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BlackJack

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THE DEUCALIANS
AN NPC FACTION

GIVE YOUR FOES NOTHING, BUT TAKE FROM THEM EVERYTHING
DESCRIPTION


  • - ORIGINS -

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    On a primal world deep in uncharted space were a people lost to time.

    "Death is not something that pads softly through the grass. Be like death, be swift, fierce, tragic. Earn your kills, earn your time. There is nothing that cannot be taken."
    _Freya Baldr XXXIV (First Claw).
    There are stories told to children in the fringe worlds. Tales told to make them quiet before bed. Fear grips them as they grip their covers enraptured by the tales of the wolves of space. Stay quiet, stay neat, be polite, or surely they will come for you. So they do. Then the wolves come and they don't care about any of that. As those that were once scared children lay dying, at last they'd know what lives they had wasted.

    History becomes story, story becomes myth, myth becomes legend, and legend fades away. Few know the name Deucalian that do not hold it back in reverent fear. Warriors from the stars without a home or land. A wandering people bent on burning and destroying wherever they went. Like a malevolent maelstrom they leave little in their wake unburnt and unbroken.

    Still rumors fly like the raven and the savvy sailor of the stars knows to look for the signs of wolves dens and hunting grounds. Almost like a collective feeling they avoid the once vibrant trading colonies now reduced to ash. Many wonder if these marauders are even living for none had ever seen one fall in battle. What they did know was this. Blacken the night, snuff the torches, cut the lights, silence the babes and dogs and pray to your gods the fires of the sky do not descend. Every day is a blessing. Every night is a curse.


  • - CULTURE -

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    A Deucalian raiding party.
    The Deucalians are grouped in clans loosely affiliated by familial bond and fealty to the Baldr though a member of that bloodline hasn't been seen in decades after the last one went into Unknown Space and never returned. Deucalian ships work in small groups to avoid the gaze of larger forces and mostly strike vulnerable targets on the outskirts of larger civilization.
    Each Deucalian clan is ruled by a Chief. Chief's are selected by a number of ceremonies each different depending on the clan and the instruction of the Chief before their death. Most involve ritual combat either to the death or till one yields. Those who place their hand in to be a chief candidate must either succeed or become a Bersark

    Deucalian hierarchy beyond the Chief fall into many alignments, but the general rule of thumb is you get what you earn and you earn what you take. If you feel the head engineer is doing poorly, take his position and leave them in a position where they wouldn't wish to or be able to fight back. Same for any other position of authority, land, ship, or title. This ensures strength, ambition, and bloodlust do not wither in the ranks of the Deucalian.

    Deucalian live their lives for battle. When a raid is nigh the crew draws lots. One in ten have to remain aboard to man the ship while all others go off to fight. To return to the ship one must boast three kills and hold something of value. Those that fail die, or are dead to their clan for all time. If a Deucalian were to die in battle, the item of value can be the fallen ones corpse. Those that bring the fallen raider can strip them of goods and inherit whatever other items they posses including slaves.

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    A Deucalian raider with the mark of the Bersark upon her forehead
    Life aboard the raiding ship is one of companionship, drinking, and fighting. To live, to truly live, one must face death and to have so many who have faced their end so many times leads to a lively bunch. Autonomy and freedom are the most important values to a Deucalian so it is without question that the Bersark and the slave are looked down upon the most by all others, even more so than those who won't fight back during a raid.

    Slaves are rarely taken from those beaten peoples in raids, it was found the slaves made this way always attempted to damage Deucalian ships, harm their masters, or end their cowardly lives. Instead the majority of slaves come from Slave families whose reason for bondage was lost to the old histories. Every slave is branded with the seal of the clan that owns them and they will bear the brand until they die finding freedom only by death in battle. Ironically this opportunity only comes when the master specifically allows it as slaves are prized for their skills in cooking, ship navigation, and weapons maintenance.

    Those that bear the mark of the Bersark will know only battle for the rest of their days. Only allowed to fight with the greenest of raiders in the grimmest of conditions they form the vanguard of suicide missions that often act as distractions for a nearby raid. First to fight and last to leave if they can find strength to leave at all, branded Bersarks usually don't last more than a few raids before succumbing to the fate they chose. Those that live by the vibrosword, shall die by it.


    "First to bleed! Last to die!"
    _Deucalian Battle cry
    A life of battle does not pay in gold, but in good soldiers. Deucalians are the best by far. Forged in the furnace of pitched battle and crafty in the art of stealth when faced with overwhelming odds, the proud Deucalian clans make their mark upon the universe with battle as their banner. Still warring with all worlds would have snuffed their flame out millennia ago, Deucalians are not so foolish as to leave themselves isolated from their neighbors.

    Before a system is raided there is the white ship. It comes unarmed bearing a messenger to meet with all who will listen. If the planets in the system agree to give a tribute of ships, food, and drink, then the system will be passed over by the ravaging fleet. This isn't always a gurantee however as rival systems could always give a larger tribute to convince the clan ships not only to pas them over, but to turn back around and demand more. This is repeated until some poor system can't or won't pay the gold price, so instead they pay in blood.

