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Nor'baal

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Cassian Hipori was a human male, and the son of the Corporate Executive, Julia Hipori. He works as a legal and investment professional, mostly working on corporate troubleshooting - with a breadth of education to back him up. Having been educated at the University of Kuat in Galactic Law, he is a qualified litigator and works as a freelance consultant during the Force Eternal era.

Mostly specialising in the intricate workings of the Corporate world, Cassian found a specialism in dealing with corporate takeovers, mergers, and crisis management. Effectively a 'corporate fixer', Cassian did his best to live up to the legacy of his mother, and make a way for himself once he stepped out of University, something he continues to this day.

Personality & Traits

Cassian is a charming and persuasive man, with easy confidence and charisma making him something of a hit with clients and peers alike. He is a capable operator, with a ruthless streak concealed behind a well-managed veneer of charm. With a compelling work ethic, albeit with somewhat unorthodox methods, he does what he needs to do to secure the very best of deals for his clients.

Abiding by the rule of not getting overly attached to his clients, he remains a consummate professional in everything he does. Despite this, thanks to a tumultuous family upbringing, as the son of Julia Hipori, a senior corporate executive, he finds himself slow to trust and seeks to distance move out from the shadow of his mother and stand on his own two feet.

Professionally, Cassian operates 'between the lines', however will not outright break the law. However, in more desperate circumstances, he will bend the law where he can get away with it, and it benefits his clients. A risk-taker, he is an ambitious man looking to make a difference.

Skills & Abilities

Words

 
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Aarne Tuwey was a human male from Cloud City, who was active during the 'Force Eternal' era. His parents Janne Tuwey (nee: Tusou) and Johe Tuwey raised him through to late teens, whereupon he headed into the galaxy to make a way of it alone.

Biography

Born to unknown parents, Aarne was adopted by Janne and Johe Tuwey shortly after his sixth birthday. Raised by a loving family Aarne went to the Capital Central Academy, the same school at which his mother, Janne, was a teacher. Johe, his father, worked as a senior officer for the Star Liner Travel company and was off-world for long periods of time during Aarnes childhood.

Going through a company-sponsored academy, and then headed off to work as an apprentice when he was in his late teens. Upon completion of this at the age of twenty-one, he would go on to work as a freelance contractor, as part of the Scrappers Guild.

Learning the ropes quickly, Aarna was soon a dab hand with environmental scanners, drillers, cutters and much more. By the time he was in his late thirties, Aarne was able to take on an apprentice of his very own and was well on the way to making his own profitable outfit.

Equipment & Gear

Personality & Traits

Aarne had dark hair and light blue eyes, with pale skin. He was a cynical individual at times, with his main focus being to keep himself alive and his business on the up. Despite coming across as self-centred, he nonetheless displayed bravery when on the job, especially when his friends and those he cared about were at risk.

Slow to trust, he made friends only when he could be sure of their loyalty. However, once he considered someone to be close to him, he returned their loyalty then-fold. Having endured a childhood in poverty, he was keen to ensure that this never happened again, and was therefore cautious with his credits.

Deeply suspicious of politicians and 'do-gooders' who Aarne normally considered to have another agenda, he was only really engaged in the politics of his worker's union, which he followed closely.

Skills & Abilities

Aarne was a physically well-built member of his species, owing in part to the considerable amount of time he spent working in practical hands-on jobs. A technician and engineer, he knew a great deal about droids and mechanical objects and was able to take care of his own ship with ease. Capable as a scavenger and miner, he was able to take things apart with ease, as well as to prospect for rare materials without difficulty.

He could speak Galactic Standard Basic, and understand the Jawa Trade Language, as well as being able to speak Huttese. Aarne was not a force sensitive. He could pilot his own ship. Thanks to a considerable amount of time in the dangerous profession of a scavenger and miner, he could capably handle a blaster and blade.
 
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CMC FREIGHTER

AFFILIATION
Mining Corporations

MANUFACTURER
Correlian Engineering Corporation

CLASS
Converted Bulk Frieghter

ROLE
Mining Support Vessel

COMPOSITION
Durasteel and Transparisteel

DIMENSIONS
Length - 110 meters.

CREW
4 - 8

PASSENGER CAPACITY
N/A

CARGO CAPACITY
20 Kilotonnes

HANGAR CAPACITY
Words

CONSUMABLES
3 standard months

SPEED/MANEUVERABILITY
Words

ARMAMENT
  • Words

EQUIPMENT
  • Words

DESCRIPTION
Words

LEGALITY
Words

INTENT
Words

RESTRICTIONS
Words
 

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The Mining Guild

The Mining Guild also known as the Galactic Mining Guild is a powerful conglomerate of miners that harvest natural resources throughout the known galaxy. Having been founded as part of the Commerce Guild, it spun off on its own shortly following the Clone Wars.
 

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Aarne Tuwey (known as 'Arn') was a Corellian male, who was active during the period of Galactic history known as the 'Force Eternal'. Born in the Corellian pasturelands, he was raised by two farmers, and had a reasonable unremarkable childhood, before heading off to join the Sector Rangers when he was eighteen. Serving for nearly five years as a Ranger, he left to pursue a more lucrative career in the outer-rim, whereupon he became a card player, smuggler and all-around rogue. A popular sight in the meeting places of the scum and villainy of the galaxy, Aarne is noticeable for his characteristic wit, charm, and ease of conversation, alongside his devastatingly quick draw with a blaster, and practical approach to life.

