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Approved Planet Skraalzzar

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Treasure Planet Alien Jungle


OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Planet Name : Skraalzzar [Formerly Banathuron]
  • Demonym : Skraalzzari
  • Region : Wild Space
  • System Name : Skraalzzar System
  • System Features :
  • Bhurn Doruhl [ Tresteet ]
    Bhurn Dorhul is the star of the Skraalzzar System roughly translated into Orb of Starlight in Dwarrow Tongue. However it is named Tresteet by the Skraal Clans that now occupy the planet. It is a small dwarf star that was formed over 3 billion years ago.
    Doghburim [ Ikerkitr ]
    Doghburim is the Asteroid Field of the Skraalzzar System roughly translated into Field of Iron in Dwarrow Tongue. However it is named Ikerkir by the Skraal Clans that now occupy the planet. It it made up of loose and sparse asteroids that allow easy passage through the system.
    Nergrom [ Grotrik ]
    Nergrom is the Moon that Orbits around Skraalzzar roughly translated into Sky Herald in Dwarrow Tongue. However it has been named Grotrik by the Skraal Clans that now occupy the planet. It is devoid of any industrial production due to the Dwarrow Settlers believing that one of their gods resided there.
    Banathuron [ Skraalzzar ]
    Banathruon is the only planet within the Skraalzzar System roughly translated into Planet of Gemstones in Dwarrow Tongue. However it has been renamed into Skraalzzar once the Skraal Clans took over the planet.
  • Location : The Empty Hex behind Elyriat
  • Major Imports:
    • Food supplies
    • Medical supplies
    • Armor
    • Weaponry
    • Technology [Farming Equipment, Mining Equipment, Starships]
  • Major Exports:
  • Unexploited Resources:
GEOGRAPHIC INFORMATION
  • Gravity : Standard
  • Climate : Temperature
  • Primary Land:
    • Mountains
    • High Plateaus
    • Deserts
    • Rivers
    • Oceans
    • Forest
  • Atmosphere : Type I Atmosphere
RENTAL INFORMATION
  • Capital City: Karak Bruunathar [ Volkryre ]
  • Planetary Features:
    • Ruins
    • Underground Settlements
    • Caverns & Caves
    • Deserts
  • Major Locations :
  • Karak Bruunathar [Volkyre]
    The Capital City of Karak Bruunathar was once the mightiest stronghold of the Dwarrow People of Banathuron. Built deep within the biggest mountain range on the planet it provides an optimal defensive advantage to anyone who occupies it. Its fortifications and ramparts provide both a safe haven and a withdrawing point if the Planet is under siege or foreign occupation. It was the last settlement on the planet too fall to the Seven Clandoms and held out for a considerable amount of time before finally being breached.

    The Seven Skraal Clandoms that settled on the planet renamed the Capital to Volkyre named after an ancient skraal warlord that fought against the Dwarrow People for control of the Planet. Although now a skraal settlement it still has dwarrow architecture.
    City of Unyielding Science
    The City of Unyielding Science is a relatively new settlement on the planet built using the ruins of the Ancient Dwarrow Forge of Marnun Drak. Refortified within an extensive cave system underneath a smaller mountain within the largest mountain chain. There are many workshops and forges belonging to Clan Queshnar and its Chief Engineer Ikit Doomspire using Dwarrow Technology left over after the war was concluded between them .

    This settlement provides the Seven Clandoms of the planet with extensive weaponry and armor for their various skraal clanfighters. Although not as advance in terms of development as a proper dwarrow forge underneath of their care.
    City of a Thousand Pillars
    The City of a Thousand Pillars was one of the mighty fortress cities along the mountain routes to the Ancient Dwarrow Capital. Taken within the first few years of the conflict between the Dwarrow and the Skraal over ownership of the world. It provided a strong military base to launch further assaults against the Dwarrow Strongholds that occupied the other routes into the capital.

    Although considered small compared to the capital, it is no less than an example of hard Dwarrow craftsmanship with the remains of their cannon technology still visible and used by the Skraal Clandoms that now occupy the planet proper. Ownership of the City has been passed to Queek Skullsmasher and his Clan Thitar, one of the three warrior clans that defend the planet from invasion.
    Kordarul Mine
    The Koradarul Mine otherwise known as the Mine of Plenty in the Dwarrow Tongue is the largest mining area on the planet. Once home to various dwarrow miners with their families it was taken early on in the conquest and captured prisoners from the war were brought here and forced to work to extract the various gemstones from within.

