The Sovereign Aeons

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The Sovereign Aeons

General Guild Information:
Guild Affiliation: Sith Empire
Guild Alignment: All
Acronym: Aeon
Date Formed: 300 Years Before The Treaty of Coruscant / Pre-launch of ToR
Motto/Slogan: Death to the Jedi
Enemies The Order of the Crimson Blade
Summary: A Sith guild dedicated to the fall of the Republic and the Jedi
Status: Active
Play Information:
Server: N/A
Location: N/A
Language: English
Timezone: World Wide
Focus: RP
Goals: N/A
Personnel:
Leader(s): Darth Vicente
Officers/Contacts: N/A
Member Count: N/A
Recruiting: Open
Website: http://thesovereignaeons.guildlaunch.com/index.php?gid=155580
[Source]


Contents

Overview:

The Sovereign Aeons, are a variant of Sith which, while retaining independence from the Sith Empire, remains loyal to it, on the surface at least.

Due to an unusual outcome regarding Sith tendencies towards vying for power, the guild has two separate branches of history, with two separate names; The Sovereign Empire and The Aeons of Korriban.

The Sovereign Empire was founded in the time of King Adas, the Shadows clan lived with the Sith people. After the Great Hyperspace War, they went into hiding into catacombs beneath the surface of Korriban, where they were hidden by the Dark side nexus of the planet, until the return of the Sith Emperor.

The Aeons of Korriban were founded by members of Sith Assassins who were without masters after defeat of the Sith Triumvirate, who discovered an ancient, incomplete temple on Korriban, from which they began their secret expansion to form their own empire.

The Guild is ruled by a council with a single leader to make the final verdict on important decisions, though the lesser decisions are decided on by the council as a whole, with input allowed by all present guild members.

In 8 ATC, the Aeons of Korriban absorbed The Sovereign Empire, and were given a new name by the Empire.

The Hierarchy

The Sovereign Aeons are lead by a Council consisting of a Grand Lord and members he has selected. Also, each Council member is able to choose Elites, select members whom serve as their voice and representatives.

Darth Naeblis, Grand Lord of the Aeons of Korriban, and later, The Sovereign Aeons
Darth Naeblis, Grand Lord of the Aeons of Korriban, and later, The Sovereign Aeons

The Grand Lord

The Grand Lord is the true leader of the guild, and has the ability to overrule any decision made by the council. The Grand Lord is said to possess the "guild throne". Every Grand Lord since the founding has belonged to The Heartnet Bloodline.

The Council

The Council of High Lords, also known simply as the council is a body of advisers to the Grand Lord whose power and authority within the guild are second only to the Grand Lord himself. The Council also serves as rulers of different parts of Aeon territory, with their own temples spread across Sith space.

  • Darth Aedai was a member of Darth Vicente VI's council, and carried his title onto Darth Vicente VII's reign. He resides in his temple on Krayiss, though is known to be absent for extended periods of time.
  • Darth Ar'Drasa is a Wookiee, very secretive, but a long time member the council. Ar'Drasa seldom leaves his temple on Thule.
  • Darth Carma is the youngest member of the council, and a childhood friend. She resides in her temple on Ziost when not traveling throughout the galaxy.
  • Darth Genocidas is Darth Naeblis's cousin and childhood rival. He resides in his temple on Vjuun, not far from the Aeon Academy there.
A Warlord overlooking a pair of Assassins.
A Warlord overlooking a pair of Assassins.

The Shadow Guard

The Shadow Guard are the ranking officers of the guild's forces. They command the Aeons beneath them, but receive their orders directly from the Council.


The Shadow Guard consists of four divisions:

  • The Hands: The Assassins who have achieved the rank of Shadow Guard.
    • The Hands delve in the dark arts, serving as the Council's most enigmatic forces.
  • The Warlords: The Knights who have achieved the rank of Shadow Guard.
    • The Warlords are the honor guard of the council, serving as the most open force of the Shadow Guard.
  • The Executioners: The Hunters who have achieved the rank of Shadow Guard.
    • The Executioners are the chief Hunters of the guild, serving as silencers, eliminating guild enemies.
  • Director of the Spectres: The Director of the Spectres has achieved the rank of Shadow Guard.
    • Director of the Spectres is the guild's leader of the spy network.

