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It's that time of year again!

In the summer, we celebrated life with fire and war.
In the autumn, we remembered the dead, and honored their memories.
In the winter, we turn our focus to Revelation, to clan and camp, and defy the dark stasis of Arasuum.


Life is a trial, and no one does challenge better than the Mando'ade. Clan Veshkgalaar has called to its friends and allies to join them on a yearly rite of passage: to hunt the mightiest of beasts as clan and kindred, and endure the elements on a long wilderness trek. At the end lies feast, fire, and the comfort of camp and home. On the path lies bitter winds, freezing temperatures, hostile beasts, and the empty expanses in which to train the body and the mind. Only by working together will the pack survive. As the ancient clans of Mandalore were once exiles in the stars, so will their children journey through the wastes, so will they come to survive, so will they come to understand themselves.


This is going to be a departure from the previous two Mando festival events, because this is going to be an open world situation, and will be a combat and exploration event more in the style of our usual adventures. Planet is TBA, but will be somewhere a survival trek seems plausible. The event will come in two parts: Trekking across the wilderness in search of a giant beast to slay, then making our way to a camp where Urziya will do her usual storytelling and morale speeches, and there will be warm drinks and a feast made of our unfortunate prey.

Anyone with ties to our server Mandos is welcome to come! I am expecting a lot of entertaining culture clashes between the Mandos and Mando-esques having a grand old time suffering together, and the non-Mandos just, well... suffering. Whether or not your characters know what's about to hit them is up to you. The sales pitch Urziya has given everyone is "Join us for a hunt to celebrate Mare'cye'tuur - There will be feasting, stories, a bonfire, things to kill, hiking to do, lots of fun! Also, bring something for the clan. Like a gift or something. Something you can carry." ... making it sound a lot more like Life Day and conveniently leaving out the survival aspect. Mando'ade, feel free to know exactly what you're in for.

Because this is a combat event come well-armed. HOWEVER, note that Urziya will set a limit on the gear you can bring with you. Aside from your weapons and armor, every person can bring one additional non-combat item to the event. Ships or transports are not allowed. Remember that it must be carried with you as you walk. The animals are not the only difficulty we will face along the way, so choose your extra item carefully. We will be using simple 50/50 pass/fail rolls, but players should also choose two of the following "skills" for the event: Surveying, Ecology, Biology, Geology, Hunting, Engineering, History, Languages. These will be used to passively feed your characters information.


Who: Mandos and friends of Mandos.
What: A hunt and a wilderness trek on an inhospitable planet, followed by food and warmth.
When: TBA, see the bottom of the post.
Where: An icy rock of a planet somewhere. Most likely Hoth.
Why: "Join us for a hunt to celebrate Mare'cye'tuur - There will be feasting, stories, a bonfire, things to kill, hiking to do, lots of fun! Also, bring something for the clan. Like a gift or something. Something you can carry." If this sounds like Mando Life Day, your character would be both very right and very, very wrong.

Before You Come:
- Pick a single non-combat item of your choice to bring with you. It must be something your character can carry on their person or in a bag.
- Pick two of the following skills: Surveying, Ecology, Biology, Geology, Hunting, Engineering, History, and Languages.
- Post your RSVP with the two skills you have chosen in the thread below.

Please let me know when you're able to attend! I'd like to keep it around the Winter Solstice, but want people to be able to come. I am thinking Wednesday the 20th, but if another day or week works better for people, let me know.

Events and Occasions / Return to Rishi - Indie Night V3
« on: 10/29/17, 06:27:46 PM »
Hello everyone! To start out with, this is mostly the brainchild of @Cyone and me, but since he's been eaten by Destiny 2, I'm writing this thread to start us out. As some of you know, I made an attempt to revive Indie Night a while back, but it died for various reasons... Cyone and I have been brainstorming to figure out ways to make this one more accessible and fun for everyone to get involved with. Here's the deal so far:


Rishi! World of scoundrels, sparkling beaches, precarious haphazard buildings, black markets, and firelit cantinas... All kinds of characters can find a purpose here, no matter their business, no matter their pasts.

One problem we had in the recent revival attempt was location. Using the SH system, we often ran into a situation of not having a SH or not having people to invite on both factions. The solution: Hold it out in the world!

Indie Night, like Jedi Night, will have a "cantina" style fallback in the form of Rishi. The actual themes and events of the night will change week by week, but the planet of Rishi will be our mainstay. Keep an eye on the OOC channels and the thread here to find out where on the planet we will meet each week. Occasionally - like our Jedi Night - we will go on adventures on other planets, but the aim with Indie Night is to inspire and encourage more open world RP, for ease of cross-faction RP and to take advantage of what the game gives us already.

Rishi was chosen for its theme, but also because, with the new way Bioware is rolling out content, anyone who has subbed for even the shortest amount of time has access to all expansion content. For $15 everyone can have access to all the planets, so we figure it's no longer much of a barrier to join in.


