Star Wars Roleplay: Chaos

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Work In Progress Docha's Planetary Workshop

OUT OF CHARACTER INFORMATION
  • Intent: To create a rich, Force-infused world beyond the Outer Rim that blends science-fantasy mysticism with ancient Rakatan legacy for narrative exploration, character growth, and faction intrigue, as well as a unique set of uncontacted cultures to be discovered due to the plane shift of 902 ABY.
  • Image Credit: Artwork generated with AI by OpenAI and user-guided prompts; no commercial artist work used. Image credits available on request for each generation.
  • Canon: N/A
  • Permissions: N/A
  • Links: Thread: [The Tower of the Covenant (forthcoming codex submission)] | [Force Crystal Variants: Godsblood Crystals (custom)] (forthcoming Codex Submission) | Condorian Species (forthcoming Codex Submission).

GENERAL INFORMATION
  • Planet Name: Condoriah
  • Demonym: Condorian (general),
    • Dorian, Bodnari, Arakhani, Ferrani, Concordian (regional)
  • Region: Unknown Regions (Beyond the Outer Rim)
  • System Name: Condoriah
  • System Features:
  • Sun: Lietra (G-type main sequence)
  • Moons:
  • Minada (tidally locked), Trysius (fragmented/stationary debris field)
  • Rotational Period: 27 standard hours
  • Orbital Period: 388 local days
  • Location: TBD (uncharted edge zone)
  • Major Imports: Medical technology, starship components, synthetic kyber substitutes, rations, offworld archives
  • Major Exports: Godsblood Crystals (Sanguinite, Cholerite, Melanchite, Phlegmite), bioluminescent organic materials, beastbound fauna, oracular charts, bio-forged armor
  • Unexploited Resources: Dormant Rakatan hypertech, sealed vaults beneath Mausoleums, Tower-based subspace utility.
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GEOGRAPHIC INFORMATION
  • Gravity: Standard with minor anomalies near Force-saturated zones
  • Climate: Mixed — Arid (Arakhan), Tropical (Bodnar), Temperate (Heartlands), Coastal (Doriah), Cool-Misty (Ferran)
  • Primary Terrain: Cliffs, jungles, rivers, canyons, plains, forests, coastal terraces, volcanic mesas, fungal groves
  • Atmosphere: Type I (Breathable) — mineral-saturated zones may affect offworlders

LOCATION INFORMATION
  • Capital City: Safeld
  • Planetary Features:
    • Tower of the Covenant (Rakatan signal beacon)
    • Regional capitals integrated with local biomes
    • Rakatan ruins and Mausoleum vaults
    • World-tree grown settlements and crystalline observatories
    • Primarily wild-to-rural with concentrated urban pockets in Safeld and Doriah
  • Major Locations:
    • Safeld — capital city surrounding the Tower of the Covenant; houses the Heartlands Council
    • Tower of the Covenant — Rakatan beacon; dormant weapon or broadcast engine
    • Baelor-Duun — cliffside capital of Arakhan; home of the Throne of the Hollow Star
    • Varkhala — Mire-bound city of Bodnar; hosts the Maw and Hanging Crucible
    • The Divine City of Llynno — solar labyrinth of Doriah; features the Divine Observatory
    • Thorneheart — Ferran’s living city; seat of the Godo Dynasty
    • Grand Mausoleums — Demibeast stasis vaults scattered planetwide
Force Nexus (Optional): Yes
  • Intent: To anchor the planet’s metaphysical impact on the galaxy through two major regional nexuses, each reflective of the Light and Dark aspects of Force use
  • Nexus Name: Throne of the Hollow Star / Divine Observatory
    • Nexus Alignment: Dark Side / Light Side
    • Size: Medium (both)
    • Strength: Strong (Throne), Moderate (Observatory)
  • Accessibility:
    • Throne: Highly restricted; sealed to uninitiated
    • Observatory: Culturally restricted; accessible to Solarborn and sanctioned pilgrims
  • Effects:
    • Throne: Accelerates Force mutations, causes visions or madness
    • Observatory: Enhances precognition, stabilizes Force turbulence, induces prophetic trances
POPULATION
  • Native Species: Solarborn, Mireborn Titans, Cholerkin, Wyrdkin, Concordians, Demi-Beasts
  • Immigrated Species: Basic Humans, Zeltrons, Duros, Togruta, Chiss, various others
  • Population: Moderate (~400 million) Demographics: 65% regional subspecies, 25% Concordian hybrids, 10% offworlders. Cautious tolerance; cultural zones vary in openness. Heartlands are most diverse.
  • Primary Languages: Galactic Basic, Old Dorian, Bloodsign Cant, Wyrdwhisper, Heartland Trade Creole
  • Culture: Regionally varied; each society maintains rites tied to prophecy, blood, spirit, or nature. Religion is dualistic. Rites include duels, beastbonding, Moon-veneration, and forging. The Heartlands blend traditions into a mediating council-based society.

GOVERNMENT & ECONOMY
  • Government: Cultural Federation via the Heartlands Council
  • Affiliation: Independent (not yet made contact)
  • Wealth: High — Rare resources and unique Force-infused materials
  • Stability: Medium — Stable post-Unification Wars, but fractious beneath the surface
  • Freedom & Oppression: Varies by region; Heartlands emphasize liberty, while Arakhan maintains ritual dominance. Ferran practices selective isolationism. Doriah and Bodnar are caste-structured but not overtly oppressive.

