lizziie's workshop && link directory

lizziie

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...............\un-DRy​AY\​
Andrej Borovkov
Sith Acolyte during the Force Eternal Timeline


S U M M A R Y​

Andrej is a young, Zabrak Sith acolyte and a current student of the Taris Sith academy. He is 5'11", weighs 165 lb, and is often followed around by his pet exoboar, Dozer.


...B I O G R A P H Y​

Andrej was born on Dathomir, home of the elusive Nightsisters and their subservient counterparts, the Nightbrothers. As a Nightbrother, he lived separately from the Nightsisters in a primitive village with the other men and boys, and his formative years were spent learning how to hunt, fight, and survive. His village - his clan - was known as the Boar Clan, and it was from this where he later derived the surname "Borovkov" from.

When he was roughly fourteen years of age, Andrej discovered that he could use the Force. Though he was often considered one of the "runts" of the village for his lean build and less aggressive personality, this discovery allowed him to climb the ladder of his village's social hierarchy. This was a huge relief for the kid, as he'd undergone years of hazing and bullying from his stronger, more aggressive brothers.

Sensing an opportunity, Andrej mustered up the courage to speak about his Force-sensitivity to a Nightsister when they next visited the village. As humbly as he could, he requested to be trained to use the Force from her. As one might suspect, she wanted little or nothing to do with the male, but she was kind enough to decline with the offer to send him off to the Sith. Andrej eagerly accepted, and soon enough he was shipped off to the Taris academy to begin his Sith training.

Thus far, Andrej has proven to be an exceedingly average student. His ambition is strong though, and he hopes to prove himself worthy in the eyes of the Empire.


...S K I L L S + I N T E R E S T S​

Space travel. In order to pay for his schooling, Andrej works a part-time job at a Taris spaceport where he helps spaceship mechanics repair ships. Not only is he super into ships, but he's obsessed with the idea of space travel and takes every chance he can to do it. Notably, he has memorized the name of every major, as well as many of the minor, hyperlanes.

Survival. Though not particularly useful on the city-planet of Taris, growing up on Dathomir taught Andrej several survival skills, like hunting, foraging, and various other related skills.

Combat. Andrej has the most experience in hand-to-hand combat, but has had some training to use a lightsaber and the Force as well.


...A S S E T S + I N V E N T O R Y​

  • Dual-phase, double-bladed lightsaber (orange)
    x
  • tba
    x
  • Cheap off-campus student apartment on Taris
    x
  • Dozer (pet)
    x


...R E L A T I O N S H I P S​

  • Dozer — Dozer is a juvenile exoboar Andrej adopted on a field trip to Makeb. Because he doesn't live in the Taris academy dorms, he is able to keep the pet in his small, off-campus apartment.
    x
  • ⬤ Lover
    ⬤ Close relationship, friends
    ⬤ On good terms
    ⬤ Neutral
    ⬤ On poor terms
    ⬤ Enemies and/or rivals
    x


...T H R E A D S​

  • HERE
    x
  • ⬤ Completed
    ⬤ Finished w/o completion
    ⬤ Ongoing
    ⬤ Contains PvP (combat, etc.)
    ⬤ Mission, etc.
    ⬤ Stalled or abandoned
    x

 
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lizziie

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EXOBOAR

2He7KNi.png



S U M M A R Y
The exoboar is a species of mammalian creatures of the Suidae family found on the planet Makeb. They are known for their aggressive nature but can be domesticated if adopted and trained at a young age. They make good pets due to their dog-like loyalty to their owners and are popular "guard dogs" for their intimidating appearance and territorial nature. Domesticated exoboars can live up to ten years and are notably pretty healthy, adaptable creatures, though they aren't the smartest.


I N F O R M A T I O N
▶ Anatomy.
Exoboars can grow to be four feet in height (at the hump of their back) and can weigh anywhere from 200 to 300 lbs depending on age and sex. Males are typically larger and heavier than females, and have thicker, taller spikes down their back and larger tusks.

While young the exoboar's skin is soft and pliable, but the older an exoboar grows, the tougher its back and shoulder skin becomes. Adult exoboars, and even more so the males, can have skin so tough and leathery that it is difficult to cut through the skin without extreme, pinpointed pressure from a vibroblade or similar weapon.

Exoboars come in a variety of colors, such as black, shades of grey or brown, and occasionally green. Domesticated lines are sometimes bred for specific color patterns like spots, stripes, or other unique features as is often done with dogs.

▶ Social behavior and lifecycle.
The exoboar has four stages of life - juvenile, adolescent, adult, and elderly - with the average lifespan of wild exoboars being around five to six years and a maximum of ten years for domesticated ones.

In their juvenile years - which is roughly birth to a year of age - exoboars live with their mothers in female-dominant sounders consisting of old females, nursing mothers, and a matriarch. Female exoboars will remain in their respective sounders until death, while males will usually leave around one to two years of age.

After leaving their sounder, adolescent males will often form loosely-knit groups of their own until they reach adulthood and begin a more solitary lifestyle. They only seek out females during the mating season and are otherwise prone to aggression upon meeting other exoboars in the wild.

The gestation period is less than half a standard year at around 130 days, and litters are typically around nine piglets in size. The survival rate of piglets in the wild is less than 60%, and only four or five of the piglets typically make it to adulthood. Domesticated exoboars have a much higher survival rate with their litters as long as their caretakers take good care to make sure each piglet is adequately fed. Mother exoboars are not known for their doting nature.

▶ Ecology.
Exoboars are native to the planet Makeb, a rocky, low-gravity world just off Gamor Run. Though they can generally be found across the planet, the highest density populations of the species are found in the various hotspots of higher gravity found across the planet. The species is especially adaptable to changes in gravity due to this unique living situation. Large sounders make their homes in small caves or rocky overlooks, while smaller groups or lone males make use of fallen trees or dense brush.

The exoboars, like many of their swine brethren, can and will eat just about anything under the sun. They are omnivorous, and their diets typically consist of roots, nuts, berries, seeds, leaves, bark, and even small animals like lizards, snakes, or frogs.

Adult exoboars have few natural predators due to their aggressive nature, but juveniles or adolescents are often preyed on by other native Makeb species like the Pterathki, Vrake, and the numerous other predatory species on the planet.

▶ Domestication and behavior.
Though the exoboar is a naturally territorial and most often aggressive species, it is possible to domesticate one if taken as a piglet or young juvenile. Though not as smart as other species in the Suidae family, domesticated exoboars can be trained to do a variety of tricks and tasks and are known for being fiercely loyal to their trainers. They do not, however, get on well with other pets, and they are not a good animal to keep around children.

Domesticated exoboars have been utilized in a variety of manners, from guard animals to pets, and they have even been trained for use in combat. These exoboars, dubbed the "war boars", are particularly common in crime circles.


I N T E N T
To expand on a legends animal found in SWTOR that is both so ugly it's cute and a good potential beefier animal for use as a pet or otherwise in rp. Site lore.

 
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lizziie

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8cb0fd67e706371af31d15ffb09479bb.png


Ring of Artis


D E S C R I P T I O N
The Ring of Artis is the ancient signet ring of Darth Artis, one of the long-dead members of the Consiluil de Sapte, crafted millennia ago. ... ... ... ... ... ...