Another problem we ran into was picking a good time and day of the week to hold Indie Night on. After throwing around days, we decided to put it up for a vote. Please select the option that works best for you in the polls! For consistency, we will probably run this in the evening like our other events. If it's on a weekend there is some leeway in timing, but weekends also tend to be reserved for one-off RPs and chatroom events in our community here. Let us know what time and day works best for you!


Independents Night is what it sounds like - aimed at the characters in the community who do not fit easily into one faction or another. For the most part this means our mercenaries, scoundrels, outlaws, and the types of characters who like to play multiple sides of the galactic conflicts the game gives us. Indie Night will not be Alliance-themed, but Alliance characters can come. It is, however, more aimed at the characters who can't really attend the Republic or Imperial events with regularity.

Indie Night is a melting pot and likely to change week by week depending on what kinds of characters attend. The more lawless environment of Rishi and the chance for the occasional adventure plot sets it apart from Dancer's Palace such that we hope the two will be able to complement one another nicely!


Let us know what you want to see out of an Indepenents Night! Whether that be adventure themes, questions, or logistical issues... We really want to see this scene open up again, and hope that you will all be interested in it as well. And vote in the poll!

Edit: I may have messed up the poll. If you cannot vote, please comment in the thread with your preferred day!

Storyboards / Shadow of Shadren - Summary Thread
« on: 10/19/17, 03:19:57 PM »
On Iridonia, a king dreams of darkness...
On Shadren, a people search for their queen...
Two planets - two factions - rest poised at the edge of conflict.

Can you avert it? Would you begin it? Will you join it?

Known to those with their ears to the ground:

Some time ago, a local news channel on Iridonia aired the following broadcast. The broadcast was quickly pulled from all channels, but enterprising slicers and the savvy local viewer will remember this feed:


"Shoppers in the sleepy town of Tira'Osh found themselves in the middle of a conflict between three Force users during a duel in front of the local cantina. According to witnesses, a Human woman—identified only as a Sith—spent some time drifting through the town's market square before being confronted. The two others, a local Sang and an unidentified Zabrak, confronted the woman, leading to sabres drawn. We bring you footage of that moment now."

Blurry footage, from an unhelpful angle, just barely shows three figures: an imposing Zabrak man in brown leathers holding a metal zhaboka and his back to the camera, a slim, hooded, Human female with a red-black lightsaber, and a ruddy-skinned Zabrak with a white sabre whose jato are obscured. They appear to be in standoff. When they do start moving, the jostling camera and the blur of the lightsabers makes it difficult to discern the action.

"Townspeople gathered in the local hall while the fight occurred. The conflict ended when a ship carrying members of the Zabrak Army landed in the market square, surrounded the combatants, and arrested the Sith. Neither the Sang nor the remaining Force user could be located afterwards for questioning. The Sith is still believed to be in custody."

Since that short-lived broadcast, neither hair nor sabertrail has been seen of this mysterious Sith, nor the people she dueled. Rumor persists, however, and those seeking answers may find ones if they go looking...

Known to members of the Jedi Order, the Office of the Chancellor, and upper echelons of the Zabrak Army:

Kal'Edar Ayrak Malid, current king of Iridonia and arbiter of the Iridonian High Council, approached Jedi and their allies gathered at the Jedi Custodum on Coruscant in search of aid. While there, he revealed that he has been holding none other than Queen Vedriat Azeara, sovereign of the Shadren Hegemony, as his prisoner for a little under two weeks.

The Kal'Edar is holding Queen Azeara under the charge of inciting violence and unlawful ingress as a Sith Lord on a Republic world. He further suspects her of spying or scouting for an attack on Iridonia, although she claims to have been hunting a traitor to the Sith Empire. The Kal'Edar himself claims to have followed a Force Vision speaking of a shadow threatening Iridonia. When pressed, he revealed that he has not yet informed the Iridonian High Council nor the Republic Senate--aside from, after Jedi prompting, the Office of the Chancellor--for fear of warmongering.

In response, a Jedi delegation has set out for Iridonia to interview Vedriat, discern the truth of the situation, and discuss how to proceed. King Ayrak has expressed a willingness to cooperate with whatever decision the Jedi come to regarding his prisoner, and will seek Republic military aid should a conflict arise, but is focused on finding a solution which does not end in war.

When last we met them, the Jedi delegation left, in the escort of Ayrak and his clan, to Iridonian space...

Known to the Empire and the Shadren Hegemony:

Known to the Empire and the Shadren Hegemony:

Queen Vedriat Azeara has been working very hard to restore the tarnished reputation of her people. Since her ascension as the sole ruler of the Shadren Hegemony, Vedriat has sent ships to serve in the engagement on Iokath, denounced the traitorous "Darth" Taelios and raided his megafactory on Shadren IV, provided the documentation of the Valefor's legal secession of the Sith Empire, and called forward her allies within the Sith to speak on her behalf.

