Star Wars Roleplay: Chaos

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Adrian Vandiir (v2.0)

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Tik is Akuyi buti antai tiesa Midwan, tiesa Azinimas. Visa kitur buti kad sunya negu tave Asimi.
«Only in the Force is there true Power, true Knowledge. All else is but dust before the Storm.»
General Information:

Full Name: Adrian Terassi Vandiir
Homeworld: Corellia
Faction: The Sith Empire
Rank: Knight
Age: 24 GSY
Species: Human
Sex: Male
Height: 1.96 m
Build: Lean
Eyes: Dark Blue
Hair: Black
Skin: Caucasian
Force Rank: Knight
Force Alignment: Dark Side
Alignment: True Neutral / Lawful Evil


Social Information:

Associates:
  • Family:
    • Kader Vandiir (Father)
    • Marrea Terassi (Mother)
    • Desric Terassi Vandiir (Younger Brother)
    • Frelon Terassi (Grandfather)
    • Lilisa Terassi (Grandmother)
  • Brotherhood of the Sith:
    • [Temporal Anomaly Detected] (Master)
    • Aren D'Shade (Apprentice)
Titles:

Traits:
  • Smug Intellectual: Intensely proud of his intellect, strength of will, and extensive knowledge, Adrian is unfailingly confident in the his cognitive abilities and utterly contemptuous of those he perceives as brutish, stupid, or uneducated.
  • Dedicated Arcanist: Possessing extensive knowledge of Sorcery and Alchemy alike, Adrian is determined to understand and manipulate reality itself, to the point where he is openly contemptuous of those who seek to maintain a so-called natural order.
  • Egotistical Utilitarianism: The galaxy is filled with paragons of philosophical integrity and devious hypocrites, but Adrian is neither. Pragmatic to the core, he strives to make the galaxy a better place, in accordance to his own ideals and his own ideals alone, while simultaneously displaying a willingness to coldly abandon such pursuits without a moments hesitation should his own or his allies' needs weigh heavier in the moment.
  • Hedonist: Some people practice moderation, some feel bad lavishing in the most egregious of luxuries while others starve. Adrian... is not one of those people. Whether it be custom-made yachts, luxurious residences, or lengthy vacations on Zeltros, Adrian is never one to shirk away from investing in the finer things in life. After all, power without pleasure leaves little to envy, just look at the Jedi.
Features:
  • Arm of the Forceweaver: While typically visually indistinguishable from a that of a baseline human, Adrian's right arm is in fact a strange product of Sith Science made to enhance his control over the Force. Inherently linked to the Dark Side and spawned from strange sorceries and avant-garde Alchemy, it sports a unnervingly unnatural presence all of its own, and appears to be semi-fluid in its true form.
Favoured Creations:
  • Tsudakyr: Amongst the numerous "wonders" to have emerged from Vandiir's labs (only some of which were stable enough to survive, let alone reproduce), the Tsudakyr are by far his favourite. Eccentrically logical beings deprived of most emotions yet gifted with immense intellect, these biological computers can be found bolstering the vast fleets of the Sith Empire, engaged in endless debate in (literal) think-tanks, and of course serving their lord and creator in a thousand different ways.
  • Ta'Arana: Winged "Angels" forever encased in thick durasteel, the Ta'Arana, or Iron Angels, are in fact the gruesome amalgamation of a dozen different species, too twisted to survive without life-support, yet capable of immense feats of martial prowess, especially given their racial memory, which is propagated through asexual reproduction akin to cloning.
  • Amalgafiend: Horrid mounds of repurposed "biomass" endowed with unnatural life, the Amalgafiends were Vandiir's first true creations. Though born of failure, they have their uses... waste not, want not.
Biography:
Born to a union of Corellian new money and Serennian nobility, Adrian was taught from an early age that he was destined to rise above the common rabble. While loving parents to their oldest child, the pair did little to shield the young boy from the harshness of the Galaxy. While some would consider this harsh parenting, it certainly came in handy when tragedy struck during his late preteen years; with the decimation of Corellia, he lost most of his paternal family, hardening his young heart towards the suffering of strangers. After all, what did millions of lives matter to a young boy when his own beloved family was lost?