The Elites

The Elites are superior Aeons who have earned the honor and privileges of guild officers

  • The Loremasters: Assassins who have reached the rank of Elite.
    • The Loremasters delve in the dark arts, serving as the guild's chroniclers, seekers of knowledge, and political advisers.
      • Despite any misconception to the contrary, Loremasters are required to have strong combat prowess, due to the dangers that often accompany the rank.
  • The Marauders: Knights who have reached the rank of Elite.
    • The Marauders serve as the battle-masters, often times leading the charge while others follow.
  • The Collectors: Hunters who have achieved the rank of Elite.
    • The Collectors serve as the enforcers of the guild, often bringing in traitors or killing enemies of the guild.
  • The Deputy Director: Is a Spectre who has become Elite.
    • The Deputy Director: Serves as the representatives of the guild, although not always in a diplomatic way.

Fist

The fists are a advanced group of Aeons who have earned a place in authority, beneath the rank of Elite.

  • Priests: Assassins who have reached the rank of Fist.
    • The Priests are the assassins of the Battle Field, proficient in using the dark side comparatively.
  • Sabres: Sabres are Knights who have achieved the rank of Fist.
    • The are battle tacticians

The Aeons

The term "Aeons" has three meanings within the Sovereign Aeons; the first is a term essentially referring to all members of the Sovereign Aeons, regardless of rank. However, it is also used to refer to the collective rank that consists of all the classes of the guild members of regular status. The third, seldom used meaning, refers to all who were Aeons before the joining.

Sith Assassins
Sith Assassins

Sith Assassins

The Sith Assassins are Sith Inquisitors who have survived the training to attain true guild status, serving with the Knights as the guild's main body. The Aeons were founded by Sith Assassins in 300 BTC.

Sith Knights

The Sith Knights are Sith Warriors who have survived the training to attain true guild status, serving with the Assassins as the guild's main body. The Sith Knights became a part of the guild to serve as an opposition to the Jedi Knights, and were the first major distinction from the Assassins. As of now, they are led by Darth Lanfear.


Sith Stalkers

Sith Stalkers, also known as Aeon Stalkers, are Aeons of either Sith Class who have survived the most extensive bodily harm possible, receiving much in the way of cybernetic repair. These Stalkers serve as a predatory force for the guild, designed to strike fear into their targets.

Darth Naeblis examines three Sith Stalker Husks
Darth Naeblis examines three Sith Stalker Husks

There are two types of Stalkers, each of which is viewed differently within the Aeons.

  • Husks: Sith that betray the guild but are too powerful to be discarded are taken to the Loremasters, or in some extreme cases the council itself, and mind-wiped. From there, their bodies are reconstructed and grafted to armor meant to intimidate their foes.
    • Due to being mind-wiped, these Stalkers have no recollection of anything beyond their existence to serve the guild, and when not "in use" are typically found in a dormant state, bound to surgical tables by force-cuffs.
      • The most well known traitor to become a Sith Stalker is Lord Caiphos.
  • Survivors: Aeons who survive the most horrid of brutalities in battle against an opponent, often out of sheer force of will, are resuscitated and reconstructed. Though the suicide rates among these Stalkers are typically high, those that learn to embrace their pain often become exceptionally powerful predators for the guild.
Spectres take on many forms
Spectres take on many forms

Spectres

The Spectres are non-force sensitive operatives who provide a wide range of duties for the guild, ranging from political to combat roles. The Spectres were integrated into the guild some years after the guild joined the empire. They are currently watched over by the Imperial Commissar Nithron Nalar. The Deputy Director: of the Spectres is, Imperial Major Total Darkness

A Team of Hunters ready for battle
A Team of Hunters ready for battle

The Hunters

The hunters are either ex- and current bounty hunters, or soldiers trained to think and fight like bounty hunters, that serve the guild. The Hunters are probably the most diverse group in despite being the last to truly become a part of the guild, due to the varying motives of its members. Some fight for glory, some still for credits. The Hunters are are led by a man known as Mr Sinister.

Initiates

The initiates are guild hopefuls who have not earned the rights and privileges of an Aeon.

  • Acolytes: Sith Inquisitors who haven't earned the title of Assassin.
  • Diciples: Sith Warriors who haven't earned the title of Knight.
  • Sweeper: Bounty Hunters who haven't earned the title of Hunter.
  • Contact: Imperial Agents who haven't earned the title of Spectre.

