Star Wars: Lost Legend

Redemption - FAILED
Covenant of Rais Zell Quest

A member of the Covenant of Rais Zell admits there is something the Covenant needs, explaining that they are only as strong as their weakest of links and that one man in particular has been on a path of redemption for 12 years straight. If the crew could strengthen him and gain his trust as well as return him to a place of personal power, the Covenant may look upon the group with more open of arms. However, when the group decided that wearing a stolen robe that beared the mark of the Unmentionable (Shadow Council)s, and tried to goad the man into speech within the sacred hall, retaliation followed swiftly as the man became encompassed in fear and stabbed his own brain with a vibroknife in order to get away. Believing that this may be exactly what the Covenant was looking for, they were gravely mistaken when the original cultist exclaimed the words, “You have failed!”

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Kingpin - Active
Psylo of Worlport

Wero Qesh has asked in return for a favor where he must stick his own neck out to you strangers, that you take down the crime lord known as Psylo. Wealthy, powerful, and corrupt. Psylo maintains a fair amount of underground work throughout Ord Mantell and has many officers, judges, politicians, leaders, and people of importance on payroll. The Smuggler simply asks that you get rid of this person one way or another to showcase your skills and loyalty.

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Ord Mantell Bounty: Unknown Smuggler - FAILED
Completed

A bounty has been placed by the Ord Mantell Central Authority for an unknown Smuggler who is only known for slipping past any customs officials on the planet, as well as causing a ruckus for many of the planet’s more upstanding citizens of fortune. Not much is known about the man except that he is a Humanoid and always seems to hide beneath the radar. Wanted alive for questioning, no hunter has been able to track him successfully without either dropping the bounty or giving up because of other reasons.

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Ord Mantell Bounty: Ghent - Active
3,000 Cr - Dead ONLY

Ghent.jpg

A bounty is placed by the Ord Mantell Central Authority for multiple counts of murder, assault, thievery, obstruction of justice, and many many other laws. Assembling a group of stone cold murderers, Ghent sets up a base just north of Fort Cerie, east of the Risch Range, west of Fort Garnik, and south of Worlport.

Ghent himself is wanted for 3,000 credits and has a reputation of evading or destroying every hunter who has come his way. Infamous for his ways of entrapping trade caravans as well as shooting down low altitude cargo ships in transit, Ghent also has a knack for hunting alone. To make a game out of existing, Ghent occasionally takes prisoners only to let them escape so he may hunt them before fortune smiles down on the runaways.

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Lost Legend - Active
Treasure Hunting

The group seeks out the treasure of Rais Zell, foretold by ancient stories from the Covenant of Rais Zell. Unknown to them where the treasure will be, many rewards await the one or few who uncover the great secret.

Quest Giver: N/A

Quest Reward: The Treasure of Rais Zell

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Elusive Mystic
2nd Session

The player characters seek out this treasure of Rais Zell. Upon the discovery of this lost legend both read and translated from The Plaque and through a poem of tongues and body language, the group searches for answers. After being foretold of a grave warning within The Ransomed Rancor from an old mysterious man, he departs from the cantina revealing the extra bright light emanating from a supernatural occurrence foreshadowed by a prophecy that the end is nigh.

Their first move is to search the cantina’s backroom in which the translater and dancer remove themselves to, only to find the dancer unaware of anything that has transpired. Symbasa quickly apprehends a cloak which bears the mark of the Unmentionables of the Shadow Council per bartender of The Ransomed Rancor. Looking for clues, the group sees that those who remained in the cantina mantain a stilled stare toward their front, unaffected by anything around them.

T’vati stumbles upon a hidden switch in the backroom that activates a trap door behind the bar. There, a thick sludge and odor strikes Vaso and renders him ill. With the proper distraction, T’vati sinks into the pipeline from the trap door and scurried forward. The rest of the group becomes acquainted with each other and begin to search around the cantina for the pipeline’s exit. T’vati happens across 2 different stations; one of food, and one of hygiene. Vaso across and Symbasa begin to trek towards Toruk’s Tavern as the rest of the group attempts to find the exit pipeline.

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Opening Session / Pertinent Information on Setting
1st Session

The group is founded on the planet Ord Mantell in the Mid Rim of the galaxy. The planet also known as Heart of the Bright Jewel because it is located at the center of the Bright Jewel Cluster within the Bright Jewel system, and sported a quantity of fifteen different moons. Ord Mantell was located on the Celanon Spur hyperlane and the Entralla Route hyperlane. The climate was temperate, and the terrain was spotted with mountain ranges and many saltwater lakes. The planet was rather barren, with small areas of tropical jungles and forests. The planet was also very urban outside of its tentatively bland mesas and islands. In the urban areas, Ord Mantell carried settlements and forts. In the days of the Old Republic, the planet succumbed to Civil War and many of its settlements were burned down alongside much of its depots and foundries lay to waste. Fast forward thousands of years later and some of the desolation remains, however a lot of the planet’s destroyed facilities were scavenged and converted into junkyards which became the planet’s major export in the galaxy at large. The forts and settlements held various districts bearing a plethora of hotels, casinos, cantinas, marketplaces, and residential areas. With a minor government in place known as the Ord Mantell Central Authority, there are very few restrictions for its inhabitants. One of the major staples of the populated areas is the idea that with no true form of policing other than government buildings being guarded by government employees, all disputes tend to be settled by the remaining majority, meaning that if two people disagree with each other in a cantina and it transforms into a brawl between the two parties, the winner of the altercation is immediately dismissed of any accusations. A little less dog eat dog due to apparent aggressors being dismissed from the planet, but still, a rough planet to make a living if you don’t have the skin for it. A saying amongst many Mantellians goes, “Keep your eyes over your shoulders and around any boulders, the few here to bring themselves fortune, generally have a moral view encompassed in distortion.”