I N T E N T
... ... ... ... ... ...

 
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........... \pronunciation\ (add or remove ... as needed)
Halo Villarreal
rank and/or role here
during the Force Eternal Timeline


S U M M A R Y​

species idk prolly human
force sensitive
youngish idk

From Andara



...B I O G R A P H Y​

princess, only child, force sensitive, family/people/planet don't like force sensitive a lot
knows is fs but keeps secret for obv reasons
publicly supports anti-fs measures
fancy dresses 24/7
spoiled af
sheltered
Not-senator


...S K I L L S​

skill one. sdjflksdjf kljlkdjf kljdflk jsldkjf lksjdflkjs dlkf

skill two. sdfjlksdjf kjsdlkf jsdlkfj lksdjf lksdjflk jsdlkfj kdsjfkjfkdj

skill three. threi diofisdfiosid osdfsdfsdfsdf


...A S S E T S + I N V E N T O R Y​

  • what they always have on them
    x
  • armor + other weapons/tools
    x
  • ships, houses, etc. "assets"
    x
  • non-weapon/tool items
    x


...R E L A T I O N S H I P S + F A M I L Y​

  • None yet !
    x
  • none / whatever
    x
  • [color=]⬤ Lover[/color]
    [color=]⬤ Close relationship, friends[/color]
    [color=]⬤ On good terms[/color]
    [color=] Neutral[/color]
    [color=] On poor terms[/color]
    [color=]⬤ Enemies and/or rivals[/color]
    x


...T H R E A D S​

  • HERE
    x
  • [color=]⬤ Completed[/color]
    [color=]⬤ Finished w/o completion[/color]
    [color=]⬤ Ongoing[/color]
    [color=]⬤ Contains PvP (combat, etc.)[/color]
    [color=]⬤ Stalled or abandoned[/color]
    x

 
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lizziie

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MF5DHEI.png

........... \pronunciation\ (add or remove ... as needed)
First Last
rank and/or role here
during the Force Eternal Timeline


S U M M A R Y​

short paragraph summary


...B I O G R A P H Y​

Anselmi father of two in concentration camp


...S K I L L S​

skill one. sdjflksdjf kljlkdjf kljdflk jsldkjf lksjdflkjs dlkf

skill two. sdfjlksdjf kjsdlkf jsdlkfj lksdjf lksdjflk jsdlkfj kdsjfkjfkdj

skill three. threi diofisdfiosid osdfsdfsdfsdf


...A S S E T S + I N V E N T O R Y​

  • what they always have on them
    x
  • armor + other weapons/tools
    x
  • ships, houses, etc. "assets"
    x
  • non-weapon/tool items
    x


...R E L A T I O N S H I P S + F A M I L Y​

  • None yet !
    x
  • none / whatever
    x
  • [color=]⬤ Lover[/color]
    [color=]⬤ Close relationship, friends[/color]
    [color=]⬤ On good terms[/color]
    [color=] Neutral[/color]
    [color=] On poor terms[/color]
    [color=]⬤ Enemies and/or rivals[/color]
    x


...T H R E A D S​

  • HERE
    x
  • [color=]⬤ Completed[/color]
    [color=]⬤ Finished w/o completion[/color]
    [color=]⬤ Ongoing[/color]
    [color=]⬤ Contains PvP (combat, etc.)[/color]
    [color=]⬤ Stalled or abandoned[/color]
    x

 

lizziie

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d5fe9bd134c38ac2d469023b35d6a1e3.jpg

Princess Xyla
Irene Olympia Dionne
Teresi tou Trenwyth

during the Force Eternal Timeline


S U M M A R Y​

Second-in-line to the Trenwythian throne and ambassador of Trenwyth. 5'8", 120 pounds. Pale skin, topaz eyes, platinum hair. Non-force sensitive.


...B I O G R A P H Y​

Xyla (given name Xyla Irene Olympia Dionne Teresi tou Trenwyth) is the second oldest child of the Teresi monarchy - only ninety-four seconds younger than her twin brother Xylander. She, her brother, and the rest of their younger siblings were raised in luxury and without material want. All but her older brother were free to pursue their interests. Many times, Xyla has joked about "dodging the responsibility of the crown" by those ninety-four seconds while she pursued those interests of her own.

Despite having avoided the responsibility of the crown, Xyla didn't turn her eyes away from politics. Xylander was required to keep his goals and ambitions planetside - she was free to look beyond them. So, as an adult, Xyla became Trenwyth's ambassador to the galaxy.


...R E L A T I O N S H I P S + F A M I L Y​

  • Thea - Guardian, personal bodyguard
    x
  • Irene Teresi - paternal grandmother
    King Adonis Teresi - father
    Queen Olympia Teresi - mother
    Xylander Teresi - elder brother
    +2 younger brothers
    x
  • ⬤ Lover
    ⬤ Close relationship; friends; trusted
    ⬤ On good terms
    ⬤ On poor terms
    ⬤ Enemies and/or rivals
    x


...T H R E A D S​

  • HERE
    x
  • ⬤ Completed
    ⬤ Ongoing
    ⬤ Contains PvP (combat, etc.)
    ⬤ Stalled or abandoned
    x


Notes:
- Ambitious; long-term planner
- Staunchly independent, both as a person and in the interests of her nation
- Carries herself with the poise and regality of a princess; expects to be treated in an according manner and feels slighted by causality with strangers
- Wants to know what you can do for her, first
- What are her true intentions?
- The ends justify the means
- Flattery finds her
- Once slighted, it is impossible (almost) to regain her favor
 
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SroCPvl.png


Trenwyth
Outer rim territories, I-16




...I N F O R M A T I O N​

ASTROGRAPHICAL
REGION: Outer rim
SECTOR: Stensen Sector
SYSTEM: Trenwyth System
SUNS: 2
MOONS: 0
GRID COORDS: I-16
ROTATION PERIOD:
ORBITAL PERIOD:
NEARBY TRADE ROUTES: Spar Trade Route, Shiritoku Way, Cerean Reach, Great Gran Run

PLANETARY
CLIMATE: Temperate
ATMOSPHERE: Type 1 (breathable)
GRAVITY: Standard
PRIMARY TERRAIN: Mountains, urban
RESOURCES:
Minerals​

SOCIETAL
INHABITANTS: 90% Human (Trenwythians), 5% Nagai, ~5% Other
PRIMARY LANGUAGE(S): Galactic Basic, Trenwythese
GOVERNMENT: Absolute Monarchy
DEMONYM: Trenwythian
MAJOR CITIES:
Katros​
Meraklios​
Tivaos​
AFFILIATION: Independent
MAJOR IMPORTS:
Technology​
MAJOR EXPORTS:
Raw materials (minerals, ores, etc.)​


...C U L T U R E​

Notes:
- very patriotic, very nationalistic, but *not* isolationist
- settled originally by the Nagai, and later by humans. most of the population today have some amount of Nagai blood in them but are predominantly human. small communities of Nagai still exist
- poor compared to core worlds but doing well for an outer rim planet
- self-sufficient for basic needs
- about a third of the planet is urban, and the other half is mountainous wilds and ocean. the ⅓ urban area is one urban sprawl, comprised of multiple cities but melded over time into one. The capital is situated in the heart of this sprawl, near the planet's most major spaceport