Biography

A member of the Tuwey family of Corellia, Aarne had a reasonably predictable and unremarkable upbringing as the son of two well-established farmers in the Corellian pasturelands. During his youth, however, he found himself pining for more than a life on driving harvesters, and would sneak out to the local cantinas, watching the card games, and the occasional quick-draw duel, much to his parent's displeasure. During his late teens, his parents relented to his desire to break with the well-trodden family path and supported his application to join the Sector Rangers once he had finished school - keen as they were to see his adventurous spirit channelled into a law-abiding profession.

He would spend nearly five years with the Rangers, working across the mid and out-rim, before finally packing it all in during his mid-twenties, to take up a 'more lucrative' career in the space lanes. Playing off the back of his love of gambling, danger, and exploration, he became a professional card shark, smuggler, and all-around rogue, a regular sight at the cantinas of the outer rim. Taking jobs where he could find them, Aarne picked up jobs where he could find them, conned people of credits when he could, and pulled together his own crews on the sly when the opportunity presented itself.

Now in his late thirties, Aarne has been active on the galactic crime scene for nearly two decades, and as the 'Force Eternal' era ticks ever onward, he looks for his next big score...

Personality, Skills & Abilities

A practical man with a love of adventure and exploration, Arn was a spacer at heart, despite his upbringing on Corellia. Taking jobs wherever he could find them, he was not above illicit work (such as the shipment of spice and weapons) and was always looking out for himself, first and foremost. Having worked for the Sector Rangers, and then moved into the world of crime, Arn was a man who understood the way the 'justice' system worked, and was a firm individualist, believing that the Government and its agents tended only to cause problems for 'hard workers' such as himself.

Selfish and motivated by credits and survival, Arn had an eye for a good bargain which, combined with his untrustworthy nature, made him a consummate 'outer rim businessman'. He complimented his knowledge of the rim and its business practices with an incredible amount of skill with a range of blaster weapons. Quick on the draw and unnervingly accurate, Arn was ruthless in combat and able to lay down a flurry of fire in an instant. Hardy, he was well-built with an instinctive nack for survival and could hold his own in a close-quarters struggle.

Capable in all manner of thievery related skills, he could hotwire a speeder, or even a stolen ship, and talk his way out of anything if his opponent was gullible enough. Arn was able to speak and understand galactic basic, and could also understand (but not speak) Huttese and several variations of droid-speak.

Equipment
 
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"It’s easy, betting with other people's money. You see, that Mynock Card there, just been dealt by an Ithorian, so we bet on it, and place three in the side deck incase we get a Vermillion Rush!" - Modibin trying to explain Gambling Logic

Something of a regular at the Casinos of the Galaxy Modibin is a professional Gambler with a lucky streak born of his race and latent force powers that has seen him blaze a trail across the Gambling Halls of the Galaxy. Having started out on the bar room back tables of his home world, he has moved up - winning big and losing big (with his wins all to often outweighing his losses) - and now seeks to make a name for himself in the Gambling Tournaments of Hutt Space. Despite his somewhat bizzare lifestyle, he is a keen absorber of gossip, and as such serves as an information broker.

Biography

Modi speaks infrequently about his past, preferring to - in his words, ”Keep it well and truly behind me.” - however he was born on the Core World of Coruscant, growing up in extreme poverty, his family having made and lost all their money in the swoop races. When he came along, the family had been doing reasonably well; making regular placement in the local swoop track, yet as his parents attention was drawn away by their child, they failed to make the mark more and more frequently.

As he entered his teens, Modi became more and more useful- learning the ropes and soon became something of a spokesperson for his family team, seeking sponsors and races for them to enter into. The more he did this, the more he began to notice that the real money was not made on the track, but in the VIP rooms - it was made by those syndicates who placed clever bets on certain outcomes.

Against his parents advice, Modi went out into the local bars and dives of the Under-city and decided that he would make it his mission to get to know the ins and outs of gambling first hand, and snatching a purse from a passers belt, he never looked back.

Modi maintains that since then his life has been something of a whirlwind of adventure, as he moved from Bet to Bet, Bar to Bar, Casino to Casino, always with the edge of luck in his favor. Whilst this may make for a good bar story, it is not always entirely truthful. His first bet, placed at a Zinbiddle Wheel netted him good returns, and soon he was able to spot certain tells from other players, identify certain coincidences in the game and quirks of the play that urged him to bet in certain ways.

His genetic species-luck swayed his hand, and drive his placement, Modis’ ‘good feelings’ about certain placement ever driving him onward. After a week he had tripled his money, three times and lost it all twice. Bored, he moved on - betting on the Swoops, winning big and losing small, before heading off world without a second thought, informing his parents as to his destination - the golden jewel of Canto Bight.

