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Revision as of 13:58, 9 October 2024

New Order era.DJB Wiki featured article.
Templar Jensaarai
General information
Headquarters:
  • Multiple fortified enclaves across Trepus
  • The Cusp
Location:

Trepus, Solyiat

Historical information
Founding:

38 ABY

Reorganization:

40 ABY

Other information
Affiliation:
Era(s):
[ Source ]


The Order of the Templar Jensaarai or Sahjuu-Kar are a splinter faction of the Jensaarai Order residing within the Kiast system. Following a mix of Sith and Jedi teachings, the Templar Jensaarai are noted for actively hunting personal challenges and for their joy in battle. Primarily based across the continent of Trepus on Solyiat and certain areas of Daleem, the Order has slowly expanded its influence across the region as it establishes various enclaves. Seen as equal part barbarian watchmen and warrior artificers, the group is nominally subordinate to the leaders of Clan Odan-Urr. Even so, it is not uncommon to see errant Cadres operating on their own volition without the Clan’s direct oversight. A large contingent has since come to serve as a vanguard unit for House Sunrider.

History

The origins of the Templar Jensaarai stem from 38 ABY, where a handful of Jensaarai Defenders entered self-exile and settled among Trepus’ icy wastes. Having suffered an ideological schism, the Defenders sought a place to rebuild the Order according to their interpretation of it. Brokering a deal with the leaders of Steepmouth, they were able to claim ownership of a region in exchange for removing a ferocious beast threatening the town. Following this abrupt arrival, it did not take long for tales of armoured monster hunters to spread from one settlement to the next.

While expecting relative isolation and few recruits in their initial years, the Jensaarai were instead beset by a deluge of new recruits. Most of these were individuals talented in the Force who had come to believe falsehoods of the Jedi, and had avoided the supposedly emotionless child-snatchers who resided in the Praxeum. Others sought merely to gain control of powers that had ruined their lives, having long grown far beyond their control. A relative few even lacked any connection to the Force, but still wished to learn their ways. The majority of these were carefully dealt with, never turning them away but instead directing them to better causes more suited to their temperament. Even after losing the majority of those who sought to join the Order, there remained a solid core of recruits who showed the correct talent, martial temperament, and self control.

Initially occupying the abandoned castle known as The Fang, the first generation of the new Order were trained for some two years with little interruption. Gradually learning their skills as needed from one master followed by the next, the initial trials by fire they faced in war were a proven success. Even so, tragedy would drive them to abandon the castle, as an ancient evil awoke within its depths. Although victorious in pacifying it, they were forced to seal its gates to prevent it arising again. Scattering themselves instead across Trepus, the Jensaarai would form fortified keeps known as enclaves, garrisoning the local populace against any who might threaten them.

Closely tied to the populace of the harsh and winterlocked landscape of Trepus, the Templar Jensaarai are a common sight in both large and small scale communities. Their role in both staving off assaults on towns and assisting with the rebuilding after the carnage has ended has given the Jensaarai a noted influence, and a role within Clan Odan-Urr as the wardens of Trepus.

Following being more widely recognised by Clan Odan-Urr and integrated into its structure, a number of the Templar Jensaarai have come to serve as a combat unit for House Sunrider.

Organisation

Scattered in fortified enclaves across a several thousand mile stretch of ice and snow, the Templar Jensaarai are a contradictory blend of being both highly individualised and regimented in their organisational structure. Although largely governed by a small council of elected figures who guide the general direction of the Order, the distance and isolation of most groups requires a decentralised structure of control. Each enclave is expected to follow the code and hold certain traditions as sacrosanct, but are otherwise granted leeway to pursue any goal they view as benefitting the Order.

