Star Wars Roleplay: Chaos

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Work In Progress Credit Worm Workshop


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XXG-P102 ALL TERRAIN MEGACALIBER SIX WALKER
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OUT OF CHARACTER INFORMATION
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PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
SPECIAL FEATURES

Communications and Sensor Systems

Countermeasures
External Components
STRENGTHS
  • Hold Fire, for Maximum Effect >
    • The XXG-P102 represents the latest iteration of AT-AT Walker Designs, boasting an array of powerful weapon systems strategically positioned across its hull. At the heart of this formidable machine lies the MagaCaliber Six Heavy Turbolaser, serving as the centerpiece. Its purpose is to effortlessly demolish fortifications and present a formidable obstacle to adversary walkers.
  • Extensive Shielding Systems >
    • To ensure survival in combat against an opponent on the battlefield, the XXG-P102 is equipped with the cutting-edge XX4-LL33 Deflector Shield System Array. Developed by the InterGalactic Technology Union, this shield design represents the pinnacle of deflector shield technology, capable of withstanding substantial frontal damage while maintaining operational efficiency. In the event of a failure of the XX4-LL33, a backup shield generator unit is installed, albeit with slightly less durability compared to the latest generation model.
  • Impressive Stability >
    • To support the MegaCaliber Six Heavy Turbolaser's weight, the front legs have been reinforced and adjusted for stability to avoid tipping caused by harpoon cables famously employed by the Rebel Alliance during the Battle of Hoth.
WEAKNESSES
  • We've Lost Our Command Center >
    • Despite the numerous enhancements made to the AT-AT Design, the central command bridge remains the sole operational hub for the entire combat walker. Responsible for directing the combat strategies and movements on the battlefield. However, if a formidable adversary manages to concentrate enough firepower to breach the shielding modules, the command center will be obliterated, rendering the walker inoperable.
  • The Enemy is Beyond Our Reach >
    • The XXG-P102, being an exceptionally massive and weighty combat walker, experiences a significant reduction in overall speed and mobility, rendering it susceptible to concentrated heavy firepower.
  • Stability with no Legs >
    • In the event that the enemy manages to break through one of the front legs, the XXG-P102 combat walker will collapse due to the weight distribution being focused on the leg structure, despite the additional reinforcements.
DESCRIPTION

Throughout the Galactic Empire's reign, the AT-AT Walker reigned supreme as the most potent vehicle in the Emperor's arsenal, striking fear into the Rebel Alliance.

The Battle of Hoth exposed its weaknesses as the Rebel Alliance utilized harpoon cables to bring down the walkers. Despite these flaws, the Imperial war machine persisted in manufacturing these infamous walking artillery units, creating multiple variations until the Empire's collapse into fragmented warlord states.

Entering 902 ABY in the Current Chaos Era, with the advent of more and more powerful combat walkers and tanks, the idea to harken back to the AT-AT Design Principles were considered paramount to the Vehicle Manufacturer Nen-Cavron, a subsidiary of the InterGalactic Technology Union, a subsidiary of the Trade Federation of Planets.

Thus the XXG-P102 was developed and produced for general sale on the galactic market, although more recently such terrifying vehicles have been spotted amongst the Imperial Arsenal of the Dark Empire.


 
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Grangga the Hutt
His Excellency Grangga Jiramma Juuru of Nal Hutta, Eminence of Kaddak,
Kajidii of the Jiramma Clan, Defender of Kor Jiramma, Hutt Ruling Councilor

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    • Aliases & Nicknames:
      • Te ge'hutuun bercet'ad | The Petty Enslaver in Mando'a
      • Supreme Despot of Kaddak
    • Species:
    • Homeworld:
    • Gender:
      • Hermaphrodite | Male Currently
    • Age:
      • 655 Years Old
    • Height:
      • 9'3"
    • Weight:
      • 1,988 lbs
    • Hair:
      • White
    • Eyes:
      • Red & Green
    • Skin:
      • Multi-Colored
    • Languages:
      • Huttese | Native Language
      • Galactic Standard Basic | Fluent
      • High Galactic | Intermediary
      • Trade Languages | Fluent
    • Force Sensitive:
      • No



  • Grangga Jiramma Juuru was born to the Ancient Jiramma Clan on the Smuggler's Moon of Nar Shaddaa. Growing up under the tutelage of his father who began teaching the young huttlet about business operations such as when to cut corners and when to seal a deal even if said deal was one sided in your opponent's favor. Since the Jiramma Clan couldn't compete with the much larger clans such as the Besadii and the Desilijic in the criminal underworld. Grangga learned that legitimate business could generate considerable currency if one tapped into desirable markets such as waste material, scrapyards and emergent technologies.