Almost instantly upon arrival he joined a group of fellow Gamblers, and headed for the main hall of the Casino - betting on a Slot Machine because it was red, and gambling 2-way on Fathier due to its funny name. He won both times. As the week stretched on, Modi became known as ‘Mad Modi’ and was for a time, the talk of the town - a blur of sheer blinding chance that burned through the bars and hotels of the world.

He entered into the annual Pazaak Tournament, and shocked onlookers by placing a side bet that he wouldn’t get into the final round - before winning the first three qualifiers, and only being prevented from entering the final when his opponents car broke down, and he thus won by default. Naturally, the incident was investigated, and absolutely nothing was found to suggest that Modi had influenced events.

The following week, he headed off again, for a different world, and soon after talk of the town moved to different blazes of fortune of otherwise. Modi travelled from world to world, much as always, betting what he could when he could, and always seeming to make back the money he had lost despite all the odds. Making friends, his eccentricity became something of a quirk of his, and so when he announced he would try and ‘clean out the Casinos of Hutt Space’ - nobody dared to think he was joking.

Personality and traits

Happy go-lucky to the extreme, Modi finds it easy to make friends, and indeed he has many of them. Putting out a jubilant and reckless personality, which is often a front for his calm and calculating mind, Modi is a naturally lucky alien, relying on his quick wits and and bombastic charm to get out of sticky situations.

Knowing how to mingle at a party, he is always well dressed in traditional Gambling Robes, and wears enough lucky charms to make a Jedi believe in fortune. He is physically small, yet not weak, able to land a powerful punch if needed. Modi has a small reputation for his luck and fortune within the circles of professional gamblers, whom he counts as friends - however outside of that group, he is just another happy go-lucky card shark with to much time on his hands.

However, for those who get to know him, he can be of some use - his eye for detail, and conversationalist attitude, enabling him to find out information on most subjects. Coupled with his slicing skills, he thus makes a reputable information broker.

Powers and abilities

Fluent in his Galactic Basic only, and unable to speak other languages, Modis only real ‘power’ is his species natural Luck - which is augmented by his untrained force sensitivity. Perhaps due to his own ignorance of it, Modi has managed to conceal such powers, but as such has also never trained them - indeed, he assumes that when dice roll over and flop onto a six, it is pure chance.

He has little skill with a blaster, having never fired one, nor a speeder. That being said, he has a vast knowledge of drink mixing and games, being fully up to speed with casino chance games, dice, Zinbiddle, Pazaak, Sabaac (and Corellian Spike obviously) and dozens of others casino regulars.

He is skilled slicer, able to code slicer viruses when required, and bypass most security systems given time.

Equipment

  • Primary weapon: None
  • Secondary weapon: Stun-Cane (Link)
  • Assorted Misc: Lucky Dice, Cufflinks, Chain, Necklace, Ayyk Dog Scale etc etc…
  • Pack of Cards
  • Side Deck
  • Datapad
  • Computer Spikes
  • Security Tunneler
  • Vindler Sight Readers with Comms and Scout HUD.
 

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SKYDANCER

AFFILIATION
Aarne Tuwey

MANUFACTURER
Corellian Engineering Corporation

CLASS
Light frieghter.

ROLE
Transport

COMPOSITION
Durasteel and transparisteel

DIMENSIONS
Width - 28.5 meters.

CREW
1-3.

PASSENGER CAPACITY
6.

CARGO CAPACITY
150 standard tons.

HANGAR CAPACITY
N/A.

CONSUMABLES
2 standard months.

SPEED/MANEUVERABILITY
The Skydancer has a top speed of 65 MGLT and has average maneuvering characteristics.

ARMAMENT

STANDARD EQUIPMENT
  • 1x class 2 hyperdrive.
  • 1x navi-computer.
  • 1x medium deflector screen generator.
  • 2x docking ring with integrated docking tube.
  • 1x 6-being escape pod.
  • 1x 3-being escape pod.

AFTERMARKET FEATURES


DESCRIPTION
The Skydancer is a modified [url=https://www.thestarwarsrp.com/index.php?threads/yt-2400-light-freighter.92557/]YT-2400
owned and operated by the smuggler Aarne Tuwey. Manufactured by the Corellian Engineering Corporation, this ship has changed hands multiple times, moving from trader to trader as it did so.

Designed for easy upkeep and customisation, this ship has been upgraded with smuggling compartments throughout the vessel, alongside a thrust de-limiter and a ground-sweeper cannon. With a high top speed of 65 MGLT, and an enviable cargo capacity, the Skydancer is a reliable vessel in an unreliable age.

LEGALITY
Due to the presence of smuggling compartments, this ship would be considered illegal should those compartments be found.

INTENT
To create a write-up for my characters ship.
 

