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[Restricted] Sithspawn Profile: Darklings, Nightdires and Mistflayers (By Sarias)

#1
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A note is left by Sith Sarias
Compiled over many encounters with these creations, it was an excellent example as to how an alchemist may modify their creations to particular tasks or functions - as well as the adaptations some sithspawn will hold, enabling them to reproduce and maintain themselves as threat, even past the creator's lifespan.

Despite their current status, knowledge as to their creation, detailing and otherwise is to remain restricted.

Sithspawn Profile
[Image: 66iciMH.png]
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#2
Sithspawn information (based on witness accounts, alike Kaer’s report, as well as experiments and an autopsy reports by Sith Sarias).

Current status: Primary source eradicated, however at least one stray pocket was discovered and eradicated on Dromund Kaas.

Darkling: (small). A few living specimen kept in containment
[Image: Image1.png]
  • Strong aversion to light. Direct sunlight will turn to dust, artificial light able to heavily irritate the skin and cause burning damage (akin to torturing it).
  • Humanoid bone structure, brain outside its skull.
  • Has been observed to move in swarms and multiple numbers, likely the most numerous of the sithspawn.
  • Swift in movements, likely able to scale the interior walls or move through hidden tunnels.
Method of killing:
  • Destruction of exposed brain
  • Use their smaller size to simply crush them, or ensuring their limbs are cut first to lessen mobility.

Unknown Female Darkling
<No visual image of a live specimen>
  • Holds a rough appearance of the darklings, though larger and with distinct features of a humanoid female
  • Able to withstand some amounts of damage to the body, with some marked resilience
  • The variant is how further darklings are produced through eggs


Nightdire: (medium) - A leg is kept in cyro containment
[Image: Image1.png]
  • Strong aversion to light. Direct sunlight will turn to dust, artificial light able to heavily irritate the skin and cause burning damage (akin to torturing it).
  • High readings of Nexu genetic markers, thus any anti-venom possessed used to treat its toxins likely to work. (Theory, not yet tested).
  • Bone structure of a Nexu
  • Spikes on the back holds venom trapped by the trips
  • Boney tail with a sharp point, akin to that of a blade

Method of killing:
  • Serving the tail and using their staggered pause to kill them.
  • Targeting their limbs to render them less mobile, using their larger frames against them

Mistflayer: (Large) - No physical corpse recovered

[Image: Image1.png]
  • Very tough hide. Lightsabers can pierce it but requires quite an amount of strength.
  • Has some aversion to light, unknown if alike the prior due to limited information and lack of corpses to investigate.

Method of killing:
  • Targeting of the eyes, appearing to be their weakpoint. Presumably also if attacked through the mouth, as it passes the skin barrier, but the eyes are recommended.
  • Force powers such as Force shock and lighting, and those utilizing more potent dark-sided abilities has an effect on them.


Unknown female Humanoid - A single, living specimen is kept in containment
<No visual drawing made>
  • Humanoid in size, appears as a disfigured female human with claw-like appendages at the end of their arms
  • No reaction to light, artificial or the sun
  • Contains traces of some species, notably a minor instance of rancor blood. Likely origin of their strenght
  • Has a high-pitched screech which can stun those in the immediate vicinity
  • Has mobility enough to jump
  • Highly aggressive, attacking anything in sight
  • Unknown venom embedded in its teeth. Avoid being bitten due to potential lethality
  • Has been observed to be able to break down walls in larger numbers, indicating some strength

Method of killing
  • Targeting of the head and legs, the latter to render it immobile, the former to take it out.
  • Destruction at range, avoiding melee if possible

Note: Has only been seen in one encounter in a centralized cave of its creator.



Initial samples report
[Image: 66iciMH.png]
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Ongoing Crisis
The Republic Marches amongst lit fires!


The Balance of Power in the Northern Territories!

After the Republic liberated Pollus from Imperial influence, Anx Minor was devastated by I.T.E.C.’s nuclear mining and lingering Sith presence, while the Kesmere Ridge remained largely intact, enabling the Republic to steadily infiltrate and influence its powerful corporate systems. On Tertiary Kesmere—the largest hub—three megacorporations dominated: Oriyn Prospecting discovered resources, Kessdyne Resource Group extracted and profited from the capital Vethar’s Reach and its Ciivic Council, and Haeltor Maritime handled off-world transport. Beneath the façade of economic growth, however, The Republic secretly aimed to turn Tertiary Kesmere into a strategic launch point for operations in the Northern Territories. Contacted by Moff Vayen Korr, the Marshalling Prefect of the Northern Territories, the Pentarchy of House Horuset took on the job of delaying the Republic's actions. With preperations laid it culminated in a strike planetside lasting only two weeks to ignite anarchy. Acting covertly to sabotage Republic progress, they destabilized the region, leaving chaos in their wake as corporations collapsed under their own deception and local anti-corporate guilds rose up—unaware of the Empire’s hidden hand behind the unrest...

((OOC: Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state will determine how strong the Republic will be in given areas area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))

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