Star Wars Roleplay: Chaos

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Zark's Laboratory

OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
  • Image Credit: [ Link to where you found the images, or to the original artist if possible. TinEye or Google Image Search can help. ]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, equipment, etc here. ]
GENERAL INFORMATION
  • Army Name: Republican Guard
  • Classification: Sector Defense Force
  • Affiliation: Kathol Republic (Outer Rim Coalition)
  • Army Symbol:
    Ad83kpK.jpg
  • Description: The Republic's armed forces, Kathol Guardsman are some of the best trained and equipped soldiers in the entire Outer Rim. Hardly ever seen outside the deep Outback, the Republican Guard has formed a proud if young military tradition fighting threats the rest of the galaxy has never even heard of. Responsible for the survival of an entire star cluster with no one to fall back on for support save for a single Temple on not too distant Binaros, the tale of the Kathol Guard has always been one of incredible courage in the face of overwhelming odds.
SOCIAL INFORMATION
  • Headquarters: Rytal Prime
  • Goals: [ What are the goals of this Army? If it has an official mission, what is it? ]
  • Reputation: [ Is this army known by people outside of itself and how do they view it? With pride? With concern? Wary or neutral? Describe your army’’s reputation here if it has one. This can include multiple views, from enemies and allies, depending on the type of army. ]
COMPOSITION INFORMATION
  • Army Size: Medium
  • Composition:
    Standard Infantry Regiment
    Regimental HQ (25 Senior Officers)
  • First Company (330 Officers and Enlisted)
  • Second Company (330 Officers and Enlisted)
  • Third Company (330 Officers and Enlisted)

[*]Standard Armor Regiment
  • Regimental HQ (5 Engines)
  • First Company (10 Engines)
  • Second Company (10 Engines)
  • Third Company (10 Engines)
  • Recon Squadron (5 Engines)
  • Super Heavy Squadron (3 Engines)


MEMBERS
[ List any PCs or NPCs who play a role in your army, as well as their ranks or functions. Designate the leader of your army. Link any relevant characters or NPC subs. If desired, you may include a blurb including name, rank and a brief explanation of this character if there is no bio or sub to link - alternatively link to a blog post with this information if you would like to keep an active player roster. You may also request sub mods to add/remove members. ]

HISTORICAL INFORMATION
[ Include a description of the army’s history. Who started it, how and why it was formed, modus operandi, any events tied into its creation and existence, prior allegiances, notable battles, etc. ]
 
OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
  • ​Image Credit: [ Link to where you found the images, or to the original artist if possible. TinEye or Google Image Search can help. ]
  • Canon: [ Is this a canon location? If yes, link to the original wiki article here, if no simply put N/A. ]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, equipment, etc here. ]
SETTING INFORMATION
  • Star System Name: Squall System
  • Region: Outer Rim Territories
  • Affiliation: Kathol Republic (Outer Rim Coalition)
  • Accessibility: [ Describe logistical information on how easy it is to find/access this location. Is it hidden? Is it isolated from society deep in space or is it in the middle of civilization near busy hyperlanes and star systems? Is it guarded? ]
  • Description: [ Provide a description of this system at a glance. More in-depth descriptions can be added in points of interest. ]
SYSTEM INFORMATION
  • Size: Large
  • Wealth: Wealthy. Describe, briefly, why. ]
  • Major Imports: [ What the system frequently buys from outside its borders. Common materials and ores should just be listed (Ex. Durasteel ore), while anything special or rare should be linked. If nothing, put N/A. ]
  • Major Exports: [ What does the system produce and bring to the galaxy, note that not all systems have to produce things. They can be barren or have riches yet to be discovered. Common materials and ores should just be listed (Ex. Durasteel ore), while anything special or rare should be linked. If nothing, put N/A. ]
  • Unexploited Resources: /
  • Hyperlanes: [ Are there any important hyperlanes that pass through this system? Link to a canon or codex sub, if applicable. ]
SOCIAL INFORMATION
  • Population: Heavy
  • System Traffic: Moderate
  • Demographics:
    30% Human
  • 20% Duros
  • 10% Mon Calamari
  • 10% Quarren
  • 30% Other

[*]Native Species: Primordial (extinct)
[*]Immigrated Species:
  • Humans (Corellian)
  • Duros
  • Mon Calamari
  • Quarren
  • Nautolan
  • Yinchorii
  • Sullustans
  • Twi'leks
  • Trandoshan
  • Wookiees
  • Other

SYSTEM FEATURES
  • Squall (main sequence star)
  • Magnar (Squall 1 - molten planetoid)
  • Providence (Squall 2)
  • Calypso (Squall 2.1, port moon)
  • Gorgon Asteroid Field
  • Cytrine (Squall 3 - airless, precious gemstone quarries, subject to dangerous asteroid impacts)
  • Reckon (Squall 4 - gas giant, breathable atmosphere in the life zones)
  • Serpentis (Squall 5 - arctic surface, dark and shunned reputation)
  • Anchorage Nebula (Kathol Republic Navy and Republican Guard Command military HQ)
SECURITY
[ Provide a Security Rating (choose from: None, Low, Medium, High, Maximum) and any specific security assets in list format. What defenses does this location have, including internal and perimeter defenses? Please note that the rating is relative to the type of location this is. Normal civilian locations have a different scope in security, compared to military bases. Please link relevant tech/equipment to the SW wiki article or Factory-approved submission. ]

HISTORICAL INFORMATION
[ Include a description on the location's history here. It can have lasted since well before our current timeline, or it can be brand new due to current circumstances. For older locations you can include historical events from the Chaos Canon timeline or board history where appropriate. ]
 
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Type I Atmospheres
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OUT OF CHARACTER INFORMATION
  • Intent: To create an atypical, complex species with motivations fundamentally mysterious to most PCs.
  • ​Image Credit: Star Trek Online Concept Art
  • Canon: N/A
  • Links: /
GENERAL INFORMATION
  • Name: Iosian
  • Designation: Sentient
  • Homeworld: Ios
  • Language: Iosian language (unpronounceable)
  • Average Lifespan:
    Physical: 6-8 months
  • Conscious: 300+ (at the end of each natural lifespan, an Iosian 'uploads' their consciousness to the next generation)