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ELYSIAN-CLASS SPACE STATION

AFFILIATION
Open Market

MANUFACTURER
Cormin Directorate

CLASS
Space Station

ROLE
City Station

COMPOSITION
Titanium and Transperisteel

DIMENSIONS
1600 meters width

CREW
7,500 essential staff

PASSENGER CAPACITY
400,000 other inhabitants

CARGO CAPACITY
1.6 megatons

HANGAR CAPACITY
  • 46x shuttle/light freighter
  • 12x corvette/bulk freighter

CONSUMABLES
10 standard months

SPEED/MANEUVERABILITY
Stationary

ARMAMENT
  • 12x medium laser cannon turrets
  • 6x tractor beam

EQUIPMENT
  • 2x heavy shield generators
  • 1x long-range communications relay
  • 1x long-range sensor suite
  • 4x manufacturing facilities
  • 4x recycling plants
  • 6x hydroponics facilities
  • 7x city segments (with other varying facilities)
  • Many Lifeboats
  • Many Escape Pods
  • Many Docking Rings/Tubes

DESCRIPTION
The Elysian-class space station is a space-bound habitation station, manufactured and operated by the Directorate. Very few exist across the known galaxy, with those that do have been around, in most cases, for generations (although a handful of new ones exist). The design, whilst dating back centuries, receive periodic updates in design and technology, as the pace of scientific progress advances. One of the common design elements is that all additions to the stations, no matter how minor, are built to last, being able to survive for generations with proper maintenance.

Elysian Stations have six arms, each housing a small city. Those, as well as the core, combine to form one large orbital habitat capable of housing a self-sufficient population in relative comfort. Whilst the core of the station hosts the government functions, mostly focused as the very top of the station, the arms host the bulk of the population. These arms hold dwellings and other civilian structures and are topped with areas of reinforced transperisteel so that the station's inhabitants can look up and see the 'sky', the void of space. The artifcal climate system gives the station a breathable atmosphere.

These huge stations were first designed to be built with everything needed to maintain a self-sustaining population. To this end, the Elysium-class possess recycling facilities so as little as possible will ever go to waste. Hydroponic farming facilities ensure that the inhabitants can grow their own food, using recycling water from the population, as well as gathered from space to farm. Manufacturing facilities can produce products on an industrial scale as needed, such as small craft, droids, vehicles .etc. Perhaps the pride of these stations, however, are the expansive science facilities, which further research in various fields as needed and the medical facilities that are well equipped to treat and heal the denizens aboard these stations.

Resources such as metals/fuels/.etc that the station isn't able to produce on it's own would have to be gathered by outside means, such as mining or trade.

To ensure protection against the harshness of space, the stations have heavy plating, reinforced transperisteel, and dual heavy shield generators. The stations have 12 laser cannons for self-defence, 2 each on the arms, top and bottom. With the defenses, the station can hold out against typical pirate raids, especially with supporting units.

The Stations were first commissioned by a consortium of intergalactic megacorporations, to house a set of their scientific elite, in the hopes of forming a space-bound 'tech incubator', with the hopes of vastly accelerating their technological growth. However, after several decades, the stations began to become self governing, with many developing their own societies and cultures which stand to this day.

Whilst the max population for the stations are 407,500, it is possible to exceed this although it would put greater strain on the station.

LEGALITY
Legal. Possession of one in a governed system would need permission or a special license from the system government.

INTENT
So, heavily inspired by Stellaris' Habitats. But making this to serve as a baseline city space station. Also wanting to make lore behind a specific one of these that was made thousand-ish years and its people would have adapted to being on one of these for generations and having a culture emerge. Also compared to other space stations that were already approved to help with scaling.

RESTRICTIONS
Obtainable and/or buildable by factions or characters with faction-level resources with threads with staff oversight.
 
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The Cormin Directorate

Located in I-14

The Cormin Directorate (otherwise known as 'The Directorate') was a technocracy based on a network of space-bound habitats. Mostly keeping to themselves, the Directorate had survived for centuries studying the advanced sciences, philosophies and educational pursuits of the galaxy, with generations of inter-species living in deep space having produced a complex culture that places to the pursuit of knowledge above all else.

Background

Founded several centuries ago, before the rise of the Galactic Empire, the group that would go on to become the Directorate had its origins in the pipe dream of a collection of Megacorporations. Clubbing together, these galactic commercial players placed some of their best and brightest on space stations, self sufficient with the right conditions, to serve as tech incubators - which would fuel the next era of expansion for their shareholders.

However, the collection of scientists and academics that would come to call the stations home began to realise they could advance their studies better, alone. Not answering to shareholders, these scientists simply stopped responding to the corporation's, who began to find it harder and harder to cooperate, and thus almost impossible to bring their wayward engineers to heel.

Splitting off, they founded the Cormin Directorate, named after the project to which they had initially been assigned. With their own government, robotic workers, scientific excellence and a modest yet compelling economy, the Directorate grew and expanded over the years that followed. Working with the Empire during the reign of Emperor Palpatine to develop bleeding edge technology, and then subsequently with the Galactic Republic to do the same, the Directorate has been at the forefront of scientific advancement for generations.

In the modern galaxy, the Directorate continues as a functioning technocracy, working in the fields of engineering, medicine, theoretical physics, and even xenobiology and much more. A small, yet scientifically and economically robust government, the Directorate continues to thrive.

Society

With twenty-two stations under their control, the Directorate boasts a small population of around eight million people, augmented by large detachments of droids and drones, to help with their day-to-day work. A highly educated society, the Directorate is focused almost entirely on two key pursuits, research, and survival. Honed by centuries of living in the harshness of the void, the Directorate has developed a society of hardy individuals, from many hundreds of races, working together in relative harmony to produce food, water and other resources, to fuel their dogmatic pursuit of scientific and educational progress.