    Once the war was over and the skraal invaders won the planet, The Seven Clandoms split their resources into protecting the valuable mine from the last dwarrow stronghold on the planet who regularly sent forces to take back the mine itself and free the captured dwarrow within.
    Karak Mazor
    Across the Gray Deserts of Skraalzzar sits the only remaining dwarrow stronghold on the planet. Resting inside a mountainous valley with a single pathway to the fortress gates. Surrounding the valley sits an impressive raging river system only normally passable with the use of three narrow bridges designed to funnel an army into a virtual killing field. Entering into the valley is designed to be as hard as possible with many fortifications built into the mountainside to stop an invading army from advancing forward.

    Three times have the Seven Clandoms of Skraalzzar been united to assault the dawarrow's last stronghold and bring the entire planet underneath of their grip and three times they have been defeated and driven back to their own strongholds.Any outsiders can be guaranteed protection by the dwarrow and welcomed into their city to trade for dwarrow goods. So next to the capital city, it is the most profitable area of the entire planet.
    The Wastelands of Discovery
    The Wastelands of Discovery is the largest gray desert on Skraalzzar whose original dwarrow name has been lost for centuries, separating the Dwarrow Settlement of Karak Mazor from the Skraal Capital City of Volkyre. A vast desert filled to the brim with forgotten treasure and machinery from the Dwarrow-Skraal War on the planet so many moons ago. It is an unforgiving place with nothing to drink as the water as since dried up or been forced underground by the Skraal who collect vast amounts of water into the underground lakes.

    One may find sparse outpost from foreigners who have traveled to the planet to lay low or the occasional treasure hunters looking for things that should be kept buried underneath. Due to the scorching desert and the lack of nourishment, moving large armies across it is both dangerous as large sinkholes and unforgiving pits can open up on a whim and drag the poor soul down into the crust or send entire armies into a sandy grave below. This vast wasteland is one of the main reasons why their has only been three assaults on the dwarrow settlement due to the logistics problems facing the Seven Clandoms.
    Karak Varun Drak
    Karak Varuni Drak is the largest underground lake anywhere on the planet, roughly translated into Lake of the Gemstones in Dwarrow Tongue. It provides clean water to the population of the planet and runs through many miles underneath the surface to reach both the Skraal Capital City and the Dwarrow Stronghold. The Lake got its name sometime during the Great Dwarrow-Skraal War for the Planet, a Dwarrow Engineer had thrown a large supply of gemstones into the water to avoid them falling into the hands of the Skraal as they smashed through the mountain chain's strongholds to reach the capital city using the underground tunnel systems.

    These rare gemstones floated deep into the water and make the lake sparkle and shine, sometimes bringing gemstones down into the dwarrow settlement through one of the main offshoot rivers that occupy the planet. They are used as seeing stones by the dwarrow to speak directly to their gods although weather this is actually true or not remains to be seen as no one has observed the ritual habits of the dwarrow species.
    Dhum Garuhm [ Skwektit ]
    Dhum Garuhm was the Ancient Dwarrow Dockyard that used to house the Dwarrow Cargo Fleet, a large fleet transporting and protecting cargo to sell back to their other Dwarrow Thane-holds within the Tingel Arm. It was one of the first places to fall during the onset of the Great Skraal-Dwarrow War for the Planet. Although the dockyard was mighty in its defenses, the tunnels underneath of it were recently made and were not so well fortified.

    The Skraal Clandoms emerged from these unfinished tunnels and attacked the dockyard from the ground directly underneath the noses of the dwarrow defenders. After a rough battle, the dockyard was given to Clan Skravy who named it Skwektit a mighty clan-admiral who defeated the dwarrow cargo fleet for air superiority of the planet. They are responsible for the space defense of the planet and maintaining the small fleet of warships that are stationed in times of invasion. Clan Skravy is given a seat on the Council of Seven due to their importance and have a vote on the direction that the planet takes.

