NAME: Izel Thral
FACTION: Currently Independent, will likely change to Jedi faction once new TL is revealed
SPECIES: Vratix (I've spoken with an admin and have been ok'd to use this species)
FORCE SENSITIVE: Yes, somewhat self-trained (still a WIP), this will also likely change once the new TL starts
At 6'5" Izel has a very looming and intimidating appearance. The insectoid alien possesses a long neck, large and inquisitive black compound eyes, mandibles capable of annunciating in Basic, two long antennae atop her head and six legs. While her back legs are mostly vestigial her middle set are very powerful and allow members of her species to jump great distances. Her forelegs are both built for climbing and possess tridactyl hands capable of holding and manipulating objects. Her chitinous exoskeleton is a very light green color. She typically wears a pair of bandoliers as well as several belts used for carrying a large number of books on history, planetary culture, flora and fauna, and multiple volumes of her own journals.
Izel is highly inquisitive to the point of obsessiveness. While she is intelligent and a fast learner she is single-mindedly devoted to learning everything there is to know about the Force at the expense of all else. As a Vratix she is a naturally skilled climber and able to jump higher and further than most species. She is also absentminded, flighty and greatly averse to violence. Although friendly and sociable she can often be overbearing in her approach to meeting new people. Because of her species’ straightforward nature, she can come off as blunt, sometimes even rude, and oblivious to sarcasm and jokes.
Izel is good natured but can be very naïve and selfish. She is obsessed with the Force and seeks to gain greater knowledge of it and her power, and because of this she will often act in pursuit of that knowledge without thinking of the consequences to herself and others. She is friendly and eager to make friends with new people, but the mannerisms inherent in her species often result in her coming off as overbearing or rude. Her concept of personal space is much different to most species and she will often move uncomfortably close to examine new individuals. Also, as the Vratix consider sight, hearing and other senses inferior to touch she will poke and prod incessantly at new people she meets. She fails to understand why most species find this behavior unacceptable but will nevertheless make efforts to apologize and maintain friendly relations. She is easy going and very slow to anger, although if this is because of her obliviousness or a genuine serenity of the soul is anyone’s guess.
(Keep in mind this entire section is greatly subject to change) Born on the Vratix homeworld of Thyferra in 15 ABY, Izel was one of hundreds of children born to the Thral hive. She grew up in a small village in the Thyferran wilderness and was taught to work the kavam fields along her brothers and sisters. While a very simple existence Izel was perfectly content to live there for her entire life, until she discovered her connection to the Force that is. At age 17 she first felt the pull of the Force, and reaching out with it was able to sense another Vratix in the jungle that had fallen from a tree and lay injured and dying in the underbrush. Thanks to her the Vratix was taken back to the village and made a full recovery, but Izel remained curious as to what this power was. She continued to experiment, reaching out to sense the presence of others in her village, learning to feel their emotions and eventually their thoughts as well. When she revealed her powers to her parents they explained to her what the Force was and urged her to keep her sensitivity to it a secret. They explained that Force users were at the center of many terrible conflicts throughout history and were responsible for the evil of the old Galactic Empire. Their efforts were in vain though, as Izel only became intrigued by the Force and the history of it's wielders. She spent the next year researching the Jedi and Sith orders, and everything else she could find. Her power in the Force grew slowly but steadily, and finally at age 18 she resolved herself to seek out and join the Jedi, wherever they may be. Against her parents' wishes she gathered what little possessions she had and fled her home village in the night, making her way to the nearest spaceport and stowing away on a ship to Coruscant. From there she began her search, determined to scour the entire galaxy until she found a Jedi Master and convinced them to teach her in the ways of the Force.
