Star Wars: Rule of Two (Sith Quest)

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"Two there should be, no more, no less. One to embody power, the other to crave it."

Passion...
0.0: The Dark Lords

Telamon

A corvid.
Location
Texas
"Two there should be, no more, no less. One to embody power, the other to crave it."

Passion.

Strength.

Power.

Victory.


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Since time immemorial, the Sith Lords were the archrivals of the Jedi Knights. Time and time again they struck from the shadows, bringing death and fear in their wake, and again and again the Republic trembled under their might. The wars they waged changed the very face of the galaxy, and their hate and power shaped the living Force. For countless eons, they were a force of change and chaos, and the mightiest among them ruled as gods in their own right, dark lords who could defy death itself.

But now, they are gone. They have been gone for millennia. The Jedi defeated the last of the Sith on the planet Ruusan long ago, after a thousand years of war, and wiped them from the face of the galaxy. The Sith Lords, those ancient masters of the dark side, are no more.

Or so it is said.

The Sith survived, and still survive, as they always have, yet now they are changed. For too long, petty infighting and warring among the countless Sith lords has weakened them, made them easy prey for their true enemies. No more. Now, there shall ever only be two: one to rule and one to obey, one to teach and one to learn--one to die and one to live. It is the Grand Plan, the survival of the strongest and the fittest, until at last only one remains, a dark lord with the knowledge and power of all before him, a dark lord strong enough to destroy the Jedi at long last, and assume the rightful destiny of the Sith Lords.

This is the way of the Sith reborn. It is the Rule of Two.
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Welcome to Rule of Two, a Star Wars-based Sith quest focusing on the centuries before the Clone Wars, a time when the Republic entered a long period of stagnancy and rest, and the Jedi grew complacent and unaware of the threat in the shadows: the Sith. In direct opposition to the empires of ages past, the Sith of these times operated in shadow under the mandate of the Rule of Two--namely, that there were to be only two Sith lords, a master and an apprentice. The weaker of the pair would be killed by the stronger, who would take an apprentice, pass on his knowledge, and start the cycle over again.

You will begin playing as the latest Sith lord in this long chain of Sith. It is up to you to find your own apprentice, teach him all you know, and increase your own power and influence in the galaxy at large through your public persona--all whilst avoiding revealing yourself to the Jedi or being murdered by your own apprentice. And when you die, you'll continue playing as your apprentice, now equipped with new knowledge and skills, and so on, and so forth. Your power increases as you grow older, but beware--when you die and pass on, you'll lose all the wealth and influence you have gained in your secret identity. However, if you don't make your apprentice stronger, or fail to teach him all that you know, you'll lose a portion of the power the order has been building up for centuries, and weaken the Sith as a whole. It's a fine line to walk, but the rewards if you succeed are nothing other than monumental--the Jedi, dead at last, and the Sith triumphant.

Good luck, my lord.
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The Outer Rim, 788 years Before the Battle of Yavin.

Your master's corpse thuds to the deck of the ship, smoke hissing from the stump where his head once sat. You switch off your lightsaber with a flick of your wrist and let a sardonic grin play across your face.

It was easy, in the end. So very, very easy. You had noticed he had begun to let his guard down as of late, and he had never been a master of the saber. What was the use of such crude melee weapons, he had often said, for an order meant to remain in the shadows?

Well, you had taken it upon yourself to teach one such use to him. A very violent lesson, to be sure, but a quick one, and one with results you could scarcely believe. You are the newest Dark Lord of the Sith Order, heir to a power as old as the Jedi themselves, and the latest inheritor of the mantle of the Sith Order.

Which, at the moment, encompasses you and the small cruiser you now stand aboard. Once your master's, it will serve as your base of operations for now. And of course, you are...

[] Darth Necris, Dark Lord of the Sith, known to the galaxy at wide as Tarn Hyjoreel, part-time smuggler for hire, part-time pirate, mercenary, and everything in between. Your late master recruited you after you came into his employ when he hired a band of mercenaries to attack a rival's shipping lanes and he sensed your great affinity for the force. You have a large and quite extensive network of contacts from your smuggling days, and the last few years have seen you grow vastly in your mastery of combat. With your new abilities in the Force, any return to piracy would be quite profitable--though with the Dark Side at your command (with help from a sizable nest egg left over from your pirating years), legitimacy would be just as lucrative.

