Post by A®heim on Dec 20, 2009 5:50:11 GMT -5
Winner, Best Faction- 2010 SWU Awards
Faction Name: The Stellar Mythics (colloquially known as "space wizards")
Faction Purpose: The Stellar Mythics are a religious sect made up of Force-sensitive and insensitive alike. Their goal is to seek all wisdom in the galaxy and achieve a sense of inner peace and calmness through their monopoly of a highly addictive drug. You know, the same old spiel.
Faction Planet: Aiaru
Financial Wealth: Moderate- The Etherium trade is lucrative and a major part of Aiaru's economy. Said trade is also controlled entirely by the Mythics. This, along with additional income from other ventures, including information brokering, medical services provide across the planet, donations, and funds granted from Aiaru's government have given the Mythics a great deal of financial wealth that they continue to amass. With upkeep costs usually being low to manageable, the Mythics have put some of their wealth to use in keeping the Tower up to date, along with expaning the campus around it. They've also built up a small fleet of military vehicles alongside their peacetime and research craft, though they have the ability to use vehicles from Aiaru's standing military if needed. Suffice to say, the order never has issues with money.
Military Assets: Formidable/High- While not possessing a traditional military, the Mythics do have a formidable volunteer force they use to defend their empire and expand their influence. While not enough to able to resist a full scale assault from more powerful Galactic players like the Sith or Republic, the Mythics are more than capable of fending off pirate attacks and infiltration forces or attacks from minor powers while holding enough diplomatic power to stem off larger powers. When concerting efforts with Aiaru's own formidable military and navy, they create a fearsome force.
The military forces are as follows:
Battle Mythics - These mainstay, battle-hardened Mythics wield viscous blades alongside their Mythos. Only Mythos-sensitives are permitted to enter the corps of these warriors.
Navy - a fleet of airspeeders and spacecraft serve mainly as transportation for Mythic battlegroups. Recent times of conflict have seen a steady buildup of battle-ready ships, though these are mostly for planetary operations.
Overseers - staying at the rear of any conflict, these Mythics tend to hold high positions in the council. They use their tactical mastery and large effect Mythos to turn the tide of a battle in their favor. All Overseers share a mental link.
Faction History: The Stellar Mythics originated roughly 600 years prior to this time, but they are only now starting to gain notice on a galactic scale having finally secured a means to build capital and spread their influence.
This influence took the form off an advantageous drug trade. Etherium was discovered in high concentrations on Aiaru, and was quickly monopolized by the nearby sect of Mythics. This drug was known for its hallucinogenic and addictive properties and had been used in Mythos study and ritual in the Mythic culture for hundreds of years.
Due to the strong addiction caused by this drug, the order of Mythics grew admitting the desperate addicts into their order. Etherium had several side-effects including a sense of mental clarity, which many Mythics claim assists in their concentration and allows them to better manipulate the Mythos, as well as a biological effect that causes the subject to produce copious amounts of tapetum lucidum. This gives any user increased vision in the dark as well as causing their eyes to glow (a necessity for any true space wizard).
Using the capital created from their etherium monopoly, the Stellar Mythics erected a gigantic ivory tower as their base of operations and repository of all the knowledge they had collected. This tower is referred to simply as "The Tower" as an unstable history surrounding it has left its original name dubious.
The order first came to be long ago when a small, religious cult of Force-sensitives fled from persecution and heresy. Stumbling across a habitable planet unexpectedly (as Aiaru had yet to be charted at this time), the cult chose to hide out and continue their culture in secrecy. Within months, almost half of the cult had been wiped out by disease, hunger, and viscous indigenous wildlife. Those remaining would have perished soon after had they not stumbled across a strange, steel-blue mineral that crumbled to dust at the touch.
Accidentally inhaling this dust, they found a clarity of mind they had never felt before and praised the powers of the galaxy for this "divine gift." With their newly found focus, they discovered the power they had over the Force (as they had not been very powerful when they fled) increased as they were better able to understand it. Christening this new power "Mythos" and themselves the "Stellar Mythics", the cult used it to survive life on the strange planet. They worked tirelessly building incredible stone structures and having finally safeguarded themselves from physical and spiritual danger, the Mythics vowed to share their gift with the galaxy!
That is the legend, and with the Stellar Mythics, all legend is history. They say that the grandchildren of the cult rebuilt the damaged spacecraft that first brought their people to Aiaru. With this craft, they returned to where they had been exiled and found remnants of their belief, hiding as they were in repression for generations. They shared this drug they had discovered. Exchanged for penitence and loyalty. Slowly, the order grew. The Tower was constructed after 80 years of work 200 years after the fateful discovery of the etherium.