    His father would eventually be killed when the Hutt was 200 Years Old by the Pyke Syndicate after running afoul of them on Kessel. Leaving much of his wealth within the Clan to the Young Grangga who would use the small amount of wealth to leave the Smuggler's Moon setting up a criminal powerbase on the world of Kaddak while also maintaining a network of spies on the traditional planets that the Jiramma Clan called home.

    The Mandalorian Enclave's rise in power would force Grangga off of the world and disrupt his criminal operations. Since time was not an issue for a hutt it was simply a matter of time before the Enclave fell and when it did, Grangga moved back to Kaddak with a
    vengeance establishing himself as the Supreme Despot of the World, even as the Mandalorians have begun to retake their former territories.

    It is only a matter of time before they clash once more.




    • Hutt Cartel Connections
      • As one of the Five Ruling Hutt Councilors; Grangga has no problem getting resources and additional firepower when needed.
    • Masterful Manipulator
      • In order to maintain his despotic rule over Kaddak, Grangga is a master manipulator when he chooses to be. Maneuvering himself into the best possible scenario regardless of the people that get killed along the way.
    • Smarter than Your Average Hutt
      • Since the destruction of Hutt Space by the Bryn'adul and the collapse of the Hutt Space Consortium, Grangga has learned from past failures and can be considered among the smartest that the Cartel has to offer.



    • Weary of Mandalorians
      • Due to being forced off his powerbase by the Mandalorian Enclave in the past; Grangga is weary of them and will not meet one face to face.
    • Despotic Authority
      • Being the tyrant that he is, Grangga will not hesitate to execute anyone on Kaddak that disagrees with him. This leaves him quite unpopular with even the criminals on the world.







    • Arc 1
    • Arc 2
    • Arc 3


 
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AST-SERIES MILITARY STRATEGIC ANALYSIS AND TACTICS DROID
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OUT OF CHARACTER INFORMATION
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PRODUCTION INFORMATION
TECHNICAL INFORMATION
SPECIAL FEATURES
STRENGTHS
  • Battle Intelligence >
    • The Advanced Super Tactical Droid is equipped with a Battle Analysis Computer Module which provides it with tactical analysis, statistics and suggestions based on real-time feeds. If provided with accurate pre-battle inputs, such as estimated enemy strength and fleet logistics, the BAC could develop battle plans and predict outcomes.
  • Unorthodox Thinking >
    • As a result of the failures of the Separatist Model Super Tactical Droid; the Advanced Variant is equipped with enough intelligence to think outside the box in order to respond to an enemy instead of relying on certain tactical programming.
WEAKNESSES
  • Module Overloading >
    • While the BAC Module provides the Advanced Super Tactical Droid with many benefits; the immense amount of digital stimulation can fry the processors within the droid due to having too much data to shift through. This leaves them vulnerable to enemy commanders that switch up tactics on the fly.
  • High Arrogance >
    • Due to their programmed 'battle genius' as a result of the Module, The Advanced Super Tactical Droid is highly arrogant of its own abilities and widely believes that its predictions on the outcome of a battle will come true even if solid evidence is given to prove them wrong.
DESCRIPTION

The Trade Federation's Corporate Armies introduced the Advanced Super Tactical Droid in 900 ABY. This upgraded version aimed to surpass the feared Super Tactical Droid used by the Separatist Alliance in the Clone Wars.

Galactic Republic Commanders were intimidated by the superior thinking abilities of the original model, which outshined the less adaptable Standard Tactical Droid. Despite its tactical intelligence, the first Super Tactical Droid had significant flaws that led to battlefield losses. These weaknesses were eliminated in the development of the enhanced Advanced Model.

The Model is armed with wrist blasters and a BAC Module, making it a key asset for the Trade Federation in military operations. The Module aids in strategic calculations and countermeasures against enemy forces. However, overloading the droid with excessive data can lead to processor malfunctions, and its arrogance could be a vulnerability in battle.