After this, the time of travelling the Galaxy with his parents came to an end. Moving to Serenno, the young boy closed himself off from all but those closest to him, though over the years he would open up once more, though a certain level of emotional distance would never quite leave him, the suffering of others never quite making the same impression on him. Attending a top-tier Academy for the planet's best, brightest, and most well-connected, he made plenty of connections and was faced with a promising future on the aristocratic world, though a misadventure to Nal Hutta would take him down a dark path few ever leave.

His great potential in the Force uncovered by a travelling Sith Knight, the young man was brought to the Sith Academy on Bastion, where he underwent a series of gruelling trials. Throughout it all, he maintained the cheerfulness and sense of superiority he had developed after getting over the loss of so many of those closest to him, though deep down, some of what he had seen humbled him. The power of Sith, true Sith, was astounding, it was glorious, it was enticing. No longer content to amass mere earthly power, the young man became obsessed with the mysteries of the Force, his already twisted sense of right and wrong quickly giving way to overwhelming curiosity and the desire for Power that defines so many of those who embrace the Dark.

From the fields of war to the temples of the Jedi, the young Acolyte sought out and acquired new knowledge and honed new skills. He was beaten, maimed, and outmanoeuvred, but every mistake was a lesson. Every failure, one he would make sure not to repeat. Where others honed their physical prowess and mastered the lightsaber, he sought out the occult, the dark secrets on how to twist reality itself to his every whim. Through trial and error, and the teachings of older Sith and ancient holocrons alike, the young man came to exceed by far most of his fellow Acolytes in his mastery of these twisted "sciences", which eventually earned him the recognition needed to take his place amongst the Knights of the Sith. His work, however, had only just begun, for he understood what most never would: The secret to progress lay not war, nor in diplomacy, nor even in the bleeding edge of science, not truly, but rather in the reshaping of life itself through the power of the Dark Side. Life was flawed, but he could fix it.


NB! Out of date, please refer to the new bio.
 
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The Force:
Novice - Apprentice - Adept - Expert - Master - Paragon

Energy Manipulation | [||| ||| ||| ||| |||]
Force Lightning | [||| ||| ||| ||| |||]
Pyro- and Cryokinesis | [||| ||| ||| ||| |||]
Tutaminis | [||| ||| ||| ||| |||]
Force Sense | [||| ||| ||| ||| |||]
Force Stealth | [||| ||| ||| ||| |||]
Mentalism| [||| ||| ||| ||| |||]
Drain Knowledge | [||| ||| ||| ||| |||]
Physical Enhancement | [||| ||| ||| ||| |||]
Force Speed | [||| ||| ||| ||| |||]
Sith Alchemy | [||| ||| ||| ||| |||]
Sith Sorcery | [||| ||| ||| ||| |||]
Force Blast | [||| ||| ||| ||| |||]
Telekinesis | [||| ||| ||| ||| |||]
Force Barrier | [||| ||| ||| ||| |||]

The Blade:
Novice - Apprentice - Adept - Expert - Master - Paragon

Form I (Shii-Cho) | [||| ||| ||| ||| |||]
Form II (Makashi) | [||| ||| ||| ||| |||]
Form III (Soresu) | [||| ||| ||| ||| |||]
Form IV (Ataru) | [||| ||| ||| ||| |||]
Form V (Shien) | [||| ||| ||| ||| |||]
Form VI (Niman) | [||| ||| ||| ||| |||]
Form VII (Juyo) | [||| ||| ||| ||| |||]
Jar'Kai | [||| ||| ||| ||| |||]
Tràkata | [||| ||| ||| ||| |||]
Dun Möch | [||| ||| ||| ||| |||]
 