[*]Estimated Population: Inter-Planetary
[*]Description: A crystalline, quadruped species with an outer carapace through which murky fluid can be seen circulating. They possess mantis-like heads with two triangular eyes. Direct contact with an Iosian without the use of an environmental suit is extremely rare, as their internal body temperature is considerably higher than the average humanoid's by several hundred degrees.
PHYSICAL INFORMATION
  • Breathes: Type IV (anaerobic respiration with a methane-chlorine mixture)
  • Average Height of Adults: 1.8 meters
  • Average Length of Adults: 1.5 meters
  • Skin Color: Each one unique
  • Hair Color: None
  • Distinctions: Unisex, extremely difficult to differentiate for other species without training/education. Though they possess seemingly infinite nuance in their carapace color schemes, there is also a certain degree of uniformity seemingly based on both societal caste and castemoot.
  • Races: While it is unclear if Iosians possess true racial offshoots in the way many humanoid species do, there are marked differences in Iosians based on their caste system, which is seemingly biologically determined.
  • Force Sensitivity: All
STRENGTHS
  • Telepathic Network: The Iosians possess a form of networked intelligence in addition to their sentience as individuals. Not a true hive mind, each Iosian is capable of choosing with whom they wish to share their memories, communicating across a number of telepathically linked networks known as Castemoots.
  • The Lattice: The Iosian term for a telepathic field that connects each member of their species even across vast distances, it is a king of shared memory archive that contains general species specific knowledge and history. Operating on an almost instinctual level, each Iosian is born into their caste based on the specific needs of their society.
WEAKNESSES
  • Susceptible Physiology: Not only do the Iosians require extremely high environmental temperatures to maintain their equilibrium, but their crystalline carapace is somewhat more vulnerable than the average carbon based exoskeleton. If an Iosian's environmental suit were to be pierced by blaster fire, or one were modified to be fired in Iosian atmosphere, a single shot or two would likely be enough to fatally wound, the fluid medium contained within their outer structure critical to maintaining their metabolic processes.
  • Alien Psychology: Operating at times on an entirely different level of consciousness than the average humanoid, any interaction with an Iosian is bound to be fundamentally unpredictable. As one of the few silicon based higher lifeforms to emerge as space faring entities in the galaxy, differences in the way the species thinks often leave them prone to misunderstanding. Because of this history, most Iosians can be aggressive towards carbon life if they perceive that they are in some way threatened.
CULTURE
  • Diet: The Iosians' native atmosphere provides them with their nutritional needs although the precise method of action remains unknown.
  • Communication: The Iosian language is, in some ways, not a true language at all. It is a system the species developed composed of a series of high-pitched squeaks and clicks distinct enough to be translatable into words and phrases by carbon based life, and is not used internally though it is contained in each Iosian's instinctual memory. Among themselves, the primary method of communication is through the Castemoot, partitioned segments of Iosian society based on caste, geographic location, and perhaps other less comprehensible criteria. These castemoots serve as a form of lobbying body within the Lattice, each given proportional sway based on caste status (with the political caste holding the most power) and perhaps also proximity to Ios.
  • Technology Level: Advanced spacefaring, comparable to the galactic average but often through an independent developmental process. Most Iosian technology is incompatible with those of other species without significant modification.
  • Religion/Beliefs: Like many species throughout the galaxy, Iosian spirituality is closely tied to the Force. And yet, religion is perhaps not the most accurate term, as across the species there is a certainty that seems to go beyond mere faith. While a non literal translation is also possible, the Iosians claim to be able to 'see' or somehow literally perceive the Force, and indeed have proven to be acutely perceptive when in the presence of Force users. Not only that, but the species believes also that the energy field plays some critical role in maintaining the Lattice that sustains their telepathic networks. Although independent study has yet to determine the veracity of these claims, the concept is so core to their culture that the species will actually move colony populations to account for astronomical phenomenon and shifting star systems, which they claim causes changes in the positions of the lines of power where this beneficial effect is apparently the strongest.
  • General Behavior: The uncommon nature of the species and their evolutionary origins leads to behavioral characteristics across the race that borders on the incomprehensible. With a significantly shorter physical span than most other higher life forms, an Iosian spends a large portion of their lifetime immersed in the Lattice. Due to their physiology and the lack of ease of mobility on their homeworld, the species is not known for excessive movement, conserving physical energy for only the most important of occasions.
Iosian culture relies heavily on a rigid caste system, although these distinctions are much more physiological than most humanoid parallels. Individual Iosians are bred for specific societal functions, and there is some speculation that they modify their young at birth to perform more specialized duties upon reaching adulthood. The known Iosian castes are Ruling, Political, Warrior, Worker, and Science. There have also been accounts of what seems to be an Iosian Religious/Spiritual caste which plays some role in maintaining intercaste harmony and the species' latent Force sensitivity.

HISTORICAL INFORMATION

A reclusive and mysterious race, the Iosian Assembly is a small interplanetary hermit empire that controls a remote star cluster at the tip of the galaxy's southernmost spiral arm. Contact between Iosians and civilized space has been extremely rare and for the most part unproductive. Dozens of first contact missions have ended in abject failure, some resulting in the deaths of entire expeditions at the hands of Iosian warships.

It is only recently with the help of the Coalition's Council of the Living Force have psychically trained diplomats gained insight into the role of Iosian castemoots and developed a crude means of verbal communication with these strange alien creatures. Even now, misunderstandings are commonplace, and many scientists believe that the Iosian mind simply operates based on different fundamental principles.

Their sense of morality seems to be nebulous, for while the Assembly is not wantonly aggressive it has been known to wage war seemingly without cause, displacing or obliterating the populations of entire star systems and terraforming the worlds to sustain silicon based life. Limited dialogue with the Assembly over the past few centuries seems to suggest that these are considered to be holy crusades, based entirely on what the Iosians describe as the shifting lattice of their empire.
 
OUT OF CHARACTER INFORMATION
  • Intent: [ Describe the plan for your planet. NOTE: This section alone can have your planet dismissed. Planets created on a whim or for purposes to undermine the integrity of Star Wars will not be approved. ]
  • ​Image Credit: [ Link to where you found the images, or to the original artist if possible. TinEye or Google Image Search can help. ]
  • Canon: [ Is this a canon planet? If yes, link to the original planet wiki here, if no simply put N/A. All canon planet submissions must be tagged "Canon" in Topic Tags. ]
  • Links: [ Provide links to any relevant development threads, characters, companies, locations, etc here. ]
GENERAL INFORMATION
  • Planet Name: Ios
  • Demonym: Iosian
  • Region: Outer Rim Territories
  • System Name: Iosian System
  • System Features: [ Here you may list suns, moons, other planets, important asteroid belts, spatial anomalies, or other features of the star system. You may also include orbital position, rotational period (length of day), and orbital period (days in a year) in this section. if you have submitted Astronomical Objects for this system, you may link them here, and if you would like to expand on the system in more detail, you may use that template to do it at your leisure. ]
  • Coordinates: [ The X,Y coordinates of the planet and its relative position in them according to the Galaxy Map. ]
  • Major Imports: [ What the planet frequently buys from other planets. Common materials and ores should just be listed (Ex. Durasteel ore), while anything special or rare should be linked. ]
  • Major Exports: [ What does the planet produce and bring to the galaxy, note that not all planets have to produce things. They can be barren or have riches yet to be discovered. Common materials and ores should just be listed (Ex. Durasteel ore), while anything special or rare should be linked. ]
  • Unexploited Resources: [ Does this planet have resources that are not yet utilized by the population? Common materials and ores should just be listed (Ex. Durasteel ore), while anything special or rare should be linked. ]
GEOGRAPHIC INFORMATION
  • Gravity: Five Times Standard
  • Climate: High Surface Temperature, Magma Flows, Earthquakes, Extremely Dense Atmosphere with Carbon Dioxide and Sulfides
  • Primary Terrain: Mountains, Active Volcanoes, Craggy Plains
  • Atmosphere: Type IV
LOCATION INFORMATION
  • Capital City: The Underrock
  • Planetary Features: To an observer from orbit the surface of Ios would appear seemingly uninhabited and inhospitable. It is impossible to discern the billions of native Iosians in stasis all across each of the planet's three main continents. Much of the planet's artificial infrastructure is located beneath the surface, a complex weave of interconnected caverns spans for hundreds of the thousands of kilometers in every direction. Some ancient ruins can still be found on the surface, possibly indicative of the Iosian's more primal past. By far the most impressive feature of Ios is its equally labyrinthine network of orbital infrastructure that forms a series of rings completely circumventing the molten world's orbit.
  • Major Locations:
    The Underrock:
  • Surface Ruins:
  • Lava Oceans:
  • Orbital Labyrinth:

[*]Force Nexus:
  • Intent: A central focus for the Iosian's telepathic Lattice, and a basis for their spiritual movement's religious crusades across the spiral arm.
  • Strength: Strong
  • Effects: The 'Nexus', as it is simply known by the Iosian people, is what allows their species to communicate telepathically even across vast distances. While it does have limits, this Force phenomenon is what has allowed the Assembly to establish dominance over Ios' immediate surroundings.

