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Darasuum

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This is where all of my workshop related subjects will reside. please refrain from commenting here as this is purely here for my own brainstorming and spit balling ideas before I potentially submit it. even if you are asked to look at this please do not comment here. Thank you.
this is also where i'm going to dump some of my signature stuff so it doesn't bother people. DISCLAIMER I will be putting a lot of stuff here towards the end of the 6th timeline some of which might not even belong to me but i'm keeping to save the code or to have it resubmitted in the future timeline. credit will still go to the original poster/creator(s)
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Your Supernatural GIFs disgust me, Dara. I demand you leave immediately or I will attempt to be super mean 'n stuff.:^(

- Specif-Tech workshop -
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this is the comment that USED TO BE the center of all workshop related threads. Now it is where most of the links from the 6th TL are. if you are looking for a workshop related thread that I (or one of my subaccounts has created then it should be listed here in an index-ish sort of fashion. thank you and hope this helps. mando'a translator courtesy of killtec.
.summarize your character's life.

-CHARACTER LINKS/DUMPS/ARCHIVES 6th TL-
 
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f292389f800e6c37003c69955b70afa9.jpg

Here is a mission pack for you to have. I'm hoping to try and take part in as many as possible but that will depend on the interest of others. I purposefully left some of these a bit vague because of that as well. If you would like to use dice, a DM, or even cPvP or PvP feel free to do so as long as you discuss it with all the participants. Non-Mandalorian characters are welcome to sign up. Feel free to PM me with any questions or concerns. Let's get some activity going for the freedom fighting Mandalorians!

"Hello vode! These are tough times in a galaxy at war. Work is never done and the fight is never over. You will find below various missions that can help serve our cause in one form or another. I trust that you will work together and aid the battle against our oppressors, be they Sith, Slaver, or even former family. Collect what you can and stay hidden to not endanger eac hother. We are both the hunter and the prey, afterall."


M I S S I O N # 1 - L O S T


Status/link: Not started
Participants: spots available
Details: Find a cartographer who disappeared near Excarga and recover their data. Ideally you can recover them and their crew as well depending on what you find. They went missing while mapping a portion of the galaxy that is virtually unknown. Their Corellian Corvette, the Curious Nexu, was fully stocked but small and independent. Approximately a hundred members of the exploration group is believed to be aboard the ship. There are plenty of things that could have happened to them so if you find survivors and cannot get them to safety, signal for assistance. There are environmental dangers to the denizens that they may have crossed paths with. Getting this cartographer's research will help us chart our own hyperspace routes and help prep on terrestrial locations.

M I S S I O N # 2 - S L A Y


Status/link: Not started
Participants: spots available
Details: Slay a dragon. A monstrious beast has begun intently hunting those in nearby portions of Arkania and wrecking havoc. Chances are there may be younger dragons nearby. That or it may be a mate impressing another. We won't know more until we arrive there. Travel to Arkania and kill the scaly beast. In return you may earn more than a monetary reward.

You may be required to roll dice at different points in this thread

M I S S I O N # 3 - F I N D


Status/link: Not started
Participants: spots available
Details: Discover why a Haxion gangster is interested in the museum on Ordo. It was looted long ago but reports have sprung up indicating probes and other scouting parties have entered the system's fringes. The Mandalorians still need to defend the Mandalore system and its neighbors whenever possible. Furthermore this may lead to more clues as to what happened to the numerous artifacts that used to belong there. The underworld may lead to many corners of the galaxy and few of them are safe.

M I S S I O N # 4 - H O N E


Status/link: Not started
Participants: spots available
Details: Different points across the galaxy House Solus remains divided. There are assets still in numerous systems and key things left behind we may yet be able to put to use. Set defenses and traps should we need to sacrifice existing posts. These can be hidden anti-air cannons, pit-falls or surveillance systems. What matters is that we make our area of operation secure and make them pay for anything they think is easy pickings. What's more our new Mandalorians that have been freed from slavery and remained loyal need experience. Bring them with you and teach them the art of guerilla warfare if you feel up for it.



Please submit your interest with your character name and either a link to your subaccount and/or character sheet along with your desired thread(s). All threads for this mission pack are Self-DM by default but can be whatever you want as long as everyone is comfortable with it.
Thank you for reading and I hope you have fun!

 
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intel briefing template



Eyes only // Top Secret // For Official Use Only


The following is not a summary of all faction’s assets and territories. This is only a briefing on current operations and suggested actions to combat threats towards the Sith Brotherhood on behalf of Darth Vulpus.

Key Enemy Worlds

~Jedi Order~

Ilum - G-7 see previous engagements
Tython - L-10 see previous engagements
Lothal - N-20 see previous engagements
Naboo - O-17
Telos - Q-4
~Republic~

Chandrilla - L-9
Coruscant - L-9 ongoing invasion
Thyferra - L-15 Invasion imminent
Alderaan - M-10
Kuat - M-10
Corellia - M-11
Bandomeer - O-6
Mandalore - O-7 Mandalorian Dominion controlled
Zeltros - O-10 previous loss
Kashyyyk - P-9



Defensive Briefing

-Jedi Order-
The jedi are on the move and taking a more offensive stance in the war now than in recent times. Below are summaries of the moves they have, are and will likely make on our interests


Ossus- R-6 - Sith occupied

Ongoing, potentially time to stop it from being a target. This will endanger the center of brotherhood space and remove numerous moffs from their worlds of governance if they are allowed to gain a foothold in this area of space.


Malachor- S-4 - currently neutral
Once again the jedi are trying to encroach on our territory by getting around behind our galactic positioning

Agamar - M-5 - Sith Occupied
They have completed enough missions to invade this square which is apart from the rest of sith space. Not a very important world in my opinion but consider an invasion imminent.


Saleucami - S-8 - Sith Occupied

Numerous missions have been conducted and depending on our own forces initiative we may have be able to avoid a large scale battle with the jedi for this territory but it looks bleak. Prepare for invasion. There is a new Moff that has risen to governance of the planet so take that into account.


Other JO Operations~

The jedi are expanding in neutral space as well to the far west of the galactic string not unlike some of our operators. This includes K-3, I-7, O-12. the Malachor (S-4) attacks are also technically neutral but they are bordering our space which i think should take priority over the galactic northwest. The main battles for Tython were not a jedi victory, but the battle for telos was a success on their part.




- Galactic Republic -

Zeltros - O-10 - Republic Occupied
The republic is rebuilding Zeltros and has seen progress but otherwise has not made it a point to expand beyond the immediate star system.

New Holstice - R-7 - Sith Occupied
The pubs are being cautious in their infiltrations (ask threads) and will in time try to invade New Holstice. I would not be surprise if they do so with a multitude of jedi to assist them.


Phindar/Yavin IV - P-6 - Sith Occupied

There is a chance that we can repel this attack before it even begins but we must move swiftly if that is the case. One failure could lead to a series of events that loses our grip on this galactic square.

Other-
It seems everyone is trying desperately to grab neutral space just to deny it from others.

L-15 see attached document



-Independent Factions-


The Accord:
This paramilitary faction are a bunch of try hards a do gooders filled with outcasts that were just not quite cut out for the jedi order or republic for whatever reason. They are foes to the DW (our current allies) but are not a threat to our operations and the biggest inconvenience they pose is just taking up space.

M-18

There are numerous missions that the Accord are partaking in. we could be ruthless and try to take it from them but they are being cautious (ask only threads) and have had an interest in it. I don’t see them as a threat and actually have numerous operations running that might prove effective if under the guise of another faction’s identity.


The Desajilic Crime Family:
Hutt activity is on the rise just south of our main territory but I am working with them to gather intelligence on enemy troops, gain travel in and out of republic and jedi space as well as increase our own profits for our war effort. Though this is only between S.I.N and the Desjilic house i advise caution since they are better as associates than as enemies. They are composed of members from our previous allies the Exchange as well as other factions that have worked with us in the past so working together is likely going to be easier than a brand new player on the field.


Eyes Only // Top Secret Classification // For Official Use Only
 

Darasuum

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29f4f0d5fe7bbde232566053043094bd.gif


Mechu Deru

PVP FREQUENCY
Situational

ALIGNMENT
Dark Side of the Force
CONCENTRATION
Moderate to High

STAMINA DRAIN
Variable


DESCRIPTION
Force of Will is a powerful ability to defend one's mind against the attacks of another powerful Force user. Once the practitioner has learned the ability, the mind is turned into a proverbial minefield for those who would attack it. Attempts to break into the mind of those who wield it backfire, and the mental attacker will find their minds trapped with seemingly no means of escape.

This ability is designed to protect the user from illusions, mental attacks of all different kinds, and extraction of intent, feelings, or information from the minds of those who have learned it.

Due to the inherent intent to trap, destroy, and harm the minds of others, this ability is exclusively Dark Side in nature and cannot be learned by those who practice the Light Side of the Force. Although a passive ability, there are limits to mental resistance. Multiple Force users of equal power are capable of powering through the mental walls of the user, but at high cost. Even the slightest mistake can cause the minds of those doing the searching to be trapped indefinitely and breaking the mind of the user will often permanently claim the mind of at least one of the interrogators, intentionally extracting a high cost.

Functionally, those who learn it while inexperienced will have increased resistance to mental assaults but no real ability to trap the mind of another. Those on par with Sith Lords are incredibly resilient to all but the most powerful Force users attacking in tandem. Where the ability truly shines is for those who are truly masters of the Force. Councilors are capable of killing or incapacitating those who attempt to assault their minds. Using mental attacks against individuals of this potency and with this skill is highly inadvisable.



SPECIAL NOTES
This is a technique created by and used exclusively by Darth Kravos. In order to learn this technique, one must either learn it directly from his holocron or from someone who has learned it from said artifact. Also note, this is a defensive power with a lethal/incapacitating twist, but it is a defensive power. It cannot be used in an offensive manner.

