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Latest revision as of 20:41, 19 October 2021

What a desolate place this is.
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You plan to take them on.. with just those?
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The Jedi were real?
This article is part of the history of Clan Naga Sadow and isn't part of current events.
Please do not remove this tag or the contents. These articles exist for historic purposes.


Paladins of Kressh
General information
Founder(s):

Aticus J Xyler, Horus Blackheart

Leader(s):

Commander: Aticus J Xyler

Headquarters:

The Court of Kressh

Historical information
Founding:

29 ABY

Other information
Affiliation:

Dark Brotherhood, Clan Naga Sadow, House Ludo Kressh

Era(s):

Dark Jedi Brotherhood Era

[ Source ]


A Battle Team in House Ludo Kressh of Clan Naga Sadow, created by Aticus Jade Xyler and Horus Blackheart.

History

The Birth of the Paladins of Kressh

After many wars and battles House Ludo Kressh secretly established itself among the planet of Aeotheran. Though well hidden and defensible, the Summits of both the House and Clan came to the conclusion that a new type of warrior would need to be brought forward to bring in a new era of victory for the clan as a whole. The summits were eager to begin the creation of a new type of warrior, ones that could stand down any opposition. This of course would take several life times to mold, unless the current warriors could be formed into warriors and war lords. This was an issue, as outside of the more senior of the Houses members most had never seen war or even battle in life or death situations. The last Great Jedi War had claimed several lives from the house, and several others walked away later after the war. So the summit decided to select two of its Sith that knew war better than most knew walking. Aticus J Xyler and Horus Blackheart.

Horus was a master mind at strategy and war. He had studied in knowledges that even Thrawn himself would have killed to take a part in. He was paired with the Aticus Xyler, who while not so great at strategy on a large scale such as Horus, was in fact capable of handling entire Battle Teams to himself with the use of the dark side and his lightsaber. Both were in fact more than adequate to develop a new type of warrior for the clan. This lead both to reclusive months in solitude away from the rest of the clan to undergo some of the most rigorous training and study that they had ever undergone in their life. During this time the two studied under Lord Ludo Kressh in the arts of war and when finished the Dark Lord bestowed upon them that they were no longer his servants but Paladins to carry out his will. His first orders were to bestow the teachings of Kressh upon any worthy of receiving it, but to select several to become Paladins of Kressh and this would provide them with the new warrior they seek.

The Trials of Blood & Pain

The Trial of Blood

For a clansmen to enter the Paladins of Kressh it is required that they meet standards to even survive their training. Thus the Trial of Blood was created by Horus to weed out the weak and leave only the strong. It is during this trial that most fatalities happen and is a suicide task most of the times. Usually the trials start with a twelve man group, but by the end of the trial the number is three to five at best. The Blood Trial takes place on Aeotheran, in its jungles. To begin with a hopeful will first demonstrate what they know of martial arts, a lightsaber, and various other weapons. Once they have shown they are competent they are moved to the actual trial. Due to the secrecy of the Paladins of Kressh, the trials requirements are not only forbidden to be spoken of, but are also always shifting to ensure not everyone endures the same trials.

The Trial of Pain

Directly after the Trial of Blood comes the Trial of Pain. This was created by Aticus to ensure that only the best are selected of the remaining few, even if its only one person or none at all. The trial takes place before the entire house for spectating, betting and enjoyment. The remaining applicants must face the current Paladins, starting from newest to most seasoned. The stipulations for each battle is determined by the Paladin, and for the first four battles the applicant must perform to a certain standard or face death. The first four battles determine if a person gets in or not however if an applicant is capable of defeating eight out of the twelve Paladins, they are granted Paladin rank at entrance. Once this trial is completed those that accomplish the requirements are tasked with reciting the Creed of the Paladin and are from there considered a Paladin of Kressh, an elite unit in their own being.

The Creed of the Paladin

As my feet walk across the black ocean of Izbok, My eyes see further than any beings can. My gaze gains me knowledge of the being beyond normal warriors, known only as Paladins. A sect of elite warriors and masters, to ensure the safety of House Ludo Kressh and the opportunity for all to learn.

I stand now as a Paladin of Kressh, my path will never again be crossed without swift punishment to my foes, and strong defense to my allies. I am no longer stand as a single person, but as a team of strength and honor. My blade as my weapon, and my mind as my guide, and the knowledge learned as my shield, I can never fall and be marked as the dead without being reborn again by the grace of Ludo Kressh. Where I fall, another shall take my name and carry it on, there for I never die.

Only the weak will fall, the strong shall have to be slayed. As a Paladin I do not believe in slaying the weak as it is a waste of my talents, I perfect myself by battle against what I can not kill, and overcome my obstacles for the safety of my team and House Ludo Kressh.

A Paladin has no fear and shows no mercy to those that attempt to stand before them. I shall show no fear or mercy. A Paladin has no desire for glory other than victory. I find peace in victory. Honor is a Paladins word. I shall honor my comrade and my enemy. Guided by the Code of the Paladin and this Creed, I shall forever bind myself to the will of Lord Ludo Kressh as his slayer and champion.

