for the repair and maintenance of starfighters. The staff of this area are newer pilot recruits, mandatory staff, droids, and any recruit serving penance for disobeying a commanding officer.&lt;br /&gt;
&lt;br /&gt;
Another module of the naval academy is the command office. Very small, this is where the leaders of the [[Jusadih Naval Command|Plagueis Naval Forces]] coordinate the academy and other matters of the Navy on Sigil 2. It is also here that the Jedi serving the Consul are housed, sending their dark orders to those ignorant to and untrained in the Force.&lt;br /&gt;
&lt;br /&gt;
Finally, the smallest module is a communications tower on the side of the academy. This is maintained by two Naval staff at all times, receiving transmissions from the Summits, other installations, and the PASF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Plagueis Special Operations Facility  ===&lt;br /&gt;
Located in Zone 7, this facility is placed atop one of the larger plateaus in the Zone. The PSOF is, in itself, rather minimalist, consisting of small areas for equipment and supply storage as well as a simplistic bunk area for those few specially-trained recruits that make their way here. While it is a minimalist structure, it is streamlined for efficiency.&lt;br /&gt;
&lt;br /&gt;
Appearing to be one large bunker, the facility is divided into five sections, each for its own purpose. The north section is the bunks, a room of beds built into small indents in the walls. Each bunk consists of a sleeping pallet and a drawer for possessions, kept small and mostly empty by Special Forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Plagspecop.jpg|thumb|293px|right]]The section immediately west of the bunks serves as an armory. Here, one can find various combat lockers and containers holding varieties of specialized weaponry never used by the typical rank-and-file grunts, as well as standard equipment for more general usage. Also held in the armory are the various suits that Special Forces use in battle, depending on the situation.&lt;br /&gt;
The eastern section is the mess hall. Here, food is prepared to deliver maximum nutrition while not wasting anything or being overly unhealthy. As such, food here is typically tasteless, and the Special Forces tend to regulate eating times along with everything else.&lt;br /&gt;
&lt;br /&gt;
The south-eastern section of this area is the practice room. Here, recruits into the Special Forces are typically drilled on combat, both armed and unarmed. In between exercises, the Special Forces commonly spar here, as it gives them something to do besides merely sitting around and waiting for things to happen. As most exercises are kept outside, in the gorges and canyons of Zone 7, this room is either for recreational sparring or for the greener recruits of the Special Forces.&lt;br /&gt;
&lt;br /&gt;
The south-western section of the facility is a bathing facility kept minimal to the last. Special Forces have five standard minutes of hot water to clean themselves before the shower shuts off, and a retinal scanner ensures that the same recruit uses the showers once a day. Also, special disinfectant showers are necessary for whenever the recruits discover a new area or venture into the jungle.&lt;br /&gt;
&lt;br /&gt;
The final and most-hidden aspect of the facility is a small shield generator that encompasses the facility and surrounding area in an anti-bombardment shield. This makes a ground assault necessary for the enemy in the event of an attack, using the unpredictable terrain as a two-pronged attack on the enemy. Heavy equipment and machinery becomes useless, while the Special Forces that call the terrain home use their home field advantage to kill enemies with guerrilla tactics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Plagueis Automated Surveillance Facility  ===&lt;br /&gt;
The PASF is an entirely automated facility, run by computers and droids. Its mechanisms coordinate with satellites placed in orbit around the planet to store and make sense of the data captured in imagery, which is sent to the Dark Tower via relayed communications on a weekly basis. The facility also uses cameras and other sensory equipment to observe, but not alert, the organisms of the Force-dead Vong jungle.&lt;br /&gt;
&lt;br /&gt;
The PASF is a very small facility. It consists primarily of a communications array, accessible to living staff in times of emergency by way of a crawlspace that leads into the smaller room. Inside, a team of up to five droids consisting usually of astromech droids monitor and control transmissions. A translator unit is usually in this facility to interpret and translate transmissions to basic should they be of alien origin.&lt;br /&gt;
&lt;br /&gt;
The next feature of the facility is a small attachment for observation of the jungle. Using several cameras and sensors, photographs and recordings of the jungle are taken and sent to an analysis team on a weekly basis by the droids running the observatory.&lt;br /&gt;
&lt;br /&gt;
The final feature of the PASF is a repair bay with specialized repair droids that handle any damages to equipment or mechanized staff. In the worst circumstances, the door used to enter is fully useable by sentient organisms to conduct manual maintenance. Like the observatory, the repair bay is linked into the communications array.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Landmarks  ==&lt;br /&gt;
&lt;br /&gt;
===  Si’Tilk  ===&lt;br /&gt;
The abandoned fortress of the Yuuzhan Vong on Sigil 2, Si’Tilk is currently the most remarkable feat of Vong technology on the planet. While most or all of the creatures and plant life on the world’s surface have been Shaped in one way or another, Si’Tilk is an amalgamation of multiple organisms working together to function similarly to a technological facility. It will hopefully be conquered and repurposed by [[Clan Plagueis]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Ruins of Ash Citadel  ===&lt;br /&gt;
While, in theory, the world’s cities and facilities should be molten into the shifted surface of the planet, Ash Citadel was within the range that was soon Vongformed by the Vong. While it has clearly been obliterated, the quickly-stabilized terrain did not melt and shift as the rest of the world did, and satellite photography shows a distortion in the thickness of the jungle. This indicates that something is left, and any well-attuned Jedi on the planet’s surface can feel the screams of agony that paint it as a landmark in the Force among Force-dead flora and fauna. Hopefully, it can be rebuilt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  City Ruins  ===&lt;br /&gt;
While at present we do not know which city this is due to the shifting of the planet’s surface in the wake of the Vong’s evacuation, the ruins within Zone 4 are definitely still somewhat intact and are notable as a landmark both in the Force and on satellite photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Giant Yorik Spire  ===&lt;br /&gt;
Perhaps as a side-effect of the rain that poured down on Sigil 2 following the bombardment, one spire of yorik coral has grown far larger than others of its kind. However, by the shape of it, it was the beginning of a Yuuzhan Vong ship being produced. Certain observations by orbital photography have shown what seem to be wildlife and plant life growing out of the spire, as well as entering and leaving it, suggesting it may in fact be hollow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Crash Site  ===&lt;br /&gt;
Recent photography of Zone 9 have shown what appears to be a crashed CR90 Corvette, or similar model of ship, protruding from the landscape. The bridge of the ship seems to be pulverized, with the rest of the ship lying on its side in a large crater. It is unknown whether whoever piloted the ship survived, but it is certainly a site for future exploration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Graveyard of Souls  ===&lt;br /&gt;
A slang term used by the military of Plagueis, the Graveyard of Souls refers to an area where Jedi have identified a large number of echoes in the Force, screaming imprints left by an unknown group of dead within the Vong jungle. This could be the last of the former resistance movement on the planet, the ruins of a city, or some other civilization scar. However, it is possible for decently strong Jedi to feel it more than a Zone away from the jungle, and will be studied when it is found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Di Plagia Monument  ===&lt;br /&gt;
Built in Zone 1, the Di Plagia Monument is a large, square stone base with a statue of the current Consul of Plagueis placed atop of it, with an inscription that reads “The Throne of Diadem will be ours once more”. It is used as a point of reverence by the Jedi and military of Plagueis, as well as a monument to those that died of the initial assault on the planet. Finally, a secret emergency beacon is hidden within the base of the statue. This can be activated as a last-ditch effort, should all else fail in defending the planet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Strange Settlement  ===&lt;br /&gt;
While not populated by the Yuuzhan Vong, smaller, reptilian creatures that appear to be sentient occupy a group of organic structures. Their function and purpose is unknown, but they are definitely organized and working toward a goal. Future investigation is a must, for these may be servants of the Vong left behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Political Outlook  ==&lt;br /&gt;
Sigil 2 is at present deemed as “Officially restricted” by Plagueian political leaders in Jusadih. No unauthorized presence is allowed on the world’s surface. However, it is secretly used by Plagueis for a number of training and other endeavours that must never reach the eye of the Republic, who still hold a treaty with Jusadih’s new leaders. As such, those outside the Brotherhood that know of Sigil 2’s use are quickly eliminated. Political presence on the system’s “dirty little secret” is strictly minimal, nearly non-existent, ruled only by the scant few Jedi left on the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Military Presence  ===&lt;br /&gt;
In contrast to the scant politics, the military usage of Sigil 2 is paramount to the success of Clan Plagueis. It is here that the military of the Clan is trained, with only the Intelligence branch of the world left on Kapsina. With the stabilization and habitation of at least some of the Zones under investigation, even this branch will be transferred to Sigil 2. It is within the military that any real political power rests.&lt;br /&gt;
&lt;br /&gt;
While Jedi representatives control the wishes of the Summits, Plagueis military and naval leaders form the de facto rulers of the planet. Military personnel gain standing and importance as they gain rank, ordering their subordinates as if they were in a permanent, though dull, wartime situation. Until more permanent government is established, this is the only command structure on the world.&lt;br /&gt;
&lt;br /&gt;
All military and navy personnel that are not assigned to active duty call this world home, outside of leaves of absence where they are sworn to secrecy. However, this is largely unnecessary as most of the military consists of conscripted refugees of the Vong’s merciless crusade of domination. As such, many of the personnel refuse leaves and call the world their permanent home as they have nowhere else to go.&lt;br /&gt;
&lt;br /&gt;
{{PlagueisDominion}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets]] &lt;br /&gt;
[[Category:Plagueis Dominion]]&lt;/div&gt;</summary>
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		<title>Shintera</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Shintera&amp;diff=102126"/>
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&lt;div&gt;{{construction}}{{Planet&lt;br /&gt;
|image=[[File:ShinteraV2.jpg|250px]]&lt;br /&gt;
|name=Shintera&lt;br /&gt;
|region=Core Worlds&lt;br /&gt;
|system=[[Jusadih System]]&lt;br /&gt;
|suns=Sigil&lt;br /&gt;
|moons=None (Possesses Rings)&lt;br /&gt;
|lengthyear=327 Days&lt;br /&gt;
|diameter=10.244 x 112&lt;br /&gt;
|atmosphere=Breathable&lt;br /&gt;
|climate=Temperate&lt;br /&gt;
|gravity=1.04 Factors&lt;br /&gt;
|terrain=Varied&lt;br /&gt;
|species=Human&lt;br /&gt;
|otherspecies=Varied&lt;br /&gt;
|language=Basic&lt;br /&gt;
|population=27.5 Million&lt;br /&gt;
|cities=Natrix (Capital), Loki, Olvaldi, Alsvil, Glasir, Asgard, Durinmar, Haktand, Drasil&lt;br /&gt;
|imports=Manufactured goods&lt;br /&gt;
|exports=Bacta, Exotic Goods, Medical Supplies&lt;br /&gt;
|affiliation=[[Clan Plagueis]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  History  ==&lt;br /&gt;
&lt;br /&gt;
[[Shintera]]’s earliest history goes back to cite references to a deity, a figure called Shintura. According to these legends, Shintura was the destined soul mate of another figure, [[Nintura]], whom he met with to dominate the two planets. While these claims cannot be proven or entirely discredited, it is clear that Shintera’s populace developed rapidly during its early years, mastering land, air, and sea travel. On the eve of their first attempts at interplanetary exploration, they were discovered by the advance scouts of the  [[starwars:Old_Republic|Republic]].&lt;br /&gt;
&lt;br /&gt;
As the only planet with a suitable gravity well for regular trade, Shintera was soon capitalized upon quickly. Trade became its main calling, and soon it became the home of all of  [[Jusadih System|Jusadih]]’s intergalactic commerce. As time continued, agents of [[Clan Plagueis]] worked their way into the system, taking over key positions within the feudal government of the system and casting it into the shadows of the [[Dark Jedi Brotherhood]].&lt;br /&gt;
&lt;br /&gt;
However, Plagueis’ prosperity in the system was not to last. The  [[Eighth Great Jedi War|Yuuzhan Vong Incursion]] left both [[Sigil 2]] and [[Nintura]] devastated, while one continent of Shintera was lost to the bombardment. Shortly thereafter, the  [[starwars:Yuuzhan_Vong|Vong]] left the system, seeking deeper interests in the  [[starwars:Galactice_Core|Galactic Core]]. Shintera was left to reel as the feudal leaders tried to sort things out. Help in the ensuing chaos came at a time when the majority of Plagueis’ forces were still at the [[Battle of Antei]]. It came under the name of [[Calliban Crimson]] and his [[Crimson Tide]], uniting Shintera’s feudalists with the  [[War of Ascension|Jusadih Independence Coalition]], or JIC.&lt;br /&gt;
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Only one force on Shintera opposed the JIC. The armies of Haktand combined their forces with the mystic women of the Tower of Durinmar, using the fortress city as their base of operations in a campaign designed to wipe the JIC from the world. They soon found themselves outnumbered and outmatched, their only hope arriving in the form of the new  [[Jusadih Naval Command|Plagueian fleet]], complete with their initial armies. Haktand and Durinmar soon negotiated a deal with Plagueis which, through negotiation and the use of the Force to influence minds, came out on top with both subjugated to its will. The JIC was defeated, and Plagueis established a new veil of secrecy in the dictatorship that overtook the Jusadih system.&lt;br /&gt;
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Currently, [[House Exar Kun]] has been transferred to Shintera, calling that world its new home in the wake of Sigil 2’s devastation. Exar Kun will oversee Shintera as it balances its roles as a commercial planet and a military stronghold, all the while overseen by a group of powerful Jedi in service to the Dark Tower on [[Kapsina]].&lt;br /&gt;
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==  Satellite Descriptions  ==&lt;br /&gt;
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===  Rings of Shintera  ===&lt;br /&gt;
Lacking any true form of satellite, the planet Shintera is surrounded by an excess of debris that never completely formed into the planet, or into actual moons.  Instead it has taken residence around the equator, drawn by gravity, forming a series of rings. Over time fragments of moisture have detached from the skies becoming massive sheets of ice intermixed with the debris. This leaves a multi-tiered series of rings that change hue depending on Sigil’s position - rings of blue, green, and white.&lt;br /&gt;
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Traditionally the rings have been an obstacle, though they are all the more dangerous since the conflicts of the War of Ascension. Now, debris from space combat can be found amidst the rings, and many salvagers and pirates lose their lives and their ships in joining the debris field. This has somehow drawn even more in the way of tourism, these wanting to see pieces of the Jusadih Government’s history close-up.&lt;br /&gt;
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==  Planet Geography  ==&lt;br /&gt;
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===  Shaar  ===&lt;br /&gt;