MILITARY & TECHNOLOGY
  • Military: Decentralized but elite. Each empire maintains its own powerful regional forces. Safeld deploys Heartguard Militia and Anchors for planetary defense. Rakatan remnants may still activate during planetary crises.
  • Technology: Galactic Standard with regionally divergent tech. Bio-organic, crystal-alchemical, and Force-infused equipment dominate. Space capability is limited but growing due to offworlder interest.

HISTORICAL INFORMATION Condoriah was once a control-world of the Rakatan Infinite Empire. Its primary installation, the Tower of the Covenant, was used to manage planetary networks, enforce slave control, and unleash Demi-Beast enforcers. When the Empire fell, the Tower went dormant, and Condoriah was forgotten.

The inhabitants, isolated for Eons, developed unique Force-reactive cultures. Mythologizing the Tower and Mausoleums as divine constructs, their society shaped itself around prophecy, blood, strength, memory, and balance. Over centuries, five empires emerged: Doriah, Bodnar, Arakhan, Ferran, and the Heartlands.

Periodic "Tollings" from the Tower caused waves of catastrophe and rebirth — awakening Demi-Beasts, distorting time, and collapsing civilizations. The most recent such Tolling led to the Unification War, wherein planetary heroes, now rulers of each planetary empire, Pietro Vopiscus, Hisaki Godo, Isidoro Vulkhaar, and Sileas Englehart, forged peace. The Heartlands Council was formed thereafter.

Now, in 902 ABY, the Tower tolls again. The Godsblood crystals resonate. Rakatan circuits pulse beneath the soil. Condoriah may not escape notice of the rest of the galaxy has much longer.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To codify the Solarborn as a Force-sensitive subspecies of humanity native to Condoriah's empire of Doriah, emphasizing prophecy, celestial alignment, and Light Side resonance for character and cultural roleplay.
  • Image Credit: Image generated via OpenAI, prompted by user. No commercial artist involved. Available on request.
  • Canon: N/A
  • Permissions: N/A
  • Links: [Planet Submission: Condoriah], [Location: Divine Observatory (upcoming)], [Force Crystal: Sanguinite]

GENERAL INFORMATION
  • Name: Solarborn
  • Designation: Sentient
  • Origins: Condoriah (native to the coastal empire of Doriah)
  • Average Lifespan: 100-130 standard years
  • Estimated Population: Planetary (~80 million), mostly restricted to Doriah and a few Concordian settlements
  • Description: Solarborn are luminous-eyed, sharp-featured humanoids adapted to celestial navigation and spiritual foresight. Known for their ritualistic culture and attunement to the Light Side of the Force, they are seers, statesmen, and scholars of the Tower's cycles.

PHYSICAL INFORMATION
  • Breathes: Type I atmosphere
  • Average Height of Adults: 1.8 meters
  • Average Length of Adults: N/A
  • Skin color: Pale to golden-tan; rare cases have opalescent undertones
  • Hair color: White, silver, light gold, or copper-toned shades; dark hair is considered an ill omen
  • Distinctions: Solarborn possess highly reflective, star-hued irises (gold, violet, or pale blue) and mild bioluminescence across the sternum or temples when in meditative or ritual states. Their blood shows trace Force-reactive properties when exposed to light. Older Solarborn often develop faint glowing patterns across the skin due to accumulated spiritual resonance.
  • Races: Coastal-born (pale, diplomatic), Skyward Clade (mountain hermits, more attuned), Deep Seers (rare, almost albino, trance-prone lineage)
  • Force Sensitivity: All (All Solarborn are born with innate Force sensitivity, typically attuned toward the Light Side and foreseeing. Active powers must be trained.)

Strengths:
  • Innate precognitive alignment — Solarborn often experience dreams, flashes, or intuitive warnings related to large-scale events or celestial shifts
  • Natural Light Side affinity makes them resilient to Dark Side corruption and capable of anchoring areas against Force turbulence

Weaknesses:
  • Physically fragile compared to other Condorian subspecies; prone to injury and fatigue during prolonged combat or exposure to hostile Force fields
  • Vulnerable to psychic overload or madness if exposed to corrupted Force nexuses, such as those of the Dark Side or malfunctioning Rakatan relics

CULTURE
  • Diet: Omnivorous, with emphasis on fresh seafood, light grains, and sun-dried fruits. Red meat is ritually consumed only during eclipse ceremonies.
  • ommunication: Primarily through spoken Basic and Old Dorian, with hand gestures and light-tonal chants during formal rituals.
  • Technology level: Slightly below Galactic Standard, though adapted for ritual and astrological contexts. Star charts, solar forges, and kinetic-light architecture are prevalent.
  • Religion/Beliefs: Solarborn follow the Celestial Path, a prophetic spiritual framework that venerates light, harmony, and the Tower of the Covenant as a divine cosmological beacon. They observe solstices, starfall omens, and practice rites of illumination.
  • General behavior: Solarborn are introspective and diplomatic, prioritizing balance and truth. Families raise children communally through Clades. Adolescents undergo stargazer initiation rites. Art includes stained-glass construction, prophetic poetry, and harmonic singing. Most are diurnal and socially pacifist.

