Star Wars Roleplay: Chaos

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Work In Progress Twisted Thoughts = Creativity

*Conceptual Alchemist*

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Lucindra Drahl

SpeciesHuman
BirthplaceMorvayne
Age38
GenderFemale
Height / Weight5'7" / 135lbs.
Eye / Skin ColorHazel / Caucasian
Hair ColorBlonde w/ red highlights
Force SensitiveNo
FactionMahporeem Imperial Remnant
Faction Division?
RankMoff
Planet Rep.Morvayne
Political AlignmentImperialist


The Biograpghy
Lucindra Drahl was born and raised on the planet Morvayne, where she learned from an early age that influence could be more valuable than authority. Raised amid the planet's complicated political and administrative circles, Lucindra developed a keen understanding of ambition, social maneuvering, and the quiet exchange of favors that kept Morvayne's institutions functioning.

Rather than pursuing a conventional military career, she sought an education that would give her both strategic knowledge and credibility, eventually enrolling at the Mahporeem War and Logistics College. There, she distinguished herself through a sharp understanding of military logistics, administration, strategic planning, and the relationship between military power and political authority.

She graduated successfully, emerging with the education and connections necessary to begin what would become a carefully calculated political career.

Upon returning to Morvayne, Lucindra began manipulating her way through the planet's political scene, cultivating alliances while quietly undermining rivals and exploiting every weakness she encountered. She presented herself as a capable administrator and loyal servant of the Mahporeem Imperial Remnant while privately using patronage, political favors, carefully arranged scandals, and calculated betrayals to eliminate opposition.

Her rise was gradual but relentless, transforming her from a promising political figure into one of Morvayne's most powerful authorities. Eventually, her maneuvering earned her the rank of Moff and effectively placed the planet under her personal control.

As Moff of Morvayne, Lucindra Drahl became the planet's official representative within the Mahporeem Imperial Remnant, wielding both its political voice and considerable administrative authority. To the Mahporeem Imperial Remnant, she was a disciplined and capable provincial leader; to those who understood how she had risen, she was a consummate political manipulator who had simply mastered the art of making ambition look like loyalty.


Personality
Moff Lucindra Drahl possesses an abrasive and uncompromising personality, rarely bothering to soften her words for the sake of another’s feelings. She is cold, strict, and intensely pragmatic, approaching both politics and personal relationships with a no-nonsense attitude that leaves little room for sentimentality.

Moff Drahl expects competence, discipline, and obedience from those around her, and she has little patience for incompetence, excuses, or perceived weakness. Her loyalty is first and foremost to Imperialism; personal friendships, political alliances, and individual ambitions are all secondary to what she believes will strengthen Imperial authority and preserve the interests of the Mahporeem Empire.

This devotion gives her an intimidating presence, as she is perfectly willing to make harsh decisions when she believes they serve the greater Imperial cause.

She is also deeply skeptical of Force-sensitive individuals, viewing their mysterious abilities and independence with considerable suspicion. To her, the Force is an unpredictable advantage that places too much power in the hands of individuals who often answer to no conventional authority. While she does not necessarily underestimate Force-sensitives, she regards them as dangerous variables that must be watched carefully and, when necessary, controlled.

Beneath her cold exterior, however, Moff Drahl is an exceptionally hard-working politician who has earned her position through relentless effort and political maneuvering. She spends long hours studying reports, military logistics, economic figures, and political developments, refusing to delegate matters she considers important.

Her abrasive demeanor may make her difficult to work with, but her dedication, discipline, and willingness to work harder than her rivals have made Lucindra Drahl a formidable force within Imperial politics.


