CCL Solari vs. OP Celevon Edraven

Consular Cleric Solari

Equite, Clan Odan-Urr
Male Shard, Consular, Seeker
vs.

Obelisk Prelate Celevon Edraven

Equite, Clan Arcona
Male Human, Obelisk, Shadow
Hall Fading Light
Messages 0 out of 4
Time Limit 3 Days
Battle Style Alternative Ending
Battle Status Closed by Timeout
Combatants CCL Solari, OP Celevon Edraven
Force Setting Standard
Weapon Setting Standard
CCL Solari's Weapons See Character Sheet (Legacy)
OP Celevon Edraven's Weapons See Character Sheet (Legacy)
Venue Begeren – Desert Wasteland
Last Post 31 May, 2014 2:34 PM UTC
Member timing out Augur Windos
Assigned Judge Telaris "Mav" Cantor
Posts

Begeren. Once a prosperous Sith world, it has been the site of numerous battles throughout the millennia. Grand halls and monuments were torn down and re-purposed by looting Republic forces thousands of years ago, before they were driven from the planet. Isolated settlements still dot the planet's surface, but the inhospitable, craggy, and desert-like terrain, along with the beasts common to many desert and Sith worlds, have kept most humanoids from colonizing. Occasional skirmishes have left debris scattered throughout the desert, and battles were fought here as recently as the Galactic Civil War. The planet is now under the control of the One Sith and is rumored to be full of all manner of priceless, ancient Sith artifacts.

The Dark Council has pushed forth to Begeren and the Grand Master, on his quest for ever more powerful items, has decreed the Clans and Houses seize anything of value. The unity shown by the Brotherhood during the beginning of this Crusade is fracturing, with the Clans and Houses growing tired and frustrated with the seemingly endless succession of battles. Tempers are flaring between former allies, with outright aggression no longer uncommon. Despite this, you have responded to the Grand Master's call—though whether it's to actually seize the items for the Brotherhood, destroy them, or use them for your own purposes, only you know.

You have followed the call of the Force to a stretch of desert wasteland, seemingly unremarkable save for the various rock outcroppings that dot the landscape. These outcroppings, though, hide a subterranean cave network, known to be a den of wraids. Though the entrances to the caverns are typically narrow and dark, these tunnels quickly widen. Below the surface, bioluminescent plants and lichen provide limited light.

You know that, despite reaching this place first, you won’t be alone for long, as an ancient Sith tomb is located deep within the caves the wraids now call home. Exactly what you’ll find in that tomb, you’re not sure—but it is something of great power, that much you can sense. You know it is your duty to find it, whatever it is, before any others can locate it. What you do with it when you find it… that is up to you.

As you near one of the entrances to the caves, you think you hear the sounds of footsteps, or maybe skittering, down below—and above ground, you hear the distant crunch of rock underfoot as someone else has found a different rocky cave entrance as well.