The central continent of the planet Shintera, it is also the largest land mass on the planet. Its location, along with the continent’s past beauty, once made it the main center of population on Shintera. Having once played host to the great cities of Asgard, Glasir, and Drasil, Shaar was once the pinnacle of Shinteran society. This changed during the Vong incursion into Jusadih space.&lt;br /&gt;
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Shintera was among three Jusadih planets that was attacked, the others being Sigil 2 and Nintura. While suffering far less damage than the others, Shintera still felt great loss in the form of Shaar. Being the most heavily-populated continent on the planet, it was targeted first. While many evacuated the planet, the surprise of the Vong strike left many to die in the bombardment, which cracked and split the continent and devastated everything on it.&lt;br /&gt;
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Located on the Western and Eastern coasts are the blackened remains of the old wood forests, little more than a few small, charred stumps as the land around them is blackened with ash and soot. The mountains to the South have been blasted apart and damaged severely, leaving them broken and jagged. Some of these turned out to hold chambers below that held volcanic activity, a fact that has turned many of the broken mountains into volcanic dangers. The mammoth valley within has been reduced to many charred, blackened, and cracked plains. Altogether, the continent is simply too wasted to be of any use to the system’s government.&lt;br /&gt;
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===  Tethyr  ===&lt;br /&gt;
A planet once dominated by lush, ravenous jungles similar to those that once covered Nintura, the city of Natrix was built in the center of the continent as a beacon of light within the wild darkness. However, as the wood of the planet became a popular export the trees were cut down in droves, millions of acres shipped away while the remainder was used within the city’s walls. The presence of many rivers running into the continent’s center, along with the city’s prosperity, caused it to be elevated at one point to the planet’s Capital. However, Haktand has newly replaced it in this role.&lt;br /&gt;
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Two groves remain on world, no longer protected by the commission as in ages past but protected now by the Jusadih Government, though controlled use of the wood as a source of income is being considered in light of the system’s devastation. Also, samples are being collected for eventual transplant onto the ruined surface of Nintura. The plains separate these woodlands, though the four huge rivers and their many springs and inlets connect all life on the continent. Tethyr is also currently shrouded in a geothermal fog, adding to the mystique of the land.&lt;br /&gt;
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===  Chult  ===&lt;br /&gt;
A continent that is largely unexplored and unpopulated, Chult has long been a source of mystery to the people of Shintera. Recently, however, endeavours are underway to make the continent better-known to Jusadih’s government. The old wood forests that dominate the area are an ecosystem in themselves, dominated by super predators such as rancors. While harsh coastal reefs and rocks made the continent avoidable in the past, the devastation to both Shaar and Nintura, the sister-planet, make this area essential for exploration in the interests of economic gain and planetary restoration.&lt;br /&gt;
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The center of the continent is the home of a wide clearing called the Window to the Heavens. An open grassland full of distinctive landmarks, their uses unknown, the Window is a source of speculation for philosophers, archaeologists, and other groups system-wide. It is believed to be connected to unconfirmed rumors of some sort of civilization living in the old-growth foliage, surviving by working some form of folklore magic; while this is suspected to be either unfounded rumor or primitive Force usage, the Jusadih government is eager to investigate. Under that premise, Clan Plagueis plans to find these primitives and deal with them as necessary.&lt;br /&gt;
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===  Theskel  ===&lt;br /&gt;
Traditionally called the broken continent, a nickname it currently contends against the ruined Shaar for, arid southern wastelands have given Theskel a reputation of desolation and death. A massive volcano lies in the South of the continent, constantly spewing forth noxious fumes from its cone into the surrounding area. Over time these fumes have polluted the land, killing off much of the local flora and fauna. This process slowly continues across the land, working its way North toward civilization. &lt;br /&gt;
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Physically, the land is mostly desert terrain. However, civilization still thrives in the form of the city of Haktand and the tower of Durinmar. Two great rivers rush through the continent from West to East, not yet tainted by the desolation brought forth by the volcano. Nestled between these is the Anvil of the Wyrm, a magnificent system of mining and forging that has recently found an entirely new purpose under the direction of Jusadih’s government and House Exar Kun. The city, the tower, and the Anvil all combine to make Jusadih’s government and the hidden Jedi of House Exar Kun a force to be reckoned with.&lt;br /&gt;
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===  Khurr  ===&lt;br /&gt;
The Northernmost continent on Shintera drifts perilously close to being considered a polar region, with only its climate preventing it from being considered the planet’s arctic region. While the moisture of a polar cap is present on the continent, the warm climate creates a murky land. Made up of swamps almost entirely, they butt up against a chain of mountains that house a spectacular sight, the Crystal Canyons. This rich mixture of mountains, ravines, and strong rivers all contribute to rapidly form mineral deposits, which wash along with the current to literally create a gemstone bed. A garrison of Jusadih’s soldiers are kept here at all times to stop unlawful collection of the gemstones by civilians, and deep within the mountains is the complex of Foe Hammer, now used primarily to supplement the training of Jusadih’s military forces.&lt;br /&gt;
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Two cities of modest size are found in this harsh region, connected by a large river and the greatest length of road found in the system. This road twists and turns, forging a path through the wilderness rather than traveling along the shores of the river. Never does this road turn south, however, else it would lead into the brutal swamplands of the continent.&lt;br /&gt;
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===  Sancrist Isles  ===&lt;br /&gt;
A chain of four islands, this remote location has traditionally been favoured by the upper echelon of Shintera’s populace. However, recent events caused a huge number of refugees to approach the Isles, leading to an outbreak of illegal settlement on them and a rash of violent conflicts between desperate refugee and frightened aristocrat. The War of Ascension hardly helped, the chaos of the event turning the area into an established battleground of domestic, guerrilla warfare. As the War of Ascension came to a close, the strengthened forces of Jusadih’s government came together to end this conflict, ousting those who did not belong on the Isles and defeating any rebellion with cold, remorseless fury. In truth, this movement of refugees encouraged a number to come to Haktand, a ploy by the government to boost the numbers of their armed forces.&lt;br /&gt;
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The islands are almost entirely self-contained, providing everything their occupants need entirely from their own goods and land. The only change in this from the past is the taxation imposed by the government, in return for ousting the refugee camps. The third isle is sparsely populated, rumored to be haunted, though this led to it becoming the home of the now-vacant bases of the refugees. Also on this isle is a great tower, a monument of ages past. The smallest of the isles is nearly bare, sparsely strewn with rocks and mansions that are now typically used to accommodate generals and other military figures. The second isle is forested, with modest villas to accommodate the wealthy of Shintera’s citizenry. The largest of the isles is covered in grasslands and accommodates a large city, responsible for producing the goods and services necessary to the inhabitants of the Isles. The only difference within the city is the few marks remaining from the guerrilla conflicts and the additional goods produced to meet the government’s taxation.&lt;br /&gt;
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==  Cities  ==&lt;br /&gt;
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===  Loki  ===&lt;br /&gt;
Nestled on the Western side of Khurr, Loki was a small village of fiercely independent people, whose tribal life was accepted as a culture planet-wide only a few decades before the Vong incursion. Traditionally worshippers of the old planetary deity Shintura, their hierarchy has long been based upon the ancient teachings of the God of Justice(though some translate it instead as retribution). They have typically abided by the practice of an eye for an eye, though their Chief handed down all official decisions. The Chief, a sort of governor, lives in the center of the village.&lt;br /&gt;
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However, times on Shintera have changed and Loki has had to scramble to keep up. The center of the village is the home of a large, two-story hut, traditionally the home of the Chief, called the Warlord in times of conflict. From there, dirt and clay paths stretch out in a winding network of streets which cut through the maze of primitive homes. While sturdily built, these are quickly being reserved for the impoverished, many even being considered for demolition and replacement.&lt;br /&gt;
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Loki has seen some severe changes since the [[War of Ascension]]. Government leaders and armed forces have entered the city under a flag of peace, putting forth the offer to join under Shinteran law wholly and completely. While the initial disputes over this saw some violence, the process is now underway in full, the Chief little more than a figurehead and a relic of the past next to government-appointed leaders. The Eastern, newer part of Loki is being expanded and developed, while the old part is being purchased and bargained away from the traditional native settlers in favor of developing and reinforcing the city. While many see this as a beacon of progress, historians, philosophers, and even casual bystanders bear witness to the repression of a varied and colourful culture.&lt;br /&gt;
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===  Olvaldi  ===&lt;br /&gt;
On the Eastern shores of Khurr, the City of Olvaldi stands firm, the river rushing past its Southern borders. Positioned similarly to Loki, the city was also once a tribal people. However, they have taken a less-traditional stance, trying always to adapt to the trends of the galaxy at large. The result is a tremendous clash of styles, interests, and expressions ranging from wall to wall within the city. It has always seemed that at every turn, another musician or artist is trying to capture the beauty and essence of everything from the mundane to the bizarre.&lt;br /&gt;
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Originally a tribe of primitive natives, the Olvaldi met with Core expansionists that had traveled from the shores of Shaar long before the rise of the Emperor. These individuals were tasked with teaching and creating an understanding between themselves and these primitives. The tribe quickly learned Basic, transitioning rapidly from the tribal huts to the more modern styles of the Republic. This created a rolling beauty that soothed the eyes and mind of all those who came to the city.&lt;br /&gt;
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During the [[War of Ascension]], Olvaldi was a place where many refugees chose to go, having been turned violently away by the Loki. The people of Olvaldi willingly accepted them, choosing to dirty sections of their city in order to help the populace. Since then, many people have been relocated to Haktand and other cities, and others located more permanently in Olvaldi. While the great Auditorium, a place of exchange between all people, and the majestic Theatre still stand, there is a definite feeling of increased political pressure amongst the art and discussions of the city.&lt;br /&gt;
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Beyond their appreciation for art and music, the economy of Olvaldi is based on supply and demand - no natural resources are harvestable and the immense distance between it and the nearest town keeps the town secluded. Export goods were once shipped to Shaar, though Olvaldi is rapidly developing into a port as well as a place of the arts, a prime trading point between Shintera and the rest of the galaxy.&lt;br /&gt;
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===  Alsvem  ===&lt;br /&gt;
This great city is the only real civilization on the Sancrist Isles, and is a place that has seen a varied history. Established at first by naval merchants and other such rich people as a port town, it saw rapid growth and development under this banner. The port town’s wealth increased until it saw an increase in the wealthy and well-to-do, expanding it from the shorelines to the mainland to become a sprawling metropolis. From here, the wealthy of Shintera could congregate to make the land of the Sancrist Isles a place of abundant living.&lt;br /&gt;
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Of course, things did not remain benevolent for long. The city continued to grow to favor the wealthy and the elite, and the poor of the city soon became disgruntled. Criminal organizations such as Black Sun and certain Hutt elements wormed their way in, and Alsvem found itself in the troubles of crime and rioting from the poor, lower caste of the city. This was put to a sharp stop, however, as the Galactic Empire put its foot down.&lt;br /&gt;
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Alsvem’s criminal elements were quickly put to the test, their abilities weakened more and more by the forces of the Empire until eventually most of them left completely or were destroyed. This led to a new era of stability, during which much of the lower class was persecuted and ousted from the city. This era of Imperial acceptance of the wealthy and the Human majority led to the Sancrist Isles becoming more secluded from the rest of the planet, seeing themselves as above the supposedly inferior people of the rest of the world. All of this seclusion was first cast into doubt with the fall of the Empire, though the elitism by then managed to survive as the system reorganized into a feudal sovereignty.&lt;br /&gt;
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This system lasted for nearly thirty years, until the  [[Eighth Great Jedi War|Vong Incursion]]. Alsvem and the surrounding Isles were plagued by refugees from every walk of life, all of them left with nowhere else to go. The isolationists of the city soon banded together to enforce their sole right to the city, leading to armed conflict between their numbers and the refugees that would not or could not seek port elsewhere. Eventually, they managed to force them out of the city, but this led to a violent string of guerrilla warfare along the Isles as the refugees dug into bases deeper within the chain of islands.&lt;br /&gt;
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Conflict here intensified as the JIC formed, joining the [[Crimson Tide]] to start the [[War of Ascension]]. This great battle essentially overlooked the civilization of Alsvem, never a great contributor to the government or the planet in any way. When the War was concluded, however, the victorious armies of [[Clan Plagueis]] disguised themselves as the new Jusadih Government and used the iron fist of their new dictatorship to put an end to the conflict. Any violent incidents were coldly put to rest, and soon both elitist and refugee were moving in accordance with government wishes. &lt;br /&gt;
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While the refugees had nothing to bargain with, the elitists had managed to create a society that promised much in the way of gain and value. In trade for a tax levied on all of their wares and income within the city, the refugees would be ousted and largely relocated. An agreement was struck, sparking a significant victory for the Jusadih government, guaranteeing them a new source of income and goods while giving them a refugee populace to conscript and recruit into their ever-growing army.&lt;br /&gt;