From her zealous research Izel has obtained a vast theoretical knowledge of the Force and the Jedi but very little practical. She knows of their history and philosophy, as well as the light and dark sides. She also has an extremely good memory and can quickly absorb new information... When she finds it interesting. Through personal trial and error she has gained some power over the Force, able to sense the presence of others as well as read their minds and emotions. She has very limited telekinesis capabilities and has begun teaching herself how to perform mind tricks, a useful talent for avoiding paying for services considering her constant lack of funds. She is not trained in combat at all and prefers to run rather than fight, using her natural mobility to escape any who mean her harm. When backed up against a wall however the size of her species does allow her some brute strength with which to defend herself, though these attempts would be unskilled and clumsy. She speaks Galactic Basic quite fluently in addition to her native tongue. She also possesses an in depth knowledge of Thyferran-based agriculture.
(This will be filled in later) Simple clothes and traveling bag, lots of books and journals, and a wooden staff capable of use in self defense.
I'm not gonna bother making a character sheet for this one because I get the sense it would be immediately dismissed without discussion if I ever put it up for approval but it shouldn't. So I'm making my pitch from inside this recycling bin. Also I'm incredibly bored right now.
OK so I might have a minor obsession with vulture droids, the Phantom Menace brown color scheme in particular. I love these guys. Wait hear me out!
Look at this stupid idiot walking around, he thinks he's people. It's adorable. Also I believe they're meant to be as intelligent as your average battle droid and they can talk, although it may only be in droidspeak I'm not sure. I really love the idea of a modified one of these guys flying around in the new timeline trying to figure out what the heck it's supposed to do. Maybe he got fished out of the scrap pile by a rebel mechanic during the galactic civil war and put back into working order to fight the empire. But then after the war was over they just sort of let him loose to do as he pleased. I'm not even sure what I would do with a character like this, I probably couldn't make it work but dammit if I wouldn't try my best, and so would he. Remember, vulture droids always try their best. I can imagine he'd basically sell himself as a mercenary defending freighters and cruise liners from pirates and other bad space-folk. The only payment he asks for is maintenance to keep him moving. He's very earnest, just wants approval. You can depend on vulture droid. No I don't want to make him an NPC side-kick to some filthy organic meat-bag, vulture droid is the main event. Maybe he can have an NPC mechanic, but he doesn't play by anyone's rules but his own. Look at that approximation of a face, he just wants to help you guys, give him a chance.
Anyway thanks for coming to my TED talk, Vulture Droid 2020
NAME: Kliedden "Klied" Raxx
RANK: Beast Hunter
FORCE SENSITIVE: No
Klied has a lean and rugged appearance, marked by many scars from various animals and other injuries across his torso and limbs. He has short black hair, blue eyes and an unshaven face. He has a peculiar taste in clothing, preferring to wear almost exclusively furs and leathers taken from his own kills, making him appear very distinct when not in the wilder areas of the galaxy.
Although his upbringing has left him somewhat standoffish and awkward around people, Klied is very caring and loyal to those he views as friends. He possesses a genuine love and deep respect of the natural world and all its creatures and has a natural talent for getting inside the minds of non-sentient beings and understanding their behavior and movements. In addition, his lifestyle has made him very athletic and honed his perception to near Force-sensitive levels, making him extremely difficult to catch off-guard.
Although he is not particularly introverted Klied has trouble communicating with others, and often keeps his responses to people short and direct. He is uncomfortable in highly populated areas, preferring the wilderness to civilization. In truth his feelings on civilization as a whole are quite apathetic, as he views his own lifestyle as more natural and fulfilling. Some might even view his certainty in his beliefs as arrogant or condescending. This of course does not prevent him from working with others, as he can be very professional when dedicated to a task. When dealing with animals he is much more comfortable and can easily gain the trust of more docile creatures. He also likes to talk to animals when he believes no one is watching him.
