Star Wars Roleplay: Chaos

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Approved Species Tel'varn

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[SIZE=14.6667px]Name:[/SIZE][SIZE=14.6667px] Tel’varn[/SIZE]
[SIZE=14.6667px]Designation:[/SIZE][SIZE=14.6667px] Sentient[/SIZE]
[SIZE=14.6667px]Homeworld: [/SIZE][SIZE=14.6667px]Tel’erra[/SIZE]
[SIZE=14.6667px]Language:[/SIZE][SIZE=14.6667px] Basic, Togruti[/SIZE]
[SIZE=14.6667px]Average height of adults:[/SIZE][SIZE=14.6667px] same as humans[/SIZE]
[SIZE=14.6667px]Skin color:[/SIZE][SIZE=14.6667px] White, tan, shades of red[/SIZE]
[SIZE=14.6667px]Hair color: [/SIZE][SIZE=14.6667px]Brown, black, red, blonde[/SIZE]
[SIZE=14.6667px]Breathes:[/SIZE][SIZE=14.6667px] Type 1 atmosphere [/SIZE]
[SIZE=14.6667px]Strengths:[/SIZE]
[SIZE=14.6667px]+ Good with their hands: They are natural craftsman and hunters. They have an easier time doing anything that requires a steady, strong hand. They are naturally good at using weapons ranging from knives to guns because of this as well.[/SIZE]

[SIZE=14.6667px]+ Stamina: The harshness of their history and active life style has lead to them possessing higher levels of stamina naturally than most. They are able to remain active for longer periods of time and endure more abuse. This tends to be anywhere from 1.5 to 2 times that of a normal human.[/SIZE]

[SIZE=14.6667px]Weaknesses:[/SIZE][SIZE=14.666666666666666px]I[/SIZE]
[SIZE=14.6667px]- Isolated: They have been isolated from the rest of the galaxy for a very long period of time and so are ignorant of what has gone on outside of their planet. They are also vurnerable to diseases and require extensive vaccination or run the risk of becoming incredibly sick and dying from common ailments.[/SIZE]

[SIZE=14.6667px]- Social Dependency: They highly dependent on social interacts to the point that without being around at least one other being, they will become paranoid and incredibly anxious. This can eventually lead to mental breakdowns if left alone for long enough. The time for this to happen can range from one to two weeks depending on the strength of will of the individual.[/SIZE]

[SIZE=14.6667px]Distinctions:[/SIZE][SIZE=14.6667px] Humaniod, sharper teeth than humans, yellow eyes, unable to grow facial hair[/SIZE]
[SIZE=14.6667px]Average Lifespan:[/SIZE][SIZE=14.6667px] 65-70[/SIZE]
[SIZE=14.6667px]Races:[/SIZE]
[SIZE=14.6667px]Tel’valo- From the Tir'valo region, Tel'varn of this group tend to have tan or a light red skin tone and brown hair. They also tend towards farming and trading as their sources of income. They are known for being the most skilled of traders due to their central location allowing them to trade with both of the other regions. Tel'varn from this region tend to have the letter V in their names, usually at the start of it. This tendency also includes the names of Clans, example being Clan Valos named after the plains.[/SIZE]

[SIZE=14.6667px]Tel’telle- From the Tir'telle region, Tel'varn of this group tend to have lighter colored skin tones and red or brown hair. They tend towards hunting and crafting as their source of income. They are known for being the most skilled of craftsman having the most resources to work with. Tel'varn from this region tend to have the letter T in their names, usually at the start of it. This tendency also includes names of Clans, example being Clan Vult named after a local species.[/SIZE]

[SIZE=14.6667px]Tel’raio- From the Tir'raio region, Tel'varn of this group tend to have darker skin tones and black hair. They tend towards shepherding and trade as their sources of income. They are known for being the most skilled at raising plants and animals due to the arid environment requiring higher levels of skill just for them to survive. Tel'varn from this region tend to have the letter R in their names, usually at the start of it. This tendency also includes names of Clans, example being Clan Ralla named after a local mountain peak.[/SIZE]

[SIZE=14.6667px]Estimated Population: [/SIZE][SIZE=14.6667px]3 billion[/SIZE]
[SIZE=14.6667px]Diet:[/SIZE][SIZE=14.6667px] omnivorous- main foods are meats and grains with fruits and plant matter supplimenting diet[/SIZE]
[SIZE=14.6667px]Communication:[/SIZE][SIZE=14.6667px] Verbal and nonverbal, same as humans[/SIZE]

[SIZE=14.6667px]Culture: [/SIZE][SIZE=14.6667px]The Tel’varn are an honorable, productive people. They hold craftsmen and hunters in high regards because of the early need for those able to provide food and create usable items after the crashing of the ancient colony ships. These values continued to remain relevant from then until now. The daily life of the people consists of readying one self for the task of the day no matter what it is. Family and clan are the most important things in the life of the people, and those who turn their backs or betray their family or clan are seen as the gravest of sinners. Every person lives for the benefit of their family and clan because their survival was and at times still remains dependent on it. They have a social dependency due to their history, so they are highly community driven. They will never willing travel alone and always move around in at least pairs. They can get around this need for social interaction by having pets or companions, such as tamed Vult or birds.[/SIZE]