Roleplays:
Active [4/11]:
  • Trials by Fire; Faction; RN: 44; Grand Arena, Bastion; "Entering yet another tournament, Adrian scraped by in the first round and is defeated by the barest of margins in the second - at least he looked good losing."
  • The Terrible Glare Fixates On You; Dominion; RN: 46; PL-40112-CE-021105; "A journey to the ass-end of the galaxy to capture Lovecraftian horrors for dubious experiments. Met Lark again, which was fun."
  • Corruption of Voss Tower of Prophecy; Faction; RN: 47; Voss; INCOMPLETE
  • The Hex Trials; Faction; RN: 48; Dathomir; "In cooperation with Lark and Loyalist Witches Adrian purges a clan of false Nightsisters, personally slaying the Clan Mother after a sorcerous duel and convincing several of the survivors to join him... as opposed to joining the Loyalists or dying."
  • Save Lanik!; Faction; RN: 49; Ventooine, Space; "Adrian planned to ambush Jedi rescuers alongside fellow Sith-Imperials, but chickened out the moment he saw actual combat. Brave sir robin bravely ran away. Yes, this bio wrap up is low-effort, deal with it."
  • Mutual Vengeance; Private; RN: 50; Coruscant, Lower Levels; ...
  • The Darkness is Revealing; Faction; RN: 51; The Ascendant Hall, Ravelin, Bastion; "Big ol' Sith meeting, Adrian was looking forward to practice his debating but instead bore witness to filthy traditionalists being filthy traditionalists."
  • Chasing a Rumor on Samovar; Public; RN: 52; Melekess, Samovar; ...
  • Pray; First Reply; RN: 53; Terminus; "Travelling to Terminus on unrelated business, Adrian gets involved in the retrieval of a missing noblewoman, though it is revealed she willingly joined with criminals and, worse yet, Selectivists. Following the thread's events she is returned to her father who is blackmailed using proof of shady Outer Rim operations to hand her over to the Sith Order for training."
  • Desert Rose; Private; RN: 54; Veroleem; ...
  • In Plain Sight; Public; RN: 55; Lothal; ...