HISTORICAL INFORMATION
The Solarborn trace their lineage mythologically to the deity Trysius the Martyr - the body of whom they believe is the shattered moon of Condoriah. Biologically, they descend from ancient seafarers and skywatchers who settled the luminous northern coasts of Condoriah. They believe their origin lies in the Tower’s first Tolling, when ancestors received dreams of the stars forming constellations of guidance. Over millennia, exposure to Vitalis Crystals and celestial resonance led to the development of innate farseeing and Light-side attunement.

During the Godwars and Demibeast incursions, Solarborn oracles played critical roles in predicting faultline collapses and caldera surges. Though rarely warriors, they have long served as advisors to rulers across Condoriah, and are considered the soul of the Heartlands Council.

Notable historical events include the Fractured Eclipse, when a rogue Solarborn predicted a false apocalypse and destabilized the Dorian throne. In the Unification War, Solarborn prophet Sileas Englehart foretold the alliance that would defeat Ulfang Vulkhaar, cementing their place in planetary governance.

Today, the Solarborn stand as the keepers of prophecy and Light, guiding Condoriah through each Tolling and into the Galaxy at large with clarity and reverence.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To codify the Mireborn Titans as a culturally distinct, Force-touched warrior subspecies of humanity from Condoriah's Bodnar region, emphasizing ritualized combat, scarification, and brute resilience in RP.
  • Image Credit: Image generated via OpenAI by user prompt; no commercial artist work used. Credit available upon request.
  • Canon: N/A
  • Permissions: N/A
  • Links: [Planet Submission: Condoriah], [Location: Varkhala, Hanging Crucible], [Force Crystal: Cholerite]

GENERAL INFORMATION
  • Name: Mireborn Titans (Bodnari)
  • Designation: Sentient
  • Origins: Condoriah (native to the southern swamps and jungle empire of Bodnar)
  • Average Lifespan: 80–120 standard years
  • Estimated Population: Planetary (~65 million), almost exclusively found in Bodnar, rarely offworld
  • Description: Mireborn Titans are towering humanoids with scar-reinforced dermis and ceremonial blood-etchings. Bred by trial, they are honed through generations of war, pain, and discipline. The Titans serve as enforcers, generals, and force-bound Priests of battle.

PHYSICAL INFORMATION
  • Breathes: Type I atmosphere
  • Average Height of Adults: 2.6–3.2 meters
  • Average Length of Adults: N/A
  • Skin color: Earth-tone shades: crimson, bronze, coal-black, slate-gray; skin often masked by ritualized scarification and ash/oil war paint
  • Hair color: Deep black, dark brown, or braided silver; worn in cultural braids, warrior topknots, or shorn for mourning
  • Distinctions: Mireborn are colossal and physically dense, their muscle structure and bone density far exceeding human norms. All Titans undergo the Rite of Grief-Carving upon adulthood, where Force-reactive Cholerite blades are used to score permanent markings into their skin that eventually harden into semi-armor. Their dermis can resist heat, acid, and kinetic trauma to a degree.
    Though by no means universally applicable amongst the Bodnari, Males typically have broader frames and heavier arms for wielding oversized weapons; females tend toward speed, flexibility, and precision with polearms or twin axes. Aged Mireborn show petrified streaks through their dermal plates.
  • Races: Stonebloods (traditionalists, heaviest builds), Flowscar Clan (lighter, more agile), Gulmari (ritual smiths with soot-streaked bodies)
  • Force Sensitivity: Standard — Some develop sensitivity; often manifests as heightened perception in combat or battle-rage trance states. Dedicated Force training is rare and ritualized.

Strengths:
  • Titanic Strength and Endurance — Mireborn can overpower most humanoid species, endure extreme heat, trauma, or sustained combat without fatigue.
  • Scar-Dermis Armor — Their ritualized dermis acts like flexible armor, offering limited resistance to blades, blunt trauma, and elemental conditions.

Weaknesses:
  • Low Agility and Stealth — Mireborn are loud, heavy, and poorly suited to stealth or narrow environments like starships and bunkers.
  • Spiritual Overload — Their traditions demand ceremonial grieving for every kill; failure to uphold rites can cause mental instability or force-sensitive dissonance.

CULTURE
  • Diet: Omnivorous — subsist on jungle beasts, fermented root crops, bloodfruit, and meat charred in ritual pyres. Poisonous to heavy sedatives and certain tranquilizers due to altered metabolism.
  • Communication: Deep-toned spoken language (Gorukh), formalized battle chants, drumming, and scar-code — a raised-skin form of story tattoos readable by touch.
  • Technology level: Below Galactic Standard, but matching in metallurgy and weapons, selectively applied. Use of powered gauntlets, blood-reactive gear, and Cholerite-forged relics is common.
  • Religion/Beliefs: Mireborn follow the Doctrine of Trials, which teaches that pain refines the soul. They honor fallen ancestors as embodied spirits called the Red Wake, and believe that those who die without proving their worth haunt the swamps forever. Blood rituals are sacred, not sadistic. They mythologically claim to trace their lineage back to Krixas, a god of singule combat, berserkers, and destroyer of the craven.
  • General behavior: Fiercely communal, the Mireborn value honor, endurance, and martial skill. Children are raised by warrior-clans, trained from age six, and tested through ordeal. Mates are chosen through open combat challenges or feats of strength. Artistic expression is physical: sculpting, tattooing, war-dancing. They prefer solitude during grief, then rejoin the clan with a new carving added. While not nocturnal, many fight and train best in low-light jungle conditions.