POPULATION
  • Native Species: Iosian
  • Immigrated Species: /
  • Population: Crowded
  • Demographics:
    95% Iosian
  • 5% Artificial

[*]Primary Languages: Iosian language
[*]Culture: [ General overview of the inhabitant's behaviors. This should include information about daily life, society, arts, sports, religion. ]
GOVERNMENT & ECONOMY
  • Government: Theonomy
  • Affiliation: Independent
  • Wealth: Wealthy. The Iosian Assembly has no qualms about exploiting not only their homeworld's own natural energy harvesting potential but the resources of those worlds it conquers and subjugates in the name of preserving the Lattice.
  • Stability: Medium. Extremely stable so long as you are Iosian, the natives are not outright hostile to outsiders but remains extremely dangerous nonetheless. Iosian culture is abstract to the point of impossible for most humanoids to comprehend, and a single ill chosen word or gesture can result in summary execution.
  • Freedom & Oppression: Every aspect of Iosian society is dictated by the Ruling and Spiritual castes. Iosian leaders are born into their positions, just as it is for all of their species. From the military to politics to the sciences, each life is predetermined. The species' telepathic castemoots allow for some debate and discourse, but deviant thinking is strictly monitored for and dealt with harshly.
MILITARY & TECHNOLOGY
  • Military: [ Describe the military capabilities of this planet. Is it completely demilitarized? A fortress world complete with heavy defenses? A space-faring world with a substantial navy? Is it a hive of scum and villainy with no discernible defense structure other than what it's inhabitants have to offer? Or maybe due to low tech the people here are still in the bronze age. ]
  • Technology: [ A description of how technologically advanced the planet is relative to the galaxy. If there is nothing of note, simply put ‘Galactic Standard’. ]
HISTORICAL INFORMATION
[ Include a history of the planet here. Be sure to cover the following information:
How was the planet discovered? How was planet settled? When was it settled? Why was it settled? What major events specific to the planet helped shape its inhabitants to what they are today? If there is a Nexus, how did it come about and how did it influence the history of the planet?

Remember that these custom planets may be submitted the map for the community to enjoy. The more background you set down, the more clearly others will be able to understand your view of your creation. ]
 
OUT OF CHARACTER INFORMATION
  • Intent: To submit a balanced counter to interdiction fields, allowing some chance to counter while allowing for the realistic possibility of failure.
  • Image Source: /
  • Canon Link: /
  • Primary Source: /
PRODUCTION INFORMATION
SPECIAL FEATURES
  • Gravitic Destabilizer: A strange product of heavily modified null quantum field technology, the Null-series projects a targeted field via tensor beams that destabilizes any artificial gravity wells currently being projected. This module requires an immense amount of energy to power, and depending upon the size of the module is less effective against larger interdictors. A cruiser sized destabilizer would be unable to disrupt anything larger than a destroyer, a destroyer would be unable to disrupt anything larger than a battlecruisers, and it would take multiple battlecruiser sized neutralizers to seriously hamper a star dreadnought with interdiction capabilities.
STRENGTHS
  • Interdiction Begone: The Null-series utilizes modified hyperspace technology to disrupt the process of artificial gravity wells, effectively generating gravity shields that render these artificial anomalies inert and unable to effect realspace around them.
  • E-War, So What?: By targeting the interdiction field catalyst itself instead of the systems generating it, a gravitic destabilizer bypasses the robust countermeasure suites interdiction vessels often come equipped with.
WEAKNESSES
  • Combat Range: The Null-series must be within standard turbolaser range before it can effectively shut down a gravity well generator. If it pulls out of range, the interdiction field will reinitialize.
  • Power Draw: Requiring large amounts of energy to operate continuously, any ship operating the module must take rating penalties to armament, defenses, or speed.
  • Point to Point: Due to its tensor field delivery system, the Null-series can only disable one interdictor at a time. Multiple interdictors require multiple neutralizers.
  • Scalability: The Null-series only fits on capital vessels. In addition, there is an upper limit to its ability to interfere with larger targets. A corvette is unable to disrupt anything larger than a frigate, a frigate cannot effective anything above a cruiser, a cruiser is unable to neutralize anything bigger than a destroyer, etc.
DESCRIPTION

An ingenious if peculiar device to emerge from the Metrobig Salvagestuff Platform, the Null-series Gravity Well Neutralizer does exactly what it says it does. Through a blend of null quantum field and tensor beam technology, the neutralizer generates a containment field that directly counteracts the debilitating effects these artificial gravity wells have on the surrounding region of hyperspace. Targeted at combating advances in interdiction technology, it is perhaps no surprise that such a devious countermeasure would find its birthplace in the lawless Outer Rim.

Known for their peerless understanding of tractor beams and uncanny compulsion towards tinkering, the Squibs developed this module after inter-consortium infighting led some innovative salvagers to employ gravity wells around any newfound claims, effectively cutting off their competition. Keen to free up the market, the first gravity well neutralizer was invented, and soon the Squibs were launching raids on each other claim's from light skippers outfitted with a HIMS to punch through the field, and a neutralizer to escape it. Naturally, it wasn't long before the wider galaxy caught on to the obvious military applications of such a device, and it soon fell in the hands of Skor's Coalition partners.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a storyline ship for an upcoming ORC thread, and test out experimental new technology.
  • Image Source: The Light of Kahless, Issue 3
  • Canon Link: /
  • Primary Source: /
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Ramship
  • Length: 5000 meters
  • Width: 900 meters
  • Height: 2000 meters
  • Armament: Low
  • Defenses: Extreme
  • Fighter Hangar: Average: 19 Squadrons
  • Support Craft Hangar: 6 Squadrons
  • Maneuverability Rating: Very Low
  • Speed Rating: Very High
  • Hyperdrive Class: Average: 1
STANDARD FEATURES
  • Reinforced Armor Plating
  • Double Redundant Deflector Generators
  • Standard Sensor Array
  • Standard Targeting Systems
  • Encryption Network
  • Escape Pods
  • HoloNet Transciever
  • Long-range Communications Array
  • Standard Life Support Systems
  • Tractor Beams (x60)
ADVANCED SYSTEMS
  • HIMS: Outfitted with a hyperwave inertial momentum stabilizer, this allows the Wolf's Head to punch through active interdiction fields and close within range to take out the source.
  • Gravity Well Neutralizer: Effective against everything but a battlecruiser with redundant gravity well generators, the Wolf's Head is able to disrupt a single large interdictor.
STRENGTHS
  • Blunt Force Trauma: The Wolf's Head is a ramship, and constructed in such a way as to inflict maximum damage on enemy hulls through a forward charge. Large enough to decimate frigates and cruisers with ease, anything destroyer sized or larger will quickly begin to take a toll on the battlecruiser's own structural integrity.
  • Counter-Interdiction: Equipped with a gravity well neutralizer, the Wolf's Head is able to disrupt a hostile interdictor of up to battlecruiser class.
WEAKNESSES
  • Lightly Armed: Although it still bristles with turbolaser and variable missile emplacements, including a robust point defense system, the Wolf's Head is still undergunned for a ship of its size and role. It relies on its starfighter compliment and brutal ramming potential.
  • Maneuverability: It has almost none. Once the Wolf's Head gets going, its very slow to turn or stop. A ship of this size isn't built for fine tuned adjustment, it is most effective against slower targets.
DESCRIPTION

Construction on the Wolf's Head began not long after the second battle for Skor II. Anticipating the need to one day bring down the First Order's hyperlane blockades by force, the battlecruiser wasn't even completely finished when reports first emerged from Dosuun about a Ssi-ruuvi invasion that threatened to overwhelm the superpower's military resources. Taking advantage of the instability to launch a two pronged attack on occupied Alliance worlds, while Sullust was to be taken by more conventional methods the Alliance and their Coalition partners elected to deploy its newest battlecruiser against the blockade's southern front near Elrood.

Based on ancient Mandalorian design, the ship itself is a very simple design. A scything hull literally serves as one massive blade's edge, betraying its original designer's rather direct approach towards assaulting a fixed position. Its gravity well neutralizer is a modern conceit, allowing the battlecruiser punch through with its HIMS and disrupt its target's gravity well generators.
 