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===  Durinmar  ===&lt;br /&gt;
A tower rather than a city, Durinmar has often been a prime landmark of Theskel and a source of great intrigue and mystique. Nestled in the Northern hemisphere of the continent, the gigantic tower climbs to several hundred feet and has traditionally played host to the Queen of Durinmar, said in past ages to be a silver-tongued politician and skilled in the ways of folklore magic(identified as a simple, primitive form of Force usage). Traditionally in command of thousands of women from villages that span the space between Haktand and Durinmar and gathered from the other continents, her power over the secluded continent came to a distinct end as the War of Ascension set in. Durinmar had always isolated itself in a web of mysticism, and here, it felt the pain of that mistake.&lt;br /&gt;
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The women of Durinmar, all trained to some degree in the same basic Force usage as their Queen, proved a force that was difficult to defeat. However, the JIC pressed ever onward, and the women were forced to flee the tactically weak tower in favor of Haktand. Making an alliance with that city’s armies, they used their vaunted mystical abilities in coordination with the soldiers to make a vicious force. However, as the JIC continued to fight them, Durinmar’s women feared they may have met their end. Salvation came in the arrival of Plagueis and their new armies.&lt;br /&gt;
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Moving quickly, Haktand’s generals put forth a proposed treaty with the Plagueian forces. Durinmar, less than eager to share their secrets with those they knew to be involved with the Dark Side of the Force to some extent, was less eager. However, with subtle threats, offers of aid, and negotiation, along with a few well-placed and well-hidden assassinations, the alliance of the two Theskel cities gave Plagueis a foothold and a boost of capable troops to work with. The JIC was no match for all of Plagueis, and this new force soon dominated Shintera.&lt;br /&gt;
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Since then, the Queen of Durinmar has died of an apparent accident, one of her mystical experiments leading to her being hurled from the tower’s peak. Durinmar has adapted in accordance with their negotiations with Jusadih’s military dictatorship to incorporate the Dark Jedi of Plagueis and, more specifically, House Exar Kun. Those remaining in service to Durotar have become members of Plagueis, typically absorbed into the Krath order. Here most often are found Krath, though it is one of the few places where a Dark Jedi can walk openly with lightsaber and robes, and not fear the public eye.&lt;br /&gt;
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Durinmar’s interior is strikingly similar in many ways to old Sith architecture, though many key differences exist. While the grandiose black marble halls, great pillars, statues, and tapestries are all intact, they typically reflect a different aesthetic style than that of the Sith. Nevertheless, it lends a feeling of nostalgia and even comfort to the Krath and other Dark Jedi within, a chance to rid themselves of the stuffy military uniforms and clunky firearms and a chance to be who they really are.&lt;br /&gt;
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===  Haktand  ===&lt;br /&gt;
Located South of the Tower of Durinmar stands the fortress-city of Haktand, a walled citadel that has traditionally provided enlightenment and protection to the men and women of Theskel. Located closer to the Anvil of the Wyrm than any other civilization, the city’s decision to supply an endless supply of workers to the Anvil’s forges left them well-equipped and has supplied much of the city’s growth. Always aligned toward a more war-like stance, fitting on a continent like Theskel, the city was traditionally updated with the most advanced and expensive military equipment and defenses it could find.&lt;br /&gt;
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This made Haktand a key part in the opposition of the JIC, an organization that threatened the then-ruling Tower of Durinmar. While their forces could do little to stop the Tower’s initial seizure, the women of Durinmar soon joined Haktand’s military forces to supplement them with rudimentary Force powers. This alliance was a key factor in holding back full control of Shintera, but though Haktand was a fortress unsurpassed on Shintera, it had little chance against forces that were overtaking the system. That chance increased with the arrival of Plagueis.&lt;br /&gt;
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While Durinmar professed a lack of willingness to ally with them, Haktand saw that there was no alternative and that the alliance could benefit them greatly. Soon after, their combined forces managed to outdo the JIC on Shintera and Haktand soldiers were among the Plagueian army as they crushed the opposition. As the new military doctrine settled in, the Jusadih government’s new Supreme Commander soon named Haktand the new capital city of the planet. As Durinmar was completely overtaken by Dark Jedi, so Haktand became the public face of Shintera, the fortress city sheltering the military government.&lt;br /&gt;
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Now, House Exar Kun has been relocated to the world, and Haktand is its military and public capital. Built on a hilltop within the city that had originally held an outdated monument, the House’s new fortress is a modern marvel, combining current-day aesthetics with functionality. Here the officers of the planet’s military presence, many among them hidden Jedi, make the head decisions and carry out the administrative duties of the world’s new dictatorship.&lt;br /&gt;
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===  Natrix  ===&lt;br /&gt;
In the center of Tethyr lies the former capital of Shintera, hidden within thick blankets and columns of fog. As the sun rises and sets, its features drift in and out of view. This creates a visage that is difficult to fully see and maddening to some, as the city seems to drift back and forth, at times exposing one of five river entrances within the great city. These huge waterways join together in a central port that is nowadays more for effect than anything else, though in the days before aerial travel became conventional, barges and river craft would relay goods all along the small villages and settlements dotting the coastline.&lt;br /&gt;
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Originally built around this central port, the forests of Tethyr would be harvested and brought into the city for refinement into finer planks and goods and local resale. However, as the massively-harvested woods became protected, though the groves were shadows of their former self, the economy of Natrix quickly dried up. The planet’s capital became a foreboding blot on the surface of the world, though in times past it had been a beacon of light in the thick, vicious jungles that covered the continent’s surface.&lt;br /&gt;
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Extending through twisting corridors, an archaic essence fills the crevices of the town. Small recesses hold statues of exaggerated, demonic-looking busts and gargoyles based on wildlife that is now largely extinct. Where each passageway ends, these beasts still line the paths and the wan light creeps through even the smallest of nooks to eerily brighten the pathways. However, as the economy dwindled within Natrix, so too did the population. The city became a ghost of its former self.&lt;br /&gt;
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The Commission, formerly a ruling body on the planet, had been eager to restore and rejuvenate the capital city. However, as the Vong Incursion took place and Asgard, Drasil, and Glasir all found themselves reduced to piles of smouldering soot and gaseous remains, refugees piled into the vastly-empty city, replacing the city’s ghost-like existence with a desperate horde, eager for leadership. This came in dual forms afterward with the War of Ascension, many siding with the JIC while others still found their way to Theskel to join Haktand’s alliance. Natrix became an urban war zone.&lt;br /&gt;
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Since the JIC’s defeat, the city has been populated by those who had nowhere else to go as well as the original inhabitants. However, much of their men and women have left families behind in joining the military, their wages and the trades attempted by the locals providing their only means of survival. The already-weakened existence of Natrix, contrasted with Haktand’s booming success and tactical advantages, led to the fortress city being named capital in place of Natrix. The city is still trying to stabilize in the wake of the War of Ascension.&lt;br /&gt;
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==  Landmarks  ==&lt;br /&gt;
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===  Underground Sea  ===&lt;br /&gt;
Deep below the surface of Tethyr, one finds a massive cavern system. It is fed initially by a small inlet on the coast, funnelling water through a spout that churns it over massive rapids to rush through a tunnel that is several hundred feet long. At the end of this tunnel it forms a huge waterfall, landing in the cave system to flow through it in an underground sea. This sea spans several leagues in depth and runs under the entirety of the continent’s southwest corner.&lt;br /&gt;
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===  Ice Wall  ===&lt;br /&gt;
An iceberg located in the Southern hemisphere of Shintera, this is the only mass of ice on the entire planet. The huge iceberg forms great mountains of frozen water, funnelling any willing and brave enough to endure the cold and harsh temperatures of the massive chunk of ice into a central valley. An expansive tundra exists at the bottom of the slopes, presenting opportunity in the form of winter training for Shintera’s stationed garrisons of troops. From this tundra, many caverns exist to take survey teams deep into the iceberg’s potentially infinite depths.&lt;br /&gt;
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===  Dragon’s Maw  ===&lt;br /&gt;
Formerly the mountain range in Southern Shaar, the Vong plasma bombardment cracked and damaged the land severely enough to promote volcanic activity among their broken, fang-like shards. The mountains and the plain they encompass have since become entrenched in lava flows and sulphurous smoke, the cracked ground of the valley issuing poisonous fumes and steams from some areas. Altogether, it is a landmark that sticks out in the minds of any who look at Shaar from a shuttle, and has been named the Dragon’s Maw.&lt;br /&gt;
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===  Window to the Heavens  ===&lt;br /&gt;
Nestled in the center of Chult, this valley is a singular open space surrounded by the huge, ancient forests that cover most of the continent. The trees themselves are often over a hundred feet tall, their trunks enormously thick. This clearing is perfectly circular, and orbital photography in combination with shuttle-based survey has revealed any number of primitive statues and what could even be ancient machinery of some sort. It is suspected by some that the unconfirmed civilization within Chult’s trees may use the place as a sort of holy ground.&lt;br /&gt;
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===  Demodia Fortress  ===&lt;br /&gt;
Built within the walls of Haktand, Demodia Fortress is the current bastion of House Exar Kun’s public control over Shintera. Designed to look almost like a huge bunker on the outside, Demodia’s walls are a thick combination of permacrete and durasteel, all painted in the colors of the military to lift morale. Here or there can be found potted plants and symbols of the military, plush seats and tables made exquisitely. However, all of the grandeur can fade in moments during times of war as the lavish fortress becomes a perfect engine of defense.&lt;br /&gt;
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Demodia is built in a series of rings, the outermost being the public areas and reception halls. These have doors stationed at the North, South, East, and West that open from within, controlled by a pair of guards who verify all entry. This means that troops can be let in from these choke points, or recalled into inner rings of safety. The outer ring is also laden with hidden explosives at strategic points, controllable by remote should an invading army enter so as to give them surprises as they establish command.&lt;br /&gt;
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The mid-ring is a room that holds weaponry, equipment, and other stores essential for the defense of the fortress. In peacetime it is used for meetings and conferences. Also, bunkers of a sort are there for the more-permanent officers, in reality Dark Jedi of House Exar Kun. All of the weaponry and equipment stored here can be packed up and moved easily, while that which can’t be transported can be sabotaged to explode with the closing of a grate and the press of a button. Doors similar to those on the outer ring control access to the inner ring.&lt;br /&gt;
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The inner ring is the location of the office of the Quaestor and Aedile, among other executive rooms. Essentially, the others are decorated and utilized at the wishes of the Quaestor and Aedile, though all of it can be pushed aside to defend the inner ring most viciously. Built into this ring are controls for many automated defenses hidden throughout the main compound, including auto-blasters and explosive traps among others. This section is the hardest to defend, though one final chamber exists within the center of the compound.&lt;br /&gt;
&lt;br /&gt;
The center complex, called the Quaestor’s panic room by some, is where the House Leaders can go when all else fails. Once locked, the single blast door will not open without being forced or without an access code from inside. A tunnel exists within the floor, leading outward through Haktand’s sewers and collapsible at the press of a remote by the Quaestor, which would detonate the entire tunnel and seal off the passage. It is perfectly designed to defend the Leaders of House Exar Kun in times of war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Tomb of Shintura  ===&lt;br /&gt;
A sprawling labyrinth of passages and chambers, the tomb of the slain God has scarcely ever been explored. Commonly only allowing fighting men from Haktand to enter it, the Commission often lost contact with all explorers. In the center is said to be the remains of Shintura, though no one has ventured through enough of the booby traps within to confirm or deny this claim.&lt;br /&gt;
&lt;br /&gt;
In 33 ABY, Cassandra El’sin, Quaestor to [[House Exar Kun]] demanded that the Tomb be studied and explored further. In just a month a series of new tunnels were discovered, one of which led to a grand chamber.  Although the resting place of the Shintura is miles beyond reach yet, the chamber was the first greatest discovery made so far. Taking control of the situation, the Quaestor and Aedile took the chamber away from the explorers and added there own touch to it. The Chamber was reconstructed to suit the greatest needs yet, housing a Battle Team. And now it is the home of [[Blades of Kun]], where they can watch over Shintera and bring death upon all who stand against it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Anvil of the Wyrm  ===&lt;br /&gt;
Located on Theskel, the Anvil of the Wyrm is without a doubt Haktand’s greatest asset. Once a small cave with a rich bronze vein in centuries past, it was eventually cleared of all apparent mineral wealth and nearly abandoned. As the valuable material was cleared, however, an old lava tube was discovered. Spelunkers were soon found to explore the depths, returning with extravagant tales of new chambers, full of lava flows and new mineral veins. These even extended to unknown crystals, which turned out to be Adegan; though it was largely cut and sculpted for commercial output.&lt;br /&gt;
&lt;br /&gt;
The men of Haktand soon began tunnelling the abandoned tube, making it an ornate passageway into the depths of the lava fields. On the walls were inscribed the legacy of Theskel, Haktand, and Durinmar, a sight to put any who looks upon it in awe, only to be surpassed by the lava fields themselves.&lt;br /&gt;
&lt;br /&gt;
Among the slow-moving, majestic flows of lava, many bridges and supports have been constructed. All about the area, technology borrowed here and there from mustafar and other volcanic worlds is utilized in forges and other crafting machines to turn the minerals extracted from veins and the magma itself into useable ore, which is then crafted within into whatever people from the outside order. The work is almost always fine, beautiful, and often unique.&lt;br /&gt;