 
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*Conceptual Alchemist*


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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Name: Gorathun
  • Sithspawn Class: Battle Beasts
  • Designation: Non-Sentient
  • Origins: Baros ~ The Maleficarum Bio-Genesis Facility
  • Average Lifespan: 15 - 21 years
  • Estimated Population: Planetary
  • Description:
    • This hulking Sithspawn resembles a monstrous ursine predator, its immense frame covered in thick purple-and-white fur and reinforced with brutal, rune-etched armor across its limbs and shoulders. Its pale, predatory eyes and rows of jagged teeth betray a creature engineered for slaughter, possessing tremendous strength, endurance, and an instinctive hatred for anything it has been bred to hunt.
PHYSICAL INFORMATION
  • Breathes: Type I
  • Average Height of Adults:
    • Males
      • On Four Legs:1.5 meters {5 feet}
      • On Hind Legs: 3 meters {10 feet}
    • Females
      • On Four Legs: 2.4 meters {8 feet}
      • On Hind Legs: 2.1 meters {7 feet}
  • Average Length of Adults:
    • Males: 3 meters {10 feet}
    • Females: 1.8 meters {6 feet}
  • Skin color: Scales {Unseen due to the thick fur}
  • Fur color:
    • The fur is predominantly purple, with varying shades of the color, with a variety of white patterns unique to each individual Gorathun.
  • Distinctions:
    • Unlike naturally evolved ursine species, this Sithspawn possesses deliberately engineered musculature, heightened predatory instincts, unnatural resilience, and a strong connection to the dark side that marks it as a creature of artificial creation rather than a true species. Males are generally larger and heavier, developing broader shoulders and denser muscle mass, while females are somewhat smaller and more agile, distinguished by shorter limbs and sharper senses.
  • Races: N/A
  • Force Sensitivity: Force Dead
Strengths:
  • Force Dead
    • The Gorathun, a side effect from both Sith Alchemy and corrupted genetic coding, are Force Dead, possessing no discernible connection to the Force, leaving them as empty voids in its perception that Force-sensitives cannot sense, track, predict, or influence through conventional Force abilities. This absence grants them powerful resistance to direct Force attacks, rendering techniques such as telekinesis, mind tricks, and other abilities requiring a living Force connection largely ineffective against them.
  • Venomous Bite
    • They possess a potent venomous bite inherited from its Kimogila-derived genetic stock, delivering a neurotoxic venom capable of rapidly overwhelming the nervous system of its prey. Once injected, the venom can immobilize even large creatures within seconds, leaving them helpless before the Gorathun's powerful jaws and claws.
  • Thick Hide
    • The Gorathun possesses a dense layer of extraordinarily resilient scales inherited from its Kimogila-derived genetic stock, forming a natural armored plating over the underlying hide and vital tissues. These scales can withstand the impact of all but the most powerful anti-personnel weapons, allowing the Gorathun to endure blaster fire, shrapnel, and other battlefield hazards that would cripple lesser creatures.
  • Power Jaws / Teeth
    • The Sithspawn possesses immense, heavily muscled jaws capable of exerting tremendous crushing force, allowing its teeth to bite through most known metals and alloys, including those commonly used in protective armor. Bone and flesh offer virtually no resistance to such a bite, capable of being crushed, punctured, and torn apart with brutal ease.
  • Sharp Claws
    • The monster possesses immense, razor-sharp claws capable of rending through most known metals and alloys, including armor constructed from these otherwise resilient materials. Against unarmored prey, flesh and bone provide almost no resistance, allowing a Gorathun to tear through an exposed individual in mere seconds with savage efficiency.
Weaknesses:
  • Force Dead
    • The Gorathun's Force Dead nature is a double-edged trait, severing them not only from hostile Force abilities but also from beneficial applications such as Force healing, battle meditation, Force enhancement, and other positive Force effects. Because they possess no connection through which such energies can flow, Force-users cannot directly restore, strengthen, or otherwise augment a Gorathun through conventional supportive techniques.
  • Unpredictable
    • The Gorathun are notoriously unpredictable creatures, governed by volatile instincts and violent impulses that can shift without warning, making their behavior nearly impossible to anticipate even by those who have studied them extensively. This volatility makes them a danger not only to enemies, but to allied forces as well, as a Gorathun may suddenly attack friendly personnel, creatures, or equipment if provoked, confused, or driven by its predatory instincts.
  • Myopia
    • The Gorathun are not blind, but suffer from pronounced myopia that leaves distant objects blurred and difficult to identify with sight alone. This limitation forces them to rely heavily upon their exceptionally acute senses of smell and hearing, allowing them to detect, track, and pursue distant targets even when visual identification is unreliable.
  • Intellectual Disability
    • The Gorathun suffer from severe cognitive limitations, possessing diminished reasoning, problem-solving, and abstract-thinking abilities that leave them reliant upon instinct and simple learned behaviors rather than complex thought. While capable of recognizing individuals, following basic commands, and learning through repetition, they struggle to comprehend complicated situations or adapt to unfamiliar circumstances without direct guidance.
  • Sterile
    • The Gorathun were deliberately engineered to be sterile, rendering both males and females incapable of producing viable offspring through natural reproduction. This genetic safeguard prevents the species from breeding among themselves, ensuring that every Gorathun must instead be artificially created and controlled by those responsible for their production.
CULTURE
  • Diet: Carnivore
  • Communication: A system of growls
  • Technology level: N/A
  • Religion/Beliefs: N/A
  • General behavior:
    • The Gorathun were engineered not merely as predators, but as living instruments of chaos, war, and destruction, possessing an innate drive to seek out conflict and reduce their surroundings to ruin. They thrive amid violence and confusion, attacking enemy combatants, fortifications, vehicles, and anything else they perceive as a threat or obstacle, often pursuing targets long after conventional soldiers would withdraw; however, their volatile instincts make them equally dangerous to allies, as the distinction between friend and foe can quickly become meaningless once a Gorathun enters a state of heightened aggression. They possess little appreciation for strategy or restraint, instead relying upon overwhelming strength, relentless pursuit, and savage instinct to accomplish their purpose, making their deployment akin to unleashing a controlled catastrophe upon the battlefield.
HISTORICAL INFORMATION