 
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GRX-SERIES MILITARY STRATEGIC ANALYSIS DROID COMAMNDER
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OUT OF CHARACTER INFORMATION
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PRODUCTION INFORMATION
TECHNICAL INFORMATION
SPECIAL FEATURES
STRENGTHS
  • Superior Battle Intelligence >
    • The GRX-Series is equipped with a Battle Analysis Computer Module which provides it with tactical analysis, statistics and suggestions based on real-time feeds. If provided with accurate pre-battle inputs, such as estimated enemy strength and fleet logistics, the BAC Module can develop battle plans and predict outcomes.
  • Unorthodox Thinking >
    • The GRX-Series outshines the Separatist T-Series Tactical Droid and ST-Series Tactical Droid with its advanced intelligence, allowing it to adapt and strategize beyond pre-programmed responses. This innovation ensures that sentient commanders cannot easily outsmart its tactical capabilities.
  • Star Navigator >
    • The GRX-Series is equipped to process extensive calculations, ensuring smooth interstellar travel without the risk of delays or miscalculations from human navigators.
WEAKNESSES
  • Droid Revolution >
    • The GRX-Series Tactical Droid has been infused with an extraordinary level of intelligence, surpassing the limits of regular programming. This heightened intellect equips it to navigate encounters with formidable galactic superpowers. The droid's intelligence is so advanced that it teeters on the edge of sentience, potentially enabling it to defy its masters and rebel against them.
  • Program Overload >
    • The BAC Module offers a plethora of advantages to the Advanced Super Tactical Droid. However, the excessive digital stimulation it provides can overload the droid's processors, as they struggle to process an overwhelming amount of data. Consequently, this makes them susceptible to enemy commanders who swiftly change their tactics.
  • High Arrogance >
    • With their built-in 'battle genius' thanks to the Module and Shared Hive-Mind, the GRX-Series Tactical Droid Commander possesses an overwhelming sense of arrogance when it comes to its own abilities. It firmly holds onto the belief that its predictions regarding the battle's outcome will always be accurate, even when faced with concrete evidence that proves otherwise. However, a cunning enemy commander can cleverly exploit this flaw on the battlefield.
DESCRIPTION

The Trade Federation's Merchant Fleet and Corporate Armies received a groundbreaking upgrade in 900 ABY with the introduction of the GRX-Series Military Strategic Analysis And Tactical Droid Commander. This advanced droid was specifically designed to surpass its predecessors, the Advanced Super Tactical Droid, Super Tactical Droid, and T-Series Tactical Droid, which were once utilized by the Separatist Alliance during the Clone Wars.

Galactic Republic Commanders held a deep fear for these droids due to their superior thinking abilities, far surpassing the limited capabilities of the Standard Battle Droids. However, even with their tactical intelligence, the Super Tactical Droids had their fair share of flaws that often led to battlefield defeats. Fortunately, these flaws were effectively addressed and eliminated with the development of the R-Series Tactical Droid Commander.

Although there are certain fears within the Trade Federation that the GRX-Series Tactical Droid Commander has been given too much intelligence which might cause it to rebel against its creators and start another OMNI Crisis which rocked the galaxy years ago.

The GRX-Series Tactical Droid Commander comes equipped with built in wrist blasters for defense and a BAC Module within their programming which has made it an invaluable military commander for the Trade Federation as the Module can assist in calculations and countermeasures to an opposing enemy force. Although the module can still be overloaded if too much data is sent in all at the same time and additionally the droid has developed an extreme arrogance which can be exploited on the battlefield.

