Shol Narok

Shol Narok was once a promising young representative of his world assigned to the Galactic Senate. At about this time he began to have disturbing nightmares about the future, visions of a dark and ominous hand reaching out to claim the stars. After the visions had plagued his sleeping mind for weeks he sought help in a form of a young Jedi called Elm Bar Rannor. The Jedi had Mol-Plok examined and determined that he had latent force abilities that were struggling to be unlocked.

Narok entered Jedi Order to train, and though he was able to take control of his visions, they were not banished. Even after years of study and practice the dreams would come, Narok sought the council of his master, the venerable and wise Master Ulcan who advised him to seek the source of his visions. This path would ultimately lead Narokinto darkness. In time he became convinced that darkness would rise to take hold of the galaxy, his visions told him of a dark figure that would rise to exterminate the Jedi. Narokmade a choice, it seamed that either he could die with others or he could the instrument of greatness that would change the face of the galaxy. Though he completed the test to become a Jedi Knight by constructing his own lightsaber the council failed him, enraged he left Coruscant to seek his own way.

He journeyed across many worlds seeking the answers to his questions, in time he discovered and took two apprentices, Troth an Ergor Force Adept that he discovered on Erg II, the size and power of this warrior would be terrible and useful to him. The other was a Human child encountered by chance in a market bizarre on Ganipres and purchased as a slave to be raised in Shol Narok's own dark tradition.

Male Quarren Darkside Seeker (Noble 4 / Jedi Consular 7 / Dark Side Devotee 1) 12; Init +1 (+1 Dex); Defence 18 (+7 class, +1 Dex); Spd 10 m; VP/WP 106/18; Atk +9 melee (3d8, lightsaber), +9 ranged (3d4, hold-out blaster); SQ Amphibious (+4 Swim), Favour +2, Inspire Confidence, Resource Access, Coordinate +1, Deflect (defence), Deflect (attack), Deflect (extended), Lightsaber Damage (3d8), 12 Darkside Points; SV Fort +7, Ref +7, Will +11; SZ M; Rep 16; Str 11, Dex 14, Con 18, Int 18, Wis 12, Cha 12.
Equipment: Lightsaber (amber coloured blade), Customised Starship (Eclipsed Star <View Starship>).
Skills: Affect Mind +9, Appraise +5, Battle Mind +5, Bluff +5, Computer Use +7, Craft (lightsaber) +5, Diplomacy +7, Disguise +7, Empathy +5, Farseeing +9, Fear +8, Force Grip +4, Gather Information +9, Illusion +10, Intimidate +9, Knowledge (jedi lore) +10, Knowledge (sith lore) +5, Languages +5, See Force +5, Sense Motive +7, Swim +4, Telepathy +7.
Feats: Alter, Burst of Speed, Control, Force Sensitive, Knight Speed, Lightsaber Defence, Malevolent, Mind Trick, Sense, Skill Emphasis (Illusion), Weapon Finesse (lightsaber), Weapon Group Proficiency (simple weapons, blaster pistols, exotic - lightsaber).

 

Using Narok in Game
  Shol Narok is extremely dangerous and should not be used as a throw in encounter. He is the major antagonist of the 'No Light without Shadow' Campaign and it is his ruthless drive and maniacal intelligence that will set in motion the turn of events that should draw the characters in.