...E C O N O M Y​




...H I S T O R Y​

2,120 BBY | Trenwyth is discovered.
2,000 BBY | The Nagai send their first ark ships to settle the untouched planet.
1,910 BBY | Various Human migratory groups arrive at and begin to form settlements on the planet.
1,888 BBY | Nagai and Human settlements reach an accord and form Trenwyth's first government.
1,000 BBY | Humans were surveyed to be about 85% of the Trenwythian populace.
990 BBY | Trenwyth joins the Galactic Republic.
500 BBY | Selene Teresi marks the beginning of the Teresi royal bloodline upon assuming the throne.
502 BBY | The Teresian Guard is founded.
24 BBY | Trenwyth leaves the Galactic Republic and joins the Confederacy of Independent Systems.
19 BBY | Trenwyth becomes a part of the Galactic Empire.
4 ABY | Trenwyth achieves independence from the Galactic Empire, declares its sovereignty, and retreats into near-galactic isolation.
128 ABY | King Adonis Teresi declares his heir - Xylander Teresi.
151 ABY | Trenwyth's first ambassador in over a century and a half is named - Xyla Teresi.
 
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dRRj5kJ.png



Teresian Guard
Guardians of the royal family
Protectors of Trenwyth

Light side force-sensitive group




...S U M M A R Y​

- Legal Trenwythian force-sensitive adults can join the order and train to become Guardians. If they succeed in their training, they are hired by the Trenwythian government to serve as protectors of the royal family and other political officials. They are paid well.
- Light side group. Not a monastic order.
- Training includes basic defense and offense using the Force. They do not use lightsabers, and traditionally do not use Force-infused weapons either since they don't typically come to arms against other Force sensitives. Traditional Trenwythian electro staves and similar pole weapons or staffs are common.
- Rarely found off Trenwyth if not accompanying royal family members
- Their training includes using the Force to increase their awareness, augment the physical prowess of their bodies, and defensive tactics, maneuvers, and fighting styles.


...H I S T O R Y​

- Founded by the founder of the Teresi family, a woman who was force sensitive and told to be a former Jedi who left the order.
- She believed the best way to protect the royal family was to employ those who could potentially be their greatest enemy and treat them with the utmost respect they deserved. Additionally, the awareness of their surroundings from the Force made them best suited to the job.


...C A P A B I L I T I E S​

Other notes:
- The level of a Trenwythian guardian is below that of a standard knight or champion, but they are not helpless. They are trained to defend against threats, and are not trained to fight other force users specifically.


...M E M B E R S H I P​

Requirements to join:
- must be a legal adult
- must be a Trenwythian citizen
- must be force sensitive
- must enroll in, go through training, and succeed within an acceptable margin

Benefits:
- good pay
- respected in their communities
- those in active service of a royal family member have their lodging and necessities paid for

Sacrifices:
- it is expected for the Guardians to put the lives of the royal family members over their own
 
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36b742ad8ec442ecd50d55fbc2f3601b.jpg

Thea Baros
during the Force Eternal Timeline


S U M M A R Y​

Species | Human (Trenwythian)
Height | 6'5"
Weight | 160 lbs
Homeworld | Trenwyth
Gender | Female, she/her
Affiliation(s) | Teresian Guard, Xyla Teresi
Force sensitivity | Yes, *trained

*Members of the Teresian Guard are trained force-sensitives but are not on par with Champions or Knights.


...B I O G R A P H Y​

Thea was born and raised on Trenwyth. She discovered her force sensitivity at a young age, and once she was an adult, she chose to enroll in the Teresian Guard to attempt to become a Guardian. The woman succeeded in her training - excelled even - and eventually graduated and became the personal bodyguard of Princess Xyla Teresi.


...S K I L L S​

Combat | Trained in hand-to-hand, melee, and short-to-medium ranged combats. Predominantly carries and uses an electro-staff as her weapon.
The Force | Trained to use the Force to augment her own physical prowess and to be hyper-aware of her surroundings.

 
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224522634ccc59df62106b984ce9fd05.jpg

Camila Reyes
during the Force Eternal Timeline


S U M M A R Y​

When you're ready come and get it
Na-na-na-na, na-na-na-na, na-na-na-na
When you're ready come and get it
Na-na-na-na, na-na-na-na, na-na-na-na
When you're re-e-e-e-e-e
When you're re-e-e-e-e-e
When you're ready come and get it
Na-na-na-na, na-na-na-na, na-na-na-na


...B I O G R A P H Y​

Now that I have captured your attention
I wanna steal ya for a rhythm intervention
Mr. TSA*, I'm ready for inspection
Sh-sh-show me how you make a first impression


...R E L A T I O N S H I P S + F A M I L Y​
CoBSZ-WXEAAkBUZ
  • The world can be a nasty place
    You know it, I know it, yeah
    We don't have to fall from grace
    Put down the weapons you fight with
    x
  • Can't keep my hands to myself
    No matter how hard I'm trying to
    I want you all to myself
    You're metaphorical gin and juice

    x
  • ⬤ Lover
    ⬤ Close relationship; friends; trusted
    ⬤ On good terms
    ⬤ On poor terms
    ⬤ Enemies and/or rivals
    x




...T H R E A D S​

  • a!
    x
  • ⬤ Completed
    ⬤ Ongoing
    ⬤ Contains PvP (combat, etc.)
    ⬤ Stalled or abandoned
    x


 
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GD4hyl8.png




Llolith Uttu


S U M M A R Y​

Llolith (/low - leeth/) Uttu (/oo - two/) is a 17-year-old Sith acolyte who is pretty short at 4'10.5" and weighs about 80 lbs. She's a trained force-sensitive and a member of an unnamed, unknown humanoid species with a venomous bite and unique vision.



...B I O G R A P H Y​

Llolith was born on a backwater, wild planet to a small, rural family with little to no connection to the greater galaxy. She discovered her connection to the Force early on, but with no resources to learn or even understand what her abilities were, Llolith was unable to cultivate her newfound power past basic levitation.

Sometime in her teens, Llolith's village was visited by a stranded Sith champion. He spent a short stint in her home until he was able to call for help, and during that time he witnessed Llolith using the Force. After help arrived he essentially kidnapped the girl and brought her to one of the Sith academies to join the Empire.

She spent the first few of her years at the academy keeping her head down and in her studies. Though she adjusted to modern life easier than she expected, she lacked the social skills to return to the extroverted person she was back in her village. Llolith is doing her best to get herself out of this shell as she misses the community she had with her village.


...A T T R I B U T E S && S K I L L S​

Venomous bite. Llolith's venomous bite is a leftover trait from an earlier, more primitive ancestor of her species. It's almost completely harmless, and its only notable effect is a slight tingling upon injection.

Unique vision. Like many spiders, Llolith is able to see into the deep violet end of the color spectrum - beyond what humans can see - which covers the blue and purple hues in between. Her nighttime vision is excellent, but she struggles in direct sunlight.

Dual wielding. Llolith was taught to fight with two sabers - a traditional and a Shoto blade, to be exact.

Weaving and embroidery. Back in her village, Llolith's family specialized in the weaving of fabrics, rugs, and other textiles. Although she wasn't able to learn everything she could from her mothers before being kidnapped, Llolith still finds time to hone the craft. She generally likes to weave small, simply patterned tapestries, then embroiders scenes onto them afterward.


