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Nor'baal

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Nor'baal and Vaarba were a pair of Hutt twins and members of the Desilijic crime family. Born to the Hutt Cartel Supreme Leader, Nor'baal the Hutt, who named one of the twins after himself in keeping with Hutt tradition, Nor'baal and Vaarba took over their father's business at the age of seventy-three, after he passed away in a speeder accident.



Personality & Traits

Nor'baal and Vaarba were greedy, avaricious and pragmatic Hutts, with a keen aptitude at bending others to their will. A prideful pair, Nor'baal was a loud and bombastic Hutt, with Vaarba preferring more discreet council and actions. Both of them enjoyed cruelty, attending bloodsports and making use of slaves. Eccentric, like a great many of their species, the pair kept a wide range of exotic trophies, including pets, and fine artwork.

Despite their cruel nature, they showed care for one another that was oddly commonplace within the close-knit circles of Hutt families. This degree of compassion did not extend to others, and they showed a lack of care for their underlings, seeking to use and abuse them as much as possible.

Vaarba was something of a collector, and often spent large sums of credits on exotic items that spoke of the rich history of her species. Nor'baal, on the other hand, collected exotic beasts, which he tended to enter into pit-fights for his cruel entertainment.



Skills & Abilities

Skilled in the 'art of crime', the pair of Hutts were possessed of a scheming a duplicitous mind, and prone to plotting between themselves to see their enemies scattered. Well versed in Hutt laws and history, they knew the ins and outs of Hutt culture. Able to speak and understand Huttese, they could not speak any other language - although they understood basic.



Equipment

Wealthy, thanks to the sizable inheritance left by their deceased parents, Nor'baal and Vaarba spent much of their time languishing in Hutt Space, either on their yacht or within Hutt palaces. They carried little equipment on them, but what they often had about their persons is listed below.

 
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Nova Dea (No-Va Day-A), meaning 'new goddess' is a Pius Dea revivalist movement active primarily in the Outer Rim. Having inherited and protected knowledge and traditions of some aspects of the Pius Dea from centuries past, the group seeks to rebuild the faith to its glory days, when the faith dominated swathes of the Old Republic.

Retaining the core religious precepts of its predecessor, Nova Dea is a monotheistic faith centred around the worship of a deity known as the Goddess. Its followers adhere to a strict moral code, emphasising civil order and spiritual purity.

The movement has adapted to the changing times, setting itself apart from the old Pius Dea movement with an openness to all races, divesting itself of the humanocentrism of the past. It has grown with a dislike and mistrust of Force users, including Jedi and Sith alike. Sworn to bring the Force under the sole control of the Faith, and order to the galaxy, followers of Nova Dea are committed to the destruction of these 'unnatural' power groups wherever they might be found.

Origin & History

Nova Dea has its origins in the traditional Pius Dea; a fanatic religious cult, most famous for its control of the Galactic Republic during the Pius Dea Era. The cult first came to power when one of its members, the man who would become known as Contispex I, became Supreme Chancellor of the Republic in 11,987 BBY after the impeachment and assassination of the previous Chancellor.

Through Contispex and his successors, all of whom took the name Contispex and many of whom were members of his dynasty, Pius Dea would rule the galaxy for just over a thousand years. The era of their rule was characterized by the Pius Dea Crusades; a series of over thirty bloody wars against alien species and suspected alien sympathizers.

Pius Dea was effectively destroyed by the Bureau of Ships and Services, together with the Jedi Order and Republic Navy in the year 10,966 BBY, with a Jedi Grand Master assuming the role of Supreme Chancellor after the ousting of Contispex XIX; the last of the line.

The few adherents that remained following Pius Dea's defeat were scattered and broken, unable to reunite in large numbers or ever again threaten the now secular Republic. Instead, their few isolated communities focused on their own survival, retreating into the corners of the galaxy where they could keep the flame of belief alive. Though their numbers dwindled and their faith waned, the most fervent amongst them prayed for a brighter future, gradually inspired by a changing galaxy to reform the central tenets of their religion.

Slowly but steadily, the mantle of the old Pius Dea fell away, passing with its elderly followers into the annals of history. In its place, the young disciples of the modern-day went forth to spread the word of Nova Dea; the same Goddess, but open to all who would follow her, man, woman and alien alike. For centuries this cult existed and expanded into the Outer Rim, with small churches popping up across the impoverished rimward worlds.

Doctrine and Beliefs

All adherents of this faith worship the Goddess; an omnipotent deity who represents, or is, a personification of nature, motherhood, fertility, creation and destruction, embodying in herself the bounty of the known universe. The nature of the Goddess and the principles by which she commands all to live are contained in the 'Goddessa', which serves as the faith's holy text.

The 'Goddessa' is an anthology of teachings, parables and accounts of the Goddess's power as witnessed by the faithful. It establishes the Goddess as creator of all things, with men and women of all worlds as her sons and daughters. Adherants of the faith have adopted a broad interpretation of this aspect in recent decades, expanding 'men and women' to include all the races of the galaxy.

Recurrent themes of moral restraint, civil order and spiritual purity are reflected in Daelics' daily practices, which include obedience to law, regular worship and maintaining a high standard of cleanliness.

Commanded to spread the Faith wherever possible, followers of Nova Dea are generally embracing of others and often engage in charitable efforts to assist the downtrodden and worst affected by the chaos in the galaxy. However, they reserve scorn and hostility for those who defy the tenets of their faith and Force users operating outside Faith's bounds.

Membership

Official Republic estimates do not recognise Nova Dea as a significant religion, either regionally or across the galaxy. Daelics are understood to be comparatively few, perhaps only a few hundred, scattered across various worlds throughout the Outer Rim.

Recent reporting indicates the movement may be gathering pace, however, and Force users in particular should be aware of the risk posed by its zealous members.