The Gorathun were conceived as an answer to a simple Sith question; what if a living creature could be engineered not to conquer, but to unmake?

Their genetic architects combined the brutal traits of two formidable species, most notably Kimogila and Batuuan Braga Bear DNA, with carefully manipulated genetic material designed to produce an immense, heavily armored predator possessing extraordinary strength, venomous weaponry, and an instinctive appetite for conflict.

The result was a species deliberately stripped of the traits that might make it useful as an independent civilization; Gorathun were engineered sterile, intellectually limited, violently unpredictable, and Force Dead, ensuring they could neither reproduce beyond their creators' control nor be easily manipulated, detected, or neutralized by Force-sensitive opponents.

Their myopia further shaped their behavior, compelling them to depend upon smell and hearing when hunting distant prey, while their overwhelming jaws, claws, scales, and physical resilience transformed them into biological siege weapons capable of tearing apart creatures, armor, and battlefield obstacles alike.

The first successful Gorathun specimens were created within the subterranean laboratories of the Maleficarum Bio-Genesis Facility on Baros, where the facility's geneticists and xenobiologists, refined the species through successive generations of artificial development and corrupted DNA under the directive of Darth Sycophantia.

Deep within its Growth Chambers and restricted biological laboratories, researchers manipulated the creature's genetic architecture until the desired combination of size, aggression, resilience, and venom production was achieved, with failed specimens presumably discarded through the facility's Incinerator Chambers.

The Gorathun were never intended to become a naturally reproducing species; their sterility ensured that their existence remained dependent upon artificial creation, allowing their masters to determine when and where new beasts would be produced.

Ultimately, the Gorathun became one of the facilities most dangerous living weapons; a creature bred for war, chaos, and destruction, unleashed upon battlefields as much to terrify and destabilize the enemy as to physically annihilate them.
 