    Besides raiding, Deucalians can be found in mercenary groups often forming elite ship boarding squads that will do the dirty work most governments would like deniability in. Their reputation for savagery and their hatred of mercy can often be enough to turn the tide in a pitched battle. While not as exciting, Deucalians have also been known to act as debt collectors and occasionally to deliver cargo. This isn't recommended as they will just take it for themselves if they like it enough.


    Laws are more like guidelines to the Deucalian clans, but the most serious ones that dictate honorable battle are followed by all on pain of death or exile. Those are the laws that dictate the use of the white ship before a raid, the proper exchange of tribute if a clan loses a battle to another, and the succession rights for all Deucalians that allow any to seek the office and status they believe they are strong enough to obtain and hold. Those left out of the right of succession are the Bersarks who failed their challenge once before and slaves who will remain slaves for all their days. No exceptions.


  • - HISTORY -
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    Freya Baldr CCXLI the First Claw looking over the starcharts made by her ancestors

    They were born on the world, Deucalia, but it was not their destiny to die there. It was said they outlived that world of legendary savagery, fleeing the cracking earth split by fire and ice. A people adrift in the endless black guided by only the faintest glimmer of hope far beyond their grasp.

    Deucalia was a world of jagged peaks and rough soil. Nothing grew there in such abundance as to allow cities and empires. Instead only roaming hunting bands could survive. Hounded by massive wolves, drakes that blew frigid gales, and the harsh landscape only the strongest and luckiest clan members survived to bring new life into this world of death. Lucky was not how they felt, proud was.

    Earning their place slowly on the harsh world proved irrelevant as the sages calling upon the old carvings foretold the doom of the planet and all who lived upon it. Some ignored the calls, others sought to pray and sacrifice to the gods for mercy. One clan did something different, the Clan of Baldr led by Freya the First Claw.

    Named for being the first to kill a Direwolf in armed combat alone, the chief led her people to the sages for a reading of their fate. From the ancient scripts the sages saw the direction of their salvation, not east, nor west, nor north, nor south, but down deep below. Thinking they were to hide in caves until the horrors wracking their world subsided, Freya led her people into the old caves of her ancestors. Marked by the same runes of the sages she moved deep into the dark to find the strangest of lights. Faint blue and pulsing she entered the strange cavern alone and emerged with news that would change the course of their collective history.

    Deucalia forged them into the people they were, but there was a beginning before the first clans. A people who rode the sky and ruled the stars and moons like kings. All was made possible by the glowing blue which allowed the strange buildings within the cave to fly. Freya Baldr and her clan may have kept this to themselves, they might have sought the stars and never looked back, but she made a fateful choice. Gathering her fastest runners she sent them in all directions with a simple message, come to the caves, or die.

    Many came, including the sages who read the ancient words in awe. After much study the cleverest of the Deucalians were able to get the ships to fly and slowly, tenuously, carefully, the clans made their way into the stars. It would be the last time they were careful for quite some time. Leaving their dying world behind they followed the charts of their lost ancestors. Finding a world populated by strange speakers they did what they had always done, they showed strength. Capturing some of the populace and slaughtering the rest they acquired more knowledge of starflight and the surrounding galaxy, a scope of peoples and places the clans had never even dreamed of.

    With this new knowledge the chiefs gathered. All gave fealty to Freya Baldr as their savior, but she knew such a peace wouldn't last. Breaking up the fleets and slaves between them she scattered them across the stars to find their destiny. For generations to come the Ten Claws of the Wolf would ravage the Outer Rim, coming and going like a beast in the night that would never end.




  • - THE CLAWS -

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    Freya Baldr First Claw leading the first raid on a new world
    The Deucalian are divided into ten clans known as The Ten Claws. Each claw has it's own family name, the Thorites, Alemanii, and Baldr to name a few. Even if not bound by blood those that come into a clans fold take upon the name. Forged together by bloody battle not by blood of the womb, that is the Deucalian way.

    Each family does things slightly differently, but under the banner of culture and camaraderie even feuding clans will honor one another and uphold the traditions of their people. From the ancient scrawling of their ancestors came a collective enlightenment tempered by the real politik of warrior customs. From this came The Laws of the Claws. Those rulings which must be obeyed lest the breaker of the oath forever be known as a coward and traitor, stripped of their family name and never again allowed into the fold of the Deucalian people.


    - THE LAWS OF THE CLAWS -
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    Freya Baldr meeting with other chiefs before the breaking into the Claws
    HONOR

    Without honor there is no meaning. Slaying a foe in their bed does not make you stronger thus it does not make you worthy to take their place. To allow such trickery among the brave is not the way of the Deucalians. When one feels their honor has been questioned they have a right to challenge the questioner. Combat decides all matters among the Deucalians and the result of the bout will be honored by both.

    BRAVERY

    Bravery is not fervor, bravery is not insanity, bravery is rushing towards an enemy one knows can be broken while also realizing the fragility of the self. The fire of Deucalia would rather burn twice as long than four times as hot, but it must burn in the end and that requires fuel for the fires. To join the pyres of the many brave is the finest death a Deucalian can ask for.