Fleet

Main article: The Aeon Fleet


History:

As the Aeons as they are currently known began as two separate guilds, the guild consists of two histories that span the years.


The Sovereign Empire

Origins

The Sovereign Empire was an independent, yet loyal and devoting group in the Sith Empire. The guild was created sometime in the year 30,000 BBY, during the major climax of Sith culture on the planet Korriban. It began as a small nation lead by a pure blooded Sith named Zil'Kan Shadows, a strong and dominating alpha male who brought this small mighty Empire into power, for several years. It was only until The Sith King Adas united all the Sith Nations did The Sovereign Empire finally cease to remain Independent, but join the mighty Sith Empire together.

The Sovereign Empire was a nation among many nations, who fought the Infinite Empire in 27,700 BBY. The invasion of Korriban was a mighty blow to the Sith people, but out of many of the strong who stood, Zil'Kan was one of the Sith Warlords that was always leading from the front. He led his brave Sith brothers to war, and in the end, with the leadership of King Adas, the Rakata were shoved off planet. The war was won, but at the cost of not only King Adas' life, but the great life of Zil'Kan by his side.

Decades passed, and the power of the Sith Empire remained for many a time. Sith were born, raised, and finally laid to rest in all this time. Zil'Kan's son Shaji Shadows, helped hold the Empire together, but died of mysterious causes. It was Zil'Kan's other son, Shaji's brother For'shil was the one who aided the most in keeping the Empire together, as well as helping unlock and aid in creations of Sith Holocrons.

It was during this time, the Dark Jedi exiles finally arrived and the new rein of the Sith Empire under Dark Lords began. Years went by, and the new introduction of the new mix bred Sith, mixed with original Sith culture. All this time, The Sovereign Empire remained loyal, and obedient, and especially to their new powerful masters. For'shil became a powerful Sith Lord, and aided in the creation of temples, and tombs, completely adapting to the new Sith way of life.

The Great Hyperspace War

The Sovereign Empire, not an actual Empire, but a family led by the Shadows, was still greatly powerful, and influential. When the Dark Lord called for war with the Republic, the Shadows Clan backed it up fully, and prepared. In The Great Hyperspace War, the Sovereign Empire fought in almost all major battles, with many loses. Yet, it was not enough, the Republic was more powerful then predicted, and destroyed many Sith people, and in fact, killed the last Sovereign Warlord. The Sith Empire was disbanded and destroyed, the remnants were exiled to the edges of the Galaxy... but not the Sovereign Empire.

Though the Sovereign Empire, along with the rest of the Sith Empire was destroyed, 4 Sith of the Shadows Clan remained, and stayed behind on Korriban. They went into hiding, deep, deep, deep under the planet into the catacombs of the temples they had created. These 4 Shadows, hid, and trained for the next few thousand years.

The Sovereign Imperial Army on the move.
The Sovereign Imperial Army on the move.

Obscurity

They were never heard from again... Even in the times of all the times Korriban was colonized, and destroyed, colonized, and retaken again, the Shadows Clan along with any other Sovereign Imperial members were hidden from the Galaxy. They were hidden so well, for so many years, that not even the Dark Lords such as Exar Kun, Freedon Nadd, Nihilus or even Revan could find them. They were truly hidden from life, and lived as tomb keepers for all those years to come. The Sovereign Empire was erased from the history books, and nothing was ever known about them. At the time, the only ones who knew of their existence, was the original Sith Empire, now based on Dromund Kaas.

The new current Elder Shadows, was known as QuentinShadows, and he had several brothers and sisters who carried the name of Shadows. They lived several years before The Great War occurred. They lived a great life and still prepared for the coming of the Sith, but 2 events caused their clan to excellence plans. His most prized sister, Shelia Shadows, bore 3 sons. Two, were born of a Zabrak Mustafarian Miner who was the only man to ever discover the secret passage to the home center of The Sovereign Empire, by mistake. He mated with Shelia, and had 2 son's, one being Toltec Rashnek, carrying his last name, the other Hirotashi Shadows, carrying the mothers last name. Toltec remained behind in the temple to train, and learn, while Hirotashi left with his father in an attempt to begin a sort of panic. The last to be born was because Shelia was the first to ever try and run from life in the catacombs and betray her family. She successfully escaped Korriban, and made her way to a distant space station where she met a Mandalorian Bounty Hunter, who fell in love with her. They had a child on the space station, who became known as Riji Shadows. Riji Shadows, being only 2 months of age, used the force to Force Choke his own father to death in a horrible accident, Shelia had no choice but to return home. She was instantly killed by Quentin Shadows, and Riji spared in his infancy, but was praised for his hostile nature.