Klied was born in Onderon’s capital city of Iziz in 106 ABY. Being the child of two wealthy aristocrats he was expected to live a lavish and opulent lifestyle. His life’s course changed very early on though when his parents were killed in a starship crash when he was only three years old. His care fell to his only living blood relative, his uncle Odo. Odo was a pariah to the aristocracy he was born from, seen as a madman by many. While he was in truth rather eccentric, he was simply an avid survivalist who took the philosophy of self-reliance very seriously. He made it his life’s mission to impart his knowledge and skills to his nephew, something Klied took to with gusto. He grew up traveling the galaxy with Odo, learning to survive not only in the harsh jungles of Onderon but in the countless environs of a myriad of wild planets. From the deserts of Jakku to the frigid mountains of Rhen Var there was no climate Klied was not taught how to flourish in. He was taught to track and hunt game as well, something that gave him a deep respect for all wildlife. Throughout his travels he would eventually come to keep many animals from different worlds as companions, to aid in his hunting or simply because he admired them. Unfortunately, this lifestyle of placing themselves in highly dangerous environments eventually came back to bite them. Klied and his uncle traveled to Tatooine hoping to hunt and slay an infamous krayt dragon, but in the end Odo was killed and Klied barely escaped with his life. This event shook him greatly, as he had never come so close to death before, and he had lost non only his father-figure but one of a very small number of people he considered his friends. Even so he has not given up his uncle’s philosophy, using his family wealth to continue traveling the galaxy, exploring new frontiers and hunting dangerous game. Sometimes he has sold his services to other wealthy tourists seeking to hunt big game or spend a few weeks in the “uncivilized world” but after several years alone has begun to yearn for someone else that shares in his beliefs.
Klied is a very experienced and skilled survivalist, tracker and hunter. His finely attuned senses have made it easy for him to track and kill his prey as well as understand how to interact with wildlife without drawing their ire. He feels at home in almost every wild place in the galaxy, easily able to camouflage himself or build a shelter and find the necessities to survive. He knows how to cook, how to make clothing from his kills, and is versed with multiple types of hunting blasters. He is not a fighter though, and would likely find difficulty if forced to take aim at a sentient target.
Wears self-made furs and leathers, (will insert weapons later)
(Will probably have multiple pets, need to work that out)
NAME: Lynor “Lyn” Havo
FORCE SENSITIVE: No
Like all Pantorans, Lyn has blue skin and pale-yellow eyes. She has long, dark blue hair but no facial markings, as she comes from a family of little renown. Despite no longer being enlisted she maintains her military training regimen, keeping in excellent physical form.
Lyn is a talented and trained soldier and squad leader. She has a good mind for combat and tactics and performs well under pressure. She is in excellent physical condition and thanks to her Pantoran biology possesses a high resilience to cold temperatures. But she is also plagued with a horribly short temper thanks to a hidden inferiority complex that can be easily exploited. When coaxed into a rage Lyn abandons any semblance of sense or tact in favor of simply trying to pummel whoever is the target of her anger into a pulp.
Lyn is apathetic, self-interested and quick-tempered. She has no difficulty in being sociable with others, but her behavior has afforded her few friends. She holds no animosity for anyone outside of those who have wronged her but feels no remorse in harming or killing others to get what she wants. Although she is intelligent and cunning, she is quick to anger, and can easily be manipulated or spurred into violent action without thinking of the consequences. The only ideal she seems to hold to is “honor among thieves” as she has never betrayed those she works with. Wherever credits are involved she takes interest and has a completely amoral approach to business.