    FREEDOM

    To be free of the yoke of others is tantamount. This does not mean being alone, but simply means choosing your rulers. If you feel you have a weak ruler, kill them and take their place. If you do not feel you are fit to rule find another and follow them. Without your whole heart how are you expected to bleed for your people. To be truly free means to chose something to believe in. A man chooses, a slave obeys.

    TRADITION
    Do not forget the times of old. Each of your ancestors survived to meets the call to bring new life into the world and doing so was no easy task. To cast away the old ways is not just to lose old weight, but also to lose that which keeps you grounded in who you are. To lose yourself in the dark void of space, is to be lost forever.

    AMBITION

    Ask not for a lighter burden, but a stronger back. Our ancestors might have died upon their freezing world had they not left the safety of their caves. Never be content in who you are when there is so much more you can be. When you are not getting stronger, smarter, and faster you are not merely standing still, you are being left behind.

    RESPECT

    That which has been given to you was paid for in blood. Your very life came from the splitting of flesh as your cries mingled with your mothers. Respect first your family, then your clan, your people, and finally yourself. If you stand for nothing, you'll fall for anything and Deucalians do not fall save for the heat of battle and even then they fall with blood on their axe and a smile on their face.



ASSETS
The Deucalians possess ten fleets of raiding ships usually anchored by a large capital ship or a base of operations upon a moon, asteroid, or abandoned space station. They number in the millions with twenty percent of their population comprised of slaves and Bersarks.

Each fleet contains roughly one hundred ships that serve as living quarters and working quarters for all aboard. Deucalians freely share their bases in times of peace to refit and repair their vessels before going off to raid once more. Each raiding fleet can hold up to half a million warriors, but often make due with a few thousand clansmen. To allow for this massive show of force no supplies are prepared for a return trip as the raiders expect to both have their ranks thinned in the ensuing battle and to collect much in food, drink, and valuables to be traded for more supplies.


ROSTER
-

TITLES
Each Deucalian has a family name depending on their clan. Exceptions to this are Slaves given the surname Thrall and Bersarks who have no name at all and are simply called Bersark. Clans organizes under a chief with many advisors and other specialists. Slaves are subdivided based on their job on the ship.


  • - CLAN TITLES -
    Level 1 - Plyndrer (Raider)
    Level 2 - Banebryte (Special Missions)
    Level 3 - Allmenn (Raid Leader)
    Level 4 - Hyllebær (Elder/ Adviser)
    Level 5 - Claw (Chief/ Unobtainable)


  • - SLAVE TITLES -
    Level 1 - Thrall (Unskilled work)
    Level 2 - Thrall Ascendii (Semi-skilled work)
    Level 3 - Thrall Justicar (Skilled work/ organizes other slaves)
    Level 4 - Thrall Meritas (Leader of all slaves in a clan, advises the Claw on Slave matters)




INTENT
I intend for the Deucalians to be an interesting faction both to make characters for and as flavor for the outer rim both as a military enemy and a diplomatic challenge. To bring a warrior culture based on the Viking age hearkens to Star Wars love of naval battles and provides another warrior culture to base an honor bound character on that isn't Mandolorian.

My future hope for this faction is to create a plot tracing them back with other characters to the fabled world of Deucalia to face the beasts there and learn more of their history collectively. For now I simply hope to populate the skies of the outer rim with lurking space vikings that all can use in their stories or simply as flavor text for happenings throughout the galaxy.

 
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BlackJack

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[fancybox4=https://78.media.tumblr.com/f53f986f35be33388042e268a4cda446/tumblr_p0kt3h4YNz1rnd4zno4_r4_500.gif] Eira Baldr[/fancybox4]

NAME: Eira Baldr
AGE: 18
SPECIES: Human
HOMEWORLD: None

FACTION: The Deucalians
RANK: Plyndrer

HEIGHT: 5'6''
WEIGHT: 165 lbs
SKIN COLOR: White
EYE COLOR: Hazel

CHARACTER SUMMARY:
“You own nothing. Not the flesh of your body, nor the blood in your veins, nor even the thoughts in your mind. All is borrowed including time, so spend it while you can.”


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Character Information




  • Born under the dim light of the stars upon a Braggi Corvette, Eira was marked in soot by the Hyllebær with the markings of both Furi and Valkar, savior and destroyer. This proved prophetic as the young lass took both to the ways of battle and was fascinated in the art of healing. It became a common sight to see the young Eira taking down an older Plyndrer (usually a boy) and upon beating him senseless spending the afternoon fixing them up.

    Under the Baldr name she was commanded by the descendant of the legendary Freya Baldr. Unlike the other Clan lines, the Baldr clan had an unbroken bloodline as did Eira who was actually cousin of the current Claw, this mattered little in cultural terms, but Eira had no head for politics anyway content instead to raid, heal, and otherwise help her people.

    Not content to merely ride with the Baldr, Eira made her own way at 16 with a brief stint at Valkarian Securities. There she learned the subtle art of choosing ones battles and how the herbs of healing can just as easily become a deadly poison. With these lessons of the shadows, Eira came into the light of battle once more riding along the White Wolves at the age of 17. Enraptured with the glory of truly massive battles and sieges, she nearly fell into the side of Furi. All that changed when she lost her entire squad to a single hellish blast from beyond her sight.