...A S S E T S + I N V E N T O R Y​

  • Single-blade, dual-phase red lightsaber (x1)
    Single-blade, red Shoto lightsaber (x1)
    x
  • *Assets like ships, bases, etc. she has access to or ownership of.*
    None
    x
  • *Other possessions not always or typically not kept on her person.*
    None
    x


...R E L A T I O N S H I P S + F A M I L Y​

  • None yet !
    x
  • Lover
    Close relationship, friends
    On good terms
    On poor terms
    Enemies and/or rivals
    x


...T H R E A D S​


 
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d560bfdc860327e186be53e0ec30428c.jpg




Kadriye Sakarya
(/kah - dri - ye/ /suh - car - yuh/)

Age. 16 years
Species. Orcolan†​
Gender. Female, she/her/hers
Faction. Independent
Rank. Arena brawler
Homeworld. Orsimer Prime†​
Height. 6'8"
Weight. 220 lbs
Skin color. Cool umber brown
Hair color. Smoky black
Eye color. Medium-dark red
Languages. Basic, T'Orcish, Huttese
FS? Positive, untrained


...B I O G R A P H Y​

Kadriye was born on Orismer Prime, but spent little of her childhood on the planet. Her parents worked for a shipping company as pilots for a cargo ship, so Kadriye ended up being more familiar with hyperspace lanes than her homeworld.

Early in her teen years, her parents lost their ship (and their lives) when they were hijacked by pirates en route to Naboo. Kadriye was taken and sold into slavery in Hutt space, only to be later freed by an arena owner. The man did so on the condition that she would fight for him - her Orcolan strength meant one day she might go toe-to-toe with a Wookie - though she only ever earned pennies of her winnings.

Kadriye still fights in her boss's arena, nothing more than a young wage slave. She hopes to get out of it and make something of her life, but so far she's had no chance to take that leap. At least she's fairly good at punching people.


...S K I L L S && A T T R I B U T E S​

  • Hand-to-hand combat.
    Kadriye has spent several years fighting in arena pits which has led to her developing the physical skills associated with hand-to-hand combat.

    Piloting.
    From her youth, she knows the most basic skills one needs to know to safely fly a ship.

    The Force.
    Though Kadriye is aware she's one of the Guçlu†​, she never received any training or instruction due to her constant travels and is wholly disconnected from their surrounding culture and expectations.
    x
  • Physical prowess.
    "...The Orcolan had powerful, muscular builds with a natural strength that could grow to rival even the likes of Wookies." Though still young and not yet in her prime, Kadriye still possesses the impressive strength of her species. That, along with her insane pain tolerance and high stamina, allows her to toe-to-toe with things a lot bigger and stronger-looking than her.
    x


...A S S E T S + I N V E N T O R Y​



...R E L A T I O N S H I P S + F A M I L Y​

  • ▪ Name — (status)
    Desc desc desc.
    x
  • ▪ Horo Kesyk — (boss)
    Horo is Kadriye's boss and the owner of a fighting arena in Hutt space. She resents him for the way he treats her and the other fighters (pennies for wages, questionable living conditions, etc.), but she can't entirely dislike him as she does owe him for paying for her freedom.
    x
  • ▪ Name — (status)
    Desc desc desc.
    x
  • ▪ Akasma Sakarya — (mother, deceased)
    Her mother died during a pirate hijacking in Kadriye's adolescence. She worked as a pilot of a cargo ship for a shipping company. She and Kadriye were close.

    ▪ Burhan Sakarya — (father, deceased)
    Her father died during a pirate hijacking in Kadriye's adolescence. He worked as a pilot of a cargo ship for a shipping company. He wasn't as close to Kadriye as she and her mother were.
    x


...T H R E A D S​

  • thread 1 (ongoing/stalled/etc.)
    thread 2
    thread 3
    x

 
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dU4ilSO.jpg
Orsimer Prime
—————————————


Orsimer Prime was a lush planet known for being the homeworld of the Orcolan and having incredibly diverse environments.


ASTROGRAPHICAL
—————————————————————————————————————————————

REGION: Outer Rim
SECTOR: Orsim Sector
SYSTEM: Orsim System
SUNS: 1
MOONS: 1
GRID COORDS: I-20
ROTATION PERIOD: 26 hours
ORBITAL PERIOD: 380 days
CLOSEST HYPERSPACE LANE: Lipsec Run, Corellian Trade Spine



PLANETARY
—————————————————————————————————————————————

CLASS: Terrestrial
CLIMATE: Varied
ATMOSPHERE: Type 1 (breatheable)
GRAVITY: Standard
PRIMARY TERRAIN: Varied
RESOURCES:
➥ Renewable and non-renewable resources​
➥ Large prey and predator species​


SOCIETAL
—————————————————————————————————————————————

INHABITANTS: Orcolan
PRIMARY LANGUAGE(S): T'Orcish
GOVERNMENT: Independent tribes
DEMONYM: Orcish
MAJOR CITIES:
➥ Zuldrukh (unofficial capital)​
AFFILIATION: Free Worlds Alliance
MAJOR IMPORTS:
➥ Technology​
➥ Luxury items​
MAJOR EXPORTS:
➥ Pelts​
➥ Dyes​


GOVERNMENT
—————————————————————————————————————————————

Orsimer Prime is governed by several independent tribes with various methods of governance. There are over 300 official tribes, and upwards of 100 unofficial ones. Officially, the Council of Zuldrukh operates as the planet's government, but their reach is confined to their namesake city and they have little power in other parts of the planet. Zuldrukh is Orsimer's de facto capital and has thus been left with the task of representing the planet on a galactic scale.

The Council of Zuldrukh is an oligarchy made up of members of Zuldrukh's aristocratic families. There are seven sitting members, and once sat, it is a lifetime position.



ECONOMY
—————————————————————————————————————————————

The planet's economy is entirely self-sustaining, and apart from technology and luxury items, Orsimer imports very little. Their main exports are animal pelts and dyes, also luxury items. Outside of major cities, the "economy" is little other than a trade and bartering system.


HISTORY
—————————————————————————————————————————————

➥ 37,000 BBY: Date of oldest found Orcolan skeleton
➥ 4,000 BBY: Orsimer Prime introduced to the greater galaxy
➥ 3,000 BBY: Formation of first major modern Orcish city
➥ 1,384 BBY: Zuldrukh builds a major spaceport
➥ 1,000 BBY: Council of Zuldrukh is founded
➥ 1 ABY: Zuldrukh becomes Orsimer Prime's de facto capital



INTENT
—————————————————————————————————————————————

To create the planet mentioned in the Orcolan write-up for use in roleplay, backstories, etc.

dU4ilSO.jpg

Orsimer Prime

DESCRIPTION
— Table of Contents
Description
Overview
The Orcolan
Flora and fauna
Tribes and territories
Astrographical info​
Planetary info​
Societal info​
Government
Overview
Council of Zuldrukh
Conflicts
Economy​
History​
Overview — Orsimer Prime was a secluded and unforgiving planet that was the homeworld of the Orcolan and a myriad of large and aggressive fauna. The planet's biosphere had various types of biomes, from arid deserts and tundras to grassy flatlands and temperate forests, to snowy mountains and high-altitude jungles. Hotter climates such as deserts and jungles were situated mostly around the planet's equator regions, with the climate growing colder and more temperate the further away one went.