INTENT
With Kravos's holocron having been found, I decided to update this write-up to reflect current rules and add some clarification for functionality now that capstone perks no longer exist. This is a piece of site lore.

 
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latest

_N A M E
NAR SHADDAA

_P L A N E T
NAL HUTTA


_S E C T O R
HUTT SPACE

_S Y S T E M
Y'TOUB SYSTEM

_S U N S
1

_M O O N S
N/A

_G R I D_ C O O R D I N A T E S
S-12

_A F F I L I A T I O N S
CRIMINAL UNDERWORLD


G E O G R A P H Y

Bal'demnic was an oft-overlooked ocean world in the Outer Rim Territories. A single-supercontinent dominated approximately forty percent of the planet's surface, while the remaining sixty was ocean. The continent was jagged, composed mostly of towering mountains and sheer ravines, cut apart by large lakes and river systems. The northernmost part of the supercontinent was also covered in dense forests. Prior to the outbreak of the Clone Wars, the planet came to the attention of Subtext Mining, who discovered the crust was rich with cortosis ore—being one of the rare planets that had escaped the notice of the Jedi Order (the Jedi had the first rights to cortosis mines under the Old Republic).

The edges of the continental shelf were pocketed with caves that were rich in ponite, a rare and lustrous type of kyber crystal that could be used in the construction of lightsabers. The vast oceans of Bal'demnic were particularly stormy and known to be dangerous to transverse. Nevertheless, they were dotted with small, rocky islands.

H I S T O R Y

In ancient times, Bal'demnic was the home of a sentient reptilian species that lived on its main supercontinent. However, sometime before the outbreak of the Clone Wars, this species went extinct and the remnants of their civilization was scarce. Afterwards, Bal'demnic was mostly settled by miners who sought to increase their wealth by drilling cortosis ore from the planet's crust. The planet's cortosis deposits remained a secret, thanks to the machinations of Darth Sidious, until the Clone Wars broke out.

During the Clone Wars, Sidious made the planet's resources known to his apprentice, Count Dooku, the head-of-state of the Confederacy of Independent Systems. The Confederacy occupied Bal'demnic in an attempt to mine cortosis to implement into their battle droids, hoping it might give them an edge against the Jedi Order. To prevent this, the Jedi Council authorized Jedi Master Mace Windu to take a legion of clones and drive the Confederacy from Bal'demnic. General Windu's mission was mostly a success, and Bal'demnic returned to the control of the miners for the remainder of the war.

Under the reign of the Galactic Empire, Bal'demnic became the home of refugees fleeing the destruction of Shu-Torun after the Alliance to Restore the Republic and Saw Gurrerra's Partisans initiated a chain of events that would see the planet destroyed. Though Queen Trios died with her homeworld, the Shu-Torun monarchy persisted on Bal'demnic, as did the practice of the Ore-Dukes: nobles in charge of large ore deposits on the planet. With Bal'demnic as their new home, the culture of Shu-Torun survived its homeworld's destruction.

The planet was mostly ignored by the First Order and, after the Battle of Exegol, fell into obscurity once more. The government of Bal'demnic kept it out of the Free Worlds' Alliance and adopted a stance of neutrality, hoping to sell its cortosis ore to the highest bidders and keep its kyber supply out of the hands of the resurgent Jedi Order.

G O V E R N M E N T

Bal'demnic was a monarchy. Queen Trios' death on Shu-Torun brought an end to her family's dynasty, but a new dynasty was established upon the settlement of Bal'demnic. The monarch held absolute authority in the government; however, he or she typically appointed a Prime Minister to oversee the day-to-day operations of the government. The Kingdom of Bal'demnic lacked a true parliament. However, those wealthy nobles who owned a deposit of cortosis ore—known as ore-dukes—composed a council that helped advise the monarch and the Prime Minister.

The ore-dukes of Bal'demnic were extremely greedy and cutthroat. Because anyone who obtained and staked a claim over a large deposit of cortosis ore could become an ore-duke, the existing dukes sought to claim all discovered ore deposits for themselves—both to snuff out potential competitors and to increase their power over their peers. Though the monarch of Bal'demnic wielded tremendous political power, the ore-dukes had considerable power of their own, as it was their choice whom they sold their supply of cortosis to. As a result, the ore-dukes of Bal'demnic were both obscenely wealthy and highly influential throughout the Outer Rim.{/slide}
I N T E N T

Bal'demnic was a Legends planet. This is just meant to provide a write-up for it to be incorporated into site canon.
 
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.
Login: INCUBU$ (User: 104907)
Password: ********
>
>>
>>>
LOGIN FAILED: Try again (Username or password was incorrect)
>
>>
>>>
Login: INCUBU$
Password: ********
>
>>
>>>

ACCESS GRANTED

SUB: Deprevax PharmaTech
From: 104907
TO: 0019
Applying for the Deprevax PharmaTech contract.To clarify, the client wants the target as well as the formula neutralized? If there are any changes to the contract after this it will cost extra as is to be expected. Send the client my regards.




 
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Roland Rook
tumblr_prz6649rmV1vg4a5oo1_500.gifv
NAME Roland Skirata AGE 25 RANK Ranger FACTION Sector Rangers
a398a6a4d09d429c84baa2e4ed411a42.jpg

CHARACTERISTICS
SPECIES:
Human (Mandalorian)
FORCE SENSITIVE:
No
HEIGHT:
6' 3"
BUILD:
Cut
HAIR COLOR:
Unknown
The name Rook not an unknown Mandalorian clan though most galactic citizens can't tell the difference between them. Roland Rook however began life with a different surname. The product of an illegitimate birth by normal standards his earliest memories were of days as a slave in the outer rim. Supposedly he had not been born a slave. But early on his mother ended up an indentured servant and he was as well.

A raid on his master's spice transport resulted in his mother and him being separated. The young slave ended up in the hands of the raiders along with the lion's share of spice. Some of the spice transporters survived and escaped along with Roland's biological mother. The ones that raided the vessel were Mandalorian. One simply offered the slave that he could join them or hop off at the earliest opportunity. At least, something along those lines. Roland was mostly just taken at that point.

Among the Mandalorians he remained in the tight knit group. But life was not easy. As time went on Roland came to realize that most of the Mandalorians were not the same as his own adoptive father who resorted to piracy and other methods of making money. He was a criminal and was hard on Roland.

The sister of the Roland's adoptive mother was the most supportive of him and was probably the biggest positive influence in his young life. When he became a legal adult he traveled to Coruscant and lived there. It was hard, but it was his choice. Roland essentially lived a destitute life while he focused on attending Coruscant College of Law.

Upon finishing his time at the university Roland immediately signed up to join the Sector Rangers. At first he got a lot of "Rook the rookie" jokes along with stares from his cohorts. He was out in the open compared to many of his people. After a few years he is no longer a green horn but trying his best to enforce the law in a galaxy riddled




P E R S O N A L I T Y

Roland is a man who tries his best too seem like a hospitable gentleman. Manners and diplomacy must be exercised before force in his eyes. His own personal history with injustice and crime has made him believe strongly in abiding by the law as best as possible and doing what is right. While most Mandalorians only care about others of their own kind Roland has a broader outlook. Roland has a mix of newer-age open mindedness as well as a certain traditional charm to his character along with a sense of humility.
A R M O R Y

T H R E A D S
Threads:
  1. Reserved
 
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WHAT IS THIS THREAD: Hello everyone. This is a tool meant for both people looking to make a new character. No doubt you want them to have a unique appearance. There are no rules stating someone can hold a monopoly on a person's face or likeness so you are free to use the same face as other people. Still if you're like me and you don't want to be mainstream ( #hipster ) then you can use this thread to help you make a selection or at least know what/who not to use.

THERE ARE NO FACECLAIM RULES: Yes there are no Site rules that state someone can or cannot have the same faceclaim as another. So go ahead and use the faceclaim that another person is using. You don't need to ask their permission from anyone. However, if you are using a specific artist's material it is advised to first ask permissions to use their works of art before using it. At the very minimum link the source from which you acquired the material in your character sheet.

LIMITATIONS: Faceclaims are not limited to real world people. People can use cartoon characters, anime characters, and the like. Of course if Brad Pitt is in two movies as separate characters I won't list those characters separately. Instead I will simply state it is Brad Pitt. This is appearances only and the actor of those characters will be a single face claim entry below (even if it's a younger or older version). But the characters that are voice acted (like say Johnny Bravo) I won't submit his voice actor as the character but the character Johnny Bravo as he appears in the cartoon tv show. After all this is an index for Face-claims, not voice-claims.

ORGANIZATION: Names will be listed in two different categories. The first is "Real world people" these are the models, actors, celebrities etc. The second are the artificial characters that come from cartoons, anime, comics and the like. Each will be organized by alphabetical order starting with first name (or title if that becomes a thing).

SUBMISSION/UPKEEP: Now there both are a lot of characters that exist in this TL so far and that is only going to increase. If you create or archive a character please let me know. I will probably still keep the connection with an archived character up but i will note it as archived so if a person wants to use a FC they won't fear running into someone with the same face (unless that's what they want). I will try to keep this up to date as much as possible but it would help me a lot if you guys helped out too by just simple supplying your character's name (no titles so no "master" "Dr" or "Darth" please), profile link, and the name of your FC (because I don't know the name that goes with every real world person). strikethroughs = archived character A.K.A. no longer in use. Additionally, I will only add "approved" characters. NPCs and characters that have yet to be approved will not be added.

thank you and I hope this is useful to you




  • Faceclaims belonging to celebrities and other 'real world' individuals are in this section.