&lt;br /&gt;
Lately, the Anvil serves a new purpose, one of mass production. Supplying the war machine of Jusadih, it constantly pumps out the weaponry and equipment used by the forces under Clan Plagueis. Large amounts are also exported, bringing in huge amounts of capital for Haktand and Shintera. Finally, the few Adegan crystals still left within the Anvil are utilized by some Plagueian Jedi for use in their lightsabers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Crystal Canyons  ===&lt;br /&gt;
Located in the mountains of Khurr, this natural phenomenon has garnered the attention of tourists from all over the galaxy. A flowing mixture of mountains, ravines, and riverbeds lined with gemstones, several bridges have been built along the ravines to facilitate tourist traffic. While tourism is again encouraged in the area, a garrison of soldiers keeps all those who look on the Canyons from overstepping the boundaries of their visit. This garrison is doubly important when considering the location of the Foe Hammer facility.&lt;br /&gt;
&lt;br /&gt;
Even with this military presence, though, the sight in itself is one of absolute beauty. The sunlight seems to cast its mysterious shadows across the lush ravine, the rushing river causing the gemstones within to sparkle and glisten as the light washes over them. Even just looking at the green valleys as they fall away from the snow-capped peaks and azure skyline is enough to take one’s breath away. It is a scene of tranquil beauty, compared by some to the wonders of Alderaan before its annihilation at the hands of Darth Vader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Last Tower  ===&lt;br /&gt;
Located on the Sancrist Isles, this ancient monument to the deity Shintura is viewed by many who seek clues to the past of the planet. Since the guerrilla incidents on the isles, though, some of its mysteries have been desecrated and some refugee habitation of the tower is likely. It is unknown if this will affect research in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Foe Hammer  ===&lt;br /&gt;
:&#039;&#039;Main article: [[Foe Hammer]]&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
Built on the walls of the canyons North of the Crystal Canyons, the facility of Foe Hammer was once the primary training facility for Plagueian special ops- both Jedi and shock troopers. Since the repurposing of Sigil 2 and other events system-wide, however, the facility now exists more so for the benefit of Haktand’s soldier garrisons and for Exar Kun training. This limits travel by Exar Kun Jedi to Sigil 2, avoiding traumatic memories of the Incursion and before.&lt;br /&gt;
&lt;br /&gt;
Here, trainees learn how to fight in hand-to-hand combat, utilize blasters, melee weapons, and even openly practice with lightsabers as the compound is sealed off from the public eye. It is a place of training, of exercise, and of general combat readiness, as the entire facility is easily defensible by a small garrison of troops.&lt;br /&gt;
&lt;br /&gt;
Suspended on the canyon walls, it is only accessible via turbolifts and one large supply lift. Upon entrance one finds themselves standing before a vast chamber used for roll call and other ceremonies. At the back of this chamber, a large two-part door leads to the inner base, composed of a hall that leads to the mess hall, barracks, training rooms, officer quarters, and a passage to the third hallway. This hallway holds an armory, a communications center, and a final room that can be accessed to lead out through a passageway that eventually comes out in the Crystal Canyons. Rigged to blow like the tunnel at Demodia, this can be used to effectively evacuate any Jedi and soldiers necessary in times of war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Political Outlook  ==&lt;br /&gt;
While in the past Shintera was presided over by a group called the Commission, the initial control of Plagueis over the planet rendered that group ineffectual and useless. However, the Commission was a key part of Shintera’s commitment to the JIC, and so was disbanded after the end of the War of Ascension. In its place, House Exar Kun assumes the public role of Shintera’s new overseers and governors, apparently a group of prestigious military officers determined to keep the planet in line.&lt;br /&gt;
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&lt;br /&gt;
==  Military Outlook  ==&lt;br /&gt;
Several key installations on Shintera provide Exar Kun with the means to fight a considerable battle, between the Anvil of the Wyrm, Haktand, and the Foe Hammer installation. Altogether, soldiers are kept on-world to ensure the safety of Exar Kun and Plagueis’ interests, using the bases therein to best hold off enemy forces. It is a planet of many fallbacks and fail-safes, useful for any army that wants to dig in and hold its ground.&lt;br /&gt;
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{{PlagueisDominion}}&lt;br /&gt;
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[[Category:Planets]] &lt;br /&gt;
[[Category:Plagueis Dominion]]&lt;/div&gt;</summary>
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		<title>Morroth</title>
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&lt;div&gt;{{construction}}{{Planet&lt;br /&gt;
|image=[[File:MorrothV2.jpg|250px]]&lt;br /&gt;
|name=Morroth&lt;br /&gt;
|region=[[starwars:Category:Core_planets|Core Worlds]]&lt;br /&gt;
|system=[[Jusadih System]]&lt;br /&gt;
|suns=Sigil&lt;br /&gt;
|moons=Triyal, Treyu&lt;br /&gt;
|lengthyear=416 Days&lt;br /&gt;
|class=Terrestrial&lt;br /&gt;
|diameter=9754 km&lt;br /&gt;
|atmosphere=Breathable&lt;br /&gt;
|climate=Cold&lt;br /&gt;
|gravity=1.6 Factors&lt;br /&gt;
|terrain=Tundra, Polar Region&lt;br /&gt;
|species=Vritax&lt;br /&gt;
|otherspecies=Human&lt;br /&gt;
|language=Basic&lt;br /&gt;
|population=10,500&lt;br /&gt;
|cities=Lemuria, Ashern&lt;br /&gt;
|imports=Food Products, Heating Fuel&lt;br /&gt;
|exports=Iron, Copper, Uranium, Silver&lt;br /&gt;
|affiliation=[[Plagueis]], [[House Satal Keto]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Jusadih System&#039;s outermost planet, home of [[House Satal Keto]], is primarily utilized as a training ground by the Jusadih military forces. The world is sparsely populated due to its extremely cold temperatures with the various military installations comprising most of the planet&#039;s citizenry. During the Invasion of Jusadih, Morroth and [[Kapsina]] survived unscathed.&lt;br /&gt;
&lt;br /&gt;
==  Climate  ==&lt;br /&gt;
[[File:Morroth winter.jpg|thumb|right|150px|Morroth winter]]&lt;br /&gt;
The outermost planet orbiting the star Sigil, Morroth is a frozen world. The temperatures are typically so low on both the day and night sides of the planet that it teeters on the edge of habitability. The daylight side of the world receives a very small amount of light, slightly less than twilight on [[Kapsina]] on the brightest days, and the night side is completely dark. The two moons, Treyu and Triyal, are too small and distant from Sigil to be seen at night unless directly facing the star, and even then, all that can be seen are two vague outlines in the sky.&lt;br /&gt;
&lt;br /&gt;
The planet does not have clearly-defined seasons. Instead, there is an extended period of melting followed by periods of freezing and stasis. When the planet undergoes the melting period, the sky is typically clear. The wind is mild during this time. During the freezing and stasis periods, the sky is almost constantly overcast by thick layers of clouds. The wind is much stronger during these periods, and blizzards frequent the planet during this time. It&#039;s not unusual for a blizzard to deposit over 170 centimeters of snow and ice in just a few hours.&lt;br /&gt;
&lt;br /&gt;
==  History  ==&lt;br /&gt;
The world’s history is linked back to the remains of a very old capital ship that crashed into the surface of the world thousands of years ago, carrying with it refugees. Those that were not killed in the crash did what they could to survive, and they eventually formed a simplistic civilization. However, it seems that the civilization came to an end long before the rest of the galaxy found life on the world, and that they sealed up the remnants of their strange, primitive culture and religion as best they could, almost as if to keep a perceived horror or a powerful secret hidden away.&lt;br /&gt;
&lt;br /&gt;
The arrival of the [[starwars:Old_Republic|Republic]] and other groups on the surface of the planet found the world and system colonized, and its rulers as members of the [[starwars:Galactic_Senate|Galactic Senate]]. Meanwhile, Morroth itself found few uses to Jusadih’s government, and aside from a few mining operations the planet was shifted to use as a penal colony.&lt;br /&gt;
&lt;br /&gt;
Historians have concluded that prior to entering the hands of [[House Satal Keto]], Morroth has served as some form of penal world for centuries. Ship’s logs gleaned from residual hyperspace transmission analysis suggest that the planet first came under the mantle of “prison-world” some nine centuries ago by an unidentified society within the core. Originally intended to house political prisoners and other social deviants, the world eventually came to be the primary repository for any and all undesirables including prisoners of war, aberrant genome possessors, and even debtors.&lt;br /&gt;
&lt;br /&gt;
Four centuries later, well before the rise of the Empire, Morroth would play host to one of the sector’s most notorious criminals: Beln Candor. Though he never fired a weapon, harmed another sentient, nor had ever said so much as an unkind word to his victims, Beln was considered the most dangerous man in the sector and, some say at the time, the galaxy.&lt;br /&gt;
&lt;br /&gt;
Beln was a confidence man of such artistry that when finally captured after 25 years of bilking the sector for every credit he could, the aging Human was remanded to Morroth prison or what was then known as “Hell’s Freezer”. Then under the control of a Coruscanti Viceroy named Kaln, Morroth held an impeccable record of no successful escape attempts. Fiver years after being imprisoned there, Beln would slightly mar that record.&lt;br /&gt;
&lt;br /&gt;
Though there is no proof Beln ever left the planet, it is known he left the prison, then known as Far Ice—where the ruins of Gryffon prison now stand, and never returned. Kaln was humiliated and forced to resign his post. He was immediately replaced by Dorn Cleban, a warden fresh from Coruscant who implemented strict security protocols that allowed no one but himself to freely roam the prison. Under this system, no more escapes were made, successful or otherwise, and the prison enjoyed relative, though dull, peace.&lt;br /&gt;
&lt;br /&gt;
It is assumed Beln died of exposure in the frozen wastes beyond the prison’s walls.&lt;br /&gt;
&lt;br /&gt;
The system’s prisons would continue to serve their purpose as normal until the arrival of Clan Plagueis and House Satal Keto, who infiltrated the government and seized control of it silently after they fled their original solar system. The prisons were then combed, finding useful men and women to serve in the positions of soldiers, security, maintenance, and any number of other roles. A few were even sent to Lyspair to train at the Shadow Academy before they could join Plagueis as Jedi.&lt;br /&gt;
&lt;br /&gt;
The feudal system in place for Plagueis soon proved to be a foolish idea, as with the onset of the Yuuzhan Vong [[Eighth Great Jedi War|Incursion]], the Jusadih Independence Coalition and the [[Crimson Tide]] banded together throughout the system to push Clan Plagueis out and hopefully destroy them. When Plagueis returned to Morroth and the other worlds behind the banner of its new Consul, and behind the new army it had received in coordination with the Iron Throne, the Jusadih Civil War, commonly known as the [[War of Ascension]] managed to pulverize the new government, for all the difference it seemed to make among the original population of barely ten-thousand and the hundreds of thousands of refugees. With military rule, things were abruptly changed.&lt;br /&gt;
&lt;br /&gt;
The military doctrine quickly began a reset and scaling-back of Ketoan forces and Jedi. Some of the outposts were abandoned, others repurposed, while Alpha Base and Beta Base saw mass reinforcement and strengthening. The cities and towns of the planet were reordered abruptly to be controlled by military officers in the governmental capacity, and a police force of civilian recruits trained by the military of Plagueis in the day-to-day workings. The refugees were allowed to enter into the town as they could, and soon found jobs to reinforce the mining industry and the few other ventures. The law was soon set down and established in a most militant fashion, with convicts quickly and mercilessly assigned to new penal facilities in multiple areas of the planet. Finally, the military of Plagueis swelled with refugees who couldn’t make it without military funding, and House Satal Keto has reinforced and rebuilt the formerly-abandoned Galthain outpost in order to study the Temple of Plagueis indepth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Continents  ==&lt;br /&gt;
&lt;br /&gt;
===  Annwfn  ===&lt;br /&gt;
The south-western landmass of the planet, Annfwn is an area seldom occupied by anyone but [[House Satal Keto]] and its forces. Mostly consisting of empty stretches of snow-covered land, the continent’s only feature in the past had been thought to be an abandoned outpost known as Galthain. It was in recent times that it was found to be something more.&lt;br /&gt;
&lt;br /&gt;
Underground on Annfwn is a temple erected under the wishes of [[starwars:Darth_Plagueis|Darth Plagueis]]. How, why, and by whom it was built continues to be a mystery, though it is suspected by the strong presence of Dark Side echoes that it was used as more than a vacation spot. However, if evidence of any darker activities is within the temple, it has yet to be discovered. Before the Vong invasion of Jusadih, it was believed that the secrets in the temple should be left alone.&lt;br /&gt;
&lt;br /&gt;
With the influx of refugees from the devastated worlds of the system, this is no longer the case. Satal Keto military forces were quick to eliminate colonist attempts on Annfwn, disposing of the bodies as quickly and quietly as possible. This cleansing of the continent is believed to be complete and total, though a chance exists for people to have slipped through.&lt;br /&gt;
&lt;br /&gt;
Finally, the Galthain Outpost has been reoccupied and is being retrofitted to the needs of Satal Keto military and Jedi researchers. The secrets of the temple can no longer be allowed to lie where they are, and the Summits of both House and Clan are exerting the arm of their military government in recovering these secrets. Only time will tell of the fruits, or losses, of their labour. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Cernunnos  ===&lt;br /&gt;
This north-eastern continent has the odd trait of being the coldest of Morroth’s landmasses. It is known for its danger during the famed blizzards of the world, in which the land and sea (the nearest waters of which are coated with a layer of thin ice) are nearly indistinguishable from each other. Many travelers on the continent have fallen prey to the icy grip of the waters below, freezing to death within minutes.&lt;br /&gt;
&lt;br /&gt;
Aside from these dangers, the continent is one of the more important places on the world. Both of the official cities of the world, Lemuria and Ashern, are located on this continent. In fact, certain ranges of mountains on Cernunnos are the primary location for the newly rejuvenated mining operations. While the cold temperatures and weather of the continent hinder this somewhat, alternatives are being looked into that could make the mining much more efficient.&lt;br /&gt;
&lt;br /&gt;
Cernunnos is also the locale of Beta Base, the secondary command post of Satal Keto. While it is kept from the public on the world that Dark Jedi exist there, the militarist coup of the system has been put into full effect, and Beta Base is full of soldiers ready to carry out the wishes of what the general populace believes to be the dictators of the government. In truth, HSK keeps forces here in the event of rebellion, for if the cities were taken over and garrisoned, any conflict would have a quick fate.&lt;br /&gt;
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===  Cerridwen  ===&lt;br /&gt;
Cerridwen is, for the most part, an empty continent. Outpost Nu is located here, formerly an important place but abandoned in the wake of recent refugee arrivals. The Krath that had once trained at the outpost have relocated to Galthain Outpost, in the hopes of studying new, darker Force abilities. Other than this, little else exists on this particular continent.&lt;br /&gt;
&lt;br /&gt;