Complete [29]:
Acolyte of the Sith [17]:
  • A Cerulean Proposition; Private [VCH]; RN: 006, PC: 8/15; Serenno, Carannia; "Adrian met Brae in his office on Carannia to discuss the possibility of a mutually profitable agreement between Vandiir Consolidated Holdings and APEX Technologies. It was agreed that the Chiss company would develop masers for use by VCH in exchange for a sizeable lump sum of credits."
  • The Dead of Black Star Station; Public [Dominion]; RN: 008, PC: 6; Near the Corporate Sector, Black Star Station; "Adrian arrived on Black Star Station hoping to find the cause of the zombie outbreak there and possible use it for his own purposes. After arguing with a fellow Sith, Farah Zambrano, about the efficiency of Sith science versus medical science, he recovered a single "live" specimen, before "tactically repositioning" himself off the station."
  • Parades and Paranoia; Public [Dominion]; RN: 011, PC: 4/7; Jaminere; "Having received a foothold on the planet by bartering for the safe relocation of a Jaminerian businesswoman, Adrian schemes to seize the assets of a Jedi-aligned company, using both legitimate financial means and ruthless military force."
  • Sith-Imperial Tournament (Round II); RN: 012, PC: 3/5; Bastion; "Duelling Ara Zambrano, Master of Ren, Adrian managed to steal a victory, though only because his opponent conceded."
  • Sith-Imperial Tournament (Round III); RN: 014, PC: 7; Bastion; "In the third round of the Sith-Imperial tournament, Adrian battled Orion Darkstar and earned his spot in the finale, though only barely."
  • Cruisin'Kruskan; Public [Dominion]; RN: 015, PC: 4; Kruskan; "Adrian travelled to Kruskan after receiving word from the SIHCS that one of their excavation teams had gone missing. Bringing a SIHCS Acolyte with him, he made his way to the ruins, where he discovered that the archaeologists had been driven mad by a shattered Sith relic."
  • The Hive [Adrian]; Private; RN: 013, PC: ~6/13; Adumar; "Travelling to Adumar with his Director of Finance, Adrian discussed the terms for the VCH sponsorship of a stadium on Geonosis with the Commissioner of the Galactic Shockball League."
  • SSB Mystery Auction; Public; RN: 018, PC: 7; Narayana Galactic Trade Station; "Participating in the SSB Mystery Auction, Adrian was lucky enough to win four lots, one of which was, astoundingly enough, the Grand Spellbook of the Sith Empire."
  • Twilight of Prophecy; Faction; RN: 021, PC: 2; Voss; "As part of the Sith-Imperial invasion of Voss, Adrian participated in the attack on the Jedi Temple located there, though some poor planning on his part kept him from seeing actual combat."
  • Shadow's Fall [ENDGAME]; Public; RN: 019, PC: 8; Jedi Temple, Coruscant; "Joining Vereshin, his master, in the attack on the Jedi Temple, Adrian got kicked around a bit, killed a Jedi Knight, and recovered a datacron... that unfortunately happened to be made by the simpletons of the Agricultural Corps."
  • The Final Hammer Blow; Faction; RN: 022, PC: 4; Ession; "Negotiating with the planetary leadership aboard the Behemoth while the planet burned, Adrian secured a contract to rebuild large portions of the devastated world."
  • Your Overconfidence is Your Weakness; Invasion; RN: 023, PC: 14/30; Dubrillion; "Interrogating prisoners with Xevek Rakama on Dubrillion, Adrian was interrupted by an invasion force made up of rebel scum and various mercenaries. Moving to protect a resource processing hub, he came into conflict with Aten Ramses, who chopped his right arm off after a lengthy duel."
  • Dantooine Down-Under; Private; RN: 001, PC: 21/42; Sith-Imperial Space, Dantooine, Jedi Enclave (Ruins); "Travelling to the abandoned Jedi Enclave on Dantooine in the hopes of finding something the fleeing Jedi, his fellow Sith, and intermittent looters had been unable to recover, Adrian came face to face with a Grey force user; the pair then engaged in a long-winded philosophical debate, with neither party being persuasive enough to make the other side make any major concessions."
