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Nevermourn

Kel Dor but Scary
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Ayyy. Just for posting stuff that might be important to me later, like future characters, write ups, and anything else.

If you'd like to plot, you can find me in the discord. You may also message me, I don't mind!

Nev plays:
Xukas, the Big Bad Wolf
Krinn Nelthar, a Nautolan Farmboy
Sol Kenuk, A Kel Dor Sith

Nev's favorite character to play: Sol Kenuk​
 
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Nevermourn

Kel Dor but Scary
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Character Concept
Zelroth Hircin
Race: Shistavanen
Homeworld is Uvena Prime
Syndicate Member? Senator?
6 ft tall, pale grey fur? Bright, yellow eyes.
Not very fond of being off-world, but fiercely protective of his home.
Alternate: An exile.​
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Uvena Prime
Needs a write-up?
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Description from lore page: Located in the Uvena system of the Outer Rim Territories, Uvena Prime was a terrestrial planet. Its terrain consisted of forested continents separated by vast oceans, with natural cave systems and rock formations present. Uvena orbited at least one star, the strong sunlight of which provided the planet with a warm climate.

Shistavanens lived in traditional settlements either carved into rock formations and caves or in dwellings constructed from clay bricks.

So we have a world with vast open ocean, large forests, and shadowy cave systems. Misty, dark forests? Many gnarled roots and thick undergrowth. Various deadly fungi. Misty cities of brick, possibly the occasional wood homes, as well as cities carved into rock cliffs and caverns.​

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Nevermourn

Kel Dor but Scary
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WIP

GNOL TARRU
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BIOGRAPHY

Gnol Tarru​
Cis-Male​
31 Years​
Kel Dor​
Dorin Native​
Free Worlds Alliance​
Dorin Senator​
Force Sensitive & Untrained​

There is a weight to the ancestry of Gnol, a burden that rests upon the shoulders of all descendants to live up to a once renown name, a name that The Empire dragged through mud and blood alike. Plo Koon. Sha Koon. As generations passed, the reputation of the Koons has become a mere background, a story of a history preferred to be forgotten, a life ended in tragedy, and a surname forever changed. Gnol is not one to agree. He remembers the parents his parents used to tell him of wars and battles that dazzled the mind. He remembers that there were heroes in his ancestry, and to forget such things would be a travesty.

He was young when he first discovered his force sensitive, not something so foreign to the Kel Dor. But Gnol had no interest in training with the Sages of his people. The Baran Do had a long history, one that included the Order's untimely collapse, and an unsteady recovery that would follow for many generations afterward. It was not something Gnol had an interest in, no, he had bigger aspirations. Though Dorin's government was comprised of separate clans, they were not entirely independent entities. Clans kept in touch, maintained law and order, elected representatives. It was a society like any other, some might say. Thus, Gnol developed a keen interest in politics.

Though Dorin was a harsh world, it was his home. The Empire glassed Kashyyyk. They burned New Alderaan. They challenged Onderon. Gnol did not want Dorin to go quietly into that good night. And thus, he climbed his way into a seat among the Free Worlds Alliance, a representative to a people that would not submit to tyranny. Gnol's powerful sense of justice and righteousness guides his rather firm hand. Stubborn and unyielding, many might consider him brash, and his opinions far too bold. Dorin's harsh atmosphere leaves little room for thin skins, however. Gnol cares little for insults directed his way. In life, he feels only one purpose.

Destroy the Sith.
APPEARANCE
Standing at 6'7" in height, Sol is an intimidating figure of athletic build. Leather skin the color of clay appears alien in the light, and silvery flecked eyes glisten behind the dark goggles that protect them. A black antiox mask typically covers the bottom half of his face, it's metal carved in intricate patterns. Additionally, Gnol wields long talons that arch naturally from his fingertips, and a set of tusks, visible only via the tusk-shaped sheathes his antiox max is equipped with.
INVENTORY
A set of talon guards for each hand, worn during social or otherwise peaceful events, to avoid accidental lacerations on allies.
An antiox mask that all Kel Dor require outside of Dorin. The mask not only insures that no oxygen leaks into the Kel Dor's lungs, but it also protects him from poisons or other toxins that might be present in the air around him.
A set of goggles that protect his sensitive Kel Dor eyes from both surrounding oxygen, and excessively bright lights.
A Smartpad Dataphone, and a Miniature Protocol Droid which has been programmed with Basic, Huttese, Kel Dor, and Rodese.
Alliance Adder starfighter.
RELATIONSHIPS
Name. Nothing here yet.
SIGHTINGS
• Complete | ○ Incomplete | ♦ Important | ♥ Romantic | ◘ Stalled