I am a Paladin of Kressh...

Ranks of the Paladins

Magister

The Magister is the Leader of the Paladins of Kressh, and most often is the CMDR

Pinceps

The Pinceps is the next in line in leadership for the team, and most often holds FL2

Episcopus

The Episcopus is the third in charge of the Paladins of Kressh, and most often holds FL3

Paladin

A Paladin is the full rank for any member of the Paladins of Kressh, and is granted under required training is completed.

Novice

For those entering the Paladins of Kressh and not meeting full requirements of the trials, the rank of Novice is awarded. After proper training the person is granted the title of Paladin.

The Court of Kressh

The planet Aeotheran is a very tropical planet, overwhelmed with life. Deep in the jungle away from Seng Karash is where the Paladins make their home. The Dome Fortress is called the Court of Kressh, and holds many roles for not only the Paladins but the house as well. The building itself is layered with a mirrored metal that reflects its surroundings making it hard for anyone not trained to find it to even see the building. Eyes are ever watchful though to make sure no one not intended to lay eyes upon it will never have the chance. Most stray wanderers are killed and left to be mangled by the beast that rule the forest while others are left to fend for themselves against the jungles own dooms.

The Court itself is a well established center of training, learning, and living. Constructed by Aticus J Xyler out of his own personal salary over the years, it was his gift to those that served within House Ludo Kressh. During the week all members of Ludo Kressh are permitted to enter and use the facilities of the Court, but during the weekends the only members allowed inside of the Court the Paladins themselves, and the Aedile or Quaestor if need be. It is during these weekends that the rituals and training exclusive to Paladins are conducted. It is said that the combat gets so intense that tremors in the ground can be felt outside of the building for up to hundreds of feet. Below are the areas that are located in the Court.

Area 1: Ground Level - Reception and Discharge

There are only 2 sets of double doors to the dome, and these are the only known entrances in and out. There for when any one enters or exits the Court - its through Reception & Discharge. Here a receptionist will administer you in, giving you a pass. Once finished a discharge clerk will take your pass and give you an exiting ticket in case halted when leaving. Reception & Discharge is also the first and final area a Paladin sees during their time as a Paladin. They are given their status, schedule, and boarding information at the reception area. At the discharge office they will receive their discharge certificate and take their leave of the Paladins of Kressh, but some may be given a special return permission from one of the Senior Paladins.

Area 2: Ground Level - Commons and Cafeteria

The largest area of the entire known areas of the Court is the Commons & Cafeteria. It is here that members mingle and eat enjoying the luxuries provided to them. The Commons is the area where most people sit and discuss events happening with them, while eating and the cafeteria is a mixture of several fine eating establishments for members to get their food. The Paladins train hard, and do their best so they eat the best to make up the energy!

Area 3: Ground Level - Cantina

Its not the best bar in the sector, but its one of the few on Aeotheran! Twilek slave dancers are present 16 hours a day for entertainment, as well as a variety of drinks all over the galaxy are provided by the six state of the art bartender droids. Ultra sound proofed walls allow for the Cantina to also play music and having dancing.

Area 4: Ground Level - Elevators

The final area on the Ground Level is the Elevator Station. Here three elevators work 24 hours a day to transport users from Ground Level to Floor 3.

Area 5: First Floor - Classrooms

Many subjects are taught by book at the Court, so classrooms were installed to establish an acceptable learning area with solitude from the outside distractions. Things such as history on the different dark empires, history on the dark lords and much more is studied in these rooms. Each has been equipped with a teaching droid for assistance to the class and instructor.

Area 6: First Floor - Recreational

A recreational area with a pool, and sports area was built so that after hard days members could simply blow some steam off without having to confront each other with lightsabers, as the cost of the facility was to much to let dark jedi hack it to pieces in fights.

Area 7: First Floor - Showers and Restrooms

As it says, showers and restrooms. This is for hygiene issues, as the house does not want smelling assassins stinking into the night.

Area 8: Second Floor - Dormitory

A fine equipped living area has been established for the Paladins of Kressh. Twelve rooms line through a hall way leading to the next area. Each room is equipped with a kitchen, restroom, living space, and sleeping space as well as holo-projectors in the living area for enjoyment or urgent transmissions.

Area 9: Second Floor - Security Office

To ensure no one but House Ludo Kressh members are capable of getting past the Paladin Dormitories the hallway leads to the Security Office At the Security Office Ludo Kressh members prove their membership and are granted access beyond this point. Also equipped as an attachment to the Security Office is the Armory.

Area 10: Second Floor - Dueling Arena

This is where many testings are done with swords, blasters and lightsabers. Members often settle differences in this arena or prove who is the strongest. The force is not permitted to be used in a controlled manner outside of lightsaber tactics in this arena, and it is most common for a stabilizer unit to run to reduce the effects of weaponry to a less lethal effect, but the desire for a death match can be approved by a Paladin of Kressh, or ordered for that matter.