  • Aiden Turner:



  • Ben Barnes:



  • Charlie Day:



  • Daniel Craig:



  • Eric Bana:



  • Frank Sinatra:



  • Grant Gustin:



  • Hayley Williams:



  • Ian Somerhalder:



  • James May:



  • Katheryn Winnick:



  • Lily Collins:



  • Marcus Hobson:



  • Natalie Dormer:



  • Olan Rogers:



  • Pierce Brosnan:


  • Q


  • Richard Armitage:



  • Sam Claflin:



  • Til Sweiger:


  • U


  • Vladimir Lenin:



  • Will Poulter:


  • X


  • Yolandi Visser:



  • Zac Efron:



Fictitious Face Claims

  • I'm not saying you're fake or anything, just that the characters you look like are creations of someone else first is all ;-)


  • Arcann:



  • Baldr (Beyonetta 2):



  • C



  • Daenerys Targaryen:



  • Emily Kaldwin:



  • F



  • Gorga Desilijic Aarrpo:



  • Holand Novak:



  • Ian Nottingham:



  • Jabba Desilijic Tiure:



  • Kadaj:



  • Link (Breath of Wind):



  • Mara Sov:



  • Noctis Lucis Caelum (Final Fantasy 15):



  • Oberscharführer Schrödinger:



  • Prince Nauda:



  • Q



  • R



  • Sasuke Uchiha:



  • Treize Khushrenada:



  • U



  • Velociraptor (Jurassic World):



  • W



  • X



  • Y



  • Ziro (Drakengard3):



Code:
[b]Name and Link (not subaccount)[/b]:
[b]Face claim[/b]:
 
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✎ | Follow


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Zandrali

@Tuistco_Queen

Following: 69


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    OMG YOU GUYS! We're gonna tear it up on Zeltros. See you soon! <3 #fun #drinking #Zeltros #Friends


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☁ ↺ ⌬ ____________________________☊ - 69%


OUTGOING CALL

Spectre?

call2.gif


[Send Message]----------[Set Reminder]

[Mute] ---__________-------[Keypad]
Yeah
I Knew
You Would
Want This

> [Slide to Unlock] >


The Grysk sat in the pent house with the commlink raised in front of his macabre face. He was reaching out to some fellow cultists after The Eternals speech. Malakai had networked only a little back then. Now he was back in his element.

Nar Shaddaa had a lot of potential for the Sith Eternal. He knew that there were plenty of cultists that were rubbish at hiding themselves. But the gutter punk had blended in well enough in the hive of scum and villainy. There was plenty to do and he wanted to see if there were any of his fellow dark siders looking for either an identity, credits, or something else entirely.

The grim smile of the covert legionnaire stood in front of the large glass window overlooking the city covered moon. His own refection faintly looking back at him while smoke curled infront of his mouth before being lost in the high ceiling. His other hand held a cigara that contained mostly spice.

<"Blind people have caller ID right?"> He muttered to himself in Huttese while the connection rang. If Orion ignored his call that was fine. He would be able to call him back on the disposable commlink if he was busy. Otherwise Kai would just take it as a sign he was not interested in accepting communication from him. Either way Kai would have an answer. This was the closest he had to making calls from an office.

@Exhilian

 
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LIANNA
RRbUjzl.jpgf

calypsoHD.png


CAPITAL: Lianna City
SYSTEM: Lianna System
COORDINATES: S-6
HYPERLANE: Perlemian
ROTATIONS: 22.01 hours
ORBIT: 370 standard days

INHABITANTS: Human
GOVERNMENT: Autocracy
LANGUAGE: Galactic Basic
POPULATION: 5.2 billion

ATMOSPHERE: Breathable
CLIMATE: Temperate
GRAVITY: Standard
TERRAIN: Urban, Plains

GDP: 39.7 trillion credits
IMPORTS: Foodstuffs
EXPORTS: Starships

ECONOMY:

█████████
PRODUCTIVITY:
██████████
MILITARY:
██████████
POLLUTION:
██████████

HISTORY

In the earliest days of Lianna, little could be said. Regarded as a bleak agricultural world by warlords and empires alike, it maintained a rare belief of autonomy. Albeit, years of isolation gradually began to fade, especially during the rise of both the prominent Sith Empire and Seinar Technologies, which established itself upon the quaint world.

Now at the behest of both an extremely influential empire and one of the most powerful corporations in the galaxy, Lianna swelled in population and industry. Rising out of the austere vacuum of agricultural dependency, the planet became an industrial and innovative powerhouse. Imbued with technology rivaling that of many core worlds, Lianna essentially became the Corellia of the Outer-Rim.

A star jewel to billions of immigrants, many continue to journey to the prosperous world in search for work or asylum. Recently, however, the renewed Sith Brotherhood had garnered the world for its own, suffusing it with even greater potential and enterprise. Though its personal gem of the world, Seinar Technologies, was restricted to the guise of the Sith, Lianna continues to expand at a staggering rate.

GOVERNMENT

Though previously an unusual mix of both corporatocracy and meritocracy, Lianna eventually came under the rule of the Brotherhood after a series of successful accords. It wasn't long until the planet came under a new form of government: autocracy. Now administered and controlled only by the eccentric figure of Moff Caecus vi Ethos, Lianna remains stable and renowned.

CULTURE

Though not entirely unique in itself, Lianna carries a remarkably cavalier sense of fanaticism. Many citizens feel as if they are the best among the Outer-Rim, and it is in this belief that often fuels xenophobic and fractious dispositions. Fueled by nationalism, there is a sense of unification and community, which is often celebrated.

TERRAIN & CLIMATE

With a wide city strewn over essentially all of the surface of the planet, natural terrain is rather hard to come by. To the north, however, lay small quantities of glaciers yet to be effected by the pollution of Lianna's industry. Reasons as to why they remain are relatively unknown, but environmental measures that were placed after indications of rising pollution may have contributed to this. In addition, one of the several continents of the world is actually free of city-life, acting as perhaps the largest park reservation in the galaxy. It is there that expansive plains, intermittent forests, and Naboo-esque wildlife roam free.

The climate is especially ordinary. Temperate and reasonably dry, storms are both infrequent and rare. Weather retractors are also stationed in space as to prevent any perilous bouts of tempests or natural disasters from effecting the bustling environment of Lianna. Seasons hardly vary, and stay within a sensation of spring to fall all-year. Northerners differ, of course, and occasionally deal with exemplary winter conditions.

RESOURCES & TECHNOLOGY

Unlike many Outer-Rim worlds, Lianna carries little value in terms of raw materials, having drained much of it in its early days of industrialization. However, it is truly acclaimed for its efficiency and contemporary developments. With the rigor of Seinar Technologies, the planet is most known for notably advanced technology. Outfitted with immaculate transit systems and a clear sky, traffic is unheard of. Many factories are also more or less eco-friendly, and provide state-of-the-art automation when it comes to production.

SATELLITES & LOCATIONS

Several space stations and synthetic satellites dot the outside atmosphere of the planet. This provides a suitable sensors and records for incoming travelers, as well as adequate military hardware as to repel prospective marauders & corsairs. In terms of natural satellites, a single moon orbits the planet, which in turn rotates 370 days a year between its sun, Lianna I. To be detailed, Lianna is also the fourth planet in orbit of this star.

On the planet, however, lay many more intricacies. At the heart of the world lay Lianna City, a bustling metropolis with numerous levels comparable to that of Coruscant. However, it is most known for it's looming high-rises, which are rare in other major cities across the planet. Lola Curich, the sister city of the metropolis, is also settled across a wide river by Lianna City. To the north lay both Sky City and Anxarta: proclaimed spaceports and industrial centers for Seinar Technologies. Cargo transports are also sent or delivered from there, ferrying goods & services all over.

INTENT & UNNECESSARY NOTES

The following profile for Lianna is to offer a comprehensive yet succinct read for writers not fully aware of the planet. Aside from being a blatant promotion of the often little-known planet, this is also to act as an easy-to-read update of events for Lianna, as a bunch of really boorish missions had previously occurred here. Also, this world will prove vital to one of my characters, who currently rules over it as Moff. Aside from the genuine myriad of excuses I have listed, I do hope for Lianna to become a world renowned for the influence it was meant for, and provide great story opportunities for fellow writers such as myself.

Shout out to @RedneckLoves for previously pegging me (and others) enough to make a profile sheet. Credit goes to @Gamov, since I totally ripped it off of his Szalor sheet like I did with my other character, even though he just ripped it off from Bee. Thanks y'all. If edits are needed, do tell me. Did this in one sitting and I'm ready to die.

 
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Taomwata Carcharo
4Gne2Ve.png

"People will try to kill you. If they can't they will supply you with the means to kill yourself."
Q1VedRQ.png
Age: 36
Gender: Male
Species: Karkarodon/Herglic
Sexuality: Heterosexual
Height: 2.2 meters
Weight: 500 kg
Hair Color: N/A
Eye Color: Black
Homeworld: Giju
Residence: Concord Dawn
Faction: Mandalorian Dominion

Rank: Commando


  • <+++++++++++++++++++++++++|+++++++++++++++++++++++++>

  • Standing over two meters tall he dwarfs most other people. If his height was not imposing enough his overall figure is muscled and rock solid that would make some of the galaxy's best body builders green with envy. An astounding five hundred kilograms He is very similar to his brothers overall but if one were to put them next to one another they would see slight differences. The predatory individual has multiple scars on his body from numerous combat involvements. Mostly they are shallow and light, showcasing numerous healed cris-crossed lacerations. Compared to his brothers his skin is also more of a grey tone.

    Taowmat may appear to be an unstopable killing machine. The rows of sharp teeth inside his mouth, the hardened skin and black predatory eyes only increase these feelings. The beast of a man has appendages as large as some individual's torsos. The hybrid is based on Herglic genetics but shows many traits of a karkarodon thanks to the genetic manipulations against his will. He has a fin on his back as well as other signs of augmentation and various surgeries that stand apart from the injuries of his own earning. Because he is so large often he has to get clothing specially made, acquire modified tools and custom transport.
  • Gruff is one word to describe Taumwata. this is due to a number of reasons. Mostly this is due to appearance as well as his shared reputation with his brothers. most people mistake this aura about him for hostility and savage violence waiting to be untethered by a social rudeness. in actuality Taomwata is a sensible individual of the galaxy that is rather indifferent to most subjects. having been been raised with six other brothers if his parent's weren't disciplining him harshly he would have been fighting with his brothers as fraternity usually breeds. the Herglic has become used to others not understanding him and even being able to approach him or interact with him. even members of his own species he occasionally sees about give him a wary eye.