Membership grew. Capital grew. A chantry formed, then a government with a council. A military formed and that was when the urge for expansion was strongest. Other worlds were visited, exchanges were made, their ranks were bolstered. 400 years later, the High Priestess of the chantry had a vision. They were powerful now and they need not focus on the path, for that was all spreading the belief was, and begin to focus on the goal. The High Priestess say a tome, old and weathered, but not thick. No more than 100 pieces of parchment could have lay inside the bindings, yet from this book she sensed that all life was logged within it.
Since that day, the Stellar Mythics swore upon their current spiritual goal: they must locate the wellspring of knowledge. All contained in the universe. But this would not be found in one small book, it was to be gathered over millenia throughout the galaxy and beyond. This is the purpose of the Stellar Mythics: To learn all there is to learn.
Story Synopsis Stuff for Moving Forward:
The clouds of Aiaru's future are dark with the looming threat of war. In the past decade, activity from the group Potissimus Egregius Unum, or, as it is colloquially called, the Unum, has seen a sharp increase. The group is comprised of many of those who have defected from the order of the Stellar Mythics, and under the leadership of Saine Niirdassa, they have organized into a force that the Mythics are realizing must be taken seriously. The heart of the conflict lies in that those who have gone to join the Unum believe that the Mythics' monopoly on the Etherium trade, and the great deal of political power on Aiaru that comes with it, has gone on for too long, and has made the order corrupt and tyrannical, as is obviously evidenced in the way the order hunts down any and all of the so-called Forsaken with a grim, ruthless efficiency.
So they've organized and are starting to fight back. Kidnapping, raids on Etherium outposts, even the occasional strike against towns that are loyal to the order; anything to fan the flames of conflict. The Mythics know that the Unum cannot--yet--stand up to them in a straight fight, and the forces of Aiaru are--for the time being--loyal to them. Still, they must be wary, as the Unum has a number of agents working within the Mythcs' tower, and it can be hard to plan a fight when even your closest friend could be working for your enemy.
For now, the conflict has been restrained, with the occasional minor flare up here and there, but as tensions rise, many of the people of Aiaru fear that the two factions may launch into an all-out brawl that could drag Aiaru into a civil war and tear the peaceful world apart. But, whether this happens or not depends entirely on the actions of those that are currently involved. If the Mythics can find the Unum's hidden base out in the deadly Aethon Desert, then they may be able to put a stop to the conflict before it can worsen. If not... well, they may find a war on their hands.
Notable Divisions and Individuals
High Elder - The top of the Stellar Mythic clergy seats the High Elder. Also commonly referred to as the "High Inquisitor", this position boasts complete control over all operations of the Mythics and is generally occupied by the member who is most knowledgeable of all things and possesses the most control over Mythos. One holds this seat til the day they die, and due to the tendency for most in this position to benefit from an extended lifespan, only 3 beings have ever held it (technically 4, but Isaac du Mii'servon held the throne for only 9 weeks before he was dethroned by the Elder of that period, Kyleric Montressor Merdumbledalf). {After some talking, it's been decided that this fellow is limited to being an NPC}
Elder - The Elder acts as the right hand man and adviser to the High Elder. Nearly as powerful as the High Elder, the Elder possesses the unique privilege to challenge the High Elder to a duel of wits if he/she believes he/she has a superior intellect.
The Infomancer - Really just a fancy word for Librarian. The Infomancer is in charge of all information gathered and stored by the order. The Infomancer is viewed as a wellspring of knowledge and also holds the responsibility of instructing younger Mythics.
The Ether - The Ether manages all subjects relating to etherium, from its chemical properties, to it's trade regulations.
High Conflicter - The High Conflicter heads all military ventures of the order. While capable of declaring acts of war, the High Conflicter must first gain authorization from the High Elder as well as advisement from the Infomancer on the justification and potential consequences of battle.
The Inquisition - The Inquisition manage all efforts to seek and document information. All members of this branch share a strong mental link.
The Light's Guide - Spreading the drug is the duty of the Ether, but spreading its cover story rests in the hands of the Light's Guide. Acting as a group of priests and religious persons, the Light's Guide devotes its study of the Mythos to its spiritual properties. The powers they command tend to shy towards healing and mental Mythos. Many members of the Light's Guide are also accomplished alchemists.