With an autocratic government that has been in place for centuries, the people of the Directorate have a harsh outlook on life, focused on scientific advancement and the need for survival. As such, their legal system is extremely severe, with strict laws governing resource usage, and a firm ban on firearms on all Directorate facilities.

Government

A reasonably unique form of government controls and directs the day-to-day operations of the Directorate. With a long and storied history occupying space station habitats in deep space, the government of the Directorate has adapted and developed accordingly. Building off of the original remit of the Directorate, which was designed to create a technological incubator for various intergalactic mega-corporations, the government has followed along with the structures one would see in a large company.

Specifically, each scientific sector of a specific station is led by a Director, who in turn sits on the stations 'Habitat Command Council' (HBC), who elect from within their own ranks a Director-General, who has day-to-day executive control over the station and works from within the command centre at a stations apex. With a cadre of selected advisors around them, the Director-General has almost autocratic control over the station in question and is subjected to a confidence vote of the HBC every year.

Above this level of government resides the leader of the Directorate itself, known as the Overseer. The 'election' for this position is very different, coming in the form of a 'Thesis Defence' whereby a prospective candidate must present a scientific thesis for debate with their opponent, the 'winner' being decided by a vote of the Station Director-Generals. They may serve for a period of five years, with any citizen of the Directorate able to run for the post. It is important to note that the only check to their power is a veto held by the Director-Generals Congress, which, if used, compels all of the Station Director-Generals to immediately resign their post.

Economy

With limited space and resources to go around, the economy of the Directorate is very closely managed. Making use of robotic labour for the more hands on and service based jobs, the stations of the Directorate host a strong economy with a backbone of hydophonic food manufacturing. Much of the economic output is focused on high end technical manufacturing and development, research and scientific products.

Many stations rely on imports for many consumer products, with the lower levels of the stations holding black markets for harder to find goods. By far the most well-known economic contingent comes in the form of the research centers and academic hubs located in each station, which are common destinations for students of science, engineering, philosophy and more, who travel to the Directorate in temporary study visas.


Galactic Relations

Whilst the Directorate tends to keep to myself, it is a member of the Free World Alliance and has a representative to the Galactic Senate. Concealed on its stations, the Directorate tends to keep out of intergalactic affairs, and prefers to keep a low profile. Despite this it does have a defensive navy, consisting primarily of drone piloted ships, such as the CT-Q Auto-Command Frigate , CT-O Auto-Pursuit Starfighter and the CT-P Auto-Picket Corvette. Whilst these ships are rarely used, they most see action against ambitious pirates, and are augmented by a droid defence force, which serves as station law enforcement when needed.
 
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Coordinates - 0-0​

The Cormin Constellation is a cluster of planets located in the same area of space, trapped in perpetual orbit around a black hole known as the 'Desolation of Locprados'. An anomaly, the region plays host to a collection of planets that have been isolated from the rest of the galaxy for millennia, creating an area of special scientific interest that has attracted many scientific communities over the years. Accessible by way of a singular hyper-lane through the 'Cormin Nebula', which maps a safe path through to the Constellation itself, the Cormin Constellation is a quiet area of the galaxy, boasting little by way of resources, beyond its isolated status, and verdant scientific research opportunities.

 

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Director Salvor Seldon was a human male, and a citizen of the Cormin Directorate. Born to two senior officials within the Directorates government, his mother was a station deputy-director, whilst his father served as a senior advisor to the Overseer of the directorate themselves. Receiving nothing but the best by way of education, Seldon specialised in the field of engineering and mathematics, completing a doctorate in the field at the age of eighteen. Thereafter he spent five years working for a research faculty on his home station, working to design high-end star-fighter engines.

Before long he was approached to take up an academic post as a teacher within one of the Directorates Universities, a position in which he would serve for nearly ten years. Whilst doing this, he volunteered to work with the Directorates security teams, overseeing parts of the drone defence detachments that policed Directorate Space. Undertaking combat training during his tenure as a volunteer, he 'graduated' to become a junior officer, attracting the attention of the Directorates Government.

Soon, he was asked to run for station Director-General, in his early thirties, winning the selection process and serving a full term as Director-General, before being asked by the Directorates Overseer to serve as the Governments representative to the Galactic Senate and Free World Alliance. Seldon has served in this position ever since.

Personality & Traits

Salvor Seldon was a highly intelligent man, noted for his perfectionism and attention to detail. Well-versed in a range of sciences, such as engineering and theoretical physics, he was held numerous qualifications in various fields, with a particular focus on advanced engineering and mathematics. His background as part of one of the many scientific research and development labs of the Cormin Directorate saw him at the forefront of technological advancement for much of his early life, benefitting from learning under the greatest minds in his field.

As a scientist, his skills in the field were beyond doubt. Despite this, he came across as a humble and unassuming man, always interested in what others had to say and bring to a conversation. Taking issues as they came, he approached complex political issues with a forward-thinking, evidence-based method, owing to his scientific training. Having served in the government of the Directorate for nearly a decade, he had been shaped by their style of doing things, and as such was a technocrat to the core.

