Star Wars: Lost Legend

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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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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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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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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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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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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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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Djaunt's Query - Pending
Cargo Run and Apprehension

Symbasa overhears a Nautolan and Human within Toruk’s Tavern and ends up being recruited with his colleagues to join these two in their quest from Djaunt who they met and found delightfully willing to renegotiate the contract he held with both the Human and Nautolan as long as he still got his query, cargo from a recently crashed ship that Djaunt paid top dollar to have a jump on.

Djaunt negotiated contracts for the group, offering them 300 credits per sealed cargo container they can recover as well as anything they would like to have their hands on. The group had accepted and left for Shuttleport Besh for quick passage to the crash site.

On arrival, the group dropped off a kilometer from the crash site and set out on foot. They discovered two salvagers there already and Symbasa took initiative on trying to figure out what was going on. The salvagers, very protective of their find, drew their weapons and demanded the group remain at bay. When suddenly the sound of engines from a distance sounded off, prompting Symbasa to try and negotiate a deal with the salvagers but time was of the essence and Vessisk angrily sought to tear down the scavengers, losing his weapon in the process.

After a heated battle, the group scared away the scavengers and fled into nearby treelines to hide from the new emerging threat. Soon enough, a pair of heavily armored scouts showed up. T’vati Yinn trying to himself scout out this new threat, accidentally gave himself away and caught a sniper blast that sent him down immediately. The group assessed the situation and watched the scouts work. One of these men grabbed T’vati’s incapacitated body and brought it to the downed ship. There they set up an automated heavy turret to secure the makeshift hole of a doorway of the crashed ship as they made their way inside of it to retrieve the cargo. After gathering their query, they took a cargo container back to their transport.

Meanwhile, the group devised a plan to ambush the scouts if they returned. Part of the plan required Becky to form a distraction so that T’vati Yinn could sneak over and manually disable the turret, by using his plasma cutter to cut the wires around the nucleus of the turret’s servo-brain, and remove it from its stature. Success. The Chadra Fan did it. Soon after the group readied a trap for the returning scouts.

When the scouts returned, the group’s plan was foiled when Voarche, their human ally of their new associate Djaunt failed to foresee his Nautolan friend’s anxiety as he jumped the ambush forward by unleashing a volley of Blaster bolts at one of the scouts. After a winded fight, the scout lost their ground until the scout master returned to combat from his perch across the field. The first scout by then was already down, and the second was badly injured. The scout master then single handedly, to a point, began to take out the group little by little. Using his expert talents and heavy military back ground, the scout eventually went down and lost his life after Vessisk stomped him out.

The group, nearly all wiped out, retreated and reformed to eventually bring down the scout master resulting in the group’s reclamation of power over their rough opponents. The group walked away with many nearly dead friends, a vaporized Nautolan, two cargo containers for their quest, new armor and weapons, a on-track transport, and many new things. Symbasa also found a document on the scout master claiming a Mistress from the city of Freelon had hired these few to retrieve these cargo containers for her. What the group does next is still to be determined. Do they break contract with Djaunt and return the cargo to this Mistress, or do they bring them back to Djaunt to put this hectic and stressful mess completely behind them.

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Crime, greed, and the fugitive it breeds.
Beckay's Story

Prologue:

After a long string of successful smuggling runs, Beckay accidentally found herself in the iron grip of the Galactic Empire. Facing a fight or flight moment between a sentencing, and sweet freedom, Beckay made the call. As an Imperial Corvette began to close in, and the V-Wings left their berth, Beckay threw her credits to the fire and blasted herself off into the Outer Rim. Branded by the Empire as a pirate, a thief, and as WANTED, Beckay began to skirt the lines between the righteous and the lesser.

Over time, Beckay, on the lamb, had to resort to contacts, and the underworld to survive. Straying clear of Imperial worlds ever since her last encounter, Beckay frequented many different shadowports and smuggler havens, however, this eventually lead to Beckay’s bounty to grow as it became harder and harder for Beckay to track considering her unsavory company she would surround herself in to seek out more passive protection. Along the Klatooinian’s journey, she would also found love. True love. A love, for credits. And this led to her return into the game.

Eventually, Beckay found herself on Ord Mantell within the Mid Rim of the galaxy. Believing her near death experiences and close run ins with bounty hunters of all flavors, Beckay hawked her ship on the lawless planet and received passage to a small fort, in an effort to lay low and make some sort of an honest wage. Within the idea that the Bright Jewel capital would be one of the last places a bounty hunter would search, if they couldn’t track her within a major city, the planet was full of ancient forts and abandoned settlements where tracking Beckay would require quite the trapper.