Swords of Diligence - a sub-division of both the Light's Guide and the Battle Mythics, the Swords of Diligence, often reffered to as SODs, have dedicated their lives to ending the taint of the Forsaken and any others who would try to poison the order. Many SODs have organized recently for a crusade against the Potissimus Egregius Unum.
Blood Mythics - A darker branch of the Stellar Mythics, Blood Mythics dedicate their studies beyond the spiritual aspects of Mythos down into the physical effects it has on its users. Blood Mythics are incredibly adept at manipulating matter and minds through use of Mythos and many hold positions of high power within the military ranks. While respected (and often feared) by other Mythics, being a Blood Mythic comes with a general air of mistrust. It is not uncommon for a Blood Mythic's study to become so intense as to be sapping the very life energy from themselves as opposed to the Mythos.
Alchemists - Masters of alchemy, a true master of the craft can utilize the chemical properties of nearly any substance for use in medicines, drugs, poisons, and endless other applications. Individuals with an adept hand over Mythos will often weave their power into their alchemy for fantastic results. However, rarely will Mythos completely change the laws of matter: mythically enhanced concoctions will tend to have greater, but similar effects as those that are not.
Mathemamythic - This is a small order of Mythics that refuse to do anything without first consulting all of the theoretical and statistical information relating to the task at hand. They're quite eccentric, and don't generally get out much, even by Mythic standards. Like the rest of the Mythics, they accept non-Mythos attuned individuals into their ranks on occasion. But only if the individual in question is incredibly prodigious in their study of both mathematics and the Mythos. The Mathemamythics are far more inclined to studying the Mythos than using it. They wish to understand the mystical forces they control. The intensive study by this order has earned the dubious name of "arithmagic." This word has been adopted by the Mathemamythics themselves to describe their research in its broadest possible definition. Arithmagic is more than just numbers and formulas, however. It also encompasses the rather impressive combat methods the order has discovered. Each of these "spells" is a highly calculated equation of perfectly balanced Mythos adjustment. Or in simpler terms: They execute exact techniques that are absolutely accurate. Despite this, Mathemamythics are not commonly seen in battles due to their obsessive requirement to calculate everything involved before acting. Even so, most every battle group brings at least one Mathemamythic along as an adviser, for their obsessive calculations often come in handy for drafting battle plans.
Understudies - An understudy is simply one who is sensitive to Mythos, but requires guidance in order to manipulate it (younglings/padawans). Understudies may range from any age from 3 to 30.
The Lost - An ominous and desolate name describes a rather common occurrence. The Lost refer to any being who cannot sense or manipulate Mythos, but remains part of the order to assist in the less spiritual applications. Odd as it may seem, the Lost aren't regarded poorly in any way. In fact, they are sympathized by the sensitives and treated with the same respect shown to any other. From the sensitive's point of view, the Lost are unable to benefit as greatly from the ventures of the order, yet still they assist. Any insensitives outside the order are referred to as "Hopeless" and are treated with as much derision as the Lost are treated with respect. Very bipolar people, the Stellar Mythics.
Forsaken - beyond the Lost and Hopeless lay the lowest regarded beings known as Forsaken. Forsaken are those who once belonged to the order but have forsaken it in favor of more selfish pursuits. Practically hated by the Stellar Mythics, many Forsaken are forced off world or into hiding but some have been known to organize. One such organization is the Potissimus Egregius Unum who have grown powerful enough to directly challenge the Mythics in guerilla warfare even going as far as capturing understudies to be corrupted with Mythos until they turn on the order themselves.
Skills of the Order
Alchemy - Again, just a fancy word for chemistry. Alchemy is a common skill for any Mythic and even many Lost to know, but true alchemists can take this art beyond simple medicine. The refinement and processing of etherium also falls under this practice. See "alchemists" above.
Memory Imprint - developed from day 1, this skill is vital to all Mythics and Understudies alike as it allows them to achieve their religious goal of gathering all knowledge. Basically, this ability grants a perfect photographic memory to any of its practitioners.
Telekinesis - Every Mythic learns this skill on his/her own. As such, the methods use to move an object tend to differ greatly between the individuals. Manipulating gravity, magnetism, or air currents are just a few of the ways this skill can be achieved. However, telekinesis in it's pure, non-elemental form uses pure Mythos energy.
Levikinesis - by creating immense, atomic vibration, incredible amounts of electricity can be created and arced between particles to effectively simulate a bolt of lightning. This is different from Force Lightning as it is...um...actual lightning. Force Lightning would fall under Energy.
