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=WEIRDNESS FACITONS= ===ACOLYTES OF BRASHKADESH (I)=== Eschewing individuality, all initiates adopt the same garb and the name “Ashkad,” in the pursuit of perfection at any cost. <br>Turf: A large number of meditation rooms throughout Indri. <br>NPCs: Ashkad (charismatic, passionate, idealistic). Ashkad (ambitious, underhanded, muscled). Ashkad (mystic, devout, artistic). Ashkad (technician, skilled, liar, wealthy). <br>Notable assets: A pre-Republic artifact that all the Acolytes have attuned to, called the Pillar of Truth. <br>Goal: Convert an entire factory to their religion. <br>Quirks: Attuning to the Pillar allows the Acolytes to communicate with each other and invoke the skills and memories of other Acolytes, who can act through them. <br>Allies: Mendicants <br>Enemies: Ashen Knives <br>Situation: The Acolytes are ready to begin the next phase of growing their following, but the Pillar requires massive reserves of energy to keep attuning to more people. They plan to indoctrinate an entire power plant’s workforce, so they can repurpose the plant to power the Pillar of Truth. ===MENDICANTS (II)=== A cult of Force healers under the Republic, they were politically destroyed by the Empire and now seek to rebuild around their greatest remaining temple. <br>Turf: The Temple on Amerath (HQ). <br>NPCs: Ammon (physician, compassionate, changed). Kambree (researcher, cheerful, organized). Kairi (scarred, physician, somber). Tar Hakwson (elderly, ex-pirate, scheming, still secretly smuggling). <br>Notable assets: A small but dedicated crew of Mendicant physicians capable of healing with science and mystic powers alike. A stash of ancient Mendicant teachings. <br>Goals: Recover pre-Empire Mendicant teachings (repeat) <br>Quirks: Each Mendicant takes a strict vow of pacifism, and the cult does not inquire as to the past of their members. As a result their groups can include scarred soldiers and pirates alongside devoted doctors and healers. <br>Allies: 5th Fleet, Conclave 01, Cobalt Syndicate <br>Enemies: Galactic News Network <br>Situation: The Mendicants were an ancient cult of Ithorian Force healers. They refused to aid either side during the Clone Wars, citing strict vows of pacifism, and when the Empire rose they were attacked by Palpatine’s Inquisitors. Their elders were slaughtered and their oldest teachings were destroyed. What remains now is mostly acolytes who managed to escape and people seeking to leave their own pasts behind. ===NIGHTSPEAKERS (II)=== Divinatory mystics native to Nightfall taken over by an Imperial Inquisitor. <br>Turf: A fortress hidden on Nightfall (HQ). <br>NPCs: Doraam (masked, mysterious, driven). Oin-rai (fighter, physical, huge, brutal). Ismissa (robed, unarmed, mystically potent). All count as small gangs in battle. <br>Notable assets: Acolytes trained in Dark Side powers. An alliance with the Resurgent. <br>Goal: Gain influence over Republic power brokers (repeat), gain influence over criminal syndicates (repeat) <br>Quirks: Nightspeakers have pitch-black eyes and are heavily tattooed after achieving rank within the cult. Most wear masks. Some say they speak to voices from beyond the stars. <br>Allies: The Resurgent, Black Sun <br>Enemies: 5th Fleet, Mendicants <br>Situation: The Nightspeakers are an ancient mystic cult on Nightfall, previously devoted to staring into “the blackness outside, the void inside” to divine the future. With the fall of the Empire a previous Inquisitor arrived and took over the cult, refocusing them to become her own personal power base as she schemes to return to power.
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