Now, however, trouble sparks from the already inflamatory existence that is the Hegemony. A pulled, Iridonian news broadcast suggests the capture of an unknown Sith, and queries and statements from the recently vocal Shadren fall suddenly silent. There are rumours that Lady Tymeis, Vedriat's most trusted servant, reaches out surreptitiously to her believed allies...

Do you take this opportunity to end the threat of the Shadren Hegemony once and for all? Do you use it to bring the headstrong nation under your heel? Or do you seek to aid the Empire's ally, regardless of any claims against it? Act now, for the window ever closes...

Events and Occasions / Shadow of Shadren - Planning Thread
« on: 10/19/17, 01:14:35 AM »
On Iridonia, a king dreams of darkness...
On Shadren, a people search for their queen...
Two planets - two factions - rest poised at the edge of conflict.

Can you avert it? Would you begin it? Will you join it?


This is the OOC thread for the plot me and @Dassalya are running concerning the Shadren Hegemony and political stirrings on Iridonia begun way back during the great plot @Kremon ran for the server. This plot is not a sequel, but continues off of some independent threads started during that time period and since. We saw an opportunity to do a cool plot involving politics and intrigue for both factions that might pull in characters from Jedi to Sith to troopers to spies to politicians and everything in between.

The story so far...

King Ayrak of Iridonia--the head of Iridonia's High Council--approached the Jedi Order recently in search of aid, revealing that he was holding as his prisoner none other than Queen Vedriat Azeara of the Shadren Hegemony, a member of the Sith Empire. While held under accusation of entering the planet under a false identity and joining violence as a Sith combatant on a Republic world, the Queen of Shadren claims to have been hunting down a traitor, and Ayrak himself believes her to have been spying for a Sith offensive. To ascertain the truth of the matter and find a way out of the sticky political situation, a Jedi delegation was formed and sent to Iridonia to interview the captive queen. At the moment, these events are known only to the Office of the Chancellor, the Jedi Order, and certain members of the Zabrak Army. However, Vedriat is not without her allies, nor Shadren without resources of its own... Vedriat's handmaiden, Tymeis, has begun to make inquiries of her own, and reach out to her allies within Shadren and the Sith Empire.

How to get involved:

Check out our summary thread summarizing all of the IC hooks and the plot entries so far! Then come back here to join in the planning, volunteering, and otherwise keeping track of the plot. If this interests you -- Republic or Imperial -- comment in this OOC thread to voice your interest and get involved in the planning and RP events of this series.

There are several plot cruxes where players can decide what happens in this plot. That means the people who get involved will be able to have an impact in where the story goes, if conflicts break out, what the conflicts are over, etc. There are hooks in place for many different kinds of characters, so if it interests you let us know and post with what characters might get involved!

Events and Occasions / Jedi kNight: Map to the Past series
« on: 10/05/17, 03:41:45 PM »

Some time ago, Jedi Knight Bren Akket and his Padawan Jheva recovered a holocron sequestered away in an ice cave on Ilum, hidden some time ago from the invading Sith by its previous caretaker. Knight Akket has since spent his time studying this holocron's secrets. In doing so, he revealed an encrypted Gatekeeper protecting an ancient Jedi starmap... one leading to powerful artifacts and ancient sites of interest to both the Jedi and the Sith.

Now, with the map entirely decoded, Knight Akket calls on his fellow Jedi and their allies to help in retrieving these artifacts and investigate these sacred sites before looters or the Sith Empire discovers them first. The Jedi have a leg up with their map... but will it be enough to combat the long passage of time? Only you can decide the fates of these ancient treasures. May the Force be your compass!

And remember: "There is no ignorance, there is knowledge."


Starting this Thursday, me and Niarra will be alternating the usual briefing/philosophy Jedi Nights with archaeological treasure-hunting adventures! We will visit each point on the mysterious starmap, recovering artifacts of the Jedi, the Sith, and far stranger civilizations, overcome obstacles, and use our wits on the trail of this map. Many of these adventures will take place in the open world with a few exceptions. For inspirations, think National Treasure, Indiana Jones, and other pulpy sci-fi/adventure stories involving long forgotten relics and ruins.

The first of this series will be led by Niarra on Tatooine. This event series is an official Jedi Night adventure, and starts at the usual start time of 7:30 PM Server Time. We hope to see you all there! Shout out in RepublicOOC if you have any questions or need help getting to the event location.

Su'cuy vode! It seems you did not die since our summer celebration... Time to celebrate your survival with feasting, fighting, and clan!

As the sun wanes on far-off Mandalore, the clans gather to remember their origins once again. We turn our thoughts to mortality and fickle fortune, and recall a time when even
gods knew death!

(( Yes, it's Klingon and not Mando, but you get the idea - your theme for the evening. ))

This summer I held Oya'cye'tuur, A Very Mando Summer Solstice, and it was a great success. Time for the next in the series: Kyr'am'tuur, the Day of Death, a.k.a. A Very Mando Autumn Equinox. The theme is death, the dead, dying, reaffirming the fact that you are alive!, and putting grievances to rest. Expect an event of equal parts sombreness, celebration, bittersweet recollections, and the usual Mandalorian love of bloodshed. We will gather for a festival honoring something only a Mandalorian could celebrate: The inevitability of your own impending doom.