Ventakinesis - manipulating air currents has one of the most diverse array of uses for a Mythic and is thus used by many to solve tasks even if they do not specialize in it.
Serikinesis - altering particle's bonds and magnetism seemingly gives a Mythic control over gravity. Adaptive as it can be just as easily used to lift something up as it is to pin something down. Powerful serikinetics can even learn to distort the path of blaster fire with enough focus. Just be careful not to use this around expensive computerized equipment.
Terrakinesis - Not so much a branch of its own as a specialization of telekinesis, ventakinesis, or serikinesis, terrakinesis manipulates the objects around the user. Rocks, trees, mud, stop signs, anything and everything is a weapon to the accomplished terrakinetic.
Energy - considered the "pure" form of Mythos, raw Mythos can be manipulated by itself for many simple, but no less potent, applications. These include everything from protective barriers to concussive bolts.
Protection - Unlike the Jedi, Mythos protection is a much more physical practice utilizing powerful barriers created from wind, debris, or even just pure Mythos. Many masters of the protection branch will coat their weapons with such energies to allow them to resist far more than the material would otherwise.
Healing - While surrounded by a more holy branch of practitioners and considered a divine power, Mythos healing works exactly like Force healing.
Time Step - Used by few and mastered by fewer, the time step is an incredibly powerful and dangerous skill to use. Contrary to the name, this ability does not manipulate time in any way. Instead, the user is put into a state of Mythos-enhanced reactions and hyper-awareness. From the user's point of view, the world around him/her will slow almost to a complete stop leaving him/her to move about the area freely. From a by-standards point of view, the user will simply vanish and reappear almost instantly wherever they discontinue the time step. Practicing this is not a light task as being in such an accelerated state puts immense stress on the body. Muscle entropy begins mere seconds in real time after its activation and most die of fatigue before an hour passes. Many Mythics perish in this manner making the mistake of entering a time step without knowing how to exit it.
Stun - a technique practiced by Battle Mythics and even some members of The Inquisition, stunning a target may become a necessary course of action when killing them would be undesirable. A gravity bind, electrical shock, or even a cyclone are all methods Mythics have used to incapacitate an individual. Dangerous, but effective, an alternate use of the time step can also be used to lock down a targets movements (having the benefit of working on any object from an ant to a starfighter).
Mental Link - A ritual may be done to connect a stream of Mythos between two or more Mythics. Known as a mental link, this allows the participants to instantly share any thoughts or sensory information with one another.
memorias spiritus ultim - The rarest of all Mythos abilities. Unable to be learned, only a few individuals are inherently born with the ability. Fewer ever know they have it. The memorias spiritus ultim, memory's final breath, is an incredible mental phenomenon that occurs upon its bearer's death forming a telepathic parcel containing specific memories and emotions of its creator. This is an even rarer occurrence as compiling the contents of the parcel requires a period of meditation rarely provided to those whose fate has come knocking. The spiritus is released at the same instance as the soul and lasts only a short while before it too becomes one with the Mythos--capable of being intercepted only by a nearby telepath.
Flare - Many Mythic-built structures tend to be very dark with little to no lighting. There are two major contributions to this: the vision-enhancing properties of the etherium drug, and the fact that ALL members of the order, sensitive and insensitive alike, have means to generate light at will. Generating light through Mythos manipulation is an extremely simple skill for a Mythic to master. So simple, in fact, that there have been documented occurrences of beings outside the order who can accomplish such a feat as well. Those insensitive to Mythos still have a ready supply of light on hand in the form of the bioluminecent chemicals found in many of Aiaru's native creatures. Jarred zyphters, magnalui quills, and tamed flickercats have all been used for their natural light.
Arithmagic (skills of the Mathemamythics)
Jorial's Strike Discontinuity - Utilizing a massive formula with limitless variables, a talented Mathemamythic can launch an attack at an infinitely unpredictable angle. Such an ability, by statistical law, cannot be anticipated and must be blocked or avoided by skill (or extreme luck) alone.
Relkem's Trace Theorem - A highly adaptable formula allowing one to calculate origin points based on the trajectories of physical objects, thermodynamic characteristics of natural energies, and thaumaturgical leyline residues from Mythos manipulation. A Mathemamythic well-versed in Relkem's Theorem can never be ambushed.
Linear Pinpoint Regression Sequence - Calculate your aim, then calculate the quartile medians within the possible impact area. Now take that data and calculate the midpoint again. Repeat. Repeat again. Given adequate time, this formula can allow the Mathemamythic to deliver a surge of Mythos, accurate to a molecular scale. Also has numerous non-combat uses.