WIlling to place himself in danger for the furtherance of his work, or for a cause in which he believed, he would risk his own life to help others if needed. However, Seldon possessed a ruthless side as well, favouring scientific methods that would yield the swiftest results, which made him a keen tactician in more combative areas of study.

Seldon was a human male, who was of average physical height and weight. In his mid-forties, he had brown hair and often wore a beard. Frequently ensuring he dressed in a professional manner, Seldon spoke in a calm and collected manner. He was not force sensitive.

Skills & Abilities

A keenly intelligent man, Seldon was a consummate scientist with a background in space-bound security, mostly focusing on droid security forces and their coordination. With his career having spanned engineering, administration and, more recently, diplomacy and government, Seldon has a range of skills and abilities to call upon.

Mathematician - Having spent decades of his life studying mathematics, with a focus on epidemiology and algorithmic science, Seldon has a fascination with the AMS virus, historical data patterns, and the probability of future events.

Engineer - One of his passions, Seldon is an expert when it comes to devising schematics, undertaking repairs, and manufacturing star-ships, droids and much more.

Multilingual - Hailing from a society in which multilingualism was the norm, he can speak Basic, Ryl and understand Huttese and Mando'a.

Diplomat - Well-regarded in the field of diplomacy, Seldon is an empathetic person, who can arbitrate between different, conflicting sides, with reasonable ease. A consummate diplomatic actor, he can seek a resolution to come of the most cutting issues of the day.

Self-Defence - Having served in the Directorates Defence Division, as a volunteer initially, he knows how to handle a firearm and to fight in single combat, with a blade or other weapons. He learned Teras Kasi, a martial art form, at a young age.​

Equipment
 
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Glavis
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Glavis was an orbital megastructure, ringed around a dwarf star, which is located in the outer rim of the galaxy, midway between Hipori and Tatooine.


ASTROGRAPHICAL
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REGION: Outer Rim
SECTOR: Glavis Sector
SYSTEM: Glavis System
SUNS: 1
MOONS: 0
GRID COORDS: S-16
ROTATION PERIOD: N/A
ORBITAL PERIOD: N/A
CLOSEST HYPERSPACE LANE: Corellian RUN



PLANETARY
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CLASS: Urban Ecumepolis
CLIMATE: Artificial
ATMOSPHERE: Type 1 (breathable)
GRAVITY: Standard
PRIMARY TERRAIN: Urban
RESOURCES:
➥ Energy cells​
➥ Manufactured produce​


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

INHABITANTS: Multiple
PRIMARY LANGUAGE(S): Basic
GOVERNMENT: Guild Council
DEMONYM: Glavinites
MAJOR CITIES: N/A
AFFILIATION: Glavis Guild Council
MAJOR IMPORTS:
➥ Raw Materials​
➥ Luxury items​
MAJOR EXPORTS:
➥ Manufactured Produce​
➥ Foodstuff​


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

Glavis was governed by an independent Trade Guild, which consisted of a body of one-hundred appointed representatives, elected by their respective trade guilds. Partnered with a 'Congress of the People', a body of five-hundred Congressmen, who are elected by the citizens of the station for a period of five years.

With the 'lower-house' electing congressmen, and the 'upper-house' electing patricians, the two work in partnership to govern the megastructures population, with a Government selected by whichever political faction can command the confidence of the parliaments. They appoint a 'First Minister' from within their own number.



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

Glavis has a diverse economy, with manufacturing and hydroponic districts being the main economic output of the mega-structure. With portions of the structure dedicated entirely to the purpose of producing food, as well as others solely dedicated to repurposing imported raw materials into manufactured products, Glavis is a wealthy and prospering economic power.


HISTORY
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➥ 8,000 BBY: Station constructed by the Czerka Corporation
➥ 2,000 BBY: Czerka Corporation files for bankruptcy, leaving Glavis as an independent station
➥ 1,000 BBY: Glavian Civil war commences.
➥ 990 BBY: Glavian Civil war concludes with the foundation of Guild Council.
➥ 1 ABY: Imperial presence is driven off Glavis



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

To bring that cool thing into the site canon.
 
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Dornach Arastine was a Nothoiin male from the Anoat Sector, and the sole inheritor of the Arastine dynasty. Hailing from a long line of nobles, his house had long since fallen from the lofty positions it once held, and he grew up working within the mining and security company his family controlled.

Biography

Dornarch was born on Bespin, as the son of Xerath Arastine XI, a merchant trade and patriarch of the family whose name he bore. Alongside his four siblings, he was educated by the families tutors, and then assumed a position within the families company. During his young adult years, he developed a penchant for military strategy, realising that with a technological edge, his family could expand its influence over some of the less developed worlds of the rim.

Following the death of his father, Dornarch was placed fourth in the succession and quickly came to realise that, with his siblings in the way, he could no longer reliably expect to one day complete his passion for restoring his house to its former glories. As such, he orchestrated an assassination on his siblings, destroying their pleasure-craft in a brutal bombing attack, and taking over the family himself.

Now the sole inheritor of his families legacy, but with their fortunes on the rocks, Dornarch set out to find a way to bring glory back to his House and Dynasty.