Intent

Site lore, intended to provide an introductory backdrop to the movement in this timeline, providing a framework for a coming character of mine, and for any others with an interest in developing the concept, potentially in the direction of a PC faction.
 
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Imitatorianism is a galactic religion centred around The Ones. Believing them be to living embodiments of the Force, and having stemmed from one being at the dawn of the galaxy's creation, becoming: the Father, the Daughter, and the Son.

The central themes of the faith are 'cycles', namely the consistent pattern of nature that pushes the galaxy toward 'completion' and 'rebirth'. They believe that souls are reincarnated, as part of a process that drives the soul to constantly self improve, with the 'final goal' of all living beings to be to prove themselves worthy of unification with the 'One'. Across the Outer Rim, the belief is exceptionally widespread and practised in private, as well as through numerous religious orders. Presided over by a structure of priests and high priests, forming part of the 'Imitatorian Church', the faith is mostly known for its charitable acts in the modern-day.

History

Founded thousands of years in the past, the Imitatorian Church was established off the back of the 'Sacred Path', a collection of teachings from various philosophers in the Outer Rim, which was collected together into a single book of the same name. This foundational document became the building block of the faith, which in the deeply troubled Outer Rim, spread on the basis of teaching that things would get better in your next life if you lived in a 'charitable and virtuous way. Now, centuries later, temple complexes of priests and monks can be found across the Galaxy, ranging from agrarian communities in the Outer and Mid-Rim to large and almost empty temple complexes in the deep core.

In some worlds, the faith became a central part of local life, overseeing burial ceremonies, mediating local disputes and even providing education and medical services to the population. It has survived for millennia, mostly by staying out of the way of the larger galactic powers and adapting its teachings to the specific localised customs of the planet individual temples reside. Modern estimates are unable to accurately tell how many followers the faith has, however, its priest's number is in the tens of thousands.

Practices and beliefs

The Imitatorians drew their teachings from the 'Sacred Path', a text that contained teachings on sin, the cycle of the soul, and other assorted philosophical musings. Priests oversaw church operations and missionary work on worlds that had an Imitatorian presence. Missionaries were tasked with finding converts to their communities but were encouraged to do this through 'good works' rather than outright religious zealotry. One of the most common functions priests would carry out would be the burial of the dead, and the administration of medical aid and education to locals unable to seek it separately.

Although the priesthood was able to defend itself, they believes and actively taught that violence was best avoided, as it 'began a cycle of repeated acts that could not be stopped in the measured passage of history'. This was integral to the faith's concept of Sin, which they taught was met with equal retribution. Central to the faith's belief was the concept of rebirth and reincarnation, in which the soul passed into a new body, containing on its cycle toward proving itself worthy of joining with the force.

Believing that 'The Ones' represented individualised manifestations of the Force, and that the various force-based organisations of the galaxy were too dogmatic in their following of specific aspects of the Force, the Imitatorians taught that good deeds, and the enactment of justice was the correct and proper 'way'. This, of course, was open to interpretation and had long caused enormous problems within the Church.

Structure

Focused around local Churches and Temple complexes, which varied massively in size, scope and membership, Imitatorians within the Church Structure started out as priests. Each priest reported to a High Priest, who had oversight of an entire planet, or sector. Each High-Priest would sit in council, and within their number elect a 'Pontix', who was the leader of the official Imitatorian Church, holding the position from the date of their election, until the date of their death.

Many Imitatorians believed that the soul of the Pontix passed directly into 'The One' upon their death.

Intent

To introduce another religion, in this case with a wider footprint and a more consistent structure, mostly focused on humanitarian aid and more. With a long history and lots of room for interpretation as to their beliefs, there is scope through RP to move the faith in a different direction.
 
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The B'omarr Order

"Change is a force without focus or origin. All about us is in flux, those who observe such wonders scarcely understand that which they behold." - 'Musings on the Divine', Brother Evilo Bromcular.​

The B'omarr Order is a small pseudo-religious coven made up of the eponymously named B'omarr Monks, which occupies a small selection of Monasteries across, primarily, the Outer Rim. The B'omarr believe that, by removing themselves from physical attachments and pursuing a life of observation and recording, they can gain a greater understanding of the Universe, and in doing so obtain enlightenment. They believe that they can find the 'Path' of the Universe, and those within it and that it is their duty to gain and protect such knowledge. As a result of such practices, the B'omarr are more of a philosophical order than a religious one, not believing in a god, but rather doggedly following the pursuit of 'understanding'. Working under the belief that all things are in a constant state of flux, the B'omarr believe that it is their duty to observe and record such change, in an attempt to better understand what leads to periods of great upheaval and flux.

The order was established seven hundred years prior to the fall of the Galactic Republic and has been almost universally ignored by most Galactic and Planetary Governments, a small order of naval-gazing monks musing on the state of the galaxy, being seen as of little importance by the powers that be. This allowed the B'omarr to enter a period of expansion, initially building a temple on Tatooine and then on other worlds that their studies lead them to, ones of some sort of geo-spatial or historic significance: Mustaphar, Manaan and Naboo at present.

Practices & Beliefs

"They are a deeply isolationist group, spending much of their youth locked in their temples, learning what they need for what the B'omarr call 'The Great Pilgrimage', in which - upon reaching adulthood - a Monk heads into the Galaxy, normally studying something of some form or another. When their work is completed, it is returned to the temple of their origin, and there, does that Monk remain, pondering other works on the ways of the Galaxy, until the time of their death." - 'On the B'omarr', Prof. Vee Exiz, University of Kuat​

The B'omarr centred their practices on the pursuit of understanding so that they could achieve enlightenment through 'blessed wisdom', believing in something they call 'The Sacred Path', namely that path one's life is destined to take. Some believe that this path must always be for enlightenment, others that we cannot alter the path we are on, and others that the choice is ours as to which path we take. B'omarr has almost daily debates on this topic, much to the boredom of any guests they have. Whilst some within the Order believed that the only way to such enlightenment was to isolate oneself entirely from the affairs of the physical world (a sect that would, in centuries to come, rise in prominence and thus split the order) many focused their formative years on preparing for their pilgrimage. This pilgrimage would see a young Monk setting out into the Galaxy, to study some form or aspect of the Universe, with such studies being highly varied.