Though there are various archipelagos and islands in the great ocean that accounted for about half of the planet's surface area, there were only two major continents on the planet. These two continents were referred to simply as the "Western" and "Eastern" lands in the native Orcish tongue, T'Orcish, and were home to the two biggest cultural groups: the western Batililar and the eastern Dogulular. Additionally, and unlike many other planets that operated under one unified government, Orsimer Prime did not have one central government. There were countless tribes on the planet, ranging from small nomadic communities of 15 to 30 members to massive agricultural groups with populations upwards of 5,000 strong. Though the Batiliar and the Dogulular were the biggest cultural groups, hundreds of others existed (something specific to secluded tribes), which made it difficult to form a unifying government.

The Orcolan — The Orcolan, sometimes referred to as "Orcs" elsewhere in the galaxy, were a race of sentient, mammalian humanoids native to Orsimer Prime. They were known for their awesome strength, impressive stamina, and impossibly high pain resistance which allowed them to survive in the unforgiving habitats of the planet. The majority of Orcolan live in small- to medium-sized tribes led by a patriarch or matriarch who was usually either a grandparent figure or an elderly accomplished warrior and/or hunter of the tribe. The Orcolan also had a small population of force-sensitives called the Guçlu, and force sensitivity among the species appeared to be hereditary along the maternal line. More about the Orcolan and their society, culture, biology, and history can be found here.

Flora and fauna — Orsimer Prime's oxygen-rich atmosphere allowed for the evolution of some very large species of flora and fauna throughout the planet, including the Orcolan themselves. The planet's jungles teemed with giant plant life — such as flowers, trees, and vines — that allowed for equally giant creatures to prowl among them. Megafauna roamed the grasslands, savannahs, and tundras of the planet, and deadly predators evolved to take them down. Though these creatures were both a source of food and a source of danger to the Orcolan for many millennia, after the planet began trading with the greater galaxy around 1,300 BBY, they also became a source of capital. Even remote tribes began to hunt for more than food so that they could trade or sell the creatures' pelts, bones, and skulls as luxury items to foreign merchants. Likewise, the abundance of large plant life on Orsimer Prime meant dyes could be made in larger quantities, and that also became a major export from the planet.

Tribes and territories — As mentioned before, there were hundreds of tribes that occupied Orsimer Prime's lands. Many tribes had their own swathes of territory that they laid claim to, while others were content to share the same lands. One example of multiple tribes sharing the same area could be seen in the few metropolitan areas of the planet, such as Zuldruth. Tribal culture, as a result of access to modern amenities, was not as strong there, and though every Orcolan still identified with a tribe, it was little more than a surname in the cities.

In the vast majority of rural areas though, a tribe was much more than a surname or familial tie. The Orcolan of these tribes would put their lives on the line for their tribemates, and defend their territories tooth and nail if need be. Each tribe had its own customs — like coming-of-age rituals and celebrations — in addition to its own fighting and hunting styles and techniques. Additionally, every tribe with force-sensitive members (the Guçlu) had its own views and philosophies on the Force, though it was almost entirely considered taboo for an Orcolan to use the Force offensively. This was one of the universal beliefs of the Orcolan, though there were a few secluded Northern tribes that did not subscribe to this belief (mostly out of necessity).

Of course, with so many different tribes and cultural groups on the planet, it was inevitable that they would come into conflict with one another. There was an old Orcolan saying: "The sun could shine warmly, prey could be plentiful, and lands could be respected by all, but two tribes would still find a reason to fight." This was a major reason Orsimer Prime was not unified under one flag.

ASTROGRAPHICAL
REGION: Outer Rim
SECTOR: Orsim Sector
SYSTEM: Orsim System
SUNS: 1
MOONS: 2
GRID COORDS: I-20
ROTATION PERIOD: 26 hours
ORBITAL PERIOD: 380 days
CLOSEST HYPERSPACE LANE: Lipsec Run, Corellian Trade Spine

PLANETARY
CLASS: Terrestrial
CLIMATE: Varied (tropical to arid)
ATMOSPHERE: Type 1 (breathable)
GRAVITY: Standard
PRIMARY TERRAIN: Varied (deserts, forests, jungles, ice cap poles, etc.)
RESOURCES:
➥ Renewable and non-renewable resources
➥ Large prey and predator species

SOCIETAL
INHABITANTS: 99% Orcolan, 1% other
PRIMARY LANGUAGE(S): T'Orcish
GOVERNMENT: Independent tribes
DEMONYM: Orcish
MAJOR CITIES:
➥ Zuldrukh (unofficial capital)
AFFILIATION: Independent
MAJOR IMPORTS:
➥ Technology
➥ Luxury items
MAJOR EXPORTS:
➥ Pelts
➥ Dyes

GOVERNMENT
Overview — Orsimer Prime was governed by several independent tribes with various methods of governance. There were over 300 official tribes, and upwards of 100 unofficial ones. The Council of Zuldrukh was formed in 1,000 BBY to operate as the planet's government, but its reach was largely confined to its namesake city and they had little power on other parts of the planet. They were, however, recognized as the planet's official government by several galactic powers. As a result, the city of Zuldrukh was considered the de facto capital of Orsimer Prime. It was also home to the planet's largest spaceport.

Council of Zuldrukh — The Council of Zuldrukh was an oligarchy made up of members of Zuldrukh's most prominent tribes. There were seven sitting members that served lifetime terms, though members could (and often did) retire before death to allow a successor to take their place. Their duties mostly involved diplomatic treaties with foreign governments, internal relations with Orsimer Prime's (few) other major cities, and the various laws pertaining to Zuldrukh. Serving directly to the Council were tribal ambassadors, galactic representatives, and various other administrative positions. The tribal ambassadors attempted to keep the hundreds of tribes in the loop of things by inviting them to meetings, etc., while galactic representatives looked out into the galaxy.

Conflicts — Most of the planet's tribes ignored the Council of Zuldrukh's declaration of power, which sometimes put them into conflict with the urban tribes. Various rose and fell over the millennia, often ending with ceasefires. Zuldrukh had superior firepower and forces due to technology imports, and this meant that most conflicts ended in a decisive victory for the city. They annexed various territories and tribes as the city expanded, but had little interest in playing conqueror to the rest of the planet.

ECONOMY
The planet's economy was entirely self-sustaining, and apart from technology and luxury items, Orsimer Prime imported very little. Their main exports were animal pelts and dyes (luxury items). Outside of major cities, the "economy" is little other than a trade and bartering system, and even within major cities, the richest of the Orcolan had far lighter pockets than the other wealthy of the galaxy.

HISTORY
➥ 37,000 BBY: Date of oldest found Orcolan skeleton
➥ 4,000 BBY: Orsimer Prime introduced to the greater galaxy
➥ 3,000 BBY: Formation of first major modern Orcish city
➥ 1,384 BBY: Zuldrukh builds a major spaceport
➥ 1,000 BBY: Council of Zuldrukh is founded
➥ 1 ABY: Zuldrukh becomes Orsimer Prime's de facto capital

INTENT

To create the planet mentioned in the Orcolan write-up for use in roleplay, backstories, etc.
 