Cerridwen’s only other feature of note is the Temple of Kol’Mai, which may soon be a reason for Outpost Nu to be reactivated. Found along the southern coast of the continent in a region called Dul’qai, this temple may be one of the keys to unlocking the truth about the ancient religion of Morroth’s long-dead past civilization. At present, though, increasing refugee populations and the Temple of Plagueis are holding the attention of HSK’s leaders.&lt;br /&gt;
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===  Skadi  ===&lt;br /&gt;
The location of Outpost Mu, this was once the home of the famed training exercise called the Rellion Queen, though it has been abandoned due to its remote vicinity in regards to Alpha and Beta Base. As such, this continent also seems to be devoid of life for the most part, aside from the apparently indigenous creatures called [[Wyrms]].&lt;br /&gt;
&lt;br /&gt;
The wyrms inhabit this region in particular over others because it is the location of their graveyard. Like other large animals on distant planets, the Boneyard of Wyrms is a communal place where sick and elderly wyrms go to die in peace. While this is the general area of their natural death, the cold nature of Morroth leaves wyrm bones in other areas of the continent. It is suspected that many wyrms are killed by members of their own kind in times of hardship, as the creatures appear to be at least partially cannibalistic.&lt;br /&gt;
&lt;br /&gt;
Most notable about the Boneyard of Wyrms is that it seems to hold a strange number of echoes in the Force, even for a place of death. Anyone in this place can feel the Dark Side strongly, and it is thought that this is connected to the anomaly of the wyrms themselves. The beasts are known to emanate a Dark Side presence for an unknown reason.&lt;br /&gt;
&lt;br /&gt;
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===  Skatha  ===&lt;br /&gt;
The central continent of the planet Morroth, Skatha is known for being extremely mountainous. It is the largest landmass on Morroth, and is used by the Quaestor of HSK for obvious reasons. The rough terrain and large size of the continent work together to protect Alpha Base, the headquarters of House Satal Keto and the Plagueis Military on Morroth.&lt;br /&gt;
&lt;br /&gt;
The base itself is located in the center of a ring of mountains, set perfectly to repel any overland attacks. It shares the canyon with Gryffon Prison. The only path to the base that can be reached without the use of aerial transport is a single canyon path, too narrow for any large force to overwhelm the base. It is in this canyon that Outpost Zeta is located, one of the few outposts still active and the only one with any real strength to it.&lt;br /&gt;
&lt;br /&gt;
The Base itself, the Outpost guarding it, and Gryffon Prison form a trifecta of protection that assures that any assault on the base will be in vain. Other than these features, the continent is suspected to be a potential hotspot for mining activities, though it is difficult to move personnel and equipment through the mountains. All of these factors make Alpha Base, and Skatha as a whole, arguably both the safest and most deadly area on the planet.&lt;br /&gt;
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&lt;br /&gt;
==  Islands  ==&lt;br /&gt;
&lt;br /&gt;
===  Isles of Satal  ===&lt;br /&gt;
Almost perfectly placed in the center of the Sea of Calamity, the Isles of Satal are subject to the horrid thrashing of the most vicious body of water on Morroth and are thus uninhabited. Aside from its distance from civilization and its near isolation from the rest of the planet, the tide is more than enough to discourage even scouting for potential construction.&lt;br /&gt;
&lt;br /&gt;
The Isles themselves have never been perfectly mapped, with the nearest thing to a map coming from low-tide pictures taken from satellite probes or orbiting ships. The tides are a matter of random chance and unpredictability, as both the rotation of the world’s two moons and the rotation of the planet have an impact that is dwarfed by the Frozen Ocean’s chaotic incursion on the Sea of Calamity. They seem to be at a different time every day, when the tides can be recognized at all.&lt;br /&gt;
&lt;br /&gt;
High tide sees water reaching up to one hundred meters in height completely submerging the isles, and low tide makes them appear as spires of ice, completely uncovered by water. If anyone were to even try building something, the foundations and initial work would be eroded quickly by the waters, though they would likely freeze and shatter faster without even factoring in the vicious impact of the water. Any drilling on the islands would likely be fruitless, as the ice has had potential millennia of unpredictable tides and freezing temperatures to freeze over. It is speculated that the oldest, deepest patches of ice may be as hard as diamonds in places.&lt;br /&gt;
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===  Isles of Aleema  ===&lt;br /&gt;
Located in the eastern region of the Sea of Sorrows, the Isles of Aleema are a peaceful place, and easily one of the nicest areas on the planet. Strangely warm for the planet’s climate, they seem to be untouched almost entirely by the harsh blizzards and snowstorms that ravage the world. It is unknown as to why this happens, but it is a phenomenon capitalized on formerly by tourists, and currently by House Satal Keto.&lt;br /&gt;
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A new installation, named Keto Prison, has been built by House Satal Keto under the supervision of Plagueis. Along with two other such prisons, it replaces the formerly outdated prison facilities of the world, and relieves the pressure on Alpha and Beta bases to serve as prisons, as well as allowing Gryffon Prison to be made useful by the military. The buildings and services here have been removed entirely, as the population is made to live within the ever-expanding cities and towns to bolster trade and the army.&lt;br /&gt;
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&lt;br /&gt;
===  Isles of Tyr  ===&lt;br /&gt;
The second-coldest set of islands on Morroth, by virtue of not being encased in ice, the Isles of Tyr are a vicious area located in the western region of the Sea of Sorrows. Ravaged frequently by the cruel blizzards of Morroth, it is suspected that the relative freedom of weather enjoyed by the Isles of Aleema result in the storms that seem to part for them colliding viciously over the Isles of Tyr. This makes the islands useful to HSK for two purposes.&lt;br /&gt;
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As Outpost Kappa is located here, the islands are used for cold-weather training and simulated beach landings. However, the site has been transformed into a permanent training area, for the twofold purpose of pumping out cold-trained recruits and standing on guard in case the prisoners at the new facility called Tyr Prison ever manage a breakout. Even if the cold climate and harsh weather failed to keep them from revolting, the military at Outpost Kappa could quickly beat them back and, if necessary, eradicate the prisoners entirely.&lt;br /&gt;
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&lt;br /&gt;
===  Triton Isles  ===&lt;br /&gt;
As close to paradise as one could call anywhere on Morroth, the Triton Isles were formerly a hotspot for vacationers and those weary of the life within the cities. However, the resort town, Neriak, has been emptied and its residents were relocated to Ashern. As of it being torn down, it has been replaced with the third of HSK’s new prisons, Kaeth Prison. &lt;br /&gt;
&lt;br /&gt;
Unlike at the other two facilities, prisoners here consider themselves lucky, and many have been convinced into good behaviour just to get reassigned to what some of them call the “vacation spot”. While it is nearly identical in construction, security, and procedure to the other two prisons, Kaeth Prison is prized by inmates because of more enjoyable outdoor time and nicer weather.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Oceans  ==&lt;br /&gt;
&lt;br /&gt;
===  Sea of Tears  ===&lt;br /&gt;
The Sea of Tears, named long ago by the first settlers to reach the planet from the rest of the galaxy, is a cold and placid body of water. Akin to all of Morroth’s oceanic bodies, a portion of the water in this ocean has frozen, giving it and all others a glacial, shattered appearance normally found only on the polar caps of a world.&lt;br /&gt;
&lt;br /&gt;
Avoided by native settlers and exploring spacers alike, the Sea of Tears is the bane of both sea-bound and aerial craft. This is due to the natural blizzards and wind storms of the world gathering into freakish tempests, generating massive squalls that last for weeks at a time. These squalls throw oceanic vessels around like toys, and rip flying craft clean out of the air. As such, the majority of the myriad sunken vessels on the world are below the Sea of Tears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Sea of Sorrow  ===&lt;br /&gt;
In contrast to the other bodies of water on the world, the Sea of Sorrow is by far the most peaceful ocean on Morroth. The glacial formations here can be mapped better than others, and from time to time it seems that people have even set up salvage machinery on the ice. Connecting the continents of Skatha and Cernunnos, this ocean is the primarily-used trading route for oceanic transports and aerial ships. Nearly all supply and transportation between the cities of the world and Alpha Base litters these waters.&lt;br /&gt;
&lt;br /&gt;
Sadly, a combination of nature, random circumstance, and armed conflict have led to this ocean being second only to the Sea of Tears in the number of sunken vessels it hides beneath its waters. This brings heavy emphasis to the salvaging business, and whenever droids and equipment that can withstand the cold become available, they are consumed in the rush to pull up the hidden treasures of the deep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Sea of Calamity  ===&lt;br /&gt;
The aptly-named Sea of Calamity is by far the roughest body of water in the entire Jusadih System. It is ever-shifting, with its shattered appearance disturbed frequently by the vicious tides. This is because instead of flowing smoothly, the waters of the Sea of Calamity collide with the sheer cliffs of the Frozen Ocean. The unpredictable and vicious nature of this ocean leads some scientists to believe that its frozen counterpart may once have been liquid.&lt;br /&gt;
&lt;br /&gt;
The vicious and ever-changing tides of this ocean cause rapid changes in water level. In the course of a couple hours, the level of this ocean can shift around one hundred meters. This unpredictability makes the Sea of Calamity essentially free of oceanic travel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Frozen Ocean  ===&lt;br /&gt;
Found to the south of the planet, the Frozen Ocean seems to be either completely covered in, or composed of, ice all year round. It is theorized this is because of the rotation of the world, though the erratic nature of the Sea of Calamity and a possible connection to the Frozen City are theorized by the many scientists pondering the question.&lt;br /&gt;
&lt;br /&gt;
Scans of the ice have shown the islands known as the Frozen Isles of Nemesis, completely encased and unreachable below the ocean’s ice. The remains of civilization have been detected below the ice, and the fact that said civilization was not evacuated gives further praise to the theory that some unexplained event led to the waters freezing. Further research is expected, though at present there are more urgent matters for Plagueis and [[House Satal Keto]] to worry about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Moons  ==&lt;br /&gt;
&lt;br /&gt;
===  Triyal  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;floatright&amp;quot;&amp;gt;[[File:Triyal.jpg|130px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
A small, rocky satellite orbiting Morroth, Triyal is uninhabitable. Its atmosphere is composed very thinly of carbon dioxide and a few other trace gases, lacking the substance to insulate itself or protect itself from the ravages of the solar day. The high temperatures of the world are around 1000 degrees F, its night-time lows an icy parallel of -1000 degrees F.&lt;br /&gt;
&lt;br /&gt;
The only time that the moon is habitable in any sense is during the dusk and dawn periods, where the temperature reaches 400 degrees, as opposed to 1000. Even then, a properly-insulated, fully-equipped space suit is necessary even to walk on it. As dusk and dawn last for only a couple of hours, exploration of the moon is not even attempted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Treyu  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;floatleft&amp;quot;&amp;gt;[[File:Treyu.jpg|130px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
The moon of Treyu is best described as a frozen ball of ice. It’s core is solid, though, and below 500km of ice, liquid water permeates the moon. It is thought that some form of life exists beneath the ice, and in the past, certain rich natives of Morroth would go to the moon in the hopes of seeing something move below their feet. As yet, the water below the ice and the moon in general remain unexplored.&lt;br /&gt;
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&lt;br /&gt;
==  Large Bases/Fortresses  ==&lt;br /&gt;
&lt;br /&gt;
===  Alpha Base  ===&lt;br /&gt;
Historically a prison, Alpha Base was repurposed by the [[starwars:Dark_Jedi|Dark Jedi]] of [[House Satal Keto]] as its primary headquarters. Originally designed for intensive security purposes, the base originally served both to keep inmates in, and serve as a fortress for the guards in the event of a riot. Even within its imposing walls, an invading force would find it difficult to eradicate all opposition without taking vicious casualties.&lt;br /&gt;
&lt;br /&gt;
The outer wall of the base is built so that its parapets can hold enough guards or soldiers to bathe enemies in blaster fire, and the only outer gate is thickly reinforced to resist assault from sieges. These defenses serve to make the base nigh impenetrable, short of blasting a hole in the wall or working for hours to rip the gate apart. The time necessary for either of these would necessitate a heavy assault force, simply because of the amount of casualties that could be inflicted during the operation.&lt;br /&gt;
&lt;br /&gt;
Within the outer wall is the Outer Cloister. Housed here are the hangars, vehicle garage, and rapid-response stations, as well as a multitude of rooms that were once prison cells and other such places necessary for convicts, many of them repurposed as barracks. As such, it is ridiculously easy for guards to both receive support and hole themselves up within the base, giving the forces of Satal Keto a huge advantage over invaders. The hangars here are some of the only ones with fighters on the planet, and drills have proven that the pilots here can scramble air support in six seconds or less.&lt;br /&gt;
&lt;br /&gt;
Aside from a smaller armory within the Outer Cloister, meant to supply guards with only basic weaponry and extra ammunition, the rapid-response stations make the base even harder to assault. Always guarded by a large force on either side, the stations operate while the base is in lockdown and access is only possible to the Outer Cloister from the Inner Cloister, and not the other way around. Short of dispatching all of the soldiers and destroying the stations themselves, invaders would have no way to enter without blasting in a new entry, a difficult operation through the reinforced walls. Even if they found a way through, they would have both a flurry of blaster fire and a number of angry Dark Jedi to face.&lt;br /&gt;
&lt;br /&gt;
The Inner Cloister is very different from the Outer Cloister, though its reinforced walls and well-stocked facilities give the residents of the base a solid fortress to fight from. While the lesser supplies available from the Outer Cloister would give soldiers a little bit to go off of, only the storage rooms in the Inner Cloister hold the resources to fight off enemies for potential months. Security measures have been devised all around, and the armory here is well-stocked. While this armory was once filled with any number of things, such as swords and staves, it has been militarized like the rest of the base. Any training implements are kept in separate lockers, while the main weaponry is an assortment of blasters and other high-tech implements of war. Finally, the Inner Cloister holds the Office of the Quaestor, which is capable of its own lockdown and has a self-sealing crawlspace to reach the hangar in times of evacuation. Combined with their Force abilities, a Quaestor could potentially flee the hangar without anyone even knowing until he or she is long gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Beta Base  ===&lt;br /&gt;