  • Business as Usual; Dominion; RN: 025, PC: 2; Etti IV; "Responding to a prisoner revolt during negotiations that would see the Corporate Sector Authority submit to the Sith Empire, Adrian butchered many of the rebelling refugees, who had barely managed to escape from Ession."
  • Your Faith In Your Friends Is Yours; Invasion; RN: 026, PC: 2; The Technicolor Beat, Gree Space; "Boarding the Technicolor Beat, Adrian attempted to acquire the dark side lore and corporate secrets of the Slave."
  • Sith-Imperial Tournament (Final Round); Public; RN: 017, PC: 10/29; Bastion; "Making it all the way to the Finale, Adrian battled Joycelyn Zambrano and Koda Fett in a free for all and emerged victorious through some slightly questionable tactics."
  • Old Habits; Private; RN: 024, PC: X; Shrine of Healing, Voss; "Being present on Voss on business for the Saaraishash, Adrian took the opportunity to visit the Shrine of Healing. Meeting Jairdain there, he learned much of the way of the Mystics and the Voss as a whole, even going so far as to pass the Trial and become a Mystic himself."
Knight of the Sith [12]:
  • The Less You Know The Better; Dominion; RN: 029, PC: 4; Zygerria Four; "Perusing the slave markets of Zygerria Four with Cara, Adrian catches the scent of a force sensitive slave and purchases her. Afterwards, he brings the Rattataki to the Sith Academy on Dromund Kaas."
  • The Siege of Commenor; Campaign; RN: 30, PC: 6; Chasin City, Commenor; "Attempting to "recover" cultural relics from Commenor's museums, Adrian comes into contact with a pair of Jedi, whom he subsequently tries to convert to the Dark Side and/or arrest."
  • It is unaVOIDable, it is your destiny; Dominion; RN: 31, PC: 6; Nathema; "Seeking to harness the power of the long-dead Sith of old, Adrian comes into contact with an ancient Sith known as Darth Kherros, with whom he strikes a bargain to prevent the kidnapping of more Sith-Imperial settlers."
  • Jungle Fever; Dominion; RN: 32, PC: 7; Florn; "Travelling to Florn to recruit the fearsome natives to the Sith-Imperial Legion, Adrian becomes involved in a large-scale training exercise, being able to observe firsthand the potential of the Lamproid recruits."
  • The Emperor's Ball; Faction; RN: 36, PC: X; Galidraan; "Attending the Emperor's Ball on Galidraan, Adrian did his best to establish new connections with the galactic elite, certain that they would come in handy one day."
  • Archaeology and Antiquities; Private; RN: 38; Dromund Kaas; "Meeting a potential buisiness associate on Dromund Kaas, Adrian struck a deal to establish a jointantiquities company with Eli Saako, halfway funded by Vandiir Consolidated Holdings."
  • Before the Pin Drops; Dominion; RN: 39, PC: 9; Cantonica; "Travelling to Cantonica in pursuit of ever greater (and more decadent) pleasures, Adrian met a fellow Sith who would soon depart for the field of war."
  • When It Rains; Private; RN: 35, PC: 19/38; Adrian's Penthouse, Kaas City, Dromund Kaas; "Surprised by an unexpected break-in, Adrian meets an untrained force sensitive, eventually offering to train her in the ways of the Force."
  • Lothal Intent; Dominion; RN: 41; Jedi Temple, Lothal; "Travelling to the Jedi Temple on Lothal by order of his superiors in the Saaraishash, Adrian (quite unintentionally) gets involved in a battle."
  • A Fistful of Credits; Public [Dominion];RN: 43; Gromas; "Adrian's diplomatic mission to Gromas quickly devolves into chaos, continued in A Few Credits More."
  • A Few Credits More; Dominion; RN: 45; Aargonar; "Pursuing Gorra the Hutt to the system of Aargonar after his abduction of Air Marshal Pavanos, Adrian gets the opportunity to further test his Sithspawn and acquire new not-so-voluntary test subjects."
  • Dream of the Sky; Private; RN: 42; Adrian's Penthouse, Kaas City, Domund Kaas; "Around a week after she rather boldly broke into his residence and subsequently got taken under his wing, Adrian gets to know his new apprentice."