[] Darth Mortalis, Dark Lady of the Sith, or Lurina Karajaan, a Jedi Knight of some small renown. Assigned to the Outer Rim to rescue a wealthy banker abducted by pirates, you soon found out that your charge was far more than he seemed--the latest in an ancient line of Sith Lords, a threat unknown to the Jedi for millennia. Used to trivial peacekeeping duties and battling the odd pirate, you were no match for the Dark Lord--then. He defeated you, and over the course of several agonizing months, turned your entire world to hate and pain. Now, at last, you have attained your revenge, and will have your own revenge on the Jedi who abandoned you to him, by corrupting them from the inside out.

[] Darth Iactus, Dark Lord of the Sith, known in your public persona as Nurran Jast, the newly elected planetary governor of the planet Ibarid, a mining world in the Outer Rim that has experienced a surge in wealth and power in recent years due to the discovery of several highly valuable materials deep under the surface. While corresponding with wealthy investors who sought to fund new mining endeavors on the world, you came into contact with a particularly powerful investor, one who sensed the latent capabilities deep within you. He chose to invest, not only in Ibarid, but in you, and made you his apprentice in the ways of the Sith. Now, Ibarid's wealth is booming, giving you a sizable amount of wealth from which to begin your power base.

[] Darth Whyriss, Dark Lady of the Sith, hailed publicly as the Duchess Kade Moran, 14th in line to the throne of the Nimolan Hegemony, a confederation of powerful systems under the rule of the planet Nimolon, near the galactic core. Born far from the throne, yet close enough to be in a position of power, you spent your life honing your political skills in the courts of Nimolon, becoming an adept player of the great game of doublespeak and power. Yet you always sought something more, and when you were introduced to a powerful and wealthy merchant at a gathering of the rich and well-to-do of Nimolon, you found it. He introduced you to a power far beyond the schemes of the court, a power great enough to twist hearts and minds--and break them. Now you are equipped with all the skills you need to cultivate your own rise to power, and perhaps even claim the throne denied to you for so long.
 
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The Sith Order
The Sith Order
circa 787 BBY
Current Dark Lord: Darth Mortalis
Public Identity: Lurina Karajaan, Jedi Knight
Current Apprentice: N/A
Public Identity: N/A
Acolytes: N/A
Power: 5
Influence: 4
Decadence: 0
Intelligence Network: 2
Betrayal Chance: 0%
Wealth: 3000 credits
Connections: 12
Current Base: The Boreal-class cruiser Lyrelock
Worlds controlled: 0
Systems controlled: 0
Jedi Awareness: Unaware
Republic Status: Demilitarized

Current Abilities:
N/A

Current Artifacts:
N/A

Previous Dark Lords:
Darth Abbahon: A human male of the planet Ebaross. Ruled for thirty-four years. Publicly known as Djuran Hossisk, First Banker of the Outer Consortium and Duke of the planet Ebaross. Had one apprentice. Increased the Power of the Order by 5. Produced no Holocrons. Killed three Jedi.
The Dark Lady of the Sith
Persona: Lurina Karajaan, Jedi Knight
Lightsaber Affinity: 8
Force Affinity: Prodigal (see below)
Deception: 1 (Abysmal)
Charisma: 8 (Alluring)
Knowledge: 6 (Wise)
Intuition: 8 (Master Seer)
Hatred: 9 (Loathing)
Military: 3 (Novice)
Traits:
The Dark Path (Level I): You have seen an echo of what the Dark Lord Bane envisioned all those centuries ago, a line of events and happenings throughout the history of the Galaxy that, when completed, will lead to the ultimate destiny of the Sith Lords. It is the Path that Bane set his followers on all those long centuries ago, and simply by glimpsing it's shape, you have gathered an idea of what must come to pass for the Sith to triumph. (+2 to all Intuition and Foresight-related rolls, +1 to all Knowledge rolls)
Stats
Lightsaber Affinity: 1-10, determines one's ability with the blade and affects lightsaber combat rolls.
Force Affinity: 1-100, determines one's ability with the Force. Above 100 (possible with modifiers) is a Prodigal, a legendary force user comparable to Nomi Sunrider, Revan, the Emperor Palpatine, and those born of the Skywalker dynasty.
Prodigal: A hidden stat, determining where a Prodigal stands on the scale of such powerful force users, with a 1 being merely an above-average Master, and a 10 being on the level of Luke Skywalker and the Grandmaster Yoda.
Deception: 1-10, One's ability to lie and easily deceive others above the bare minimum required to maintain the facade.
Charisma: 1-10, A Sith Lord's ability to charm and coerce with honeyed words.
Knowledge: 1-10, A Darksider's knowledge of the ancient and esoteric lore of the ancient Sith.
Intuition: 1-10, Something deeper than flesh and bone and mind, a primal instinct in the Force, guiding those willing to listen.
Hatred: 1-10, You hate. Perhaps it is the Jedi, perhaps it is the galaxy or an old enemy. But you hate, and in times of battle, it is hate that gives you strength above all else.
Military: 1-10, Even the most mystical and otherworldly of Dark Lords found themselves called upon to lead their armies in war. Will you be ready when the time comes?
 