    In youth he joined his brothers in activities. Their comradery getting him through the harsh days brought on by his parents. But after the alterations done to himself and his kin and the events leading up to it he felt forever changed. This psychological difference mirrored what had happened to his body. He used to be the joking wit of the brothers but now is a stoic philospher and warrior. But the same occured for all of the Carcharo brothers. They each had changed from what they previously were in more ways than one. Toamwata dispises anything that hinders freedom. When he set off with his brothers to get vengeance on his parents he had stooped lower than he would have thought possible. The fraternity of predators were savage in their vengeance and since then Toamwata has become more restrained and in control of his emotions though is still a passionate individual. When his emotions arise they are not mild waves but crashing swells.

    One of the smarter members of his family he studied marine biology, oceanography, chemistry and physics to some extent. Most would take someone of incredible brawn as one to not have much brain. But before the transformation he was actually one of the smaller ones of his brothers. Still he has gained some occasional experience in combat and is no stranger to violence, using his knowledge of academics to aid his hunts and work as a specialist for various military contractors. not much one for the excessive metropolization of planets he dislikes worlds like Coruscant, Taris, Nar Shadda and the like. This is something he shares in kind with his brothers as well, prefering planets with significant bodies of water that he can enjoy

    Toamwata is perfectly aware he is a beast and doesn't shirk from it when the time calls upon it. He is not the type of person to be shamed by anyone else and wears his garbage without remorse as well as more than happy to point out flaws. Everyone has a choice and there are consequences to each action both good and bad. This of course makes him one to not feel much regret or pitty when taking out any oponent. Being of a predatory nature he is also a carnivourous individual and won't hesitate to consume his enemies in the middle of combat. Toamwata used to be more sociable but now has turned into more of a reserved individual.
  • oamwata was born on the Herglic homeworld of Giju as per the norm for his species. for all intents and purposes his life was fairly typical other than his parent's violent tendencies. both parents moved around in a nomadic life style from world to world that had significant ocean space. but at a young age both parents separated forcing him and his six brothers to spend time with both parents on separate planets from time to time which was stressful to say the least. Toamwata had been a late bloomer in childhood and had looked up to his brothers. As a result he recieved shielding on occasion from his older siblings but it didn't do much good. The youngster still showed promise and compensated for it but didn't earn any praise, at least not from his parents.

    It was rumored that his mother's side of the family had been cursed by some off world. his mother acted foolishly when he was with her and sold not only Tomwata but also his six brothers into slavery. she had tricked them into coming with her and kept it a secret from their father. this was not the typical type of servitude he had been forced into nor were his brothers. they were purchased by a group of scientists that wanted specimens to toy with. thus he and his siblings were subject to numerous experiments, tortures and surgical changes at a young age. many of which involved trying to combine the mass of a herglic with the benefits with of the slim and agile Karkarodon species. the procedures changed them in appearance to things unlike their former appearance. originally they had appeared more predatory for a species of their kind but now they looked more like ocean predators meant for killing.

    the Herglics were eventually able to break from their confinement. their father having found them attacked the laboratory and killed many of the scientists. some of the security were able to mortally wound their father. the Carcharo brothers didn't waste the sacrifice their father had made and escaped the imprisonment without risking being killed by the attackers as well or taken for their own projects and be sold again. they had only been confined for a year but the scientists had not completed their work making them all look hideous as unfinished products. they were all angry, not only at those that had taken their freedom but their own horrendous mother. returning to her home they found she had relocated to a more lavish lifestyle on a paradise world. the Carcharo brothers focused their efforts on tracking down and avenging their fathers as well as their own plight.

    Shaukat led them despite not being the oldest, nor strongest. he had been the one that had brought them together and had been the primary one to get them all out of the facility they had been kept in. their father had seen that Shaukat had the greatest potential and had told him to take care of his brothers. following his lead they seven siblings arrived on Dorumaa. when their mother were alone the siblings caught her unawares forcing her to confess to her wrongs. she could barely recognize them due to the changes they had recieved from the augmentations and surgeries. later the local authorities would state it was a wild animal attack that had killed a Herglic. the funds that his mother had received from the scientific group were enough for his brothers to split amongst one another as well as what their father left them. they returned to their father's home until they were old enough and experienced enough to go out into the galaxy independently.

    Years went by and Taomwata became a mercenary of fair reputation. He banded to a group of mandalorians for awhile in their endeavors. Their skill and comraderie made Toamwata feel like he had a family again. He stuck with them for awhile before eventually being accepted into the clan. Afterwards the brothers and sisters he was with were tasked with taking on aquatic locations specifically. Toamwata earned even greater reputation amongst the Dominion as a marine berserker. both republic and sith enemies were being driven from the worlds the dominion were conquering and any that tried to attack the ones the predatory warrior protected paid heavily. Now he owns a small villa on the water front of Jartra Lake on Concord Dawn.


  • Lover
    None | Relation | Status



    Family
    Shaukat | Brother | Actively Bounty Hunting
    Ikatyr | Brother | Actively Bounty Hunting
    Roungot| Brother | Herbologist
    Urmaok | Brother | Retired
    Pau | Brother | Mercenary
    Jakity | Brother | Missing
    Pyungoy | Mother | Deceased
    Sharnak | Father | Deceased


    Rivals
    None yet | Relation | Status



  • <+++++++++++++++++++++++++|+++++++++++++++++++++++++>


      • Melee
        • None!
          • he is the weapon
    .


      • Firearms
        • SHR-1 "Meteor" | Heavy Repeating Rifle | 1x reloads
        • ACR 4-26 | Sonic Blaster Rifle | 2x reloads
        • modified MD-12 | shotgun blaster with custom grip | 4x reloads
        • B0-0M | Pulse Rifle With grenade launcher | 3 x reloads
        • AA-19 "cerberus" | scatter rifle | 6x reloads
        • X-2 Defender | Stun blaster pistol | 1x reload
        • SA-23 Carnifex | Heavy Repeater | 1x reload
    .



      • Explosives
        • Thermal Detonators | High Explosives
        • EMP | Electro magnetic pulse
    .



      • Armor
        • Tiger P.A.K. | Heavy Armour | aquatic armour
        • Sentinel series body armor | light armour
    .




      • The Ivory Crest

        • Customized Centaur heavy freighter.
          • onboard M-series astromech, G3 utility droid with pilot and protocol functions, crisp-0 donut droid with carnivorous prioritized menu options. survival kit in escape pods.

      • A lake house on the coast of Jartra Lake, Concord Dawn.

  • Strength
    █ █ █ █ █ █ █ █ █ █
    Dexterity
    █ █ █ █ █ █ █ █ █ █
    Constitution
    █ █ █ █ █ █ █ █ █ █

    Intelligence
    █ █ █ █ █ █ █ █ █ █

    Wisdom
    █ █ █ █ █ █ █ █ █ █

    Charisma
    █ █ █ █ █ █ █ █ █ █

  • Unskilled - Novice - Adept - Expert - Master​
    TBD


  • <+++++++++++++++++++++++++|+++++++++++++++++++++++++>


  • Thread Title ~ Status ~ Link ~ Summary



  • Thread Title -Status - Link - Summary



  • Thread Title - Status - Link - Summary


  • Bounty Target - Bounty Sum - Status - Thread Title - Link



Speech Color: #2ADAD2
Face Claim: Jawesome, street sharks, king shark
Taomwata's Trunk
 
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Darasuum

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Hello everyone who reads this. at the moment this is posted in player workshops because i don't know where else to post it. In the event that it is re-posted or suggested to be put in a better place i will do so. As you can see this was inspired somewhat by Shalken's tech compendium which is a useful tool. I also suggest reading the planetary profiles of Mandalore by Dmitri and my own planetary write up of Concord Dawn since they have intertwining histories that is considered canon by this site. Of course there is the whole part of the Mandalorian Dominion (if you have access to some of it) that is worth taking a look at too now that it is a main faction.

This is a comprehensive list of Mandalorian Houses and Clans with descriptions and character links (for those of you who are too edgy to be in a house or clan). if you have a character that belongs to this clan or house let me know and i will add it to the list as soon as I can.


-WHAT CONSTITUTES A MANDALORIAN AND IN TURN HOUSE AND CLAN-
Now some of you may wonder "what constitutes a mandalorian house or clan?" first you have to understand what a Mandalorian is. A Mandalorian is anyone that is born into or adopted into the culture of Mandalorians so I would first read this if that doesn't make sense (maybe read both canon and legacy). While anyone who is born in mandalorian space can be considered a Mandalorian most think of just those born on the planet Mandalore as the only true Mandalorians. But there are those born across the galaxy that are still technically Mandalorians as well as those born on other planets such as Concord Dawn, Concordia(which isn't even a planet), Ordo, or any other Mandalorian planet (there are more than you realize).

Mandalorian hierarchy is pyramid shaped in that mandalore/mand'alor. directly around him/her are their Mandalorian protectors. Of course Mandalorians don't have to follow this leader but it historically been the case to do so as there is a cultural obligation/expectation to do so. Below the Mand'alor are the Houses and their leaders a.k.a. a Count or Countess. The organization of each House has varied from time to time but most often they mimic one another in the ongoing organizational manner whatever it may be. These counts/countesses have served as a council and advisers to the mand'alor as well as govern appointed territories. In the absence of a mand'alor the house's lead mandalorian affairs and are the voice of the mandalorian people for the most part. In the past they have designated new houses and clans and distributed power. For more information on the organization of the current Mandalorian society look here.

