Nor'baals Character Workshop

Nor'baal

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Jorka Irway, (known as 'Boss Irway') was a male politician, who served as a businessman and political boss of the resort city of Canto Bight during the Force Eternal period of galactic history. Growing up in a political family, his father was elected one of the cities Councilmen and provided easy access to the city political machine, where he worked as an assistant to one of the local ward bosses for his father's seat. By age 14, Jorka was expelled from school due to poor performance and worse behaviour and took a job working as a stable boy in a Fathier den, much to his fathers dislike.

He was however spotted by the local ward chief and bought in to help drum up votes during the election in the 42nd ward, which he called home. By the time he was in his early twenties, Jorka was appointed 'Committee Secretary' for the party across Canto Bight, a powerful position that enabled him to expand his influence across the cities business and political class.

Not one to stay idle for long, Jorka invested his hard-earned cash into one of the most well-connected businesses on Cantonica, the sport of Fathier Racing. Purchasing himself a small operation for the breeding of thoroughbred racers, he entered into a partnership with Casino owner Maxim Dwyer. Three years after beginning operations, his Fathier Lucky Stripe was to come first in the Cantonic Grand open, the jockey and stud being funded by the Mayor of the city itself.

Refusing to waste such an opportunity when it presented itself, Jorka took the opportunity to run put himself forward for Canto City Treasurer, running alongside the Mayor. By the time he was in his late thirties, he held the position, for one term, enabling him to expand his influence in City Hall, before the incumbent Mayor announced his intention to step down at the next election.

Standing up a candidate in his place, Jorka led the political machine to position the new Mayor into their office, and kept his eyes on expanding his machine further still.



NAME: Jorka Urway · AGE: 43 · SPECIES: Human · FORCE SENSITIVE: No · LEVEL: 1 · HEIGHT: 1.87 meters · WEIGHT: 74 kgs · EYE COLOR: Blue · HAIR COLOR: Brown​



Personality & Traits

Despite being a player in one of the flashiest industries around, Jorka was something of an introvert. Disliking crowded places, some went as far to describe him as socially awkward and stand-offish, thanks in part to his meticulous mindset, which often meant that he stuck doggedly to a planned routine, and did not like seeing it changed. Despite this, he was capable of being a persuasive and even charismatic individual.

As a good reader of peoples character, he could find the drivers in people with ease, and use them to his own advantage if needed. Polite to a fault, he abhorred bad manners and bad etiquette, and was always smartly dressed and well presented, regardless of who he was dealing with. He expected such manners in return and had a violent hair-trigger temper, that would sometimes come to the fore if people acted in a rude or disrespectful manner.

Jorka was a physically ordinary male, with his modest frame enabling him to escape trouble when it reared its head. Capable of landing a compelling punch, he was nonetheless a cumbersome mover and was more than happy to let others fight for him (and paid well for such services). He could speak basic and old Correllian, as well as understand Huttese, and was capable with a pistol.



Assets

Jorka is a consummate Cantonic businessman, with the latest speeder, the finest clothes, and of course - no open carry weapons. He always carries a concealed blaster, hidden in his jacket. Aside from this, he makes use of a commlink and datapad. He is the proud owner of a small fathier racing team, which he frequently makes bets on and attends the races with.
 
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Once again in the session, the Speaker took to the floor and punctuated doing so with the characteristic strike of their staff onto the floor of their podium, activating their microphone as they called the session to order.

"Order! I can now announce the result of today's vote in relation to the item on the order paper entitled 'Resolution 3781: Imposition of Sanctions against the Sith Empire'."

"As members are aware, President Thorne and Supreme Chancellor Ro hold a 'tie-breaker vote to be called in the event that the sessions vote is tied. For the record, both voted in favour of the resolution, should their tie-breaker be called."

"In respect of Senator Starros Resolution, 3781, the Yes votes where 45 and the No votes where XX. Abstentions stand at 45. Therefore I say that the resolution must move to the tie-breaker votes."


Some considerable chuntering went about the session as the Speaker looked somewhat annoyed, and called them to order "Order! Order!"

With a great degree of finality, the staff came crashing down again, signalling the conclusion of the reading, as the Speaker intoned "I will have order. Due to the votes cast by President Thorne and Supreme Chancellor Ro, the tie-breakers are cast for the resolution - I therefore declare the resolution has passed."

"Order! This session of the Galactic Senate is hereby, adjourned."


OOC - After much maths and a hurty head, we worked out the remaining votes would not have changed the result. The resolution thus passes.
 
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POPULIST PARTY

The Populist Party (PP) is a major political party within the Galactic Senate, with representation across the New Republic and the Free World Alliance. It is represented by a white geometric planetary map, intended to show the strength of individual worlds.

PARTY PLATFORM

Broadly speaking, the Populists strive for a galaxy in which the sovereignty of individual worlds is put above the continued centralisation of the Senate. Whilst they support a central military, the Populists believe this should be answerable to a committee, not an executive, and should be made up primarily of levied troops from member planets. The Populists are opposed to the concept of a 'Supreme Chancellor', which they view as a 'gateway to tyranny.

Placing the interests of 'self-governance, freedom and liberty' above the interests of what they perceive as a corporate-controlled 'pay to play' system of galactic politics, the Populists tend to be viewed as idealists by their rivals. Most believe that power should be more evenly spread, and not just focused on the Core.

In the present day, the Populists are in favour of an alliance with Jedi Order, which they view as a much-needed safeguard, as well as a good moral compass, in the face of the Sith Empire.

The Populist Party is firmly against the Sith Empire and the Five Syndicates but believes that diplomacy should be pursued, and civilian casualties reduced wherever possible.

CRITICISMS

For much of its history, the Populist Party has been described as "Idealistic" and "Weak", with a lack of practical solutions to the problems faced by the Galaxy. This criticism continues to this day, with many members of the party being members of the "Intelligencia" of their respective worlds, and viewed as somewhat disconnected from the concerns of "Ordinary People".

INTENT

To provide the opposition for the Centrist Party, as well as flavour for political characters.
 

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Julia Hipori, was a female human businesswoman and former politician, who currently serves as a Chief Public Relations Officer for the Systech Corporation. Previously, she served as Secretary of Intergalactic Affairs and Governor of Lahsbane within the Independent Systems Consortium, whilst sitting on the board of the corporate giant, Blackwell Technologies. Prior to her entry into politics she had a successful career with the corporation, during which time she married (and remains married to) her husband, businessman Sebastian Hipori.

Biography

In such a wide and expansive galaxy, a place of force-wielding warriors, and much more, often the most dangerous people come from the least expected places. Julia could perhaps be considered to be one of those people, beginning her career as a young woman on Corellia, she was to follow in the footsteps of her parents, and head into the Blackwell Corporation via one of its academies. Starting out as a little more than a low-level executive in their Security Division, Julia learned quickly that the world of intergalactic business is just as cruel and heartless as the holo-movies say, and, armed with that knowledge she was to make something of a name for herself.