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*Conceptual Alchemist*


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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Name: Banthrak
  • Designation: Non-Sentient
  • Origins: Mahporeem Imperial Science Station
  • Average Lifespan: 85 -115 Standard Years
  • Estimated Population: Planetary
  • Description:
    • The Banthrak is a massive, shaggy hybrid beast combining the formidable size and strength of a Bantha with the thick wool and docile nature of a Nerf. Its enormous curled horns frame a broad, powerful head, while its dense, dark-brown coat provides protection against Mahporeem’s harsh climates and gives the creature an imposing silhouette.
PHYSICAL INFORMATION
  • Breathes: Type I ... Type II
  • Average Height of Adults:
    • Males: 1.95 meters {6'4"}
    • Females: 1.82 meters {6'0"}
  • Average Length of Adults: N/A
  • Skin color: Golden Hue
  • Hair color: Black
  • Distinctions:
    • Male Banthraks are generally larger and more heavily built, possessing broader shoulders, thicker horns, and greater muscular development, while females are slightly smaller and more compact, with a more pronounced maternal build and shorter, finer horns. Unlike their Bantha and Nerf cousins, Banthraks display a much stronger distinction between the sexes, with males born for physical strength and endurance while females possess greater reproductive efficiency and resilience. These differences are the result of their engineered hybrid genetics, giving the Banthrak a unique combination of Bantha size and durability with Nerf-like herd adaptability, making them distinctly different from either ancestral species.
  • Races: N/A
  • Force Sensitivity: Non-Sensitive
Strengths:
  • Immune System
    • The Banthrak possesses a robust immune system inherited from both its Bantha and Nerf genetic origins, allowing it to resist many bacterial, viral, and parasitic infections common to harsh planetary environments. Its enhanced hybrid biology also promotes rapid immune responses and efficient tissue recovery, giving the Banthrak greater resilience than either parent species when exposed to disease, injury, or environmental stress.
  • Strong Lungs
    • The animals possess exceptionally powerful lungs adapted to the caustic atmosphere of Mahporeem, filtering harmful particulates and corrosive compounds before they can severely damage its respiratory tissues. This enhanced respiratory system allows the creature to breathe for prolonged periods in polluted or chemically harsh environments where ordinary livestock would quickly suffer respiratory distress.
  • Iron Stomach
    • The shaggy beasts possess an “iron stomach,” using corrosive saliva, a microbial liquid pool teeming with specialized bacteria and protozoa, and potent gastric juices rich in acids and enzymes to break down even exceptionally tough organic and inorganic material. While capable of digesting grass, grain, and other flora, its remarkably resilient digestive tract can also dissolve and process small amounts of metal and alloy, extracting trace minerals and nutrients that would be completely indigestible to ordinary livestock.
  • Strong Teeth
    • The Banthrak possesses a formidable set of dense, self-reinforcing teeth capable of grinding through tough vegetation, woody flora, and fibrous plant matter with ease. Their extraordinary hardness and serrated structure allow them to bite and chew through most known metals and alloys, making the Banthrak's jaws as much a biological tool of destruction as they are a means of feeding.
  • Double the Milk / Meatier / Hides
    • They possess a massive, heavily built body far more substantial than either of its parent species, producing significantly greater quantities of meat, blue milk, and durable hide. This immense physicality makes the Banthrak an exceptionally valuable livestock animal on Mahporeem, providing multiple useful resources from a single mature specimen.
Weaknesses:
  • Size
    • The Banthrak's immense size provides considerable advantages, allowing it to produce greater quantities of meat, blue milk, and hide while enduring harsh environmental conditions with remarkable resilience. However, that same massive stature becomes a serious challenge when domesticated, as the creatures require enormous amounts of food, space, reinforced shelters, and specialized handling equipment to safely manage their sheer weight and strength.
  • Clumsy
    • The beasts ranks near the very top of the galaxy's most notoriously clumsy animals, its immense bulk and heavy limbs often working against its otherwise impressive physical capabilities. Their awkward movements, poor spatial awareness, and tendency to stumble into obstacles make them particularly troublesome to maneuver, especially within confined domesticated environments.
  • Gorgers
    • Banthraks are voracious gorgers, possessing an almost insatiable appetite that drives them to consume enormous quantities of vegetation, grain, metals, alloys, and other available food throughout the day. Their immense bodies demand constant nourishment, and a hungry Banthrak will often continue eating long after other livestock have stopped, making feeding costs one of the greatest challenges of domestication.
  • Poor Eyesight
    • They possess notoriously poor eyesight, relying heavily on its keen sense of smell, hearing, and environmental awareness to navigate its surroundings. Its limited vision makes it especially prone to misjudging distances and obstacles, contributing further to its infamous clumsiness and making careful handling essential when the animals are domesticated.
  • Curiosity
    • They are remarkably curious creatures, often investigating unfamiliar objects, noises, and environments with little regard for whether doing so is actually a good idea. This inquisitive nature can lead them into poor choices, such as wandering into dangerous areas, eating things they should not, or attempting to interact with objects far too large or hazardous for them to handle safely.
CULTURE
  • Diet: Herbivore / Scrap Metal & Alloy {junk}
  • Communication: Grunts and snorts, body language and head shakes.
  • Technology level: N/A
  • Religion/Beliefs: N/A
  • General behavior:
    • Banthraks are generally docile, social, and surprisingly affectionate animals despite their immense size and intimidating appearance, often forming strong bonds with their herd and familiar handlers. Their enormous appetites make them almost constantly occupied with eating, while their poor eyesight, clumsy movements, and overwhelming curiosity frequently lead them into comical, or occasionally dangerous, situations. They are naturally herd-oriented and prefer the company of others, becoming restless or distressed when isolated for prolonged periods, yet their temperament can become stubborn when frightened, hungry, or frustrated. Although rarely aggressive without provocation, a startled Banthrak can cause tremendous damage simply through its sheer weight and strength, making patience, open spaces, and experienced handling essential for domestication. Ultimately, the animal is best described as a gentle giant with the appetite of a starving rancor, the curiosity of a youngling, and the coordination of a drunk walker droid.
HISTORICAL INFORMATION