There is no set way of how a clan or house comes to be but it often just takes a simple surname or household and family to form a clan. A House was originally a clan that then grew in size and then leads the actions and voice of at least several clans if not more. A clan can be as simple as two people sharing a surname but a House can only be formed at the moment by being recognized by the other Houses. House Skirata for example was formed to govern Concord Dawn so that no no existing house would hold a monopoly on the planet when it was first colonized. Skirata had previously just been a small clan but numerous clans pledged their allegiance to the Skirata name and was recognized by the other Mandalorian Houses.




organization is as follows. Lead Clan of the House it represents is always at the top (if you can't tell just by reading) and then names of persons are organized first alphabetically by last name then by first name. so Tim Doe would be before John Smith.
* = clan/house emblem ||| ~ = Wikia reference ||| Strikethrough = dead/archived character ||| + = Lore Article

note: if you already have your character on this index and wish to change houses, clans, modify your name. please let me know the former name (I.E. if you have a character named Mereel Fett and he changes his name to Mereel Skirata i need to know that he was originally called Mereel Fett) thanks

House Fett
House Kryze
House Ordo
House Skirata
House Vizsla
Unaligned
House Genet



HOUSE FETT
Originally Fett began as an unaligned clan much like House Skirata did. it was formed at around the same time as the colonization of the planet Ordo though records are not clear. their numbers have been reduced after numerous conflicts with other houses. those that remain are lone mercenaries or humble farmers. *
Clan Fett: known for their balance between agriculture and militarisation they are fewer in number now and remain scattered across the galaxy keeping a large enough presence in Mandalorian space to remain the head of their House. ~


Clan Tsuani: clan writeup

Clan Vhett: the origins of this clan are a mystery but are a estranged members of direct relatives to the Fett clan and remain solely on Concord Dawn.

HOUSE KRYZE
House Kryze is the oldest and longest lived of the Mandalorian Houses. The member clans and descendants of House Kryze are so widespread and so prolific that members of House Kryze often do not know other Kryzes. House Kryze is also one of the wealthiest Mandalorian houses. They are deeply entrenched in 'old money', and members of House Kryze often grew up in, or inherited, wealth. House Kryze places distinct value in honor, integrity, and the resol'nare. House Kryze has raised some of the greatest warriors Mandalore has ever seen, but the sons and daughters of Kryze are seldom greedy or ambitious. Instead, when a Kryze takes power it is often out of perceived necessity, or has been thrust upon them. *
Clan Kryze: one of the very first clans and in turn houses, Clan Kryze is at the center of Mandalorian culture and history.

Clan Gedyc: a Clan that surprisingly joined in large numbers with the Death Watch. they have pride in the old ways of Mandalore and so are very stubborn and zealous towards their cultural ways. ~

Clan Kyramud: fairly small but not to be underestimated. they are highly disciplined as well as calculating clan known for skill just as much as wit (as well as fervor)

Clan Tenau: one of the first clans to have merged with Clan Kryze to form House Kryze Clan Tenau has been around for awhile and is very diverse in their views, skills and ways of life. ~

HOUSE ORDO
Made into a house recently (will add more detail later.

Clan Ordo: while not as large as clans from other houses this clan is large for one from House Fett.

Clan Merrik:

Clan Skirata: Lore Writeup

Clan Deshra: exceptionally adept at engineering and mechanics they are less combat inclined but just as essential to mandalorian culture.


Clan Detta: a fairly small clan they are known for explorers and adventurers of all sorts, normally taking to piloting ships across tthe galaxy.

Clan Kelborn: this clan is particularly stoic and skilled in the ways of combat and violence.

Clan Sornell: while many devaronians comprise numerous houses and clans on Concord Dawn, Clan Sornell has a higher composition than any other under House Skirata or any clan for that matter.

Clan Vromm: originally neutral, Clan Vromm stayed to themselves in the northern parts of Concord Dawn only occasionally partaking in mercenary work.

HOUSE VIZSLA
A stark contrast to the age and stability of House Kryze, House Vizsla is the symbol of pride and ambition. House Vizsla is a much younger clan, as most of the older generation was lost in a recent civil war. House Vizsla tends to break away from the strict tradition and values that are instilled in classical Mandalorian Culture, and instead Vizsla seeks to blaze its own path and set forth its own values based on what will advance its own goals. House Vizsla is also the most aggressive of the Mandalorian Houses, with Vizsla throwing all of its support behind the resurgent Death Watch in hopes that it would bring glory back to the Mandalorian people. Now, under the young nation of the Dominion, House Vizsla has found itself in pivotal locations within the Dominion Government and Army. ~ *
Clan Vizsla: Merceless, Calculating and proud are all things that describe this clan. pick a point in history and the clan leader can tell you where they were and be proud of what they did. ~

Clan Beroya: Lore Writeup

Clan Priest: Lore Writeup ~

Clan Veren:

Clan Wren: Fairly humble for a Clan in House Kryze they keep to themselves but often get into trouble due to their more prevalent sense of "Aay'han". ~


____________________________________________________________________

UNALIGNED
the following clans and people are not aligned with any house for whatever reason. they may have yet to be accepted into a greater house, exiled or are solitary individuals.

Clan Bralor: an isolationist house they keep to themselves on mandalore's moon Concordia

Clan Brikas: inconsistent and hard headed they are a small clan that moves from conflict to conflict

Clan Draek: small time clan that has a tendency to be self loathing.

Clan Lone: a small clan composed of artisans who provide other clans with quality goods and soldiers, allowing them to remain an independent clan.
Clan Spar: Comprised mostly of adopted members rather than ones born into the clan, it boasts combative prowess and mercantile savvye.
Clan Thett: another mysterious, small and unaligned clan.
  • Gann Thett considers himself a mandalorian nerf-herder.

Clanless:

__________________________________________________
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
__________________________________________________

HOUSE GENET
considered by most to be a traitorous house due to the attempt at supreme control over Concord Dawn as well as numerous members in the ranks of the Sacred Band of Ziost. their numbers are now few due to their losses in previous internal engagements with other mandalorian groups and almost all members being mercenaries. They used to be a house but by all accounts of loyal mandalorians they are no longer of House status. *
Clan Genet: steeped in mystery it is unknown why few speak of the clan. some things it is because of past transgressions or just loss of place in mandalorian history.


Clan Rodarch: known formost as skilled beast tammers they have become known for going into battle with Asharl Panthers. ~


Kael Rodarch
 
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modern_tower_by_jfliesenborghs-d94wmw6.jpg

Full image credit.



Mandalore



Mandalore is a planet home to a warrior culture known as the Mandalorians. Whereas many species and cultures don their name from their planets, the planet and the culture in fact are named after the progenitor of the culture. Originally settled by rogue warriors, the planet's colonization was led by a warlord known as the Mand'alor; while now a Mando'a word, the origins behind the original name "Mand'alor" are still debated by xeno-historians. The planet was named Mandalore after the original Mand'alor; historians debate as well whether the difference is spelling was to help aid a differentiation between the leader and planet, or the byproduct of a clerical error by the Republic. Regardless, Mandalore has been the name used by the planet's inhabitants ever since, becoming known as the warrior people, the Mandalorians.

The warriors that originally settled on Mandalore heralded from different warrior sects, a final sanctuary for exiles. As more and more exiles settled on the planet, fighting began taking place in the star system. Eventually, the armies of Mand'alor conquered the other sects and a treaty was signed to merge all the cultures into one. This accord took place on Mandalore's moon, and in response to this concord, the moon was renamed Concordia, an eternal reminder that these different sects became one, a harmony; the moon would become nexus for the isolationist House-like clan, Clan Bralor.

Clans and political factions known as Mandalorian houses spawned around this time, originally between the different warrior sects, though merging of the sects occurred over the course of the next few centuries. After a while, the Mandalorians were seen not as a coalescence of many exiled warrior sects, but as one people. Industrialization was lured to Mandalore through claims of supposedly near-invincible metal; by the time most companies realized it was a hoax, Mandalore already had its grip on industrialization. Eventually the Mandalorians expanded their territory, conquering the second planet in the Mandalorian system, Kalevala. Years later they colonized Concord Dawn, named after the initiative to continue the ways set during the Condordian accords. However, a people built on fighting were prone to internal conflicts. Several wars took place between Mandalore and Concord Dawn, as tensions built between whether Mandalore held full control over its sister star system.

During the sixth Concord Dawn war, a sect of Mandalorians banded together to form the Protectors. The Protectors enacted the will of the Mand'alor, swearing to follow every command given; this early zealotry in the Protectors led to public perception that all Mandalorians religiously followed the will of the Mand'alor.

Over the course of centuries, Mandalore became a staple in the Republic, an uneasy relationship forming. The Republic ceased to intervene at every conflict between the Mandalorian clans (as long as the surviving government remained loyal to the Republic), and the Mandalorians helped defend the Republic. Over a hundred years ago, during the Eighty-Sixth Concord Dawn War, the reigning Mand'alor was killed. Houses Kryze, Vizsla, and Genet were split on who the successor should be, all selecting their own candidate. Eventually House Genet choose to declare its clan leader as Mand'alor. In response, House Kryze and House Vizsla led an invasion of Concord Dawn to eliminate the heretical Mand'alor. House Genet fractured, with many of its people, except for ironically its namesake Clan Genet, fleeing out of Mandalorian Space; these rogue Mandalorians would eventually be known to the galaxy at wide as Mandalorian crusaders. House Kryze and House Vizsla then installed Clan Skirata as the new rulers of the Concord Dawn.

Mandalore's troubles were not over. The remnants of House Genet would eventually migrate to Ziost, and become part of the consortium that would become known as the Sacred Band of Ziost. When the Old Empire rose and attacked the Republic, Mandalore banded with Phindar and Bandomeer to forge the Border Alliance. Taking on the first wave of the campaign, the Mandalorians suffered greatly in the war. Fighting alongside others of the fledgling Border Alliance, Mandalore had front-row seats to the invading armies. However, through the cooperation of the Border Alliance, the Sith legions were fought back. However, it came with a cost. House Fett, one of the original four Mandalorian houses was practically eradicated, only Clans Fett and Tsuani of its fold surviving. The collapse of Fett was felt through Mandalorian society, a wake-up call that the Mandalorians were not invincible. Immediately Mandalore built strides to expand the Border Alliance in conjunction with Bandomeer. Mandalore became home to several training facilities for the Border Alliance, the planetary senator forging legislation to allow temporary transfers for soldiers to train at the Mandalorian complexes.