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.)
  • Canon Link: (Please link the canon link if applicable canon item.)
  • Primary Source: (Please link and cite the sources which you are modifying for your use in the submission.)
PRODUCTION INFORMATION
  • Manufacturer: Kathol Republic
  • Affiliation: Open-Market
  • Model: Monolith-series Astromech Droid

  • Production: Mass-Produced.
  • Modularity: No.
  • Material: Durasteel, Droid Components
TECHNICAL INFORMATION

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
(Include some strengths and weaknesses here. Describe some of the history behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.) All droid characters must be approved through the Factory if their droid models are not canon.
 
OUT OF CHARACTER INFORMATION
  • Intent: [ Describe the plan for your planet. NOTE: This section alone can have your planet dismissed. Planets created on a whim or for purposes to undermine the integrity of Star Wars will not be approved. ]
  • ​Image Credit: [ Link to where you found the images, or to the original artist if possible. TinEye or Google Image Search can help. ]
  • Canon: [ Is this a canon planet? If yes, link to the original planet wiki here, if no simply put N/A. All canon planet submissions must be tagged "Canon" in Topic Tags. ]
  • Links: [ Provide links to any relevant development threads, characters, companies, locations, etc here. ]
GENERAL INFORMATION
  • Planet Name: Gral
  • Demonym: Gralian
  • Region: Outer Rim Territories
  • System Name: Durag System
  • System Features: [ Here you may list suns, moons, other planets, important asteroid belts, spatial anomalies, or other features of the star system. You may also include orbital position, rotational period (length of day), and orbital period (days in a year) in this section. if you have submitted Astronomical Objects for this system, you may link them here, and if you would like to expand on the system in more detail, you may use that template to do it at your leisure. ]
  • Location: [ This can be coordinates based on the old map, a screen shot of the hex on the map, or 'in X planet's hex' where X is an existing planet on the map. ]
  • Major Imports: [ What the planet frequently buys from other planets. Common materials and ores should just be listed (Ex. Durasteel ore), while anything special or rare should be linked. ]
  • Major Exports: [ What does the planet produce and bring to the galaxy, note that not all planets have to produce things. They can be barren or have riches yet to be discovered. Common materials and ores should just be listed (Ex. Durasteel ore), while anything special or rare should be linked. ]
  • Unexploited Resources: [ Does this planet have resources that are not yet utilized by the population? Common materials and ores should just be listed (Ex. Durasteel ore), while anything special or rare should be linked. ]
GEOGRAPHIC INFORMATION
  • Gravity: [ Standard is Earth-like. Use terms such as "Twice Standard" to describe other types of gravity. ]
  • Climate: [ Temperate is Earth-like. Make notes of anything substantially different yet similar to Temperate. Add Controlled for when most of the climate is controlled by technology. Use words such as Arid or Frozen to describe single biome worlds. ]
  • Primary Terrain: [ Significant types of terrain that can easily be found. Examples: Grassland, Mountains, Oceans, Tundras, Forests, Artificial, Synthetic, etc. Multiple can be used. ]
  • Atmosphere: [ Choose one of the following: Type I, Type II, Type III, or Type IV. Full descriptions of each can be found on the Wiki here. ]
LOCATION INFORMATION
  • Capital City: [ What is the name of the planet’s capital? ]
  • Planetary Features: [ What are interesting artificial features of the planet? Ruins, interconnected cities, floating urban platforms. This field is used to sketch out artificial features, adding RP opportunities, but without the need for specific details like in the the major locations field. You can also include if the planet is primarily Wild, Rural, Suburban, Urban, or a Mix. ]
  • Major Locations: [ What are the major locations on your world? Include an explanation on each. ]
  • Force Nexus (Optional): [ If you wish to add a Force nexus (light, neutral, or dark), you are required to justify it through your submission and history. ]
    Intent: [ Provide the reasoning and motive for this force nexus. A request for a force nexus may be denied on this premise alone. ]
    Nexus Name: [ Name of the nexus if applicable. ]
  • Nexus Alignment: [ Light, Dark, Neutral, Other (explain). ]
  • Size: [ Small (A small location on a world much like a grove or oasis. Ex. Dark Grove), Medium (A moderately sized area, large compounds, lake, etc Ex. Great Temple), Large (A location that spans a large area, a valley, mountain ranges, etc. Ex. Valley of the Jedi). Planetary (Influences everything on the planet. Ex. Byss). ]
  • Strength: [ How strong is the Nexus? How much influence does it exert on those near it? Weaker nexus are easier to overlook, while stronger ones are impossible to miss. Stronger Nexus will be more closely scrutinized for balance and fairness during judging. Choose one: Weak (A weak influence on the planet and the people on it. A fragile nexus that can potentially be altered by people or events, i.e. a lightside nexus could be corrupted by atrocity or a dark side nexus cleansed by the actions of a mass of Jedi.), Moderate (A moderate influence on the planet and the people on it. Could be altered with a great enough event.), Strong (A strong influence on the planet and the people on it. Powerful enough to be renewed in the event of a great cataclysm, and unlikely to be altered.) ]
  • Accessibility: [ For Small, Medium, or Large Nexus only. Describe logistical information on how easy it is to find/access this location. Is it hidden? Is it isolated from society or is it in the middle of civilization? Is it guarded? Open to the public or private access only? Keep in mind that the Strength of the Nexus above must be reflected in this field. ]
  • Effects: [ What sort of effects does this Nexus confer? An aura of fear? Reinvigorating those on the world? Perhaps it induced tricks of the mind, to test the visitors. These effects can be positive, neutral, or negative, and should reflect the nature and history of the Nexus. ]

POPULATION

[*]Population: Moderate
[*]Demographics: [ Please describe the population assortment found on this planet. Is it primarily human inhabitants with only a small percentage of aliens? Or perhaps the other way around? Is this a place open to all kinds of races or is there a strong theme of racism and xenophobia? Specific race percentages are welcome but not required. ]
[*]Primary Languages: Basic, Or'zeti
[*]Culture: [ General overview of the inhabitant's behaviors. This should include information about daily life, society, arts, sports, religion. ]
GOVERNMENT & ECONOMY
  • Government: [ Federal Republic would describe a government such as the United States. Other general terms can be used. ]
  • Affiliation: [ Does this planet fall under the rule of a certain person or faction? Company or group? Link any relevant characters, faction pages, or groups. ]
  • Wealth: [ Poor, Low, Medium, High, Wealthy. Describe, briefly, why. ]
  • Stability: [ Low, Medium, High. Are there major issues causing unrest? Is this a planet of chaos or one of peaceful law abiding citizens? Is it dangerous for travelers to visit or are you safe as an outsider? Describe the general feel and theme of any overarching government or rulers/leaders in this city. ]
  • Freedom & Oppression: [ Describe the atmosphere of freedom on this planet. Are the people fairly free or is oppression of society and commerce heavy? Does it have a dictatorial ruler? Is fear of the ruling body prevalent? Relaxed and open? Is anything unusual illegal or permitted? ]
MILITARY & TECHNOLOGY
  • Military: [ Describe the military capabilities of this planet. Is it completely demilitarized? A fortress world complete with heavy defenses? A space-faring world with a substantial navy? Is it a hive of scum and villainy with no discernible defense structure other than what it's inhabitants have to offer? Or maybe due to low tech the people here are still in the bronze age. ]
  • Technology: [ A description of how technologically advanced the planet is relative to the galaxy. If there is nothing of note, simply put ‘Galactic Standard’. ]
HISTORICAL INFORMATION
[ Include a history of the planet here. Be sure to cover the following information:
How was the planet discovered? How was planet settled? When was it settled? Why was it settled? What major events specific to the planet helped shape its inhabitants to what they are today? If there is a Nexus, how did it come about and how did it influence the history of the planet?

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

  • Intent: To create a rift location inside ORC space for faction RP and as a local netherworld access point.