HISTORICAL INFORMATION The Mireborn Titans are believed to have emerged in the earliest days following the first Tolling, when the fallout of Rakatan experiments caused rapid physiological mutations in those exposed to raw Cholerite seams and the heat of Bodnar's volcanic jungles. Over time, these altered humans formed tribes that revered struggle, forming a warrior culture bound by pain, honor, and mourning.

Their society crystallized with the discovery of the Hanging Crucible, a lava-fed forge-temple where warriors undergo trials to become fully recognized adults. During the emergence of the Demi-Beasts, Mireborn shock-tribes were the first to breach and reseal a Mausoleum gate, suffering thousands of casualties in the process. From that sacrifice, their modern rites of grief-carving were born.

The Titans played a pivotal role in the Unification War, led by Warlord Pietro Vopiscus, a pinnacle of his kin who would later marry Hisaki Godo and help establish planetary peace. Despite their internal cohesion, Mireborn are still mistrusted by outsiders due to their size, customs, and perceived savagery.

Today, they remain the undisputed martial elite of Condoriah, bound by oath to their clans and to the defense of the planet against both Demibeasts and galactic exploitation.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit the Wyrdkin as a mystic, sensory-enhanced subspecies native to the Ferran Wilds of Condoriah, focused on camouflage, spirit-bonding, and bioluminescent communication for thematic RP.
  • Image Credit: AI-generated image by OpenAI from user prompt. No commercial artist work included. Credits available upon request.
  • Canon: N/A
  • Permissions: N/A
  • Links: [Planet Submission: Condoriah], [Ferran Wilds (region)], [Matriarch: Hisaki Godo (character reference)]

GENERAL INFORMATION
  • Name: Wyrdkin (Ferrani)
  • Designation: Sentient
  • Origins: Condoriah (native to the Ferran Wilds)
  • Average Lifespan: 90–140 standard years
  • Estimated Population: Planetary (~60 million), highly localized to Ferran with rare individuals in Concordian borderlands
  • Description: The Wyrdkin are slender, long-limbed humanoids with oversized sensory features and bioluminescent skin patterns. Naturally attuned to the rhythms of the forest and able to Force-bond to native beasts, they serve as trackers, lore-keepers, and spiritual intermediaries in Condorian society.

PHYSICAL INFORMATION
  • Breathes: Type I atmosphere
  • Average Height of Adults: 1.9 meters
  • Average Length of Adults: N/A
  • Skin color: Earthy tones: forest green, bark brown, moss gray; bioluminescent markings glow in shades of teal, violet, or pale blue
  • Hair color: Dark green, silver, mossy black, or leaf-burnished bronze; naturally coarse with vine-like strands common
  • Distinctions: Wyrdkin possess enlarged pupils and high-sensitivity ears adapted for low-light and long-distance perception. Their bioluminescent markings, unique to each individual, can shimmer in emotional response or sync with local fauna. Bone density is low, allowing for nimbleness but making them fragile. Many Wyrdkin develop natural camouflage across skin and hair based on terrain.
    Females typically exhibit more elaborate bioluminescence and stronger beastbonding gifts, while males trend toward enhanced hearing and gliding agility. Elder Wyrdkin often show faded but intricate markings and wear spirit-trophies grown into their flesh.
  • Races: Rootbound (grove-dwellers), Canopy-Walkers (arborialists), Mycari (cave-dwelling mystics with fainter markings)
  • Force Sensitivity: High — Many are sensitive, particularly in the domains of beast empathy, camouflage, and environmental precognition. Training is ritualized and highly selective.

Strengths:
  • Hyper-sensory Adaptation — Excellent night vision, auditory range, and environmental awareness
  • Natural Camouflage — Able to blend visually and energetically into natural terrain with little effort; bioluminescent patterns can mimic light patterns in the wild

Weaknesses:
  • Physically Fragile — Low durability under direct assault; not suited for prolonged melee or armored combat
  • Disoriented in Synthetic Environments — Struggle to adapt outside natural biomes; sensory systems overwhelmed by artificial lighting, metal, and static signals

CULTURE
  • Diet: Omnivorous with emphasis on fungal growths, wild berries, moss-fed meats, and nectar-based infusions. Artificial preservatives or carbonated fluids are toxic.
  • Communication: Spoken Wyrdwhisper (a tonal, breath-based language), body language, and bioluminescent signaling; some use Force empathy to connect with others emotionally
  • Technology level: Sub-Galactic Standard. Rely on bioengineered gear, spirit-grown tools, and organic architecture. Integration with nature prioritized over mechanization.
  • Religion/Beliefs: The Wyrdkin revere The Verdant Memory, a pantheistic communion of ancestral echoes stored in the world-tree Thorneheart and its roots. Spirits are believed to live on in light, soil, and beast-song. Their matriarchs are both political and spiritual leaders, often communing directly with ancestral presences.
  • General behavior: Wyrdkin live in matriarchal groves and extended kin-clusters. Children are raised communally, often alongside beast cubs to encourage bonding. Coming-of-age involves spirit-walks and symbiotic marking ceremonies. They are shy but welcoming to respectful outsiders. Nocturnal by preference. Value patience, intuition, and harmony. Stories are passed via bioluminescent bark carvings and harmonic flutes.