TITLE — description
 
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Nevermourn

Kel Dor but Scary
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IMPERIAL FRIGHT LIFE

The chaos caused by the re-emergence of the Killiks is not over yet, but while the galaxy continues to battle the hoards and root out putrid nests of unfortunate Joined, life in the Empire itself remains largely the same. People wake up, go to work, and live their lives. Though the Sith and the Imperial Military fight to protect their borders from an ancient threat, we would be wise not to forget to look inward as well, lest lawlessness begin to take root. Sol Kenuk is providing information on several prospective tasks unrelated to the Killiks, for those of Imperial Alignment to take on for themselves.

Threads will be Ask and may be Dice-rolled, Self-DM'ed, or traditionally DM'd. Please only sign up for one mission at first, though if open spots remain open for too long, I'll allow people to double up if they'd like. When you're ready to get your threads up, post the links here so I can keep track of them, and be sure to let me know when a mission is complete.

You may make the missions death enabled if all participants agree.
HYM OF SHADOW
• Two participants.
• Horror.
• An OOC note will be sent to participants on what they're dealing with.
• Not started.

• OPEN, OPEN

A Star Destroyer is crewed by upwards of fifty thousand men. When it travels through Hyperspace, it had might as well feel invincible. You will be traveling upon this Star Destroyer, on it's way to fortify the space above Dantooine before any more rebels get another stupid idea. Nothing could go wrong, right? But as the ship barrels through Hyperspace, you hear a scream. It's not that of a man, and it chills the blood as if it had turned to ice. By the time you think you've found the source, there is only a mutilated body of a victim left behind.

The Imperials and the Sith onboard the Star Destroyer are not alone. Something else is in there with you.
CRIMSON DUSK
• Three participants.
• Supernatural Monster Hunting.
• No OOC note needed. Good luck, Witchers.
• Not Started.

• OPEN, OPEN, OPEN

The World of Uvena Prime is one of dense, shadowy forests, beasts almost as big as wookies and with claws twice as long, and suffocating fog. Gothic architecture dots the land, with some villages being built into cliff-sides and ancient caverns. This is the home of the Shistavanen. They are distrustful of outsiders, and difficult to befriend. The planet itself is already within Imperial Territory, though the untamed wilderness of both the world and it's isolationist population has been largely untouched.

Recently, something has been hunting the local Shistavanen population, no easy feat considering the monstrous appearance and skills of the wolves themselves. Whatever it is, it's immensely powerful. Imperial Intelligence from agents on the world suspect a rare and supernatural entity known as an Energy Vampire. This presents an opportunity. The Shistavanen themselves are unlikely to be able to defeat the Vampire, and we don't want something so dangerous within Imperial Space. The goal is deceptively simple. Find and slay the Vampire. While you're there, establish an Imperial base of operations, so we can better monitor the population, and any future Vampiric threats that may emerge.
FLESH EATERS
• Two participants.
• Infiltration and Escape.
• No OOC note needed. Good luck!
• Not Started.

• OPEN, OPEN

A mysterious shuttle has been spotted in multiple systems, adorned with the insignia of a legendary Summa-verminoth. Though they have yet to stage any sort of attacks or raids, Imperial Intelligence suspects them to be part of a larger group of pirates, and have noted that the group has been recruiting from various worlds with several disappearances linked. They seem tight lipped about their intentions though, simply claiming to be an upstart humanitarian organization looking for a cure for AMS infected. They have awfully shady recruiting practices to claim as such, as those who are recruited are never seen or heard from again. Rumors are spreading that a mysterious, tentacled humanoid is leading the organization. There are also unconfirmed rumors that the organization is capturing AMS infected.