At the suggestion of her parents, she remained in the Security Division of Blackwell, the area in which her own family had worked for much of their lives. Over the first few years of her career, she would work mostly in the counterintelligence branch of the division, developing a range of skills in the cybersecurity field which placed her in good stead to advance up the corporate ladder.

Within the first few years, she was able to secure herself a promotion and was soon running her own jobs on behalf of the Corp. It was in this position that she excelled even further, her method of doing things, a brain rather than brawn approach, setting her out amongst the others in the branch, and as such she was well placed to take up a position of Corporate Vice-President when the opportunity presented itself. Ascending to such a position, Julia quickly realised the 'dog-eat-dog' way of doing things was much more prevalent, with far higher stakes, at this level. She was in her element, and Julia set to work, making as much money, and as big a name for herself, as possible.

Shortly after the formation of the ISC, Julia was caught up in a gang dispute, which saw armed gunmen attempt to assassinate her (as a supplier to a rival group). Unprepared, and unable to fend for herself, she barely survived and took it upon herself to ensure that she would never be so vulnerable again and started taking an assortment of self-defence classes, which she has kept going to this day.

It was around this time that she was headhunted into the ISC itself, to become a Governor of one of their worlds, Lahsbane, and then soon after, Secretary for Intergalactic Affairs. Upon becoming Secretary, she resigned as a member of the Corporate Team at Blackwell, and assumed a position as Non-Executive Director instead.

She stepped down from her political positions a few years later, returning to a career in business - following her taking up a clandestine position with the Zaa Fenn Crime Family, which had 'sponsored' her rise to fortune from a young age. At the same time, she was approached by the Systech Corporation, eager to expand on the talent they held on their books, and with a background in corporate skullduggery, and a long list of connections in the political world, Julia was the prime target.

Paid out of Blackwell, she moved to a full-time position with the adrenals corporation on Quesh, tasked with expanding it, and driving profits for its shareholders. A step back into the corporate world was one Julia greatly needed, having grown bored of making a killing delivering speeches about ‘intergalactic politics’ to rooms of bankers, or consulting for hefty fees, she wanted back in at the top - and courtesy of Systech, that was exactly what she got.

Back into the cutthroat world of corporate greed, she got to work.

Personality and Traits

Julia was a hard-working, and keenly intelligent human, with a great deal of cybersecurity knowledge. Perhaps somewhat stereotypically for operators within the corporate world, Julia was a no-nonsense sort of person, dealing with the universe in a cool and pragmatic manner - always weighing the opportunity cost, and seeking to advance her aims and those of the Corporation itself. Always appearing well dressed (whilst remaining in line with the Corps guidelines), she was a cold and effective member of the Corporate elite.

A practical woman, Julia relied on the cold hard facts that would enable her to carry the day. Likewise, she was a morally grey individual when it came to the business in general, carrying little with who her client was, in so long as they paid on time, and in full. To that end, she kept her options open when it came to dealing with new business and was willing to supply, assist and support basically anyone, provided it benefited her and the Corp to do so.

Being a woman more at home in the boardroom than she was in the field of battle, she nonetheless had the basic training provided to all Blackwell Security Division employees, and was a nifty shot with a blaster pistol, and reasonably handy with a knife to boot. She was loath to travel unprepared and made sure to carry a hold-out and a knife with her at all times. Her training was augmented out of her pocket later in life, and she undertook Teras Kasi lessons weekly.

Courtesy of her position in Blackwell, and now Systech, she has a good knowledge of Corporate politics and has been through their advanced cybersecurity training, thus being able to understand how to slice computer and security systems if she has the correct equipment. Very much a 'company person’, she is always on the move and is adept at travelling light, and integrating with local communities when she comes across them.

Equipment


Positions

  • Former Governor of Lahsbane - ISC
  • Former Secretary for Intergalactic Affairs - ISC
  • Former Board Member - Blackwell Technologies
  • Chief Public Relations Officer - Systech
 

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Lorso, Hipori & Partners

Lorso, Hipori & Partners, otherwise known as ‘The Firm’ as an Exclusive Investment and Financial counseling firm based on Cantonica, in the famous city of Canto Bight. Founded by [NAME] and Rikard Hipori, the company specialised in investment management for the galaxy's wealthy, skimming a fee off the top in return for expert advice on money management, and a ruthless approach to protecting the investments of them and their clients once made.

The Firm had a very simple approach to making money, charging an annual retainer to their clients, and then taking a two per cent share of any investments made on behalf of their clients, intrinsically linking the success of their client to the success of the firm. With a small staff, mostly focused around supporting the partners who ran the show, the Firm was a high-end company that sought to expand its feelers across the known galaxy.

Equipment and Assets

Whilst the Firm had large financial resources thanks to its investment clients, its assets were more streamlined, consisting of an office in Canto Bight, and a collection of civilian ships to ferry its partners around. Alongside this it made use of a handful of security droids to protect its office and senior partners, who were often on the move around the galaxy.

Structure

A small company, with considerable financial clout, the structure of the Firm was a simple one, consisting of a team of administrators, secretarial staff and lawyers, whose main function was to support the partners. These partners controlled the company, forming its board and where as follows:

Name

Text Text Text

Rikard Hipori

Text​

Intent

To provide background and flavour to a totally legit and entirely not shady group, serving as the employer for @Name @Name and @Name.
 

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Rikard Hipori, was a male human businessman who worked during the [NAME] era. Born on Corellia to parents who worked or the Corellian Engineer Corporation (CEC), he graduated froma company funded school, before working in the 'Risk Management' department for several years. Excelling in the role for several years, he was promoted to division head, a position he would hold until his late thirties. Meeting [NAME] whilst on a job, the pair decided to enter business together, and resigned from the CEC. Thereafter he establisheed 'Lorso, Hipori & Partners' (LH&P), an investment firm on Canto Bight (owing to its very competative tax laws), and has lived their ever since.

Biography

Personality and Traits

Equipment

  • One

Positions

  • Partner - Lorso, Hipori & Partners
 

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Music


Location: Commercial Palace, Kessel​

Ever since becoming Governor in an entirely democratic election*, Nor’baal had been hard at work ensuring that he kept the profits rolling in on the distant world of Kessel, and that he tried to keep his own head as far away from the chopping block as he could manage. So far, it was working quite well. As it would turn out, the management style for which his species was famed, could be applied to the electable professions as well.

He had outlawed slavery, which had nibbled into the coffers of the Government a little, but, by transitioning to automated labour in the Spice Mines, and augmenting this with prison labour (some inmates ‘imported’) he was doing pretty well. Some of the recently freed slaves had found work in some of the vast plantations and ranches he had ordered constructed, and already he had plans to expand further still. Partner this with a somewhat heavy-handed and exceptionally well-renumerated security force, and he had the right balance between economic empowerment and the threat of force, to stay in power.

Plus, he had the support of various unsavoury characters, and an absolute mountain of cash stashed across his various outlets off-world, just in case.

However, at the moment - the burden of statecraft was far from his mind. He had spent all morning listening to petitioners complaining about ‘police brutality' (which the Hutt didn't understand), and then a solid part of the afternoon listening to business-beings wanting permits for this, that, and the other - but didn't understand that they had to pay for them. Now Nor’baal wanted to kick back, and relax.

After all - it was his birthday.

Two hundred years old! If only Papa could have been here to see it. he thought to himself as he lounged in the garden of the ‘Commercial Palace’ on Kessel, the Governor’s mansion currently serving as a refuge for released slaves. Of course, his ‘Papa’ could not be here - he had ‘fallen’ into a vat of industrial acid nearly forty years ago. A tragedy.

Yet Nor’baal remained! Two hundred years of ‘legitimate business’, and here he was, a young adult by Hutt standards, lording it over Kessel no less. Sure, he had his wealth from other sources off-world, but Kessel was one hell of a status symbol for a Hutt of his infancy. He smiled as he thought of the scoffs and scorns he had once received from the Hutt council - PAH! Not long, those senile old fools had let the Cartel into the gutter, but not Nor’baal! No. His genius was now plain for all to witness!

And witness it they would!

Some days ago invitations to his newfound colleagues at the Independent Systems Consortium, and old allies in the Five Syndicates, had been sent out. Invitations to the event of the year, the birthday of Nor’baal himself! All had been reminded of the importance to bring gifts, and all had been promised a night of gambling, drink, spice, and whatever other vices their hearts desired.

He had even closed the Kessel run for all non-approved vessels and had no less than sixteen journalists arrested and sent to work in the mines for trying to get over the perimeter fence to take pictures.

Tough on Crime. Tough on the causes of Crime.

‘Freedom of the Press’ - don’t make me laugh, he chuckled to himself, as he saw the first of his guests arrive.

*This claim has been widely disputed.

OOC - Open to ISC members and 5S members. Other politicians, just DM me.

 
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Nisou Zhukorski was a Human male and self-proclaimed ‘revolutionary’ who operated in Hutt space. Born in the core world of Coruscant to a middle-class family, he attended University where he studied ‘Galactic Political Theory’, before travelling on a gap year to Hutt space. Whilst on his tours, he became radicalised by the intense poverty, rampant slavery and corruption he saw in the region and resettled to the world once he finished his studies.

Setting up a charity on Nal Hutta, which mostly served as a front for his publishing of polemics railing against corruption, he gathered a small group of followers - most fellow students from the Core.

As the years went by, he would become ever more radicalised by what he saw, until eventually deciding that he would need to take direct action, when the Hutts who controlled the planet turned on their own people with the arrival of the AMS virus. Unwilling to sit idly by whilst his neighbours and friends were left to fend for themselves, he secured a cache of arms, and set up a protected district in one of the planets tower blocks. From there, the young radical hoped to grow his movement.


Personality, Skills and Abilities

A proud man Nisou spoke in clipped and harsh tones, wasting few words on things that mattered little. Forging strong bonds with me and women of his movement, Nisou had no time for those who got in the way of his mission. Despite his comfortable upbringing, Nisou grew to loath the state of the galaxy and viewed it as epidemically corrupt.

Unsurprisingly, he was handy with a firearm and a blade, putting both to good use on the field of battle against the oppressors. With strong leadership skills, honed through years of revolutionary leadership, he was most at home on the front lines. Nisou could speak galactic basics and understand Huttese and had a basic understanding of field medicine.

Equipment

With his usual 'uniform' (pictured above), Nisou wears a blast vest, with an external filter (in the form of a gas mask). He makes use of a mid-sized vibro-blade and a handful of frag grenades. He used a DL-18 pistol and a Blastech A310 Rifle. As a great and inspirational leader, he most often can be found alongside his men, in the front lines, normally shouting a lot.
 
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MANIPULATOR IMPLANT

Affiliation:
Open Market

Manufacturer:
Various

Type:
Cybernetic Implant
Power Supply:
Rechargable Power Cell

Sensors:
N/A

Size:
Varies

Composition:
Various Alloys


DESCRIPTION
Initially designed to augment the work conducted by ship-based engineers, the cybernetic manipulation implant became more widespread in it's usage after being applied to mining colonies, where it helped organics keep pace with their droid counterparts. In it's most rudametary form, the cybernetic implant comes in either a 'heavy' or 'light variant, with the former appearing as a large industrial-looking claw, and the latter as a smaller tentacle like item.

Plugged into the back of the user, these arms come with in-built spinal supports, and require the cyborg into which they are implanted to have comprehensive surgery to strengthen their back and torse to enable to arms to work correctly. Heavy arms can be used by pretty much anything sentient, and they are able to lift objects, and can be fitted with things such as fusion cutters. Light arms however, must be used in cojunction with some sort of cognitive implant, for example an AJ^6 Cyborg Construct to enable to wearer to use them with any degree of effectiveness. Light arms are used for more complex work, such as droid repair, surgery, and advanced engineering.

Like their heavy counterparts that come with a simple claw on the end, and can be fitted with light fusion cutters, saws and surgical tools.

It is very important to note that these items have multiple drawbacks. Firstly, they are quite simply useless in combat, unable to wield a weapon to any degree of accuracy (the best on could hope for is to use a heavy arm to hold a gun and just 'spray and pray') and can be sliced through by any sort of cutting weapon with immense ease. These are industrial tools, and require extensive cybernetic changes to the body of the person using it. In order to operate more than one effectively (which is a common need) they require cybernetic implants to the brain, which change the wearers personality, turning them into a logic driven drone, rather than a human being.

The implant surgery isn't pleasant either.

LEGALITY
These devices are legal, however they must be divested of any fusion cutters, drills or anything other than their manipulator claws when in public.

INTENT
We have droid arms on the forums, which hold pew-pew sticks, and we have a few instances in the comics of some of the more outlandish cybernetics being seen. In a galaxy with tentacled beasts, four armed aliens and more, I thought lets bring some of that into the cybernetics world.
 

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Technocrat Faustinus Scaeveola (known as 'Faust') was a male Cyborg and Engineer of human origin, who was active during the period of galactic history known as The Force Eternal era. Born to a pair of engineers, whom he has long since forgotten, he operates as a treasure hunter and technologist. An antisocial man, who preferred the company of his experiments to other ‘full organics’, Faustinus was an aged scholar, who kept to himself whilst undertaking his ‘great work’, the creation of machines.