Enclaves varied in style and design, but castles were favoured

Each enclave of the Templar Jensaarai can range anywhere in number from a handful of Defenders to a company strength detachment. This is largely decided both by the size of the population they defend but also the risk posed by the local megafauna or pirate raids. Each of these bases, while varying heavily in design and structure, is a castle unto itself. Offering training grounds, storehouses, armouries, and workshops, these are built to withstand sieges by far greater forces should it come to war. Even so, much of the time these are used as stations by bands of Jensaarai, with most seeking to be on the move or pursuing some new goal. Keeping enough Defenders present to properly guard each of these locations has long remained a challenge for the Order’s leaders, hardly helped by an underlying attitude that the duty of garrisoning them is somehow a punishment.

Those who have come to serve House Sunrider reside on a fortified bastion informally nicknamed the Cusp, hidden away on Solyiat. Although residing on their primary homeworld, such groups often take extended tours on Daleem or take up quarters in the group's base of operations.

The ranking system and formations of the Order differs substantially from those of the Jedi or Sith, with Initiates and full-fledged Defenders as their only two ranks. With no single master to learn from, they are instead expected to train and follow the most suitable Defender for several years at a time. While this is typical of the Jensaarai, the Templar have adapted it to better support their isolated nature. Although trained to fight alone as needed, Initiates are raised in groups at a time, trained to fight, survive, and guard one another in close-knit formations. These are then broken up and dispatched to existing detachments of Jensaarai known as Cadres, bands of between five to ten members, once casualties are taken among them. In the rare event that none are available, they are then reorganised into a new Cadre, and typically tasked with helping to found a new enclave.

Lacking the Saarai-kaar as a third rank of overall leader, the council of the Templar Jensaarai are instead a shifting series of representatives. These members are selected from each enclave once every several years. This is in part intended to best help ensure that no voice among their scattered strongholds is overlooked or left out. Combined with the so-called Legion of One doctrine, encouraging initiative and improvisation over a rigid command structure, this is intended to limit the risk of decapitation strikes crippling their Order.

While Initiates are intended to serve in a support and training role, the Templar Jensaarai make use of an extremely large number of droids to support their organisation. Favouring those that can best adapt to repair and maintenance work, or surveillance and reconnaissance roles, they have nevertheless been known to take and adapt any they consider fitting for their intended duty. These are usually purchased secondhand, with the Templar Jensaarai preferring those that have avoided mind wipes; finding their quirks and experience taught personalities to be preferable to factory designs. Even more surprisingly, the majority of these are treated as equals and, once they have proven their trustworthiness, are granted the same rights as any Defender without the requirement for restraining bolts.

Culture

Having broken with the more orthodox Jensaarai Order, the Templar Jensaarai are a curious variation of their progenitors. While embracing and following many typical traditions and ideals, they are notably far less insular and with an outward focus when compared with those on Susevfi.

Defender armour varied substantially in style and design

The foremost change embraced by the Templar Jensaarai is the omission of any age restrictions. Rather than raising their members from as close to birth as possible, the organisation instead accepts any who show potential. Furthermore, family connections are openly encouraged, to retain a stronger protection with those they defend. This is in part thanks to the older age of their recruits, but also to retain a more worldly perspective as they are shaped by the Jensaarai teachings. Although ultimately a warrior culture, the Templar maintain that there is no shame in walking another path in life, and few are suited to decades of unending challenges.

Rather than the serenity of Jedi teachings, the way of the Templar Jensaarai is formed about conflict. Yet unlike the Sith, the founding drive is not one of hatred but aggression. Constantly challenging one’s own abilities and limits is core to everything in their lives, be it survival or victory in battle. Most find genuine joy in new struggles no matter their source, from facing a worthy enemy in open battle to helping rebuild a town ravaged by the conflict. The euphoria of being tested is what helps to stave off the Dark Side. Even the very act of taking lives holds no true value to them, and it is only a challenge and victory which they find satisfaction in. Although effective, the sight of laughing Defenders standing knee-deep in enemy corpses has often left the wrong impression to the group’s allies.

It is telling that the Templar Jensaarai’s chosen name in Ancient Sith, Sahjuu-Kar, translates to both creator and destroyer depending upon the context. Initiates are granted the materials that they require to craft weapons, armour, and items to an individual level. While not uncommon in any Force cult, experimentation is encouraged, from foreign techniques to individual decoration and weapon types. Initiates will join battle alongside Defenders wielding vibroweapons, blasters, and personal shields of their own crafting; each wearing white battlesuits marked with their own heraldry and even the furs of certain kills.