POPULATION
  • Native Species: N/A
  • Immigrated Species:
  • Population: [Crowded]
  • Demographics:
    • Skraal [50%]
    • Dwarrow [40%]
    • Other [10%]
  • Primary Languages:
    • Galactic Standard Basic
    • Trade and Business Languages
    • Zhra-bran Dwarrow Language
  • Culture:
  • The General Behavior of the Planet's Inhabitants couldn't be further apart than they tried. The Skraal Clandoms keep to themselves within the mountain ranges and within underground settlements underneath the various ruins on the planet. The Skraal Populace organized themselves into Seven Clans when they arrived on the planet from Coruscant, each having been assigned a dwarrow stronghold to be their clan's base of operations and carved up the planet into seven regions excluding the region belonging to the last dwarrow stronghold. Arguably the most powerful clan is controlled by the Grand Arch-Priest of all Skraaldom, who takes up residence within the halls of the last thane lord that occupied the capital city before the onslaught of the Great Skraal-Dwarrow War. This Arch-Priest is officially the leader of the planet and can direct the clans to do as he wishes, although it is never that simple as the seven clans have their own agenda and self-interest to protect when bargaining at the table .

    Each clan is then gifted a seat on the Council of Seven and have one vote, a majority vote is required for any action taken by the council as a whole. Although separately the councilor's can do what they will within their own region and even declare war on another of the seven clans. Although these wars are kept to a bare minimum by the big three, who's official policy is that conflict between themselves will only rally the dwarrow to assault them and try to take over the different regions. Beyond anything else they function much like they do on their homeworld of coruscant although they have a more organized structure. Although they have managed to begin some aspect of religion with the followers of the Great Horned Scavenger

    The Dwarrow Stronghold of Karak Mazor is vastly different in terms of behavior in comparison to the Skraal Clandoms. Workshops and Industry form the core belief system of the dwarrow living within and worship a pantheon of different gods that some say come to their aid during the skraal assaults upon them. Craftsman and miners, they delve deep within the many tunnels that connect Karak Mazor to various mineral deposits underneath the surface. Always careful not to open up a shaft or begin working unless the area is cleared of skraal patrols. They form close family units with one another, as loyalty to their families is considered paramount to surviving the harsh existence on the planet and the constant wars between them. Although dwarrow can be spiteful at times, the Karak Mazor Dwarrow have a deep hatred for the Skraal Clandoms that took over the planet and want to see their ancient capital restored to them through any methods necessary. Beyond this they function much like any dwarrow within the tingel arm
GOVERNMENT & ECONOMY
  • Government: Oligarchy
  • Affiliation : Independent
  • Wealth:
  • Medium
    The Planet of Skraalzzar can be described as medium in wealth. Although they do export a lot of items to other worlds the revenue generated is split between the Dwarrow Stronghold and the Seven Clandoms. Since they are mortal enemies they do not share industry or production which means that they can't generate considerably more revenue.

    Since the Dwarrow collect money from the foreigners that arrive within their stronghold settlement, they could be considered wealthy in comparison to the Skraal. Although overall since the skraal occupy the majority of the planet it is considered only a medium level of wealth.
  • Stability :
  • Medium
    The Planet of Skraalzzar can be described as relatively stable for the time being. However the conflict between the Dwarrow and the Seven Skraal Clandoms for ownership of the planet has lowered the stability as a whole. While armed conflict with each other above surface is uncommon it does happen and the battlefield is usually the Wastelands of Discovery which separates the skraal strongholds from the last remaining dwarrow settlement on the planet. Conflict takes place within the various underground tunnels and mines that connect the planet through a vast root like system with large enough caves to fit entire armies inside.

    While it is typically not safe for outsiders, the dwarrow settlement is a safe refugees from the skraal patrols that venture out into the desert looking for scraps to bring back to their strongholds to either melt down into armor or patch up a building that has fallen down due to shoddy construction.

    The Seven Clandoms of Skraalzzar claim dominion over the entire planet and consider the Dwarrow invaders upon their planet. As such they will attempt to shoot down any vessel that is attempting to cross the desert towards the dwarrow stronghold. However the accuracy of their artillery and aa batteries are sometimes called into question. The Grand Arch-Priest of All Skraaldom can be considered the leader of the entire planet and they maintain control of the planet through the Council of Seven with him maintaining the first seat due to his importance in worshiping the Great Horned Scavenger.
  • Freedom & Oppression :
  • There are two different styles of rule on the planet. The Seven Clandoms rule their domains through fear and oppression of the lower members of their societies. The Council of Seven is feared among the lower skraals due to their influence and power over the planet. Foreigners are normally not allowed inside of their settlements unless they have been summoned by one of the seven councilors. However even this is rare and often they will send their scribes to speak with outsiders as they do not have time to entertain foreigners when there's work to be done. The Seven Clandoms will rule their regions through brute strength instead of commerce with only the mightiest of skraals being picked to challenge the councilors for the right of a seat.