Torin's Law of Subtractive Thaumaturgy - Studying the effects of metabolic decay on practitioners of the Time Step, Artemis Torin discovered a formula with which he could subtract life itself by forcing tempestuous currents through an individuals body to accelerate the aging process. Hardly a practical tactic in serious combat, it none the less proved to be his undoing. Torin's Law of Subtractive Thaumaturgy has been filed in the restricted documents along with all other research pertaining to the Time Step.
Zepp's Quantum Law of Temporal Regulation - Disproves Time Step.
Dependent Variable Derivative - Some call it clairvoyance, Mathemamythics call it finite probability. Calculating the interrelations between numerous non-linear variables under the basis of chaos theory, a Mathemamythic can accurately predict future events to degrees in excess of 0.9998.
Euclidius' Exponential Thaumaturgic Translation - Using the law of positive linear progression, a Mathemamythic can continuously reapply a value of Mythos upon itself, increasing the total potential energy exponentially and allowing one to exceed their normal threshold many times over. Unfortunately, Euclidius failed to mention the often lethal-consequences of such an action believing anybody who could figure out the formula wouldn't be stupid enough to try it. He is proven wrong an average of 3.692 times a year.
Noncollinear Discontinuation - A theoretical ordering system derived from non-combative use of the Jorial's Strike Discontinuity with no discernible logical basis. It is most famously used by the Rishii Infomancer in the restocking of the Tower Library.
Force-users
In their constant quest for information, the order is more than aware of The Order. The Jedi Order, that is. They simply don't care about them. In the eyes of a Mythic, Jedi and Dark Jedi alike are heretics; manipulating the holy energies without thought or care for where it comes from. From the great powers of the universe who granted their power upon them. Force-users are looked upon as unclean and unworthy and there matters are not to concern the Stellar Mythics. (Note: There are no restrictions on marital status within the Mythics. In fact, families are encouraged in their society who find the Jedi Order, wielders and worshipers of the very forces of life, hypocritical on disallowing such attachment to other beings).
This said, it is not unheard of for a former Jedi to join the Mythics. With conversion comes repentance. With repentance comes forgiveness!
Creating a Stellar Mythic
To create one of the Stellar Mythics, you are to use the Grey Jedi template found in the fringe section with the below adjustments.
Name:
Race: There are no racial restrictions in this order. The Mythics greatly encourage rare and unexplored species to join their ranks in hopes of learning more about their cultures.
Age: Like Force-sensitive, Mythics tend to benefit from slightly longer lifespans with Elders and Priests having the highest.
Height:
Weight:
Birth place: Anywhere. Really. Including Aiaru.
Appearance:
Personality:
Profession: put their rank/caste among the Mythics here.
Skills: These are standard skills that even a civilian could learn.
Previous Faction: This only applies if it...well...applies.
Mastery Level: Use the normal Jedi ranks here, this has nothing to do with your character other than give the reader an idea of how powerful he/she is.
Pay attention, now. This is where it gets tricky.
Staff All Mythics make a staff just as all Jedi make a lightsaber. Many of these are simply ornamental or signify rank. Other Mythics may learn to use the staff as a focus to channel and amplify their power through. And other, more technologically savvy Mythics, may even install retractable blades, shock tips, blasters, rocket launchers, anything to get the jump on an assailant.
Sword All battle Mythics ceremonially carry a small blade into battle. While the usage of this blade differs greatly from Mythic to Mythic, some carving through enemy ranks while others never touch the thing instead focusing on their indirect Mythos. Like the staffs, each blade is unique to its holder.
Mythos Abilities or practices:
This is where you would put any of the skills mentioned above that are specific to Mythics.
Specialized Skills:
Telekinetic: 1 - 10
Telepathic: 1 - 10
Body: 1 - 10
Sense: 1 – 10
Protection: 1 - 10
Healing: 1 – 10
Destruction: 1 – 10
Attributes:
Physical Strength: 1 - 10
Intelligence: 1 - 10
Speed: 1 – 10
Leadership: 1 - 10
Unarmed: 1 - 10
Melee Weapons: 1 - 10
Ranged Weapons: 1 - 10
Force Attunement: If you're a member of the Light's Guide, chances are this will be high. Conversely, blood Mythics will likely have an attunement in the negatives even if they aren't inheritantly "evil."
Bio:
RP Sample: