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Madison M. Maxwell IV

Madison M. Maxwell IV

Member Since 08 Dec 2017
Offline Last Active Today, 10:14 AM


22 February 2018 - 04:51 PM






  • Planet Name: La'ra
  • Demonym: La'raan
  • Region: Wild Space
  • System Name: Pajaro
  • System Features: The Pajaro System, whilst also being home to La'ra, also features a rather sizeable asteroid field just outside the planet's sphere of influence. Within the field are many Clone Wars era wrecks, ancient Confederacy starship remains to be specific. It's believed that a navigational failure led to a small fleet exiting hyperspace at an unfortunate location. The local Fanaa refer to this area of space as the Wild Graveyard.
  • Coordinates: AI-33
  • Major Imports: Exotic materials & foods, Technology, Building Materials
  • Major Exports: Gold, Music & Entertainment



  • Gravity: A little stronger than Standard, just enough to be slightly noticeable, like a perpetual tightness in your chest if you're not acclimated.
  • Climate: Warm, yet temperate still. The planet is a 'jungle' climate 24/7.
  • Primary Terrain: Grasslands, Oceans, Jungles, Tundras, Mountains, Valleys, Deserts
  • Major Locations:

    • PaxaroLa'ra's capital is a shining canyon metropolis named Paxaro. Constructed in a massive valley, many of the actual buildings perch on the inner walls of the canyon like bats, essentially lining the stone. Various walkways and passages connect the two halves of the city, and many buildings are still built above ground. There are many open balconies and sheer drops in Paxaro and this is because their builders share close connections with open air.

      • The Hall Of Glass: A massive landmark within the capital Paxaro, The Hall Of Glass is the main administrative building on La'ra. The Clywdo, the planet's leaders, gather here for meetings and discussion, but it serves a dual function -- The Hall Of Glass is also the planet's most prestigious art gallery and performance hub. On any given day you may hear choir practice mixing in with litigious discussions. Many consider The Hall Of Glass an essential destination to visit whilst on La'ra.

      • 'The Old Bones': A little outside of Paxaro itself, is what was once the Fanaa's military headquarters, where the Clywdo would orchestrate rebel efforts during the ancient Galactic Civil War. The building has since been abandoned. It is referred to as 'The Old Bones' by the various underworld elements who occupy it now, using it as a stash house and a meeting ground. Many of the locals know to stay away, both due to the risk of visiting, and the general negative connotations such a place has in Fanaa culture.

      • The Elatra Institute: Considered one of the most prestigious schools on the entire planet, the Elatra Institute is a top-ranked school of art, dance, and song. Those trained at the Elatra Institute are said to be experts in their fields, and entrance is highly restricted to only the most talented of Fanaa. The Institute has yet to admit an alien student, citing that none have yet to meet the criteria for entrance.

    • The Golden Wastes: A section of La'ra's exotic landscape is dominated by a large swathe of desert called the Golden Wastes. The Wastes are home to many fierce creatures, and most adventure-minded Fanaa know to stay away. However, those seeking riches within will be rewarded -- Within the canyons and caves of the Wastes are deposits of gold, and this is where the desert gets its name.

      • Vuxlan Prison: 'Vuxlan', in Faan, means 'Hopeless'. This is an apt name for the planetary prison located in the heart of the Golden Wastes, only accessible by shuttle unless you come prepared for a week-long trek in a monster-infested desert. Those who seek to undermine the Fanaa's peaceful culture through acts of terrorism are imprisoned here, and escape is futile. Seeing as Vuxlan is in the center of a massive desert, without water, any escapees will die of dehydration before they get anywhere. Inmates of Vuxlan that are fit enough to work are usually conscripted out to work the gold mines in the Wastes' caverns.



  • Native Species: Fanaa, La'raan Wildlife (List), Barbary Bird, Lizardfly, Kayven whistler
  • Immigrated Species: Humans, Twi'leks, Togruta
  • Population: Heavily Populated
  • Demographics: The planet is dominated by the native Fanaa species, though especially as of late immigrants of all alien species-- Including Humans --have begun to come to La'ra. As it stands, 90% of the planetary population remains firmly Fanaa, whilst 10% is 'alien'. That 10% is a blend of typical large-population species, such as Humans, Twi'leks, Togruta, etc.
  • Primary Languages: Faan, Basic
  • Culture:
    • May This Not Be Our Swan Song:
      Music and avian wildlife play large parts of La'ra's cultural makeup. As the native Fanaa can produce musical noise akin to birds the cities are alive with such noise, which blends beautifully with the natural bird populations they strive to breed and preserve as best as possible. Cities are often fitted with art installations that also function as bird feeders, allowing locals to enjoy and take in the natural beauty of La'raan birds. Those who work in preserving the natural species of La'ra & those who research/study them are highly regarded among the population.

    • We Will Not Say War:
      After the first Galactic Civil War, the Fanaa chose to shy away from warrior and violent tendencies. Weapons are heavily frowned upon in their culture unless absolutely necessary, preferring to use words to settle conflicts. As they are also entirely demilitarized, they are vulnerable to both attack and exploitation. Only in institutions such as prisons are weapons acceptable, and even then, barely.

    • Brighter Than The Sun:
      With the planet's vast gold deposits, came an age of covering every conceivable surface in the material. Gold is very precious to La'ra natives, primarily the Fanaa, who are biologically drawn to the material and anything really that is highly reflective or shiny. Thus, it's a primary material used for embellishment and decoration, and they are hesitant to export it to unfamiliar populations due to their tendency to hoard it.