Lyn was born to an impoverished family on Pantora in 105 ABY. She experienced a hard childhood, growing up in a small apartment in a crime-ridden neighborhood, going without eating many nights out of the year. This led her to develop an aggressive personality, often getting into trouble at school for stealing and fighting with other students. Come graduation she had few prospects, deciding to enlist in the Pantoran military as an easy way to get three square meals a day and have a roof over her head. The military helped to straighten her out somewhat, providing a focus for her aggression in which she would be rewarded, easily moving up in the rankings. She still got into trouble occasionally for theft and insubordination, preventing her from making commissioned officer. Tagged as a promising recruit she was transferred to a mixed Pantoran-Talz battalion on Orto Plutonia. This battalion was part of a larger initiative by the Pantoran government to promote integration between the two neighboring species. Once again, she performed well, becoming a deadly fighter both in ranged and hand-to-hand combat and showcasing natural talent as a squad leader. Unfortunately, her behavior still prevented her from rising above the rank of Staff Sergeant. In 131 ABY Lyn was embroiled in a terrible scandal as she and a few other Pantoran NCOs were caught using their knowledge of the Talz to help slavers abduct individuals from their villages in exchange for a cut of the profits. She was dishonorably discharged for her crimes and imprisoned back on Pantora. She only served about ten months of her sentence however before she escaped after organizing a bloody prison riot. Fleeing Pantora Lyn spent a few years working for the Black Sun as an enforcer. Through her work with them she was introduced to a Zygerrian slaver who she learned had exposed her own slave ring on Orto Plutonia in a deal to avoid imprisonment. She immediately killed the Zygerrian in revenge, leading to her being expelled from the Black Sun and having a price put on her head. She has since roamed the galaxy as a free agent.
Lyn is a trained and experienced soldier. She is well-versed with most types of military-grade blasters as well as several forms of martial arts. She is trained in squad tactics as well and is a quick-thinking and strategic leader. Thanks to her service on Orto Plutonia she is very experienced in arctic warfare. She’s also held onto the skill of pickpocketing since childhood.
NAME: Zan Anderan
FORCE SENSITIVE: No
Zan is short and physically unremarkable. He has brown hair and eyes and an unshaven face. He tries to keep a low profile, wearing only a simple blast vest for protection underneath his brown duster.
Physically Zan is very scrawny and unimpressive. While he knows how to fight, it’s not something he rushes into as anything other than a last resort. His greatest asset is his mind and his mouth, preferring to talk rather than shoot. He has a naturally magnetic personality, finding it easy to make friends, or to trick people into thinking he’s their friend. While he is a criminal, he holds to a very specific code that he feels preserves his honor if only somewhat. The most important aspect of this code is keeping to one’s word, and not betraying his employers.
Zan is witty and charismatic, always quick to try and defuse dangerous situations with a joke. He can also be very cunning and manipulative when he needs to be. He generally behaves in a friendly and lighthearted manner, but will ruthlessly pursue his goals when the situation demands it. He maintains a close kinship with his best friend Zap, whom he would be willing to do anything for. All of this of course is a front to a certain degree. Privately Zan is very self-loathing and is haunted by the feeling that his criminal lifestyle is a betrayal to his father.
Zan was born on Abregado-rae in 110 ABY. His father was a starship mechanic working in the capital spaceport, and his mother a waitress at one of the local cantinas. Their family was very poor, and while his father took him on as an apprentice mechanic, Zan spent most of his time getting into trouble. As a young boy he listened to many of the tales of travelling smugglers, bounty hunters and other spacers. He became enamored with the idea of one day traveling the galaxy himself. From these people he learned how to shoot a blaster, how to play cards (cheat more accurately), how to pick pockets and locks. And most importantly, how to talk his way out of trouble. Zan was small and weak and had to learn how to use his head to get out of the situations his delinquency often got him into. Smart mouthed and silver tongued, he quickly found he had a natural talent for persuasion and manipulation. As a teenager he became friends with a Moocher named Zap, and the two quickly became inseparable. Zan taught the small alien some of his thieving skills, and Zap immediately taught those skills to the rest of the local Moocher den. Soon a small army of Moochers was picking the pockets