Personality & Traits

A well-educated man, Dornarch is possessed of an arrogance that stems from a lifetime of privilege. Believing quite firmly that his families 'right' is to rule vast swathes of the Outer Rim, Dornarch has a haughty mannerism. Having been educated in the deep-core, Dornarch knew much of galactic history, culture and politics, but had a fascination with the history of his own family, and that of 'high-galactic cultural pursuits'.

Untrusting, he only truly committed himself to those whom he had served alongside.

An Imperial sympathiser, Dornarch considered the imperial model of government to be the most workable in the 'uncivilised' areas of the known galaxy. Having studied imperial history, he had a fascination with the former-Emperor Palpatine, as well as other intergalactic leaders, such as Agorander. A pragmatic and cruel man, he took his time when making decisions, and would ponder the correct course of action to take in full.

Proud of his ancestry and of his family, Dornarch considered his heritage and bloodline to be something he always had to put first. As such, he would go to considerably extreme methods to protect and preserve his families members, and their families name - especially following the 'tragic passing' of his siblings.

Skills & Abillities

A military strategist, focused mostly on the use of droids in the application of warfare, as well as rapid strikes from airborne assault units, Dornarch was a mercenary and a privateer to the core. Physically fit, owing to years of active service within the security forces, he was able to use blasters and melee weapons with high degrees of skill and was able to pilot his own starships to boot.

Dornarch was multi-lingual, able to speak galactic basic, and several other commonly used galactic languages. Having spent many years working in the security forces, he had a working knowledge of battlefield strategy and was well-versed in the command of automated and organic forces, both in offensive and defensive operations.
 
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Baron Arastrian Dornarch II was a human male, born and raised in the Anoat Sector. The eldest son of the head of a noble of the Anoat Sector, Arastrian was raised in reasonable comfort in the harsh worlds of the Outer Rim. Mostly living on his father's ship, as the man headed from world to world and job to job, he followed in his parent's footsteps, determined to make a name for himself as he became an adult.

Biography

Born as the only son of Baron Arastrian Dornarch I, the patriarch of the House whose name he bore, Arastrian (who was named after his father) benefited from a reasonable upmarket education, thanks in part to the clout of his family name, which, whilst it was in decline, still carried some weight in his formative years. As such, he was well-educated, setting him in good stead for later life. Taking a position within his fathers mercantile operation, in reality little more than a band of spacers, his father worked as a private contractor for much of his late teens.

He was trained in various forms of martial arts, defence and military training, and could handle a blaster and a blade with ease by the time he was fifteen years of age. Soon, he was put to work on his families ship, running errands, assisting with engineering work, and even working as a co-pilot, seeing first hand the rough nature of the world into which he had been thrust.

By the time of his late teens, his father was entering late adulthood, and Arastrian was expected to take the reigns of what was left of the families business. Between a lack of expansion efforts and his father's obsession with gambling, there was little left to manage. Keen to undo the extensive damage his father had done to what little was left of the family fortune, Arastrian set about making plans for a bolder, and more aggressive approach to dynasty buiding.

Personality & Traits

Arastrian was an intelligent and determined man, possessed of an iron will and commitment, fuelled by his desire to see the name of his family once again accompanied by an enviable and respected legacy. As a young man, he had channelled his ambition into his work, initially in the security sector, and later in business. He believed firmly that a strong, militarily driven society was the way to preserve and advance civilisation, and to that end put aside the pursuits of his personal life, in favour of his duty to the Rim, and to his House.

Well-educated, and trained in the classical ways of diplomacy, he could appear as a charming and charismatic individual. Despite this, he projected an aura of personal dominance, with a knack for persuasion. A dignified man, he kept an austere persona, not showing displays of extreme emotion to anyone, and thus appeared aloof and distant to some. Impatient with those who wasted time or worked in an inefficient manner, he would display, in private, anger with those who had failed in their missions and duties.

Whilst he outwardly presented as a calm and pragmatic man, he was prideful and short-tempered. Enjoying positions of authority, he felt as if he was born to lead and to rule, despite hailing from a family that was well and truly down on its luck.

Self-assured in his own abilities, he nonetheless tried to avoid taking overt risks, instead preferring to consider his own advantages and position to try and limit the risks that were being posed. As a strategist, he preferred overwhelming force, and displays of extreme grandeur, projecting strength and the domination of the Imperial ideal. A student of military strategy, he was a keen advocate for the continued expansion and development of the armed forces and was an open supporter of a way of life in which the strong ruled, and the weak were commanded.

A ruthless man, he held the lives of others with little regard. Seeing those who served under his command, as tools to be used to further the expansion and domination of his family.

He possessed simple tastes, and lived a reasonable spartan lifestyle, Surrounding himself with the trappings of his office and station, he nonetheless lived a humble life himself. Preferring to be on the move rather than lying about in his family home all the time, he kept himself busy with his work, and studies.

A man with tremendous intellectual power, he studied philosophy, history and later, star-ship design from a young age. Making full use of the tutors provided to him by the limited funds available to minor nobility, he could speak multiple languages, including High Galactic, Bocce, Sullustese, Shyriiwook, and Dosh in addition to his native Galactic Basic Standard. He was not a force sensitive.