Having begun his life as little more than a treasure hunter, he moved to Mechis III as a young adult and established his own workshop there. Over many years Faustinus would cement himself into the workings of the planet and soon became enamoured with the political philosophy of the ‘Communalists’, who he believed to be the natural precursor movement to a more perfect Galaxy.

Exerting his influence, intellect, and wealth, he stepped up to the position of 'Technocrat' on the planets ruling council, with aspirations to go further still.

Biography

Born to a family of spacers, with both of his parents as Engineers, Faust had an upbringing surrounded by machines. Becoming obsessed with them at a very young age, Faust has been working in the field of techological discovery and enhancement ever since. Earning himself a scholarship to the Skakoan Institute of Technology (SIT), he would matriculate with a first-class degree in advanced robotics, before returning to SIT two further times to enhance is education with a degree in Cybernetics, and then a doctorate covering both of his passions a few years later.

From there the young scientist wastd little time in setting up a workshop of his very own on the world of Mechis III and, applying his prestigious skills in droid design, was producing models on license from the large design houses across the galaxy. However, as a young man alone he was unable to keep pace with the larger outfits, and soon sought ways to improve his output. Enhancing his workers with implants of his own making, the stress of competition drove him to push himself and his workers harder and harder still, and he began to augment his own body to stay ahead of the competition.

With such strains, he paid little attention to the welfare of his workers, who one day decide they had had enough of his tyranical style, and surrounded him at the end of the shift. Subjected to a beating, he was taken to hospital, and upon being discharged, vowed never again to allow 'lessers' to get the better of him. Augmenting himself further, he implanted himself with an AJ^6 Borg Implant, to better enable him to run the factory workshop, and sideline his rivals as he did so.

Caring little for the effect this new implant had on his mentality, he pressed on, bringing in droids of his own design to keep the workforce in line, and keeping the various groups of workers seperate so as to prevent an uprising. Soon, with the assistance of his newest implant, his factory was operating at 99.9% effeciency, and he found himself rapidly rising the top of the food chain.

Taking his seat at the table with the rest of the technocrats of the world, Faust was finally one of the powerbrokers of the world and over the next few years he continued to innovate and accelerate the progress of his manufactories, moving to incorporate durasteel production, energy generation and more into the scope of his works. Where he could, he headed off world in search of old technological blueprints to make his own, and all the while he built his powerbase on Mechis III, cementing his postion as one of the technocrats who controlled the world.

Personality & Traits

Perhaps unsurprisingly to anyone, Faustinus had immense skill with machinery, most specifically droids and cybernetics. A scholar of technology, he was exceptionally well versed in the creation, replication, programming and use of droids, and was very rarely not accompanied by a cadre of his inorganic ‘comrades’. Able to communicate in binary and droid speak thanks to his brain implant, he is prone to speaking only when it is expedient to do so.

A cold and calculating man, he sees everything as an equation to be solved, and focusing on securing the most logical and effective outcome in every scenario - caring naught for the human cost involved in such an endevour. Years of cybernetic augmentation, combined with a laser-like focus on his work, have left him with nothing even slightly resembling a normal life, meaning he is an absolute bore at parties, and will nearly always give them a miss.

An expert on efficiency, he knows how to squeeze the last drop of raw material, energy and profit out of any dealing, often at the expense of organic lives. A firm believer in competion, he has a 'Darwinian' approach to dealing with his opponents, believing that those who are not part of the movement, are enemies of progress, and will rightly be swept aside.

A jealous man, he guards his secrets well, and imparts little to no knowledge to others, seeing information as power.

Cybernetics

Having spent much of his adult life working to augment himself and those who worked for him, Faustinus was obsessed with cybernetics, and had a full set of cybernetic limbs. Alongside this he had replaced his heart, after suffering a stress-induced heart attack with 'a more reliable cybernetic model', and his lungs, after his organic ones became 'unworkable' due to the inhalation of industrial fumes. Whilst most of his augmentics where hidden beneath industrial work gear or robes, it was clear to see that he had an augmetic eye as well as a AJ^6 cyborg construct.

Weapons & Equipment

A man of means, thanks to his successful engineering career and ownership of several industrial outlets, Faust can make use of a range of equipment. Most commonly he can be seen wearing a set of robes, normally covering a flight suit. When out 'in the field', he makes use of a set of henchman armour, fitted with internal dampeners, a droid arm and a personal translator mask.

When it comes to weapons, he keeps things simple, making use of a heatbeam pistol held in his droid arm, a DG-7 blaster, R-799 Micro Missile Gun and a shatterbeam rifle. Walking with the assistance of a shortened electrostaff, he can hold his own if he needs to.

Aside from this, the man makes use of three P-0-TC droids and aN astrogation.
 
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Maximilian Prath-Praji was born forty-five years ago to a Corellian mother and a Coruscanti father on Cantonica. Attending the University of the Core after many years of being homeschooled, he studied economics and galactic political history, before later heading the University of Kuat to study engineering. At the point of his graduation he took up a position within the Kuati Government, as an intelligence specialist. Abusing his position, he undertook insider training through a set of proxy trading accounts, making a small fortune profiting from the release of Kuat Drive Yard product lines.

Flush with cash and contacts, the young man went solo, and made a short and lucrative career for himself in the mining business, where he developed a love for precious metals and a nose for sniffing them out as an asteroid miner. Dissatisfied with the career however, he went back into his old industry, and established a ’Private Intelligence Service’ shortly before his thirtieth birthday. It is in this field that he has operated ever since.

Personality & Traits

Maximilian Prath-Praji was a flawed man, prone to authoritarianism and megalomania, with a ruthless streak that was concealed behind a calm and calculating way of doing things. Leaving nothing to the hands of fate, he acted in a thoughtful and strategic manner in all things.

Aware of his own abilities and considerable intellectual capacity, Maximilian was a staggeringly arrogant man, conducting himself with an air of confidence which lent him a personal gravitas that oozes with ambition and control. Ever protraying a imperturability in his day-to-day dealings, this hid a persona that was dominated by impatience, anger and deep intolerance for failure. A cruel man, this exhibited itself in his conduct toward those under his control. Indeed, Maximilian was prone to ’terminate’ those under his employ who dissappointed him, and would set sadistic examples to others not to fall into his displeasure.

Uncaring in his approach to those ‘beneath him’, he had no problem sacrificing his men if it served his purposes to do so. For Maximilian, people were little more than interchangeable holos on a dejarik board, to be moved and played against one another in his pursuit of victory. He was, as such, very rarely quick to consider anyone his equal, let alone his friend, and only did so if the reputation of the person under his gaze was equal to his expectations.

Despite being a masterful strategist and thinker, who preferred to operate in the background of affairs, he was none-the-less unafraid to intervene more directly if he considered it necessary to do. Surrounding himself with minions, he would fight in a self-defensive style, and was quick to escape when situations turned sour. A self-concerned megalomaniac, he cared only about profit, productivity, and power, and was willing to go to any end to meet it, regardless of the cost in the lives of innocents.

An astoundingly intelligent man, he was able to speak multiple languages, and had a masterful understanding of technology and galactic politics. The most domineering aspect of his personality was, by far, his immense selfishness that he hid behind a veneer if politeness and high society manners, Maximilian none the less expected and sincerely thought he could have it all.
 
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Edwin Mayer was a human male, who worked as a business executive and investor in the media sector during the period of galactic history known as 'The Force Eternal'. Born on the core world of Coruscant nearly four decades ago, he began working as the editor of a small holonet blogging site, which he scaled up to a large operation now known as the 'Hyperlane Herald' nearly twenty years later. A considerable successful and driven man, he operates now as the Chairman of the Hyperlane Herald, and its parent company, 'Mayer Media'.

 

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Desilijic Jasea

Since time immemorial, the Hutts have boasted of detachments of slave species, who work under the banner of different clans, sometimes indentured for multiple generations. A status symbol for the Hutts, patronage of such a Jasea enables the Kajidic to protect their interests, as well as to engage in parades and contests of skill with other criminal clans. One such group is the Desilijic Jasea, owned and controlled by the Hutt family of the same name. For centuries, the Desilijic have boasted detachments of Gamorreans as their personal guards. This tradition dates back several centuries, after a senior member of the Kajidic bargained away credits and food for the servitude of several Gamorrean Clans.

Since then, the Jasea has grown and grown, with generations of the Gamorrean Clans being bred on Nal Hutta, and at other Desilijic locations, for the sole purpose of serving in their masters legion. Whilst the exact numbers are hard to record, the Desilijic Jasea is a feared addition to the muscle of the infamous Hutt crime family, and what it lacks in ‘strategic mastery’ it makes up for in raw strength and cruelty.

Predominantly consisting of units of Gamorrean boars, armed with a wide range of melee weapons, heavy blasters and grenades, the Jasea is augmented by a menagerie of the galaxy's nastiest beasts. Acklay, Rancor and many more find themselves captured by hunters, or bred in pits, to be shackled, chained, and then unleashed into the field to execute the barbarous whims of their Lordas. In total, it is estimated that three entire clans of Gamorreans have been enveloped into the Jasea, whilst the Sentients for Ethical Treatment of Animals (SETA) estimate that thousands of ‘so-called beasts’ have been captured and killed in service to the Desilijic.

Supported by the considerable wealth of the Desilijic Crime Family, the Jasea can boast of a range of equipment and gear such as:


Intent

To provide a little flavour to the guards surrounding Desilijic Hutts (both PC and NPC), and to give a base of NPCs for people to use as enemies in threads, or as foot-soldiers in invasions.

]
 
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Halann Vos was a male human from Tatooine who worked as a Sector Ranger during the period of galactic history known as the 'Force Eternal'. Hailing from the distant desert planet, he grew up in the town of Mos Espa where he followed in his father's footsteps as a town deputy, working to try and maintain some semblance of law and order in the otherwise backwater town.

Working for much of his twenties in this role, he was soon asked to take a commission with the Sector Rangers thanks to his excellent record of performance and considerable skill with a blaster. Now having worked for the Rangers, predominantly in the Outer Rim, for the past decade, he is a consummate Ranger, and is looking to make his mark.

Personality & Traits

Possessed of a dry wit, which makes him rather at home in the Cantinas of the outer rim, Vos is a man who sees the galaxy for what it is - corrupt and unfair. He has a pragmatic approach to the galaxy, trusting only his fellow Rangers, and those with whom he has worked for a while. Easy with a blaster and a stun stick, he can pilot his own ship and speeder, and speak basic - whilst he understands several other languages popular in the outer rim. He is not force sensitive.

Equipment

 

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"Ee doo kush yee keen. Eem yee yoba leeka do gleeg, ee wan yee nee grib manna, oh ee cee wan gooba see wan nub. Nub ee seeba du cloo cawana. Nub la kwana greeba su yee. Che wanna freeta gob, chee wazka luuba."

Narpoo Chirpa was a male Ewok, hailing from the Forest Moon of Endor during the 'Force Eternal' era. A hunter by trade, Narpoo was a member of the Sharp Stone Tribe, a community of Ewoks who resided in the eponymous village. Living a relatively normal life, he spent much of his time hunting Boar-wolves and other such creatures to feed his family and his tribe.

However, his simple existence was to change when a group of magicians from the stars came to his humble moon. Having known for many years that his daughter, Kneeva, was special, Narpoo had done all he could to keep her safe and prepare for life as a shaman - owing to the interest shown in her by the tribe's Council of Elders. Unaware that the 'magics' were in fact the manifestation of her force sensitivity, Narpoo did not understand what was happening when the otherworldly visitors to his tribe came and took her away.

Unable to fully process what had happened, and why his daughter had been taken, Narpoo vowed to retrieve his child from the offworlders. Now all he had to do, was work out how.



Age - 38 | Species - Ewok | Height - 39 inches | Weight - 51 Ibs. | Eye Colour - Black | Fur Colour - Brown and Black | Homeworld - Endor | Gender - XY| Faction - Independent| Rank - Hunter | Force Sensitivity - No​



Personality & Traits

By far the most notable of Narpoos traits was his bravery. Going to great lengths to protect and provide for his village and his family, Narpoo would battle beasts and foes many times greater in size than he, and somehow managed to pull through. Possessed of dedication to his way of life, and keen knowledge of the flora and fauna of his world, he was a capable hunter, and was deeply untrusting of 'outsiders'.

Skills & Abilities

A diminutive creature, but from a species that was deceptively strong, Narpoo was a capable hunter. Owing to his small frame and many years of hunting in the field, he was a stealthy operator. He knew much about poisons and venoms, as well as the medicinal properties of plants, and was a useful addition to any motley gathering.

Quick with a knife and spear, he was a crack shot with a bow, knowing the weak spots of many a foe. Having never left his homeworld, he was only able to speak Ewokese and Ewok-basic pidgin.