  • Government: La'ra is governed by a republic power base of high-ranked leaders called Clywdo. Clywdos are elected to their roles and represent various districts across the planet, congregating in Paxaro's Hall of Glass to discuss political affairs. Clywdos have a term limit of 16 years and go up for re-election every 8 years, so elections are usually a big deal planet-wide so that representation can be ideal.
  • Affiliation: La'ra is located in a hex owned by The Sovereignty, but they have not yet made contact with the heavily-military-oriented faction, but the Fanaa are acutely aware of the warmongers in their space. They still owe loyalty only to themselves unless appropriate contact and a resolution between the two groups is made.
  • Wealth: High -- The Fanaa have no desire or need to spend anything on the military, instead choosing to fund their culture and cities instead. It also helps that the Fanaa have ample stores of precious gold on their planet. Thusly, one could consider the planet overall as 'wealthy' -- One doesn't exactly see poverty or neglect among the citizens, with everyone leading idealized lives.
  • Stability: Medium -- Outsiders are not exactly welcomed by the Fanaa, but they are tolerated as guests. With the advent of the Sovereignty in La'ra's space, tensions have begun to rise as the people worry about what such a violent force could bring to their planet, as nobody has a desire to return to a time to chaos and warfare.
  • Freedom & Oppression: Violence and weapons are outright illegal without certain documentation and permits, making La'ra an unpopular destination for criminal-types. Being caught with a weapon that is unlicensed and undocumented can lead to sentencing in Vuxlan Prison, and most don't bother to chance it. The average citizen of La'ra is relatively free, though; unless you're seeking to pursue a life of violence, you're free to make your choices.
  • Military: Fanaa used to have a standing military and navy, but that was over 800 years ago. Such institutions have been abolished by the government, and now there's nothing standing between the Fanaa and potential enemies except their diplomatic skills.
  • Technology: La'ra's people reverse-engineered important technology such as hyperdrives from an ancient crashed Confederacy vessel on their world, which opened the gates to a technological boom. The Fanna have managed to relatively 'catch up' to the rest of the Galaxy, though the planet still primarily imports outside technology to supplement their own -- Things like the unique assistant droid they've developed, however, are their own designs.


La'ra has had quite the history.


A normally small and nondescript planet, it offered more to its native species, the Fanaa, than anyone else. The Fanaa flourished on their beloved homeworld, mining it's gold and building their cities in the planet's sweeping valleys and peaked mountains. Under the guidance of the Clywdo, their planet and government and society found structure, with a relatively strong and respectable military presence back in these days. It would be during the times of great technological advancement that the Fanaa would first experience a meeting with extraterrestrial beings -- During the Clone Wars, a small Confederacy fleet would experience a cataclysmic navigational failure and exit hyperspace right into the asteroid field near La'ra. Needless to say, the fleet was shredded, one of the cruisers being slingshot into La'ra's gravitational pull and sucked down to the planet below. Reports of the event described it as almost religious, many claiming it to be a god descending from the sky instead of a piece of foreign technology. Government salvage crews would recover many things from the broken craft, such as the remains of a captured Republic astromech droid, the cruiser's hyperdrive, and other pieces of key technology that would be reverse-engineered and used as templates and inspiration for all Fanaa space-fairing technology moving forward.


This discovery would be the catalyst that soon drove the Fanaa into their first proper intergalactic war -- The Galactic Civil War. Siding with the Rebellion during the conflict, the Fanaa would do their best to support their allies against the oppressive Empire, who posed a great threat to their way of life. However, the war took its toll on both the planet and its people, as Rebels took refuge there and brought their problems onto Fanaa turf. Discontentment would begin to grow and by the end of the war and the final conflict with the Imperial Remnant, the Fanaa fleet would abandon their allies during the confusion at the battle of Jakku and declared themselves independent from the rising New Republic. With their wishes respected, La'ra regained her independence and began to fall back into relative obscurity.


Things would progress rather smoothly even through the Gulag plague crisis, the 400 Year Darkness and even the Netherworld incident. The Fanaa people languished in their lowkey existence, able to live lavish and ridiculous lifestyles after the military and navy were dismantled in favour of pacifism instead. Except, as much as they may wish otherwise, the wider galaxy's machinations kept moving onwards. The Sovereignty would enter Fanaa space seeking to start their own intergalactic nation and government, with a heavy focus on militarization and combat. Now the Fanaa are in the midst of a crisis -- All they have known is peace for half a millenia. La'ra has been transformed into a haven of tropical delights and they hardly have any ships left worthy of space combat and their weapons are spread thin. They aren't prepared for war if it comes to that, but also don't want to quietly submit to a government of warfare. It appears this planet and her people are at a crossroads and, eventually, a side must be chosen.


17 February 2018 - 12:19 PM



  • Intent: To create a species for my new character; to help populate Wild Space with more people and locales fitting with the themes of strange cultures and exploration; to give the Sovereignty more roleplay with a more passive-minded species within their borders that could and certainly would provoke tension.
  • Image Credit: Matt Rhodes (Cropped and merged by myself when necessary), Skyrim Concept Art (Edited by myself), Desert Canyon City (Edited by myself), City Ruins (Edited by myself)
  • Canon: N/A
  • Links: La'ra


  • Name: Fanaa
  • Designation: Sentient
  • Homeworld: La'ra
  • Language: Faan, Basic
  • Average Lifespan: 130 Standard Years, though men tend to live only to 100 or so.
  • Estimated Population: Scattered
  • Description: An average Fanaa is tall and stocky, though this is rarely what many notice when they see one -- Fanaa are all a bright turquoise-cyan colour, with red scleras and yellow irises. Their hair is black and is often dreadlocked due to the oils they secrete. It's widely believed and even likely that Fanaa share lineage with the Chiss of the Unknown Regions, due to the similarities they share in appearance. This closeness ends at aesthetic, though, and Fanaa operate very differently to their blue cousins in the Unknown Regions. Beyond that, all Fanaa share a deep love & appreciation for shiny objects, art, music, and general pacifism.