    Now she seeks another look into the many shifting truths of her world. Whether that be with the Thorites, who honor tradition above all, or perhaps the Friscii who look to the future, or maybe even beyond the Claws among the people of the greater universe, Eira promised herself she wouldn't stop searching, she wouldn't stop healing, and she would never stop fighting for what she believed in.



  • Eira is curious and curiosity has a way of being deadly in this violent verse. So by necessity Eira is equally deadly. Having grown up in a culture where strength is paramount the young Deucalian never backs down from a fight. That being said she isn't stupid and fighting just to die isn't worth the honor which can always be reclaimed.

    Always ready to help a fellow clan member, she isn't against alliances of mutual benefit. Her time with the Alemanii taught her the use of alliances, but also the distrust of those built on credits. Meanwhile her time with the Valkarians taught her trust is the only true currency in the galaxy while the Baldr insisted it was loyalty. If Eira has learned anything, it's that truth is whatever it is at the time.

    Due to her curious nature, the young Deucalian will often engage in conversations of exhaustive questioning almost as if each individual has a tree of informative dialogue to be replied to with another confused interrogative. That being said, Eira is more into action than words as she knows one clearly speaks louder than the other. "A thousand papers are not as deep as a single wound," her mother taught her and it's proved prophetic advice as treaties fail, but debts of honor hold till the end.

    Still searching for her place in the verse, whether it be with her people, tending to the wounded, inflicting the wounds, quietly manipulating those in power, or something greater still, Eira keeps her eyes open her ears keen and her tongue forever questioning everything and anything that can answer her, even if it is but the echo of the wind.







 
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BlackJack

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[fancybox4=https://pbs.twimg.com/profile_images/651594910840291328/O4VfXFqW_400x400.jpg] Tanga Wren[/fancybox4]

NAME: Tanga Wren
AGE: 23
SPECIES: Human
HOMEWORLD: Krownest
SEX: Female
FACTION: Mandolorians
RANK: Marauder
FORCE SENSITIVITY: No
HEIGHT: 4'11''
WEIGHT: 107 lbs
SKIN COLOR: White
EYE COLOR: Cyan

CHARACTER SUMMARY:
Orange in my culture is symbolic of a love for life. Many would say that also means one would have a hate”


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Character Information




  • Born under the dim light of the stars upon a Braggi Corvette, Eira was marked in soot by the Hyllebær with the markings of both Furi and Valkar, savior and destroyer. This proved prophetic as the young lass took both to the ways of battle and was fascinated in the art of healing. It became a common sight to see the young Eira taking down an older Plyndrer (usually a boy) and upon beating him senseless spending the afternoon fixing them up.

    Under the Baldr name she was commanded by the descendant of the legendary Freya Baldr. Unlike the other Clan lines, the Baldr clan had an unbroken bloodline as did Eira who was actually cousin of the current Claw, this mattered little in cultural terms, but Eira had no head for politics anyway content instead to raid, heal, and otherwise help her people.

    Not content to merely ride with the Baldr, Eira made her own way at 16 with a brief stint at Valkarian Securities. There she learned the subtle art of choosing ones battles and how the herbs of healing can just as easily become a deadly poison. With these lessons of the shadows, Eira came into the light of battle once more riding along the White Wolves at the age of 17. Enraptured with the glory of truly massive battles and sieges, she nearly fell into the side of Furi. All that changed when she lost her entire squad to a single hellish blast from beyond her sight.

    Now she seeks another look into the many shifting truths of her world. Whether that be with the Thorites, who honor tradition above all, or perhaps the Friscii who look to the future, or maybe even beyond the Claws among the people of the greater universe, Eira promised herself she wouldn't stop searching, she wouldn't stop healing, and she would never stop fighting for what she believed in.



  • Eira is curious and curiosity has a way of being deadly in this violent verse. So by necessity Eira is equally deadly. Having grown up in a culture where strength is paramount the young Deucalian never backs down from a fight. That being said she isn't stupid and fighting just to die isn't worth the honor which can always be reclaimed.

    Always ready to help a fellow clan member, she isn't against alliances of mutual benefit. Her time with the Alemanii taught her the use of alliances, but also the distrust of those built on credits. Meanwhile her time with the Valkarians taught her trust is the only true currency in the galaxy while the Baldr insisted it was loyalty. If Eira has learned anything, it's that truth is whatever it is at the time.

    Due to her curious nature, the young Deucalian will often engage in conversations of exhaustive questioning almost as if each individual has a tree of informative dialogue to be replied to with another confused interrogative. That being said, Eira is more into action than words as she knows one clearly speaks louder than the other. "A thousand papers are not as deep as a single wound," her mother taught her and it's proved prophetic advice as treaties fail, but debts of honor hold till the end.

    Still searching for her place in the verse, whether it be with her people, tending to the wounded, inflicting the wounds, quietly manipulating those in power, or something greater still, Eira keeps her eyes open her ears keen and her tongue forever questioning everything and anything that can answer her, even if it is but the echo of the wind.