Such an undertaking was the main focus of a young Monks life, and thanks to that, they spent much of their young adult and teenage years preparing for their travels. Learning to defend themselves, with a form of martial arts, Zama-shiwo, which focused on non-lethal combat, as well as healing, multiple languages if needed, and basic survival skills, they soon became ready for their pilgrimage, and upon turning eighteen, where sent out into the stars.

Caring not for material possessions, the B'omarr dressed in simple robes and dedicated much of their time to the contemplation of the workings of the Galaxy and its ever-constant flux. Indeed, some Monks took such dedication to entirely new extremes, and would - once their pilgrimage was complete - head into isolation, living alone in remote locations. Others would refuse to speak, communicating only in sign language, or sometimes not at all.

Upon the occasion of a Monks death, or more often, approaching death, their brains would be removed and kept in storage fluid in the temples 'Great Room of Enlightenment', wherein it was assumed their knowledge (that was not written down) would be kept for those meditators who visited the chamber to commune with. There was nothing scientific to support this so-called 'fact' however. All of this, and all of what they did throughout their life, fed into the B'omarr Order's constant, and insatiable desire to achieve enlightenment through understanding, relentlessly gathering and producing treatises on all things in the Galaxy, until they could do so.

Being an Order that encourages its members out into the Galaxy, they take the protection of their members seriously, educating them in martial arts and the practice of healing from a young age (with many initiates coming to them as orphans). It is hard to find a single member at Disciple who has not perfected at least one martial art, and indeed, it is uncommon for a Master to exist without being highly able to hold their own in combat.

Over the course of the years, craftsmanship has become an important method of expressing their pursuit of understanding. As such, many B'omarr takes to writing, woodwork, poetry and artistic pursuits. Forbidding its members, for the time being, or initiating conflict, B'omarr are taught self-defence, as part of the Order's belief that they should observe and be part of events, not instigate them. As such, they are forbidden from using ranged weapons, the most common weapon being a baton or staff.

History

"Centuries before a few hardy colonists arrived to scrape out a living in the desert, the mysterious religious order of the B'omarr monks moved their followers to Tatooine. Out in the harsh wastelands, the monks sought a place of suitable isolation among the crags; there, over the generations, the monks carved for themselves a labyrinthine palace of grim solitude." - Mammon Hoole documents the B'omarr's arrival on Tatooine​

The name of the founder of the B'omarr Order has been recorded as Bimeel B'omarr, the only Monk to date to have been noted for achieving true enlightenment, shortly before his passing a few years after the construction of the Tatooine Temple, and mother-temple of the Order. Originally founded by a collection of humans, seeking a place to worship something known as 'The Great Divine', the group that would become the B'omarr Order, established themselves on Tatooine, the most remote planet they could find at the time. It was from this group that the greatly Enlightened Bimeel B'omarr stepped forwards, leading the group down a new path, one that was dedicated to attaining a deeper and more complete understanding of the Galaxy and all within it, and produced his treatise on 'The Sacred Path', thus laying the foundation for the order.

Establishing a Monastery-Temple on the planet was to be their first order of business, as they had until then lived only in small tents. Adapting to the climate of the planet, the Temple was built on a rocky outcrop, to better survey the surrounding lands, with a large domed roof that also served to catch moisture on the rising mists each evening. Legends suggest that the B'omarr received help in their work from the local Tuskens, who to this day, have never laid a finger on the B'omarr Temple - for reasons only the Grand Master of the Order is told upon his ascension to that rank.

For the first century of their occupancy, the B'omarr kept themselves to themselves, and as civilisation began to grow beyond a few small mining stations on Tatooine, they opened themselves up to the world. Sending representatives into the townships, and then out onto the pilgrimages about the Galaxy, the B'omarr became a fixture of Tatooine Society. Daily services were held, in which locals could receive healing and food whilst attending the chanting sessions, and slowly but surely, their popularity grew.

The incumbent Grand-Master issued at this point, an edict, instructing his most senior members to head out into the Galaxy, and found new Temples. And, that is what they did, Mustaphar, Manaan and Naboo soon sported Temples of their own with modest populations. Shortly after this, communications arrays were constructed into the great domes of each temple, and by way of chanting and song, the B'omarr would communicate with one another across the Stars.

Their numbers grew, to the levels at which they stand today, and as their numbers grew, they thought themselves more capable, more competent gathers of knowledge and wisdom, their libraries growing - and in the case of Tatooine, having to be expanded, with large caverns dug out to hold the knowledge their monks would gather. Slowly, the B'omarr felt their pace quickening, coming ever closer to enlightenment.

Structure

Like many pseudo-religious orders, the B'omarr has a hierarchical structure, which enabled members who wish to seek higher office, to do so.

  • Monk - The 'rank and file' of the Order, many of these Monks are about to undertake, or are in the process of undertaking, their pilgrimage. They have little authority within the order, focusing instead on their works, travel and the support of others.
  • Disciple - These members are more senior, and have normally passed through their basic training and are well into their pilgrimage. Often, they take to tutoring other Monks of a more junior level. They can be found supporting Masters if it is requested of them.
  • Master - Selected by each temples 'Council of Masters', a Master is the only rank that is able to lead a Temple or part of one, and the only rank able to return to the Galaxy-at-large to continue studies after their pilgrimage is done. Such is their rank, that they are able to establish their own temples.
  • Grand Master - Serving as the most senior Master in a given Temple, they continue in their rank until death. As such, the only way to become a Grand Master is to wait for one to die and hope you are elected as their replacement by the Masters, or to found your own Temple.