  • Breathes: Type I
  • Average height of adults: 1.8 - 2 Meters
  • Average length of adults: N/A
  • Skin color: Turquoise-cyan, though some are lighter and some are darker, none of them deviate from this unique colour.
  • Hair color: Black, more often than not dreadlocked.
  • Distinctions: A Fanaa is brightly coloured, athletically inclined, and proud of it. They share little with Humans, with their blue skin, haunting eyes and avian-like facial features. What truly sets them apart, however, is the presence of a syrinx at the base of their tracheas. Considered a remnant trait of their animal origins, Fanaa are able to produce beautiful bird song noises, chirping and cawing and singing. This doesn't necessarily mean they can communicate fluently with birds, but their tunes can draw them from miles away as birds mistake them for others of their species. In the event a Fanaa is born without a syrinx, all they will produce is a hissing noise that is deemed unpleasant by the Fanaa and they are often ostracized for it. Almost all Fanaa are pacifistic in nature, only defending themselves when provoked and their cities are designed more for the appreciation of art than the defence of its citizens. It's also been documented that some Fanaa are born with stumps on their shoulders as if wings were meant to exist there, but there is no recorded case of a Fanaa exhibiting full wings or an ability to fly. That is one evolutionary trait the species lost with the onset of bipedalism.
  • Races: N/A
  • Strengths
    • Songbirds: Having kept a syrinx as a part of their anatomy, all Fanaa born with one are able to sing like birds and produce cawing, chirping, or in rare cases, even mimic other specific voices and lines much like a parrot would. This can be helpful as those individuals trained to produce such noises act much like organic recording devices. Other noises, such as the chirping and 'singing', are able to attract La'ra's avian wildlife and are also noted to be extremely pleasant to the ears. Specific tunes are used for attracting mates.
    • Hollow Bones: Whilst this makes them brittle and dainty, the hollowed bones of Fanaa also allow them extreme agility and gracefulness. The precise and elegant movements of a Fanaa are likened to that of highly trained exotic dancers without the years of practice, and they are remarkably flighty and swift on their feet.
  • Weaknesses
    • All That Glitters: Fanaa are fascinated and entertained by all things shiny. This manifests as their cultural love of brass and gold-embellished outfits, droids, cities... However, there is a dangerous edge to their affection. A byproduct of their avian roots, Fanaa are hypnotized by things particularly bright and pretty and have a subconscious desire to horde it. Easily distracted by sparkly objects, this can be used to advantage in combat or space warfare as the want for such items can override basic survival instinct and combat adrenaline.
    • Hollow Bones: Another unfortunate remnant of their origins as a bird species is that Fanaa have bones that are hollow. Whilst this grants them certain agility and speed, it makes them glass cannons -- Their bones are prone to breaking easily, making them poor close-quarter-combat fighters as even a relatively strong punch to the gut could splinter their ribs, for example, or blocking an attack with their arm could fracture the bone.
    • Heavy Is The... Armor?: Compounding onto the above weakness, most Fanaa are physically incapable of wearing armor for battle that is too heavy due to their skeletal structure not being able to support that much weight. When they were involved in combat, Fanaa opted to wear heavy cloaks and robes instead and relied on their agility as their defense. If a Fanaa dons armor that would fall into the 'heavy' category, they could collapse under the weight of it and seriously hurt themselves as their bones could break and leave them helpless.



  • Diet: The Fanaa are especially fond of consuming mice and other rodents, and they are omnivorous. They also enjoy small berries and the occasional insect, though they tend to eat the standard foods anyone else would -- Meats, plantlife, dairy products. Most of their food is grown right on La'ra, though they import more exotic and luxurious meals when desired. And it is desired quite often.
  • Communication: Faan is the Fanaa dialect, sharing many linguistic parallels with Basic. This allows them to pick up the more commonly used language quickly. Additionally, Fanaa communicate with other members of their species utilizing their syrinx to produce distinct 'bird' noises that only another member of their species would be able to identify and interpret. Various sounds mean various things, and some are even able to mimic like a parrot would.
  • Technology level: The Fanaa are spacefaring, having found ship wreckage dating to the Clone Wars on their world that they used to enhance their own tech and to reverse-engineer hyperdrives. Whilst their ship designs are certainly unique and a little rough around the edges, they get the job done.
  • Religion/Beliefs: The Skyhawk is a singular deity that the Fanaa believe in, praising Him for their gifts and blessings. He has a shrine in La'ra's capital city Atratus. The Skyhawk is pictured to be a massive bird, who is said to have tended to the Fanaa like baby chicks, and all of La'ra was His nest. The northern parts of La'ra are sacred ground, believed to be the remains of His nest and are not to be touched by the Fanaa.
  • General behavior: Unlike their avian ancestors, Fanaa give birth to their young live, like Humans-- Though prehistoric art implies that there was a time when Fanaa laid eggs, such a time has passed --And are only ever able to produce one offspring at a time. Multiples are non-existent in Fanaa reproduction. Due to the longevity of females versus males, finding a partner to produce young with is an important part of Fanaa culture and they can be quite dogged in their advances as a result. Fanaa are genetically compatible with other near-Human species, often imparting traits such as their songbird organs, skin colour, bone structure and eyes onto their half-breed offspring. Half-Fanaa are looked down upon in Fanaa culture (Unless, of course, they are able to sing like the others. In such cases, they are treated as regular members of society. Those without syrinxes are treated even worse than full-blooded Fanaa unable to sing). Partners co-parent their young in family units, with the schooling system placing heavy emphasis on the education of art, history, and especially music. Fanaa hold a deep and sacred relationship with the avian wildlife around them, those willing to kill them exiled from Fanaa society as heretics. Birds are seen as avatars of the Skyhawk and singing to them is akin to communion. As the Fanaa maintain no standing military or navy, they channel their focus into building their gilded cities and training as artists, musicians and performers for the entertainment of each other and themselves. The Fanaa are led by an elected cabinet of officials, the Clywdo, who wear elaborate golden bird masks and dress extravagantly. Members of the Clywdo determine the Fanaa's laws and long-term goals, whilst also ruling over the planet and people with compassion and kindness. In the days of rebellion, the Clywdo were the ones who determined the Fanaa would side with the Rebellion, and who met with Rebel leadership to swear fealty.