The Banthrak was born from necessity rather than warfare, conceived within the laboratories of the Mahporeem Imperial Science Station under the direct directive of Darth Sycophantia.

Imperial bioengineers combined the genetic material of a Bantha and a Nerf, seeking to create a hardy herd animal capable of thriving within Mahporeem’s damaged ecosystems while providing a reliable source of meat, milk, hide, and other useful materials for the planet’s citizens. The initial hybridization process required extensive bioengineering to stabilize the conflicting genetic traits, after which viable specimens were produced through controlled cloning.

Cloning was never intended to become the Banthrak’s permanent means of reproduction; it was employed only long enough to establish a healthy population and provide sufficient genetic diversity for the creatures to reproduce naturally. Once their numbers reached reasonable levels, the cloning program was discontinued, allowing the Banthrak to become a self-sustaining part of Mahporeem’s developing ecosystem.

Today, Banthrak herds roam what remains of Mahporeem’s forests and rolling hills, moving through the wilderness in loose packs as they forage for vegetation and navigate the remnants of the planet’s once-greater natural landscapes. Their Bantha heritage gives them considerable size, endurance, and strength, while their Nerf ancestry contributes a thick coat, comparatively docile temperament, and usefulness as livestock.

Though capable of becoming formidable when threatened, Banthrak are generally social creatures and can be domesticated with sufficient training, making them valuable both as agricultural animals and sources of food for remote settlements.

Over time, they have become an increasingly familiar sight across Mahporeem's flora landmarks, transforming what began as an Imperial scientific experiment into a living component of the planet’s recovery; and one of the most successful agricultural creations produced under Darth Sycophantia’s guidance.
 