HISTORICAL INFORMATION
The Wyrdkin arose during Condoriah’s First Tolling, when deep Force resonance within the Ferran Wilds catalyzed mutations in isolated human settlers. As the jungle grew dense and bioluminescent, so too did they — adapting to survive not by dominance, but by balance.

They were the first to reestablish communication with forestbound Demi-Beasts and helped redirect them into Grand Mausoleums during the earliest Cataclysms. Their bond with the land allowed them to sense shifts in the Tower’s energy, warning the other empires during each reawakening.

The Godo Dynasty, founded by the seer-warrior matriarch Hisaki Godo, unified the groves under a single purpose: preservation of the old knowledge and resistance to planetary desolation. During the Unification War, the Wyrdkin played a pivotal role in spirit-binding rituals that sealed corrupted nexuses.

Though often perceived as insular, the Wyrdkin now serve as the soul memory of Condoriah, passing down ancestral truths, maintaining spiritual balance, and standing watch for the rise of the Demibeasts once more.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To establish the Cholerkin as a Force-reactive, blood-tempered warrior-philosopher subspecies from Arakhan, Condoriah — designed for thematic RP involving psychic aggression, ritual dominance, and cultural alchemy.
  • Image Credit: AI-generated by OpenAI through user prompt; not derived from commercial artist work. Credit available on request.
  • Canon: N/A
  • Permissions: N/A
  • Links: [Planet Submission: Condoriah], [Throne of the Hollow Star (Nexus)], [Cholerite Crystal Lore]

GENERAL INFORMATION
  • Name: Cholerkin (Arakhi)
  • Designation: Sentient
  • Origins: Condoriah (native to Arakhan)
  • Average Lifespan: 70–110 standard years
  • Estimated Population: Planetary (~55 million), concentrated in Arakhan’s volcanic mesas and ritual cities
  • Description: The Cholerkin are a sharp-featured, intense-eyed subspecies of humans who have adapted to volcanic heat, ritual pain, and Force-reactive bloodtech. Known for their obsidian sclera, blood-channel tattoos, and psychotropic rites, they serve as alchemists, warriors, and soul-temperers of Condoriah.

PHYSICAL INFORMATION
  • Breathes: Type I atmosphere
  • Average Height of Adults: 1.85 meters
  • Average Length of Adults: N/A
  • Skin color: Ashen bronze, copper-red, coal-black, volcanic gray
  • Hair color: Burnt orange, crimson, black, white-streaked
  • Distinctions: Cholerkin are marked by complete black sclerae, often mistaken for cybernetics or Sith mutation. Their skin is laced with naturally occurring “blood-etches” — capillary scars that can glow faintly when experiencing strong emotion or channeling the Force. Their internal chemistry produces enhanced adrenaline cycles, heat resistance, and a heightened pain threshold.
    Males tend toward larger musculature and heavier jawlines; females are more lithe, with stronger sensory feedback during Force trance states. Aging Cholerkin develop crystallized deposits beneath their skin, often harvested upon death as ceremonial inheritance.
  • Races: Scorchborn (lava-rite zealots), Ash-vein (philosopher-engineers), Vulkhaar Line (royal bloodline)
  • Force Sensitivity: High — Many exhibit Force sensitivity naturally attuned to the dark side of the Force, focused on aggression, blood alchemy, and emotional resonance. Active power typically requires training through Arakhan’s rites or by Jedi/sith instruction.

Strengths:
  • Blood-Alchemical Resilience — Enhanced pain resistance, emotional power conversion, and heat tolerance allow them to function in extreme conditions and sustain injuries longer than most humanoids
  • Psychic Feedback Loop — Their emotions and pain can amplify certain Force powers (e.g., battle meditation, berserker trance, blood-sight), turning trauma into strength

Weaknesses:
  • Emotionally Volatile — Prone to rage or obsession; psychic echoing may cause emotional contamination in Force sensitives nearby
  • Physiologically Reactive — Exposure to Light Side healing or serenity-based Force effects can cause cellular instability, even seizures or memory lapses

CULTURE
  • Diet: Omnivorous, often consuming flame-seared meat, mineral-rich tubers, fermented bloodwine, and hallucinogenic roots used in trial rites. Many foods offworld cause nausea due to their altered metabolism.
  • Communication: Spoken Basic (harsh dialect), Bloodsign Cant (gesture-based language tied to rite and combat), and emotional projection through controlled Force resonance
  • Technology level: Galactic Standard with unique alchemical and blood-tech innovations. They blend organic components with crystal-based systems, including blood-triggered locks, emotion-reactive weapons, and memory-encoded blades.
  • Religion/Beliefs: Cholerkin follow the Path of the Hollow Star, which teaches that the soul is a vessel to be filled with worthy struggle, pain, and fire. They believe emotion is truth and treat blood as memory. Their throne rituals are tied to the Throne of the Hollow Star Nexus, which amplifies these spiritual expressions.
  • General behavior: Cholerkin are confrontational, ceremonial, and honor-driven. They raise their young through ranked martial and emotional trials. Mates are chosen through combat, blood poetry, or forging challenges. Death is sacred — cremation is ritual, and blood is passed to the living via tattoos or relic weapons. They are diurnal, hyper-ritualistic, and view outsiders with wary respect if they prove strength.