Upon gaining the rank of Defender and being recognised as a full fledged leader, each Initiate is granted to craft a suit of warplate through alchemically treated metals. These are shaped to emulate aspects of a personal totem animal, with qualities the individual either aspires to emulate or reflects upon their character. This gives any Cadre of Templar Jensaarai a highly eclectic appearance, and they are often mistaken as a disorganised mob of individuals, typically to their enemy’s detriment.

Traditions

When it comes to more organised rituals and traditions, the highly decentralised nature of the Templar Jensaarai has led to each varying in importance. Some are regarded as sacrosanct to their Code, while others follow a far more general lip-service to them.

Even with their varied temperaments, there are two traditions that all enclaves retain and pay respect to. The first of these is the Cir-Kehralt, or Redden the Snow in Basic. This is a tournament held every five years between representatives of each enclave, intended to best continue to foster ties between the disparate groups. The location upon which it is held and rules of the tournament changes with each celebration, though it is rare for any fight to go beyond first blood.

The second, and far more commonly used ritual, is the Enhirild or Trial of Departure. Prior to joining with a campaign or leaving Trepus to wage war, Templar Jensaarai will kneel before an elder of their enclave chanting in ancient Sephi. During this time, ritual paints, waters, and markings are applied to their faces and armour as a blessing of good fortune in the journey to come. Rather than any Jensaarai tradition, the ritual is one utilised by Trepus’ fishermen and coastal raiders in centuries past. Heavy snowfall or even rare rainfall while the ritual is being conducted is seen as a good omen.

There is only one great taboo among the Templar Jensaarai - Complacency. The very concept of embracing power for its sake or becoming too comfortable is anathema to them, as it would allow them to fall prey to the same sins that brought low both the Jedi Order and Sith Empire. To any Defender, it is better to meet an end facing an insurmountable challenge than to grow old, fat, and corrupt. While they will happily serve entrenched powers, this is ultimately seen as a means to an end.

This mindset even extends to warnings against the Dark Side and tapping into the teachings of the Sith, as drawing too deeply from their ideals is seen as a severe failing. It remains one of many such reasons why the Order holds strict rules on the use of Sith Alchemy, limiting it purely to their armour and never to enhance their own flesh. The saying “Drink from the shallows, never the abyss” is a common warning against such things.

Foreign Relations

Clan Odan-Urr

Although given considerable leniency to pursue their own objectives, the Templar Jensaarai are ultimately subordinate to the ruling leaders of Clan Odan-Urr. Each Initiate, upon being selected, is required to visit the Praxeum and learn its ways while also pledging an oath of fealty to the clan. This has helped to stave off some concerns from the Jedi and other allies when it comes to the more cavalier behaviour of the Templar Jensaarai, even with their more battle hungry behaviour. It isn’t uncommon for Cadres to swear service to one House or detachment, serving them as everything from shock troops to a personal guard.

Even accepting their loyalty, there remains long-standing concerns that the Templar Jensaarai hold a borderline fanatical devotion to the Clan. When tasked by the High Councillor with an objective, the Templar Jensaarai will respond without hesitation and pursue it with a single-minded determination rarely found outside of battle droids.

Vatali Empire

Against all odds, the Templar Jensaarai hold a remarkably positive relationship with the Vatali Empire as a whole. A substantial part of this is thanks to their willingness to both obey and enforce the laws in any area they found an enclave, along with swearing oaths to both the local authorities and throne. In return this has granted them freedom of movement within the Empire’s worlds, though most keep to Trepus due to their limited numbers. Even so, it is not unheard of for Cadres to form oaths of loyalty with Quorahi settlements or noble houses. Such acts are typically made in exchange for tithes of equipment and credits due to the very limited resources of the Templar Jensaarai, especially in regards to starships.