 
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BlackJack

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[fancybox4=http://cdn.collider.com/wp-content/uploads/2016/10/john-wick-2-ruby-rose-ares.jpg] Jacki[/fancybox4]

NAME: Jacki
AGE: 29
SPECIES: Human
HOMEWORLD: Dromund Kass

FACTION: The Old Empire
RANK: Imperial Agent

HEIGHT: 5'7''
WEIGHT: 165 lbs
SKIN COLOR: Fair
EYE COLOR: Light Green

CHARACTER SUMMARY: See Below



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Character Information



  • Life in the Empire meant an order to things. Everyday had a purpose growing up which is frankly more than most people got. If I had been born anywhere else in the galaxy I would have died of boredom had my genetics not done me in first. A peculiar mess my genes. One little sequence was off and it sent a rash of cancer through my throat so rapidly I looked like an angry toad. It'd be funny if it wasn't so sad.

    Empire doctors did me good though. Cut out all the unnecessary parts including the vocal cords in my opinion. My parents were a bit miffed that I couldn't be a politician, but I figured actions spoke louder than words. I was wrong of course, it turns out in politics words speak much louder than any action, but in that discovery, I learned the true value the quiet can bring.

    You see order isn't the lack of chaos, it is the illusion of its absence. While fist fights, riots, and civil war might abound in the sectors ruled by Mandolorians or other lesser governments, in The Empire we take the smallest infractions as seriously as the big ones. That way the big ones can never occur and people can live out their lives in peaceful and blissful ignorance.

    My instructors in my agent training seemed to take a liking to me. Unlike the pampered prats surrounding me, I didn't talk back. Took them a month to realize it was only because I was entirely incapable. While I agree with the Empire it doesn't make me blind to the incompetence of certain forces within. While I was somewhat forced to keep these opinions to myself, I could easily tell I wasn't the only one with such misgivings.

    That was some time ago now. While I'm just starting in the field I've been given a larger scope of freedom than I could ever dream of. While soldiers and governors might be given exact parameters on what to do with their time, agents are much more performance based. That was a double-edged sword however and fail enough and you might find yourself on the wrong end of a Sith's saber. Not that there was a right one mind you.

    Biding my time, ensuring the scales of peace and order stayed balanced by fear and justice, I seek to make a greater Empire. In these troubling times its easy to forget what joys Imperial Authority can bring to the common man. That's okay. Me and the many other agents embedded within the populace are more than happy to remind them while everyone else forgets they exist.

    Quiet. That is the true sound of Order.




  • NAME: Nicole Milgrim Stauss

    FORCE SENSITIVITY:
    Negative

    HEALTH CONDITIONS:
    Mute

    ACADEMIC PERFORMANCE:
    -Interrogation-
    Unique techniques with above average results despite disability.
    -History- A perceived joy in the subjects of our Great Empire's victories. Doesn't ask inappropriate questions like the others.
    -Field Medicine- More interested in using poisons than counteracting them. Average performance
    -Languages- Understands Basic, Mandoa, and conversational Shyriwook. Unusually proficient in sign language
    -Firearms Training- Strict obedience to field regulations. A healthy respect for her weapon. A little quiet.
    -Hand to Hand Combat- Despite smaller stature, student displays an aptitude for martial techniques above most in the class. Excellent with a knife.
    -Interpretive Dance- Mediocre

    DISCIPLINARY RECORD- Minor infractions involving tardiness, obscene gestures and an incident with a fish stick.
    ****************************
    CLASSIFIED
    ****************************
    Reviewing Records, family history, and overall capability Imperial High Command recommends subject for activation as Field Agent. Registering credentials:

    ACCESS CODE O4#FF68HVRHS21

    CODE NAME:
    Jacki



 
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BlackJack

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General Information

Organization type
Founder
Leader(s)
Member(s)
Strength

Security Contractor
Karisa Valkaria
Astrid Valkaria
Deucalian Clans
2500 Deucalians


Societal Information

Base of Operations
Official language(s)
Political Alignment
Corelia
Basic, Deucalic
Neutral / Unaffiliated


Historical Information

Formed from
Date established
Valkaria Clan
c. 6,994 BBY
_

.
VALKARIAN SECURITIES

Excerpt · History · Organization & Philosophy · Methods & Tactics · Notable Members

Valkarian Securities, is the company run by Fifth Claw, Astrid Valkaria head of the Deucalian clan of the same name. Like it's elusive and clever people, Valkarian Securities specializes in the shadier side of war and domestic affairs. Situated on Corelia in two literal ivory towers, some of the finest spies, assassins, corporate saboteurs, private investigators, and slicers come from and to this organization to find a challenge worth their talent and time.


_

History

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Founded by Karisa 'Yggdrasil' Valkaria, Valkarian Securities gained a reputation in all circles except those who would stamp down its unethical practices. Working with the elite of many world's in their game of thrones, Valkarian Securities seeks no power, but instead information. It was Karisa's belief that knowledge was the only true power, but not in an academic sense. She believed in something a bit more practical


Working with anyone who could pay the price and never disclosing their clients, Valkarian Security agents began to grow a reputation as truly elite workers in the field of espionage, sabotage, and general wet work. One of the best examples of their reputation was despite being known for these things they had yet to be pinned for any of it. That level of deception while maintaining gravitas separated them from other similar organizations.