HISTORICAL INFORMATION
Cholerkin evolved from early survivors of Arakhan’s volcanic crucibles and crystal storms. Proximity to raw Cholerite and the Throne of the Hollow Star caused a cascade of generational mutation, selectively favoring those who could metabolize pain into resilience and rage into strength. This gave rise to their modern psychic-blood doctrines.

They became the first to formalize blood-alchemy on Condoriah, distilling emotion into tools, armor, and technology. Their ritual wars shaped the early political map of Condoriah until the Tolling of the Second Age, when their inner conflicts threatened planetary collapse.

During the Unification War, Cholerkin warriors under Isidoro Vulkhaar brokered uneasy alliances with Ferran and Bodnar, using ritual duels to settle succession disputes. Though feared for their volatility, they were instrumental in sealing corrupted Rakatan relics with emotion-encoded inscriptions.

Now, the Cholerkin serve as the keepers of raw will — fierce, broken, brilliant. They remember with blood, dream with fire, and await the day the Hollow Star burns open again.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To establish the Concordians as a culturally integrative, Force-grounded subspecies from Condoriah’s Heartlands, designed to represent stability, unity, and anti-Force anchoring in RP.
  • Image Credit: AI-generated via OpenAI by user prompt; not derived from commercial art. Credit available on request.
  • Canon: N/A
  • Permissions: N/A
  • Links: [Planet Submission: Condoriah], [Safeld City (Capital)], [Tower of the Covenant (location)], Force Suppression, Ysalamiri Lizards

GENERAL INFORMATION
  • Name: Concordians (Heartlanders)
  • Designation: Sentient
  • Origins: Condoriah (Heartlands region)
  • Average Lifespan: 85–115 standard years
  • Estimated Population: Planetary (~90 million), primarily in the Heartlands, though some individuals serve as ambassadors offworld
  • Description: Concordians are the most humanlike of Condoriah’s peoples, formed from generations of mixed heritage between Solarborn, Wyrdkin, Mireborn, and Cholerkin lineages. Though often overlooked, they carry an inherited stability — some developing rare innate Force Suppression capabilities who came to be known as Anchors. They are the unifying backbone of the planet’s fragile peace.

PHYSICAL INFORMATION
  • Breathes: Type I atmosphere
  • Average Height of Adults: 1.75 meters
  • Average Length of Adults: N/A
  • Skin color: Fair, olive, tan, and earth-tone variations; rarely display bioluminescence or extreme pigmentation
  • Hair color: Wide variation — black, brown, blonde, silver, red; occasionally with streaks from ancestral mutation lines
  • Distinctions: Though superficially human in appearance, Concordians often inherit subtle traits from their progenitor subspecies — heightened senses, unusual eye colors, or faint dermal markings. A rare subset of Concordians, known as Anchors, are born with innate Force Suppression, dampening specific or nearby Force activity. This trait is not always controllable and emerges during trauma or spiritual overload.

    Males and females are physically indistinct aside from typical human dimorphism. Aging Concordians tend to develop crystalline dusting near their temples or chest if they lived in proximity to the Tower of the Covenant.
  • Races: Anchorborn (Force-null emitters), Towerline (descendants from Safeld’s original wardens), Hillfolk (agrarian mystics)
  • Force Sensitivity: Standard — Some are sensitive, others are not. Anchors are Force-null, while other Concordians display wide variability depending on lineage.

Strengths:
  • Innate Stability — Resistant to Force manipulation, emotional sway, and mental coercion; serve as ideal mediators and envoys
  • Anchor Null Field (Rare Subset) — Some individuals generate a weak Force-null zone that dampens Force powers around them; invaluable near nexuses or during Sith/Jedi combat

Weaknesses:
  • Lack of Specialization — Without strong traits from a single progenitor culture, most Concordians are generalists without pronounced talents
  • Anchor Strain — Anchors often suffer migraines, sleep disruption, or emotional detachment due to constant feedback from the Force around them

CULTURE
  • Diet: Omnivorous; focus on agricultural crops, freshwater fish, spiced grains, and fungi. Condorian nectar is used as a traditional drink for ceremonial offerings.
  • Communication: Spoken Galactic Basic, Heartland Creole, Old Dorian; Anchors sometimes communicate via harmonic resonance or measured silence (Anchor Chant)
  • Technology level: Galactic Standard, including restored Rakatan artifacts, harmonized with native crafts from all four empires
  • Religion/Beliefs: The Concordians uphold The Balance of Tolling, a philosophical belief in the cycles of unity, death, and renewal tied to the Tower’s pulses. While not as spiritual as other subspecies, many view the planet as alive and its rhythms as sacred.
  • General behavior: Concordians value diplomacy, education, and remembrance. Their cities are multicultural, governed by council-law and oral tradition. Families are small but tightly knit, and adoption across cultural lines is common. Children are taught the history of each empire, and some are tested for Anchor potential. They are diurnal, community-oriented, and often serve as teachers, historians, or guards of the Tower.

HISTORICAL INFORMATION
The Concordians emerged during the latter Tollings, as the Tower’s repeated pulses forced collaboration between the empires. Initially outcast for their lack of a singular identity, they became the keepers of peace when no other empire could claim neutrality. From this neutral ground, Safeld was built — a city around the Tower of the Covenant, and a beacon of hope during Condoriah’s darkest trials.

Some Concordians began developing Anchor fields shortly after the Fourth Tolling, theorized to be an unintended mutation caused by proximity to the Tower’s harmonic feedback. These individuals were at first feared, then revered, and eventually integrated as guardians of sacred places.