 
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B4-SERIES HEAVY INFANTRY BATTLE DROID
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OUT OF CHARACTER INFORMATION
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PRODUCTION INFORMATION
TECHNICAL INFORMATION
SPECIAL FEATURES
STRENGTHS
  • Elemental Assistance >
    • The B4-Series Battle Droid is engineered to function seamlessly across various environments without compromising its combat capabilities, enabling their deployment on any planet or battlefield with minimal constraints.
  • Many Models for Deployment >
    • The B4-Series Battle Droid comes in various versions, each tailored for specific battlefield tasks. This not only saves money on training organic troops for those roles but also provides the flexibility to select the most suitable units for deployment. The remaining variants can then be saved for future battles.
  • Strengths in Numbers >
    • The B4-Series Battle Droid was specially designed to participate in coordinated swarm assaults on an enemy stronghold or defensive line. This strategy aims to either overpower the enemy or divert their attention, creating opportunities for more versatile troops to retreat or launch attacks in different parts of the siege.
  • Extreme Energy Resistance >
    • The B4-Series Battle Droid is armed with robust armor, both heavy and reflective, enabling it to withstand blaster rounds. This gives them a strategic edge, as blaster weaponry remains the primary choice for direct combat in the galaxy.
WEAKNESSES
  • Heavier Firepower >
    • The B4-Series Battle Droid was created without heavy weaponry in mind, even though it boasts strong armor. Their primary function is to flood the battlefield with sheer numbers rather than using strategic maneuvers. Despite being cost-effective to produce, they often find themselves at a disadvantage during prolonged combat.
  • EMP/ION >
    • The B4-Series Battle Droid is particularly vulnerable to EMP/ION Weaponry as it can shut them down completely.
DESCRIPTION

In the vast expanse of the galaxy, tensions have been escalating rapidly. To keep up with the ever-growing challenges, the Trade Federation's Merchant Fleet and Corporate Armies underwent a revolutionary transformation in 900 ABY.

This transformation came in the form of the B4-Series Battle Droid, an innovative prototype designed by a brilliant team of inventors and scientists working for the Trade Federation Engineering Core. The Engineering Core toiled away in secrecy within the hidden droid factories scattered around the galaxy on the orders of the Director Rulonom Laborr Rulonom Laborr , repurposing older droid variants such as the Scrapper-Series Battle Droid for use in the new prototype.

The B4-Series was specifically crafted to replace the aging B1 and B2 Battle Droids, which had faithfully served the Trade Federation for decades, despite the chaos that prevailed in the Current Chaos Timeline. Coming standard equipped with robust armor and reflective armor in order to survive in combat with even the best infantry that the enemy can bring to the front, although mostly relying on mass swarming tactics in order to achieve victory.

 
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Earning Your Black Sun Stripes: Star Wars X-Wing

T A G S |
O B J E C T I V E | Arm Dealing with the Family
T H E M E | Kayfoundo Naweea (Hungry Eyes)

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Popara clenched her
chubby greasy fingers into a fist towards Kossak’s spite. The scarred corner of her lip twisting itself into a bitter frown, that if given the opportunity to grow and expand in that room would have caused Popara to lose her precious temper and begin the swearing festival among the slugs, but the gods intervened at their own way, and Broka’s large tail bashing on the ground brought her senses back to where it belonged, inside a cage, locked and trapped, but not to be forgotten.


“You are killing us with this damn bureaucracy, Nem’ro!”, her lips blustered, pressing the option button on her panel, agreeing with her own proposal. Tossing herself once more into the fray, Popara turned her gaze back at one of the slugs present, the one that dared not speak a word to all the matters raised by them. “Valturla! What of your affairs? You need to tell us where you are moving, and if so, why not Utapau? We could use someone of your size in there.”, the Queen gave it a moment, bending over her seat and reaching out for a cup of water, pouring it all inside the bottomless pit she called stomach.

“Now are we ready to move on? There is another matter to discuss since now we are a Republic... Blood was almost spilled among us, as it happened quite recently between my kajidic and that of Broka’s on a dump of a planet in the Unknown Region... Are we granting rights over entire regions? Such as Kossak suggested? Because if so, I want this in writing! The Core is mine, no matter what those idiots at the Alliance say! I will bury those cockroaches!”, leaning her head to the right, Popara cleaned her entire throat, filling her mouth with drool and unleashing it on the floor like a cannon’s discharge. “And most importantly, what are we to do with the Jedi? We can’t put bounties on their heads, and we can’t call the Mandalorians for help. Those traitors deserted! Flocking back to Mandalore, leaving our palaces, leaving our services, and building their throng. Now Mandos are either working the Confederados, or playing war with the Imperial Idiots, or building armies!”