This is a time before recorded history when the Fanaa began to evolve into a sentient species. Prehistoric records indicate that they were advanced for their time even then, and many attribute this to the guidance of the Skyhawk, the diety that the Fanaa worship. This was a primitive era where the Fanaa were beginning to develop culture. Historical documents alongside key genetic markers indicate the Fanaa may, for one, have a relation with the Chiss in the Unknown Regions, and two, evolved from very bird-like peoples.







It was during this time, millennia after the Fanaa's initial evolution, that the technological boom hit their homeworld and they began to develop into a true and proper nation. This was helped in part when in 19 BBY a Confederacy fleet suffered an extreme navigational failure and jumped out of hyperspace right into the asteroid field outside of La'ra. One cruiser in particular was slingshot into La'ra's gravitational field as a result, which caused the ship to crash on the planet. It would remain in a state of dereliction for years until Fanaa scientists would launch a formal investigation of the crash site. This would promote a wave of technological advances as the Fanaa began to reverse engineer the technology found aboard. The cruiser's hyperdrive would go on to aid in the development of Fanaa hyperspace tech for years to come, and even a captured Republic astromech, obliterated in the crash, would go on to inspire the multipurpose wrist-mounted droid used by the elite of Fanaa forces during the Rebellion years.







Whilst a small Age in comparison to the others, this one was no less important. It marked both the Fanaa's introduction to the galaxy as a whole and to the Alliance to Restore the Republic, of which they would join as willing members following a resounding victory at Yavin inspiring confidence in the Fanaa people to throw their loyalties to the rebels as opposed to the first Imperial Empire.







The Fanaa would go on to serve the Rebellion as soldiers, spies and relief. Their spies would be among the many who died to collect information concerning the construction of a second superweapon, and their ships joined the effort at Endor to abolish the Empire once and for all. However, especially following the devastating loss of so many Fanaa to bring intelligence of the second weapon to the Rebels, the Fanaa's faith in their Rebellion began to wane significantly, and this only increased after the victory at Endor -- What was supposed to be a celebration turned sour for the Fanaa as they began to turn their backs on the rebels who had seeped war into their culture. This age is seen overall as both a victory and the beginning of the end to galactic ties for the Fanaa.







Following the victory at Endor, the Fanaa began to pull out of all major Galactic positions they might have held. They famously fled the battle of Jakku even though the New Republic was winning, declaring that they wished to remain independent to the new government and that they had done their duty to defeat the Empire and saw the Imperial Remnant as no threat. This, whilst sounding particularly bleak, actually began an age of prosperity and newfound pacifism for the Fanaa, and the New Republic honoured the Fanaa's wishes by cutting off all ties to the people and their planet and even going so far as to begin to slowly and systematically overshadow their involvement in the Rebellion by promoting the assistance of other governments over their own. A bit of a petty move, but nobody raised concerns. It didn't take long for many to forget the Fanaa even existed, or that they had once fought to overthrow the same Empire everyone else had. La'ra still had relative traffic, but was, especially in the first couple years following this exodus, extremely closed off.







And so, free of the war bonds that once bound them to a sinking ship, the Fanaa flourished in their newfound freedom and peace ideology. It was universally agreed; They would not fight on someone else's behalf ever again. Four centuries of cultural refinement, construction, art, music and love followed the Fanaa exiting the Galactic scene as they drew inwards, promoting a private lifestyle of personal growth and reflection among the people. It was an extremely popular ideal to follow, and would serve as a catalyst for the modern Fanaa ideals going forward.







Thanks to the new isolationist policy of the Fanaa people, they were actually spared most of the Gulag plague's wrath. A couple hundred thousand cases planetwide, but many perceived it to be a strange and violent illness born on La'ra as opposed to Galactic terrorism. Still, it was enough for officials to shut down certain space ports to prevent contamination, but that's all that was done. When the Darkness hit as well that wasn't a very big cause for concern either, simply due to the fact that they had reverted to a smaller scale of existence; life outside Wild Space or even La'ra didn't concern them much and they were fine with nobody being concerned with them either. So they passively grew during the Darkness, gathering strength like a sleeping giant...







After the passing of the Darkness, another radical change was to hit the Fanaa people. A galaxy in turmoil, one they couldn't turn their back on, had risen from the ashes of the old. And now there's this faction of warmongers, this Sovereignty, strutting around Wild Space like peacocks. Needless to say, the Fanaa are at the present experiencing another introduction to the Galactic scene, and this time, the greeting party might not be so receptive to their ways.

Planet: Orenda

06 January 2018 - 09:29 PM




  • Planet Name: Orenda
  • Demonym: Saorsa (Technically, they would be referred to as 'Orendian', but seeing as 1 sentient species dominantes the planet, they are commonly referred to just as that)
  • Region: Wild Space
  • System Name: Chrysos
  • System Features: Orenda is the only planet of the Chrysos system if you don't count the planet's small moon of Aeoni. A yellow dwarf star is central to the system, and Orenda orbits it with a comparatively rapid orbit to other planets, travelling at 28.94 k/m around their star.
  • Coordinates: 35-AH
  • Major Imports: Durasteel, mining equipment, most technology/resources are imported by and for the mines (The native population doesn't import anything directly)
  • Major Exports: Uranium



  • Gravity: Standard
  • Climate: Temperate Tundra
  • Primary Terrain: Tundra, Forested, Volcanic, Wetlands, Plains
  • Major Locations:

    • The Meraki Plains:
      The largest stretch of inhabitable land on Orenda, the Meraki Plains are home to the most dominant clan on the planet. They're some of the only stretches of land suitable to sustainably forage, and their relative flatness is ideal for temporary cities to appear and disappear. The name 'Meraki' is taken from the believed founder of the clan occupying the Plains, Meraki Sarang.