The Days of Change

The years passed, and the day came the Sith Empire invaded the Galaxy. They came without warning, and without mercy, and retook their homeworld of Korriban, also releasing The Sovereign Empire. It was no surprise when a mighty legion of Sith poured out of the catacombs, and was led by a new Sovereign Emperor... Riji Shadows, very young of age, but the most powerful Sith of his Clan, had claimed the throne of Sovereign Emperor after his uncle Quentin grew too old. His brother Hirotashi, also in the prime of his life, took charge of their small Sith Academy, and his brother Toltec, was made his 2nd in Command. The Soveriegn Empire had been reborn, and was ready to serve the Sith Empire.

In 8 ATC, Riji Shadows lost a duel to Darth Naeblis, and the Sovereign Empire was lost to become a part of the Aeons.

The Aeons of Korriban

The Aeons "elect" their first Grand Lord by having their strongest members battle for dominance.
The Aeons "elect" their first Grand Lord by having their strongest members battle for dominance.

The Founding

Nearly a decade after the fall of the Sith Triumvirate, a moderate sized group of Sith Assassins made their way to Korriban from all over the galaxy. Lacking a master, they elected the strongest and wisest among them (which they determined through battle) to lead them in learning the ways of the Dark Side of the Force, and continue their crusade against the Jedi. The elected Grand Lord formed a council to help him rule, and over time returned the Sith Academy, and arguably much of Korriban, to its former glory. They there after dubbed themselves the Aeons of Korriban. Over the years, the guild numbers swelled as the Assassins found force sensitives that turned away from the Jedi. However, existence was not easy for the Sith Guild, due to the republic presence on Korriban. This was an obstacle that was overcome with silence and secrecy.

The Knights

A Sith Knight ready for battle.
A Sith Knight ready for battle.

As the Aeons grew in size, they began to spread out from their homeworld, establishing outposts and training centers on various worlds in several systems. This became a problem when a Sith temple was found by a group of intrepid Jedi Knights on Dxun. The Aeons managed to preserve their secrets, but at the loss of several of their own number on the forest moon. This spurred the council to return to the practice of training Sith warriors. Rather than name them after the muraders that fought with the assassins in the Sith Triumvirate, the council had trained a group of Sith Knights that would fight on the same footing as the Jedi Knights. These Knights served as the protectors of the Aeons for years.

The Empire

Nearly a century after the foundation of the guild, the guild discovered the Imperial Fleet. After a meeting between the guild's Grand Lord and the Sith Emperor, the Aeons of Korriban became honorary members of Imperial society, and, over time, integrated itself as an official Imperial Guild. This was instrumental to the Sith Empire's return to Korriban. When the guild became a part of the Empire, the Aeons offered up Korriban as Imperial Territory, but managed to maintain the Aeon temple and several miles around it as their own. To this day, only high ranking Imperials and well very informed Sith know the Aeons for what they are, and fewer still know how to find them.

The Spectres

The Aeons of Korriban became the vanguard of the Sith, due to their already active existence within known space, although their existence still remained a secret. Taking advantage of the wide spread use of agents amongst the Sith in positions of power, the Aeons took to using agents for more than Imperial politics. By enlisting agents as spies and assassins to be used against the Republic, the Aeons maintained a close eye on Republic activities, which proved invaluable to the guild and the Sith as a whole. Eventually, these agents were granted a place within the guild by the council.


The Hunters

Dating back as far back as the guild's first venture off of Korriban, the guild made use of bounty hunters the galaxy over in order to affect their goals, but it wasn't until nearly one hundred years after joining the empire that they became a true part of the guild. After a number of bounty hunters began to regularly provide services to the guild, the Grand Lord at the time, Darth Vicente VI, decided that it was easier to simply allow them to work as an arm of the guild. Naturally, many bounty hunters dismissed the idea, believing that doing so would restrict their freedoms and options, but there were some who signed on for either the honor, the thrill, or simply the love of the jobs that the Aeons always lined up for them. This group became the first of the Hunters.