Deucalians had always been known as raging barbarian brutes and this preconception about the opportunistic clan was used to their advantage. In their early days before being established on Corelia they would often shadow other clans. While Frosted Helms, Bleedenstag, and even brave Baldr did the heavy lifting they would swoop in after to get lost in the chaos. These broken communities unknowingly hired from the same group that just broke them and Valkaria reaped whatever they could from charred fields and ruined homes.

Acting as a vulture soon grew weary and it became clear to Karisa that the clan needed a permanent home so that the tree might take root. Many worlds were explored for possible settlement, but roughing it in the Rim was not a prospect the conniving Deucalian wished for. Corporate espionage requires corporations and many could be found on Corelia with the added benefit of their work not being directly under the nose of the Senate. So deciding on their spot, Karisa began to call in old favors. Valkarian Securities opened its doors less than a year later and from this there power has only grown.

With a little black book of everyone's dirty secrets, Valkarian Securities walks the razor's edge as they find their contracts sending them against targets from every planet, faction, political affiliation, and species. By never discriminating in their marks they find a balance. So far none has rose up and blamed them for their work, it's just business after all. A brief period of reform occurred after Karisa died where Volga Valkaria took up the reigns. Volga desired to legitimize the business and increase ties to the Republic as a security contractor for the Senate. On her way to meet several Senators, she arrived dead an odd white foam emanating from her quivering maw.

Astrid Valkaria took up the mantle quite quickly and consolidating her power as CEO and Fifth Claw, the upstart woman seeks to spread the webs of information across the stars. For the only power in the galaxy greater than a super weapon, an army, or even the Force were secrets. In this, Valkarian Securities has no shortage.

Training & Hierarchy

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Valkarian Securities is based in Deucalian culture as roughly 95% of its employees were clan members, but there was also a distinct wave of new beliefs to match their fairly Un Deucalian focus. This came from years of training and their almost complete focus on the Elite of their membership, the Agents.

Agents number 2500 and perform the mission work that comprises most of Valkarian Securities profits. They are trained rigorously in stealth, languages, slicing, melee combat, assassination, firearms training, poisoning, vehicle handling and many other essential skills needed in the field. A Valkarian Agent can be anyone, anywhere, and kill most anything with enough preparation and information. Often traveling from place to place to keep up the contracts that Valkarian Securities handles they very rarely return to headquarters leaving their assistants to stand as messengers between the two entities. That isn't to say Assistants are mere secretaries. They receive training alongside agents and are expected to replace them upon an agent's death, however that death may come.

Assistants come from the young less experienced ranks of the Valkaria and increasingly from poor alien communities. They are trained in the art of subtly, stealth, and tact. Organization is their main goal as they ensure and carry the Agent's non sensitive data at all times. Sometimes called in to shadow and help their agent each assistant is kept with one agent and each agent has one assistant. This mentor mentee relationship seems nice until one realizes the Assistant can only move up in the world by their Agent's untimely death. This tends to create tension between many pairings that more than often ends in unorthodox relationships.

Valkrian Securities has many more souls than 2500 Agents and 2500 assistants. It comprises many thousands of people. Those of working age not deemed fit to apprentice with an agent are given many other roles within the company. Clan members are given jobs in accounting, security, advertising, and other essential corporate services. While they aren't expected to kill those above them like Assistants, these workers nonetheless take part in an extremely cut throat corporate culture constantly trying to undermine those above and below them to ensure they can rise or maintain their rank.

Like all clans, Valkaria has slaves. Born into the slave families, or acquired through various contracts as payment, these slaves are in Republic space and thus can't be referred to by these titles. They are slaves in every way but name as these 'junior employees' find themselves on the dead end tracks of the organization. Drivers, janitors, maintenance workers, mail room workers, coffee fetchers, secretaries. Slaves make up the bulk of the less important work that nonetheless lets those true clan members do their jobs more efficiently in a clean and safe work environment. Wages are paid to them but most is funneled into their retirement fund. Retirement for Junior Employees is of course 98 years old.

Every Valkaria as a Deucalian is given some basic training in fighting and any Valkaria dissatisfied with their lot in the clan is free to seek another clan or even to fight for the White Wolves. No Valkaria with sufficient will will find a lack of opportunity in Valkarian Securities, for any obstacle is merely an opportunity in disguise and every opportunity is a neck to slice.
Corporate Philosophy

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Valkarian Securities is built on three major ideas. Do the job right, do the job well, never mention the details. Nothing in the galaxy is worth quite so much as discretion and discretion is Astrid's middle name. Those who contact or come to Valkarian Securities' headquarters for an appointment will be asked to leave all electronic devices behind as they are secured in a lockbox that the client will set a key code for. Whisked to one of the many soundproof interview rooms the client will get a sit down with an agent assistant to go over the broad idea of a case. All recordings of the encounter are kept in the custody of your agent and destroyed after the job is complete or contract terminated. Only the agent themself will be privy to the particulars of the case. All clients big and small get this treatment to insure no outsider could target a larger client based on the behavior of the staff.

Valkarian on the record works for private investigation, security assessment, and special contracting. Special contracting is a blanket term for the grayer areas of the organization including but not limited to sabotage, assassination, and spying. To request this type of contract a client merely needs to ask for a 'light hand' in their dealings and the assistant will call in the agent immediately. These sessions are not recorded as all Valkarian Security agents are trained to detail a significant amount of details to memory recording what they must in code.