of Zan’s entire neighborhood, becoming quite the nuisance. As thanks for his help, the Moochers gave Zan a small percentage of their spoils, which turned out to be quite the significant sum. Thinking his parents would be overjoyed they could finally move out of the slums Zan brought his ill-gotten gains to his father, only to be lambasted for his criminal behavior. His father viewed an honest living as more important than wealth and insisted Zan return the money at once. From that point forward he watched the boy extremely closely, refusing to let him associate with Zap or any shifty looking folks, and forcing him to focus on his mechanic training. Zan begrudgingly acquiesced, pouring all his time and effort into real work and eventually getting his own job at the spaceport. Even though the job was enough for Zan to get by, he still felt unhappy. In 130 ABY Zan’s father fell ill and died shortly after, with his last words begging his son to keep to the straight and narrow. Zan vowed to abide by his final wishes, but not long afterwards would be forced to break that vow. When the Veizen fever swept through the capital spaceport the government sanctioned the extermination of the local Moocher dens to avoid them going mad from the infection and causing havoc. Zap returned to Zan to ask for help, and Zan felt he had no choice but to aid his old friend. With the help of some smuggler friends Zan was able to steal the Port Master’s personal yacht and use it to relocate Zap’s den to the nearby planet Atzerri, where they would be safe. Now a wanted man Zan couldn’t return home and resolved to become a fulltime freelance spacer. Despite his desire to keep his word to his father, he quickly fell in with the galaxy’s criminal elements once again. Even so he maintains his connections on Abregado-rae, through which he sends a steady stream of credits to his mother.
While not very useful in a brawl Zan’s upbringing has armed him with all the skills needed to be the perfect scoundrel. He likes to consider himself the quickest draw in his home system, and while that may not be true, he remains very skilled with a blaster pistol. In addition to this he has a good eye for detail, able to read someone’s body language to tell if a fight is about to start. He is a skilled pickpocket and slicer, and through his father’s training has an in-depth knowledge of starcraft and how to pilot them. He’s also good at keeping a cool head under pressure and finding the right words to persuade or mislead those he’s facing down.
On Abregado-rae Moochers are classified as sentient beings, although some believe the species just barely meets that threshold. Those banished from their home dens and forced to live in the shadows of the planet’s spaceports are usually the least impressive. In this regard Zap was unique, coming off as cleverer than his fellow street rats. While he wasn’t particularly bright by human standards, he had a talent for mimicking and picking up skills shown by others. This led the Moocher to attach himself to the company of a young human named Zan Anderan, who taught the small alien many skills that would prove extremely useful. Making the turn from beggar to thief Zap became a sort of hero to his den, and a consistent pest to the capital spaceport. He shared his skills with those of his brethren smart enough to learn them, and together they began picking pockets across the town. This led to a great deal of resentment among the other sentient species, and when the Veizen fever swept through the port they used it as an excuse to try and exterminate the Moochers. Zap was able to convince Zan Anderan to help his people, and they were successfully smuggled offworld before they could be wiped out. This action also doomed Zan to never be able to return home, so as payment for his help Zap swore a life debt to him. This wasn’t a custom his people followed, but it was the only payment the Moocher considered appropriate, with any belongings he previously had being left behind on his homeworld. Despite his friend’s insistence that such a payment wasn’t necessary, he swore to follow and serve him for the rest of his days. He became Zan’s partner in crime, showing himself to be a surprisingly useful scout for their operations. While he couldn’t offer much in a fight, his thieving skills eventually came to surpass those of his teacher.
Skills and Abilities
Stealth [***] Sleight of Hand [***] Strength [*] Blasters[**]
What is going to happen in your plot?
Kliedden Raxx will search Coruscant for a self-made NPC target. With the assistance of Poffo Sauvage he will track down the target in the first thread and capture them in the second.
What other writers (and their characters) will be a part of this?
Isen: Poffo Sauvage
How many threads will this plot have?
Include opposition type for each thread (DM, dice, ASK/OPEN, etc):
ASK, self DM for both threads.
What do you or your character hope to achieve with this plot? What is the "end-game?” Link any items you’re seeking if applicable.