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Orcolan
fbe095098be4e6268893682b378275cf.jpg
— Biological classification
Designation. Sentient
Classification. Mammalian humanoid

— Physical characteristics
Avg. height range. 6'4" - 7'7" (1.96m - 2.35m)
Avg. weight range. 200lbs - 400lbs (90.7kg - 181.4kg)
Avg. lifespan. ~100 years
Skin colors. Greens, grays, browns
Hair colors. Various
Eye colors. Various
Distinctions. Muscular build, tusks, height

— Sociocultural characteristics
Homeworld. Orsimer Prime
Habitat. Various
Language. T'Orcish
Irl naming convention. Turkish

c2c928df42df2ab97996e7a099188355.jpg
“It’s never a good idea to challenge, or accept a challenge from, an Orc wantin’ to arm wrestle. I’ll be the one to tell ya’--your ego n’ your pride is not worth the degree to which yer arm is gonna be broken.”
—​
The Orcolan, often referred to as “Orcs” by the rest of the galaxy, were a species of mammalian humanoids from the outer-rim planet of Orsimer Prime. They were known for their towering heights, their impressive strength and build, and their tusks.

— Table of Contents
● Biology and appearance
▪ Physiology
▪ Life Cycle
▪ Reproduction and offspring
Mixed offspring
● Behavior​
● Society and culture
▪ Coming-of-age
▪ Marriage and relationships
▪ Diet and food
▪ Clothing and appearance
▪ Language
● The Force
▪ The Guçlu
● History
▪ Early history
▪ Introduction to the galaxy
▪ Modern day
● Intent​

Biology & Appearance
“The women might not look as intimidating as the men, but trust me when I say there is nothing scarier than an Orcolan woman who is right pissed off at you.”
—​
Tall, muscular, and armed with teeth resembling tusks, the Orcolan are (in)famous for their intimidating appearance, larger-than-life personalities, and unbelievable resilience.

Physiology
“Contrary to popular belief, we're not invincible. I wouldn't mind if people kept thinkin' that though, ha!”
—​
The Orcolan were tall and muscular sentient beings known for their towering height and muscular build. They were humanoid and quite similar in overall anatomy to baseline humans. Their hands were usually significantly larger than other humanoids, and they had four fingers and an opposable thumb on each one. As a result of a harsh environment and a warlike culture, the Orcolan had a powerful, muscular builds with a natural strength that could grow to rival even the likes of Wookies and Trandoshans. Their faces were similar to many other humanoids, but differed enough to give them a distinct appearance. They had forward-facing eyes that came in a variety of colors, prominent and bony noses, and thick lips that stretched around two to four tusks that replaced their canines. These tusks could grow up to several inches in length.

They breathed oxygen from Orsimer Prime’s oxygen-rich atmosphere through large lungs which allowed the healthiest Orcolans to hold their breath for up to eight minutes. This oxygen-rich habitat gave birth to many other large species that challenged the Orcolan’s place in the food chain. Their planet was a dangerous place and led to the Orcolans developing an insane resilience that showed through their unmatched pain-tolerance and incredible stamina. Though a shot to the head would kill an Orcolan just as it would kill any other being, they were able to function under levels of pain and duress that many other humanoids simply could not tolerate.

Like many sentient races, the Orcolans had a male and a female sex. Both male and female Orcolans were very tall and much heavier than humans, with an average height range from 6'4" to 7'7" (1.96m - 2.35m) and an average weight range of 200lbs to 400lbs (90.7kg - 181.4kg). Typically, the Females Orcolans were taller than the males, though the males generally had wider figures. The Orcolans were also able to gain and retain muscle with much less effort than many other species. The females were functionally alike to human females, with near-exact reproductive cycles and gestation periods. Orcolan children grew quicker than human children and were usually able to run and walk unassisted before their first birthday. Otherwise, they matured at about the same rate as many other humanoids, though they didn't finish growing until their early twenties. Orcolans were usually considered elderly once they reached about 70 years, and many did not live past 100 years.

Lifecycle

Orcolan did not typically live any longer than a century, and many died before they even reached 80 years of age. Children were considered adults once they reached eighteen years of age, or after they succeeded the coming-of-age trial of their respective tribe. This trial ranged from winning a brawl, to hunting and slaying a certain kind of beast, to traversing to a location and returning with a sacred item. Both female and male Orcolans underwent this trial, with exceptions being few and far in between.

After turning eighteen, no matter whether they had passed the trial or not, Orcolan were considered adults and expected to participate as such. Though the definition of this has changed drastically as technology advanced their civilization, young adults were expected to contribute to the health of their tribe and family. Elderly Orcolan, though rare, were cared for by their children. If they have none, they were looked after by the village.

Reproduction & Offspring

Orcolans reproduced in the same way as that of many humanoids, and conception required a member of the male and female sex. The gestation period for Orcolan pregnancies was about 44 to 45 galactic standard weeks long on average (about a month longer than that of a human). This was because their children were often born larger and more developed than other species, something which was vital to their survival in the harsh world of Orismer Prime.

Children are considered especially precious to the Orcolans, even more so than what could be considered typical. Orphaned Orcolan children, whether full blood or not, are considered the responsibility of everyone in the village. As a species, Orcolans have very strong maternal and paternal instincts, regardless of whether the Orcolan has had or wants children of their own.

Mixed offspring.
While the Orcolans were able to reproduce with some other humanoid species, their large size and low populations off of Orsimer Prime made this a rare occurrence. Most successful interspecies pregnancies occurred between an Orcolan mother and a father of a different species. Small individuals from humanoid species often had trouble carrying Orcolan children, and if the pregnancy was successful, medical intervention was often required.

When unions between Orcolan and other species did occur, the Orcolan's genes were almost always the dominant phenotype. Children from these couplings almost always inherited both the tusks and physique of their Orcolan parent, though their height and strength was largely dependent on the non-Orcolan parent. For example, a coupling between a 6' human and a 7' Orcolan would likely result in a kid who would be quite tall and stronger than their human parent, but significantly weaker than their Orcolan parent.

Culturally, any child that inherited the Orcolan tusks would be considered an Orcolan to the others, no matter how short, scrawny, or otherwise un-Orcolan-like the offspring happened to be.


Behavior
“Orcs can be your best ally or your worst enemy; it just depends on what mood you catch 'em in.”
—​
Orcolans were often described as having “larger than life” personalities. They experienced each emotion in the extreme, which has led to the impression that they, as a race, were hot-headed and rash. While this was true for some individuals, such a stereotype overlooked the degree to which they loved, laughed, and experienced life to its fullest.

That being said, the Orcolans were incredibly competitive by nature and did have a reputation for being sore losers.


Society & Culture
“I can't say every tribe operates the same. I can't even say some of us have more than one or two similarities. But if we've got one thing in common, its that we love food.”
—​
The Orcolans were far from a monolithic culture, but they shared many similarities between tribes. They had coming-of-age and marriage rituals, traditional cuisine that varied from region to region, and a unique relationship with the galaxy at large. On Orsimer Prime, there were two distinct cultural groups separated by geography: the Batililar of the Western continent, and the Dogulular of the Eastern continent.

Coming-of-age

Orcolan children often participated in a coming-of-age ritual around the age of seventeen, which served as a rite of passage into adulthood. These coming-of-age rituals varied from tribe to tribe--some tribes had their young wrestle an older warrior to prove their resolve, while others sent theirs to hunt wild beasts and return with their severed heads.