    • The Wetlands:
      Occupied by the more agriculturally-inclined tribes, 'the Wetlands' are centered around the largest bodies of fresh water present on Orenda. Wild populations tend to make their home here, making it some of the richest hunting grounds on the entire planet.

    • The Vulcanite Outlands:
      Named after the composition of this swathe of territory, the Vulcanite Outlands contains the highest levels of buried uranium on Orenda. However, they're also occupied by the most technologically advanced of the 3 tribes. The bleak and sulfuric atmosphere of this part of the planet isn't exactly friendly to the local fauna, and most animals know to stay away.

    • Ancient Imperial Mining Compounds:
      Structured like work camps, these walled fortresses are located in various locations of note on Orenda. They were constructed by the first Empire centuries ago to mine the uranium deep underground, and have since been revamped and 'occupied' by several mining organizations.



  • Native Species: Saorsa, Bantha, Mynocks
  • Immigrated Species: Humans, Twi'leks, Togruta, various other races (Employed in the corporation mines), Mesa goats
  • Population: Sparsely Populated
  • Demographics: 90% of the planet is occupied by Saorsa, with the remaining 10% serving as alien species who migrated to Orenda, forcibly or otherwise.
  • Primary Languages: Basic
  • Culture:
    • The Blood Of The Covenant
      The Saorsa live in migrating towns known as clans, swearing fealty to a dynasty of families who lead each group. Once a clan has exhausted the natural resources of their settled area they will move, often leading to wars for dominance over fertile land or resource-rich territory. Generally, however, a clan will hold a 'province' under their influence and will operate within it, not crossing borders into other's territories unless seeking to antagonize another clan. While one family directs and guides a clan which often are made up of smaller, minor families, each is violently loyal to others despite actual relations and treat each other as one massive familiar unit. Clans are named for the houses that lead them and are thousands of years old; The largest of them, the Sarang, command what could be a horde of more than a thousand Saorsa in their clan alone.
    • Let Our Fathers Guide Us, And Our Mothers Love Us
      The Saorsa are predominantly patrilineal, with the eldest male figure leading their clans. The eldest female serves as healers and emotional leaders to their flock, but on occasion, a female is forced to take control of her clan, and a male is subjugated by the more powerful partner to serve the role of a clan-wide 'parent'. This often only happens and is acceptable if the female is a direct blood relative to the clan's leading family, however.
    • My, Your Spirit Shines Bright, Child
      With the Netherworld event leading to a dramatic spike in Force Sensitives, the Saorsa were affected like the rest of the galaxy. Those who exhibit sensitivity to what they call The Life-Force (As opposed to simply just 'The Force') are hailed as spiritual leaders and are often forced into celibate covens by their fellows, where they serve as oracles, prophets and midwives. This practice is viewed as a tradition by many, but with the obvious advent of the space-faring age and open galactic communications, only a few clans follow these old ways and terminology and rarely use coercion to keep FS Saorsa within the organization. The majority of groups now offer this cabal as an option instead of a mandatory service to Force-sensitives to receive training and guidance. All clans have at least 3 or 4 members of this elite group, and while their role has diminished as their importance lessened due to widespread education, most members are still revered and still continue their oldest duties.
    • Your Name Is Not Your Own
      All infants born into a clan are not named by their parents but are named by the Force-sensitive shamans of their clan instead. It's believed this practice is respected because of the Saorsa viewpoint; as a part of the Living Force, your life is not your own, and neither is your name. Your name is simply a title granted to you by the Force, which is channelled by the monks, making them (in the eyes of the Saorsa) the fittest to determine your mortal identity. Many names carry deep meanings that are believed to offer insight into the future that the oracles see for you on your birthday.
    • Earn Your Right To Bleed For Us
      Outsiders who desert their clan to join another (or Aliens seeking the clan life, for any number of reasons) are forced through rigorous trials to earn their place and membership. Those who marry into a family under a clan or the clan's main family are given more leniency if their match is determined to be genuine (Usually by the shamans, who officiate every union, and they are not afraid to call out a scam if they sense one) yet all trials set forth to would-be members involve proving yourself a strong warrior or a skilled tradesperson. Exiles, who are branded, are not welcome in any clan's territory or family period, and those who associate with them are ostracized. 
    • Savages, Savages!
      During the age of the old Galactic Empire, Orenda was annexed by them and their naturally-occurring uranium was mined for starship fuel. Due to the planet's immediate closeness to Eadu, it very well might have contributed to the Death Star project & the study of kyber crystals, but this is conjecture and has no basis in history at the moment. It was during this time that the old Imperials set up small strongholds that dot the planet to this day, usually around mining complexes to keep them protected from the locals and the hostile fauna. Surprisingly, so long as the Saorsa remained away from these facilities, they were left relatively untouched by Imperial forces except for a few skirmishes. Due to the century-old hostilities between those they viewed as oppressors and thieves, the modern Saorsa would not dare to stay in or around these old facilities, which are today happily occupied by Wild Space mining corporations; safe in the fact the locals will not tread on them. But this is often how a stray Saorsa finds their way off-world, by being brave enough to approach the 'outsiders' and striking deals to leave Orenda via a transport. On occasion, outreach programs are held by the corporations who attempt to entice to the locals into working in the uranium mines by trading labour for technology, but these have yet to last longer than a year or two. Most local workers escape the facilities after such a period, returning to their tribes.
    • What's Yours Is Now Mine
      Several mining corporations operating in Wild Space have had subsidiaries set up in the ruins of the old Empire mining fortresses, rebuilding them and resuming the uranium mining. Due to Orenda's lack of planetary government, they are not burdened by laws except those enforced on them by factions. But as the planet currently is not being held by anyone, they are beholden to no-one, and ruthlessly mine the planet for her riches. Prisoners are shipped in from Kessel and various other locations across the galaxy for labour, and a few even resort to slave labour to keep costs low. Workers are housed in restored barracks, usually under armed guard. The native population has learned to stay away from the facilities lest they are tempted into joining the workforce through promises of security, technology and wealth. Mostly empty promises, of course, but the crooked overseers of these facilities give them just enough to ensure the ignorant Saorsa believe their pretty little lies. Those who are led into the facilities through their programs are often mistreated heavily, exposed to terrifying new species and experiences, and overworked to death. The main source of 'aliens' joining clans is often when a group of them escape with a Saorsa back to their own family and are welcomed as honoured survivors. Not all of these subsidiaries are malicious, however; Some are quite amenable, and with bribes or wits they are happy to ship someone off-world if they so desire.


