Clan Interest Check

Which group would you consider making a Character for?

  • A Wookiee Clan

    Votes: 2 33.3%
  • An Ewok Tribe

    Votes: 1 16.7%
  • A Tusken Clan

    Votes: 3 50.0%

  • Total voters
    6

Nor'baal

Veteran Member
SWRP Supporter
SWRP Writer
Joined
Feb 13, 2012
Messages
8,727
Reaction score
5,318
Wookiee Clan Interest Check

Hello there comrades. About three timelines ago, I made a Jawa Tribe (yes, I actually did) and it got a modest amount of interest, being set up as a faction back then wth five members. It was a great deal of fun, and ironically the only faction I have made so far that did not end up going to war with something and dying horribly.

On that logic, I thought a few months ago about making something similar, another Tribe based group - and settled on making a Wookiee Clan for the next Timeline. Now, we do not know all that much about the lore for the next Timeline, and as such I have left the history section of this interest check blank, to be filled out once we:

  • Have a few members signed up.
  • Know more about the lore for the next TL.

My vision for this group is to get at least three people together, starting out as lowly Wookiees whose region of Kashyyyk has just been opened up to the wider Galaxy. We will have a Discord, and decide on missions and plots to expand the Clans lands and people, react to events on Kashyyyk caused by outsiders, gather new tech and visa versa.

When we start, I see the group as having a few NPC families (subject to approval) for background interaction, with the only 'Warriors' being us players. Tech will be low, consisting of traditional wookiee weapons, boats bowcasters and nothing else. We want to fly? Capture a flying beast or build one of those flying boat-things! As a group, we will need to develop the Clans strength, as no doubt, a group of Wookiees will attract attention from - other clans, slavers, colonist and other evils.

At this stage, I am looking for two to three other players to join in, make a character, and help me get started with ideas. If you are interested in making a character and helping out, please indicate thus in the comments, and I'll add you to the Discord. And please remember this will change as rules, lore and more are updated!





databank_kasyyyk_01_169_aa13a490.jpeg


Arri'ror'kerri Clan

Found on the forest world of Kashyyyk the Arri'ror'kerri are a Clan of Wookiee found on the Wawaatt Archipelago, in the small village of Warralokk. Like many such groupings, the Arri'ror'kerri have a proud history, smattered in recent centuries with their people sitting at a cultural crossroads, as their planet opens up more and more to the wider Galaxy, and the Slavery practice that comes with it.

Name, Culture, Language & Size

Whilst their name is very hard to pronounce in Galactic Basic, Arri'ror'kerri carries an important meaning in their native Shyriiwook. Known as the 'Land of the Dark Tree' after the deep, almost black, colouration of the nearby tree-bark, the Arri'ror'kerri consider their name to hold a spiritual meaning, for their sacred duty to protect the collection of trees at the heart of their island that carry such bark. Whilst scientifically their is little of note about them, this small collection of trees is deemed to be the Arri'ror'kerri sacred site, in which many of their Elder Council Covens are to be held.

Culturally, the Arri'ror'kerri share much of the same traits and quirks as all Wookiee, their settlement revolving around the traditional family unit, with all female Wookiee expected to find a mate from the available males upon adulthood and their coming of age. Males follow a Hunter-Gatherer lifestyle, working in packs to track down the largest prey they can, and then makig full use of every part of it.

Females are known to join hunting parties as part of the process of seeking out a mate, and some families encourage females to continue the practice after she has produced the families heir, in a tradition that shows little sign of being changed by the Elders as of yet. A huge importance is placed on Elders, those Wookiee from each family in the Clan who sit as part of the Elder Council advising the Chief on matters of law and Clan.

What sets the Arri'ror'kerri apart from other clans is two-fold, firstly their interest in waterborn persuits (being on an archipelago tends to do this to a people) and the importance they place on the Elders Grove, a collection of vast black-barked Wroshyr Trees deep in the heart of their lands, which serves as the meeting place, and burial site, of the clan.

Like most Clans, the Arri'ror'kerri speak Shyriiwook, the 'language of the tree people' as it is called by offworlders, and rarely learn to speak, or even to understand other languages. However, in recent decades, they have begun to encourage members to learn to understand Galactic Basic in order to converse with the colonists. At present, there around aroud Thirty adult members of the Arri'ror'kerri Clan.


History

- Founding
- Legends Period
- Modern Period


Intent

Inspired by the stories of KOTOR, this Clan aims to be a group of players and a collection of NPCs (as the group grows) living on the Wookiee homeworld of Kashyyyk. Whilst the planet has been 'open for business' for some time in lore, I see the region from which the Arri'ror'kerri are from as being more remote, and thus has only recently come into major contact with outside forces - meaning that for the first time, the Clan must decide on several important matters:

  • How does it respond to the rise in slavery, now that it has come there way?
  • How does it react to enroachments from colonists and other clans (forced their way by colonialism)?
  • How does it interact with the factional forces of the Galaxy?
  • How does the Clan keep together throughout the turmoul?





tusken10.jpg


Kuar Clan


Found on the so-called 'frontier world' of Tatooine the Kuar Clan is a group of some thirty Tusken Raiders. Occupying a region just north of the Jutland Wastes, having been forced to relocate following the construction of Mos Eisley by the ruthless Czerka Corporation, the Kuar are facing years of turmoil, in a galaxy that is infringing more and more on their ancestral lands.