The festival will be held in four parts: Mingling and greetings, a formal greeting and recitation from the Akaanati'kar'oya, remembrances and stories of the dead, and a chance for honor duels with anyone you might hold grievances with. Festival will be held on Friday, September 22 at the Dancer's Palace during regular business hours at 9 PM Server Time. We will meet on the balcony and go from there! You do not have to be Mando to participate, but it is obviously going to be heavily steeped in Mandalorian themes.

Rules and Preparations

There are two potentials for organized interaction with the event, if you want to do more than feast and chatter.

Everyone attending should prepare to show up with stories of people your characters have lost, or at least a name or two to add to the circle. This is, essentially, a very large, very Mandalorian Irish Wake and a souped-up ceremonial version of the day-to-day Mando'a recitation of the dead. You may want to think about this before coming so you have a story or two to share!

There is also the potential for duels. A dueling ring will be set up at the event location for this purpose. Dueling will be handled talking stick fashion (this will make more sense once the event begins), and happen only within the bounds of the ring. Event-goers will respect the Palace's non-violence rules everywhere else. If you have a grievance to clear with someone, it's up to the two duelists to decide what kind of rules, rolls, or not they want to use. It will be ICly frowned on to refuse a duel... those who do may be asked to go back into the main cantina area. I ask therefore that duelists make sure to absolutely, 100% clear the duel with whoever they want to fight OOCly if they want to use this feature of the event.

Other than that, we are here to have fun! Hope to see you all there!

Cantina / What to Do With Schrodinger's Galaxy...
« on: 08/27/17, 12:52:51 AM »
I figured we should make a thread about this, rather than derailing the update spoilers thread.

The last major story update, we had a discussion about what to do with the lack of information about canon storylines or the setting from Bioware, and a lot of people said things along the lines of "Wait for the new expansion, maybe they will give us something." Well... we got to the newest story update, and lo and behold, we do not have a State of the Galaxy. I think it's time we sat down as a server and figured out what to do about the lack of setting to RP in.

Obviously this thread will have spoilers. Do not read if you don't want that! Link to previous discussions about KOTFE's RP impact and the KOTET spoilers thread for context.

Issue #1: Schrodinger's Galaxy

Is Malcolm alive or dead? Is Saresh alive or dead? Is Acina alive or dead? Where the hell are the Jedi based and who is leading them? Is the Alliance helping the Empire or the Republic in the renewed Cold War? Etc. etc. etc. While the new FP seems to be moving more towards a single, unified storyline, these big questions remain unanswered.

Having to RP in a haze of uncertainty when it comes to major governmental and military powers is becoming a hindrance to RP. It's impossible to create any kind of deep military RP, any kind of deep government RP, any kind of deep Jedi or Sith RP, when we don't even know basic things like "Where are the Jedi located?" "Who's in charge of the Empire?" Being vague has worked so far, but the further we get into renewed galactic conflict, the more (at least for me) I feel like it turns me away from RP and makes it impossible as a GM to come up with stories to run.

Individual guilds have come up with their own solutions to this, but in coming up with guild-specific solutions, I worry that we're splintering the community even more than it already is. We are a tiny community. We can't really afford that.

Coming up with definitive, server-wide answers for our canon for the galaxy would create leaping-off points for more RP in the vein of the old class stories. With a clear vision of the political layout of the galaxy, we could start to create more plots that delve into renewed conflicts, political schemes, and just plain "Who is in charge of what planet" types of questions. It would open up RP and, I think, bring back players who left because having to deal with the vague state of the galaxy was too difficult.

Obviously in order to do this, we would have to agree on what state of the galaxy we all prefer... That's what discussion in this thread can hopefully resolve (plus polls! for whatever we cannot).

Issue #2: Creating Content in a Void

One solution to this problem is what we have, thus far, been doing: Creating one-shots or standalone arcs which don't involve any of the major powers at all. This works pretty well for a short-term solution. However, it's becoming clear that we need a long-term solution since Bioware keeps holding the state of the larger Galaxy in secrecy... or just plain not wanting to write or think about it.

Creating content in a void (i.e. no impact on setting, no impact on characters, no impact on storyline) can't be sustained:

1. From a player perspective, it's not very satisfying. Your characters have no impact on the world, and the world has no impact on your characters. Without a Bioware setting to play off of, 100% of the setting, characters, plot, and impact has to be fully self-contained in the adventure itself. It can't impact the story... it can't impact the factions... it has to exist in Schrodinger's Galaxy. Characters can only grow in relation to other RP characters, and aren't allowed to impact or take part in the setting they live in. I don't know about you... but I don't find that fun.