The Great War and the Sacking of Coruscant

The Aeons of Korriban played a critical role in the war against the Republic, providing a hefty amount of manpower in various battles. The Aeons of Korriban also provided a number of their own in the assault on the Jedi Temple.

The Schism:

War Begins

Roughly five years after the signing of the Treaty of Coruscant, the guild's Grand Lord, Vicente Heartnet VI, was killed by a team of Jedi Knights. This left a vacuum of power in the guild, with two potential Dark Lords to take his place. The first, a Nautolan council member named Darth Zhan, and the second, the son of the previous Dark Lord, Darth Vicente. Naturally, both Sith made their claims almost immediately, and Vicente, who was only fourteen at the time, challenged Zhan to a duel atop the Sith Academy on Korriban. The Nautolan denied the challenge, claiming that a child would stand no chance against a true Sith. Despite his claims, there were as many who viewed Zhan's actions as cowardly as were willing to follow him. Tensions in the guild rose as the council debated, until Zhan ordered an attack on an Aeon training center on Hoth. This began The Schism War

Victory

The war raged on for nearly two years, keeping everyone on edge, unsure of who was loyal to which side. Battles were fought all over Sith and neutral space, and many guild members on both sides were killed.

Seeing that the battle could not simply be fought between force sensitives, Darth Vicente searched the galaxy for skilled bounty hunters. During his search he encountered a bounty hunter named Mr. Sinister, whose exploits impressed Vicente enough to offer him a fortune in exchange for help during the war.

With an ally the enemy could not easily detect through the force, Vicente's Aeons gained the advantage in the war, neutralizing the key figures in Zhan's Aeons. But the war would last until there was only one Grand Lord of the guild.

Knowing this, Vicente and Sinister worked out a plan to lure the enemy fleet to Tython, where Zhan's forces were decimated by the Jedi defense ships. On the planets surface, Vicente and Zhan finally crossed blades in the duel Vicente had wanted two years earlier. Vicente proved the greater Sith, destroying his enemy.

Within a standard month, all Aeons were either realigned with Vicente, or marked as traitors and executed.

An Assassin for the Aeons fighting a member of The Order of the Crimson Blade.
An Assassin for the Aeons fighting a member of The Order of the Crimson Blade.

Post-Schism

The Aeons of Korriban have remained strong under Darth Vicente, and have been involved in numerous battles against the republic.

A New War

Near the end of the year 8 ATC, the Aeons discovered a Jedi guild that had crossed blades with them at various points in guild history, namely, The Order of the Crimson Blade. A war between them was almost instantaneous.

Kane duel an unkown jedi on Droumand Kass
Kane duel an unkown jedi on Droumand Kass
After seeing the Crimson Blade as a threat, the Aeons absorbed the Sovereign Empire for the sake of bolstering their power. This led to the Empire's highest authority to mockingly declare that due to the Aeon's power, they were their own sovereign power, and mockingly calling them The Sovereign Aeons, a name many in the guild took with pride, while other still refer the guild by its original name.

When this happened, it was the Aeons of Korriban who retained their predominate culture, but memories of the Sovereign Empire remain in its former members.

Key Locations:

The Aeons of Korriban have spread far since their founding, and have academies, outposts, training centers, and other strongholds in various parts of the galaxy.

Korriban

The Sith Homeworld has long served also as the guild's symbolic home, as reflected in their name. The Academy on Korriban, as well as the nearby tombs, are where much of the ceremonial events and training takes place.

  • The Aeon Temple is the center of all Aeon activities. Located several miles from the Valley of the Dark Lords, and hidden by mountains and canyons, the temple has been the perfect hiding place for the guild for three hundred years.


  • Hunter's Canyon is the ceremonial burial ground and proving grounds for the Hunters, located a mile East of the Aeon Temple.

Hoth

Due to its status as a remote, inhospitable world, Hoth has developed a training ground for many who hope to become Aeons. Only the strong and resourceful are worthy of being called Sith, and only the strong and resourceful can survive on Hoth. Also, the planet once housed a vast archive of Sith Holocrons that the Aeons of Korriban have either recovered or created, and was the second largest library the guild owns.