Chapter 1

Part 1:

Beckay, now apart of a group that seeks out a lost legend of a religious congregation within Fort Cerie, finds herself alone on the streets of the age old settlement. Normally a trail that leads to various structures inside of the Fort, it tended to teem with life of adolescents and traversing travelers from laborers to tourists. However, Beckay’s luck she had so long leaned on seemed to have run its course as an Unnamed Rodian and Jarriq, his muscle, finally tracked down their elusive query and approached the smuggler. After a quick exchange of words, Beckay opened fire in hopes of neutralizing the serious threats before her but her wits and quick draw blasting resulted in her untimely apprehension.

Becoming nothing but a paperweight in the bounty hunters’ quest for justice, power, money, or any number of things that would cause someone to fall in line with people hunters, she was dragged about the Fort. Eventually regaining consciousness, she tried to call to her group and then to reason with her captors but they took no risks, and put her back out before she could make another move. Later, her companions would enter a nearly deadly firefight with the bounty hunters that at least for a few moments could have meant certain death for them all. Rallying for their lost friend, the group disposed of the Unnamed Rodian, and sent Jarriq the Nikto into a riveting retreat. Taken to a medical bay, Beckay would recover from her near fatal injuries thanks to her persistent allies. But danger still looms ahead as Jarriq escaped with his life, and Beckay may need to begin counting her days as the only thing worse than a fugitive on the run is a trigger happy fugitive on the run.

Part 2:

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Ripped off, wronged, and Rypr.
Vessisk's Story

Prologue:

A young Trandoshan, destroyer of his clutch, Vessisk an enlarged collection of scales made a name for himself in the game of hunting. Born to seek and destroy, Vessisk is a walking arsenal of fury. Becoming more than your average bounty collector, the Trandoshan started hunting violent criminals out of the gate. Forming bonds with bondsmen, and relationships with dictatorships, Vessisk quickly became a name in the game. Eventually finding himself a bit stifled, maybe even bored with some of the easier targets, the Trandoshan found an ally to help him achieve more Jagganath Points than any other Trandoshan he associated himself with. This ally was a skilled Gand Findsman named Rypr.

Vessisk and Rypr worked for a plethora of employers from Black Sun to sects of Swoop gangers looking to compensate the duo for the destruction of their rivals to even anonymous leads who paid in hard currency untraceable for even the quirkiest of slicers and black marketeers. Working jobs from the The Colonies on planets like Cato Neimoidia to The Outer Rim on planets like Tatooine to The Deep Core on planets like Empress Teta and everything in between. Some of the notable employers they handled jobs for were leaders like Vigo Salla Qeth of the Feghr Tribe, a lower level (geographically) Swoop Bike Gang on Coruscant, Yon Lok Delkins a noble and accountant who lives a double life as a crime lord for the Onderonian underworld, and most recently Myko The Hutt of Nar Shadda.

However, Rypr growing old in age, confessed his disdain for the hunt to his Trandoshan companion after doing it for so long and seeing how many lives he affected, and promised one last big score to put them both out of the game for quite sometime. Vessisk, nearly only beginning his own journey agreed to this and even saw him doing it as a favor to his old partner in hopes to appease him and maintain his current flow of bounties and credits once the aged man retired, granting Vessisk even more money and Jagganath Points than he had ever seen previously. While completing their last job for the stocky Hutt to apprehend I’dr Sedd Voor, a Duros Pirate Lord who’s been plundering and pillaging Myko’s transports near Klatooine, Rypr betrayed Vessisk, and trapped him in a force cage aboard the Duros’ capital vessel as he left with the Pirate Lord in chains, and his crew decimated by the two. Rypr didnt return I’dr to Myko and instead brought him elsewhere, later going to Myko and deceiving the Hutt explaining that Vessisk betrayed Rypr and took Voor elsewhere. Myko believed him, and since then Vessisk has done everything he could to avoid a confrontation with Myko, knowing Rypr is still out there. Thus causing Vessisk to ditch his old life, and seek anew on the Mid Rim world of Ord Mantell.

Chapter 1

Part 1:

Vessisk, now part of a group who seeks out an ancient lost legend told in song and dance by the Covenant of Rais Zell, turned away from his job of honest labor slaving over a furnace when enjoying a break in The Ransomed Rancor. Hearing the tale of the lost legend resparked Vessisk’s intrigue in his relationship with the Scorekeeper, and after losing all of his points in his betrayal from Rypr, found his dedication within himself and the bloodthirst he had painstakingly misplaced had returned with curiosity and large weapons.

After searching for aid, seeking information on bounties, and planning major progressions for his group and himself, Vessisk was tipped off by Toruk Ghand about a couple of Rodians he overheard talking about him. The Trandoshan eventually crossed paths with these two, and after paying them 25 credits, received the information that Rypr has recently been making inquiries through contacts about Vessisk, and that he should watch his back because Myko The Hutt believes he is entitled to 10,000 credits that Vessisk seemingly cheated him out of. Danger looms ahead, what might Myko do if he was to find Vessisk? As noteworthy as Hutts are for their sheer size, irrevocable demeanor, and gluttonous greed, they’re also known for their empires and ruthless mentality to snuff out those who do them wrong.

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