Unity and disfranchisement both occurred within the Mandalorian people. House Kryze and House Vizsla held an uneasy truce in its power struggles, forecasting that a new wave of war would occur, hoping to one day obtain revenge against its former House Genet brethren. However, decades went by with no conflict. The old guard retired and died, and a new generation came in. A new Mand'alor rose to power, one that had not seen war. A generation of complacency, in conflict with its own culture. Soon individuals began to rise, hoping to change the status quo and reclaim their birthright.


***

Presently, Mandalore is a core member of the Border Alliance, home to the auxiliary headquarters of the Border Alliance after Bandomeer. It also serves as the training nexus for several Republic militias. While the climate has suffered major storms in the last few decades, the terrain is currently hospitable. The planet is covered with forests, plains, jungles, deserts, seas, with polar ice caps. The capital of the planet of Mandalore is Sundari.



Culture


To the galaxy at large, two lines of though predominate perception about the Mandalorians. One believes the Mandalorians are the pinnacle of combat, to be feared. The other believes Mandalorians to be exaggerated. In truth, the Mandalorians are just a people, just like everyone else. They value honor and family. The Mandalorian hierarchy holds Mand'alor at the top, followed by the House leaders (the title of which has varied over the centuries, from alor to duke/duchess), then by the clan leaders of the subsequent clans. However, while this hierarchy is taught, it is not always valued. Not all Mandalorians respect Mand'alor and the House leaders, sometimes declaring themselves as Mand'alor in their stead. Mand'alor does not hold supreme authority it once held.

Combat exists as a pinnacle of the Mandalorian culture, due to its origins. The nature of combat varies between person to person, based on interpretation. Some view combat as a means of defending one's self and ensuring the protection of interests and culure and family. Others see it as a necessity, a means of testing one's potential or, in more extreme cases such as seen in House Genet, survival of the fittest. Due to the nature of combat in their culture, some disputes are settled in one-on-one combat, also known as the Mandalorian code. However, other disputes have been known to become more violent, leading to wars between clans and Houses.

While propaganda and legends view the Mandalorian martial arts as the best in the galaxy, that is not exactly accurate. In truth, the Mandalorian martial arts are a coalescence of different combative styles found in different cultures, a byproduct of the merging of different warrior sects centuries ago. The key in their arsenal in managing to defeat different opponents is less in the superiority of the martial arts, but the diversity found in the Mandalorian martial arts. This has spawned multiple schools of combat on Mandalore, with some focusing on marksmanship, while others, including House Genet, focus on swordsmanship; both tend to promote hand-to-hand combat as well.

In part of its role in the war against the Sith dominion, and due to its seat as a training center, there has been a rise in feelings of elitism towards other parts of the Republic and the Border Alliance. This in return has led to many planets viewing Mandalore as arrogant and barbaric. Still, many Mandalorians believe that combat should done directly, and not underhanded, though underhandedness is sometimes used. Its membership in the Republic has also bred views of unity in not just family and clan, but also with one's nation, the Republic (or at least the Border Alliance, in some cases).

No official Mandalorian religion has graced Mandalore. Sects have adopted the world, or born on the planet, such as the Transhodan Scorekeeper or the Mandalorian god Kad Ha'rangir, but no planetary religion has ever been officially recognized. A Force movement known as the Mandalorian knights rose during the Thirty-Third Concord Dawn War, but fell from power during the Thirty-sixth Concord Dawn War.

"Mandalorian crusader" is a term used vulgarly by non-Mandalorians to refer to House Genet and other Mandalorians disgraced from Mandalore, who no longer operate in the Republic. However, the term is rarely used by Mandalorians themselves, viewing the so-called Mandalorian crusaders inappropriate to all non-Republic Mandalorians, as not all non-Republic Mandalorians are part of the Ziost schism.

Mandalore is controlled by House Kryze and House Vizsla along with other elements of planetary government, though corruption has tainted the government over the years. House Genet, a Concord Dawn-based House, originally held dominance in Concord Dawn and responsible for causing many of the Concord Dawn-based wars. House Genet eventually fell from grace and fled to Sith Space where it helped found the Sacred Band of Ziost; its namesake, Clan Genet, remained loyal to the Mandalorian people, migrating to Concordia. House Fett was the fourth Mandalorian House, which collapsed during the last war; only Clan Fett and Clan Tsuani of that fold survived. Other clans include Ordo, Skirata, and Wren.




Infobox



Coordinates: O-7
Hyperlane: N/A
Climate: Temperate, cool.
Terrain: Forests, deserts, plains, jungles, seas, sporadic mountains/volcanoes
Rotation: 19 standard hours with a year of 366 local days.
Inhabitants: Primarily humans, with a few other immigrated species, including Transhodan; collectively known as Mandalorians
Resources: Few scattered metal deposits.
Government: Pyramid-shaped government with Mand'alor as ruler, followed by the Mandalorian Houses, and then the Mandalorian clans. Senate representation in the Republic. Several other planetary offices.
Technology: Galaxy standard.
Satellites: Orbited by moon Concordia; neighbor to planet Kalevala

Intent: I sought to create a coalesced article regarding Mandalore and the Mandalorian people on the site, to help people transition to new Canon, along with the inclusions of the Sixth Timeline history. It is also to help never members be able to get a taste of the Mandalorians and be interested in writing one. Especially as I hope to keep this up-to-date, to help keep the Mandalorian aspects on the site accurate. I also wanted to help stress that this Mandalore is pre-desertification.




originally written by Dmitri but stashing here
 
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Darasuum

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NSLegitalplanet.jpg

STEWJON

THREAD PREFIX:
Canon

NAME: Stewjon

COORDINATES: K-19

HYPERLANE: Lipsec Run

CLIMATE: Stewjon is a temperate lush green world, the planet has four seasons with wet springs and autumns, long hot summers and bitter long winters, because of it’s topography Stewjon has interesting habit of being windy everywhere all the time, because of this large portions of land are just wind farms and about 90% of power is produced by sed wind farms.

TERRAIN: Stewjon is reasonably small world (About the size of Mercury) consisting of about half land and half sea, much of the terrain in the northern hemisphere is very mountainous whereas the south hemisphere is much flatter and where over 90% of the population live.

ROTATION: A full rotation on Stewjon is about 37 hours, there are 413 days in a year.

INHABITANTS: Stewjon has a population of about 8 billion, 99.875% of see population living in the large supercity in the southern hemisphere, the other 0.125% living everywhere else rural northern hemisphere (that might seem like a small percentage but that’s still 10 million individuals). Most of the population is human, about 90%, this being because of its roots and ties to Eriadu, not to mention the air of humanocentrism makes many alien migrants look elsewhere. The only major exception being a large population of Muuns who make up about 5% of the population due to Stewjons close ties to the IGBC. Within Stewjon culture it’s common for individuals to have a strong sense of family pride much like Mandelorians, within the culture you’d often refer to yourself based on your family name saying, “I’m Seldo Machi (First Name) of Huumvu (Family Name)." Humans of Stewjon are usually trademarked by pale skin and black, brown or ginger hair or somewhere in between, it's also very common for people to dye their hair as well as get tattoos, tattooed individuals being a majority in some communities.
Below are some examples of Stewjon inhabitants:
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LOCATIONS: most larger cities in the southern hemisphere (about 95% of the population) live in a band of cities and municipalities travelling east to west, both ends of the super city being very wealthy financial districts with a every worsening slum when you travel between them. The map below shows the super city by names and ward, the darker the shade of red the less annual earning, GDP and higher the poverty rate.
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~Southern Hemisphere~
NEO YAMETETSU

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Sendo City: Heart of Stewjon
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Sendo City was the old capital of Stewjon and at one point its most populous Ward, it's fallen off recently with the grown of Idoma but it still remainson of the most wealth parts of Stewjon.
(Sendo City) Financial District: Stewjon Tomorrow, Today
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The Sendo City Financial District is a the older brother area to the new capital Idoma financial district, the sector includes beautiful parks as well as one of the safest parts of the city being the Stewjon stock exchange, although the 1st ward is old and less alluring to the new IGBC sector in Idoma it still remains a relevant place of commerce for many corporations.
Kahchino: The Ward of a Thousand Sights
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Kahchino is a very wealthy Ward where many rich individuals have housing looking over the city including the prime ministers estate, this area is also the centre of Stewjons gambling district making it a very lucrative neighbourhood.
Milkoh/Entertainment District: The Ward that Never Sleeps
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The Milkoh Entertainment District is with out a doubt the shadiest district in the Sendo Wards area, being home to many bars, clubs, stadiums, casinos and brothels as well as being a densely populated neighbourhood.
Ko Halh: Where Sendo Sleeps
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Ko Halh is a giant residential area most of sed residents being people who work in the 1st, 2nd or 4th wards, this area has a tendency to go from incredibly quiet during the day to crawling with people at night scrambling to get home. This part of town is very infamous for the amount of trains running through it, since this town is one of the centres of the supercity wide subway.
Uuzun: Where Wonders Await
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Uuzun is the centre of local shops, boutiques and commerce on Stewjon being home to the this worlds branch of the merchants guild as well as having one of Stewjons largest spaceports. It's often said you never know what you will and won't find in Uuzun, to an extent this being true since it has the highest concentration of aliens then anywhere else on the planet.
Inogon/Lygon: The Day and Night Wards
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Inogon and Lygon are the start of the northern most tip of the Inogon ward machine yards, Inogon isn't as known for it's industrial sector it being more of a smaller entertainment sector fueling off of workers from the industrial detract making their way home to the 5th Ward.
Satubo/Kako Satubo: The Gears of Stewjon
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Satubo and Kakp Satubo are both heavily mechanized Ward consisting over almost entirely industrial sectors, this ward contains Stewjons only grounded shipyards as well as large plants refining the worlds Raydonium. The large space port in the 8th Ward also crosses over into the 7th Ward, this side of the spaceport being mostly space freighters and exports rather then passengers and imports.
The Mihon Wards: Where the Humble Dwell
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The Mihon wards are a collection of incredibly rural Wards which make up the slums of Stewjon, like any city or world it has its fair share of slums and the Mihon wards are no exception being some of the toughest areas in all of the Western Reaches, murder is common and the police are particularly corrupt and violent in the Mihon Wards.
Eleventh Ward: The Ward on Hard Mode
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Out of the Mihon Wards the 11th ward is the definite loser when it comes to success, already being incredibly dangers and impoverished its one of the most densely populated wards as well as the ward with the lowest employment rate of any of the wards. Because of its prowess the industries of the neighbouring 7th Ward often dump old ships and machinery which the locals reuse as housing making many neighbourhoods somehow unique and charming in design.
 