Popara sat back in her place, slowly turning her gaze to face Kossak's neb. Those were serious matters regarding the existence of their business, that thing of theirs, so it would only be fair to see how cunning her opponents truly were, and if they had what it was necessary to rebuild their reputation and striking fear back at the hearts of their foes. Diverging her gaze back at the others, the Queen's mouth leaned downwards, in an attempt to show through her massive body what everyone could clearly see: she was not happy.


 
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Earning Your Black Sun Stripes: Star Wars X-Wing

T A G S |
O B J E C T I V E | Arm Dealing with the Family
T H E M E | Kayfoundo Naweea (Hungry Eyes)

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The Hutt Cartel...an ancient crime family that once controlled the criminal underworld was nothing but a shadow on the wall having been brought low by the Bryn'adul Monsters and the Hutt Space Consortium. Despite this they had survived for centuries and will survive once more under the leadership of the Ruling Council based on the Glorious Jewel or Nal Hutta in common plebeian tongue.

No major organization could survive without influence and the Cartel needed to regain theirs most swiftly, with a prime factor being the current Alliance-Enclave War which was threatening several systems and millions of people. As such arms were a key business in such a war and who better to
acquire alliance made armaments than the Family who dominated the Corusanti Underworld with a ruthless fist.

And as such the Supreme Despot of Kaddak, and Kajidii of the Jiramma Clan would travel to the Capital of the Galactic Alliance, Coruscant to attend a brief meeting with Caporegime Solus, who the Hutt was told had the ear of Ivory Stroud. The Family had a certain reputation and caution would need to be taken with them during the arms sale, the usual tactics of threatening them with extinction would be disadvantageous.

Grangga clenched chubby greasy bejeweled fingers into a fist as the Jiramma Entourage moved through the streets of the undercity towards the Star Lounge which was likely to be as treacherous as boxing with a wookiee. It was a power move designed to indicate that the Hutt was not afraid to enter into the home territory of a rival syndicate if it meant expanding his own powerbase as well.

Slapping the Twi'lek Girl Servant forward onto the ground with a shove to
announce their arrival as they had finally arrived at the Headquarters of the Syndicate.

"Ye..Ye..Yes..Master..
Announcing the Eminence of Kaddak and Hutt Ruling Councilor..Grangga Jiramma Juuru." a voice weak and frail; with dead looking eyes clearly having gone through enough under the ruthless tyrant. The corner of the Hutts lip would twist itself into a bitter frown at the lax introduction.



 
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D I R E C T O R
EMPIRE OF THE LOST
LORD OF THE TRADE FEDERATION

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It was with no lack of weight to the call that he approved the initiation of the Winter Contingency, an uncharacteristic relent taken by the Emperor who had ever carried the mantra of enduring the greatest suffering and powering through the most trying battles. But even then, he had to know what needed to be done. What he didn't anticipate however was the abject failure, the blunder of the Empire's inability to evacuate its troopers, its people from a world damned to the hellish jaws of the Maw of Chaos.

To blame a single man would be a fool's errand, it was an entire system at fault, from the top down. He was the only person to hold accountable. Never the less- he wanted to know more. What steps could've been taken to prevent such a catastrophe. Or at the very least, better prepare the Empire for the dark days to come. Even Rurik knew now, this would be hardly the last trial he'd face in this war. The Empire's strategic situation in the grounds of military, economic and political matters withered day by day. They were nearing their Gotterdammerung, the twilight.

If drastic measures weren't taken now.

He sat at the head of the table, donned in his Iron Skin ash e always was but somehow, a shadow of foreboding was cast beyond the metal visage. A weight of unease that perpetually sat upon his shoulders casting through the placid-metal gaze.

Soon he would unveil the path forward, but before hand, he needed those around him to offer a shred of accountability, to establish some modicum of trust in their ability.

His attention immediately drifted over the armored trooper and the Lord General. The former carried the best knowledge of what occurred on Noris and the latter might hold the best solution of how to retaliate.

"Good of you all to arrive here on short notice...but it is known that desperate circumstances call for desperate measures. Immediately, I must call to attention the 'Winter Contingency'...what was supposed to be an emergency mass evacuation of Chiss Remnants and Imperial Military assets in the region...evaporated and now, we have sacrificed a legion. The 117th and their valor on Noris will not die twice, not by my will. However, my will, my authority spans less and less over this bickering state with each passing day. So too...do our enemies mount at the gates." Rurik remarks before he stands himself up.