[SIZE=14.6667px]They have a simple system of government revolving around a code of honor and the laws of the living. The code of honor details how the people should conduct themselves and can act as exceptions to certain laws. The laws of the living details what rights every person has as well as what acts are outlawed. Each clan follows these and then adds on clan rules on top of them that are created by the clan council that is lead by an elected clanhead. The rules of the clan can be added to or taken away from by the council, but the code of honor and laws of the living can not.[/SIZE]

[SIZE=14.6667px]The Tel’varn have a system of religion that is polytheistic. A god/goddess is assigned to a core part of life, such as hunting or crafting, and acts as a patron for those who make a living by it. The people pray to these patrons on a daily basis for aid in their tasks. The gods and goddesses are all said to be connected through the Great Weave, which is just another name for the force. They revere nature and say everything in nature contains a spirit in much the same way that all deities are connected due to the Great Weave.[/SIZE]
[SIZE=14.6667px]List of god/goddess: Tirn- patron god of hunters and warriors, Lyr- patron god of craftsman, Ryl- patron god of farmers and shephards, Lyra- patron goddess of art and music, Tilla- patron goddess of trade and travel, Rayn- patron goddess of nature and order[/SIZE]
[SIZE=14.6667px]The Tel’varn offer prayers at the beginning of their day or before undertaking a major task by saying “ Weave un vest.” This is followed by replacing Weave with the name of the patron deity over the task being performed. Un vest translates to grant/bless me only the best. Once the prayer is offered the task is then able to be undertaken.[/SIZE]


[SIZE=14.6667px]The art of the Tel’varn focuses on the natural and spiritual. Art in written form is centered around poetry and generally spoken aloud. Novels are uncommon, but do exist and focus on the telling of myths and legends. Paintings do exist, but most forms of art are done in the form of statues made from either stone, wood, or metal. The statues tend to be of nature or of people of notority. The creation of art is also important for showing signs of status to hunters and craftsman. When a Wyrra is slain by a hunter, the hunter carves a part of its into an object or trinket such as a ring, amulet, or brace. When a hunter brings a craftsman the leather of a Wyrra to work with, if the hunter feels the craftsman created a high quality item for them then they present the craftsman part of the Wyrra’s bone so they can create a trinket out of it for them self. A wyrra bone trinket shows they are highly skilled, and the more trinkets they have the more desired they will be.[/SIZE]


[SIZE=14.6667px]Technology level: [/SIZE][SIZE=14.6667px]The Tel’varn have lost much of the technology their ancestors had when they crash landed on the planet. They were set back to a more primal state of technology and have since rediscovered how to work metal, stone, and wood. They have begun to create firearms once again that are ballistic in nature. The technology is an early form of slugthrowers, with ammo having just gotten advanced enough for closed case ammunition. Blacksmithes, weavers, leatherworkers, etc are all still necessary for the creation of goods due to a lack of industrial technology. There is a lack of electricity as well.[/SIZE]

[SIZE=14.6667px]General behavior:[/SIZE][SIZE=14.6667px] Tel’varn behavior is as diverse and varied as their human ancestors was, but there are a few oddities that have developed. They can not be alone for long periods of time or they will begin to become paranoid and highly anxious. A Tel’varn in this state is highly unpredictable and dangerous. They will be near another being as much as possible as well, often doing things in pairs or with some form of companion such as tamed animals. The Tel’varn often wear face and body paint in patterns ranging from simple lines and circles to complex designs creating a picture. This is a throw back to their togruta ancestors. They also are known to wear feathers, flowers, and other objects taken from nature in their hair or on their body, such as on their clothing. This is to achieve a level of connection with nature and the Great Weave. Tel'varn in all regions have a tendency to wear masks or head coverings due to the winds of the plains and the sand in the deserts, as well as helping to deal with the effects of glare from light hitting snow and sand as well as helping to reduce the effects of high levels of sunlight over the plains and desert regions.[/SIZE]

[SIZE=14.6667px]History:[/SIZE][SIZE=14.6667px] Hybridization- The history of the Tel’varn begins with the crashing of colony ships onto the planet of Tel’erra. The colony ships contained human and togruta colonists and were the first sentient species the planet ever saw. The colonists eventually realized they were not going to be rescued and began to settle the planet. Eventually the human and togruta populations interbred to the point that none of the original races remained. The Tel’varn were born from the extended mixing of the two races bloods and emerged as a new species. The reliance on hunters and craftsman during this time for the very survival of the race developed an admiration and general respect for those good at these activities that would ultimately remain throughout their history. The hybridization of the two races lead to early issues for the Tel'varn people. There was not enough of a population early on that lead to a small initial genetic pool. This lead to disease becoming a major issue and other genetic health problems running rampant. This lead to the trait that would be a major factor in both the species to come later as well as influenced the course of their history to follow. This trait was their highly social nature of becoming dependent on being in a group for their early survival dealing with their early health problems until their genetic pool was large enough to support immunity to disease and genetic health issues.[/SIZE]