Designed almost identically to Alpha Base, Beta Base is merely a less-complex version of its predecessor. Formerly considered a minimum-security prison, the base has the same wall-to-Cloister setup, though it has only one hangar meant for shuttles and a small squadron of fighters. These fighters are a new provision, in response to the population swell and the Vong incursion.&lt;br /&gt;
&lt;br /&gt;
The Outer Cloister of Beta Base shows its design as a minimum security prison much more than Alpha Base, and though soldiers here use the cells and other rooms as barracks, the doors of them are bars rather than solid doors. The vehicle garage here holds a much smaller number of vehicles, mostly speeder bikes and other small designs meant for reconnaissance and scouting. Finally, in lieu of a traditional armory, the restocking room is meant to hold extra ammunition and only a few basic weapons.&lt;br /&gt;
&lt;br /&gt;
The Inner Cloister can be locked down, like Alpha Base, though the rapid-response stations are two-way and can be accessed with three sets of valid voice recognition at once. If an enemy were to try this, lockdown procedures would have enough blasters aimed at the station doors to vaporize anyone, Jedi or otherwise. The armory, mess hall, and other facilities of the Inner Cloister are similar to Alpha Base in almost every respect, though the armory holds a much more basic assortment of equipment. The Office of the Aedile is designed to be capable of a lockdown, though instead of a crawlspace, it has a well-hidden panic room. Perhaps by design of past Quaestors, should an Aedile rebel, they would have no escape from the wrath of Satal Keto.&lt;br /&gt;
&lt;br /&gt;
More than anything, however, the open facilities and lax security of the base is mainly because of its open location. It is meant more for support of the police forces in the cities of Lemuria and Ashern than to repel actual assault, and while the security measures may be somewhat small, the influx of capable soldiers from the refugee population and other planets of the system allow quick and decisive ends to any sort of city-based incident. A last-resort option is available in the form of a huge explosive charge installed under the base, useable only by the Consul’s direct authority. As such, the only two switches to demolish the base are within the Aedile’s panic room, which has to be activated by the Consul before usage, and in the Consul’s own possession. These ensure that a large force will never use Beta Base against Plagueis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Gryffon Prison  ===&lt;br /&gt;
Recently restored by [[House Satal Keto]] and [[Clan Plagueis]], the facility of Gryffon Prison has been repurposed to hold additional military forces that cannot be contained within Alpha Base, or that could potentially pump out reinforcements to hold back assault without draining Alpha Base. The construction of the prison is simple enough, and designed to be a facility for the most dangerous of inmates.&lt;br /&gt;
&lt;br /&gt;
From above, the prison looks like a square of grey permacrete, reinforced throughout with durasteel. The windows are transparisteel, with external bars of durasteel to prevent them being bashed out. The upper floor has an area formerly used to transfer prisoners from area to area, along with passageways to the lower floor. This floor houses many facilities, such as first-aid, food, and a former exercise area that is now used as an off-duty lounge by soldiers, filled with basic tables and chairs. Any of the rooms are all capable of lockdown, right down to the cells with solid, sealable doors.&lt;br /&gt;
&lt;br /&gt;
Aside from the base itself, a small, rough landing pad has been built outside, useful for shuttles. If the House has an active [[Battleteam]], it would share space with the soldiers within Gryffon Base, and its few fighters could be found on the landing pad. Within the base, the traditional armory has been abandoned for an individual weapons rack within each cell and larger ones in all of the different rooms. These racks are entirely capable of being closed and locked down, and provide entrenched soldiers with the means to defend themselves, even when sealed in a room. The racks are designed essentially as boxes with hatches that can slide open and shut. When sealed, they would contain the grenade necessary to destroy ammunition that the enemy should never be allowed to reach.&lt;br /&gt;
&lt;br /&gt;
Altogether, Gryffon Prison provides a capable support structure for Alpha Base and Outpost Zeta, while not giving invading forces enough resources to aid in an actual assault of the Base. It is exactly what it needs to be, a permanent barracks and armory for the cannon fodder of the House.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Prisons  ==&lt;br /&gt;
&lt;br /&gt;
===  Keto Prison  ===&lt;br /&gt;
A large facility on the largest of the Isles of Aleema, its domelike construction is interrupted only by what appears to be rectangular chutes protruding from the north, southwest, and southeast sections. Through these chutes, prisoners are funnelled to the outside during their exercise sessions. The semi-exposed balcony built along the outside of the dome is useful in riots, the only time when blasters are taken from the high-security armory. This is to ensure that an armed riot cannot occur.&lt;br /&gt;
&lt;br /&gt;
Surrounding the facility, the exercise areas are barricaded by a durasteel fence, with reinforced post bases to prevent the gate being pulled down and vicious razor-wire lining the top. Aside from these defenses, an electrical current is pulsed through the fence at all times, and a warning line is established five feet from it. Any prisoner seen outside this line is considered to be instigating a riot and is shot.&lt;br /&gt;
&lt;br /&gt;
The facility is guarded by a faction of both HSK soldiers and civilian-recruited guards, both of which hold tight security measures. Any breach in guard protocol is considered instant grounds for a five-year imprisonment, and any guards found to be conspiring deeply with the criminals are disposed of quickly and quietly by the HSK forces within the guards. Guard uniform consists of an entirely black outfit, with a long-sleeved shirt, thick pants, leather boots, a belt with necessary equipment for detaining rowdy inmates that includes restraining cuffs, a telescopic baton, and a comlink for the other guards, and black gloves. All equipment is tight-fitting and insulated against the considerable cold of Morroth,even indoors, though additional black coats and black helmets are available for outdoor duties and riot suppression.&lt;br /&gt;
&lt;br /&gt;
The guards are cycled through a round-built succession of three floors, each with a facility for meals, passageways to the exit chutes, and a first-aid station nearby if necessary. Along with the cell blocks, labeled A-I respectively, these make up the upper floors of the facility. A lower trio of rooms hold the guard rooms and showers, the guard’s mess hall, and the riot and restock equipment. The only hangar to the facility holds an escape vehicle for guards should the prison be overtaken, and a number of prisoner transports used to ferry new inmates in and inmates past their sentence out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Tyr Prison  ===&lt;br /&gt;
While almost identical in construction to Keto and Kaeth Prisons, Tyr Prison is a little different. Its facility is the same dome-like structure of pale grey permacrete and durasteel reinforcement, though its exit chutes face west, northeast, and southeast. These chutes and the balconies serve the same purpose, though the harsh blizzards of the Isles of Tyr usually make both these, and the external exercise area, vacant spots. The good-behaviour convicts here are allowed to jog around the food area after the meal times, as the harsh weather outside is often too much for them to be out in long and survive.&lt;br /&gt;
&lt;br /&gt;
Guarded similarly by HSK forces and civilian recruits, the guards here have much tighter leverage over the prisoners. However, isolated as they are, even the HSK forces have been known to breach protocol and tell no one. In fact, Tyr Prison guard assignment is often seen as much like punishment as prisoner assignment, and guards often have some acquaintanceship with long-term inmates. Bribes and such here allow for some small deviation of rules, though an outright riot would be ended quickly.&lt;br /&gt;
&lt;br /&gt;
Known as “Hell on Ice” or just “Hell” by inmates in all three of the planet’s new prisons, the threat of Tyr Prison is often enough to keep undesirables in line, and convicts on good behaviour. It has never had even suspicion of a riot, as much because of its efficient design as the weather and isolation. Even the hangar has rarely been used, with prisoner transport taking place as little as possible and often causing some slight delays in movement. It seems that this prison also serves as an efficient medium to change inmates, as a criminal will rarely become a repeat offender after a term in Tyr.&lt;br /&gt;
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&lt;br /&gt;
===  Kaeth Prison  ===&lt;br /&gt;
Often called “Pig Paradise” or the “Summer Home” by convicts, Kaeth Prison has almost as good of a reputation as either of the other two prisons, by sheer virtue that its prisoners are always on their best behaviour. While run-of-the-mill inmates spend time in Keto and hardcore criminals find a home in Tyr, Kaeth is the prison for the best of the good-behaviour inmates. Positioned on the Triton Isles, the guards here have often established friendships with some of the cons, though they wouldn’t dare breach duty.&lt;br /&gt;
&lt;br /&gt;
The domelike construction and anti-escape fence here is nearly identical to the first two prisons, with a balcony encircling the entire outside of the prison and three chutes, facing south, northeast, and northwest, as the only exits. The recreation area here has the best of Morroth’s weather, and is used to entice inmates to serve their terms peacefully. Though dotted throughout its civilian ranks with HSK forces, even the guards leap to their duty. The watchful eyes of the House could almost get lazy with a facility like Kaeth.&lt;br /&gt;
&lt;br /&gt;
Unlike the other two prisons, however, a new aspect of prison life has opened up here. Good behaviour inmates, as defined by the high standards of the prison itself, are allowed extra recreation activities and minor work in labour jobs, making Kaeth serve as a cheap factory for simple beams and plates used in construction, simplistic droid parts, and other minor things.&lt;br /&gt;
&lt;br /&gt;
That said, Kaeth does have its disadvantages. Many of the citizens of Morroth think the Triton Isles should remain a vacation spot, while military leaders find the surprising freedom(for a Morroth prison) to be too lax and almost demand security to be tightened up. However, these concerns affect little of the prison’s day-to-day operation, and the military leaders are often kept quiet with a third initiative of the prison: recruiting those inmates who truly show reform and willingness into Plagueis’ armed forces.&lt;br /&gt;
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&lt;br /&gt;
==  Cities  ==&lt;br /&gt;
&lt;br /&gt;
===  Lemuria  ===&lt;br /&gt;
Originally a smaller city, Lemuria has recently been expanded to cope with many refugees. The largest city on Morroth, this city and its harbor are located on the western coast of Cernunnos. As it is located partially on the thicker ice covering the ocean, borders have been marked out to show the end of the stable landmass.&lt;br /&gt;
&lt;br /&gt;
Once containing around 5000 citizens, Lemuria’s population has been bolstered to a deafening sum of a few hundred thousand. Its buildings are still being constructed and modified, the small made larger and new ones set up to make a haphazard construction of skyscrapers. While almost entirely focused on mining in the past, new businesses of all kinds have opened within the city.&lt;br /&gt;
&lt;br /&gt;
Lemuria also plays host to a new kind of business: recruitment centers. Potential soldiers and naval officers apply here to begin their new lives, fighting for Jusadih on the surface, but for HSK underneath. Anyone who joins up here is permanently drafted, and anyone who tries to speak against this or expose the truth is either sentenced with promoting JIC propaganda and jailed, or executed silently and disposed of in the Mekduaa valley.&lt;br /&gt;
&lt;br /&gt;
Once protected by a large garrison of soldiers, this city is now policed by a force recruited and appointed by HSK. The law is enforced as strictly as in any military regime, and hidden HSK forces within the police quickly find and report corruption. Altogether, coupled with the deluge of propaganda licensed by Plagueis, this provides an image of a safe, happy, and enjoyable city on Morroth.&lt;br /&gt;
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&lt;br /&gt;
===  Ashern  ===&lt;br /&gt;
A city rivalling Lemuria in size, this city was once of little note other than the fact that its citizens were primarily used for discovering new mining resources. All of this changed when refugees poured off of the other worlds in the system, and around 400,000 of them found Morroth. Having always been near in size to Lemuria, Ashern has seen the same burst of growth and fertility as its bigger counterpart.&lt;br /&gt;
&lt;br /&gt;
The addition of the former town Neriak’s population has increased this number further, and now Ashern is a similar flurry of partially-complete skyscrapers. The quick development of the cities is attributed to refugee workers who care neither about the cold nor about laziness; they have nothing left. However, this city has seen a bulk of new industry and revitalization of old ones, giving many a new source of hope.&lt;br /&gt;
&lt;br /&gt;
Here, also, one can find both the new police force and the recruitment centers. Both are receiving huge amounts of approval and activity, though whispers of an underground criminal organization forming in Ashern are under investigation. It isn’t suspected that they will last long, but even so, Ashern is cast as the darker of the two cities.&lt;br /&gt;
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&lt;br /&gt;
==  Towns  ==&lt;br /&gt;
&lt;br /&gt;
===  Stormspire  ===&lt;br /&gt;
A very old town, Stormspire was originally constructed almost entirely of stone, the majority elegantly worked into patterns that appear to indicate a raging storm. This town was originally built in the ancient times of Morroth, though its durability proved rewarding to the Republic and other off-worlders. Buildings in need of repair or replacement were tended to, and the town has substantially swelled to include newer, modern constructions around the original architecture.&lt;br /&gt;
&lt;br /&gt;
With the refugees, Stormspire grew even more. Now a fairly large settlement, the majority of people here are miners from the nearby drilling sites and other minor tradesmen, along with a slew of scientists and archaeologists. These, under supervision of “officials” from the Jusadih government, are studying Stormspire’s namesake: a towering spire in the center of the town.&lt;br /&gt;
&lt;br /&gt;
One of the few remnants of the old religion in such good shape, studies are being done on the spire, though those remains decipherable here speak of one possible purpose for the spire. Apparently, this tower was once a temple, which would be used to contact the deity, “Dymestl”, and bring down some sort of apocalyptic storm. Without question, Stormspire is a place of great interest to HSK.&lt;br /&gt;
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&lt;br /&gt;
===  Satal’s Landing  ===&lt;br /&gt;
A smaller town, Satal’s Landing is located on an elevated plateau. While stair-like pathways have been cut into the plateau, the main reachable area here is via the small landing pad in the center of town, serving as a town square. Even with recent expansion, the landing pad would barely hold a single shuttle.&lt;br /&gt;
&lt;br /&gt;
Satal’s Landing is, like Stormspire, a community populated almost entirely by miners. However, despite the faction of Morroth police here, the town has an isolated feel, and seems to enjoy taking care of itself. The civilians here have been known to take a vigilante stance at times, discouraging crime and keeping Satal’s Landing peaceful and productive. The downside is that this town has the lowest civilian-to-recruit ratio of any settlement on Morroth.&lt;br /&gt;
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&lt;br /&gt;
==  Outposts  ==&lt;br /&gt;
&lt;br /&gt;
===  Outpost Zeta  ===&lt;br /&gt;
The most important Outpost on Morroth, Outpost Zeta guards the only overland route to Alpha Base. Built in the form of a basic building beneath a low tower, the entire Outpost is protected by a wall with a gate only accessible with the approval of the soldiers stationed there, and the House Summits, of course.&lt;br /&gt;
&lt;br /&gt;