  • ​Image Credit: Volcano Pyramid by Tiago Sousa, Stock Tunnel

  • Canon: /

  • Links: /
SETTING INFORMATION

  • Rift Name: Hellmouth

  • Rift Alignment: Neutral

  • Location: Demonsgate

  • Destination: Behelian Canyon

  • Direction: Both

  • Size: Large

  • Accessibility: The Black Pyramid is not observable from orbit or high atmosphere. It is surrounded by a Force phenomenon known as the 'Phantom Zone', a valley of mirages that can make locating the true pyramid challenging for those without a strong Force affinity. Once within the Pyramid itself, a shifting labyrinth serves as the rift's final ward against intrusion. It is also a dangerous expedition, as netherworld spirits and creatures tend to bleed into the material plane within the confines of the valley.

  • Description: Housed deep within a mysterious Black Pyramid, the Hellmouth itself is a circular chasm. Despite vast depths, a bright glow the color of hellfire illuminates its descent. The rift chamber itself is ancient and the defining features are mostly worn away, but it appears to have at one point been used for some ritual purpose untold aeons past.
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RIFT EFFECTS
  • Down Is Up: At a certain point any who pass through the rift will discover that instead of going deeper, they are actually descending. There is no clearly observable moment when this occurs, and any memory of the change takes on a dreamlike quality.
  • We're All Mad Here: Spontaneous hysteria and mass insanity is not common, but a distinct possibility. Some minds just aren't built to handle the transition, those touched by this particular affliction are known to ramble nonsensically as well as injure both themselves and others.
  • Life is But a Dream: After passage through the Hellmouth, waking life can continue to take on a dreamlike quality for some time after. Some never recover from this sensation of 'waking sleep', and a rare few experience visions/hallucinations of ritual ceremonies conducted in the Hellmouth chamber that are believed to be memories of the pyramid's builders somehow trapped in the rift itself.
POINTS OF INTEREST
  • The Phantom Zone: A desolate molten valley much like the rest of Demonsgate's surface, the Phantom Zone's defining feature is a series of identical obsidian pyramids scattered throughout its landscape. Only one pyramid is real, the others are mirages generated through unknown means. The true pyramid's geographic location is not static, it is in a different place each time, which means that a Force trained guide is recommended for any who seek the rift.
  • The Black Pyramid: An imposingly large pyramid constructed out of pure unmolded obsidian, the structure that houses the Hellmouth is a modern scientific marvel. Theories abound as to everything from the method of its construction to how advanced the civilization was that built it. Despite several extensive surveys of the site, only a fraction of the pyramid's internal structure has been mapped out.
  • Shifting Labyrinth: Further frustrating both explorers and researchers alike, a labyrinthine maze of unadorned corridors separates the entrance to the Hellmouth itself. Just like the valley beyond, its layout seems to be somehow transitory. A different route is required to reach either end, and many explorers have been lost forever to these ancient halls.
HISTORICAL INFORMATION

Although the Black Pyramid is a relatively recent archaeological discovery, all indications suggest that the nether rift is actually hundreds of thousands of years old at least. No record of its builders or any who knew of its existence have survived into the modern era, but based on its overall grandeur stupefying inner workings, there are two main theories as to its original purpose. Either the Hellmouth was intentionally created as a gateway to the underworld, or it was a natural phenomenon that was discovered long ago and used as a place of ritual worship and sacrifice.

The pyramid itself is impervious to sensor scans, and undetectable from any height higher than about five hundred meters. This is either a natural phenomenon of the rift, or a byproduct of extraordinarily advanced precursor technology sealed somewhere within parts of the structure that remain inaccessible. Several years ago the Black Pyramid was first charted by a FarStar Initiative expedition team. Only one third of the original team survived, but subsequent expeditions have established security protocols that limit fatalities as much as possible.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a spoopy extradimensional wound in the netherworld for Lovecraftian RP and the codex contest.
  • ​Image Credit: Stranger Things, Burnt Woods by mieshb (original source unlocatable)
  • Canon: /
  • Links: /
SETTING INFORMATION
  • Landmark Name: The Dreaming Dark
  • Classification: Forest/Lake
  • Location: Netherworld
  • Affiliation: Unaligned
  • Size: Large
  • Population: Moderate
  • Demographics: All manner of abominations out of place in our reality stalk the forests. Unnatural creations beyond which anything even the most sadistic of Sith Lords could conceive. The Black Lake is also filled with either many consciousnesses or one sentience with many aspects.
  • Accessibility: Locked away from the rest of the Mist-Beyond for now, the Dreaming Dark is reachable only through a cracked gate surrounded by nothingness on the far edges of the Void or ancient ritual.
  • Description: Like a twisted shadow realm mirroring the material plane, this pocket aberration resembles an approximation of a living world. Petrified forests haunted by all manner of impossible creatures give way to a black ocean that seems to have a malevolent consciousness of its own. Beyond these wastes lie grim mountains, underneath which is buried a dead city and the source of the Dreaming Dark's anchor to the nether wastes.
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NETHERWORLD INFORMATION
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  • Gate: The Void

  • Lucidity: The Dreaming Dark is perhaps the least lucid realm of the netherworld. Everything breaks down here, from physical laws to logical reasoning. This place was not meant to be, both the living and nonliving mind rebels against its very existence.

  • Hostility: Extremely. Souls are just another means to sate the forest denizens' infinite hunger. Creatures are drawn to the presence of those who don't belong.
POINTS OF INTEREST
  • Cracked Gate: Another in a long line of unexplainable phenomena, the Gate is not so much a structure as it is a "shimmer". The skin of the netherworld made manifest, it is slowly beginning to break down. "Cracks" have formed, passages through the shimmer wide enough both for lost souls and those from beyond.
  • Petrified Forest: Beyond the Gate lies a dead forest like some twisted version of our own reality. Unspeakable monsters and malevolent entities stalk the entire region, as if waiting for a sign that the true invasion has begun.
  • Black Lake: At the center of the forest is a lake of pitch black tar. Somehow able to manipulate itself and take on humanoid form, this living ooze is either many different beings or a singular gestalt consciousness. It/they worship a cosmic entity known only as the Palestar.
HISTORICAL INFORMATION

"Its not a lake. Its an ocean."

This place does not belong here.

No lost souls roam beyond the Cracked Gate, it is not a natural manifestation of the afterlife. The Dreaming Dark is a beachhead, a wound in the Force itself created through unknowable means by intelligence 'from beyond'. It is inhabited by extradimensional creatures who care nothing for our paltry universal laws.

For what purpose? Unknowable. One thing that can be surmised however is for some reason despite being anathema to existence itself, there is some urge or drive to cross over nonetheless. The Gree unlocked this abominable knowledge millennia ago, but blessedly any understanding of their machinations has been lost to the ages.

It is through this cosmic loophole that the denizens of the Far Realms are drawn onto our material plane. Ancient ritual allows them to take physical form for a time, in the same manner as Sith spirits and demons.
 
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OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Structure Name: The Raggedy Edge
  • Classification: Cantina
  • Location: Kal'Shebbol
  • Affiliation: Outer Rim Coalition
  • Accessibility: Conveniently located just outside Kal'Shebbol spaceport, the Raggedy Edge is open year round to any travelers who might find themselves on the gateway to the Outback.
  • Description: More a hole in the wall than a true independent establishment, the Raggedy Edge Cantina is nevertheless known as one of the most infamous taverns in the entire Outer Rim. Known for a certain type of seedy clientele, the Raggedy Edge is the first stop for any would be freelancer with flexible morals who is looking for paying work. The cantina's proprietor, Mother Gorgon, is an Askajian immigrant who has lived on Kal'Shebbol for decades and has contacts throughout both the cartels and the Underground.
POINTS OF INTEREST
  • Main Bar: A circular bar dominates the center of the cantina. There is an open flame heat source in its middle, around which patrols a protocol droid servant who is always waiting to take new orders.
  • Sabacc Tables: A scattering of tables on the left often seats a few patrons here and there, but they are never more crowded than on the nights they play host to the Raggedy Edge's legendary no limit sabacc games. This is the roughest kind of gambling, and violent disagreements are commonplace. Sometimes even fatal.
  • Kitchens: A side bar sits on the right hand corner, beyond which lie the kitchens. The most that can be said about the cantina's menu is that it is all technically edible. Chef Slusk is an elderly and mean spirited Quarren whose glory days of food preparation are long behind him.
  • Gorgon's Lair: Actually, its just the basement. Still, this is where Mother Gorgon keeps her personal office. Any business of an unsavory or clandestine nature is conducted here, away from the prying eyes of a public cantina.
SECURITY
  • Rating: Medium
Mother Gorgon's Hylobon bouncers are intimidating enough, but it certainly doesn't hurt that every patron of the Raggedy Edge comes armed. That additional protection from without comes at the cost of a much more dangerous atmosphere within. The surplus of blasters is by no means a guarantee that you will leave unscathed.