Such a structure has ensured the B'omarr have kept going for so long, allowing each Temple to be fiercely independent if it wished to be so. However, it has in the past led to Temples isolating themselves a little too much!

Assets & Temples

The B'omarr have nothing by way of Assets other than their Temples, which are as follows:

  • Tatooine - Mother of Enlightenment - The First Temple of the B'omarr, and by far the most significant and the oldest as a result, the Tatooine Temple has a population of 800 Monks and is led by Grand Master Ximin Boo'tha. It's the main focus on the continued expansion of the B'omarr, and its wider survival. It boasts a large healing practice, and several large Libraries carved into the caverns beneath it.
  • Mustaphar - Change as Destruction - A more morbid sect of the B'omarr, and one that is seen by many of the Orders senior members as having wandered a little too far from the Path, the Mustaphar Temple sees the most effective form of Flux/Change as that which Destruction brings. Their members study the effects of warfare, and often follow in the wake of raiders and conflict. They are a large martial arts training school to ensure their Monks are well trained. They have roughly 300 members.
  • Manaan - Ever-Shifting Path - Believing in self-determination, this Temple is one of the most popular, with some 500 members. Found on a large spire sticking out of the seas of Manaan, it focuses on the teachings of Ethics, encouraging people to live good and moral lives. Its Monks are often seen shadowing the Jedi Order, to learn more of their teachings.
  • Naboo- The Pinnace of Wisdom - Believing that Objects can harbour wisdom just as easily as words, the Naboo Temple has some 200 members, and is often engaged in bizarre treasure hunts for often obscure items of seemingly worthless value. It is a strange sect, with a large mountainside vault in which it stores increasingly odd objects.

Intent

To provide an NPC organisation, which players can be part of, or can use in threads. Religious and similar groups are common in Star Wars, yet rarely elaborated on, so this intends to be a group that does not depend on the Force as the basis of its beliefs.

 
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Chuk-Yuundarr (known as 'Chuk') was a male Ithorian....

Personality & Traits

Chuk was a .....







 
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Reegian Brentioch was the heir to the Brentioch dynasty, and the older brother of Tristodd Brentioch. Born to Livilla and her husband Caledan, Reegian was groomed from a young age to one day assume his position as Seneschal of House Brentioch. Blessed with a world-class education, the finest trainers, medical attendants and tutors, Reegian was given every opportunity to achieve, and outshine his younger brother.

Such high expectations heaped on the young man from an early age, inadvertently led to his brother, Tristodd, becoming his closet confident and friend - a position he holds to this day.

Tutored in history, philosophy and languages for much of his childhood, Reegian was expected to engage in athletic pursuits as well, and when he was fourteen, headed on his first hunt with his father and their business associates. Thereafter, Reegian took a commission with the Brentaal Navy at the age of eighteen, claiming his first kill against a local pirate Warband less than a week later.

Soon after his return, he was sent to spend a year working alongside his Uncle, Claudias, so as to better 'enable his understanding of the complex political position of your world'. During this time, and extending beyond it, he attended the University of Kuat, to undertake a degree in 'Galactic Philosophy, Politics and History', where he graduated with honours, before returning home to resume his responsibilities within the Brentaali Trade Guilds.

Personality & Traits

Reegian was a proud member of one of the leading families of his homeworld. As such, he was expected to maintain a calm and collected manner at all times and to show his natural abilities with a degree of humility. A brilliant man, well educated and knowledgable in a variety of fields, he was fluent in numerous languages, as well as a talented musician and poet. Whilst he was loyal to the Consortium, a government to which his homeworld was sworn, he primary loyalty was to his world, and to his family.

A student of the history and strategy of warfare, he had studied it for much of his formative years and, owing to his own continued service in the armed forces, held a great deal of respect for those who shared his field. He believed that in order to defeat an opponent, one had to be ready to defeat them in every aspect - understanding their history, culture, and more. This fascination with history and culture led him to have a strong appreciation for artwork, and he was something of a collector with expensive tastes.

Having been raised to believe that he would one day be expected to lead, Reegian was an ardent follower and practitioner of 'realpolitik', and held a distrust and disdain for 'democracy', which he considered a crude and ineffective form of government. A xenophile, he was a strong believer in a united galaxy and felt that different species had more in common than what set them apart.

He was not force sensitive.
 

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Sskeer Halank was a male Trandoshan and a member of the Jedi Order.


Personality & Traits

Sskeer was a Trandoshan with blue eyes, a strong build and a height of just over two meters. He spoke with a slight lisp when communicating in basic, as was common for his species, he appeared to exaggerate his 's' sounds when stressed. He devoted his life to the Jedi Order from a young age, however, struggled to overcome his cultural mannerisms as a youngling, channelling his natural desire for conflict into his studies with the lightsaber. He focused his anger into frustration with things that he considered offensive to the ideals of the Order, and through his training caught to convert that hostility into a positive force..

As a Jedi, Sskeer was a disciplined and steadfast man, committed to the doctrine of his Order. Believing that the Jedi had much to give to the wider Galaxy, he firmly rejected any suggestions that they should be apart from the New Republic. Despite this, he supported the idea that the Order where servants to, not rulers of, the New Republic, and advocated within Jedi circles for a complete separation of powers between the two.