The wall is designed with a stairway on the inside to climb to the top, where parapets offer some cover and vantage points for soldiers. While these hold back opposition, the remaining soldiers behind the wall can quickly mobilize defenses like the E-Web blasters and PLX-2M rocket launchers they keep stored. Combined with the Outpost’s armory and stored cots, soldiers could hold Zeta for days, until the wall came down and the forces were scattered.&lt;br /&gt;
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&lt;br /&gt;
===  Outpost Kappa  ===&lt;br /&gt;
This outpost is used primarily for the training of HSK’s military forces. Once kept in a state of hibernation until necessary, the facilities of Outpost Kappa are used as a permanent training ground for Satal Keto soldiers, ensuring that reinforcements can come from somewhere other than off-world. The main training here is cold-weather combat and simulated beach landings, and even fully-trained off-world forces are typically assigned a training period here before going into active service on Morroth.&lt;br /&gt;
&lt;br /&gt;
The base itself keeps plentiful stores of rations and ammunition. While few Dark Jedi are ever found here, aside from [[Obelisk]] [[Journeymen]], [[Equite|Equites]], and [[Elders]] seeking to learn from or oversee the personnel here, and a few others sent here for other purposes, the soldier population is always kept at high strength and capability. This place has come to be known as “the farm” by many military commanders because of the soldiers it seems to constantly pump out.&lt;br /&gt;
&lt;br /&gt;
Since its expansion and repurposing, the base has had a very specific look to it. A large building, vaguely shaped like a halved cylinder, serves as a barracks, while a similar building serves as a mess hall and another an armory. The main headquarters overlooks the center of the compound, a training ground with myriad courses and targets set up. To the public, it looks just like any other military compound.&lt;br /&gt;
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===  Outpost Mu  ===&lt;br /&gt;
Formerly used by the Obelisk troops of HSK, this Outpost has essentially been stripped bare and abandoned. Aside from the now-defunct obstacle course, the Rellion Queen, nothing here remains that could be of any interest and value. All [[Obelisk]] equipment and personnel here were transferred to Kappa when the planet was retaken by Plagueis from the JIC.&lt;br /&gt;
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&lt;br /&gt;
===  Outpost Nu  ===&lt;br /&gt;
Reinforced with the abandoning of the other Outposts, Outpost Nu continues to serve as the main facility of HSK’s Krath knowledge. Here, [[Krath]] trainees often come to refine their dark Force techniques. On the surface, it is seen as a top-secret facility, where research is conducted and knowledge is stored. Even the Krath must keep the appearance of scientists, unless conducting private experiments.&lt;br /&gt;
&lt;br /&gt;
The compound is a trio of buildings, a smaller building to house the soldiers set here to “protect the top-secret matters of Jusadih research”, in reality meant to support the Krath in the event of invasion. Another building takes the appearance of a laboratory, where experiments are conducted and the basement houses the knowledge of the Krath. The final compound is labeled “hazardous waste: keep out”, though in reality it houses the drugged test subjects of the Krath, taken from those criminals either sentenced to death or easy to erase. The entire compound is surrounded with a fence and patrolled by soldiers at all hours of the day.&lt;br /&gt;
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&lt;br /&gt;
===  Outpost Galthain  ===&lt;br /&gt;
Formerly abandoned, the Outpost known as Galthain was on Morroth long before HSK arrived there. It has recently been re-purposed for the study and guarding of the newly-discovered Temple of Plagueis on the planet. It has been occupied with soldiers, of course, but also with the largest number of Dark Jedi concentrated anywhere on the planet, short of Alpha and Beta Bases.&lt;br /&gt;
&lt;br /&gt;
The Outpost’s main building, which appears to have been a communications center of some kind, has been repaired and retrofitted with new communications equipment. In addition, a barracks has been established for the soldiers and [[Obelisk]], as well as a structure for [[Krath]] studies and another for the [[Sith]] inhabiting the area. All three seem eager to investigate, and to hold the secrets for themselves.&lt;br /&gt;
&lt;br /&gt;
The public knowledge of the base is kept limited, with barely a whisper known about. The most anyone’s heard about is that something dangerous, possibly disastrous, is within the base. This keeps all but the most foolhardy civilians from investigating, and those are promptly shot, their bodies fed to the Mekduaa. &lt;br /&gt;
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&lt;br /&gt;
==  Points of Interest  ==&lt;br /&gt;
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===  Kartol  ===&lt;br /&gt;
Formerly a town used entirely for urban combat training and other operations, the only building here that saw regular use was a small airbase. However, with the repurposing of Outpost Kappa and the military scale-back of Plagueis, Kartol is now abandoned, at least by House Satal Keto. It is rumored that at times, other groups of people can be found here, though their intent could vary from needing a place to sleep to open rebellion, and anything in between.&lt;br /&gt;
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===  Ruins of Avalon  ===&lt;br /&gt;
The remains of a settlement, the Ruins of Avalon cannot be explored because of their location on the Isles of Satal. However, HSK is working at an even harder pace with their new forces and resources to explore Avalon, and to find the secrets held within.&lt;br /&gt;
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===  Temple of Kol’Mai  ===&lt;br /&gt;
An ancient temple, Kol’Mai resides on the eastern coast of Cerridwen. Studies and examinations have led to it being linked to the old Morroth religion, though the exact purpose of the temple is unknown. Contained within the cramped tunnels below, many spectacular carvings and effigies are found, along with a huge altar in the main chamber that seems to have been dedicated to the strange figure “Dymestl”. While it holds many questions, at present there are few answers.&lt;br /&gt;
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===  The Frozen City  ===&lt;br /&gt;
Found on Cerridwen, this city seems to have been the target of some freakish event, mainly because it is entirely locked in ice. It is suspected that before this event, the Frozen City was a repository for the hidden knowledge of Morroth’s old religion. Because of the fact that scans show an undetermined amount of hollow room inside the ice, HSK is trying to explore it, in the hopes that it may give clues about the nature of the old religion and the Frozen Ocean.&lt;br /&gt;
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===  Boneyard of Wyrms  ===&lt;br /&gt;
A place that reeks of the Dark Side of the Force, this area is a communal graveyard for the mammoth beasts that form some of Morroth’s only indigenous fauna. While little is known about the connection between these creatures and the Dark Side, their Boneyard has yielded corpses for study and revealed much of what we know about them, and may hold even more secrets.&lt;br /&gt;
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===  Mekduaa Valley  ===&lt;br /&gt;
A wide stretch of the continent of Skatha is home to a species called the Mekduaa. These creatures resemble the sarlacc, though in fact have bigger external teeth and a decided lack of tentacle appendages. They seem to have an extreme lifespan and a crawling metabolism, relying on unlucky creatures to fall down the slick, fleshy sides of their mouths for food. Emitting regular mists of breath, these beasts known by some as “steam holes” have found a new food source with HSK’s arrival, as bodies in need of disposal are regularly dumped into their gaping mouths.&lt;br /&gt;
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===  Ice Temple Ruins  ===&lt;br /&gt;
Formerly avoided by all but the most foolhardy of adventurers, the Ice Temple on the Isles of Tyr was once suspected to be a place where strange adherents to the old religion of Morroth were hidden. However, the establishment of Tyr Prison and the new military of HSK made exploration a prompt priority. It was found to be a handful of rogue Jedi that were killing those that entered. These were soon killed, and after exploration and removal of anything useful or informative, the Temple was detonated with an implosion charge. That said, it is said one can feel the ghosts of people young and ancient in the Force, as if trapped within the rubble.&lt;br /&gt;
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===  Falls of Kirleta  ===&lt;br /&gt;
These falls are the only waterfalls discovered on the entire planet, and as such were once a very popular tourist attraction. Weather by some effect of the refracted twilight, or some natural property of what is thought to be amethyst beneath the ice under the falls, the falls seem to almost glow purple in the twilight noon of Morroth. That said, the perfectly-transparent ice is ten meters thick, so both thieves and HSK are dumbfounded as to methods of extracting the crystals from the ice.&lt;br /&gt;
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===  Abandoned Theta Outpost  ===&lt;br /&gt;
An Outpost attached to the Isles of Satal by chains, it is literally a floating fortress. These chains are anchored to boulders so that when the tide comes in, the outpost floats atop. When the tide goes out, it then gently descends onto the largest of the Isles. Until recently, it was used by [[House Satal Keto]], but the recent military scale-back found little tactical use in a floating base in the middle of nowhere. Thus, it is left to the ravages of the icy water.&lt;br /&gt;
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===  Temple of Plagueis  ===&lt;br /&gt;
{{Main|[[Temple of Plagueis]]}}&lt;br /&gt;
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Originally built by the [[starwars:Sith_Empire|Sith Empire]] and taken over by [[starwars:Darth_Plagueis|Darth Plagueis]] in their absence, the Temple of Plagueis on Morroth has always been a place full of dangerous Sithspawn and other traps. Recently, however, Plagueian forces have violently emptied the Upper Tier of the Temple. By order of the Plagueis Summit, it has been converted into a training facility for Dark Jedi.&lt;br /&gt;
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{{PlagueisDominion}}&lt;br /&gt;
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[[Category:Planets]] &lt;br /&gt;
[[Category:Plagueis Dominion]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Kapsina&amp;diff=102122</id>
		<title>Kapsina</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Kapsina&amp;diff=102122"/>
		<updated>2011-07-18T05:37:14Z</updated>

		<summary type="html">&lt;p&gt;Unus: &lt;/p&gt;
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&lt;div&gt;{{Planet&lt;br /&gt;
|image=[[File:KapsinaV2.jpg|250px]]&lt;br /&gt;
|name=Sigil 1: Kapsina&lt;br /&gt;
|region=Core Worlds&lt;br /&gt;
|system=[[Jusadih System]]&lt;br /&gt;
|suns=Sigil&lt;br /&gt;
|moons=Nasva&lt;br /&gt;
|lengthyear=194 Days&lt;br /&gt;
|atmosphere=Breathable&lt;br /&gt;
|climate=Arid&lt;br /&gt;
|gravity=0.99 Factors&lt;br /&gt;
|terrain=Mountainous, Barren&lt;br /&gt;
|species=Human&lt;br /&gt;
|otherspecies=Myrsei&lt;br /&gt;
|language=Basic&lt;br /&gt;
|population=27.3 Million&lt;br /&gt;
|cities=Sapientia, Polleo, Dicio, Ellesmeria, Quies&lt;br /&gt;
|imports=Lumber, Livestock&lt;br /&gt;
|exports=Alloy, Duracrete, Transpara-Steel&lt;br /&gt;
|affiliation=[[Clan Plagueis]]&lt;br /&gt;
}}&lt;br /&gt;
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Capital of the Jusadih System and headquarters of [[Clan Plagueis]], Kapsina, once a planet of massive oceans, underwent the devastation of Jusadih’s sun, Sigil, turning the once luscious planet into a dry, desolate landscape. Kapsina is composed of five continents: Kurast, Calimcha, Asinai, Schall, Khanduras. Kapsina possesses two Adegan crystal veins, giving the planet great importance to the Dark Jedi. It was spared the devastation of the Yuuzhan Vong War.&lt;br /&gt;
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==  History  ==&lt;br /&gt;
Once the star Sigil came into existence, the debris slowly began to cluster, grouping into a form. The first such mass became designated as Sigil 1 and was later named after the scientist that discovered the planet, Dr. Kapsina. The report was lost however in the antiquated Old Republic&#039;s database, to go undiscovered and largely unpopulated until the Yuzhan Vong pressed people from the Core worlds towards the salvation and tranquility of the Outer Rim, which had become docile in comparison to the losing war the New Republic had been waging.&lt;br /&gt;
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But Kapsina had changed since her initial discovery, the voluminous water planet had been subject to Sigil&#039;s heat. The water had first begun to boil, moving into massive cloud cover and strangling all but the most resilient forms of life. The result was vast amounts of arid land, compacted by a slightly heavier gravity compared to Sigil 2, Aerun. Yet riches were found by those whom searched, the first such culture was the Myrsei - a self sustaining culture that lives in harmony with the ground, working each day to perfect themselves and their art. And soon the planet began to draw others, each interested in the planet&#039;s geology. Thus the population grew rapidly as new fortunes were mined from the planet&#039;s depths.&lt;br /&gt;
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Mining corporations soon became vast expansive centers of population and civilization, the wives and children of miners filling the newly constructed homes and schools, while the men risked the perils of the mines. And when the children grew up, they would bolster the miner&#039;s numbers - filling the voids of those lost previously.&lt;br /&gt;
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Soon the [[Dark Brotherhood]] took interest in the planet, realizing the benefits of having a direct interest invested into a source for necessary materials for their force: Starfighters and Capitol Ships. The [[Dark Council]] sent an [[Envoy]], whom not only scouted the planet, but purchased an upstart mining corporation that would later provide a considerable amount of materials needed to construct the Antei Defense Groups. And so it remained until twenty two years after the Battle of Yavin. When the emergence of a new clan, [[Clan Plagueis|Plagueis]], drew designs upon the riches hidden in the Jusadih System. From the depths of the [[Acarr System]] they fled, leaving behind a faltering economy to the trade strong Jusadih. There a monumental base of operations was constructed within the grounds of their company, Ellesmeria. And thus the home of Clan Plagueis and the meddling of Dark Jedi fell upon the planet like a black curtain.&lt;br /&gt;
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When the Yuuzhan Vong invaded the system in 27 ABY, Kapsina was fourth in line of their route, right after [[Shintera]]. Luckily, however, the Vong fleet was pulled back, and Kapsina was spared. Repercussions were still felt, however, as both [[Sistros Acquisitions and Holdings]] and [[House Exar Kun]] were forced to set up HQs on the planet due to the damage done to their own planets, Shintera and [[Aerun]], respectively. This initial influx of refugees caused a definite strain upon the static population. Many such refugee camps needed immediate resources in order to function. However, after these circumstances became the status quo, the refugees were able to begin contributing to the planet&#039;s economy in such a way that more than replaced the original loss of resources.&lt;br /&gt;
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All things considered, Kapsina is currently enjoying a time of relative peace and stability. &lt;br /&gt;
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==  Satellite Description  ==&lt;br /&gt;
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===  Nasva  ===&lt;br /&gt;
[[File:Nasva.jpg|thumb|200px|right|Nasva, Moon of Sigil 1: Kapsina]]A single moon orbits Kapsina, half the size of Aerun&#039;s moons, an uneven chunk of what could have once been a part of the planet. It is a score of jagged peaks and treacherous valleys -- and with no atmosphere it will not naturally support indigenous life or evolution. The ground is an unfathomable black, as if ash litters the entire surface. However, surprisingly, it is incredibly rich in minerals. The satellite is &#039;off-limits&#039; per request of the Ruling Council. Some believe it has been abandoned because it is home to a resistance group, the Disciples of the Black Hand. It is possible they are using abandoned research outposts on the surface as headquarters.&lt;br /&gt;