2. From a GM perspective, it's hard to keep content going with only one-shots and self-contained adventures. We've already seen both Empire Night and Indie Night die out because of people not having the time or the ability to host adventures. It's a lot of work, and we just don't have the content creators to keep producing one-shots in the void that Bioware has given us. If we want content, we have to create it, because Bioware won't give us any... and nobody is creating content, so the big RPs just aren't happening.

The only solution to this is to have more GMs stepping up to write adventure plots and create stories for the community. Without that, we're left with whatever Bioware is giving us... and Bioware isn't giving us anything if we aren't the Alliance Commander.

So How Do We Fix This?

I see a few solutions to the problem, some better or worse than others.

1. We decide on a shared server canon for the past few expansions, create a small guide to our server canon, and post it somewhere highly visible on the site so new players can easily find it. With a shared server canon, we no longer operate in Schrodinger's Galaxy, and we don't have to rely 100% on player-created storylines and worldbuilding to drive RP. We'll be able to engage with the setting as we decide upon it.

2. Each guild and meta-group decides their own personal server canon and runs with that. This is a bad solution, to be frank. We are a tiny community, our guilds are small, and we can't really afford further splintering. Unfortunately, it's also one I see already happening. Ex. in Jedi RP there's still a lot of confusion over whether there is a Jedi Council and where they are located. This solutions adds more Schrodingering, not less, and compounds the problem.

3. We continue to make vague one-shots and try to not touch the greater galaxy at all. I already covered the pros and cons of this in Issue #2, so look up there for more details. TL;DR it's unsatisfying and difficult to sustain without people willing to actually run and write stories for the community.

4. We move ahead into a different era of Star Wars history entirely, and tell Bioware's canon to go take a hike. This is an extreme solution... but I think it has a lot of merit. Bioware is showing no signs of wanting to tell us what's going on with the greater galaxy. This would allow us to create epic Star Wars stories under a new banner. Unfortunately, Bioware can also nuke this plan from orbit with any new updates that disrupt the course we are taking as a community. But what else is new?

Obviously more solutions will come up during this thread. I just ask that people keep the topic to solutions to the Schrodinger's Galaxy and keep it productive. If you don't think we should come up with a solution, then vote Solution #3. I am going to reserve a post underneath this one to collect summaries of the discussion.

Could we make a sticky in this subforum for people to post when they've made a Guildnet and are awaiting approval? It seems like half the topics in this forum are about new guilds not having their forums turn up. Having a single thread for people to post when they've made a Guildnet and check on their Guildnet's status would be a really great thing to have!

Ex. I made one for Galaar Karyai a couple days ago, but have no update on its status and don't know if the site admins have noticed it or not to approve. But it seems a little pointless to make yet another thread about the same thing.

If not, then please accept this as the newest 'I made a guild that hasn't shown up yet and am wondering what the ETA is on that' thread and accept this bribe of cake. :cake:

Guild Recruiting / Galaar Karyai - RP-centric Mando guild!
« on: 06/16/17, 10:32:00 PM »
Galaar Karyai - "House" of Hawks

( Banner is a placeholder for now! A real one will be coming along shortly. )

Check out our Guildnet Page!


What: A Mando RP guild centered around the concept of a Mandalorian House: a banner uniting many clans under it.

Who: All Mandos are welcome! Bring a spirit for RP and a love of the hunt and clan. You do not have to change your IC clan to join. (See below)

Why: Mando RP is scarce on the server, it seems, and we wanted a guild that was fully and wholly centered around Mando RP and in the hands of RPers. The concept of being a House allows for characters to join the guild without ICly giving up their clans, though you are also welcome to join the clans of any members.

When: There is no guild night at the moment, but members can be found online at times at some of the various Impside and cross-faction RP events. We also love spontaneous RP!

How: Send me ( @Noth ) a note or post here, and we can do a quick RP and invite you in! RP is not a huge intensive process, just want to get a feel for you before joining.


House Galaar is formed of a few clans united by the symbol of the hawk and the veshok tree in which it roosts. They are traditionally hunters, and value freedom and the spirit of the hunt and clan, but the clans under their banner contain soldiers, mercenaries, and Mandalorians of all professions the culture can boast. As Zakuul's spectre fades from the galaxy, House Galaar rises from the ashes, growth from destruction, and spreads its wings through the galaxy once more to gather clans beneath its banner...

At the moment the most prominent members of the House are Clan Veshkgalaar, who share close alliances with the founding Clan (and as new members join, more will be added to this list!). Those wishing to pledge to House Galaar, under any Clan, should seek out its members and make their voices heard!

The other day, I had a lovely dejarik match with @Niarra as a bit of background flavor for RP, and, being the board game geek that I am, I just had to make myself a board to follow along with as a visual aid. Fast forward a few moves, and my MS Paint experiment turned into a Google Drawing, movable pieces, and real-time dejarik playing against a human opponent. This turned out to be a fun and satisfying roleplaying and gaming experience, that we would like to share with the community so use!


What this is: An RP resource, a visual aid for your RP emotes and to keep track of the game, and a virtual dejarik set.