Incomplete [15]:
Acolyte of the Sith [10]:
  • The Alderaan Offensive; Public [Skirmish]; RN: 002, PC: 4; Alderaan, New Aldera; "Adrian participated in the Sith-Imperial assault on New Aldera in an attempt to secure relics from the doomed city."
  • Some Days Are For Dying; Public [Dominion]; RN: 007, PC: 1; Raxus Prime; "Adrian ventured to Raxus Prime to look for the fabled Junk Temple, but found a Nezumi building a tiny castle instead."
  • Sith-Imperial Tournament (Round I); Public; RN: 010, PC: 3/7; Bastion; "After foolishly deciding to participate in the Sith-Imperial Tournament, Adrian managed to finagle himself a victory in the first round by turning his the two other contestants in his three-way fight against each other."
  • Laws Which Govern; Private; RN: 003, PC: 3/6; Bastion, Sith Academy; "Adrian met his new Master, Vereshin, for the first time, and was introduced to the concept of force-imbuing objects."
  • Trading with People; Public; RN: 004, PC: 3/6; Mid Rim, Besh Gorgon system, the Wheel; "Adrian travelled to the Wheel to acquire new test subjects, encountering a Wookie slaver in the process."
  • Encountering Allies; Private; RN: 005, PC: 11/22; Bastion, Sith Academy; "During one of his many visits to the library in the depths of the Academy, Adrian encounter Tevro, a fellow Acolyte."
  • Sending a Message; Private; RN: 009, PC: 3/5; Gust-class Shuttle, Outer Rim; "After a smuggler stole a shipment he was supposed to deliver, Adrian set out to bring him to "justice" with the assistance of a slicer familiar with how things work in the Outer Rim."
  • The Art of Terror; Private; RN: 020, PC: X; Sith Academy, Bastion; ...
  • Finders Keepers; Private; RN: 016, PC: 4; Sith Academy, Bastion; "Seeking to take advantage of a Sith Lord's sudden absence, Adrian sneaks into his quarters in the Academy and pilfers an ancient holocron."
  • A Helping Hand; Private; RN: 027, PC: X; Vera-class Trade Station, Tingel Arm; ...
Knight of the Sith [5]:
  • A Furious and Prideful Heart; Private; RN: 028, PC: 15+; Adrian's Penthouse, Kaas City, Dromund Kaas; "Not long after being elevated to the rank of Knight of the Sith, Adrian sees fit to teach an up-and-coming Acolyte some of what he knows of the ancient Sith art of Sorcery, though her ability to annoy him turns out to be far greater than expected."
  • Group Lesson, Series I; Training; RN: 33, PC: X; Sith Academy, Bastion; ...
  • No Escape Out Of The Storm; Private; RN: 34, PC: X; Thule; ...
  • From Kaas with Love; Private; RN: 37, PC: X; Kaas City, Dromund Kaas; ...
  • An Enchanted Winter's Evening; Private; RN: 40; Er'in Tenel's Apartment, Kaas City, Dromund Kaas; ...