The Concordians led the negotiations of the Unification War, mediating between Ferran’s Wyrdkin, Bodnar’s Titans, and Arakhan’s Cholerkin. Though rarely front-line warriors, they were the glue that held the Treaty of Five together.

Now, as the Tower pulses again in 902 ABY, the Concordians stand ready — anchoring the balance, safeguarding the Mausoleums, and offering a quiet resistance to those who seek to dominate the planet through unchecked Force.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To codify the Tolling of the Covenant as the dominant spiritual faith of Condoriah, integrating its unique pantheon from the Old King tradition and its cultural fusion with Force philosophy.
  • Image Credit: Symbol art generated via OpenAI by user prompt. No commercial artist assets included.
  • Canon: N/A
  • Permissions: N/A
  • Links: [Planet Submission: Condoriah], [The Tower of the Covenant], [Sanguinite, Cholerite, Melanchite, Phlegmite Crystals]

GENERAL INFORMATION
  • Religion Name: The Tolling of the Covenant
  • Religion Type: Dualtheist Pantheon | Force-based theological Pantheon
  • Influence: Planetary
  • Influence Area: Condoriah
  • Symbol: The ouroboros around a crown shattered in half, beneath a radiant sun pierced by a spear — the sign of Lautrec’s judgment and the Old King's death.
  • Description: The Tolling of the Covenant centers around a polytheistic dual-pantheon derived from the death and legacy of the Old King — the first god, from whose body all creation emerged. Each Domain reflects a moral duality: creation vs destruction, protection vs tyranny, nature vs corruption. These gods are not paragons of virtue but facets of Force-aspect reality. The Tower of the Covenant is believed to resonate with each Tolling — epochs that realign Condoriah’s balance through divine reawakening.

SOCIAL INFORMATION
  • Founder: Lautrec the Kingsman — the silent executor of the Old King’s final will, who preserved balance after divine collapse. The religion was codified in his wake.
  • Membership: Membership is hereditary and cultural, with public rites marking passage into one’s chosen Domain (e.g., Forge Rite for Khornelius, Sunmark for Lietra). Priests (called Tollbearers) must pass a series of sensory and metaphysical trials aligned to their Domain.
  • Sacred:
    • The Tower of the Covenant (sacred site and beacon)
    • The Pantheon of Thirteen
    • The Tolling Epochs (calendar eras)
    • Anchor relics of Lautrec, the Kingsman
    • The Old King’s Remains (mythical, unconfirmed)
  • Dogma:
    • All things begin in the flesh of the Old King.
    • The gods are echoes, not infallible creators.
    • The Force is a mortal inheritance, granted by Trysius’s sacrifice when he split himself in half (light and dark side)
    • Force sensitives are seen as anointed but dangerous, needing balance.
    • The Tolling marks shifts when one alignment gains ascendancy.
    • Undeath is taboo; it violates Mortius’ dominion and steals from the natural Toll.
    • Lautrec’s silence is sacred — a warning that even gods may err.
  • Reputation: Within Condoriah, the religion is a unifying pillar of identity and governance. Outside, it is viewed as arcane and contradictory — balancing gods of death and life, rebellion and tyranny, Force worship and Force villification.

Vital Domain (Life, Renewal, Light, Flame)
  • Lietra, the Dawnmother – Goddess of light, motherhood, and the living sun (Light-aligned)
  • B’yancula, the Whispering Blight – Goddess of disease, toxins, and corrupted life (Shadow-aligned)

Martial Domain (Strength, War, Conquest)
  • Khornelius, the Flamebound – God of righteous warfare, blood-oaths, and sacred battle (Light-aligned)
  • Krixus, the Raging Eye – God of wrath, carnage, and blood-forged dominion (Shadow-aligned)

Mystic Domain (The Force, Insight, Change)
  • Trysius, the Flame of Thought – Goddess of invention, arcane knowledge, and revelation (Light-aligned)
  • Z’haglion, the Black Bargain – God of forbidden sorcery, enslavement, and power through deceit (Shadow-aligned)

Mortal Domain (Death, Fate, Finality)
  • Mortius, the Gray Shepherd – God of death, final rest, and rightful endings (Light-aligned)
  • Khul, the Wretched Reborn – God of undeath, desecration, and refusal to die (Shadow-aligned)

Natural Domain (Beasts, Growth, Storms Change)
  • Petilla, the Verdant Bloom – Goddess of nature, fertility, and wild harmony (Light-aligned)
  • Minada, the Mourning Storm – God of the sea, depths, sorrow, and savagery (Shadow-aligned)

Order & Chaos Domain (Law, Trickery, Bonds, Betrayal)
  • Kelor, the Smith of Chains – God of law, craftsmanship, and unbroken oaths (Light-aligned)
  • Syvola, the Painted Knife – Goddess of lies, masks, trickery, and betrayal (Shadow-aligned)

Balance / Silence (Neutral Dominion)
  • Lautrec, the Kingsman – God of balance, silence, judgment, and severance (Neutral-aligned; not paired)*

MEMBERS

Hisaki Godo — Wyrdkin Matriarch, devoted to Petilla and Lietra

Pietro Vopiscus — Devoted to Khornelius, high war priest of the Crucible

Isidoro Vulkhaar — Venerates Krixus, patron of Cholerkin blood-duels

Sileas Englehart — Oracle of Trysius and Lautrec


HISTORICAL INFORMATION
The Tolling of the Covenant arose in the age following the Old King's death. From his body, thirteen gods emerged, each embodying opposing aspects of life, death, magic, and power. Early Condorian tribes aligned to individual gods — Kelor the Smith, Khul of undeath, Lietra of the sun — but it was Lautrec, his mortal hand, who prevented the world from fracturing.