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*Conceptual Alchemist*


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OUT OF CHARACTER INFORMATION
  • Intent: Create a Planet for RP purposes.
  • Image Credit: [ Provide credit to the original artist of the images in your submission. Link to the web page where it can be found and state the name of the original artist if possible. Each image used must be credited. Use TinyEye, Google Image Search, or the Image Credit FAQ to help.]
  • Canon: N/A
  • Permissions: N/A
  • Links: N/A
GENERAL INFORMATION
  • Planet Name: Noxara
  • Demonym: Noxaran | Noxarans
  • Region: Outer Rim Territories
  • System Name: Noxara System
  • System Features:
    • The Noxara System is a remote and ominous stellar system surrounded by vast blue, violet, and silver nebulas that illuminate the darkness of space. At its heart burns a bright G-type main-sequence yellow star whose warm light casts a pale glow across the system. Two planets orbit the star; Pyrrhos, a large dark, heavily scarred uninhabited world covered in silver-gray swirling formations and faintly glowing fissures, and a smaller volcanic planet, Olyssara, whose charcoal surface is fractured by brilliant orange seams of molten activity, making it almost inhabitable. A small, irregular dwarf moon accompanies the planetary bodies, its dark violet-gray surface reflecting little of the star's light, giving the entire system an isolated, ancient, and haunting appearance.
  • Location: In the Empty Hex below New Alderann
  • Major Imports:
  • Major Exports:
  • Unexploited Resources:
GEOGRAPHIC INFORMATION
  • Gravity: Earth-like
  • Climate: Earth-like
  • Primary Terrain:
    • Grasslands / Jungles / Forests
    • Oceans / Lakes / Rivers
    • Deserts
    • Mountains / Hills
  • Atmosphere: Type I
LOCATION INFORMATION
  • Capital City: Liora City
  • Planetary Features:
    • Noxara’s most defining features are the Mavira Forest, the Alira Mountain Range, and the Cliffs of Aurelia, each offering a distinct landscape of untamed beauty and formidable terrain. The Mavira Forest stretches across vast expanses of ancient woodland, its dense canopy concealing winding trails, secluded clearings, and hidden alcoves that invite exploration beyond the established paths. Rising above the surrounding wilderness, the Alira Mountain Range forms a rugged succession of towering peaks, narrow passes, and mountainous canyons, where sheer rock faces and treacherous elevations provide both breathtaking vistas and formidable challenges. Along the coast, the Cliffs of Aurelia descend dramatically toward the sea, their weathered stone concealing numerous caverns and underwater caverns carved by the relentless force of the waves. Together with the planet’s countless ravines, concealed grottoes, and forgotten hollows beneath the forest canopy, these features draw adventurous minds from across the galaxy, offering the promise of discoveries that have yet to be named, places no map has fully recorded, and secrets that may have remained untouched for generations.
  • Major Locations:
    • Liora City
      • Liora City is the capital and largest population center of Noxara, serving as its political, commercial, and cultural heart. At the center of the city stands the imposing Senate Building, where the planet's representatives gather to debate legislation and oversee the affairs of government, surrounded by administrative offices and other institutions of authority. Beyond the government district, Liora is home to the planet's most prosperous businesses, with high-end boutiques, luxury hotels, fine restaurants, financial houses, and exclusive establishments catering to the wealthy and influential. As evening falls, the city takes on an entirely different character as its entertainment districts come alive with cantinas, clubs, theaters, music venues, casinos, and bustling nightlife, drawing residents and visitors alike.
    • Caldris City
      • The second city, Caldris City, serves as Noxara's primary trading center, built around a sprawling space transportation center where cargo freighters, passenger vessels, merchants, and independent haulers arrive and depart on a constant basis. The city's extensive industrial districts surround the port, housing factories, processing plants, warehouses, repair yards, and other businesses responsible for much of the planet's manufacturing and commercial activity. Unlike the polished avenues of Liora City, Caldris is rougher, louder, and considerably seedier, with crowded markets, aging buildings, back-alley establishments, and a thriving underworld existing alongside legitimate commerce. Keeping order amid the constant movement is the Noraxa Republican Guard, the planet's small professional military security force, headquartered within the city and responsible for defending Noraxa's cities, protecting vital infrastructure, and responding to threats that exceed the capabilities of ordinary law enforcement. The result is a city driven by commerce and industry,.
    • Mavira Forest