Area 11: Third Floor - VIP Lounge

Reserved for the Paladins and Summits, the VIP lounge had a high quality taste placed into it by Aticus himself. Women, beverages, pool, you name it the VIP lounge has it. It is quite glamorous to behold. Royal blue carpet, golden furniture, and the works. This is usually the groups favorite place to enjoy themselves when they are not training.

Area 12: Third Floor - Meeting Office

A bit smaller than most of the other areas, but intended for less comfort and more business. A single large black oval table in a room of chrome and black plastoid. The table has a holo-projector with an advanced strategic measurements and strategy development computer developed by Horus Blackheart to better assist the team in making war their job.

Area 13: Third Floor - Office of the Lord Paladin

The Lord Paladin's Office is a large office that they decorate as they please. The room comes standard equipped with desk, chairs, computers, and holo-projectors. For security two turrets remain hidden in the room at all times, awaiting stress sensors to trigger them. Also two clerks assist the Lord Paladin.

Area 14: Third Floor - Office of the Grand Paladin

An even larger office belongs to the Grand Paladin. Almost the size of a small apartment, the room comes equipped stock with desks, chairs, computers, holo-projectors, security, and two clerks.

Area 15: Third Floor - Shrine of Kressh

Where a third and final office would be expected, to the general knowledge the Dragon Paladin holds no office. A Shrine to Lord Ludo Kressh in the back of the third floor for all staff to come and worship or request guidance. It is a known fact however to all Paladins that the shrine leads to the stairwell to the bottom floors of the building.

Area 16: Underground One - Grand Hall of the Paladins

What most members of House Ludo Kressh know is that the Dome, is actually a sphere. A sight that is usually only viewed by a slight few. The Grand Hall of Paladins is where the entire unit gathers along with summits to hold meetings of great importance to the Paladins and House Ludo Kressh. Also rituals and rites of elevation are dealt with here. The room itself is massive, and the true largest room in the building. Its an entire floor of nothing but open room. The room looks nothing like the rest of the building, its dark, cold, and looks ancient as if one had entered an underground ruins.

Area 17: Underground Two - Dragon Paladins Office

The Dragon Paladin chose to place his office below ground for several reasons. The most being because he wanted it to be hidden from all knowing him other than those he considered brother and sister Paladins. This was a place that would be for him and his team, no one else except perhaps a private meeting through some manner. There were several of hidden passages to get from one area to the next quickly and not in view of the public eye. The Dragon Paladins Office is very large, and contains meditation pools, along with state of the art equipment to supply him with almost any resource he needed there at his office. A restroom and shower were also attached to the office.

Area 18: Underground Two - Advanced Training Arena

Where the Paladins alone rumble. This arena is for all things, and intended to inflict pain. Comes with torture droids, remotes, battle droids, and the works. Also arena boobie traps can be activated for an even more difficult challenge. This is also where Paladins face off against each other full scale - as while not against the code, demonstrating techniques of the PoK before the eyes of the unchosen is considered bad form. Thus they reserve themselves mostly for a bout each weekend with their fellow Paladins.

Area 19: Underground Three - Detainment Block

Another branch of the Security Office, the detainment block is where detainment cells and interrogation rooms are held. Here prisoners of House Ludo Kressh that prove to be resistant are brought to be broken.

Area 20: Underground Three - Chamber of Darkness

Imagine walking into a room of nothing but water, but standing upon it. The room is lit by nothing but a moonless sky completely around you with no sine of a horizon. It is in this chamber that the three ranking Paladins come to meditate on many things. Some where in the seemingly endless room there is an island just large enough to fit a hut a several glowing plants to light the area. The glow from the plants sent a pale blue light all around the island for several yards. It is here that the Paladins speak with Ludo Kressh himself. Other than this it is cloudless in the chamber, but it is said from some that have give given the grace of taking but a few steps into the chamber, that when the three Paladins begin to meditate atop the water, that storms have formed above them.

Area 21: Underground Four - Secret Hydro Shuttle Passage

Though highly unlikely should an event happen that the Paladins would lose the Court, it is fully capable of self destructing and the Paladins have a known escape route only to them where six Hydro Shuttles sit waiting for the chance to zip out of the establishment. Where as it is underground the scientist decided using a heated waterway to push the shuttles up and away from the building sending them flying into the air after exit for several thousands of yards would be the best escape method as flying a shuttle out of the underground would be to slow.

Paladin Garb

Cloak of the Order

"The Cloak of the Order is the pure black cloak. The inside describes the level of the Paladin. Red for Paladin, Gray for Grand and Lord Paladins, and Black for the Sage. The cloak is resistant to fire, and sharp objects, like swords and daggers and can prove to be a great asset in the Paladin's arsenal."

Sword of the Order

These black bladed swords are produced by Clan Naga Sadow's finest alchemist to achieve perfection when making them. The blade its self is resistant against lightsabers, as is the guard. The standard issued blade is a saber but once a Paladin has finished training they may choose to model their sword differently.

Ring of Kressh

Another item forged by the clans alchemist, a Ring imbued with dark energies that is said to bind each paladins spirit with their brother or sister paladin so that all their abilities may benefit each other in battle. It is also imbued with the ability to boost a Paladin's courage and will to fight in battle.