The gods warred — Mortius slaying undead in defiance of Khul, Krixus rebelling against all sorcery, and Petilla's groves clashing with B'yancula’s poison and deceit. This culminated in the War of the Godslain, which saw Z’haglion enslave mortals until Lautrec and his a mortal host cast him down. Trysius gave up their divinity, shattering themselves and spilling the four humours of Godsblood (sanguinite cholerite Melanchite Phlegmite) to bless mortals with the power to fight back, marking the age of independent mortal fate. Now the corpse of Trysius, the shattered moon, orbits Condoriah in a perpetual dance with their lover Minada, Condoriah's second, tide-locked moon and goddess of the seas.

The religion today is not uniform — Bodnar favors war gods, Ferran favors Lautrec and the natural twins, Arakhan elevates trickery and wrath, and the Heartlands balance all aspects through the Tollbearer Councils.

The Force is not worshipped as a power but seen as the rhythm through which the gods manifest — each Domain a waveform of its ebb and pulse. Anchors represent Lautrec’s silent hand, suppressing divine excess, while Oracles embody Trysius’s gift — the spark of true insight.

Galactic scholars loosely believe that Z'haglion represents the rule of the Rakatan over the planet and the other deities as potential historical figures or explanations of natural phenomena. This is not the case for Trysius, as many of the crystal deposit samples seem to support the leading theory that an orbital collision of the moon Trysius which shattered the planetoid also the spread mass deposits of the the force-resonant crystals the locals call 'Godsblood'. The truth remains an enigma.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create a terrifying species of Rakatan-engineered bio-enforcers to serve as monstrous creatures sealed within Grand Mausoleums across Condoriah for use in narrative and horror-focused storytelling.
  • Image Credit: OpenAI image Generation, prompt by me.
  • Canon: N/A
  • Permissions: N/A
  • Links: Rakata - Wookieepedia, Infinite Empire - Wookieepedia

GENERAL INFORMATION
  • Name: Demi-Beasts
  • Designation: Non-sentient
  • Origins: Condoriah, Grand Mausoleums (Rakatan-era containment structures)
  • Average Lifespan: Unknown; functionally immortal while sealed, potentially 300+ years if released Estimated Population: Rare (entombed in limited numbers across Grand Mausoleums) Description: Demi-Beasts are massive, warped bioforms created through ancient Rakatan genetic manipulation. Standing between 3-5 meters tall, they are built as living engines of destruction, combining brute strength, environmental adaptation, and primal Force instincts. They do not think—they obey hardwired behavior patterns and semi-intelligent combat routines. Each one is unique, but all share a terrifying aura of predatory dominance.

PHYSICAL INFORMATION
  • Breathes: Type I
  • Average Height of Adults: 3.5 - 5 meters
  • Average Length of Adults: N/A
  • Skin color: Varied (ashen gray, pitch black, deep crimson, chitinous bone-white)
  • Hair color: None
  • Distinctions: Demi-Beasts are built like apex predators crossed with war machines. Hardened dermal plating, multi-jointed limbs, external tusks or mandibles, and exposed bio-flesh over armored sinew are common. Some have force-pulse glands that distort energy fields in proximity. All exhibit signs of artificial ritualistic scarring and preservation rites from their Rakatan creators.
  • Races: N/A [
  • Force Sensitivity: Standard (many exhibit rudimentary instinctual Force behavior: tracking, fear-induction, energy disruption)
Strengths:
  • Brutally powerful and highly resistant to conventional blaster and melee damage
  • Possess innate predatory cunning and semi-programmed combat patterns from Rakatan bio-logic

Weaknesses:
  • Non-sentient; cannot adapt beyond pre-programmed behavior
  • Psychically unstable when far from Grand Mausoleum influence—risk of degeneration or frenzy

CULTURE
  • Diet: Carnivorous; require fresh organic matter to remain stable once active
  • Communication: Limited; growls, subsonic pulses, and body language
  • Technology level: None; tools and weapons are biological or cybernetic grafts
  • Religion/Beliefs: N/A, but worshipped as demonic gods in some Condorian fringe cultures
  • General behavior: Solitary hunters; do not tolerate each other in proximity; triggered by proximity to Force Users or strong emotional fields. Often reactivate in defense of the Tower of the Covenant or similar Rakatan sites.

HISTORICAL INFORMATION
Demi-Beasts were created by Rakatan biotechnicians at the height of the Infinite Empire to serve as enforcers, temple guardians, and siege beasts on subjugated worlds. On Condoriah, they were placed in deep stasis beneath shrines and Mausoleums—ritually bound and encoded to the Tower of the Covenant's command pulses. When the Rakata fell, many remained sealed, their containment facilities misunderstood or feared by native cultures.

In 902 ABY, with the Tower reactivated and the veil thinning, some Mausoleums have begun to stir. Demi-Beasts, thought to be myth, now rise again—not as masters of fate, but as the nightmares of a forgotten empire unleashed once more.
 
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