Darasuum

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Planet


System_Oculus Star System
Grid Coordinates_P13 - Roulara Eridani Nebula
Region_Expansion Region
Hyperlane_N/A
Rotation_36 Standard Hours
Gravity_3.55lbs of Force
Resources_Naturally Occuring Hydrocarbons, rare Crystals



Bion-62 is a planet located in the Oculus Star System in the Roulara Eridani Nebula. They are governed by the Sodality of Fire, who have recently issued a Trade Embargo on the planet. It is a fairly unknown planet, with most who go there are traffickers, mining owners, and arms dealers who go to sell their weapons to the Kinsmen, or make a quick buck. Most who have heard of Bion-62 usually dismiss it, or make a reference to the Kinsmen.


Climate

On Bion-62 the climate would generally be known to be arid, and cold, due to the fact that 70% of the surface of the planet is just earth, whilst the other 30% is the world oceans with most storm systems staying well within the oceans wind speeds reaching up to 230km/h. The planet is situated in the outer boundaries of the goldy locks zone in which the planet is usually ranging from minus 40 degrees celcius, to plus 20 degrees celcius, the atmospheric pressure produces what is felt to be 3.55lbs of force resulting in people feeling a little heavier when they visit the planet.


Topography

Bion-62 would gererally be described as a flatter planet than most with its most identifiable trait to be its majestic prairies with tall grass, lakes and lagoons. The planet's surface is 70% covered by landmass whereas the other 30% are fresh drinking water sources and the world oceans. The oceans are surrounded by large mountains in which it acts as a barrier keeping the water and storm cycles in one particular area. The cities of Bion-62 are generally located by fresh water sources, or on the outskirts of the mountains.


History

The written history of Bion-62 - proclaimed by the first governing body of the planet the Sodality of Fire - would declare that the Kinsmen were the first to arrive from beyond the stars - written in the Great Scripture known as the "Last Voyage," which explained in detail how the Sodality came from their devastated origin planet to their beautiful new homeworld - establishing the first offical governing body of Bion-62; proclaiming the planet as their own, laying full claim to all its land, resources, and animals.

Soon after their arrival on Bion-62 the Sodality began to slowly spread across the planet establishing well-knit communities, as well as mining operations upon the planet with the sacvenged technologies of their recently destroyed homeworld. Building their communities around the mines, the Kinsmen would extract fuels and ores, harvest stone and lumber for building materials, hoping to one day build up cities and renew their once lost civilization.

As the influence of the Sodality spread slowly but surely across the biomes of Bion-62 with their successful mining operations they began to attract unwanted attention from the Ooon, an indigenous tribal species that inhabit Bion-62 who found it to be taboo that the Kinsmen were harvesting resources from the planet, to the Ooon it was taking their blood from their veins.

The Ooon confronted the Kinsmen, but due to the lack of verbal communication they were unable to freely voice their opinions to the Sodality - the Kinsmen saw this as an oppurtunity to install seeds of doubt also a trust between the two peoples, with the Kinsmen beginning to gift them with useless technologies, which entranced the Ooon who never before encountered advanced technology other than bows and arrows, and simple technologies. This established the first trades between the two peoples.

The Kinsmen manipulated the Ooon into trading them meats, fruits and rare gemstones found in sacred caves for useless junk, broken tech, and other trinkets that interested the Ooon - the kindheartedness and caring nature of the Ooon would prove to be their downfall, as they never questioned the Kinsmen with their trades, trusting them that they were giving them a fair trade for their hard work.

As the relations grew between the Kinsmen and the Ooon, the Sodality began to see how useful this primitive species turned out to be. The hunting and tracking prowess, as well as their surprising strength and durability for their small statures became treasured skills that the Kinsmen were able to put to use. Seeing only one option in sight, the Sodality agreed that they must enslave the Ooon since creating a working government between the two would take too long, thusly deciding that they were to force the Ooon to partake their ways, language, and teachings.

The Kinsmen manipulated the Ooon into bringing the Kinsmen to their villages, where the Kinsmen would use the element of surprise, as well as their advanced technology to subdue the tribal people, capturing them and putting them into prisons - killing off all those who resisted agaisnt their commands, snuffing out any resistance amoungst the Ooon. The men were prized for their hunting and tracking prowess, used like military dogs the Kinsmen would pair them with bounty hunters to make their jobs easier. Muscular male specimens were kept as manual labourers most being worked until death, building the foundation of the Sodality's cities on their blood. The women of the tribes were kept as personal household slaves, meant to prepare meals, clothing, and clean for the Kinsmen. The Ooon were forced to sleep outside like animals, unable to speak their native tongue freely, nor were they allowed to have a relationship with a Human.

The children of the Ooon were taken and put into Sodality schooling, in which they were stripped of their individual culture, language, and ways, forcing them to take on their ways of life, as well as religion. If the children uttered a single word in their native tongue, they would be punished severely, the punishments would range from a strap on the wrists to being beaten to an inch of their lives - nor were they allowed to speak to human children. This incident would come to be known in written history as "The Grand Ascension."

Generations have passed after the Grand Ascension, the Sodality of Fire still holds an iron grip over the planet Bion-62. Their cities are built upon the foundations of slavery and blood. The Kinsmen Secret Police roaming the planet keeping the public subdued. Iniating a trade embargo upon the planet, as well as strict access to their airspace nothing goes in or out without the Kinsmen knowing.



Government

The Sodality of Fire are a plutocracy in which their planetary authority are concentrated within a few key individuals; a spiritual leader, military leader, corprate leader and a medical leader; otherwise known as the Council. All decisions made by the Sodality are put before them, in which they all must agree in to determine what course of action should be taken and when. The transfer of power is issued within the Council themselves via covert measures, they play a shadowy game in which the members cheat, lie and bribe their way into holding onto their leadership, or evicting someone from power - in some rare cases there are duels where one member challenges another to a test of dominance, usually to the death.

The Sodality of Fire rules Bion-62 with an iron fist, with legions of their Kinsmen patrolling the streets looking for deviant behaviour, causing public unrest and paranoia between neighbours. They hold their ideals high in regard, snuffing out those who dare speak against their cause; thinking that sub-human species are not equal to that of a human, and must be enslaved.



Culture

There is only one religion that is accepted on Bion-62 - that is the "Way of the First Flame" where the anicent texts were preserved for thousands of years on the homeworld of the Sodality of Fire. They attempted to uproot all other verbal teachings, written texts, and historical arts that may point to another culture or religion, they believe that their ideals are above all, and all most follow their guiding light, or reach ascension with the cleansing flame.

There is a secret underground culture, where the Ooon meet in secret. They keep their religion and ways of life alive in the shadow of the Kinsmen. With their iron grasp over their people, they undoubtedly inginited the spark in which will start the rebellion against them. As long as the Ooon keep losing their way of life, they will need to sacrifice some of their beliefs in order to preserve their beliefs.



Noteable Locations


    • The Capitol at the Void’s core lies its beating heart - the Capital, otherwise known as the Central District. Due to the relatively small size of its population, almost all of the Void's industrial and business sectors are located here. The residential areas are all located on the outskirts of the capital, often splitting off into other tunnel networks. Practically every other district and tunnel of the Void connects to the Capital. The Government district, separate from the inner workings of the Accord, the governing body of the Void has their own secure district, set in the center of the Capital. This includes living quarters for each of the councillors, including some guest rooms, a med bay, and a spacious meeting room at which they gather to discuss business.

    • The Commerce Distrcit ,Located in a designated section of the Capital, the Commercial District is comprised of various levels or floors containing a multitude of storefronts and cantinas. One of the most popular locations is the Dive. While located in the Commercial district, it is slightly off normal pathways and requires travel through several tunnels. The Dive is a themed cantina situated above one of the numerous fissures in the asteroid, hence its name. The entire establishment has a utilitarian theme revolving around starships, with mock engines offering lighting, models of famous vessels, bulkheads used as tables, and drinks such as the Reactor Core and the Maintenance Tube. The owner, a former member of the Skyline Dragons and an accomplished pilot in her own right, runs a tight ship, and the joint has become popular for members of the Accord as a respectable and enjoyable place for an after work drink.

    • The Crucible, is located in the central, largest chamber built into the cavern wall above the city. Housing and shops are spread throughout, concentrating around Trinity Plaza, a large public space. The Ethereal Armory is located in the same area, although it is heavily guarded with access restricted to select Accord personnel. The building is low to the ground with only the administration area on the same level as the street. Inside, an automated system verifies identifies members through credentials, retinal scans, fingerprints, as well as a biological sample, either blood, hair, or otherwise..