HISTORICAL INFORMATION

For as long as Kal'Shebbol has had a spaceport, there has been a cantina servicing weary travelers looking for entertainment and relaxation after a long haul from more civilized space or the furthest fringes. The names and owners come and go, even the decor changes, but the bar remains. For the past half century, that name has been the Raggedy Edge. Its owner and proprietor, Mother Gorgon, emigrated from Askaj in her youth and quickly carved out a considerable little empire in fencing stolen cargo and information exchange.

Known even to the Underground, Mother Gorgon is kept around because of her willingness to cooperate with Judges or Wardens of the Sky at times for the sake of the greater good. And so the famed backwater cantina endures, another chapter in the legacy of a tavern that has seen more bar fights and shoot outs than just about anywhere this side of the Corellian Run. There is even a persistent rumor that this is the bar where Jorus Merrill himself was killed in a duel over cards, although the story has never been verified and accounts often conflict.

More than anything, the Raggedy Edge is one of the first places to stop if you're looking for something. Work, a bounty mark, an introduction to the right people, or even just a stiff drink and a pack of cigarras.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a social gathering locale friendly to the ORC for the trade world of Terminus.
  • ​Image Credit: Galaxy's Edge Concept Art
  • Canon: /
  • Links: /
SETTING INFORMATION
  • Structure Name: The Waystation
  • Classification: Cantina
  • Location: Terminus
  • Affiliation: Outer Rim Coalition
  • Accessibility: Prominently situated just outside one of the trade hub's most heavily trafficked spaceports, the Waystation cantina is open to all comers around the planetary cycle. A confluence of hyperspace lanes means that the variety of patrons is among the most diverse the entire rim has to offer.
  • Description: An otherwise nondescript looking cantina, the roof of the Waystation is domed in Terminus' typical byzantine fashion. Its internal layout takes inspiration from a variety of cultures, of particular note is the predominance of floor seating. Some more traditional booths can be found in the corners, but stunted tables and cushions provide most comforts. The bar itself is far more traditional, although it is often cloudy with the haze of hookah smoke from nearby pipes.
POINTS OF INTEREST
  • Center Stage: Every night the Waystation has some kind of live music performance. With so many cultural mixes, hired acts can vary wildly in style from night to night.
  • The Bar: Keeping a stock of spirits so exotic that it resembles as much a scientific laboratory as it does an outer rim saloon, if you've got a thirst chances are the Waystation keeps your brand of poison in healthy supply.
  • Private Booths: Scattered around the cantina's outer perimeter, the Waystation's booths are dimly lit and perfect for conducting all manner of unseemly transactions in relative anonymity.
  • Underground Safehouse: Unknown to the public, above the bar is a loft often used by the Underground as an outpost or fallback location in the region. Stored within are power packs, medical supplies, rations and energy cells. Its walls are painted with sensor-scattering ferrosphere paint to shield agents from surveillance.
SECURITY
  • Rating: Low
While the Waystation does employ some nasty looking Houk bouncers, this is the Outer Rim Territories. Everyone is armed, some species are even natural killing machines. Brawls are an every night occurrence, shootings not uncommon. Enter at your own risk.

HISTORICAL INFORMATION

The Waystation has the advantage of close proximity to one of the nexus world's most bustling spaceports but is otherwise just like any other cantina on Terminus. Having kept out of the underworld gang wars that preceded the First Order's arrival, it was temporarily used as a rally point and aid shelter once their pacification fleet was expelled from the system. Maintaining close ties with the cantina's ownership, when the Underground was looking for a safehouse near the spaceport it was a natural choice.

As far as the public knows the upper loft remains unused, and in the meantime the brief role it played during a crisis only cemented the Waystation's reputation as a popular spot for night life on Terminus. Despite this surge in business, the tavern has managed to maintain some independence from the local criminal underworld and now has a reputation as neutral ground. That is a long way from meaning sanctuary however. It is a violent place on a violent world.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a carbonite gun for personal use and as another piece of exotic outer rim equipment.
  • Image Source: Legends of Tomorrow
  • Canon Link: Carbonite Gun
  • Primary Source: /
PRODUCTION INFORMATION
  • Manufacturer: Squib Merchandising Consortium
  • Affiliation: Closed-Market
  • Model: Cryo-series Carbonite Gun
  • Modularity: No.

  • Production: Limited
  • Material: Blaster Components, Carbonite Tank
TECHNICAL SPECIFICATIONS
  • Classification: Carbonite Gun
  • Size: Small
  • Weight: Average
  • Ammunition Type: Carbonite Canister
  • Ammunition Capacity: 20 Shots

  • Reload Speed: Slow
  • Effective Range: Average
  • Rate of Fire: Very Low
  • Stopping Power: Extreme
  • Recoil: Very High
SPECIAL FEATURES
  • Charge Readout: After each spray of liquid carbonite, the Cryo-series must take a few seconds to charge. A narrow blue indicator strip along the carbonite gun allows its user to know from a glance when its ready to fire.
STRENGTHS
  • Freeze, Pal: The Cryo-series spews liquid carbonite at its target, temporarily encasing them in a metal alloy which solidifies on contact. This effect is not permanent, and it is possible for those caught in the spray to break free.
  • Saber Buster: Lightsabers can't deflect carbonite. This weapon is particularly effective against trained melee duelists, not only does it bypass the energy sword problem but it also slows movement.
WEAKNESSES
  • Glare: Liquid carbonite can be bright, particularly when forcefully projected. It is recommended that operators wear tinted safety goggles at all times to protect their vision.
  • Kickback: Normally rifle sized, to fit a carbonite gun in the size of a heavy blaster required some sacrifices. When firing, the Cryo-series bucks like a scatter gun.
  • Canister Recharge: Once a spray of carbonite is released, the carbonite gun requires several seconds to recharge before more liquid alloy is loaded and ready to fire.
DESCRIPTION

Another curious oddity from the scrapyards on Skor II, the Cryo-series carbonite gun marks the Squibs' contribution to the market. Notable for being more compact than most models, it can be easily mistaken for a bulky heavy blaster. Developed originally for industrial purposes, like all outer rim inventions other more creative uses were dreamed up by the galactic underworld and the Cryo-series soon became more strictly regulated.

Now difficult to find on the black market, black market Squib carbonite guns are about as rare as disruptors. They are particularly popular among bounty hunters, regarded as a very efficient nonlethal way to take down marks.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a gathering place for Jedi who just don't know when to quit as an entry for the codex contest.
  • Image Credit: Standing-stones by Kaeriya
  • Canon: /
  • Links: /
SETTING INFORMATION
  • Landmark Name: Conclave of the Whills
  • Classification: Forest Glade
  • Location: Netherworld
  • Affiliation: Lightside
  • Size: Insignificant
  • Population: Uninhabited
  • Demographics: /
  • Accessibility: The Conclave is only accessible from a gateway buried under the nether island of Pilgrim's Rest. A pocket realm within the netherworld, the boundaries of the glade are surrounded by Void on all sides with no discernible passage elsewhere.
  • Description: Nothing more than a small forest glade with a set of ancient standing stones in its center, the Conclave of the Whills is a cosmic link to the Living Force and a means by which Jedi spirits can gather and observe the material plane.
NETHERWORLD INFORMATION
  • Gate: Pilgrim's Rest

  • Lucidity: Coherent. There is a dreamlike quality to the glade that grows the closer one moves to the standing stones, but in all other respects the Conclave is a facsimile of our reality.