One long-standing agreement is with House Verdyne. Several Cadres serve on its mercantile and exploration fleets, having selected ships as their bases of operations until a suitable location to establish an enclave is found. This relationship was established during the Belisarius Incident, in which a fuel hauler of the same name was raided in a pirate assault. Unaware of the dozen Templar Jensaarai who had taken passage on the ship, the ensuing boarding actions left scores of pirates dead and their leader rapidly broadcasting his surrender.

Dark Jedi Brotherhood

Broader relations with the Dark Jedi Brotherhood begin and end with Clan Odan-Urr and its standing in regards to the Dark Council. The Sith dominated power has done little to earn any trust or goodwill from the Templar Jensaarai, and any examination of their history shows a long record of betrayals and atrocities. Although they will fight for its defence as commanded by the High Councillor, they see the entity as an ally of convenience at best while larger threats lurk in the shadows. Even so, most are certain that any long-term alliance with the Brotherhood will result in a dagger in the back sooner or later.

Jensaarai Order

Contact with the original Jensaarai Order is rare indeed, and diplomatic overtures have been tepid at best. While neither they nor the Templar Jensaarai view the other as an enemy, no one is yet interested in sealing the rift between them. At least part of this due to several differences which cannot be easily resolved, least of all the insular and guarded Jensaarai Order being at odds with the open actions of the Templar.

The Collective

The Collective have become a warning to the Templar Jensaarai. Initially, news of this enemy was met with celebration by the first founding members of the Templar Jensaarai, seeing them as a worthy challenge. After their founding, many Initiate groups favoured isolated kill squads of Collective cyborgs as opponents, either during training simulations or to test their skills in the field. This even turned into a view of the Collective being little more than a stepping stone toward more worthwhile opponents. However, this mindset was challenged and then changed during the Collective’s invasion of Arx, which proved to be a humbling experience for all who fought them. While they are still favoured enemies, the Collective nevertheless serves as a warning to the Templar Jensaarai to always expect an enemy to change and grow stronger, no matter how many times you fight them.

The Children of Mortis

Of all the foes in the galaxy, the Children of Mortis are perhaps the only opponent the Templar Jensaarai regard with undying enmity. Much of this is thanks to both their ideology and use of their powers, which the Jensaarai see as a warped perversion of their own existence. The fact the Children of Mortis take pride in their ideology brings forth an unprecedented level of savagery in battle. To the Templar Jensaarai, the Children are not just a new challenge, but a corruption within the galaxy which must be burned away.

An overlooked skirmish during the Fifteenth Great Jedi War serves to underline this enmity. During the Children of Mortis’ first assault on Kiast, a Cadre of Templar Jensaarai visiting the Praxeum were drawn into the battle. Even in this first encounter, the Cadre and a contingent of crystal-armoured warriors from the Children of Mortis had fought one another to mutual annihilation. The bodies found showed signs of brutal fighting despite suffering horrendous wounds, severed limbs, and trauma which should have killed them outright; with some locked in gore-splattered deathly embraces, striking at their foes even in their final moments.

Odan-Urr
Units Clan: Odan-UrrHouses: SunriderHothBattleteams: Templar JensaaraiKnights of AllusisProving Ground
Leadership

Clan Summit: High Councilor Masahiro HakuCouncilor of War: Mihoshi Yukiko Keibatsu
House Scions: Governor of Tythas Tierra Suha'sen • Governor of Kaal Tisto Kingang
Team Leaders: Defender Jovian Grey • Knight Commander Eechee • Instructor Waza Sunrider

Possessions KiastJedi PraxeumOdan-Urr United Space CommandOrder of Battle
Lore FoundingInvasion of New TythonThe Pillars Of MenatBastions Of KnowledgeFall of New TythonRenewal of HopeReturn of the LightBetween Light and DarkBattle of NancoraVatali UnsettledThe Myrkr Crusade
Misc Councillors of UrrOdanitesSentinel NetworkVatali EmpireThe Scimitar of Lord Hoth
A Light Amidst the Darkness