Capture of target alive will gain admittance to the Bounty Hunter Guild for Kliedden Raxx.
Do you need any involvement of canon/site NPCs or faction leaders to be DMed by a staff member? If so, please detail who/what and for what purpose.
Personality: While well-meaning Ryyat is an incredibly self-conscious and apprehensive Jedi, mainly stemming from his premature promotion to the rank of Knight. Despite taking well to his training he remains indecisive and uncertain of his own ability, leading to an uncertainty in those that follow him.
Having watched most of his battalion be wiped out in his first battle, the burden of command weighs heavily on Ryyat. He values the lives of his clones highly and takes part directly in their operations to try and limit casualties as much as possible. Unfortunately this often has the unintended effect of making it seem like he does not trust his men enough to accomplish objectives on their own.
He is acutely aware of his fears and shortcomings and as a result outwardly expresses a very humble and reserved personality. He keeps close counsel with his subordinates and attempts to learn from them and the battlefield whenever he can. One thing he does not lack is courage, as he makes no hesitation in throwing himself into the midst of a battle no matter his personal reservations.
Heat dissipating, shock-absorbing alloy for sphere casing
Tools and Equipment:
The Pistoeka Sabotage Droid, more commonly referred to as "Buzz Droids", were developed by Colicoid Creation Nest some time prior to the beginning of the Clone Wars. Originally designed to be small, nimble repair droids, the need for more battle droids late in the war saw them repurposed as saboteurs. While not particularly dangerous on their own, in large numbers these droids proved a terror to Republic pilots, able to dismantle a starfighter in mere minutes. As such they were known to have devious personalities, and expressed violent tendencies towards other droids. Their aggression towards astromechs was particularly well-documented.
In battle Pistoekas were typically delivered by discord missiles from droid tri-fighters and vulture droids, where they would hurdle through space in large swarms and attempt to latch on to enemy starfighters. If successful, the droids would quickly render whatever craft they landed upon inoperable, and either kill the pilot by subjecting them to the vacuum of space or leave them stranded and unable to move or call for assistance. Because of this Pistoekas rarely survived their first engagement, but thanks to the great numbers in which they were produced their model survived long after being taken out of production.
In the years following the Clone Wars Pistoekas were put to great use in junk yards tearing apart old ships for scrap. They would still be used as saboteurs by criminal elements throughout the galaxy, usually pirates. In one case during the reign of the Galactic Empire the Free Ryloth movement would employ Pistroeka droids in battle against the Star Destroyer Perilous. While some would attempt to reprogram them to carry out their original function as repair droids they generally remained uncooperative and prone to destruction.
Restricted. While there are legal applications for Pistoekas such as breaking decommissioned ships, they are generally considered dangerous weapons and only used by criminal elements.
Primary intent is to create a chassis for a PC droid character, although it may also serve as a standard sabotage droid that can be used by criminal enemy NPCs in role-play.
If any, explain what the relevant restrictions are. This could be anything from being restricted to faction use (like capital ships), NPC/PvE use only for certain overpowered weapons, limited to use during approved plots, only available via event rewards, or whatever else seems appropriate. If none, omit this section.
► 154 HEIGHT
► .6 meters WEIGHT
► 4 kilograms HOMEWORLD
► Colla IV GENDER
►Feminine Programing FACTION
► Independent RANK
► N/A FORCE SENSITIVITY
K3-R5, more commonly referred to as "Curse", saw her first battle in the space above Coruscant in the final days of the Clone Wars. Not that she remembers this. After the battle she was picked up by scavengers picking the bones of the Republic and Separatist fleets and sold to a ship garage on the planet below. Her new owner wiped her memory and reprogrammed her to be a repair droid, much like her model was originally designed to be. Unfortunately this reprograming didn't seem to stick, as Curse would often end up breaking whatever she was tasked to repair even worse, thus earning her nickname. She quickly fell into a routine of being sold, breaking things repeatedly, and being sold again, moving down a line of gullible fools who were scammed out of their credits. Many years later she would fall into the hands of a pod racer who recognized what she was and decided to use her for his own gains. Set back to her original programing she was put to work fixing races by sabotaging the competition, finally finding her calling. This too came to an end though, as her owner ran afoul of the Five Syndicates and was killed. Since losing her last owner Curse has spent her days stowing away on ships traveling the galaxy, causing havoc whenever she can.