  • Government: Tribalism
  • Affiliation: N/A
  • Wealth: Medium-Low - Orenda's people are simple nomadic folk, and do not actively seek out credits or riches. Though, they could be considered rich in that they own many worldly possessions; Most Saorsa have trophies they take from hunts such as pelts or horns that could fetch a pretty penny. The mining groups are growing wealthy off of the planet's uranium deposits, however.
  • Stability: Medium - As there is not one firm leading force behind the individuals on this planet, stability changes wherever you go. Many of the larger clans have the foundations of history spanning a thousand years, and remain unshakable forces of law and order within the territory they control. The moment you leave a clan's territory (Or, enter one without permission) all such 'stability' is thrown out the window and you're essentially fair game. As always, the miners do as they please in this regard too, but if a hostile force tried to force them out they would attack like cornered beasts.
  • Freedom & Oppression: Laws are different between clans, but many share similar rules; Undue murder, robbery, and other traditionally 'criminal' acts are outlawed and those who break them are often put to death or exiled. The corporations, however, are not ruled by any planet-wide laws, and thus do as they please.
  • Military: When united for a cause, the clans of the Saorsa can be an impressive and terrifying fighting force, chaotic but organized as well. However, they hold absolutely no ships or navy, and even if you wanted to, there is too much bad blood between clans to be able to get them to agree to anything, much less fight shoulder-to-shoulder. Meanwhile, the mining corporations present on Orenda are well-equipped... Even if it's to protect their profits.
  • Technology: Left mostly untouched until the old age of the Empire, during the initial annexation of the planet the Saorsa were subjected to a technological boon thanks to the leftover Imp technology. While that is nowadays ancient, it provided the Saorsa with their first access to relatively futuristic gear, and it's not uncommon to see a warrior of a clan wield a vibroblade or a blaster, or a healer using bacta. For the most part, however, the Saorsa remain in a state of low-tech. Modern-day, some bartering occurs between the mining corporations and the Saorsa, just enough to keep them in the loop -- But not enough to get them anywhere near the level of other races.


The history of Orenda and her people is one of blood.


The Saorsa, native populace of Orenda, evolved to be a dominant and predatory race. They quickly overtook any potential competitors in the wild, banding into the clans that exist to this day. Their carnivorous ways led to them being ruthless hunters, able to easily take down prey much larger than them with their raw strength, power, and biological advantages. Domesticating the Bantha and sheep occupying the majority of the wetlands regions, they soon became adept shepherds as well as warriors.

Orenda remained relatively untouched in Wild Space for the next millennia or so. This allowed it's population to flourish in obscurity, developing into the semi-advanced race they are today. In 2 BBY, the ancient Galactic Empire would annex Orenda in order to harvest the Uranium located within for starship fuel. This is when the now-common 'mining fortresses' would be built, high-walled forts to protect the deep-delving mines within that act like scars on the surface of the planet to this day. While the Empire was eventually forced to pull out of its operations on Orenda, it marked a significant turning point in the planet's history; This was the first time that 'aliens' had landed on the planet and had attempted to 'colonize'. This was also how the native species was first exposed to modern-day technologies. Following the collapse of the Empire, Orenda fell back into relative obscurity, becoming just a marker on a galactic map that nobody gave a second-glace to.


Nowadays, the Saorsa continue to rule the planet. But, outside mining operations have moved into the old Imperial forts, essentially taking over as a garrison and installing their own operations to extract the uranium. Tense relations have been maintained with the locals since, as the last time in their history this happened, it didn't go very well. Except this time the miners are even more extreme and ruthless with their tactics, seemingly hoping to mine the planet clean of it's natural resources.

Species: The Saorsa

06 January 2018 - 09:27 PM




  • Name: Saorsa
  • Designation: Sentient
  • Homeworld: Orenda
  • Language: Basic
  • Average Lifespan: Some Saorsa can live up to 200 years, and they reach physical maturity at 30 which is when the growing process ends and the aging process begins. Puberty begins at 15 and can last 5 years as adolescents grow into their powerful bodies. This is generally when a Saorsa grows their horns.
  • Estimated Population: Planetary
  • Description: Upon first glance, a Saorsa native appears rather, well, primitive -- As they do not have much modern technology except what they find or what they are given, they wear clothing they make themselves and wield weapons made of local metals and materials. Many Saorsa also sport coloured ropes wound around their arms, representing the clan they owe allegiance to depending on the colour. Red is the colour of the Sarang, the largest clan, for example. Their eyes are also noticeably bright-coloured and reflect light, their teeth are sharp and able to tear into raw flesh, and their fingernails are also hard enough to pierce an animal's hide, leftover traits from their truly primitive days. They're a relatively lean and muscular species as well, with health issues such as obesity almost non-existent due to their global diet and lifestyle.