    The Dwarrow Stronghold on the other hand is focused on commerce and trade with foreigners, churning out objects and weapons to sell to the galactic market and their fellow dwarrow thaneholds across the tingel arm. The High Thane Lord is the overall leader of the Dwarrow Stronghold and rules with a collective body of elders known as the Council of Elders to whom are respected and not feared in the slightest. Respect is important within the city as any slight or insult upon a dwarrow will result in the expulsion from the settlement and into the unforgiving waste. As long as one is careful of the local laws, they allow anyone inside without caring about their species.
MILITARY & TECHNOLOGY
  • Military :
  • Due to once being one of the various stronghold planets of the Dwarrow Species, it can be considered a fortress world due to the number of defenses still intact after the Great Skraal-Dwarrow War. The Dwarrow People constructed many barriers and fortifications within the mountains, allowing them to hold of an enemy for a considerable amount of time before being overwhelmed. While much of the batteries around the mountains have been disabled during the conflict between the two species it is largely intact enough to have been repaired by the Seven Clandoms to protect their domains. The Skraal have managed to scavenger manufacturing parts from the rare foreign ships that land on the planet, melting them down within the capital's workshops to be hammered together into AA Cannons and traps that can litter the ground of the mountain valley. Due to the rapid reproduction of the skraal species as a whole and the many skraals that migrated to this planet away from coruscant.

    The Seven Clandoms have a considerable standing army and more than enough to crew a small but effective fleet of warships to protect their planet from foreign invasion. The Dwarrow People also have a considerable standing army from their own population, protecting their mountain stronghold from the vast hordes of the skraal that assault them daily within the various tunnels and gemstone mines that run for miles underneath the grey and dark surface of their planet. In times of true emergency, the Council of Seven and the High Thane Lord will unite with each other despite their long standing hatred if the enemy is vastly superior to both of their armies.
  • Technology: Galactic Standard
HISTORICAL INFORMATION

The Dwarrow Beginning
The Dwarrow Population on Banathuron migrated from the Tingel Arm during the Old Republic Era in the middle of the Third Galactic War between the Republic and the Sith Empire. Leaving their stronghold planets to explore the galaxy away from ever-expanding conflict. A small fleet of warships commanded by Three Clans of Dwarrow and their generations, lead by the oldest among them Ungrum Grudgehammer. Ungrum Grudgehammer was a true leader and warrior among the dwarrow population that took to the stars towards the planet that they would call Banathuron.

They lost many ships during their travel having been ambushed by pirates and criminal syndicates that rocked the galaxy during that time unchecked by the galactic powers due to their growing war. Only 10 warships arrived through the endless stars to touch down upon the surface of an unexplored world not recorded yet on any star charts. The surface was grey with an unstable atmosphere that rained and spewed thunder across the landscape. Great Mountain Ranges covered the majority of the planet and they would do well to house the new strongholds of the Three Clans. Ungrum Grudgehammer certainly seemed to agree with his clan's elders that this planet would give them a strong position while also being out of the way of any of the galactic powers. Allowing them to build and develop as they see fit.

The First Stronghold that they established was the Capital City built deep within the largest and greatest of the mountain chains that occupied the planet. While the construction of the first stronghold was underway the three clans established a temporary alliance between them to share the planet underneath of them all. Clan Ironblood the oldest and most powerful of the three clans that came across the stars, established themselves as the owners of the capital settlement and Ungrum Grudgehammer became the First High Thane Lord to rule over the dwarrow planet named Banathuron.

High Thane Lord Ungrum ruled for many years before finally passing away from the old age of 350 years old. Ungrum had three sons, Balioven, Grugar, and Ungrum the II. Each of these sons declared themselves the High Thane Lord and they eventually split the Clan Ironblood in three. Lord Balioven took his clan west and merged with one of the three clans that arrived, Clan Forger. Lord Grugar took his clan to the east and merged with the last of the three clans that had arrived, Clan Bofar.