Every member of the Valkaria clan finds their place in Valkarian Securities or they leave. Slaves of the Valkaria are kept on as janitors, maintenance workers, landscapers, and other less desirable jobs to both ensure a clean workspace, but also secure those jobs from potential intrusion by others as every menial worker will be known by name logged in the Clan Slave records by the Thrall Meritas.

Valkarian practices a particularly cut throat corporate culture as every member of the staff thinking of climbing the corporate ladder does so on the corpse of their predecessor. As no one jumps ship to other companies on pain of death the only quick way to a promotion is to eliminate your superior. This sense of competition keeps workers ever focused on their cases, appearance, and personal security which creates a work environment that if anything is never dull.

Notable Members

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With a history extending back almost a century, Valkarian Securities have had a handful of truly distinguished members.


  • Karisa Valkaria—The Founder of Valkarian Securities, the clever Karisa came to be known as Yggdrasil as her roots seemed to be everywhere undermining her enemies and feeding her allies valuable information and one was ever sure which they were. Her clever guidance through the stars led her to Corelia where her clan could settle as a corporation and begin forming a culture of exceptional work with impeccable discretion that continues to this day.

  • Astrid Valkaria— Current Ceo and Fifth Claw of the Valkaria Clan, Astrid Valkaria is a woman of guile, tact, and when necessary incredible cruelty. To her face she is the honored Fifth Claw, but behind her back she is known as Lady Hel. While it seems a harsh name the cruel irony was that Astrid herself selected, to be associated with death was a compliment in her eyes. She gained power by killing the former Claw and she will kill to keep her place. Any threat can be eliminated and everything is a threat if you look close enough.
    _
  • Einar Valkaria— Son of the former Claw, Einar Valkaria is an exceptional agent in every way except his inability to not be intoxicated. While he seemed to take his mother's untimely death somewhat well despite being groomed for the CEO spot most of his young life, most know that Einar is simply waiting for a chance to strike back at Astrid, one never lasted long in the company if they were not opportunistic. Till then he surprisingly is one of the most successful agents in the company.
    _While
  • Kyl Selina—An outsider hired by Valkarian Securities through a training program, Kyl Selina is assistant to Einar. Constantly cleaning up his messes both literal and figurative, the cat-like woman uses her cat-like reflexes to make sure both of them look good when it comes time to turn in their reports. Kyl is a testament to the diversity initiative Astrid is pushing so they can operate more effectively on alien worlds.
 
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Valkarian Securities
Valkarian Securities is the company created by Fifth Claw, Astrid Valkaria head of the Deucalian clan of the same name. Like it's elusive and clever people, Valkarian Securities specializes in the shadier side of war and domestic affairs. Situated on Corelia in two literal ivory towers, some of the finest spies, assassins, corporate saboteurs, private investigators, and slicers come from and to this organization to find a challenge worth their talent and time.

Description
Valkarian Securities is built on three major ideas. Do the job right, do the job well, never mention the details. Nothing in the galaxy is worth quite so much as discretion and discretion is Astrid's middle name. Those who contact or come to Valkarian Securities' headquarters for an appointment will be asked to leave all electronic devices behind as they are secured in a lockbox that the client will set a key code for. Whisked to one of the many soundproof interview rooms the client will get a sit down with an agent assistant to go over the broad idea of a case. All recordings of the encounter are kept in the custody of your agent and destroyed after the job is complete or contract terminated. Only the agent themself will be privy to the particulars of the case. All clients big and small get this treatment to insure no outsider could target a larger client based on the behavior of the staff.

Valkarian on the record works for private investigation, security assessment, and special contracting. Special contracting is a blanket term for the grayer areas of the organization including but not limited to sabotage, assassination, and spying. To request this type of contract a client merely needs to ask for a 'light hand' in their dealings and the assistant will call in the agent immediately. These sessions are not recorded as all Valkarian Security agents are trained to detail a significant amount of details to memory recording what they must in code.

Every member of the Valkaria clan finds their place in Valkarian Securities or they leave. Slaves of the Valkaria are kept on as janitors, maintenance workers, landscapers, and other less desirable jobs to both ensure a clean workspace, but also secure those jobs from potential intrusion by others as every menial worker will be known by name logged in the Clan Slave records by the Thrall Meritas.

Valkarian practices a particularly cut throat corporate culture as every member of the staff thinking of climbing the corporate ladder does so on the corpse of their predecessor. As no one jumps ship to other companies on pain of death the only quick way to a promotion is to eliminate your superior. This sense of competition keeps workers ever focused on their cases, appearance, and personal security which creates a work environment that if anything is never dull.

Staff
20,000 people work for Valkarian Securities in one form or another. The vast majority of them are office workers, slaves, receptionists, and assistants. Agents form the backbone and elite of the organization and number only 2500. Most workers are constantly off site on assignment, but roughly 7500 workers live permanently near the Valkarian Securities campus on Corelia in worker housing.

Notable staff include:

  • Astrid 'Discretion' Valkaria - CEO of Valkarian Securities and Fifth Claw of the Deucalians. A formidable mistress of mischief, Astrid has plans within plans and trusts no one in her ever changing machinations to maintain and grow her tangled web of information brokering, gathering, and manipulation.