A traditionalist, Sskeer adhered to the 'old school' of Jedi teaching, placing him firmly in the traditionalist camp of Jedi Knights. He did not like the idea of Jedi having attachments outside of the Order, as seemed to have become commonplace under the new Order of knights. Respectful of others within the Order, regardless of their differing approaches however, and was fiercly protective of his fellow Jedi.

Despite coming across as grim and dour, Sskeer was a kind man with a passion and zeal for the Order. Compassionate to those within his circle of peers, he put others first when in positions of danger, seeing himself as a peacekeeper who should lead by example wherever possible. He was force sensitive, and was well-trained in the Jedi Arts.

 

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Zygerrian Slave Empire

"Slavery is the natural order of things. The weak deserve nothing more than to kneel before the strong, bound to our service."

~ Queen Miraj Scintel

The Zygerrian Slave Empire was one of the largest slaving enterprises in the known galaxy. Based on Zygerria, and with holdings in the Outer Rim and Wild Space, they enslaved countless beings from across the galaxy over the course of their long and infamous history.

With an, albeit brief, cessation in their operations during the Clone Wars period, the Zygerrian Slave Empire reemerged under the Galactic Empire as the foremost provider of slaves to much of the galaxy. It has remained a dominant power in the region since the rise of the Republic, and for much of the past century.

 

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The Lesixukse

Founded by the Queen of Naboo, to act as her personal bodyguard, the Lesixukse was formed by, and loyal to, the Queen's family, House Veruna. Given extensive support and funding whilst she was Queen, the Lesixukse, whilst on paper being a guard regiment, were effectively her private enforcers, and had enormous power and free reign to enact her will through extra-judicial activities and actions.

Deriving their name from the ancient Nabooian word for 'protector', the Lesixukse could be members of any of the aristocracy or commoners, of any origin or region of Naboo, who 'enjoyed the trust and friendship' of the Queen. They were celebrated annually, at a nationwide festival to commend the 'honour and glory of the Naboo'. Members were well renumerated and enjoyed a retirement in which they were well looked after on the private estate of the Verunas.

Equipment

Lesixukse would make use of unique armour (pictured above), and receive the best weaponry available to them. During the reign of Queen Réillata, each carried a MK 2 Percussive Cannon a Westar-37 Blaster Pistol and a stun baton. They made extensive use of speeders and fighters of Naboo origin.

Organization

The Lesixukse was composed of the 'companions' of the Queen, mainly upper-class citizens of those sponsored by the monarch. During the reign of Queen Réillata they were organised into eight territorial squadrons, each numbering five-hundred men at arms. Commanded by a single leader, normally a direct relative of the Queen, under the control of the Queen herself, they were based out of the main region of Naboo, namely the settlement of Theed.

During the era of history known as the Force Eternal, the Lesixukse was most commonly seen on Naboo itself, in and around the immediate vicinity of the Queen, the Palace, and key areas that afforded the crown a more dominant position of control and status within Nabooian society.

Intent

To provide a written basis for a group of personal guards to the Queen of Naboo, and her family, as part of an ongoing series of plots and schemes to collect a wider platform of powers to the royal family.
 

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Marcus Antoninus Praji was a human male from the galactic core, who was a member of the influential Praji family. Having been born into a family that was well connected to the galactic political elite, most prominently within the New Republic, Marcus received a world-class education and was soon expected to join the military. Obtaining a commission with the New Republic navy, an organisation in which he would serve for many years, Marcus attained the rank of admiral, before retiring after his fifty-first birthday.

Returning home, he took up residence at one of his family's residences on Chandrila, becoming something of a socialite and political operator thereafter. A member of the Centrist Party, although not a sitting politician, Marcus now spends a great deal of his time hunting, or attending events with other members of the galactic elite, in an attempt to win favour for his party, and in doing so, strengthen the vision he has for the New Republic.

Personality

He has one.

Abilities

A trained soldier and commander, Marcus is well-versed in the practice of warfare, both in the field and in the depths of space. He can hold his own in combat and is capable behind the controls of a starfighter. He is not force sensitive.
 
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Archbishop Rune Zaalo was a male Nemoidian, Archbishop of Pius Dea, an anti-Force religious cult and conspiracy, during what was known as the Force Eternal era.

Biography

Born into a wealthy shipping family, Rune fell in with the Pius Dea, after studying philosophy and theology at University. Contacting one of the cults operating near his campus, Rune was recruited as a missionary shortly after the completion of his degree and dedicated his life to the faith from that day onward.

Whilst the specific details of his time with the Pius Dea are not public knowledge, Rune went up through the ranks of the organisation with considerable haste, and was appointed by Patriarch Zor to serve as a member of the high council, afforded the rank of Archbishop in the process.

Impressed by the Patriarch's zeal, Rune was tasked with establishing the theological basis for the organisation's shift toward a more militant approach to their faith. Believing firmly that the Jedi and Sith were a 'rot' at the heart of the goddesses divine plan, Rune penned his magnum opus, 'Pu
Reuxu'
, which brought together various theological teachings on a moral way of living.

Personality and traits

A thoughtful and zealous man, Rune exhibits stoic characteristics, as is to be expected of a man to whom religiosity is a pillar of his being. Excluding confidence when in public, Rune is motivated by his passionate hatred of the force-sensitive population of the galaxy, and, whilst he masks this behind a well-maintained venere of theological 'wisdom', he is a spiteful and nasty individual.

Willing to do whatever it takes to advance the cause to which he has dedicated his life, he kills without remorse, seeing those who fall to the Pius Dea as a necessary sacrifice in the advancement of their 'divine mission'.

A fanatic through and through, Rune will do anything to advance his cause, and will never stop in the execution of his goals. Whilst he has admitted it, Rune suffers from powerful visions of destruction and death and is prone to going days without sleep, seeking to avoid the visions that he believes are sent by the goddess as a warning of what is to come.
 