Belongings

x1 Spear
x1 Sling
x6 Stones
x1 Knife
x1 Club
x1 Wooden bow
x20 Arrows
x1 Brown Hood



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Cuyus Ordo was a female Mandalorian Armourer from Mandalore who was operating during the Force Eternal Era. Following the rise to power of the new Mandalor, Fenyang Ordo she returned to active operation at the Mandalors side. During this time, she envisaged a considerable increase in the demand for her skills. Initially discovered by the Death Watch as a foundling, she became fascinated with the history of her new-found people at a young age, and rapidly began to learn of their weapons and armour styles.

Exploring this further in her teens, she chose to become an 'Armourer', a position of some respect in Mandalorian society. Training for years under the watchful eye of her tutor, Leetar Ordo, she made her own set of Beskar by hand and now serves as one of many Armourers under the leadership of the new Mandalor, Fenyang Ordo.



Species - Human | Faction: Mandalorian | Rank: Armourer| Height - 5ft 7in | Gender - Female | Force Sensitivity - No​



Personality & Traits

A student of the traditions of Mandalore, Cuyus was armoured by trade. A female Mandalorian, she stood at around 1.7 meters in height, with a calm and pragmatic attitude. Focusing primarily on her craft, she had an interest in ancient Mandalorian artefacts, having studied their history for much of her adult life. Following the more traditionalist vein of Mandalorian culture, she was an adherent to 'the way', and was noted to pride honour in battle highly.

Skills & Abilities

Perhaps unsurprisingly, her most obvious skill was her abilities in shaping Beskar. Able to forge an enormous range of weapons and armour from the precious and iconic Mandalorian metal, she was a strong and well-built Mandalorian, with high levels of physical strength stemming from years at the force. Equally, she was quite well-versed in engineering, possessed an eye for detail and knowledge of Mandalorian ship and weapon designs.

Aside from this, Cuyus was well-travelled, and had a rich understanding of her peoples culture and history, owing in part to her fascination with Mandalorian artefacts. She could speak basic and Mando'a, preferring to make use of the latter when at all possible. Cuyus could pilot her own ship, and was a talented melee combatant.

Belongings

2x Beskad
1x Beskar forging hammer
1x Mandalorian Armour with Scout HUD, Grapple Line and Riot gauntlet



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Sandé Veruna of Naboo, (publicly known by her regnal name Sandé Réillata, and also known as Her Royal Highness, Queen Réillata of Naboo) was the sister of Kai Veruna and daughter of Fae and Finik Veruna. Veruna was democratically elected as Queen of Naboo at some point around her eighteenth birthday, thereupon assuming the regnal persona of Queen Réillata for the duration of her reign.

During this period, her brother, Kai Veruna, served as Governor for the Sector, representing Naboo at the ISC Parliament and the Galactic Senate.

Sandé Veruna participated in many events through and during the Force Eternal period of galactic history, both at a political level and more directly. An ardent believer in the cultural and political clout of her homeworld, Veruna championed the Naboo for many years. Whilst she projected the image of a selfless public servant through her role as Queen Réillata, in truth Veruna was a political animal, working with her family to further advance the wealth and position of the House Veruna no matter the cost.

Having been raised in a wealthy family, she wanted very little in her formative years. Going through the Legislative Youth Program at the age of sixteen, Veruna excelled in the program and was quickly headhunted to join the Independent Systems Consortium Refugee Agency (I.S.C.R.A), as an administrator helping with the relief of the AMS virus and the relocation of displaced persons. After some time with the organisation, she switched to a volunteer role to allow her to pursue her political ambitions.

Personality & Traits

Possessed of a keen intellect, Veruna was a woman who knew what she wanted and was prepared to do whatever it took to get it. An excellent manipulator, she projected an air of public service and charity to all those around her, playing to the stereotypes others had given to her world and its leaders. However, beneath the veneer of compassion, she was a cold-hearted pragmatist, hell-bent on furthering the power and station of her historic family.

Hailing from considerable wealth, she had never wanted for much during her youth, benefiting from an excellent education that prepared her for a life of public service. Attending the Legislative Youth Program at a young age, she learned administration and other basic governmental skills. During this time she undertook studies into public speaking, which manifested itself in her late teens, producing a persuasive and empathetic speaker.

Owing to her time with the I.S.C.R.A she was a competent pilot, most at home with those of the classical Naboo design and style. She could read, write and speak Basic, High Galactic and Hapian. Through a series of House Veruna martial trainers, she learned self-defensive combat and was something of a marksman with a pistol or hunting rifle.

Equipment & Possessions


natalie-portman-as-queen-padme-amidala-phantom.jpg

Offical Biography of Her Majesty, Queen Réillata of Naboo

As was customary for the monarchy of the Naboo, Veruna adopted a 'Regnal Persona' upon ascending to the throne of Naboo. Taking the name Réillata, and thereafter Queen Réillata of Naboo, Veruna worked hard to manufacture and project an image of service and good character through her persona.

Her Royal Highness, Queen Réillata of Naboo was elected shortly after her eighteenth birthday on a platform of self-sacrifice and public service. Coming from a family with a long tradition of serving the people, Her Majesty spent much of her teens in the Legislative Youth Program, where she was a top student. Known for her deep compassion and care for others, she was known affectionately as the 'peoples Queen'.

As was customary, Her Majesty was not involved in the politics of the Naboo Government nor of the wider ISC, or Galactic Senate, instead completely wedded to the people of her world. Queen Réillata of Naboo was a talented artist, and a patron of the arts, known for her work in advancing the skills of the youth of the Naboo, and made this passion a core part of her program for Government.



Carefully maintained by Veruna herself, as well as her support staff of Handmaidens, Queen Réillata was mostly known as the figurehead for the Naboo. The persona was little more than a projection of what people wanted from a monarch and was not an accurate representation of Veruna herself.

Authors Note

This character has, in one form or another, sat in my Google Drive for over a year, and various people have in their own way (either knowingly or unknowingly) help with my motivation to make her. In each timeline, I try to make a 'main' character (aka: one that I focus on and try to plug into the forum-wide story). Normally, that character takes the form of a Hutt, so this time I have spent months playing around with new ideas, and settled on the Queen of Naboo.
 
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Dwarsin

"Do not underestimate a Korshin. Their species have survived in the most unlikely of places for centuries, always popping up where you least expect them." ~ Unknown Spacer

The 'Dwarsin', commonly referred to as 'Dwarves', were a sentient species of mammalian humanoids, mostly found in underground settlements or deep-space stations. Their homeworld 'Dwarsin Prime' was destroyed countless centuries ago, in what is known as the 'Dwarsin Cataclysm'.

Contents


  • Biology & Appearance
    • Physiology
    • Life cycle
    • Repoduction & offspring
  • Behaviour
  • Society and culture
    • Space-farers
    • Guilds & Family
    • Diet & Food
    • Clothing and appearance
    • Language
  • The Force
    • Stonespeakers
  • History
    • Early history
    • Intent

    Biology & Appearance

    "Beards! I've never seen a Dwarf woman, but I reckon, even they have beards!"