Sith-Imperial Bling:
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OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Structure Name: Asylum of the Lost
  • Classification: 'Rehabilitation Facility'
  • Location: The Netherworld of the Force
  • Affiliation: 'The Custodians' | Greystone Mercantile
  • Accessibility: The Custodians are able to open temporary rifts to and from Realspace in order to retrieve 'patients' and release successfully rehabilitated beings. Reaching the Asylum without their blessing is a far more difficult prospect, but not impossible - permanent paths are found in Masque and the Dreamlands. Additionally, it may well be possible to overpower a group of Custodians in order to use their rift.
    • Retrieval: Most who enter the Asylum do so after being 'retrieved' by the Custodians, but their actions can appear opaque to outside observers, an issue compounded by their refusal to share their own laws except for the specific ones a 'patient' has violated. Examples include 'disproportional violence', 'disturbing death's peace', 'resisting purpose', and 'mentality incompatible with core principles'.
    • Exemptions: The Custodians do not seem to claim jurisdiction over children (as determined by themselves, not local jurisdiction) and will not retrieve the 'overly weak' (limited risk of collateral damage) or 'overly strong' (excessive risk of complications) themselves.
  • Description: [ Provide a description of this structure at a glance. More in-depth descriptions can be added in points of interest. ]
NETHERWORLD INFORMATION
  • Lucidity: The Asylum is shrouded in layers of misdirection, preventing most from seeing it for what it really is - it has been known to be seen as a school, a brutalist apartment complex, a psychiatric ward, a high-security prison, a monastery, and even an autumnal forest. Worse yet, it has been known to reshape itself to prevent escapes, as if the very location itself is alive and eager to fulfil its intended purpose.
  • Hostility: The Custodians are largely apathetic towards their patients, being primarily concerned with keeping them alive and contained until a higher-ranking Custodian or one of the beings in their employ can correct their minds. Trespassers are likely to find them annoyed or even overtly hostile - if captured, the paperwork is extensive, yet the paperwork for allowing a trespasser to depart uninterrogated is greater still.
  • IC Rules: By its very nature, the Asylum breeds a sort of helpless bliss in those within it; as time passes, patients and trespassers alike will feel an urge to admit their own helplessness and cease their struggles in order to passively partake in the amenities. This urge is especially strong in restricted areas, where 'the air feels as heavy as lead and one's destination grows more distant the further one walks'.
POINTS OF INTEREST
  • The Reception:
  • The Black Rooms: (Where the most invasive procedures are performed?)
  • The Hall of Bones: (Custodian 'break room'; named after their bone masks?)
  • The Hall of Mirrors:
  • The Recovery Ward:
SECURITY
  • Security Rating: Maximum
  • Defensive Forces: Some of the Custodians are themselves fierce combatants, making use of everything from Force Abilities to unnatural or surprisingly up-to-date weaponry and martial arts. Their numbers are bolstered by subservient spirits, notably Phantom Hounds and Shades, as well the occasional wild card - this can range from modern battle droids to undead warriors and ferocious Varzigs.
  • Internalised Defences:
  • and any specific security assets in list format. What defenses does this location have, including internal and perimeter defenses? Please note that the rating is relative to the type of location this is. Normal civilian structures have a different scope in security, compared to military bases. As such a civilian structure with a Maximum security rating is not on the same level as a military base with a Maximum rating. A civilian structure with a Maximum rating could be the seat of a planetary government, or the headquarters of an inter-galactic corporation. Private security, alarms, perhaps even a defensive shield, but they should not have entire armies within or enough armament to destroy a fleet above. Please link rare or uncommon tech/equipment to the SW wiki article or Factory-approved submission. Common canon items do not need to be linked. ]

HISTORICAL INFORMATION
[ Include a description on the structure's history here. Detail how it came to be created and why. Talk about the people involved in this structure's history and what role it played and still plays. For historical structures, if you so desire, you can include historical events from the Chaos Canon timeline or board history where appropriate. ]

'Some beings are broken ... hurt others and themselves ...' / Custodians in Bone Masks / Hall of Mirrors, 'Some are beyond redemption.' Unredeemables?