Two such examples of these coming-of-age rituals can be seen in the Daghayati and Coldeyasa tribes. The Daghayati tribe, which hailed from the frigid northern regions in the East, sent those participating in the ritual out to hunt down, slay, and return with the head of a deadly beast. Those who participated could spend several weeks out in the wilderness, and some would never return. The Coldeyasa tribe on the other hand, who hailed from the southern regions in the West, held gladiator-esque events in which participants had to prove their worth against older members of the tribe. They would not necessarily have to win, but prove they were strong enough to preserve until they could stand no longer.

Overall, these rituals differed throughout the various tribes, but many were similar and even more had common themes. Some tribes did not even require their young to go through these rituals, and some even had exceptions or alternatives for those unable to complete the traditional ritual for whatever reason.

Marriage & Relationships

Marriage between Orcolans was were made official by the blessing of the tribe (local) local tribe leader after the two being married promised absolute loyalty to one another. Some tribes had more elaborate rituals, but there was one common theme throughout: the Orcolan valued absolute monogamy during marriage. They were aggressively loyal to their partners, and it was considered incredibly heinous to be disloyal to one’s partner.

Despite the emphasis on monogamy during marriage, single or even dating Orcolan were not nearly as strict. Before being married, it was not uncommon for an Orcolan to have several partners.

Diet & Food

The Orcolans, while omnivorous, required protein-heavy diets that encouraged them to consume large amounts of red meat. Traditional Orcolan cuisine came in the form of roasted meats rubbed in raw spices, or hearty soups containing meats, vegetables, and some form of bone broth. Orcolan tribes from regions near Orsimer Prime’s equator tended to serve spicier dishes with a larger amount of vegetables, while those nearer to the poles tended to incorporate even more meats and hardy grains. The Orcolan lived to eat, and large family dinners were a common occurrence.

Like many other species, the Orcolan consumed alcohol and, due to their size, preferred it to be strong. There were two popular kinds of alcohol that existed on their planet before their introduction to the greater galaxy: sarap and likor. Sarap was a strong wine pressed from uzum grapes and aged for ten to twenty years. Likor was, as the name might suggest, a liquor which was also very strong. It rivalved some of the strongest drinks in the galaxy and was not typically found in bars as one shot was often enough to send a human male into blackout.

Clothing & Appearance

The Orcolans of the Dogulular culture placed a large cultural significance on one’s hair, which led to them being known for their long, healthy locs which were commonly braided and/or decorated with beads, cuffs, and charms. Some Orcolans believed that long and healthy hair was a direct reflection of their health and that the longer the hair, the stronger one could become. Therefore it was not uncommon for a tribe’s greatest warriors to have the longest hair. It was not just left to fall however; they kept it under wraps or braided back and out of the way. The Batililar, on the other hand, didn’t place as much stake on long hair, but shared the belief that healthy hair was an indicator of good health. Both cultural groups shied away from damaging their hair through bleach or heat, but temporary or natural dyes were common enough.

Not only was their hair of great importance, but their tusks were as well. More than anything, tusks were considered the thing that made an Orcolan an Orcolan. Children of mixed species were generally accepted as an Orcolan as long as they retained the tusks of their pureblood (grand-) parents. The larger, thicker, and/or longer the tusks, the more attractive the individual was often considered. Like long hair was considered an indicator of health for some, larger tusks were a marker of strength. Those with large tusks, especially warriors or important members of a tribe, would sometimes decorate their tusks with a molded cast of a precious or semi-precious material. Gold was common, as was silver and other shiny metals. This was a trait of both the Batililar and Dogulular cultures, though the former usually preferred gold, and the latter, silver.

Clothing varied greatly between regions and tribal groups, but bright colors and patterns were common in traditional clothing. Orsimer Prime was home to thousands of species of flowering plants that produced rich, vibrant dyes which were traditionally used to create such colorful garments.

Language

The Orcish language, known as T’Orcish, was distinguished by its characteristic vowel harmony and ample agglutination. T’Orcish used subject-object-verb word order, and had no noun classes or grammatical gender. It did make use of honorifics and had a strong distinction between the T and V sounds which distinguished between varying levels of politeness, social distance, age, courtesy or familiarity toward the addressee. The plural second-person pronoun and verb forms were used when referring to a single person out of respect.

There were two variations of the T’Orcish language. The first one, New T’Orcish, was usually spoken in larger cities or Orcolan communities on foreign planets and had absorbed many Basic words and slang into its vernacular. The second variation, Old T’Orcish, is was the unadulterated, traditional dialect of the Orcolan. Native speakers of Basic were able to recognize a word or two when eavesdropping on conversations in New T'Orcish, but many false friends2 existed between the two languages as well. Old T’Orcish was not recgonizable to Basic speakers. New and Old T'Orcish are were simply different dialects under the T'Orcish umbrella, and thus native speakers of either could can understand the other.


The Force
“The Guçlu were given a gift by the universe. It would be disrespectful to use it against other beings of its creation. True warriors need only willpower and strength; no tricks, no nothin'.”
—​
While the Orcolan appeared to have a slightly higher rate of force-sensitivity than most species, this was actually not the case. Force-sensitivity was passed down the maternal line (though it would often skip generations), and this led to small populations of force-sensitive individuals being concentrated in various places. Because certain tribes would have more individuals than other tribes, this would make it appear as if force-sensitivity was more common.

The Force, which was known as Güç in T’Orcish, was a quasi-religious entity to the Orcolan who understood it as the lifeforce which encompassed all things; it was constantly changing and flowing throughout the world, but was absolute and final. It was not worshipped as a god, but it had a spiritual significance to the Orcolan.

Sedentary Orcolan tribes often built shrines to the Force which were intended to serve as peaceful, spiritual places where people could go to meditate in the presence of the Force. These shrines were known as barinaklar (sing. barinak) in T’Orcish. They were often used for Orcolan weddings, where the union between two lovers would be blessed by the tribe’s leader on the sacred ground. The barinaklar often had at least a slight presence of the light side of the Force due to the nature of events which occurred there, and dark side presences created by the Orcolan were unheard of.

The Guçlu

Orcolan who were able to use the Force were referred to as the Guçlu. Despite their culture which raised up warriors and hunters, the Orcolan did not, as a whole, like to use the Force offensively. In fact, many thought it was cowardly to use the Force against those who could not and it was disallowed from organized fights. Many Orcolan who traveled off Orsimer Prime were surprised to see that there were entire organizations (i.e. the Sith, the Jedi) who trained to fight with it, and they were often sketched out by them.

Traditionally, the Force was used to heal or as a utility. Only a few of the Northern tribes located in the frigid and hostile mountains were known to be alright with the offensive use of the Force.


History

Early History

Skeletons similar enough to modern day Orcolan were found as far back as 37,000 BBY, so historians placed the beginnings of the species around that era within a margin of 1,000 years or so. Whether they evolved independently or from stranded, early space-faring humans, historians can only speculate. Regardless, they remained isolated from the rest of the galaxy for many, many millennia.