  • Einar Valkaria - Agent of Valkarian Securites and once heir apparent to the former Fifth Claw now deceased. Despite his many vices he is an extremely competent agent.
  • Kyl Selina - One of the few assistants from outside the claw, Kyl Selina represents a rare minority that worked her way up to assistant. This is a significant feat and often a stumbling block for many as Astrid has restricted the number of agents to 2500 to maintain that cutthroat competition she prefers among her employees.

Intent
This is a breakdown of Valkarian Securities an asset of The Deucalians. As an interested party means to work towards influencing and obtaining this asset I made this to give them a better understanding of who and what they are dealing with to insure player and DM are on the same page once the plot begins.
 

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|Faction Influence
x
The Republic
Chapter 1: Securing Our Borders
x
Thousands of years ago, the most prominent Core Worlds came together to form a new galactic government: the Republic, a trade union and central government where citizens from all across the galaxy could come to speak to their peers and solve the problems of the day in a democratic fashion. The Republic has stood for centuries as the embodiment of those ideas, as its member worlds seek to better themselves and the galaxy.

The end of the Grand Army of the Republic's involvement in the Great Jedi Civil war and the election of Supreme Chancellor Mori Valorum promised to live up to the ideals on which the Republic was founded. However, claims that the Hutt Cartel has set his sights on Alderaan and the attacks of a group of rogue Jedi Exiles on Balmorra now force the Republic into action to protect what it holds dear.

|Progress

|Primary objective
  • Investigate Werner Antilles's claims that the Hutt Cartel has orchestrated the election of Queen Lucille of Alderaan.


|Secondary objectives
  • Help Balmorra recover from the assault of the Jedi Exiles.
  • Recruit new pilots and soldiers for the RDF.
  • Hold a meeting of the Senate Security Committee.
  • Organize a military parade on a limitrophe world.
 
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BlackJack

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It wasn't supposed to be like this...



[fancybox4=https://img.buzzfeed.com/buzzfeed-static/static/2016-01/22/5/enhanced/webdr06/original-21391-1453457408-3.jpg?downsize=800:*&output-format=auto&output-quality=auto] Jack Graves[/fancybox4]

NAME: Jack Graves
AGE: 32
SPECIES: Human
HOMEWORLD: Dantooine

FACTION: Indie
RANK: N/A

HEIGHT: 6'3''
WEIGHT: 186 lbs
SKIN COLOR: White
EYE COLOR: Hazel

CHARACTER SUMMARY:
“You think you can put it behind you, but you can't. It's like a shadow. A clinging darkness.”


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Character Information




  • To the love of my life,

    Wherever this may find you, I hope it's bathed in sunlight. I hope the rain is far from you. I hope it's quiet and the air is warm and peaceful. I want you to feel in complete and perfect contentment so that every time you feel that way you think of these five words.

    I'm going to kill you

    I did a lot of thinking in that cell. A small area to pace means I had to expand my mind. As my viewpoint widened I tried, I tried to find a way to forgive you. All the machinations of my mind could not tinker a trinket of any worth to your existence. See, I can forgive you for me, but I won't let you do this to her. Not after what happened to the boy... to my boy

    There were no secrets between us. You saw me for exactly who I was and I finally saw you for what you are. You're beauty beyond measure, like every other lie. As I scratch out these words I know will come to your soft lips, I dream only of clamping a hand around them. No words condemned me. No words will save you.

    As you read these crumpled words that found you know I am close behind. I'm coming for her. I'm coming for you. You said it wasn't supposed to be like this.

    I agree.

    With all my love,
    Jack



  • Patient 567003

    Name: Jack Graves

    Nature of Offense: REDACTED

    Physical Condition: In a word, excellent. Jack Graves appears to use almost all of his free time to train his body. In the yard he is constantly lifting weights, running, or otherwise exerting effort. His cellmates complain constantly of his grunts into the late hours of the night. When searching for his resting heart rate our physician couldn't find one until he shook his legs.

    Tall for his species, the Patient practices poor posture. Slouched with his head on a swivel. This could lead to spinal problems and they should be encouraged to correct this. While Patient exhibits a great deal of exertion in physical condition, multiple cuts and contusions remain unexplained by even the most strenuous workouts. Patient is uncooperative when probed about this.

    Psychological Profile: Quiet. Brooding, the Patient displays a calm temperament that borders on unnerving. Multiple witnesses reported the Patient not blinking for up to forty five minutes while staring at a single point. Despite this the Patient scores in 96th percentile for intelligence, notably their score increased under stress, an anomaly among the group.

    Patient has failed to make any social connections with anyone in the facility. Words exchanged on a weekly basis many times fall under ten. While this would lead to the belief in antisocial tendencies, I believe the Patient may have a sophisticated nonverbal communicative ability. Patients, staff, even some guards show him unusual deference. Goods are exchanged without explanation. It is natural to fear the unknown, but it is even more natural to fear what is known and what cannot be changed. This Patient beyond all others makes me afraid.

    Recommended Treatment: Immediate Release

    Treatment Performed: REDACTED










 
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