    • The Inititative area is located in a smaller chamber than the capital, although the cavern itself is more vertical, lending to buildings built along the steep walls and high buildings. The Initiative area is mostly characterized by its innovative technology. However, most of this technology appears home-made and worn, giving the area an almost dystopian feel. The Spyre is located in the center of the area, and is the highest building located on the floor as opposed to the walls. It's characterized by its steep sloping walls and radiant blue lights. The bottom floors are home to large webs of small workshops, used for free by the disciples. The upper floors contain individual worships, while the top floor has the personal quarters of the Initiative's head of operations. Hell's Workshop, also known as Block IR-5, is located at the edge of the area, and extends up along the steep walls there. This is not so much a building as a community, categorized by its apparent status as a slum. Many religious deviants and outsiders live here, and the area is home to as much brilliance as madness..

    • The Mine is commonly refered to on Bion-62 as the place where criminals go to die, whoever is captured by the Secret Police are usually transferred here to work the rest of their days in the mines, and if they're lucky, they will get a meal out of it.

    • The black-market or more commonly known as the Underground is where all the scum of the planet congregate to sell illegal contraband under the noses of the Kinsmen. Here there are no rules, there are no police, there are no Kinsmen. Its only you and the scum around you, hope you have fun!



Satellites

Bion-62 is home to one moon, where increased seismic activity has caused the super volcanoes on the surface to erupt, which constantly bombards the surface of the planet altough the Kinsmen had taken precautions to ensure their cities would not be harmed via installing a barrier, those who see the moon remark upon how hauntingly beautiful it is in the night sky. Bion-62 also has a loosely scattered asteroid belt surrounding the planet with most people take to call debris.


Technology

The Sodality of Fire is equipped with some pretty impresssive and advanced technologies, most of their tech revolves around extracting resourses, ranging from mining ships that could potentially carry entire mining operations within them, to personal mining equipment, due to the Sodality's leaders leaning more towards corporate gain instead of military might - but do not underestimate their military might. The Sodality has issued a Trade Embargo upon the planet, with their fleet constantly patrolling their star system to ensure total control.

The Ooon however are a more primitive species, equipping themselves with only bows and arrows and primitive rock tools, in which they leaned more towards spiritual growth than advancing themselves technologically. Their biggest building was no more than a single-story, relying on natural formations rather than artifical structures.



Intent

My Intent is to use a location that was previously used on the site so that it might keep wiith the site canon. As well it expands on it and provides a point of interest for indipendent characters while also showing the significance of how much time has past and how things can change through the eras. This can be a home for multiple characters as well and I plan on expanding a business from here with my character and doing significant story development.

 
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THE VOID

Asteroid J-1314-009





Serving as both an outlying pit-stop for Outer Rim traders and a staging base for the Rancor Squad, the Void offers much-needed solace to weary travellers at the fringes of the Corellian Run.

<==========>

Asteroid Field J-1314 was once the site of a massive mining installation, and J-1314-009 was no exception. This operation continued for several years until the entire field was almost entirely stripped of its natural resources. As the miners dug the last minerals from 009, it was discovered the asteroid was hollowed out to the core by several Exogorths. An operation began to remove the infestation, selling the parts as bio-materials on the market. Once the Exogorth population had been eradicated, generations of spacers, fringers and pioneers gradually settled the interior of the asteroid, establishing cities within its structure, and eventually renaming the former mining and harvesting site as "the Void".




CULTURE AND

INFRASTRUCTURE



The Void is an incredibly diverse planetoid, represented by a multitude of different species and backgrounds. This creates a huge meld of different values and traditions across the all zones.

In the midst of this diversity, the single trait practiced by all is cooperation. The Void could not exist without harmony between all its different people and cultures.
<==========>
The Void’s government is a form of democracy, where 5-6 “councillors” or representatives are chosen by the people to serve as the governing body. This group of representatives comes together to discuss major changes and decisions in the Void. These governors are well-protected by elite Accord and the Void soldiers at all times, unless otherwise requested.

Laws are enforced by a civilian police force, which is also supported by contractors. This police force deals with crime themselves, punishing each offender accordingly.

All the major operations of the Void, such as imports and taxes, are managed by smaller variations of the “council”, who they report to. The taxes gathered from the residents are used to pay for the Void’s upkeep; a portion of the money is also given to mercenary contractors in exchange for their protection.


underground_city_by_nkabuto-d46lfu4.jpg


INFO

Coordinates: Q-16
Hyperlane: Corellian Run
Climate: Temperate, slightly damp
Rotation: 24 standard hours with a year of 365 local days
Inhabitants: 200,000 - Approximate 60/40 split between Human and Alien population
Resources: Technology, various traded goods
Government: Democracy
Technology: Varies wildly, ranging from highly advanced to defunct. A great deal of it is repurposed or reverse-engineered.
Satellites: Sparse asteroid field

Intent: While this was originally in the workshop as the Accord's base of operations, it's civilian population and distinct aspects make the best course for it submitting it through the Planetary Submission process. This is intended to be both the main holding of the Accord as well as an interesting trading port and settlement for traders operating along the Corellian Run.

<==========>

After recent events that have transpired, and due to continued support from the Accord, the Void has been outfitted with several security measures, making it much more defensible as a whole.

Any and all newcomers must go through a checkpoint system staffed by Accord and Void security personnel, where visitors are searched and must provide legitimate reason for entry. These procedures become extremely strict in times of war. Ship cargo is also searched thoroughly.

Inside the asteroid, security cameras lay dotted about nearly every area of the Void. Doors leading to official areas are armed with an internal alarm system that triggers when a security breach is failed. The entrances of each district (i.e. the Crucible district, the Government district, ect.) as well as the doors to each level’s elevator lobby are fitted with solid blast airlocks that can be triggered from a security hub remotely at a moment’s notice. Groups of Accord and Void security guards often patrol the streets and many levels of the Void. Security hubs are dotted across the Capital, and are equipped with fast-moving troop transports, allowing security to rush to incidents quickly.

Inside each hangar bay (which can hold about 15 ships each), hidden in the ceiling, is a set of five sentry guns easily capable of destroying ships with sustained fire. Along the outer perimeter of the Void lies an array of anti-orbital heavy laser cannons, along with six turbolasers spaced equally apart from each other. In addition to these, the Void is protected by a massive shield.




POINTS OF

INTEREST



Currently a labyrinth of carved out tunnels and crevices leading into a large set of central chambers, the Void is a more like a city of various settlements all banded together by transit hubs established throughout the Exogorth's burrowed pathways. The many groups that join the Accord all receive their own "dig", which is local jargon for a portion of the asteroid's interior that they can build how they choose. As such, groups are given large chambers and corresponding tunnels and anti-chambers. In spite of the masses, there are also several unaligned areas left throughout the asteroid where various unaligned civilians and more fringe elements reside.

Additional information regarding the IKELOS facility, the Reef, and the Loureaux Medical Center can also be found here. In addition to these, the Accord also has a dyrdock that can build and repair ships up to 600m long, as well as a foundry that can build droids and weaons.
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THE CAPITAL[

At the Void’s core lies its beating heart - the Capital, otherwise known as the Central District. Due to the relatively small size of its population, almost all of the Void's industrial and business sectors are located here. The residential areas are all located on the outskirts of the capital, often splitting off into other tunnel networks. Practically every other district and tunnel of the Void connects to the Capital.

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COMMERCIAL DISTRICT

Located in a designated section of the Capital, the Commercial District is comprised of various levels or floors containing a multitude of storefronts and cantinas.

One of the most popular locations is the Dive. While located in the Commercial district, it is slightly off normal pathways and requires travel through several tunnels. The Dive is a themed cantina situated above one of the numerous fissures in the asteroid, hence its name. The entire establishment has a utilitarian theme revolving around starships, with mock engines offering lighting, models of famous vessels, bulkheads used as tables, and drinks such as the Reactor Core and the Maintenance Tube. The owner, a former member of the Skyline Dragons and an accomplished pilot in her own right, runs a tight ship, and the joint has become popular for members of the Accord as a respectable and enjoyable place for an after work drink.

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ACCORD HQ

The Accord's headquarters is located in the central district, nearby to the operational center. Here, various data streams from field agents, informants, and autonomous sources are compiled into manageable packets. Accord personnel are debriefed here before deployment. Due to their knowledge of technology, the Data Streams here are run and managed by trained Initiative members overseen by official Accord staff. Vast networks of tubing and wiring run through the building, all connected to powerful computers located within vaults.

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CRUCIBLE
DISTRICT

The Crucible District is located in the central, largest chamber built into the cavern wall above the city. Housing and shops are spread throughout, concentrating around Trinity Plaza, a large public space.


The Ethereal Armory is located in the same area, although it is heavily guarded with access restricted to select Accord personnel. The building is low to the ground with only the administration area on the same level as the street. Inside, an automated system verifies identifies members through credentials, retinal scans, fingerprints, as well as a biological sample, either blood, hair, or otherwise.

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INITIATIVE
DISTRICT

The Inititative area is located in a smaller chamber than the capital, although the cavern itself is more vertical, lending to buildings built along the steep walls and high buildings. The Initiative area is mostly characterized by its innovative technology. However, most of this technology appears home-made and worn, giving the area an almost dystopian feel.


The Spyre is located in the center of the area, and is the highest building located on the floor as opposed to the walls. It's characterized by its steep sloping walls and radiant blue lights. The bottom floors are home to large webs of small workshops, used for free by the disciples. The upper floors contain individual worships, while the top floor has the personal quarters of the Initiative's head of operations.

Hell's Workshop, also known as Block IR-5, is located at the edge of the area, and extends up along the steep walls there. This is not so much a building as a community, categorized by its apparent status as a slum. Many religious deviants and outsiders live here, and the area is home to as much brilliance as madness.

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GOVERNMENT DISTRICT

Separate from the inner workings of the Accord, the governing body of the Void has their own secure district, set in the center of the Capital. This includes living quarters for each of the councillors, including some guest rooms, a med bay, and a spacious meeting room at which they gather to discuss business.

 
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