  • Breathes: Type 1
  • Average height of adults: 1.70m
  • Average length of adults: N/A
  • Skin colour: Saorsa range in skin colour anywhere from a lighter grey to a sooty black, and on occasion have pinkish undertones. Depending on the familial line, some Saorsa wear bodypaint or tattoos of specific importance, heralding back to great battles and ancient ancestors.
  • Hair colour: Their hair ranges from white to grey to black, and has no tonal shift outside of that spectrum.
  • Distinctions: Noticeably, the Saorsa have horns - Males have consistently larger, curlier ones that connect to the browbone, while females have smaller ones that are set farther back on the skull. The horns function similar to fingernails, and if it is minorly damaged it will grow back and heal over time. However, if it is severed in a violent manner, it will be amputated and unable to regenerate. A Saorsa who loses one or both of their horns holds great respect in all clans, as the general consensus is that they lost it in an epic battle or hunt. Some family lines also carry a genome that allows them to produce thin, spindly prehensile tails; though this genetic occurrence is rare, more predominantly female and restricted only to certain groups of people. If two carriers of the gene reproduce, there's a strong chance their child will develop one, however. A Saorsa must have two copies of the hereditary gene responsible to grow a tail, and if someone has only one of them (I.E. simply a carrier; this is similar to how blue eyes work in Humans), no tail will be exhibited. So, if two 'tailed' Saorsa have children, there's a 100% chance that their children will also develop tails. Lastly, retaining this trait from their prehistoric forms, most Saorsa have the vocal chords necessary to produce an intense 'roaring' noise, comparable in sound to a lion. This is used often as a battle-cry, a challenge, for long-distance communication, or as an intimidation tactic.
  • Races:
    • ​​The Sarangi
      Members of the Sarang clan have their own denomination; being a part of the Saorsa's 3 largest clans means they make up a good chunk of the population. Known for their peacekeeping and passive ways, they are a large horde of an estimated 3000+ Saorsa coexisting peacefully under the Sarang family, who have led their clan for just over a thousand years.
    • The Yakowi
      Farmers by trade, the Yakowi hail from the Yakow clan, the second largest pack of Saorsa. Numbering only half of the Sarang clan's enormous numbers, they occupy some of the only healthy grasslands on their planet Orenda and also have large herds of Banthas, Mesa goats & sheep that they graze there. The Yakow family is ancient and wise, and this is the clan with the largest ratio of Force-sensitives to non-Force-sensitives.
    • The Schiami
      Healers and engineers, the smallest of the 3 biggest populations is the Schiama clan. Those from this clan's vast territories, the Schiami, occupy the more volcanic northern reaches of Orenda. They welcome outsiders with open arms into their clan, predominantly escapees from the mining camps, and have expanded their knowledge about the greater galaxy and technology itself. The Schiama family, however, is one of treachery and backstabbing, with the most predominant cause of a clan leader falling being murder or poison.
    • The Minor Clans
      Not every clan consists of a thousand+ members. Many other clans are smaller, consisting of 2-5 families only. They occupy small territory and do what they must to survive without being swallowed up by 3 of the bigger denominations. People from these groups are said to be 'from the minor clans'.
    • The Exiles
      Clanless and abandoned, Saorsa who break clan law are cast our from their family, clan and territory, and are branded with the mark of the exile. Many are left to aimlessly wander, buy their way off-world, or meet other exiles to form rag-tag 'clans' of their own. These roving tribes are considered more as lawless bandits than actual clans by fellow Saorsa, however, and are often targeted for attacks and raids.
  • Strengths:
    • Built Like A Bantha:
      A Saorsa is naturally strong. Even those considered weaklings are generally built enough to perform hard labour and can still deadlift a fair amount. This makes them powerful warriors, hearty and able to travel long distances for their nomadic hunter-gatherer-farmer lifestyle and excel in close-quarters-combat. Give them a blade or a vibrosword and they will turn their enemies into red ribbons. Their all-meat diet helps with this, as it ensures they have plenty of protein in their system to build up raw muscle.
    • Eyes Of The Feline:
      The Saorsa have evolved to have a tapetum lucidum present in their eyes much like a modern-day cat or dog. This allows them to see far more clearly in the dark than most others, giving them an edge in night hunting or travel. Their pupils reflect back green or glowing when a light source is directed at them (Such as a flashlight).
    • Carve Your Heart Out
      Retaining their sharp teeth and even sharper claws from their animalistic heritage, the Saorsa essentially possess natural weapons. Their talons are strong enough to rip through an animal's fur and hide, and their canines can easily break skin and tear flesh for consumption. However, a Saorsa would not dare turn their claws and fangs on a fellow; only on lessers who deserve to be eviscerated.
  • Weaknesses:
    • Slower Than A Drunken AT-AT
      The trade-off for their exceptional stopping power is that this species is not built for speed. While the females are considerably more dexterous, they too struggle with sluggish reflexes that are practically built into their DNA. To put it mildly, they could stop a bullet, but they couldn't evade one in the first place. This also makes them clumsy blaster wielders, which is why many prefer hand-to-hand combat or wielding melee weapons.
    • Ew, Veggies...
      As the Saorsa are meat-eaters, they can't consume or digest plants or they will become unbelievably sick. It's generally not recommended to feed vegetables or fruits to one, and some might even take being served them as an offense.
    • The Sky-Fallers Came
      The Saorsa are intrinsically afraid of anything relating to the wider galaxy. They had a brutal introduction to the wider universe and get overwhelmed by the scope of it all, and are terribly useless with technology (Their lack of agility plays into this weakness significantly; advanced skills like mechanics and piloting are utterly lost on the greater population). They are a primitive tribal species, after all, and have hardly moved past the Bronze Age.
    • Shadows Shroud Us
      Because of the lens present in their eyes that lets them see better in the dark, they suffer in daylight -- They can't see as far as they can at night, and are sometimes dazed by bright lights. This is why many of them remain indoors by noon on Orenda, to avoid hurting their eyes.