    - Unknown

    Squat, strong, and hairy, the Dwarves are known for their rough-looking features, booming voices, and hardy nature.

    Physiology

    Humanoid in appearance, Dwarves stand at around two-thirds the height of the average human, resting around four feet or 1.4 meters, with a stocky and powerful build. Their hair, which is normally coarse and thick, grows exceptionally swiftly, with most dwarves sporting a beard and sideburns. With thick-fingered hands, Dwarves have a surprising degree of manual dexterity and are therefore commonly found as engineers and technicians across the galaxy.

    Long-lived, by the standards of humans, they live for around three to four hundred years on average, with some of their number known to live for far longer. Somewhat stereotyped as dour yet honorable people, the dwarves tend to be gregarious with their friends, hardy and tough, and prone to being found thriving in some of the harshest of environments.


    Life cycle

    Dwarves boast a longevity that extends into the centuries, with children only becoming adults once they get to sixty years of age (around the time they grow their first beard). Both male and female dwarves are rumored to have beards, however, this is considered a myth (albeit one that the dwarves themselves greatly enjoy promoting).

    Upon becoming an adult, Dwarves are considered to be adults and become full members of their tribe or clan. Age carries enormous significance in conventional dwarven society, with elders (who are over four hundred years of age) being held with great respect by others of the clan. It is not uncommon for elder dwarves to remain physically active well into their fifth century.


    Repoduction & offspring

    Dwarves reproduced in the same way as many other humanoid species, with conception requiring a member of the male and the female sex. Gestation lasted around one and a half standard years, with children being born somewhat more developed than that of their human counterparts. Dwarven children were born blind, with their vision developing in their first ten years of life.

    Able to reproduce with other humanoid species, this was a common occurrence across the galaxy, however, the dwarven genes were considered dominant, meaning that most cross-species breedings resulted in stocky and short offspring.

    Behaviour


    “One moment, gregarious and good-natured. The next, lamenting of lost wealth and treachery - Dwarves are a funny bunch."

    - Unknown

    Dwarves were known for their deep voices and gregarious personalities, alongside their hardy nature - which has led to people stereotyping them across the Galaxy as 'grumpy old miners'. Whilst this was often true, many Dwarves took umbridge to such a suggestion, before grumbling about it at length.

    Society & Culture

    A long-standing culture, with enclaves across the Galaxy, the Dwarves were steeped in tradition and custom, making their cultural practices and societal norms appear standoffish to outsiders. They had strong familial units and trade-based guilds, passing professions down strict family lines, and had a society built around hardiness and survival.


    Space-farers

    Having spent centuries, perhaps even longer, as space-farers, many dwarven clans found their home in the space lanes and asteroid fields of the galaxy, only 'going planetside' when trade demanded it. Many clans, which focused on mining as foundry work as the backbone of their way of life and economic well-being, made their homes on space stations, orbital platforms or asteroid bases. As such, their societal structure was often built around the ancestral mining guilds of their species, with the 'Mine-Director' serving as leader of a given tribe.

    Owing to centuries in the space-lanes, dwarven clans - which focused their efforts around specific territorial areas (such as asteroid belts) normally sprung off the back of the granting of mining rights by planetary or sector governments. Once a mining right was given to a clan, it would them move into the asteroid belt, or position its clan station there, and then mine the belt for centuries - until the resources ran out.

    This meant that much of dwarven society was focused around mining, and associated trades, with exceptionally strict and complex laws, which stemmed from old codes-of-conduct from the guilds, and, from mining handbooks.


    Guilds & Family

    Much of dwarven society was built around the dwarves family and their respective trade guilds - with the latter almost entirely controlling swathes of the dwarven economy. Family units, which consisted of a set of dwarf parents and their generational offspring, were all part of a 'Clan', featuring the wider-reaching 'branches' of the expanded 'tree' of the family. Guilds, on the other hand, were wide-spanning economic houses that dominated a specific trade; such as the 'Salvage Guild' the 'Miners Guild' and many more.

    Due to the structure of dwarven society, it was not uncommon for guilds to be controlled by the same Clans for centuries at a time. Guilds themselves were divided into numerous 'sub-guilds' which controlled trade in specific areas, making the dwarven economy a nightmarish web of the guild, clan, and ancient traditions and laws.


    Diet & Food

    A hearty people, the dwarves are known to eat, and drink, to a fulsome measure of each. Doing their best to ensure that their own food supplies are 'in-house', their settlements are home to farmers and hunters alike, with polytunnel farms within their asteroid settlements commonplace. Almost each and every dwarven settlement has its own brewery, with dwarves known for drinking strong spirits in vast amounts.

    Clothing and appearance

    Dwarsin exhibit a distinctive and practical sense of fashion influenced by their industrious nature and the environments they often find themselves in. Dwarsin attire is designed for both function and durability, with a preference for heavy, durable fabrics and protective layers.

    Most Dwarsin favor earthy tones such as browns, grays, and deep greens, allowing them to blend seamlessly with the rocky environments they often inhabit. Their clothing is adorned with practical accessories like tool belts and pouches, reflecting their craftsmanship and the tools they regularly carry.

    Dwarsin are a compact and muscular species, typically standing around four to five feet tall. Their stocky builds are well-suited for navigating the subterranean landscapes they often call home. Dwarven features include broad shoulders, strong arms, and thickset torsos, highlighting their physical strength and resilience.

    Facial hair is a common and celebrated aspect of Dwarsin appearance. Both males and females take pride in their beards, which are often intricately braided and adorned with small trinkets or metal clasps. The style and length of one's beard can convey aspects of an individual's status, accomplishments, or even their family lineage.

    In addition to their facial hair, Dwarsin often bear distinctive tattoos or markings on their exposed skin. These tattoos, passed down through generations, hold cultural significance and tell the stories of a Dwarsin's personal journey, achievements, and affiliations. These markings vary widely, showcasing the diversity within Dwarsin society.

    Overall, the clothing and appearance of Dwarsin reflect their practical and industrious nature, with a strong emphasis on functionality, durability, and a deep connection to their cultural heritage.


    Language

    The Dwarsin communicate through a language known as Khaz'Rin, a rich and complex system that has evolved over centuries within their subterranean societies. Khaz'Rin is characterized by its guttural tones and compact syntax, making it well-suited for communication in the echoing caverns and tunnels where Dwarsin communities thrive.

    The language employs a combination of spoken words, hand gestures, and facial expressions, allowing for effective communication in the often noisy and cramped conditions of their underground dwellings. Dwarsin value precision in their speech, as misunderstanding within the intricate networks of tunnels can have serious consequences.