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D-3PO, commonly called Dee, was a masculine programmed 3PO series protocol droid, who was active during the 'Force Eternal Period'. Initially sold to a senior admiral in the Chiss Confederacy to serve as a translator and domestic servant, he was later modified to serve as an infiltration unit and bodyguard. In recent times he has been deployed to act as an infiltrate and spy within the Galactic Senate.

Programming & Traits

With a chromium finish, D-3PO appears as an ordinary 3PO-series protocol unit. Manufactured with basic plating, he was 'upgraded' with a chromium finish as part of the plan to infiltrate the galactic senate, bringing him more in line with the established droid appearance codes of the day. His adapted programming as an infiltration and spy unit has enabled him to think for himself and break the subservient code found in these units.

Having spent a considerable amount of time working for the intelligence services of the Chiss Confederacy, D-3PO has acquired programming that enabled him to carry out some of the more unsavoury tasks associated with his line of work. Functioning effectively as a spy, mercenary, torturer and much more, D-3PO has little regard for the victims of his work. Dishonest, deceitful, and generally quite nasty, D-3PO finds it exceptionally convenient to maintain his facade as a member of the 'subservient droid class'.

Skills & Abilities

As a protocol unit, 3PO is fluent in over 6 million forms of communication and has a broad range of knowledge with regard to etiquette. However, thanks to extensive adaptions to his programming, 3PO has obtained a series of additional skills to aid in his more illicit work. Able to make use of a blaster, as well as pilot his own ship, 3PO was an effective and efficient operator.

Equipment

As a 3PO unit, he has access to the basic package of equipment available to these droids, alongside a shock arm and a protocol droid torture package.
 
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BT-4, commonly called BeeTee (also known by his cover name 'R2-D8', or Artoo) was a modified R2-series astromech droid that worked for the Chiss Confederacy during the 'Force Eternal' era. Initially sold to a senior admiral within the Chiss Navy, BeeTee was illegally upgraded and adapted to serve as an assassination droid, spy and infiltrator, before being deployed to the wider galaxy, wherein he was purchased to serve as a member of the Galactic Senates astromech team.

Programming & Traits

BeeTee was programmed by the Chiss Confederacy to have a violent, cruel and malicious attitude and demeanour. Despite this, he often ensured that he had the bubbly and upbeat demeanour that people annoyingly expected from the astromech droids around them.

Equipment

BeeTee makes use of the standard R2-series attachments, with the following additions.
 

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Corban Sonmi is a dull and unremarkable man, single and boring - having remained in the same department, at the same company for just shy of 33 years. As his career has gone on, he has developed his skills and contacts - meaning he is reasonably well known in the dog-eat-dog world of Moisture Vaporator sales. As his career developed, he moved into the sales of mechanical droids to support the Vaporation Units.

Biography

Born to a family of middle-income Irhorian on the distant world of Canto Bight, Corban was destined for a life of mediocrity, not for him would be the adventures of the stars, no - he was a member of a sensible society, not prone to rash decisions and foolish adventures. As such, he was to pass through basic schooling with little to no hassle, and move into college and then university, passing out with an average grade, intending to lead, to all intents and purposes, an average life. Much to his parents' delight, Corban found himself enrolled on a graduate scheme with the Pretormin Environmental Corporation and threw himself into his work.

After a solid year of work he was placed into the field sales department, and soon found himself enrolled on the company advanced course - granted the absurd name Sentient Socialisation - Opening the Door on Introductions - which took roughly three months to complete, the course focuses on how to remain upbeat no matter the direction of the discussion. Soon, he was out in the field - granted a long list of some four-hundred deactivated corporate and commercial accounts to head out and reactivate.

Provided a company speeder, something he saw at the time as an enviable luxury (which many of his homeworld friends found themselves green with envy over) he was sent on his way, sales booklet in hand - targets set keenly on winning the Salesbeing of the Year award in his first major contractual year of service. Keen to impress, he immediately made his way to the Trading Hub of Coruscant and arranged a selection of introduction meetings with various inactive clients, as well as for him to attend a large commercial trade fair that was taking place planetside.

The commercial fayre was a complete success, and he signed on dozens of inactive clients thanks to a massive presentation he did, which got rapidly circulated across sales training seminars through the company. Entitled Vaporation Nation, the multimedia 7-Dimensional extravaganza was described by Vapor Monthly (with a circulation of at least one-hundred people) as ’...the single greatest description of the hyper-molecular condenser in recent history…”.

Perhaps due to this, Corban was to be spared the Corporate Restructuring that came about when half of the field sales died in a shock explosion caused by a multimedia 7-Dimensional display collapsing on a fuel storage unit and ripping apart half the stadium the day after he left. Corban spent the next three months in and out of insurance meetings and client meetings, picking up the slack for his dead comrades.

Despite this, his luck was soon to run out, with his own parents passing away within a few weeks of one another, and Corban being required to move off his homeworld full time, and take to the space lanes as a ‘Regional Sales Director’ for the Mid-Rim and Core. Normally, such a large promotion would equate to greater salaries and great numbers of staff; however, this was not to be the case - on account that basically all of his former associates and staff had died.

Personality and Traits

A down to earth, reasonably average sort of fellow Corban is not at all skilled in combat, as he has - rather simply, never even engaged in it, preferring to contact the authorities rather than run into the fray himself. Despite this, he has a useful (arguably) repertoire of skills, picked up and honed throughout his long career in the Vaporator Sales Profession. Mostly focused on his soft and language skills he has attended and completed 'Sentient Socialisation - Opening the Door on Introductions'.

Alongside this he has a considerable talent with a club, thanks to his keen interest in Hologolf, as well as something of an obsession with Fathier racing (indeed, he is known to spend around 20% of his bonus on gambling) and is a member of a Fathier ownership syndicate, which owns shares in Final Push, 12 Parsecs and the three times Hutta National Winner Sarlaacs Ulcer.