Equipment


 
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Chom Frey Kaa

Kaa served as a very vocal, bombastic and over the top member of the Galactic Senate, representing his homeworld of Ryloth. An obese Twi'lek possessed four lekku instead of the usual two; he had immense weight, which, according to the culture of Ryloth, was s symbol of power and respect. Having shaped his teeth, which was commonplace for his species, he had a distinctive grin that made him a favourite with the press.

Caring quite deeply about his homeworld, he was one of the greediest Senators currently active within the Galactic Senate. Hailing from a profoundly impoverished world, Ryloth, he used his power and influence to increase his own wealth, living a life of luxury within the core worlds. He was a decadent and ostentatious man, often seen wearing expensive robes, swanning around expensive apartments and more besides.

Prone to gluttony, he was pretty much always coming back from, or on his way to, a dining establishment - which he expensed back to the hard-working taxpayers. A powerful political operator, his exuberant personality hid a scheming mind that was always working on new ways to advance his position, often at the expense of his allies.


 
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Phanius Moore was an Umbaran diplomat, philosopher and former intelligence operative during the 'Force Eternal' era. He's best known for his tenure as Senator for Umbara, having served in the post for many years. Before this, he worked as a senior official in the Umbaran Government, with diplomatic, military, and intelligence affairs responsibilities.

Moore developed a reputation as a proponent of realpolitik throughout his career, widely mischaracterized as 'deceitful and unscrupulous acts'. He claimed that his experience of life in the diplomatic field showed him that the world of politics and diplomacy was always one that had been paved with deception, treachery and crime.



Biography

Moore was an Umbaran male who lived during the 'Force Eternal' era. Hailing from his species' homeworld of Umbara, he lived as a member of one of the top ten social castes - a senior role in a caste obsessed society. Because of his position in society, Moore pursued a career in galactic politics and diplomacy, working initially for his planetary government. Serving as an intelligence operative for the Umbaran Council, he led the Umbaran Intelligence Service for ten years.

Ultimately, Moore gained a position as the representative of his species and homeworld on the Galactic Senate. Moore occupied the office of Senator during the expansion of the Sith Empire and the AMS virus. During this time, he worked out of his offices on both Umbara and the Republic Core Worlds, consistently advocating for an expanded military to counteract the rising threat of the Sith Empire, Hutt Cartel and other hostile powers.



Personality & Traits

Phanius Moore was a pragmatic and methodical operator - as was typical for his species - but was also possessed of a passion and zeal for the progress of the Galactic Senate. Willing to go the extra mile to pursue what he felt was right, Moore was unconcerned with the perception his actions and undertakings garnered from his peers.

He fostered close working relationships with other members of the senate when the occasion called for it and possessed a great degree of skill in 'close doors' negotiations.

While respecting his political opponents, Moore nonetheless enjoyed political games and was ruthless in seeking out and exploiting his opponents' weaknesses. His consistent track record of skullduggery most noticeably led many to distrust him or treat his words with the suspicion they deserved. His predisposition toward skullduggery was an essential part of his culture, in which social advancement was dependent on deception, assassination, and subterfuge.

Moore was a political opportunist, continually seeking ways to turn his colleagues on one another to further his own goals.

A tall man with pale skin and no hair, he often wore grey robes, with high collars and - made out of Umbaran silk. He spoke galactic basic, with a distinct Umbaran accent, and enjoyed the finer things in life, such as good wine and high-end apartments. Moore was sarcastic and possessed of a dry sense of humour.
 
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The Order of the Night Wind was an order of assassins that were located within Hutt Space. Renowned for their acrobatic skills and close-quarter combat abilities, they were reputed to be some of the best assassins-for-hire in the galaxy and, when captured, were unlikely to give away information as to the nature of the client or contract. Members of the order acted as covert agents or mercenaries within the Hutt Clans, with their functions including reconnaissance, espionage, infiltration, deception, ambush, bodyguarding and their fighting skills in martial arts, including Teräs Käsi.

Infamous across Hutt Space and the Outer-Rim, the Order of the Night Wind has operated for centuries.

History

Despite their infamy, concrete historical records of the Order are scarce, meaning much of their history is spread through myth and folklore instead of historical fact. Initially believed to have been founded by one of the first Hutt 'Supreme Moguls' as a way to keep rivals in line, the Order of the Night Wing started out as the personal hit squads of the Hutt Leaders before, over centuries, finding broader roots. Expanding due to their popularity and effectiveness, the Order broke into chapters, each swearing allegiance to a significant Hutt Kajidic, and operating under this same system and structure today.

It was not until the Age of the Empire that the Order began to really show its value, with the infamous Hutt Crime Lord, Jabba the Hutt, making use of them to take out numerous non-Hutt rivals and spy on them his kin. During this period, they were recruited as spies, raiders, and even terrorists. Taking our rival operations, spying on, and threatening local politicians, and much more. Whilst the Order fell in popularity after Jabba's death, it has experienced something of a resurgence in the past few decades.

Intent

To bring a small group used in the Book of Boba Fett over to the forum, as a small NPC group to be used by the Syndicates.
 
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