Hoth was assaulted by Darth Zhan's supporters during the schism, and many lives were lost, though many of the Holocrons were unharmed within a vault during the attack. Since, most of the holocrons on the planet were divided between the Aeon Temple and the Enclave of Yavin IV, though Hoth remains a home for many Sith Knights intending to hone their skills.

Yavin IV

One of the Aeon Enclaves is located on Yavin IV due to the strong connection with Sith history on the planet. The Yavin IV facility is used primarily for advanced training of the Dark Side and centers of knowledge.

Dromund Kaas

As the Sith capital, Dromund Kaas is an important place to all Sith, and the Aeons of Korriban often become involved in Imperial affairs.

Mustafar

The volcanic planet of Mustafar is used by the Aeons as a training ground for their most promising Knights.


Members

The Sovereign Aeons are countless in number, but there are many of note. {† indicates NPCs, †† indicates dead character)

The Grand Lord

The Council

Shadow Guard

Sith

Academy Masters

Non-Sith

Elites

Loremaster

Mauraders

Collectors

Deputy Director

Total Darkness

Fists

Sabers

Priests

Aeons

Assassins

Knights

Spectres

Hunters

Initiates

Adepts

Disciples

Guild Laws

The following are the laws of the guild (For OOC rules, Click Here)

Standard Laws

  • Obey the will of the Grand Lord and the Council.
  • You are free to walk either the Dark Side or Light Side path, but the will of the Council transcends alignment.
  • No subset of the guild outranks the others.
  • Put the guild before its allies, and it's allies before the rest of the empire.
  • Live by the Sith Code. We are Sith above all else.
  • Those who leave the guild are marked for death.

Punishment

For breaking the guild law, any of the following punishments may apply depending on the severity of the infraction:

  • Exile - The Grand Lord or a council member may sentence you to any planet of their choosing until you are allowed to leave by the Grand Lord.
    • The exact conditions of exile are dependent on several factors. For example; Under most circumstances, someone exiled to Tython may be free to travel on planet as long as they remain planet side, while someone sentenced to Tatooine must remain outside of all settled regions.
      • The above were only examples, and on occasion, the specific rules of any particular exile may be different than another.
  • Suicide mission - The Council may decide to send you on a mission into an enemy stronghold, such as the Jedi Temple, to kill a certain number of enemies. Upon completion, you will be pardoned.
    • The mission is chosen based on your class.
  • Execution - The Council can order your execution, with any methods of their choice.

Apprentices

A member of the guild may become or take in an apprentice within the guild, provided they follow the laws regarding the practice:


  • The master must not be an apprentice to someone else.
  • The Master must not have another apprentice.
  • The apprentice must not be apprentice to someone else.
  • Force Users may not train non-Force users, and vise-versa.
  • No one may become the master of members of a higher rank than themselves. Apprenticeship must be agreed upon by both parties.
  • All intended masters must adress a council member for permission to train an apprentice.
    • The council has the right to forbid an apprenticeship.
    • The council has the right to end an apprenticeship.
  • Any master has the right to end an apprenticeship.
    • The Apprentice does NOT have the right to end an apprenticeship UNLESS:
      • His/Her Master is missing for an extended period of time
      • His or her master gives an order that defies the council.
      • OOC Problems develop.
  • The apprentice must obey the will of their master provided it does not contradict the will of the council.

OOC Information

This guild can correctly be referred to both as The Aeons of Korriban or The Sovereign Aeons.

OOC Rules

  • 1) Be respectful and courteous to all members of the guild.
  • 2) Be respectful and courteous to all members of allied guilds.
  • 3) If you are active when a guild-wide gathering is called, combative or ceremonial, make every effort to attend. Ongoing assignments, missions, or battles are acceptable excuses, along with some others, simple refusal is not.
  • 4) When the Guild is in need, contribute to the Guild funds
  • 5) If you wish the guild to assist with an issue with another individual or guild, petition the council and let them decide whether or not to interfere. Do NOT for any reason suggest the guild will fight for you simply because someone offended you.
  • 6) Accept any punishment for breaking the guild law.

(more rules will be established when more of what is possible in game is revealed)