He is a passionate collector of wargaming miniatures and has an acute eye for detail - something which also feeds into his engineering work, something he picked up through his work.

An amicable man, able to make friends and empathise with the client's needs, he is a natural-born salesman, with an eye for the data that will enable him to seal the deal.

Naturally, he sells Moisture Vaporators - which is his main source of work and income - and is exceptionally knowledgeable on the ins and outs of just how they work. He speaks Basic and Ryl, the default programming language of the Units, and has learned a few other languages and communication skills through the various training courses.

He is a capable pilot, although he prefers to make use of the company provided speeder and public transport when he is required to travel long distances.
 
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"In the midst of chaos, there is also opportunity."
~ Bombad-General Zu​

Jum Jagi was a male Otolla Gungan and a member of the Gungan Grand Army. Born as the oldest son of Grum Jagi, a Shaak herder, who was ostracized from their home of Otoh Gunga owing to his poor business ethics. Returning to his home city when he became an adult, he joined the Gungan Grand Army as a militiagung, seeking to make amends for his father's misdeeds.

Personality & Traits

Jum Jagi was a seasoned and accomplished member of the Gungan Grand Army, who served as a junior officer within the Consortium army by extension. Serving as an instructor and mentor to several members of the armed forces, he had close links to the military and political establishment of Otoh Gunga, and was a firm believer in the right of the Gungan people to self-govern. A skilled tactician, Jum was a student of history and knew a great deal about the history of warfare and the correct application of its methodology in the modern-day.

Believing that it was best to conduct oneself honourable, he was a chivalrous combatant. He believed in the force and was known to include it in his greetings. A hardy man, he was physically strong, owing to years of combat training. Demonstrating courage in the field, and a devotion to the Grand Army, he stood around 1.8 meters tall and was not force sensitive.

Skills & Abilities

Trained in combat, Jum could handle a range of weapons, both traditional Gungan arms and off-world imports. Equally, he was at home in the saddle of his Kaadu, and enjoyed taking part in Kaadu races when not on duty. He could speak basic, and Gunganese, and could pilot his own ship. Jum was not force sensitive.
 
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GGA - Gungan Grand Army

The standing army of the Gungan species, the GGA is a collection of professional soldiery located on Naboo, and made up of members of the Gungan species. Due to the regional limitations of the Gungan people, the army is mostly used in peacekeeping operations, serving as a 'last line of defence' in recent years. It is considered a huge honour to be part of the GGA, with its members going down in the Gungan history books as great heroes.

Due to the limits placed on them by the available local manpower, the GGA consists of a professional standing army, as well as a 'reserve force' which is drawn from the major Gungan settlements. The GGA forms part of the wider Consortium Army and is considered to be one of the 'local militia forces' that support Consortium operations.

Definitions

  • Militagung - Gungan citizens that are recruited into part-time military service. These members are armed with boomas, and supplied with atlatls and a personal energy shield. Owing to their voluntary status, they are often seen to provide additional gear of their own. A Militiagung is treated as 'reservists' and attend training days once a month.
  • Gungan Guard - One of the professional elements of the GGA, these members are most often seen in and around the area of Otoh Gunga, and other large Gungan settlements. They are most commonly armed with double-bladed electropoles, with more gear used during war-time.
  • Kaadu Cavalry - Another professional element of the GGA, these members ride the famed 'Kaadu' of Naboo, horse-like beasts that can be used in cavalry formations. They are normally out and about patrolling the Naboo countryside, armed with cestas.
  • Grand Army Officers - The final professional branch of the GGA, these are Gungans who have risen through the ranks, and now command sections of troops in battle. Older gungans, normally, are battle-hardened and formidable tacticians.

Command Structure

Bombad-General

Sitting at the top of the command chain, and reporting directly in to the Gungan 'Boss', the Bombad-General is the most senior military officer in the GGA. At the present time, there is only one Bombad-General, with command over the single 'bombad' that currently makes up the GGA itself.

General

Next in the line of command are generals, the senior Gungan officers that hold command over a 'March', and form the immediate circle of top military advisers around the Bombad-General in times of war. There are ten generals per bombad, each heading up a singular march of 480 men. There numerous reserve-generals, who are assigned to newly formed 'reserve marches' in times of war, which consist of volunteer 'militiagungs' rather than the professional Gungan Guard that make up the standing army.

Captain

Commanding a 'militia' within a march, consisting of eighty militiagungs or Gungan Guard, split into squads of eight gungans, a Captain was the most commonly seen member of the Gungan officer class, and was expected to lead from the front. Promoted from within the ranks of the cohort they had joined, they were close to their troopers and skilled in combat.

Militiagung/Gungan Guard

The entry-level rank (and optional for player purposes) a militiagung or Gungan Guard was the rank-and-file trooper of the GGA. Trained in close quarters combat, as well as with ranged weapons, boomas, energy shields and in how to ride and fight from the saddle of a Kaadu, they where diverse soldiers with a range of talents.

Order of Battle

As it presently stands, the Gungan Grand Army consists of a single 'Bombad', with a standing strength of 4,800.00 Gungan Guard. Able to be deployed on foot, or on Kaadu, or even a combination of both, the GGA is an adaptive and effective military unit.

In the event of a war, volunteers called 'militiagungs' can be called up, and placed into marches as well, under the command of militia generals called up for the same purpose.

Standard Equipment

Gungan Guard, the professional soldiery, are most commonly armed with a wide range of weapons, consisting or blah and balh.