    Khaz'Rin is a language steeped in tradition, with many words and phrases holding cultural and historical significance. Dwarven elders are revered as keepers of linguistic traditions, passing down tales and ancient words to the younger generations during communal storytelling gatherings. These stories not only preserve the Dwarsin's history but also reinforce the importance of language as a binding force within their society.

    In addition to Khaz'Rin, Dwarsin communities often adopt variations of Basic, the common language of the galaxy. This linguistic versatility enables them to interact with other species, particularly in trade and diplomatic endeavors. However, even in these situations, Dwarsin maintain a sense of linguistic pride, considering Khaz'Rin as the true expression of their cultural identity.


    Stonespeakers

    The Force-sensitive members of the Dwarsin society are known as the Stonespeakers, individuals who have a unique and profound connection with the Force, especially within the context of their subterranean environments.

    Stonespeakers are typically discovered at a young age through the observation of their heightened sensitivity to the vibrations and energies resonating within the rocky depths. Early training involves honing their ability to commune with the Force through meditation and attunement to the geological rhythms surrounding them.

    Unlike traditional Force users, the Stonespeakers often specialize in abilities that resonate with their subterranean lifestyle. They can manipulate the minerals and metals in their surroundings, shaping rock formations, or even extracting useful resources. Through their connection with the Force, Stonespeakers can sense disturbances in the geology around them, providing them with an unparalleled awareness of their surroundings.

    The training of a Stonespeaker is guided by the elders of Dwarsin society, drawing on ancient techniques and teachings that have been passed down through generations. The Stonespeakers serve a dual role as both spiritual leaders and practical advisors, utilizing their Force abilities for the benefit of the community.

    The unique blend of the Force and the Dwarsin's connection to the earth makes the Stonespeakers a formidable force within their subterranean societies. Their abilities not only contribute to the survival and prosperity of their people but also foster a deep reverence for the Force as an integral part of Dwarsin culture.


    History

    The history of the Dwarsin is a tale of resilience, exploration, and a constant quest for resources beneath the surface of various planets, and the deep space asteroid fields of the galaxy.

    Originating from a distant, resource-strapped world, the Dwarsin were forced to delve deep into the subterranean realms to survive. Over generations, they developed advanced mining techniques, constructing vast underground cities and forging a unique bond with the minerals and metals that surrounded them. As their technological prowess grew, so did their influence within the galactic trade networks.

    The Dwarsin's first encounters with the 'Old' Galactic Republic marked significant turning points in their history. Initially, their subterranean existence shielded them from major conflicts, but the expansion of galactic territories brought them into contact with other species and factions. The Dwarsin, adept at navigating the complexities of underground diplomacy, established themselves as key players in the trade of valuable minerals.

    During the rise of the Empire, the Dwarsin faced challenges as their resources became coveted by those in power. Nevertheless, they managed to maintain a delicate balance, using their strategic location and expertise in resource extraction to negotiate favorable terms with Imperial authorities.

    The subsequent eras saw the Dwarsin adapting to the ever-shifting galactic landscape. They maintained their independence while contributing to the greater galaxy through their vast mineral wealth and technological advancements. The Stonespeakers, with their unique Force abilities, played a crucial role in the preservation of Dwarsin culture and the protection of their subterranean territories.

    As the galaxy continued to evolve, the Dwarsin looked to the future with a combination of caution and curiosity. Their history, deeply intertwined with the geological tapestry of the planets they inhabited, served as a testament to their tenacity and adaptability in the face of galactic challenges.


    Intent

    To create a new playable species, one adopting the traits commonplace in other fictional depictions of 'dwarves' and 'dwarf-like' species.

 
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THE 'JEWEL OF THE DUNES'

AFFILIATION
B'ay Tribe

MANUFACTURER
Corellian Mining Corporation

CLASS
Transport

ROLE
Mining Transport

COMPOSITION
Durasteel, transparisteel

DIMENSIONS
36.8 m long
20 m tall

CREW
4-7 (Bridge)
3-9 (Engineering)
3-9 (Processing)

PASSENGER CAPACITY
30
(300 Jawas)

CARGO CAPACITY
50 tons

HANGAR CAPACITY
N/A

CONSUMABLES
2 months

SPEED/MANEUVERABILITY
30 kph

EQUIPMENT
  • 1x Magnetic Suction Tube
  • 1x Magnetic Crane Arm
  • 1x Smelting Furnace
  • 1x Roof-Mounted Landing Pad

DESCRIPTION
A common site on the distant desert world of Tatooine, the 'Jewel of the Dunes' is a CMC Digger Sandcrawler, occupied by the B'ay Tribe of Jawa.

The most iconic, and perhaps infamous creation of the long defunct Corellian Mining Corporation, the CMC Digger Crawler has left its mark on dozens of planets across the galaxy. This is because the CMC was especially aggressive, and remarkably shortsighted, in their efforts to mine Outer Rim planets in the wake of the Sith Wars. Unfortunately, many of these worlds proved to be less profitable or more dangerous than CMC expected, and as executives and investors were busy losing their shirts much of their mining equipment was left behind in unfinished mining complexes across the galaxy. Because of this many industrious scavengers have taken to using Sandcrawlers as mobile fortresses, perhaps none more famously than the Jawas of Tatooine.

It's easy to understand why Sandcrawlers are popular among scavengers, as they are equipped with a wide range of features designed to make them both durable and practical. Sandcrawlers are highly resistant to extreme elements, physical shocks, and even small arms fire, although they are still no match for heavy anti-vehicle weaponry. They also come fully equipped with an internal smelting furnace, forges, and workstations that can break down both metal ore and salvaged metal with ease. Raw materials can be brought in through the massive front ramp via a magnetic crane arm located inside the main storage area, or through a magnetic suction tube that can be lowered down either side of the crawler.

In their unmodified form, the Sandcrawler requires a crew of 25 to drive, maintain, and work processing equipment on the ship, although a skeleton crew of ten can get the job done. The accommodations on the ship are bare, but it can comfortably fit a full crew contingent and 30 other passengers, usually miners or industrial workers. Jawa Sandcrawlers however, thanks to ingenious and frankly unsafe living arrangements, can cram twice the crew and ten times the passengers, squeezing a full clan of 350 Jawas into a Sandcrawler. Of course, already weighing several tons and being able to hold several more tons of cargo, most Sandcrawlers rarely see their middling 30 kph top speed, although their tracks allow them to turn in place making them easy to maneuver.
LEGALITY
This ship is entirely legal to own, but it would be illegal to class it as a diplomatic vessel without government authorisation.

INTENT
Restricted. These are not designed for use in populated, urbanized areas, and they can easily devastate any natural environment they roll through. As such most civilized planets restrict where they can be used.

Uncivilized planets, not so much.

 
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