      • The forest is a vast, sprawling wilderness of magnificent beauty, its towering trees stretching across the landscape in an endless sea of green. Scattered throughout its depths are pristine lakes, tranquil waterholes, winding streams, and secluded clearings where nature flourishes undisturbed. Nestled within the forest is Delmore Campgrounds, a peaceful retreat for those seeking harmony with nature, offering visitors a chance to leave the burdens of everyday life behind and simply breathe beneath the canopy.
    • The Alira Mountain Range
      • The Alira Mountain Range rises across the landscape in a breathtaking display of towering peaks, rugged cliffs, and sweeping alpine vistas, beautiful enough to inspire awe yet dangerous enough to punish those who venture carelessly into its heights. During the winter months, heavy snowfall blankets the mountains in brilliant white, transforming the range into a popular destination for repulsor-powered snow skiers and winter sports enthusiasts. So great is the seasonal demand that the Hasfix Ski Resort was established among the mountains, providing visitors with accommodations and access to some of the region’s finest slopes.
    • The Cliffs of Aurelia
      • The Cliffs of Aurelia stand as an awe-inspiring natural wonder, their towering faces overlooking the endless ocean near Liora City, commanding breathtaking views beneath the warmth of the daylight. At night, the cliffs take on an entirely different beauty, with the moonlight shimmering across the water and the darkened horizon creating a serene and almost otherworldly atmosphere. Carried inland by the oceanic breeze, the fresh, salty scent of the sea fills the air, lending the cliffs a calming tranquility that makes them a perfect place to escape the noise of everyday life.
    • Noxara Orbital Naval Shipyard
      • The orbital naval shipyard serves as the primary industrial facility responsible for constructing, repairing, refitting, and remodeling the vessels of the Noxaran Planetary Naval Defense Fleet. Though the planet maintains only a small naval fleet, the shipyard ensures every vessel remains operational, modernized, and ready to defend Noxara from threats both within the system and beyond. Suspended in orbit above the planet, the sprawling facility operates around the clock, serving as the backbone of Noxara’s very modest but capable naval forces.
POPULATION
GOVERNMENT & ECONOMY
  • Government: Direct Democracy
  • Affiliation: N/A
  • Wealth:
    • Wealthy
      • Noxara's wealth is built upon an ironclad free market, where commerce moves with minimal restriction and prosperity is measured by the strength of its trade. This system benefits the planet as a whole, encouraging competition, investment, and the efficient exchange of goods while allowing Noxara's industries to thrive beyond its own borders. Even when foreign governments impose tariffs on Noxaran exports, the volume and freedom of trade sustained by Noxara's market help balance those costs, preserving profitable commercial relationships and ensuring that wealth continues to flow between worlds.
  • Stability:
    • Medium
      • Noxara’s overall stability is considered medium, with its democratic government maintaining a functional society despite persistent political and social tensions. As with any democratic government, discord remains a familiar feature of public life, arising from disagreements with elected officials, disputes over financial class status, and competing visions for the planet’s future. Among the Munn population, however, a deeper sense of unease persists, as many feel viewed with suspicion by the wider population, creating an undercurrent of mistrust that complicates the planet’s otherwise stable civic relations.
  • Freedom & Oppression:
    • Noxara, as a whole, harbors a strong sense of freedom, allowing its inhabitants to live as they see fit within the confines of its laws, with very little oppression beyond the occasional discontent of those who believe the government holds too much power. Commerce serves as the driving force behind this state of freedom, with government regulations and taxation generally perceived by the majority as fair, necessary, and worthy of encouragement, allowing trade and enterprise to flourish without undue interference. For the Munns, the distinction is less one of oppression than of skepticism, as they are not generally denied their freedoms but remain viewed with a degree of suspicion by the wider population.
MILITARY & TECHNOLOGY
  • Military:
    • The military strength of Noxara is built around defense rather than dominance, its forces intended to preserve the planet's sovereignty rather than project power across the stars. The naval shipyards orbiting Noxara provide sufficient fleet strength to defend its world, while the planetary army possesses the weapons, fortifications, and manpower necessary to protect its cities and citizens. Yet neither force is designed to withstand overwhelming opposition indefinitely, and a sufficiently powerful enemy fleet or ground army could overrun Noxara's defenses through sheer numerical and material superiority.
  • Technology:
    • The technology on Noraxa remains broadly on par with the galaxy at large, though certain fields place it slightly ahead of the curve while others leave it marginally behind, reflecting a civilization whose advancements are shaped by practical necessity, commercial investment, and the uneven pace of progress.
HISTORICAL INFORMATION