Find a way to infiltrate their ranks. Get recruited, get onboard that ship, and find out who or what these people are, and where they're conducting their so called research. If they are indeed pirates, or some other criminal organization as suspected, then be sure to take care of the problem before it spirals out of control. You can start your journey on Raxus, where reports of a pair of eccentric Weequay recruiting for this so called Humanitarian group are circulating among the planet's underworld.
ARACHNOPHOBIA
• Two participants.
• Horror & Combat.
• No OOC note needed. Good luck!
• Not Started.

• OPEN, OPEN

What would you do if you were sitting by your window at night, reading a lovely book with a side of warm tea, and a sudden, arachnid shadow passes over your room? That's what the farmers and civilians of Felucia now have to experience. How it happened, nobody is sure. Animal smugglers is the likely answer, but regardless, a plague of spiders have descended upon the planet, more specifically targeting the sprawling city of Har Gau.

Most of the spiders have been identified as juveniles, despite the horrifying characteristics of being nearly as tall as the residents. Zoologists have since identified them as Knobby White Spiders, a breed that could grow to nearly the size of a star-ship. Given the many juveniles that now swarmed the city, it can only really mean one thing. Somewhere in the jungles of Felucia, a fully grown Knobby White Spider had made it's home, likely in a cavern deep beneath the earth, where it's many eggs and many young could live beneath the feet of it's victims. Numerous disappearances have been linked to the spider attacks. Local law enforcement is overwhelmed, and have no idea how to handle the problem. They are begging the Empire for help, and now it seems, their cries have been heard. Find the spider nest, and destroy the threat.
 
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Nevermourn

Kel Dor but Scary
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Nevermourn

Kel Dor but Scary
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KAAL URSOC
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BIOGRAPHY

Kaal Ursoc​
Cis-Male​
22 Years​
Nautolan​
Glee Anselm​
The Jedi Order​
Knight​
Force Sensitive & Trained​

Kaal was born on the homeworld for his species, Glee Anselm. It was shortly after he developed his legs that his parents began to notice oddities. Indeed, in a galaxy rocked by chaos, Kaal was discovered to be force sensitive. His earlier memory is of his parents kissing him goodbye. By then, he could run just as well as he could walk, albeit with a bit of clumsiness. The Jedi claimed Kaal as their own, and thus, the young Nautolan was introduced into a world of opportunity and growth. When he was old enough, a Master was chosen to train him in all the ways that a Padawan must learn.

Kaal was sheltered for most of his padawanship, but learning under a Seer had it's advantages. Though he knew of the rampaging Sith, the expulsion from the galactic senate, the glassings that blemished worlds for eternity, Kaal spent his time learning the many aspects of healing, both physical and psychological. He was never one to engage in a fight without cause, but regardless, his dedication to the Jedi Code, and the people of the galaxy, eventually led to his Knighting.
APPEARANCE
Standing at 6 feet in height, Kaal might appear imposing at first glance, but his soft eyes betray a light that blossoms within his soul. With gentle features and long head-tresses, his figure is toned with athletic muscle. AT the tips of his hands, Nautolan claws poke past fingertips, and fangs glitter between his lips. Regardless of his predatory appearance, people are quick to discover that Kaal is the last thing they need to be afraid of.
INVENTORY
A single-bladed lightsaber with a shimmering green blade. This lightsaber has been specially crafted to work underwater.
Unarmored Jedi robes that are ordinary in appearance.
An emergency med-kit.
A Miniature Protocol Droid which has been programmed with Basic, Huttese, Mando, and Rodese.
RELATIONSHIPS
Name. Nothing here yet.
SIGHTINGS
• Complete | ○ Incomplete | ♦ Important | ♥ Romantic | ◘ Stalled

TITLE — description
 

Nevermourn

Kel Dor but Scary
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Kaal Ursoc
Nautolan Jedi Knight
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_Name
Kaal Ursoc

_Homeworld
Glee Anselm

_Faction
Jedi Order

_Rank
Knight

_Species
Nautolan

_Age
23

_Gender
Male

_Height
6'3"

_Hair Color
Green Head-Tresses

_Eye Color
Black

_Build
Muscular

_Weight
226

_Force Sensitivity
Yes, Trained










--------------------------------------------------

"The future is not a river to carry us,
it is the ocean in which we drown if we are not prepared."​


-------------------------------------------------

B I O G R A P H Y

Kaal was born on the homeworld for his species, Glee Anselm. It was shortly after he developed his legs that his parents began to notice oddities. Indeed, in a galaxy rocked by chaos, Kaal was discovered to be force sensitive. His earlier memory is of his parents kissing him goodbye. By then, he could run just as well as he could walk, albeit with a bit of clumsiness. The Jedi claimed Kaal as their own, and thus, the young Nautolan was introduced into a world of opportunity and growth. When he was old enough, a Master was chosen to train him in all the ways that a Padawan must learn.

