Turn Two ZarcathThough they remain wary of you, spending money does have a way of loosening lips easing concerns. The members of the Laden Gale tell you of the dangers below, and provide 3 of their smaller repulse barges equipped with turrets that they use to explore underneath the canopy. As guides, they provide around 30 of their force sensitive Hunters, led by the fiery Erin Mosley. Titus senses strong potential from her.
Threats include: The Myrczoth: a fungal system that’s covers the forest floor and tries to devour living things that come into contact with it. Lechepods scoot along the floor, eating the Myrczoth. Levethans are large reptilian beasts with 4 limbs and wings that eat the Lechepods. Garamonds are large creatures with 4 arms that crush interlopers. Various creatures that travel among the treetops, including Varelines that glide from branch to branch, quick mamillains with a vicious bite and incredible speed.
Hunters are force adepts that have incredible accuracy and speed. Armed with advanced blasters manufactured on another barge, equipped with a rapid fire mode, and another that fires heavier shots to deal with larger creatures.
(Titus and Ulaan get a bonus to their actions on Zarcath this turn, though anyone else can still join.)
Trusts: According to the scant lore about Trusts, they are created to keep a Master’s knowledge alive. Most require some way to identify or prove that those seeking their knowledge are worthy inheritors. There are legends of ancient masters arising back to life, but they are probably just fables.
Catalogue: The Trust
Frozen Sith Warrior
2 holocrons
Entrancing Scepter
The Broken Yet Whole Stone (Shattered rock held together by the Force)
A dormant Soul Stone (has some sort of potential, but it had very little flicker. )
The Assassin Droid
4 sets Ancient Battle Armor
16 trophy lightsabers
3 potential wealth points in materials
Library containing works on history, techniques (further study required to learn more about these techniques. )
- Mind Rip (Ritual)
- Invisibility
- Modify Creature
- Dark Nexus creation
- Improved meditation
Training progress: 3 / 12
2 FP initiates: 300 - 5 (4 dead + 1 promoted to 4 FP)= 295
3 FP Acolytes: 30
4 FP Aprentices: 0 ( +1 breakthrough -1 killed by Ska Thar)
Council Orders of Business.
The council chambers are Dark, of course, but viewports take up the majority of the forward wall of the room. The center table is a mostly whole circle, with a cut out leading to the middle where speakers can address the council.
This meeting , Master Harrow begins by going over the training options available.
Acolyte: What the Vanacari are known for, acolytes are Sith that are skilled with the lightsaber and the Force. In addition to their battlefield capabilities, they can support large scale rituals, making them excellent supports. You currently need to train a hundred to provide the Empire.
Warrior: The standard across the Empire. They are trained in battlefield tactics and are skilled with blaster and lightsaber. They are deadly in close quarters. Good allrounders.
Ranger: Specialized ranged combatants. Very skilled in blasters, carry lightsabers as backups. Receive additional battlefield, survival training.
Currently all initiates are being trained as Acolytes, you need 100 acolytes to satisfy Imperial demands. You can vote to adjust the allotment, or to allow yourself to train a group into your thing. Smallest split you can do is a platoon (at least 30). Master Harrow also requests the Ska Thar be moved from training duties into a more external role. Ska Thar can object, but arguments from both sides must be heard from the council before a vote is taken.
Captain Garlesh (Selkath) is pleased with how the Dread Mandate is handling. He advises avoiding bringing the ship to Styrax, and wants to avoid tangling with any capita ships unless absolutely necessary.
Experience Points: +150 xp from vault
150/1200
Experience points are shared by everyone.
Turns: When writing up your turn, you can have one major action and one minor action.
Major action: Actions that take up majority of time. Most of the actions from last turn, gathering information, going on expeditions or quests.
Minor action: Small actions or one time events. Gain an apprentice, crafting an item, or learning/creating a ritual.
Most of the opportunities from last update still apply, excluding the vault which is mostly completed. Berius has won the challenge for this turn, and will receive a special prize.
Those of you looking for apprentices, feel free to create your own. So far none of the initiates have shown significant promise to immediately draw your attention.
If I missed your action, let me know or just assume whatever you did was successful and proceed as if it was, and I’ll pull it back if I need to.