In 8,000 BBY, explorers employed by the Republic Stellar Cartography Service, a branch of the Galactic Republic, discovered Noxara while charting the distant reaches of the Outer Rim Territories. After several years of examination, the planet was deemed habitable, officially named and charted, and classified though its only known sentient inhabitants were the Ewoks, who continued to live upon its surface for nearly three millennia, ruling the world unofficially and largely unknown to the wider galaxy.

It was not until 5,000 BBY that Bothan colonists from their Mid Rim homeworld of Bothawui arrived, seeking to establish a foothold for the newly forming Bothan Spynet and expand its reach beyond their native systems. Only weeks later, Cerean colonists followed from their Mid Rim homeworld of Cerea, rapidly altering the planet’s demographic and political landscape. Recognizing the advantages of cooperation, the Bothans and Cereans agreed to work alongside one another, laying the foundations of a democratic society modeled upon the principles of the Galactic Republic, while the Ewoks remained the planet’s earliest known inhabitants.

Only a few months had passed since the establishment of Liora City, Noxara’s first settlement and the capital that would one day rise from its foundations, when the Hundred Year Darkness erupted across the galaxy. The conflict between Jedi and Sith spared Noxara the worst of its devastation, but not its consequences.

Though no great armies descended upon its soil, the planet was not beyond the reach of the war. Trade routes were disrupted, foreign interests brought unwanted attention, and on more than one occasion Noxara found itself caught between forces whose quarrel had little to do with its citizens. The arrival of human settlers soon followed. Some came from worlds ravaged by the fighting, their homes reduced to ash or scarred beyond recognition; others fled before their own planets could become the next battleground.

They arrived with little more than what they could carry, seeking a place where the war might pass them by.

Yet the very circumstances that brought new life to Noxara also stifled its early promise. The planet’s potential growth stalled as commerce faltered, resources were diverted, and uncertainty settled over Liora City like a second darkness. What had begun as a promising settlement nearly became stagnant, its future held hostage by a conflict fought close to their doorsteps. For decades, Noxara endured in this uneasy state, neither destroyed nor permitted to flourish.

It was only during the waning days of the Hundred Year Darkness, as the fighting gradually diminished and the galaxy began to reshape itself from its wounds, that Noxara slowly began to regrow. Trade returned, settlements expanded, and Liora City once more became a place of opportunity rather than mere refuge. The darkness had delayed Noxara’s rise, but it had not extinguished it.


2. The Golden Age
3. The Republic
4. The Clone Wars
5. Galactic Empire
6. A New Era




 
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*Conceptual Alchemist*


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OUT OF CHARACTER INFORMATION
  • Intent: (Example: 'A personal weapon for Darth Scabious' or 'an advanced armored personnel carrier for the Republic')
  • Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
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  • Manufacturer: (Kuat Drive Yards, BlasTech Industries, [Character Name], etc. Please ensure you link these accordingly.)
  • Affiliation: (Individual Character Name (an individual PC/NPC who is permitted to use this item), Company Name(s) (Companies authorised to use this submission), Faction Name(s) (Factions authorised to use this submission), other potential options include a submitted NPC unit, or another general organisation/group.)
  • Market Status: (Closed-Market (Any character can use this if they have explicit permission through, for example, a marketplace purchase), Open-Market (May be used by any character without permission from the Manufacturer))
  • Model: (Example: E-11 Blaster Rifle. For submissions where a model wouldn't be appropriate, such as a custom walking stick, put 'N/A' for 'Not Applicable'.)
  • Modularity: (Can components of this submission be swapped out for other components? Is it especially easy to modify? For most submissions, put 'No'.)
  • Production: The scale is Unique (Only One Character), Semi-Unique (A single small unit, squad, or squadron), Limited (Only one small group of characters. IE: A Single Minor Faction, Company, or Group within a faction.), Minor (Large groups of characters. (IE: A Single Major Faction, a few companies, or groups.), Mass-Produced. (Anyone.) Characters refer to NPCs & PCs.)
  • Material: (What is it made out of? Certain materials are more resistant, or vulnerable to certain weapons. Example: 'Durasteel, blaster components.' If this submission uses materials not found on wookieepedia, please link. You may also be asked to link materials that are obscure or difficult to find, e.g. exist as a byline in wikia entry. )
SPECIAL FEATURES
  • (Detail briefly in a list format actual contents of the known abilities, special features, qualities of note, etc. If these are notable enough to be strengths, please add them to strengths)
STRENGTHS
  • (Provide, in list format, a minimum of 1 strength of this submission.)
WEAKNESSES
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)
DESCRIPTION
(Describe some of the histories

 
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