What this is not: A programmed virtual game, a player vs. computer system, or any other kind of AI.

The rules are pulled from this website and modified for functional gameplay. If anyone has invented another variant of dejarik, post the rules, and we will make a board, do a playtest to make sure those rules function in practice, and post it in the OP! I am hoping to make up rulesets for all the games named in the fanon page the original rules were pulled from. What is left is Chambers and Courier. At least one of those will be a racing game, but I am up for suggestions for the second! It can be its own game or a rules variant on Standard Dejarik.

Each gameplay link sends you to an image with 3 boards. Decide which board you and your RP partner are playing on, and simply click and drag pieces to move them. When pieces are captured, click and drag to move them into the grey spaces to the side of the board.

In all game variants, opening move can be decided by dice roll or by the players through OOC discussion.

In order to use the boards you all have editing power. Please use this power responsibly and do not delete parts of the boards or edit the games themselves at all beyond moving pieces for normal gameplay.



Dejarik is a game of skill as well as chance, and the rules are complicated, but simple once you pick them. Its complexity may not lend itself directly to RP, or it may enhance it! It's up to how much you want to play it. All you need is a single D8 for each player or access to the in-game dice roller.


Spoiler: show
The rule of Dejarik are simple: Death Match.

1. Whoever loses all of their pieces first, loses the game. Whoever survives wins.

2. Each piece has unique strengths, boasting Attack Chance (AC), Defense Chance (DC), and Movement Change (MC). AC and DC determine how many D8s you will roll during an attack/defense. MC determines how many spaces your pieces can move.

Standard Game Pieces:

Savrip: 3 AC / 2 DC / 1 MC (Power Piece)
Monnok: 3 AC / 2 DC / 2 MC (Power Piece)
Ghhhk: 2 AC / 1 DC / 2 MC (Mid Piece)
Houjix: 2 AC / 2 DC / 1 MC (Mid Piece)
Strider: 1 AC / 2 DC / 3 MC (Defensive Piece)
Ng'ok: 1 AC / 3 DC / 2 MC (Defensive Piece)
K'lor'slug: 3 AC / 1 DC / 2 MC (Offensive Piece)
Molator: 3 AC / 1 DC / 3 MC (Offensive Piece)

The virtual board game pieces have AC listed as in black, DC listed in green, and MC in blue on them.

This is the standard pack that all holotables will have. In lore you can buy expansion packs and custom holomonsters, but the total number will always be 8. If you make up a custom piece or set for RP, please use the standard pieces as stand-ins rather than adding new pieces to the Google Drawing. I may add custom pieces to the guide if people come up with some.

3. At gameplay start, pieces are placed randomly around the board by the computer. This will be simulated by rolling 1 D8.

Roll Outcomes:

1 - Savrip (A balanced brute with slow movement speed)
2 - Monnok (A balanced brute with weaker defense)
3 - Ghhhk (A balanced piece who sacrifices defense for speed)
4 - Houjix (A balanced piece who sacrifices speed for defense)
5 - Strider (A vulnerable but swift defender)
6 - Ng'ok (A balanced but unaggressive defender)
7 - K'lor'slug (A vulnerable but balanced attacker)
8 - Molator (A vulnerable but swift attacker)

Place pieces in order from A through H. When you finish rolling for a piece, and after you have placed it, ignore its number when it next comes up.
Ex. If you roll a 5, place the Strider on square A. The next time you roll a 5, ignore it and reroll. Etc.

Players may decide who is on which side of the board beforehand or after setup.

Included are also tokens to keep track of which player is in which square. Move both at the same time.

4. Players each take 2 actions each round. These actions can be any combination of movement and/or attack. You must take both your actions each turn.

5. Each piece must move the exact number of spaces of its MP. Pieces cannot move diagonally, but must move along horizontal rays and circles, but can change direction mid-movement, except to retrace steps (as this would move you less than your MC). Pieces must use the entire number at once, and cannot backtrack to move less than their MC, break it into two parts, or only move partway. Pieces can 'hop' over other pieces, but cannot land on a space already occupied by another piece.

Legal and illegal Dejarik moves for a piece with 3 MP - note that the only legal spaces are adjacent to the piece itself.

6. A player may attack any defending piece adjacent to their attacking piece. Attacks pit AP vs DP with opposing dice rolls to make 1 of 5 outcomes:

     - A Kill, which removes the defending piece
     - A Push, which allows the attacking player to move the defending piece to any 1 adjacent square they choose
     - A Counter-Push, which allows the defending player to move the attacking piece to any 1 adjacent square
     - A Counter-Kill, where the attacking creature is removed from play
     - A Retreat, which allows first the defending player, then the attacking player, a Counter-Push. You cannot Push/Counter-Push a monster into the space you just occupied.

