| Praetor_Oriel | Date: Friday, 08 November 13, 6:29 PM | Message # 1 |
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| Praetor Tyrion Oriel  Name- Tyrion Oriel Age- 33 Standard Years Homeworld- Vjun Height- 6'1 Species- Human Status- Praetor in the Sun Guards, Vjunite Noble Personal Strengths- Physical strength and courage, honourable, calm under fire, a good strategist. Personal Weaknesses- Often assumes others share his concept of honour. Notable Enemies- Jedi, Whoever he's paid to fight. Notable Allies- Whoever pays him to fight. Background- Oriel was a young noble on Vjun who spent a great deal of time reading the classics and was enrolled in a Military School from age 5, at age 17 he decided he had enough "military education" and decided to make his life one of hardship and adventure, but yet also glamor. He joined the Sun Guard. Oriel never returned home until he inherited the family lands in Le Vallée de la Terreur, Vjun Highlands, at this point he lead several legions of Sun Guard as their Praetor (being almost thirty and having many years service under his belt). With his Regiment's assent he relocated his Cohort to his family castle, which serves as their base of operations and bolthole.
How did Oriel come to be a Sun Guard?
By this time the Sun Guard have expanded past their roots based on Thyrsus. Oriel would have been a rich young noble joining over a decade ago when he was a dispossessed bored noble on Vjun. Just like many join the French Foreign Legion.
" The lowest rank, taken by initiates into the group, was Stellar Legionnaire. They served a provisional term of one year, during which time they could be expelled at any point for breaches of Sun Guard etiquette, such as cowardice or undisciplined drunkenness... Promotion was obtained through military heroism, while cowardice was cause for expulsion at any rank."
Oriel would have climbed his way up through countless battles and acts of bravery. As he grew more senior and had to find lodging &c for his own Cohort of the IIIrd Sun Guard Regiment he would have begun to draw on his inherited resources, basing himself off Vjun. He wouldn't really be a hugely major figure in Vjun society, being friendly with the other houses but not involved with their politics, like many nobles there he has a background knowledge going back to their allegiance to the Sith in times passed, so his membership of a group that has shown a distinct interest in the sith religion since at least circa 119 BBY, despite not being fully enthralled cultists as yet.
So Oriel is of mixed Vjun-Tapani-Core Stock, Vjunite patrilineally. He felt bored of schooling at military academy and university and so joined the Sun Guard as youthful rebellion, now after 15-20 years in their ranks he has risen high, and while dabbling outside of direct Sun Guard affairs is a Sun Guard first and an urbane core-looking noble second.
The Fifth Cohort, Second Regiment of Sun Guards
Organization
The Fifth Cohort is made up of Eight Legions. However, three are currently engaged in mercenary activities and cannot for the purposes of the game be recalled. So in practical terms Oriel has 4 Legions of his cohort to go viking with, since the final cohort, composed only of the very elderly or too wounded to fight in open combat within the Botor-Dwarferim War.
All Oriels remaining Legions are under strength at around 30 men a piece, this is due to constant attrition and lack of dedicated recruits to fill their places in recent years.
Oriel's Cohort Legion II Legion III Legion V Legion VII
Breakdown of a Fighting Legion (not the garrison of the castle) Stellar Tribune (1) Stellar Legionnaire (25) Each expected to be an expert in a trade of his choice, medic, armourer, comms etc as well as being expected to be an elite soldier first. Armed with heavy vibroblades, high powered weapons of various sorts and some kinetics. Stellar Marksman (2) Long Range Marksmen and Specialists at concealment Stellar Champion (1) The assigned bladesman to fight with Jedi or other Force users, trained to resist their tricks and always armed with a Phrik weapon. Stellar Explorator (1) Switches Sun Guard armour for Camo scout armour lighter than that the rest of the Legions. His weapons are his personal choice.
Cohort Equipment
Weapons Close Range: Vibroblades of all varieties, shock maul and staffs also, including pikes made from Phrik etc. Longer Range: Heavy powered but short ranged weapons or highly destructive and long range light post-smallarms. (Disintegrators, Flamethrowers, Destructive EMP guns, Acid and Flame Throwers, Laser Beam Carbines, VES-700 Pulse Rifles, Concussion Rifles, Rail Detonator Guns, Thermal Detonators, Mini Rail Cannons - especially for snipers etc).
Armour Yellow Sun Guard Armour, made of Phrik - Like Mandalorian armour not total protection against anything bigger than small-arms fire, but is arguably better than Mandalorian armour at this role due to it's sheer thickness (even as a lighter material, the thickness worn by the sun guard makes it as heavy as the best quality beskar iron).
Vehicles
Space Transport Action III-class Upgraded to being an Interceptor-class - Carrying One legion and the vehicle store. Kappa Class Shuttle (3) - Carrying a Legion each. Jumpmaster 5000 Scout Ship (1) To scout ahead or for incision strikes.
Ground Based Hailfire Droid (1) - Dropped off at random near opposing forces cities or in areas lightly guarded to wreak havoc. DSD1 Dwarf Spider Droid (8) Dropped from orbit in disposable landing pods, once landed they keep a low profile and prey on locals to increase terror in a warzone. N99 Persuader-class Droid Tank - To mount distraction attacks when landed behind enemy lines by the Interceptor-class
Oriel's Castle Garrison
Servants, Medics, Techs, Catering etc (150)
FIII Footman Droids (40)
Invalid, Aged or Wounded Sun Guards remain at the Castle and form the Garrison along with a number of FIII Footman Droids.
Legion VIII (44 Sun Guards not 29 due to being where the wounded go)
Oriel's Delightful Castle
Regular durasteel alloy coated reinforced duracrete, clad in stone for style's sake, naturally magnetically sealed blast doors on all exterior access.
Defenses Concealed sniping bunkers overlooking the road in (12) "Invisible" pop-up Quadlaser turrets (4) automated) in the hills around overlooking the castle Repeating Blaster Cannons overlooking the gate (2) Auto-turrets (40) behind shutters on outer walls and towers, able to rain down light blaster fire and re-shutter behind blast shields to harass enemies. Also half of these are within the house itself. The gate to the inner sanctum (keep) would be ray shielded when needed (mostly turned off) Randomly placed Ray Shield Traps (6) (since the planet is one known for its Sith this is an anti-jedi countermeasure)
The Fauna of Vjun Those prowling around this area will find not just the hourly acid rain a problem, but also the constantly malevolent and hostile fauna. Many sith-influenced beasts with lots of spikes, claws tentacles etc. (I advise bringing a blaster on your walk)
Praetor Tyrion Oriel
_______________ Praetor of the Cohort VII, Third Regiment of Sun Guards Count of Le Vallée de la Terreur, Vjun Highlands
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