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[x] Darth Necris

We need a network to start with, and build up our intelligence net from there.
 
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As always in my quests, discussion of reasons for voting is encouraged and rewarded. Even a single sentence can persuade someone to change their minds, or help you change yours.

And last but surely not least, discussion helps to feed my ever-growing ego. ;)
 
Necris: Smuggler, underworld contacts and networking, martial/intrigue

Mortalis: Insider knowledge of Jedi Order, grudge against Jedi, piety

Iactus: Planetary governor, wealthy, starting funds, stewardship

Whyriss: Royalty, political skills and networking, diplomacy/intrigue
 
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Well, this is exciting, sounds like it'll be more generational than other Star Wars quests. After reading through "I've always wanted to rule the Galaxy", I've always wondered what a force user dynasty would look like after a few generations have passed by. Question for Telamon, how will time progress here. Is it like a CKII quest where ever turn a set amount of time passes by? What is the maximum lifespan of a human in this age of starwars assuming they have access to medical technology and don't become a cyborg.
 
Well, this is exciting, sounds like it'll be more generational than other Star Wars quests. After reading through "I've always wanted to rule the Galaxy", I've always wondered what a force user dynasty would look like after a few generations have passed by. Question for Telamon, how will time progress here. Is it like a CKII quest where ever turn a set amount of time passes by? What is the maximum lifespan of a human in this age of starwars assuming they have access to medical technology and don't become a cyborg.

Every post is several years--anywhere from one to four years depending on how long the actions you chose in the last post take to complete. And there will be shorter, more personal actions interspersed inbetween, that will play more like a normal quest--go this way, do that or this, et cetera. They'll be interjected for flavor.
 
[X] Darth Mortalis

We'll get our own cute padawan to corrupt! :3
But more practically - as a Jedi Knight, we'll also be assigned to a variety of missions (and probably to the lawless outer rim) where we can spread our influence across multiple places. So the lack of an existing power base isn't too bad.

Balancing the peaceful facade and the cold fury of our character sounds interesting.
And the sheer amusement of making it onto the Jedi Council, if we actually manage to pull that off.
 
Yoda is alive at this time isn't he? in which case.
[x] Darth Iactus
I do not want to draw Jedi attention until we can lift a starship with the force.
 
Yoda is alive at this time isn't he? in which case.
[x] Darth Iactus
I do not want to draw Jedi attention until we can lift a starship with the force.

He's around 108 right now, and has likely only recently taken on his first apprentice. He's got 800 years left before he becomes the Jedi Master we know from the Original Trilogy. While powerful, he's also still just as blind to the Dark Side as the rest of his order. It takes him another 750 years to realize the truth about the Sith, after all.
 
He's around 108 right now, and has likely only recently taken on his first apprentice. He's got 800 years left before he becomes the Jedi Master we know from the Original Trilogy. While powerful, he's also still just as blind to the Dark Side as the rest of his order. It takes him another 750 years to realize the truth about the Sith, after all.
The only reason why the Jedi are blind is cause the Sith avoided drawing attention. Thus knowing SV sticking us into a situation were we will likely have to consistently deal with Jedi will end in bad things (for us).
 
[X] Darth Mortalis

Because this options seems to have a far better potential for drama than the others, really.
 
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