Kaal was sheltered for most of his padawanship, but learning under a Seer had it's advantages. Though he knew of the rampaging Sith, the expulsion from the galactic senate, the glassings that blemished worlds for eternity, Kaal spent his time learning the many aspects of healing, both physical and psychological. He was never one to engage in a fight without cause, but regardless, his dedication to the Jedi Code, and the people of the galaxy, eventually led to his Knighting.​

P O S S E S S I O N S

.

  • Typical Brown Jedi Robes
  • A single green lightsaber with a scale-engraved silver hilt.
  • An emergency medical kit.
  • Data Phone
  • Comm link
  • A Miniature Protocol Droid which has been programmed with Basic, Huttese, Mando, and Rodese.
S K I L L S + T R A I T S


Kaal is attuned to the force, more-so than to his lightsaber. Regardless, he's a talented duelist when necessary. Preferring diplomacy and healing over combat, the Nautolan is an accomplished peace-keeper with a calm and patient personality. He's an excellent swimmer, a well trained pilot, and though he will do all that he can to end a situation peacefully, he is both strong and capable in battle.

R E L A T I O N S H I P S


  • None yet

  • Lover or partner
    Close relationship
    On good terms
    Neutral
    On poor terms
    Enemies
    Family
    Deceased

T H R E A D S


Chapter 1:


  • THREADS WIP

 

Nevermourn

Kel Dor but Scary
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Joined
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Nevermourn

Kel Dor but Scary
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PROJECT BLACKGHOUL

13BBY. The darkness swells, and the force bleeds shadow. Sith utilize alchemy to create a monster, something nearly unstoppable, which sweeps across the galaxy with no regard for who it targets. Project Blackwing. Viral in nature, it was silent through the air, unable to be heard, or seen, or smelled. Infection meant death, but that was not the end. The body reanimates, rises from it's grave, a creature who's only desire was to kill.

The purpose was immortality, but this was not a blessing. It was a nightmarish curse. The first outbreak occurred upon Yavin, threatening to overtake the entire galaxy. Recognizing the threat, it was eliminated by the Galactic Empire before it could spread too far. Unfortunately, though, that would not be the end. Criminal organizations, rogue scientists, and independent extremists gathered samples from the infected tissue, and then it was gone. The virus was never seen again, and the samples were never recovered. Until now.

AMS was the latest of viral illnesses which reanimated the host into horrific monsters. The two diseases were not related, however, and ultimately, a vaccine was made for the nightmarish AMS sickness. Blackwing has been all but forgotten, but it seemed that in the wake of AMS, renewed interest for the old virus emerged within small, independent cartel groups. Worse, still, a Sith now knows of Blackwing's existence, and he fully intends to utilize it.
CREATING BLACKGHOUL
Blackghoul is a cruel mixture of AMS and Project Blackwing, created via Sith alchemy. The creation itself required a lengthy ritual, in which several sentient sacrifices were required to be made. These sentients would be the first infected by the vile concoction. Unlike AMS, there is no vaccine for Blackghoul, as it is entirely created via alchemy, and is therefore unnatural. Once the first victims were infected, they would become excessively hostile, attacking virtually any lifeform that it came across, with the exception of those who were deeply aligned with the Dark Side.

That is not to say that the infected would not attack Sith, simply not those that had a powerful attunement with the dark. This failsafe is specifically created during the ritual by utilizing a fairly large quantity of the caster's blood, a personal sacrifice in addition to the lives of the victims.

Blackghoul could be spread through several means. Anything clawed or bitten by the infected will succumb to the disease, suffering prolonged and painful muscles spasms, vomiting, pale skin, weakness, joint pain, bleeding from the eyes (and all other openings of the body), before finally succumbing to death, in which they would be reanimated anew. These creatures are often referred to as Ghouls. The saliva or flesh of an infected could also be added into liquid mixtures that could be utilized to target specific individuals, or, on a grander scale, the water supply of cities, though a significantly larger sample size would be required for bigger schemes.