Rolling for Attack:

If Attack wins by 7 or more (hard win), Attack Kills Defense.
If Attack wins by 6 or less (soft win), Attack Pushes Defense.
If Attack and Defense tie (soft loss), Defense and Attack both Retreat.
If Attack loses by 6 or less (soft loss), Defense Counter-Pushes Attack.
If Attack loses by 7 or more (hard loss), Defense Counter-Kills Attack.
If a monster cannot be Pushed or Counter-Pushed due to being blocked in on all sides, it counts as a Kill instead.

All rolls are decided by both Attack and Defense rolling the AC and DC score of their attacking and defending pieces.

The virtual board game pieces have AC listed as in black and DC listed in green. You can also refer to the table earlier.

Rolls should use the in-game dice roller for OOC clarity.
Assuming that you are using the in-game dice roller, input /roll AC # d8 for attacks and /roll DC # d8 for defense.

7. If both players have only 1 piece left, move both pieces to the middle of the board. You must then use the higher of their AC or DC and roll off using that number until one gets a Kill.

8. This is about fun and RP. Keeping track for emote flavor is more important than focusing on details or winning. Hand-wave rules and moves as needed for RP purposes, but please always be fair to the other player and do not god-mod.



Vrax is a rules variant for Standard Dejarik using the same board, pieces, and basic framework. It combines the gameplay of Dejarik with the endgame strategy of Courtier. Of the Dejarik rules variants, this one plays most similar to Chess in feel and strategy. We found this to be the most fun of the playtesting, but YMMV!


Spoiler: show
Vrax Dejarik plays exactly like regular Dejarik except for the following points:

1. At the start of the game, one of the holomonsters on each team is labeled the King. This is decided by dice roll, like the other random starting choices. You can roll for monster placement and King in any order - it's all still randomized.

Player 1: If you roll 1-2, A is King; 3-4, C is King, 5-6, E is King; and 7-8, G is King.

Player 2: If you roll 1-2, B is King; 3-4, D is King, 5-6, F is King; and 7-8, H is King.

2. Like in Courtiers, your other pieces are labeled Guards, and serve to protect your King.

3. Also like in Courtiers, the player who gets a Kill on the opposing King both ends and wins the game.

4. All monsters keep their stats from Standard Dejarik and follow the same Attack/Defense/etc. rules.

5. If you are down to only your King, you must keep playing, because sudden reversals can and do happen in this game due to randomizing in attacks. (Happened in playtesting!)



Courtier is a tafl-variant for Star Wars. If you've played any kind of tafl game before, you have played Courtier. It is a game of pure strategy. This game works very well for RP, is simple to learn, and does not require any dice rolling.


Spoiler: show
1. Gameplay starts with the pieces arranged like in the picture above.

2. Each side has 6 pieces: 5 Guards and 1 King.

3. All players can only move 1 piece 1 space at a time on each turn, and only in straight lines side-to-side or around circles. Diagonal moves are not permitted.

4. Pieces cannot 'hop' other pieces.

5. Capture game pieces by flanking them on 2 sides. Ex:

How to capture on Courtier.

6. Double-captures occur when 4 pieces are arranged so that they capture each other. Ex:

An example of a double capture.

7. Moving into a position of capture counts as a sacrifice. You are not immune to capture by virtue of having moved there voluntarily.

8. Pieces cannot be captured by placing a piece between them and the edge of the board, only between 2 pieces. Capture must include at least 3 total pieces.

9. Play ends when one king is captured. Whoever loses their king, loses the game. Whoever captures their opponents' king, wins.

10. When a king is in danger of being captured, the threatening player must announce "Check!" This is a rule, but ICly of course you can make your character be a rude jerk and not announce when placing a king in check.

11. Again, this is for fun and RP. Use RP flavor as you want. Ex. An OOC blunder might be an opportunity to pretend your skilled character is making a risky move, or that your unskilled character is making a mistake, or that your character of any skill level is distracted by something in the environment. Be creative and have fun!



Lai Kyets is a Go-inspired cross between draughts and a racing game. Invented by the Duros, it is the ancestor of all holochess games, and simulates the travels and trials of two colonizing forces making their way towards the center of a galaxy or star system. Another complex game, strategy-wise, though the rules are simple.

Lai Kyets has not yet been fully play-tested.


Spoiler: show
1. The goal of the game is to move as many of your pieces onto the center ring as possible, and prevent your opponent from doing the same by blocking or capturing their pieces.

2. Setup is like the image, with players arranging red and blue pieces in alternating patterns along the two rows. (Red, blue, red blue; and the opposite on the other side, blue, red, blue red.)

3. To decide initiative, players roll off against each other with 1 d8. Whoever gets the higher roll goes first. You can decide among yourselves who takes which color, or roll for it: evens are blue, odds are red, and Player 2 takes the opposite color of the rolled one.

4. Pieces can move horizontally or sideways, never diagonally, in any directions for 1 square if unobstructed. You do not have to stay on the center ring, and may move backwards from and sideways on it. You may hop enemy pieces but not your own.

5. Hopping over a piece captures it, removing it from play, as well as allowing you to move 2 spaces rather than 1. Pieces on the center ring may capture sideways on the center ring and also backwards from it, just as with regular moves.