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==  Planet Geography (by continent)  ==&lt;br /&gt;
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===  Kurast  ===&lt;br /&gt;
In the northeast, from the shores of Khanduras, rests a land composed of sand and clay. The land is pocketed with natural caves, that are prone to complete collapses at the slightest tremor. Which have a tendency to rack the land almost weekly and in the most unpredictable manner - the only constant is that it will happen. Yet, the miners still venture out into the flat land, daring the holes, to harvest the small mountains and strip mines. The sand and clay do not hold temperature well, the average temperature runs 45 degrees F to 65 degrees F.&lt;br /&gt;
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===  Calimcha  ===&lt;br /&gt;
The large continent that rests in the north western corner, it is dominated by rugged mountains and large dunes, all of which is second to the perilous lava flows that span the land. Yet the ground yields the necessary ingredient/compound for Duracrete. Many will venture into the deadly ravines, daring the rivers of lava to harvest resources. Only one expanse of safe land exists, there a corporation and city have arisen. Due to the molten activity spanning the land the continent runs from 75 degrees F to over 100 degrees F, depending on the location.&lt;br /&gt;
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===  Asinai  ===&lt;br /&gt;
[[File:Kapsina_Barrens.jpg|thumb|250px|right|The Barrens of Kapsina]]&lt;br /&gt;
The southeast is dominated by the presence of a tiered continent, for it&#039;s vast differences in topography. Upon the far east coast runs a mountain range where large deposits of alloy are mined and refined in the headquarters of a nearby corporation/city. From there to the far west, runs the expanse known as the &#039;barrens&#039;, a vast stretch of nothingness. It has become a wasteland, a deposit for outdated machinery from all of the planet&#039;s miners. The winds constantly blow from the west, causing the temperatures to be relatively cold, 35 degrees F to 75 degrees F. Depending on how far one is across the barrens.&lt;br /&gt;
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===  Schall  ===&lt;br /&gt;
Southwest from the shores of Khanduras, Schall was once a profitable source of exotic metals. But the land was soon depleted and sold to the earliest inhabitants of Kapsina, an ancient culture known as the Myrsei. It is home of the last Adegan vein, which infuriates the local Dark Jedi populace. At it&#039;s center is a lone mountain, an active volcano - its outline dominates the skyline and causes a great deal of interference to advanced technology. A single coast has been cleared and leveled by the Myrsei, it is there they live and work. Though what they do is largely left to speculation and bits of truth. The land is greatly unknown due to the interference.&lt;br /&gt;
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===  Khanduras  ===&lt;br /&gt;
The central continent and center of trade, other continents will ship their finished products here awaiting shipments to be sent off-world to Shintura or other buyers. The landscape is a dusty, arid and reaches oppressively into the distance, only to be broken by the timid seas surrounding it or the massive &#039;spine&#039; that runs through the middle of the continent. The temperatures are consistent and range from 60 degrees F to 80 degrees F. It is also home to one of the two Adegan veins; this one is controlled by agents of Clan Plagueis.&lt;br /&gt;
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==  Cities  ==&lt;br /&gt;
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===  Sapientia  ===&lt;br /&gt;
[[File:Kapsina-Sapientia.jpg|thumb|200px|right|The Museum of Sapientia]]&lt;br /&gt;
The city of Wisdom, is designed to be efficient and effective. The Master Architects have pre-determined the exact layout, causing no room for error. But the result is a maze of buildings and streets that are identical in everything except name and hue. At the center of Sapientia is the processing plant, there they manufacture the mined materials into refined goods for export. The colony is rich in life, expanding its culture instead of its pocket book. Thus, the Ruling Council has little to criticize, though they keep a militia nearby. &lt;br /&gt;
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Several notable structures are the museum, which explains a great deal of planet history. The Auditorium, a massive chamber designed for speakers, conventions and provides the necessary space for entertainment. And lastly, on the perimeter rest the garages, which house all of Sapientia&#039;s portable mining equipment. As they spend top dollar on their city, they also have purchased some of the finest equipment on the planet -- it even exceeds the technology used in Ellesmeria, albeit, slightly.&lt;br /&gt;
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===  Dicio  ===&lt;br /&gt;
The sovereign city is the oldest, possibly most outdated corporation in the galaxy&#039;s existence. Which means it is the oldest city, most of its structures dating back to the time period of the Old Republic, which was a time of elegant stone work and masonry, though the tranquil, bright stones have now been washed dark by the arid ecosystem. The technology is grossly outdated as well, not having been updated since the Emperor perished above the skies of Endor. Yet what they lack in ability the have made up with experience. The buildings are sturdy and regularly repaired, providing necessary shelter for the inhabitants. And the miners are well trained, using time-tested processes that yield excellent results, giving boons to the civilization when they ship their goods off-world.&lt;br /&gt;
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This has allowed for the purchase of a massive construct plant, where parts for star fighters are being created. The parts are later shipped off-world for assembly. And recently the corporation has invested large amounts of money into producing Capitol ship parts which are exclusively sold to the Ellesmeria Corporation.&lt;br /&gt;
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===  Polleo  ===&lt;br /&gt;
[[File:Kapsina-Polleo.jpg|thumb|200px|right|The City of Polleo]]&lt;br /&gt;
The city of Power, the corporation was named by it&#039;s opponents in the early days because they held so much power by their immense work force, a slave population. Originally a slave drive company and city, the old remnants of town can be seen on the Eastern horizon. Then it was populated with massive jailhouses where several people were forced into tight confines, given extremely poor rations and paid miserly wages. Yet new laws from the Ruling Council forced the corporation to swell from slavery to citizenship, as they were released from their bondage. The result was a haphazard arrangement of homes, stores and mining complexes. Lacking the aesthetic beauty of Sapientia, much of the city appears as a dark, extended, slum. This city is spread over a great expanse, the resources are also spread across the distance, ultimately proving highly indefensible if an outside force were to attack.&lt;br /&gt;
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The large central population gives Polleo a strong work force that is mobile and desperate for money, thus driving them to work in the dangerous environment - as they strive to earn their wages. &lt;br /&gt;
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Topographical scans have given the Brotherhood a map of the twisting, sprawling city - yet it would still be considerably hard to navigate without prior experience.&lt;br /&gt;
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===  Quies  ===&lt;br /&gt;
The home city of the Myrsei, it is largely unknown as the borders are forcefully and dutifully guarded by the citizens. &lt;br /&gt;
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===  Ellesmeria  ===&lt;br /&gt;
Once known as Caldus, the City of Passion, it was renamed immediately after a dark clad envoy from Antei purchased the corporation. And though the Brotherhood has always owned the city, it has never been run by a Dark Jedi; left to the capable minds and hands of miners. Even after the city was &#039;given&#039; by the Dark Council to the Clan, it is yet to be seen if they shall allow them to retain it. For the Brotherhood left the men and women to their own devices, and a experienced leader arose with ceaseless funds from the Dark Jedi - a wondrous city arose.&lt;br /&gt;
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It is the equivalent to Byss, where the buildings are uniformly smooth, and the beauty flowing across the expanse of the town. Each building melds into the overall image, the colors gently shifting from brilliant to dull with each connected walkway and passage. The largest difference from Byss is the fact that most of the buildings do not reach higher than two stories in the air, allowing the skyline to be dominated by several prominent locations: The factories, spaceport and an outlying structure, the Dark Tower.&lt;br /&gt;
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Wealth and considerable luck have given the corporation the ability to export materials and purchase a space platform, which is recently in construction - orbiting Kapsina - and will have the ability to build Capitol Ships, as well as repair vessels. It should not go without mention Ellesmeria also has direct access to the Adegan vein of Khanduras - strangely all mined material is transported to the Dark Tower.&lt;br /&gt;
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Ellesmeria is also well known as the home of Kapsina&#039;s main Army. Accordingly, several sections of the city are zoned off for military detail only. In the aftermath of the [[Eighth Great Jedi War]], many of [[House Exar Kun]]&#039;s Obelisks have taken up shelter with their non-Jedi peers. While this relationship was rather imposed at first, the main Army soon found they could learn much from the Jedi refugees. For the time being, the relationship is bearing much fruit.&lt;br /&gt;
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==  Landmarks  ==&lt;br /&gt;
&#039;&#039;&#039;Land&#039;s End&#039;&#039;&#039;&lt;br /&gt;
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At the end of the barrens, an expansive cliff that drops into the sea. The face of the drop is pocketed with caves that are inhabited by an odd winged creature that till this day has not been identified, but is potentially dangerous to any living thing.&lt;br /&gt;
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&#039;&#039;&#039;Dragon Forge&#039;&#039;&#039;&lt;br /&gt;
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The legendary forge of the Myrsei, it is said that weapons, armor, even ships of great power are crafted and made under the divine eye of the smiths. Though none of the ancient smiths have been seen since the beginning, it is said that their spirit roams the Forge.&lt;br /&gt;
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&#039;&#039;&#039;Phoenix Falls&#039;&#039;&#039;&lt;br /&gt;
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A meeting place of several rivers of lava, they slowly fall over the lip of a mountain creating an effect that appears like a waterfall. May have unknown uses, geothermically stays at 500 degrees F. Though a site that is exquisite it is hardly worth the risk to see in person, because it might be your life. &lt;br /&gt;
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&#039;&#039;&#039;Gates of Vlagrand&#039;&#039;&#039;&lt;br /&gt;
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A critical pass that has been sculpted in an ornate, forgotten fashion from days long past. It is a defensive &#039;choke point&#039; for people to pass through, the Ruling Council has decided to place a militia here. &lt;br /&gt;
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&#039;&#039;&#039;Dragon&#039;s Graveyard&#039;&#039;&#039;&lt;br /&gt;
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Once a piece has achieved the rank of &#039;legendary&#039; amongst the Myrsei culture it is worn by the creator until the end of days. When the maker perishes, their pieces of legendary quality are retired to the graveyard - a small shrine is built in honor of both crafter and equipment. &lt;br /&gt;
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&#039;&#039;&#039;Fallen Moon&#039;&#039;&#039;&lt;br /&gt;
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The Adegan vein upon Khanduras. It is rumored that when one walks into the main chamber, where the purest Adegan is growing, a slight light will refract off the crystals, causing a brilliant visual effect. The location of the vein is known only to the Dark Jedi and some council members.&lt;br /&gt;
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&#039;&#039;&#039;Howling Mine&#039;&#039;&#039;&lt;br /&gt;
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A collapsed mine, was later cleared by the Clan Elder, Sarin. There he performed alchemy and brought a tremendous beast and guardian to life - it continually howls, warding off strangers. It is a defensive beast alone, only prone to attack those whom are not inducted into the Clan. A great mystery resides here that has yet to be discovered...&lt;br /&gt;
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==  Political Outlook  ==&lt;br /&gt;
The planet is run by a representative from each of the five cities, though the representative for the Myrsei never attends any meetings - sending in their votes on matters. No other contact is received or expected. An additional seat has recently been added, and the Consul of Clan Plagueis holds this position. From here one adept in the Force can manipulate the minds of the weaker members, forcing the vote in the favor the Brotherhood wishes. &lt;br /&gt;
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The Council meets quarterly, unless a special, emergency meeting is demanded by one of the members. During these meetings they are tasked with deciding tariffs, how much material to export, how much to allow imported, regulations and to hear any disputes between the corporations - most of these relate to territory disputes and allegations of theft or sabotage. This form of government has existed for over a hundred years, never being met with public outcry or challenge until a new group began demands for democracy. They are the Disciples of the Black Hand - a resistance group that is everywhere and nowhere, at once. They have begun terrorist attacks on all corporations, even attempting to destroy the Plagueis headquarters.&lt;br /&gt;
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Change is not seen in the imminent future, though it is a possibility. If the government was ever changed to a senate, the members of Plagueis could easily fill the empty seats - giving their desires a fall illusion of &#039;pure&#039; in the public eye. In addition, there is little worry about military coup, as the agents were enlisted early on, pledging their undying allegiance to the Clan. These warriors could be used to safeguard key locations, but never large enough to enforce a martial law.&lt;br /&gt;
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==  Military Presence  ==&lt;br /&gt;
As previously stated, the military force is unusually small on the planet - most of the &#039;soldiers&#039; are equivalent to the status of &#039;militia&#039;. The corporations have given limited training and basic weaponry to their miners, breaking them into platoons that have specific duties, bases of operation in the event of a crisis. This level of soldier is extremely unreliable, but sometimes is enough to discourage outside forces from attacking.&lt;br /&gt;
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The main Army, however, is ruthlessly efficient and posted in the town of Ellesmeria. With the Brotherhood funds funneling into the defense program, they have established an excruciating platform that produces few, but amazing warriors. Whom are later outfitted with the best equipment available. To ensure quick response time the main force has been broken into rotations, spanning the globe to give immediate response where it is needed. They are under the direct authority of the Ruling Council, and as such, the leader of the Council may solely order their actions in times of war or martial law. Giving the Consul of Plagueis a much needed ground force in addition to his own surrounding the [[Dark Tower]].&lt;br /&gt;
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{{PlagueisDominion}}&lt;br /&gt;
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[[Category:Planets]] &lt;br /&gt;
[[Category:Plagueis Dominion]]&lt;/div&gt;</summary>
		<author><name>Unus</name></author>
	</entry>
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