 

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Gungan Grand Army Mission Rewards

As brave warriors in the Gungan Grand Army, you will undertake missions and jobs to advance the cause of the Consortium and the Gungan people. Members will be able to submit to receive specific awards, a full list of these are below, and will be updated as and when changes occur.

Note: You must be a member of the Gungan Grand Army to receive these rewards.

Intent

To provide an incentive (not that one is needed) for members to complete missions for the glory of the Gungan people.

Mission Rewards and Requirements

Two Missions - Characters that have completed two missions for the GGA may receive a single militia of eighty militia-gungs, as NPC troopers they may command on behalf of the Grand Army.

Four Missions - Characters who complete four missions may see their militia upgraded, with their members having undertaken training, to go from mere 'volunteers' to fully-fledged Gungan guards, able to ride Kaadu to boot!

Six Missions - Characters that complete six, that's right, six missions for the GGA, rise through the ranks to become generals, commanding a march of 480 Gungan guards on behalf of the Grand Army.

Eight Missions - If you're strange passionate enough to complete eight missions for the GGA, you can augment your march with a spaceship from the Gungan write-ups like blah and blah.

Special Rewards

Lead a planetary conquest - You gain a seat on the Gungan Grand Council, as a 'Hero of Gunga', who has claimed a new settlement on a new planet for the Gungan people. You may be known hereafter with the honorific 'The Conquerer'.

Particpate in a planetary defence - As a protector of the Gungan people or their allies, you are afforded a personal residence in Otoh Gunga itself, and the honorific 'The Protector'.
 

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Djin Baurr was a male human, and a member of the Mandalorian culture group during the 'Force Eternal' era. Taken in by the Death Watch, when he was discovered as a foundling as a baby, Djin has never known his birth parents, and has come to see the Watch as his true 'Tribe'. Now working as a Bounty Hunter, mostly focused in the Outer Rim, Djin is a simple man trying to make his way in the Universe.

Biography

Born to a family of moisture farmers on the desert planet of Tatooine, Djin does not know his 'birth name', as he was rescued from a bandit raid as a baby. Taken in by the Death Watch as a foundling, his parents presumed dead in the raid, Djin trained as a Mandalorian, learning their ways, language and culture. Soon, he was a devout adherent to 'the Way', and, once he was old enough, headed out into the galaxy on his own.

Becoming a member of the Bounty Hunters Guild, Djin made a living chasing down hard to find criminals across the Outer Rim, making an honest living in a dishonest galaxy.

Personality & Traits

Djin is a Mandalorian, and lives by 'The Way'. A dour man, he enjoys a challenge and is more at home on the field of battle than anywhere else. An honourable man, he believes in the code of the Mandalorians and believes firmly in fighting in an honourable way.

Abilities

Having been raised as a Mandalorian, and as a member of the Death Watch, he is a warrior to his core. As a child, he was schooled in how to fight and protect himself and others, be it at range, or up close. He can fly his own ship and has a wide range of technical skills.

Equipment

 

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THE KAADU

AFFILIATION
Nash Solaris

MANUFACTURER
Outlaw Tech

CLASS
Interceptor.

ROLE
High-end racing craft

COMPOSITION
Lightweight durasteel alloys,
transparisteel, and sculpted bondite

DIMENSIONS
10.5m nose-to-tail
12.2m wingspan
6m height (on landing gear)

CREW
One Pilot.

PASSENGER CAPACITY
None.

CARGO CAPACITY
50kg.

HANGAR CAPACITY
N/A

CONSUMABLES
1 Standard Day.

SPEED/MANEUVERABILITY
135MGLT standard w/ exceptional handling.

ARMAMENT
  • 2x medium laser cannons.

EQUIPMENT
  • Energy Efficient Life Support System
  • Racing Nav-Computer
  • Hazard-Sensor Package
  • Light Particle Shield Generator
  • Emergency Ejection Seat
  • Short Range Communications

DESCRIPTION
Sometimes you just gotta go fast, and that is exactly what the Kaadu does. Manufactured by hand, with the held of the good outlaw techs of Mos Espa, the Kaadu is a sleek, highly efficient racing vessel, with speed and manoeuvrability at the top of the agenda. In the right hands, this ship can leave others eating dust, and wondering why they're flying such a hunk of junk.

Featuring the latest in lightweight durasteel alloy construction, a sleek hull design and state-of-the-art (and stolen) turbocharged anti-matter engines, the Kaadu outstrips modern starfighters in pure raw speed. Featuring a custom paint job, and daubed with the logos of its pilot's sponsors, it is quite the sight.

Designed for pure speed and agility at the expense of pretty much everything else, the ship is lightly armed, does not come with a hyperdrive, and is hugely dangerous to fly. It is recommended that pilots make use of a spacesuit to protect from the elements, especially as the ship itself probably won't. In the hands of a less than able pilot, the Kaadu will fail to start, the finely tuned engines resisting, but in the hands of an expert, the engines thrum into life with practised ease.

Owing to the ship's design and modifications, it is very very illegal. It doesn't meet any safety standards, but fortunately, it is fast enough to escape any attempted impound. The ship's sensor systems are short-range, designed to detect navigational hazards, and vessels outside of immediate visual range. The nav computer is designed to track racing routes, and cannot make interstellar jump calculations - leaning on a hyperspace ring to make this possible.

With a pair of medium cannons and a very light particle shield, the ship is designed mostly to take out rival racers, debris, and a few race-related hazards. As an added feature, it even as an ejector seat.

Aftermarket Modifications

Hyperdrive Booster Ring: No Changes.
Military Grade Manouvering Jets: -5 MGLT
Thrust delimited: +10 MGLT (subject to dice roll)
Fusial Afterburner: +20 MGLT (subject to dice roll)

LEGALITY

This ship is very very illegal, not meeting any safety standards at all.

INTENT

To create a custom racing vessel for my character.
 
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