6. There are several win conditions that can occur: All remaining pieces are located on the central ring; one side outnumbers the other such that the other could not possibly put more pieces than them on the central ring; there are no more possible strategic moves; or just player agreement that no more moves are possible. In certain games players may choose to force play out until the very last possible move even in a perceived win condition.

7. Game conditions are decided to be win conditions by mutual agreement of both players. Lai Kyedts can therefore be a very short game or a very long one.

8. (Optional) In some variants, outlying pieces may be tallied into the losing player's score, making sudden reversals in who wins possible. It is up to you if you want to include this rule.

(Totally my own invention but:) In Ancient Duro, it was thought that the outcome of the game, including the outlying pieces unable to move into the center, could predict the future--outcomes of colonies, space battles, mystical battles between Light and Dark, etc. Much like Centran Sabbacc. Alternative layouts produced mathematically unplayable games which offered no challenge but are sometimes used for meditation. It is up to you if you want to let this enter into your RP. (And OOCly, I had a really hard time finding a layout for this where the 1st person who moved was not guarunteed to win. This was the only one that worked. Make of that what you will.)

Mei's thread about citizenship, Nic's excellent response, and my new Empire characters have got me thinking about how little I know about the structure of the Empire. Here's the hierarchy I have so far:

- Emperor/Empress
- Darth
- Sith Lord
- Sith Apprentice
- Citizen
- Subjugate
- Indentured Servant
- Slave

How does the Imperial Military fit into this structure? Imperial Intelligence? I know aliens now get either conscripted or enslaved, but aside from that, is the military something you join or is it more like a caste? I'd assumed it was the latter given Sith history, but I want to be sure.

How are citizens and powerbases split up? Sith society strikes me as very feudal, so do all citizens and soldiers have loyalty to a Sith Lord, or is citizenship more general? Will a Sith Lord's soldiers who report to them 'belong' to them or to the Imperial military? How separate or not are those?

Imperial Intelligence - is it entirely separate from these structures and independent? Or does it fall somewhere into these patterns as well?

I've only played my Imps in Act I so I don't have a good sense of the wider picture when it comes to the Empire.

The Trading Floor / Looking for Mando and Sith themed decos!
« on: 05/09/17, 10:46:57 PM »
I'm hoping to decorate some of my SHs a little to serve for my Mandalorian clan and my Imperial characters. Unfortunately, decos are... a lot. As evidenced by my nexu quest I am horrible at acquiring credits, and it's tough for me to find stuff on the GTN, so, I am turning to all of you wonderful people!

Some information on Clan Veshkgalaar can be found on their Holonet Page. My Sith is new, but the SH will be hosting him and his family (typical Sith decos are great, for any kind of Sith character type), and my Imperial Agent (who is a very techy/cyborg type character with a background as an Imperial trooper). When the SHs are done the Imp one at least will become a public RP spot!

Does anyone have any Sith and/or Mando themed stuff they can donate to the cause?

Additionally, if anyone has some Regal Banners (any color) and Tusken Partitions those are also something I am looking for for Tira'Noth.

Cantina / Iokath and Mando Stuff!
« on: 04/26/17, 09:24:47 PM »
@SivWysan and I chatted a bit about how to handle Mando stuff in the current timeline, with our guild, and I got some ideas from you all in the Iokath update thread and the chatbox. Figured it would be a good idea to get opinions from other players on what they want to do with their Mandos, but here is what we were thinking as a general 'state of the galaxy'...

1. Mandalore's call to muster has been fulfilled with the end of the Zakuul threat.
2. Like the rest of the galaxy, the Mandos are going back to their old nomadic status quo.
3. If the storyline specifically points out that Mandalore is pissed off enough to gather the clans again, we'll run with that, but for now we are assuming things are much more loosely organized.
4. The clans are free to play sides and pursue their own self-interests, keeping Mandos first and foremost.

We thought this would be a good solution to the vagueness problem with the Alliance, since it means our group can do a lot, including getting involved in Iokath or not, without being darmanda. This'll help us to run events for the Imp/Mando Combined Night as well. But! Since we're not the only Mandos around, thought it would be good to get input. Does this seem like a good solution to people?

First post! I would like to start up our joint Indie Night/Mando Night venture tonight. The plan is that we will be doing something every Wednesday, with different people taking the helm and different adventuring themes every week. Another goal is to get some more open world RP going since that has been something I see people wanting more of.

I thought this week we might try to work in rumors about Iokath if that works for people, but not be directly Iokath themed. I am eager for suggestions of theme and location!

Hey everyone. Since Iokath means that we might be getting back into Imps vs. Pubs I wanted to build a few outfits that have the Republic logo on them for my characters. Only, I don't know what armor sets have that! Specifically looking for suggestions for Jedi themed armors, but if you know of others that fit other classes that would probably be helpful for other people interested in doing the same.

To clarify, I'm not really looking for donations or anything, just trying to figure out what sets have this as a design element!

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