Introduction to the Galaxy

Because the Orcolan were a relatively young species, their society was much less advanced than the rest of the galaxy when Orisimer Prime and the Orcolan were discovered around 4,000 BBY. Technology was slow to integrate into the tribes as well, and it wasn’t until 3,000 BBY that cities began to pop up in some of Orsimer Prime’s most dense populations.

While most Orcolan had little interest in traversing the galaxy, some joined the crews of the curious ships that arrived on their planet and served various roles. Because of their imposing height and strength, they made popular bodyguards, and their larger than life personalities made them interesting to talk to. It was around this time that New T’Orcish began to form, and T’Orcish words began to appear as slang in some crews.

Modern Day

In the modern day, Orcolan were still a rare sight in the galaxy, but not unheard of. They were most common on trade ships, selling exotic wares from Orsimer Prime, or serving as bodyguards for various agencies. Orisimer Prime had caught up with the rest of the galaxy in terms of technology, and only isolated settlements lacked significant modern equipment.


Intent

The Orcolan were created for two reasons: one, to put orcs into Star Wars because they’re cool and two, to allow site members to create and play as this species with ample lore to go alongside their characters


 
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Pl9KhXk.gif
TERRAKINESIS
PVP FREQUENCY
Common

ALIGNMENT
Neutral
CONCENTRATION
Medium-High

STAMINA DRAIN
Variable
DESCRIPTION
Terrakinesis is the ability to manipulate earth with the Force. The Orcolan Guçlu first developed the techniques required to utilize this ability on Orsimer Prime, and the power was used to erect temporary shelters during long hunts and aid in terraforming for budding agricultural settlements. After the Orcolan capital, Zuldrukh, built its first significant spaceport in 1,384 BBY, a few of the Guçlu joined up with the Jedi where they shared their knowledge of terrakinesis. The Guçlu were reluctant to teach offensive uses of this ability, so at the time only defensive techniques were taught. Since then, however, offensive techniques have been developed by various masters of the power.

The most basic skills of terrakinesis include skills such as tremorsense and the temporary solidifying of soft ground like sand, wet clay, or gravel. Most of these basic techniques, while still requiring deliberate movements, are more easily done on the fly. Notably, tremorsense is a passive ability that allows the user to feel vibrations on the ground.

Intermediate techniques include causing minor, localized tremors that can be used to throw an opponent off balance, or bringing slabs of rock up from the ground to serve as a defensive barrier or punch an opponent from below. Many intermediate techniques require the movement of most or the entirety of the body.

Some advanced users of terrakinesis can rupture the ground underneath them, pull solid rock over them to protect them like armor, or even meld themselves into stone (temporarily).

Proper usage of terrakinesis requires the movement of a user's entire body. The simple flick of a wrist needed for a force push or the two-handed grab needed to telekinetically lift heavy objects will not suffice for anyone attempting most terrakinesis techniques. It also requires the user to be grounded, in control of their emotions, and focused in order to use many of the intermediate and advanced techniques. This can make it difficult for dark side users to utilize the ability as its originally taught, but it is not impossible and adaptions can be made.

Intent
To add earth manipulation to the repertoire of element-based force abilities while also using it to connect Orsimer Prime to the site lore.
 
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  • Hello, this is page one.
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lizziie

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– □ x. Command Terminal

Initializing System. . .
Preparing filesystem. . .
Authentication required.
Please insert card to login.
Card received.
User authorized.
Welcome VIEWER.

C:\Users\VIEWER>cd userData

C:\Users\VIEWER\userData>cd junoMars

C:\Users\VIEWER\userData\junoMars>.\Mars.exe


Juno Mars
(/juˈnoː/ /ˈmar̥s/.)

SUMMARY > Juno, most commonly known as Mars, is a 22-year-old, cybernetically-enhanced human girl living and a member of the Crimson Dawn syndicate. She's 5'4", weighs 125 lbs, and is not Force-sensitive.

Loadout > WESTAR-55 Heavy Blaster Pistol. [datafile: here]
Vibroblade. [datafile: here]
Smoke grenade. (x1)
Visor. [datafile: here]
Port Scanner. [datafile: here]
Nal-Phone. [datafile: here] Encryption level: HIGH
Assorted tools.


[ SUMMARY ] | BIOGRAPHY | KNOWN SKILLS | CYBERNETICS | ASSETS | CONNECTIONS | SAVED LOCATIONS


 
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lizziie

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– □ x. Command Terminal

Loading "Biography". . .
Loading complete.


Juno Mars
(/juˈnoː/ /ˈmar̥s/.)

BIOGRAPHY > Juno was born an orphan, or at least, that's all she can assume. At some point in her childhood, Juno got into an accident that left her with permanent damage to her body. Luckily for her, she was found and taken in by a man known as Bryn. He brought her back to health, but the rescue came with a price. In order to save her life, he had to replace parts of her with cybernetics - including one of her eyes. Though shocked and conflicted about the new cybernetics she had to live with, Juno was indebted to the man who had saved her. With no family to miss her and nowhere else to go, she decided to allow him to take her under his wing.
/*/
Bryn was the leader of a gang called the "Cyberpunks" located on Level 2077. While not a violent nuisance to the public, the gang often got into altercations with other gangs and specific targets. Her new "father", along with other cybernetically-enhanced members of the gang, taught her how to tinker with her own and others' cybernetics.
/*/
In her early teens, Juno began to go almost exclusively by "Mars" and began to work "under the radar," so to speak. Along with her friends Sam and Tess, Juno began to be sent on covert missions for the gang. The older she got, the more dangerous the missions gradually became until she and her friends were essentially working as hitmen. The three would sometimes work in tandem, and other times, Juno would set out alone.
/*/
Juno continued to work for the Cyberpunks until most, if not all, of the gang, was wiped out in a coordinated attack between law enforcement and a rival gang after hitting one too many high-profile targets. Bryn survived but was placed in the Coruscant prison, and Juno was forced to flee her former home. She's since struck out on her own, looking for jobs in her field of expertise, hoping one day to free the man somehow. Keeping in line with her still-criminal ways, Juno turned to work as a for-hire slice, assassin, saboteur- whatever, as long as it brought in credits.
/*/
After a successful mission to retrieve data from a gang on Omega, Juno was recruited to the Crimson Dawn syndicate by Terra Lanris. She continues to take on independent slicing, infiltration, and assassination jobs, but this time with the protection and affiliation of the Crimson Dawn alongside her name.



SUMMARY | [ BIOGRAPHY ] | KNOWN SKILLS | CYBERNETICS | ASSETS | CONNECTIONS | SAVED LOCATIONS


 
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lizziie

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– □ x. Command Terminal

Loading "Known_Skills". . .
Loading complete.


Juno Mars
(/juˈnoː/ /ˈmar̥s/.)

KNOWN SKILLS >
Cybernetic installation > Juno previously trained under one of the ripper-docs in her gang, and as a result of that, she's learned how to install and upgrade cybernetics in herself and others. With the right equipment, there's a lot she can do.

Slicing > Juno is a decent slicer and knows her way around the cybernet.

Combat > Hand-to-hand, melee weapon, & blasters. Her experience mostly revolves around covert, assassin-esque missions where speed and accuracy is emphasized.



SUMMARY | BIOGRAPHY | [ KNOWN SKILLS ] | CYBERNETICS | ASSETS | CONNECTIONS | SAVED LOCATIONS


 
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