Ungrum Grudgehammer II took the remaining forces loyal to Clan Ironblood and returned to his capital to fortify it for the days to come. Knowing that his brothers would not accept his rule over the planet and would not recognize his authority as the High Thane Lord of the Banathuron Thanehold. Assembling an army to face his brothers took a considerable amount of time, time that was vital to securing the underground passages from creatures that reside there. Expecting war to come, High Thane Lord Ungrum II waited for many moons. However war never came and so eventually the thanehold grew prosperous and started to trade with the other Tingel Arm Thaneholds.
The Dwarrow Civil War
Peace never last for long, as the Republic Dark Ages struck the galaxy. While the planet was growing richer with the daily merchant fleets arriving daily from the Tingel Arm Thaneholds and the planet grew considerably wealthy. However old grudges are hard to forget, and as such the Lord of Clan Bofar, Grugar and the Lord of Clan Forger, Balioven formed an alliance between themselves to fight against the mightiest and strongest of the strongholds, the Capital City of Clan Ironblood. Ungrum Grudgehammer II grew old and tired from his many years of living and governing his region with peak effectiveness. He had lost his arm due to a particularly dangerous beast that inhabited within the tunnels. Although having lost his arm, the war horns of the Alliance of Clans rang throughout the very mountains.

Ungrum the II picked up his war hammer and made ready to defend his stronghold through any methods necessary. The sight of their one armed thane lord taking up his weapon to fight against his own species aroused the warrior spirit within Clan Ironblood. The Clan Alliance and Clan Ironblood fought within the tunnels and on the surface until the planet was a giant battlefield.


Armies fought with each other, fellow dwarrow killed and hacked to defend their lords and strongholds. Civil War erupted in chaos and flames, until finally the Clan Alliance was brought low with the death of the twin brothers Grugar and Balioven. Although both seasoned warriors of a hundred battles, lost to the aged thane lord Ungrum Grudgehammer II. None would dare challenge his birthright to the planet. Clan Ironblood absorbed both Clan Forger and Clan Bofar into their ranks after their armies surrendered. High Thane Lord Ungrum Grudgehammer II ruled the planet for many years afterwards finally passing away after the Seventh Battle of Ruusan.
The Golden Age of Banathuron
The Golden Age of Banathuron started during the beginning of the High Republic up until the Galactic Civil War. Seven different high thane lords ruled during this time each named after the first high thane lord, Ungrum Grudgehammer VIII was the last lord of Banathuron during the Golden Age. The Golden Age was marked by increased trade with the Tingel Arm Thaneholds and both the Rebel Alliance and the Galactic Empire at this time. Although officially declaring loyalty to the Imperial Government of Coruscant and even allowing an Imperial Official oversee them. They often sold to the rebel alliance dwarrow equipment using their armed merchant fleets.

While this made the planet wealthy beyond imagination, those funds went to the general upkeep of the fortifications within the mountain ranges. The construction of many settlements on the planet was also underway as the populace expanded in great numbers. These settlements would form the backbone of the recruitable population of the Banathuron Thanehold. High Thane Lord Ungrum Grudgehammer VIII ruled with a mighty but fair fist, allowing punishment to be carried out but never torture as that was dishonorable and a slight on the honor of the Dwarrow People. However golden ages rarely last without some complications. With the rebel alliance victory over the Galactic Empire came a terrible wave directly impacting with the Planet of Banathruon.
The Great Skraal-Dwarrow War
The Skraal Hordes emerged from Coruscant after the victory of the rebel alliance and the death of Emperor Palpatine and his enforcer known as Darth Vader. Fleeing coruscant onboard cargo ships and other vessels that they could manage to find. This horde was united by a single skraal warlord called Valkyre who had managed to discover a hidden intelligence within himself to rally the other skraals into breaching the underworld levels of Coruscant's and through several imperial garrison loyal to the Imperial Government of Coruscant.

This Great Skraal Horde emerged above Banathuron after traveling throughout the stars during the age of the First Order. The ramshackle fleet of warships that the skraal managed to assemble battled with the fresh Iron Gunships of the Dwarrow Thanehold. As they fought one another in the orbit, drop pods carrying hundreds of skraal began to touch down on the surface beginning to raid and pillaged hundreds of settlements to clear the way for the rest of the invasion force to arrive. High Thane Lord Ungrum Grudgehammer XX rallied Clan Ironblood to battle with the Skraal Hordes of Supreme Warlord Valkyre.