  • Diet: The Saorsa are obligate carnivorous, and are unable to pass plant matter in any capacity. As consuming legumes, fruits, or anything planet-based makes them violently ill, they are restricted to eating only meats (It's common practice for healers to use plants as a vomiting inducer, in the event it's necessary). As this dramatically cuts out many vitamins necessary for survival, the Saorsa are known to eat every part of an animal they kill, such as the hooves and skin, which they prepare in a way that makes it palatable. However, they're able to consume the meat either raw or cooked, their system is built to process both. Eggs and dairy products from domesticated creatures or scavenged from wild nests and beasts supplement their diet and provide the majority of their nutrition.
  • Communication: The Saorsa used to speak an ancient language that has been lost over hundreds of years, but were very quick to pick up on Basic, which is now the predominant language among them. Some mystics within clans keep this old tongue alive, but the majority of the population has forgotten it.
  • Technology level: Medium-Low -- Certain clans possess more tech than others, but the Saorsa generally do not create tech themselves. They barter for what they have with the mining groups on Orenda or scavenge, but don't actively seek or develop new advanced technology out themselves.
  • Religion/Beliefs: The Saorsa believe in the 'Life-Force' (Their interpretation of the Force) that is channelled by their Force-sensitive monks and shamans. These religious figures are in honoured positions among tribes in their own celibate covens, performing various duties such as helping give birth to new children, performing naming ceremonies, healing, officiating marriages and educating.
  • General behaviour: 
    Deeply sentimental and emotional, the Saorsa are loyal to clan members as if they were bound by blood. As each clan is made up of several families and one ruling family, inter-marriage happens often. On occasion, ruling clan families may band together and unite their tribes to create a stronger force. Saorsa court partners through, like most things they do, violence; if a man is able to defeat his chosen bride in combat, they will be permitted to marry. If he loses, he must wait a whole month before challenging her again. On rare occasions, a female will issue a challenge to a male instead of vice-versa. Ironically, these uncommon matches are known the produce the strongest bonds. The Saorsa believe if you are able to clash horn-to-horn with someone who you will swear to protect to death, you will understand them better than anybody else and thus forge an unbreakable bond.

    Marriages are conducted by the mystics of the tribe, who utilize the Force to ensure that the match before them is both loyal and true. Once wed, most couples will average 2-4 children, with multiple births being a common phenomenon, believing to be traceable to the fact that Saorsa descent from feline-like creatures who would have had traditional litters. Education of these offspring is handled almost exclusively by the ruling female of the clan family and the clan mystics, who seek out any potential Force sensitives within the veritable gaggle of kids that the clans always have around to see if any are fit to join them. Commonly taught skills are reading, writing, and fighting-- In particular hunting --and, depending on the clan, things like farming, medicine and even technology can be passed down to the next generation.

    The Saorsa is a more nocturnal-leaning species, able to operate in the day but prefer the cover of darkness for hunting and travelling. Their eyes allow them to see unimpeded in the dark which is why they tend to be more active after the sun sets. Skilled night hunters, a pack of Saorsa could leave their tribe at sundown and return at dawn with enough food to sustain the clan for up to 3 days.

    In the event of betrayal or laws being broken by a member of the clan, they will be trialed and most commonly exiled or put to death if their crimes warrant it. Saorsa are very strict about this, and will not be lenient towards those who disrespect their rules. They are also intensely distrustful of outsiders in most occasions, but there are exceptions to this. They did not have a gentle birthing into the galactic scene and still harbor festering wounds from it.

The Saorsa are believed to have evolved from ancient horned felines that once dominated their planet of Orenda, and remained undiscovered so long because of Wild Space's nature. Developing an upright posture and more powerful techniques, the Saorsa advanced at a relatively slow pace in terms of intelligence and self-education. Their horns, once used as powerful weapons to aid in hunting, became little more than decorative features, and their tails all but disappeared except in a few genetic lines. A nomadic people, the Saorsa stay in clans of families led by a dominant one, roving across the Orendian countryside much like the herds of animals they track.


They remained uncontacted and undisturbed in Wild Space for thousands of years until the year of 2 BBY, wherein the original Galactic Empire installed mining garrisons on the Saorsa homeworld of Orenda, in order to harvest uranium. This is looked back on as 'The Time The Sky Fell' by the Saorsa people, who were undoubtedly traumatized following the sudden advent of spacefaring people and technology. While they were left mostly unmolested by the Imperial forces themselves, the Saorsa were able to get their hands on their first pieces of technology thanks to them.

After the fall of that Empire, they returned to relative obscurity, the shroud of Wild Space providing them with safety. But it didn't take long for the vultures to descend, and over the next few hundred years, mining operations would begin to take over the old Imperial facilities, this time getting more... Aggressive with the locals. While for the most part they tried to maintain a distant relationship, the quickly-corrupting mining corporations would attempt to woo the locals into working in the uranium mines, often taking willing workers away from their families to never be seen again.

This led to the organizations to be feared by the Saorsa, who viewed them as evil outsiders who would kidnap their children in the night. This was only spurred on by escapees from the fortresses who would bring back groups of off-world workers with them, speaking and attesting to the horrors endured within the uranium mines.

At the moment, the Saorsa people are neutral and owe no faction or government allegiance.

Maddie's Hilariously Weird Avatar Shop

05 January 2018 - 11:08 PM

TL;DR: I do the nice things! Ask me for the nice things!
By the 'nice things' I mean pretty avatar gifs, with GIF overlays of different effects for the ~ aesthetic ~. Got a whole bunch of 'em down below the cut, not in any particular order. At the moment, 5 are mine and 5 were done for friends/other writers.

If you dare... (More to be added)

You might be noticing a trend...
Anyways! I prefer this style much more for my avatars because it doesn't require sourcing gifs of the playbys themselves (Which can be hard if none exist, obviously) but, y'know, can still say they're gifs. Looks cool.
Normally I did these for friends but I'm starting to like making them more and more, so now we're at why I opened this thread;
I'm gonna start making them publicly, so just post a reply or message me with what you'd like done and I'll get back to you with something in a (hopefully) timely manner. I have a whole slew of effects that I recently acquired so chances are I'd have something you like that'll be wholly unique, especially because I don't like to use the same effect twice unless it's for a specific reason (or I really, really cannot find one that works). I definitely do not bite, so don't be shy if you'd like something done :D Though keep in mind I will probably go at these at my own pace... But I should be done within a week's at the latest. Unless something happens to me, in which case ¯\_(ツ)_/¯