  • Hostility: Tranquil. No native denizens roam the glade, and while those who gather here are mistrustful towards uninvited guests they will not react with hostility unless they detect the presence of the Darkside.
POINTS OF INTEREST
  • The Hollow Tree: An otherwise ordinary looking elder tree, at the base of its stump there is a gateway back to Pilgrim's Rest. No ornamentation marks this passage, merely a faint glow within a natural cavity wide enough for a spirit to pass through.
  • Astral Falls: These waters fall from nowhere, and possess restorative properties. Wounded or corrupted spirits may find purification within its wellspring.
  • Standing Stones: Covered in glowing runes etched within the very stones themselves, the standing stones act as a focusing point where spirits might observe events as they unfold for the living. This clearing also marks a gathering place for the Conclave itself.
HISTORICAL INFORMATION

Over the millennia, comparatively few Jedi have ever unlocked the secrets to life after death. Most are content to pass on and become one with the Force, but those with unfinished business in life or who remain too attached to their individuality sometimes follow in the teachings of those who came before and linger in the netherworld as spirits. In the beginning, these wise souls were content to leave one another well enough alone, but after the Netherworld Crisis some decided to band together to watch over the cosmos and prevent a similar occurrence.

The Conclave of the Whills was formed, a spectral council of restless guardians who have assumed the responsibility of watching over the living and protecting the very fabric of the Force. Each member of the Conclave has sworn an oath not to interfere in material concerns or the struggle between Light and Dark, only acting in the event that this conflict somehow threatens to damage reality itself or the opening of a new rift.

While the Conclave is ruled by a consensus, there is a minority who believe that more direct intervention is required. These radicals are particularly concerned with the ratio of active nexuses on the material plane, believing there is a link to an overall influence shared between Light and Dark.
 
OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
  • ​Image Credit: [ Link to where you found the images, or to the original artist if possible. TinEye or Google Image Search can help. ]
  • Canon: [ Is this a canon location? If yes, link to the original wiki article here, if no simply put N/A. ]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, equipment, etc here. ]
SETTING INFORMATION
  • City Name: Neverwhere Fortress
  • Classification: Frontier Outpost
  • Location: Netherworld
  • Affiliation: Unaligned
  • Population: Moderate
  • Demographics: Unlike the rest of the netherworld, Neverwhere is primarily comprised of living residents. All backgrounds are represented here, some were trapped here during the Crisis and have since managed to eke out an existence, some are simply hardy adventurers who found their own way across the veil. A minority of spirits has trickled in over time, providing some basic services in exchange for a semblance of a normal life.
  • Wealth: Poor. Neverwhere is a city of scavengers. There is no economy in the Mist-Beyond, and potential trading partners are few and far between. Expeditions are often made to ruins brought over during the Crisis, but the fortress relies mainly on supplies new explorers bring along with them.
  • Stability: Low. With no government to speak of, Neverwhere is pretty much a free for all. Safety from the horrors without is by no means a guarantee of protection from the desperate living. Surviving in this place changes a person, trust no one.
  • Freedom & Oppression: Neverwhere Fortress is a little too free. If it weren't for the constant threat of the city's surroundings, it likely would have collapsed in on itself a long time ago. Forced to value every able bodied soul, judgment is the last thing here on anyone's mind.
  • Description: A towering citadel floating in empty void since time immemorial, only recently Neverwhere was settled once more by the living.
NETHERWORLD INFORMATION
  • Gate: [ Does this place have its own passageway to real-space? Maybe it has a gate to another netherworld region or something entirely else. You may link to canon or chaos locations here if desired. ]

  • Lucidity: [ How coherent and as expected do things occur in this location? Do things mostly follow the general laws of the outside galaxy? Or is it more dreamlike and disjointed? ]

  • Hostility: [ What are the denizens of this location like when approached by outsiders? Are they passive and welcoming? Apathetic? Or are they hostile and dangerous? Is the landscape itself actively hostile and dangerous? What can a visitor expect to be greeted with upon their arrival? ]
POINTS OF INTEREST
  • Outer Ward:
  • Inner Ward:
  • Belltower:
  • The Keep:
  • Airship Docks:
SECURITY
[ Provide a Security Rating (choose from: None, Low, Medium, High, Maximum) and any specific security assets in list format. What defenses does this location have, including internal and perimeter defenses? Please note that the rating is relative to the type of location this is. Normal civilian locations have a different scope in security, compared to military locations. As such a primarily civilian location with a Maximum security rating is not on the same level as a military base with a Maximum rating. Consider the ‘Stability’ and ‘Freedom and Oppression’ fields when working on this section, and make sure these reflect each other in your final submission. Please link relevant tech/equipment to the SW wiki article or Factory-approved submission. ]

HISTORICAL INFORMATION

Neverwhere is an ancient keep ripped from reality millennia ago by some unknowable calamity, during the Netherworld Crisis the fortress was discovered floating high above in empty Void and re-inhabited by a fortunate few who survived but could not or would not make it to a rift. Since then Neverwhere has become a known haven for those brave or foolhardy enough to venture into the Mist-Beyond through one of the remaining rifts on the material plane.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit another in a line of the ORC Cantina series, a gathering place for pirates and potential hub for future organized activity.
  • ​Image Credit: Pirate Tavern
  • Canon: /
  • Links: /
SETTING INFORMATION
  • Structure Name: The Captain's Lament
  • Classification: Cantina
  • Location: The Great Ship, Drexel
  • Affiliation: Outer Rim Coalition
  • Accessibility: Nestled within the bowels of the Great Ship, getting to the Captain's Lament is straightforward enough. Surviving the trip with possessions intact and no holes in you is another story. There is an upper limit to the size of craft capable of landing on the ocean world's floating capital, and anything small enough risks being targeted by pirates with sonic jammers.
  • Description: The Captain's Lament cantina is located on Drexel's largest floating structure and capital city. A ramshackle starport provides lower deck access from which the establishment is slightly hullward. Its interior resembles any other drinking hole if a little rustic, but the den of thieves and bandits surrounding its premises ensure only the most hardened spacers dare frequent the Lament.
POINTS OF INTEREST
  • The Hearthfire: Life at sea can be fraught with damp misery especially during storms, so a central heat source is the cultural normal. Sconces line the walls but a roaring firepit is suspended behind a thin deflector screen.
  • Saloon: Scattered tables which feature the occasional card or dice game radiate out from the Lament's bar, a thoroughly unhygienic looking set up with more madness than method in its arrangement of spirits. Despite the cantina's overall ramshackle appearance its selection is surprisingly robust as it reaps the rewards of its patrons' successful raids.
  • Fighting Pit: A lower level to the bar is crowded with spectators eager to witness the most primal kind of bloodsport. There is nothing respectable or sporting about the cantina's 'ring', there is very little structure and matches are often to the death.
  • Shadow Broker: Every significant pirate hub has one. A fence for stolen goods and seeker of new leads on potential future targets. The Lament's broker is a shifty looking kaminoan communications expert and hopeless glitterstim addict who goes by Null.
SECURITY
  • Rating: None
This is the wilderness. There is no law on Drexel. There are no rules on the Great Ship. There's only one code pirates of the outer rim live by: take what you can, give nothing back. Enter at your own risk.

HISTORICAL INFORMATION

For centuries piracy has thrived on the ocean world of Drexel, ever since the first jammer was rigged to interdict and force down wayward travelers passing through the remote system. Many of the Great Ship's residents are descended from survivors of those early wrecks. Bitter experience has taught the galaxy to avoid this region as hazardous space, but the primitive freebooter society limps on as a known safe haven for raiders and other wanted criminals.