Many would view Curse as defective, or at the very least quirky. She knows that she is just fulfilling her purpose: ruining peoples' days. She displays an almost sociopathic personality, expressing a cheery and upbeat attitude while privately breaking or damaging other peoples' property whenever the opportunity presents itself. Having not suffered a memory wipe in several years she has developed mannerisms to help her avoid being destroyed by people. She knows when to pass herself off as a friendly repair droid and when to start dismantling things. In some cases when she finds an organic she likes enough she even chooses to refrain from destroying their stuff.
While originally being programmed to speak the Colicoid language, at some point one of her owners rewired Curse to be able to speak and understand the more standard binary used by most droids. She also delights in insulting organics that don't understand droidspeak. She functions passably as a repair droid, able to reach many spots too small for larger droids and organics and possessing an in depth knowledge of many forms of starcraft. She only begrudgingly accepts this role though, as she is much more comfortable dismantling things. She is useful in combat against droids, able to move quickly and reach weak spots to disable them. She could also potentially do decent damage to organic targets as well, though she prefers fleeing to fighting when given a choice. She is able to operate just as well in space as on the ground, and her outer shell serves as respectable protection against dangerous environments and assailants. Her computer interface probe allows her to hack into many different electronic systems, and because of her background sabotaging pod racers subtly she has learned how to be a remarkably stealthy machine, allowing her to spy on just about anyone she is ordered to with excellent results.
House Raxx is a noble family based on Onderon. Able to trace their lineage back to the first settlers of the jungle world, the Raxxes are proud and far reaching within their home system. Having interbred with many of the most powerful families on the planet, including the Royal House of Dendup, they boast several cadet branches and over a hundred members. The main branch of the Raxx family has always deeply immersed itself in Onderon's politics, producing several dozen notable senators throughout their time within the Republic. As a whole they have always presented themselves as fiercely nationalistic and in favor of Onderonian independence. Initially during the Clone Wars then head of the family Castalan Raxx sided with the Separatist Alliance, swayed by the Confederacy's promises of freedom. After King Ramsis was deposed however he quickly learned of their true intentions to use Onderon's people and resources, and provided secret financial support to Steela and Saw Gerrera's rebels.
House Raxx would go on to be vocal detractors of the Galactic Empire in the Imperial Senate, and Castalan continued to support Saw Gerrera and the larger Alliance to Restore the Republic. When his treachery was brought to light he was publicly executed, and much of the family's wealth and properties were stripped from them. Though the Raxxes slowly began to claw their way to prominence after the fall of the Empire, they never truly recovered. By 100 ABY the main branch of the family was widely seen as a joke, and this was not helped by the heir to the household Odo disinheriting himself to become a hermit living in the jungle. His younger brother Irwin would take control of the family in his stead, only to die in a starship crash in 109 ABY. His son Kliedden Raxx, the current head of the family, has largely abandoned the welfare of the household to pursue his own personal interests. This has led many of the cadet branches to try and rise up to take the reins, but none have yet succeeded in restoring House Raxx's honor.
House Raxx has several cadet branches and over a hundred living members, but the only surviving member of the main branch of the family is Kliedden Raxx.
Pictured Above: Raxx Estate, Iziz
The various cadet branches of the Raxx family hold properties across the planet, though the main house in Iziz has fallen into a state of disrepair.
To create personal lore for PC character Kliedden Raxx as well as create a noble family for general use in political factions on Onderon.