[SIZE=14.6667px]Tribal Era- The newly born Tel’varn quickly formed tribes in their areas in an attempt to survive, due largely to their early social dependency to survive. Skirmishes and wars broke out between tribes as they fought over resources and territory. Tribes remained small, rarely having more than two hundred members, and the forming of pacts and alliances was unheard of. The reverence of nature developed during this time period as tribes began to become more aware of their reliance on their natural resources.[/SIZE]

[SIZE=14.6667px]Clan Era- After centuries of fighting with each other, the Tel’varn began to realize that all of the constant conflict was doing more harm than good. Tribes began to merge with one another to form larger and larger groups until they got to the point that clans were formed. With this change, advances in technology and abundance of food began to occur. Violence and conflict was reduced and became something that only happened when necessary for the survival of the clans. The beginnings of the code of honor was form during this period.[/SIZE]

[SIZE=14.6667px]Clan Wars Era- Nearly two centuries after clans had completely replaced all tribes, clans began to look towards expanding their territories. Skirmishes began to break out early on which spurred the formation of alliances between different clans. As the alliances became solidified across the planet, war erupted as the bolder clans decided to forcibly take land. This lead to a hectic period of constant warfare that resulted in the loss of nearly one third of the Tel’varn population world wide.[/SIZE]

[SIZE=14.6667px]Confederacy Era- In the wake of the bloodshed of the Clan War Era, the clans finally met together and formed a confederacy of every clan across the planet. Every clan agreed to avoid warfare amongst each other and any violators risked retaliation from every other clan. The formation of the code of honor and laws of the living happened and became universally enforced amongst all the clans. Any issues that occur between the clans were handled by the confederacy of clans. This era is the one that the planet is currently and the longest lasting era.[/SIZE]

[SIZE=14.6667px]Events[/SIZE][SIZE=14.6667px]: Gulag Plague- Due to the isolation of the planet from the rest of the galaxy for thousands of years, the people of the planet never did experience an outbreak from the gulag plague that had devastated the galaxy for so long. Because of this, the Tel’varn have never experienced the effects of the Gulag Plague at all.[/SIZE]

[SIZE=14.6667px]Fraying Weave- During the Netherworld world event, the planet experienced many of the strange effects due to the force that other planets had experienced. There was sudden outbreaks of snowstorms in the desert and during the summer seasons in the other areas. Winds able to knock over trees hit the forests of the northern regions. Sudden thunderstorms appearing within seconds when no clouds were in the sky on the plains. Miss mysteriously disappeared without warning all over the planet. There were no answers to be had from the mystics and learned folk on the planet. The event became known only as the Fraying Weave with only questions left in its wake. The Tel’varn speak about this event in whispers even to this day.[/SIZE]

[SIZE=14.6667px]Notable Player-Characters:[/SIZE][SIZE=14.6667px] N/A[/SIZE]

[SIZE=14.6667px]Intent:[/SIZE][SIZE=14.6667px] The Tel’varn are meant to be a unique sentient race for the planet of Tel’erra who originated as an immigrated species that eventually over time became a pseudo native species. They are also to provide players with a fun race to create new characters as, as well as one that I plan to create.[/SIZE]

[SIZE=14.6667px]Additional Information: Much of the information such as history and culture is shared with the planet sub for Tel'erra their home. Places in culture have been expanded upon as well as some adjustments to the history section.[/SIZE]
 
Just to start the questions out (I may or may not have more :))



Gray Raxis said:
Races: Tel’valo from the Tir'valo region, Tel’telle from the Tir'telle region, Tel’raio from the Tir'raio region

These regions are substantially different (grassland verse mountain verse arid mountain region). Because of this, are there any physical differences between the three races (as would be assumed by them being different races)? I assume, given the rationality, that they differ in lifestyles and resources available. But we might be dealing with regional exchange as well as I assume the different regions have particular clans that trade with one another.
 
[member="Reverance"]

Alright I updated the information on the different groups. I also added something I forgot to mention to the general behavior section as well. I hope it is acceptable, and please let me know what else I am missing here.
 
[member="Gray Raxis"]

Well balanced and well detailed. One of the interesting things about the Gulag plague is that it was presumed to have disappeared because those who survived built up an immunity to it and passed it on. I wonder if that means the plague is gone or if we draw similar lines to our real world plague, if it's merely less prevalent or no longer has proper vector for it. Could be a cool rp for your planet, opening them up to trade and having a wierd outbreak to the Gulag due to not having developed the immunity.

But that's for you to decide. Nice work.

Approved pending secondary.

[member="Valiens Nantaris"]
 
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