The Captain's Lament is a central fixture and gathering spot for both local crime lords and regional pirate crews. One of the roughest cantinas in the lawless territories, casual murder is so common here that the floors are usually slick with a mixture of blood and sea water. Despite its rough atmosphere, the Lament has come to be known as one of the more reliable sources of leads on trade convoys in the outer rim.

Rumors that the cantina and its raiders operate under the blessing of a so called 'Brethren Court' remain unsubstantiated, as the existence of organized piracy on an intergalactic level is for now considered strictly hearsay.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To submit a fun thematic counter to a common tactic in large scale pvp threads.
  • Image Source: Saving Private Ryan
  • Canon Link: /
  • Primary Source: /
PRODUCTION INFORMATION
  • Manufacturer: SoroSuub Corporation
  • Affiliation: Closed-Market
  • Model: Wayfinder-series Signal Booster
  • Modularity: No.

  • Production: Mass-Produced
  • Material: Duraplast Casing, Communications Array, Amplifier
SPECIAL FEATURES
  • Encryption Protocols
  • Portable Harness
  • Extreme Weather/Vacuum Resistant
STRENGTHS
  • No One Dares Give Me the Raspberry: The Wayfinder is powerful enough to cut through conventional broad scale communications jammers. While less effective at overcoming targeted electronic warfare, signal boosters allow military units to penetrate signal interference...most of the time.
  • No Roaming Fees: Signal boosters don't just cut through interference, they also increase communications range considerably. A unit with a Wayfinder operator can stay in contact with command elements from adjacent star systems.
WEAKNESSES
  • Fashion Don't: The Wayfinder is bulky, cumbersome, and sticks out like a sore wampa. Carrying one through battle requires high physical endurance, and makes the operator a priority target for the enemy as soon as they understand the signal booster's capabilities.
  • But What About Second Breakfast: Carrying a signal amplifier means ditching a lot of gear that soldiers might consider essential. It takes the place of backpack/satchel, meaning the only extra supplies a Wayfinder operator can carry are limited to whatever fits on their belt.
DESCRIPTION
One of a newly independent SoroSuub Corporation's first military projects, the Wayfinder is a Sullustan answer to Sith Imperial advancements in communications jamming and electronic warfare technology. Although not a perfect solution, signal booster operators embedded in rebel units allow for troopers to remain in contact with contact with their comrades and superiors even through broad spectrum subspace interference.

Like many SoroSuub products, prototype models have been sighted among Alliance Remnant forces in the Territories and Tingel Arm. Despite Sullust's claims to the contrary, it would appear that the historic GA capital world remains staunchly loyal to their old allies in the Underground. In exchange for Sullustan technology the Coalition remains a pivotal figure in reconstruction efforts throughout the system.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Corellian Technologies
  • Affiliation: Closed-Market
  • Model: Savior-series Anti-Gravity Chute
  • Modularity: No.

  • Production: Mass-Produced
SPECIAL FEATURES
  • Network Telemetry Uplink
  • Manual Guidance Override
  • Tactical Harness
STRENGTHS
  • Rapid Deployment: Save for a drop pod, there are few methods of combat insertion more kinetic than an atmospheric grav chute jump. The Savior is ideal for lightning raids and stealth insertions.
  • Planned Obsolescence: Anti-gravity chutes are effectively single use jetpacks. The Savior is designed to be secure, but discarded quickly after landing. This allows boosters that would normally be too bulky for mobile use to deliver soldiers safely from extreme heights.
WEAKNESSES
  • Slowfall: Although much quicker than conventional landings, the grav chute's controlled burns reduce a soldier's falling speed to the point where they are vulnerable to surface fire. The repulsors are luminescent enough to flicker on short range sensors shortly before landing.
  • Limited Glide: A trooper maintains some control over their ability to dodge obstacles immediately below their positions, but the Savior was not designed with long range glides in mind. This model of grav chute is meant for a mostly vertical descent.
  • Hazardous Equipment Malfunction: Its a rare occurrence, but as with all technology sometimes Savior chutes break down and the boosters don't fire. If this happens during a jump, it is obviously very very bad news for the trooper.
DESCRIPTION

Anti-gravity chutes have been around for thousands of years as a safety measure for airspeeder and starfighter pilots who for whatever reason need to bail out in a planet's atmosphere, but it was the Corellians who first thought to use them as a weapon of war. Still a common sight in Confederation space, it was the Galactic Alliance that first popularized their use on a military industrial scale. Going so far as to develop entire 'mobile infantry' units which specialized in quick strikes, the Savior was a common device in the GAAF.

The Alliance is mostly gone now, but resistance forces and the Underground have adopted the use of grav chutes to aid in guerilla operations and force reconnaissance. In situations where drop pods would draw too much notice, high altitude insertion from an airspeeder or military transport is the next best thing.
 
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OUT OF CHARACTER INFORMATION
  • Image Source: Chance Bonaventure
  • Canon Link: /
  • Development Thread: /
  • Primary Source: /
CORPORATION INFORMATION
  • Corporation Name: Outer Rim Commodity Supply
  • Headquarters: The Foundation.
  • Locations: Demonsgate, Zonju V, Terminus, Mestra System, Orax, Won Shasot, Sullust, Vero, Pitann.
  • Operations: Price Regulation, Mining (Phrik, Aurodium, Durelium, Cortosis), Force Crystal Harvesting, Energy Production.
DESCRIPTION
The ORCS is a multinational organization whose state mission is to "coordinate and unify the resource policies of its member worlds." Commodity Supply officials set production quotas and ensure a fair return on investment for those who seek to do business with Coalition worlds known for their abundant resources. A percentage of this revenue is diverted under ORCS authority to fund local defense forces as well as maintain Coalition facilities such as the Foundation and Arbiter One.


Born out of anti-piracy measures adopted across the territories, the Commodity Supply is a conglomerate of state as well as corporate interests. Free enterprise is granted representation within ORCS presuming the given corporation control sufficient market share in a region of Coalition space or along its border. The Commodity Supply is also responsible for oversight of ORTEX, the Outer Rim Talon Exchange.

RATIONALE
The Commodity Supply is not controlled by one power, but an ORCS Conference comprised of economic officials and industry leaders throughout the Outer Rim. Its current Secretary General is Miel Tevv, CEO of SoroSuub Corporation. But the Conference includes representation from the Zonju Mining Guild, the Shard Collective, the Kathol Republic, the Principality of Won Shasot, Starjump Enterprises, and the Progredior Research Institute.


Subsidiaries:
Outer Rim Talon Exchange

Parent Corporation: /
 
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OUT OF CHARACTER INFORMATION
  • Image Source: Chance Bonaventure
  • Canon Link: /
  • Development Thread: /
  • Primary Source: /
CORPORATION INFORMATION
  • Corporation Name: Outer Rim Talon Exchange
  • Headquarters: The Foundation.
  • Locations: Terminus, Elrood, Kal'Shebbol, Dayark, Sullust, Drexel, Pantora, Zonju V.
  • Operations: Currency Exchange.
DESCRIPTION
A subsidiary of the Outer Rim Commodity Supply, ORTEX is a multinational currency exchange with facilities throughout Coalition space that will exchange standard galactic credits for the ORC talon, a provincial form of physical currency that is commonly used in the territories. While Aurum Saccs Bank mints and distributes each talon, the Talon Exchange oversees all on site distribution infrastructure.

Up to date aurodium valuations are prominently displayed outside all ORTEX facilities, exchange rates can vary depending on the region and type of coin. The Talon Exchange will also measure coins for aurodium content to ensure there aren't clever forgeries in circulation, but most canny shop owners in the territories own a personal device which will verify talons at the point of sale.

RATIONALE
A branch of the Outer Rim Commodity Supply, ultimately Talon Exchange decisions are made by the ORCS Conference. In practice however, ORTEX requires very little save bureaucratic oversight. A minuscule percentage is deducted during any credit exchange to fund Coalition facilities and institutions like ORTEX.


Subsidiaries: /
Parent Corporation:
Outer Rim Commodity Supply
 

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