Typical subjects - Mawites, Bryn'adul (permission?), Vaderites, and the like. May pick up especially despicable criminals.
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ Describe the plan for your planet. NOTE: This section alone can have your planet dismissed. Planets created on a whim or for purposes to undermine the integrity of Star Wars will not be approved. ]
  • Image Credit: Stellaris, loading screen for the MegaCorp Expansion.
  • Canon: N/A
  • Permissions: N/A
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
GENERAL INFORMATION
  • Planet Name: Antaris
  • Demonym: Antarian
  • Region: [ Link the region this system resides or describe its location relative to local star systems on the map. You can pick from the following: Deep Core, Core World, Colonies, Inner Rim, Expansion Region, Mid Rim, Outer Rim Territories, Tingel Arm, Wild Space. Unknown Regions. ]
    • Inner Rim, next to Denon? Same hex as Bovo Yagen?
  • System Name: Aaros
  • System Features: [ Here you may list suns, moons, other planets, important asteroid belts, spatial anomalies, or other features of the star system. You may also include orbital position, rotational period (length of day), and orbital period (days in a year) in this section. if you have submitted Astronomical Objects for this system, you may link them here, and if you would like to expand on the system in more detail, you may use that template to do it at your leisure. ]
  • Location: [ This can be a screenshot of the hex from the map with a marker, or you can say that it is located "in X planet's hex" and give a general description of positioning. If you intend to add this planet to the Chaos Map please review the rules thoroughly.]
  • Major Imports: Raw and Refined Materials, Luxury Goods (Foodstuffs, Rare Materials, etc.), Specialised Labour.
    • On Food: Antaris is technically self-sufficient due to unfathomably large and impressively dense agricultural districts, but these are calibrated primarily for efficiency, not enjoyability. Imported food is a much-enjoyed luxury of the middle-class and above.
  • Major Exports: High Technology, Shield Generators, Pharmaceuticals, Luxury Products.
  • Major Services: Banking, Research and Development, Entertainment, Education.
  • Unexploited Resources: N/A, the planet has long-since been strip-mined.
GEOGRAPHIC INFORMATION
  • Gravity: Galactic Standard (Partially Artificial)
    • Original: 0.92 Standard, artificial gravity is common.
  • Climate: Controlled; minimal local differences, greater variance in the Vongclave and Undercity.
  • Primary Terrain: Synthetic (Primary) and Vongformed (Secondary).
  • Atmosphere: Type I (Artificial) | Type II-III (Planetary Surface).
LOCATION INFORMATION
  • Capital City: The Central Administrative District (Centria)
  • Planetary Features: [ What are interesting artificial features of the planet? Ruins, interconnected cities, floating urban platforms. This field is used to sketch out artificial features, adding RP opportunities, but without the need for specific details like in the major locations field. You can also include if the planet is primarily Wild, Rural, Suburban, Urban, or a Mix. ]
  • Major Locations: [ What are the major locations on your world? Include an explanation on each. ]
    • The Central Metropolitan District (Centrimet):
    • The Central Administrative District (Centria):
    • The Yuuzhan Vong Resettlement Zone ("The Vongclave"): (YVRZ, better known as the Vongclave. "Disowned" - probably, yeah. Peaceful, mostly? Own police force, own food, own provincial government. Helps maintain life support!)
    • The Surface of Antaris ("The Crust"): (Arcologies, industry, and government installations? Poor or no breathable atmosphere?)
    • The Central Security District (Centrisec):
    • The Great Ports:
    • The Undercity:
POPULATION
  • Native Species: Most native lifeforms have long since been driven extinct.
  • Immigrated Species: [ Immigrant species with significant populations. Any uncommon species or custom species should be linked. ]
  • Population: Crowded; as is to be expected from an ecumenopolis, the sheer size of Caladria's population is difficult to comprehend. The Great Census of 895 ABY estimated the population at 1.7 trillion sentient lifeforms, of which 'only' about 50 billion are unregistered.
  • Demographics: [ Please describe the population assortment found on this planet. Is it primarily human inhabitants with only a small percentage of aliens? Or perhaps the other way around? Is this a place open to all kinds of races or is there a strong theme of racism and xenophobia? Specific race percentages are welcome but not required. ]
  • Primary Languages: [ Include any languages primarily spoken on this planet. Galactic Basic is an example of a language speaking across the Galaxy. ]
  • Culture: [ General overview of the inhabitant's behaviors. This should include information about daily life, society, arts, sports, religion. ]
GOVERNMENT & ECONOMY
  • Government: [ Federal Republic would describe a government such as the United States. Other general termscan be used. ]
    • Speaker of the Assembly - Head of State, fairly weak office, comparable to pre-Palpatine Supreme Chancellor. Sovereign Civic Authority (SCA) or Caladrian Civic Authority (CCA) - Planetary Assembly? / Opt for a Senate?
    • Tricameral legislature - the House Popular, the House Administrative, and the House Traditional?
    • One big assembly/senate/etc. - thousands of representatives? Fifteen thousand three hundred and seventeen senators?
    • Corporate influence? The Globex Corporation and the IGBC have a major presence, including seats?
  • Affiliation: [ Does this planet fall under the rule of a certain person or faction? Company or group? Link any relevant characters, faction pages, or groups. ]
  • Wealth: [ Poor, Low, Medium, High, Wealthy.Describe, briefly, why. ]
    • Banking World.
  • Stability: [ Low, Medium, High. Are there major issues causing unrest? Is this a planet of chaos or one of peaceful law-abiding citizens? Is it dangerous for travellers to visit or are you safe as an outsider? Describe the general feel and theme of any overarching government or rulers/leaders in this city. ]
  • Freedom & Oppression: [ Describe the atmosphere of freedom on this planet. Are the people fairly free or is oppression of society and commerce heavy? Does it have a dictatorial ruler? Is fear of the ruling body prevalent? Relaxed and open? Is anything unusual illegal or permitted? ]
MILITARY & TECHNOLOGY
  • Military: [ Describe the military capabilities of this planet. Is it completely demilitarized? A fortress world complete with heavy defenses? A space-faring world with a substantial navy? Is it a hive of scum and villainy with no discernible defense structure other than what it's inhabitants have to offer? Or maybe due to low tech the people here are still in the bronze age. ]
    • Armed Response Service of the Civic Security Service?
    • Caladria-made planetary shield, famously tough, strong enough to shrug off torpedo spheres, can be lowered in segments, dual-layered specifically to deal with bombardment scenarios. / Hide behind their shield rather than the fleet, Caladria should be able to survive under siege for decades! The Tripple-Aegis of Caladria - shrug off torpedo spheres?
    • Strategic Reponse System - MARS, or the Missile-Armed Response System. 50k strategic missiles - Interplanetary Ballistic Missiles?
  • Technology: [ A description of how technologically advanced the planet is relative to the galaxy. If there is nothing of note, simply put ‘Galactic Standard’. ]
    • Caladrian shield generators are the best of the best?
HISTORICAL INFORMATION
[ Include a history of the planet here. Be sure to cover the following information:
How was the planet discovered? How was the planet settled? When was it settled? Why was it settled? What major events specific to the planet helped shape its inhabitants to what they are today? If there is a Nexus, how did it come about and how did it influence the history of the planet?

Remember that these custom planets may be submitted to the map for the community to enjoy. The more background you set down, the more clearly others will be able to understand your view of your creation. ]

 
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Quality Merchandise.
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The Outer Rim

Gentle rays of sunlight poked through a thin layer of clouds, while the wind and the seasons worked together to create a pleasant ambience. It was warm, but pleasantly so, and the rustling of leaves completed the calming atmosphere. In the distance, a beautiful limestone cliffside, moulded by aeons of erosion until it vaguely resembled a charging stallion, exploded.
 
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