The two forces fought day by day for control of the various strongholds on the planet. Each side losing numbers beyond comparison and making the planet generally poor as the other thaneholds closed off trade to avoid the cargo falling into the hands of the skraal menace. High Thane Lord Ungrum XX and Supreme Warlord Valkyre engaged personally with one another on the field of battle within the land called the Wasteland of Discovery. Their armies clashed and fought for several days to secure victory with the machines of the dwarrow facing numerous hordes of skraal whose rapid birth rates gave them horde after horde to throw into the enemy's defensive lines.

Although Thane Lord Ungrum XX was a formidable warrior and the strongest among the dwarrow of the Banathruon Thanehold, he was eventually no match for the battle prowess of the Supreme Warlord of the Skraal. Killed in the midst of battle, Clan Ironblood retreated into their mountain strongholds and into their impressive capital city to hold off the tide. Lord Ungrum XX's son Ungrum XXI lead his people into a mighty defensive war with the numerous skraal hordes that opposed them. Abandoning settlements to them, as a way to sure up the cities within his care.


Supreme Warlord Valkyre begun a massive offensive war against the Banathuron Thanehold and their Capital City, built deep within the mountainous valleys it proved formidable even for their numberless hordes. Throwing wave after wave into the impressive system of fortifications, taking each tunnel and section piece by piece for numerous months until all that remained was the capital city.

Sieging the capital city with stolen dwarrow technology reversed engineered by the Supreme Warlord's Engineering Corp. The Capital City held the longest by far taking several years for it to finally be breached and the hordes began to flood into the line of battle harden dwarrow warriors on the other side of the gate. Valkyre's life was taken by Thane Lord Ungrum XXI with a single blow of his war hammer into the face of the skraal, who was bashed into the wall of the treasure room. Although their warlord was dead, other skraal captains took up the mantle and managed to drive the high thane lord and his forces deeper within their capital city until managed to collapse a tunnel upon them. Ungrum XXI managed to flee with the remainder of his people in humiliating defeat from the capital, taking the tunnels and various caverns. Until they arrived at the last stronghold controlled by the Dwarrow. He had reestablished his court within the last stronghold.

The Capital City was then named Valkyre after the Supreme Warlord. The Skraal Hordes eventually separated themselves into seven clans. Each of the clans were granted a former dwarrow stronghold and ruled the region of the planet. Forming the Council of Seven underneath the most powerful clan ruled over by the Grand Arch-Priest of all Skraaldom who preach the Great Horned Scavenger as the God of all Skraal. Until this day, the flames of war still linger over the planet of Banathuron now named Skraalzzar by the Skraal Clandoms that rule.
The Current Timeline
The Planet of Skraalzzar has managed to stay firmly within the grasp of the Skraal Clandoms, with only a small but formidable region still inhabited by Clan Ironblood up to this very day. They have managed to avoid most of the galactic events due to their isolation within the small pocket of space. However both the Dwarrow and Skaraal know that their planet is a tasty piece and would serve as a formidable base of operation for anyone should they choose to invade. Such an event however unlikely would no doubt rally both the Dwarrow and the Skraal into a unified front to stop any invasion force.

High Thane Lord Ungrum Grudgehammer XXXVI has managed to reestablish trade with the other Tingel Arm Thaneholds and his small region is experiencing a population surplus. Clan Ironblood has managed to fight both tooth and nail against the Seven Clandoms, looking to restore their once mighty thanehold back to where it once was. However the Seven Clandoms are formidable and have managed to stall the underground warzones within the various tunnels underneath the surface of the world. The Clandoms are also experiencing an increase in wealth and power, but the infighting within the Council of Seven impedes fast responses as they have their own self-interest ahead of the planet of Skraalzzar.
 
Last edited:

Ylla Caeli'runa

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Y
Credit Wizard Credit Wizard Hello there! I really really love all of the details and flair you put into this sub! It's a great read and I especially loved the history section! However, there are a few changes that I'd like to see before approval:

Major Imports | Would you mind expanding on what you mean by technology? Is it starships, bacta, other medical tech, engineering tools, etc.?​
Cultivation | Small thing that I noticed, but is Cultivation meant to read Culture? If not, it should either be changed to Culture or a Culture section should be added as the entire template must be used in a submission.​
Historical Information | In "The Dwarrow Beginning", Lord Ungrum is described at passing away at 650 years old. That is nearly double the Dwarrow average lifespan. Please fix this bit of info. Fof quick reference, the lifespan is roughly 300-350 standard years for the Dwarrow.​

Please feel dree to tag me with any questions or once edits have been completed!
 
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