In the settlement of Fort Cerie, the group finds themselves together working to better their lives for various reasons. The Fort was originally created and purposed for manufacturing armor plates and modifications to support the Republic in their aid of the Mantellians against the Separatists thousands of years ago. History claims that Fort Cerie was captured early on in the war and was detrimental to Separatist success against the Republic due to the armoring properties their newly founded factories produced. Later the Fort would be one of the many bombarded from orbit when Republic troopers failed to take the settlement despite their attempts and hard pressed assaults, as a last resort and a way for Republic High Command to strip the Separatists of their resources and supplies, they called in capital ship bombings to destroy their constructed factories, losing millions of credits and killing thousands of native Mantellians. In the present, the Fort was reconstructed as a refuge for a scattered clan of peoples who came to the planet to find sustenance in life and to seek out their intangible deity, Rais Zell. Using many scavenging parties and their ability to trade with some of the larger cities and forts, life is balanced and maintained. The Fort’s majority of inhabitants are followers of a religion that follow sacred tenets, and aim to please their goddess. A small percentage of the people are either drifters or people who stumbled upon the Fort by accident, but found it worth staying for whatever reason. The group would be found within that small percentage of people.

The Fort is essentially a small town who focuses on the age-old junk to process, clean, retrofit, and craft in order to trade them for credits and necessary resources they cannot find near their settlement. The town hosts The Ransomed Rancor, a cantina and entertainment center for those of the Fort. The Dwelling, which is the housing and residential district of the Fort. A small time casino which routes some tourism into the Fort for passerby’s who need a break from their journeys and hyperspace sequences called The Cached Credit. The Fort also teams with two shuttleports, designated Shuttleport Aurek and Shuttleport Besh, for interplanetary travel, and a three bay spaceport named Spaceport Cerie for intergalactic travel. The Fort is also home to very few hotels for those passerbys and even recreational areas for gardening, sports, and the youth. Food is generally founded in the cantina as well as the casino. The staples of the Fort generally put strictly food places out of business due to the convenience that comes with the food being founded in the cantinas and casinos.

Amidst it all, the group knows each other and decides it may be time for a change. Casually finding each other in the cantina, and exploring general areas around the Fort, the group stumbles across a rumor circulating throughout the colony from all of its inhabitants, mainly the Covenant of Rais Zell. Upon hearing of this hearsay, each of the group investigates a little as their reoccurring itching for greater purpose begins to weigh heavy on their day in and day out livelihood. The speculation they investigate is at a glance just a story but there is more to peak their curiosity than just a children’s tale and from what the group finds is simply a story but upon inspection, an epic with enticing details founded on The Plaque.

“Rais Zell, the triumphant being of old
Founded a many of treasure in gold
Looted from the dead
And buried in dread,
She’s hidden in the fountain once sold.

Rais Zell, a Scavenger ahead of their time
Gathered closeness of those who mine
Together a sign
They traversed far and wide to find
Where they would garner truth divine

Rais Zell, a people who squandered no trinkets
No hatred or malice by misfits
They left their homes of ribbons and blankets
Searching and restoring in junket and banquet

Rais Zell, adorned in cheers and credits
Rais Zell, adored in jeers and heaven
The people they left behind
Were nothing to find
For Rais Zell was the celebrated menace

Rais Zell would leave their people to die
In their riches and stitches to grind and grind
Rais Zell moved from place to place
Rais Zell Rais Zell from space to space

Rais Zell ripped the hearts of the fortunate
The limbs from those not natural
Rais Zell sought the foreign and the orphanage
To take what they bear so fragile

Rais Zell, Rais Zell, Rais Zell, Rais Zell
You teach us to become so clever
Rais Zell, Rais Zell, Rais Zell, Rais Zell
You learned us to find your treasure

Rais Zell, the triumphant being of old
Founded a many of treasure in gold
Looted from the dead
And buried in dread,
She’s hidden in the fountain once sold.

Rais Zell, a Scavenger ahead of their time
Gathered closeness of those who mine
Together a sign
They traversed far and wide to find
Where they would garner truth divine

The planet, a home, is founded near Tion
Within the cluster and trade
A many dismayed
They lacked a map, a Scion, and flustered

A collection you’ll need
If you wish to succeed
Of knowledge you see
And passages you read."

The greatest way to truly live is to be both on the edge of your comfort zone among daring adventure and the unknown. Surely, anyone looking to become more than an everyday body must seek out what others only admire. Be sure to do and act to achieve more than those who merely speak and dream.

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