Destroying victims of Blackghoul was particularly difficult, as they would rise from wounds that would be fatal to anything else. The victims could be immobilized by removing their limbs, but would still attempt to bite anyone who got too close. Indeed, nothing short of completely obliterating the victims would stop them completely. Fire is a particularly useful component in this endeavor. Ghouls could also be frozen, but would resume their attacks after regaining mobility, even if that took years.

Jedi could utilize the light side to their advantage to release the spirits of those trapped within, leaving the Infected a limp husk upon the ground. This is the closest thing to a cure that the sickness has.
ON-SITE USAGE
Project Blackghoul is a deadly disease which essentially creates zombies, but it does it with the added twist of having no current cure or vaccine. This is not something that can ever be utilized in PvP. For one, creating the first victims of an outbreak required a long and difficult ritual, which could be disrupted, or the first victims could potentially be destroyed before they infect others. So, doing this ritual in the middle of a PvP is simply not feasible.

The victims of the disease (or the disease itself) can be used for events, or cinematic scenes or battles, not so dissimilar from glassing a world, although Blackghoul takes considerably more time to overtake and decimate a planet. Victims can also be used in future roleplays on worlds where an outbreak has taken place and either destroyed the population, or was contained. This provides some more spooky zombie material for the site.

The major differences to AMS have already been stated, but to reiterate, this disease combines Project Blackwing, a canon zombie virus created via Sith Alchemy, and AMS, a fanon virus with more scientific backing. The mixture, created using Sith Alchemy, results in several differences. For example, the first victims must be created via a lengthy ritual which requires sacrifices, although an uncontained outbreak can spread like wildfire on it's own. The victims of the disease are also specifically created to not target individuals with a powerful connection to the Dark Side, which the original Project Blackwing didn't have, resulting in the casualties of Sith who helped create it. Thus, this failsafe has been integrated into the ritual itself.

An additional, and considerably more horrifying difference from AMS, is that those infected with Blackghoul still retain some level of themselves, as their spirits are essentially trapped within the body. Outwardly, victims may appear completely lifeless, merely reanimated monsters with their only purpose being to kill and infect. Inwardly, though, those attuned to the force will likely be able to feel the intense level of agony, grief, and terror of the victims, who are no longer in control of themselves. For this reason, freshly turned Infected may appear to be screaming or sobbing, even as they attack without mercy.

Blackghoul has no known vaccine or cure, as the disease is unnatural and entirely fueled by the Dark Side. Jedi might find, however, that focusing the light upon a victim can tame their rage, and bring the infected a sense of peace, in which their spirits will mercifully pass on into the force to leave the Infected husk lifeless upon the ground. Several Jedi may be able to purify several victims at the same time, provided they don't get overrun. Additionally, Jedi infected with the disease have a much longer incubation time than the average person, and as a result can, in fact, purify themselves before death, essentially curing themselves. The process requires considerable focus and several weeks of recovery time. More powerful Jedi can purify themselves more quickly, and may only need a few days of recovery.

Victims of the disease, including their flesh or saliva, can be captured or otherwise harvested for personal stories, however creating the disease itself is something that can only be done by those who know how, namely, Sol Kenuk and any he teaches the ritual to. Additionally, Infected cannot be commanded or otherwise controlled by any means. While they will ignore those with a strong attunement to the dark side, they cannot be directed.
INTENT
My character, Sol, is working hard to dive into the depths of Sith Alchemy, and he intends to utilize alchemy created diseases as a form of weaponry across the galaxy. Though the disease itself won't be commonly utilized (much like glassing), it has the power to create some incredibly villainous writing opportunities. I plan for Sol to go through a story arc of gathering the samples, in addition to multiple threads dedicated Sol gaining experience with alchemy, before finally creating the first subjects infected with Blackghoul.

Blackghoul, for the most part, won't be something PCs will have to worry about. Much like AMS Infected, though, the victims are another matter entirely. I wanted to create what was essentially a zombie virus with a more supernatural aspect to it. Thankfully, canon delivered with Project Blackwing. Since AMS is already on the site (and is extremely similar), it made sense that Sol would retrieve samples from Blackwing, and from AMS, and utilize them in Sith Alchemy for some pretty deranged plots.
 
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