Culture

Native to the desert world of Tatooine, a land of few resources and little by way of friendly flora and fuance, the Kuar life has been one of survival. Increasingly territorial, seeking to lock down and control their limited natural resources mercilesly, they have a proud tradition of Raiding, which they see as part of their way of life against the outsider. Like all Tusken Raiders, they hold Tatooines limited water supplies as sacred, believing that it was promised to them by their pantheonic Gods. In the case of the Kuar, it is this belief that drives their penchant for violence, especially toward Moisture Farms and other settlments.

The Kuar hold some small farms in their Sandstorm Fort in the Needles Region of Tatooine, in which they grow Gourd and Black Melon, the go alongside their primarily meat-based diet. At present, the Clan is made up of roughly Thirty Members, and is lead by a Chieftain. Kuar place a huge importance on the Massiffs, a type of hound, that is seen as an important beast - indeed, the God Massiffi, being the patron of the Clan, commands them (according to ancient legend) to ensure each member of the Clan has at least one trained Massiff throughout their life.

Warlike, like most if not all of the Tusken Clans on Tatooine, the Kuar are a nomadic people - making camp only when needed, and often only for as long as the Hunting Season continues. Making use of Gaderffii Sticks and more recently Blowpipes, Composite Bows and Cycler Rifles, Kuar members adorn themselves in the traditional garments of their species. However, they are known to decorate their armour with bones, normally taken from their victims.

The Bantha has a close bond with members of the Kuar, something that is shared across the Tusken species - with young Kuar being paired with a Bantha of their gender at an Inititation Ceremony, and is expected to care for, and ride the Bantha for as long as it lives. Bantha are treasured beasts in the Tusken culture, and for that reason are never hunted - and it is not uncommon for a Tusken who loses their Bantha in combat or through poor care, to take their own life, or go into exile if they cannot pair with another by the end of the season.

More nomadic than most of their kin, the Kuar are almost constantly on the move - very rarely visiting the Needles Region except for in the most dire of sandstorm seasons. To that end, they consider their territory to be the immediate area around their camp only, and are as such not above raiding more adventurously than their peers. In keeping with tradition however, the Kuar do maintain a small sect or social caste of Storytellers and Shamans - on account that Tusken cannot read or write, and a few are born with seemingly mystical powers.

Storytellers form a key segment of the Tribe, and the incumbent tellers are often very close to the Clan Chief, orally learning the tales of their ancestry with perfect accuracy. This tradition was such a large part of Tusken culture that Storytellers were considered the most important members of a tribe. It is considered a grave crime for a teller to incorrectly tell, or to forget the oral and spoken history of the Tusken people.

Shamans oversee the Tusken Rituals, the most important being the bloodrite, in which a Tusken 'comes of age' - by killing one of Tatooines many predators, on their own, and bringing back a part of its hide.



History

Historians have long since give up trying to work out when and where the Kuar Clan came into being, with most people just pencilling it down in studies as 'a long time before Czerka got here'. Suffice it to say, thanks to the merits of not having a written history (or even a written language), much of their distant past has become the work of storytellers, who widely agree that the Clan was founded by the son of the Tusken God, the sons name being Kuar. Storytellers will wax lyrical about how many monsters Kuar killed, and how much great fame he accumulated in the process, but most historians see little actual factual basis for this.

In more recent, documentable history, the Kuar have mostly been doing what one would expect of a tribe of Tuskens, engaging in raids and other such practices, more commonly against The Czerka Corporation and the ever growing factions of the Sith Empire. Indeed, on more than on occassions, there have been fragmented reports of the Clan working with (and that term is used very loosely) Rebellion Groups on Tatooine, presumably assuming that the enemy of ones enemy, is ones friend.


Intent

This will be a small RP group, focused on PvE and PvP almost entirely on Tatooine. Built around a few player characters, the Tribe will attempt to build its influence and importance on the planet, hopefully becoming the bogiemen of the world in good time. From this, I hope lore articles will be done by members, with plots and fun to follow.

Current Interest

Currently we have interest from Nor'baal and Rimrald to make Tusken Warriors for the group.


 
Last edited:

Nor'baal

Veteran Member
SWRP Supporter
SWRP Writer
Joined
Feb 13, 2012
Messages
8,727
Reaction score
5,318
I've oddly had interest from two players for an Ewok Tribe as well, and a Tusken one so, let me know if either of those catch your interest as well!
 

Monsi

New Member
SWRP Writer
Joined
Oct 19, 2018
Messages
23
Reaction score
14
Yeah sign me up for wookie, or ewok, but we altready talked about ewoks in discord
 
Top