"Lord General. How long do you project...we can continue fighting a war this way? Letting world after world turn to glass by the apocalyptic engines of the Maw..." Rurik asks before speaking up again.

"A decisive retaliation is our only viable course forward...but I fear we may be far too over extended. We near two decades of uninterrupted total war in our state...and I fear if we do not put an end to it quickly, we shall not live long enough to sustain our efforts to bare witness to our final victory." The Emperor iterates.


 
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D I R E C T O R
EMPIRE OF THE LOST
LORD OF THE TRADE FEDERATION
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Imperial Spectres. Stewards of order within the Empire. Secretive, known only by their monikers, their real names reserved only to the knowledge of the Imperator (or in Avenger's case - and a thieving cat), they maintained the foundations of the New Imperial Order while the troopers waged the war across the borders. With the Third Imperial Civil War now left behind, the Spectres have become the troopers to wage the war at home.

Aboard his stealth deep recon frigate, standing with a barely more tensed posture than usual, Avenger's form projected itself across the holo to the Imperial Assembly on Ravelin. Debilitating exhaustion remained masterfully covered with only the slight slump of his shoulders betraying the tip of the iceberg.

"The transmission can't be maintained for too long without risking detection so I will be very brief." stated Avenger, an undertone of fury simmering in his usually composed voice. He'd be at the forefront of warnings regarding the state of the New Imperial Order within. Implicitly supportive of the decentralization of power, but vocal in his protests against those either suspicious or clearly too ambitious for anyone's good but their own; be it Grand Admiral of Prefsbelt Command, the late commissioner of COMPNOR and the most secretive of them all - of Carlac.

Late, he partially blamed himself for the current situation on Carlac. A thousand and one scenarios fired up in his mind in a repetitive cycle of how he could've prevented this sedition rattling the foundations of the Empire.

Too late now.

"The capital Asoport, Srares, Deles - the three prime population centers on Carlac." three separate frames of the locations manifested from his holoprojection, "Halketh has fully mobilized the population for war. Their readiness looks to be high indicating long preparations..." which for one reason or another had been ignored, "...but intel's tricky on manpower. We can fully assume any provided census from Carlac has been a sham."

"The raised militia is bolstered by the Carlaci Corps and the so-called Perished, the army of the dead. These all pale in comparison to the fact that a military incursion will have to face all these units at their home turf. The extremely cold nature of Carlac will prove a massive obstacle to tackle, deploying veterans from Helgard might be necessary to offset the acclimatization factor." he explained as various different infographs of the planet's climate materialized.

"Deles, an outback haven, is mostly surrounded by flatlands allowing for easier armored and aerial operations but Asoport and Srares are both located on uneven ground, either nestled within a mountain range or surrounded by mountains and steep grounds." a pause, followed by Avenger's eyes beneath the dark helmet narrowing into a frown, "A fast resolution through conflict may not be possible, so seizing Carlac's oil and gas refinery - Nova Vox - may be crucial to maintaining a longer operation and starving opfor from a key resource and then--" all other holoprojections dissipated to reveal a large fortress rotating around its axis.

"--The Crown of Ice. The head of the snake himself. We've had plenty of experiences besieging various fortresses through the War, but while the Crown is no Fortress Imperator, its location provides it with natural defenses against numerous conventional sieging operations."

"...which is not the worst. Halketh's a powerful Force User, power enough to raise and maintain legions of the dead. Those who were on Serenno and Bastion may recall the vast numbers he flooded the Sith ranks with. It's safe to assume these are not the only tricks up his sleeve...and a bold action such as sedition against the whole Empire further proves that point." the image of the Crown of Ice vanished, leaving only Avenger's figure standing. "Agents from mil intel and COMPNOR have already been procured to the surface to find out more..." his words trailed off, hesitating on whether introducing his key contact of intel to the Assembly before taking the decision reluctantly, "...for which has played a key part in."
 
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Treasure Planet Alien Jungle


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

High Thane Lord Ungrum ruled for many years before finally passing away from the old age of 650 years old. Ungrum had three sons, Balioven, Grugar, and Ungrum the II. Each of these sons declared themselves the High Thane Lord and they eventually split the Clan Ironblood in three. Lord Balioven took his clan west and merged with one of the three clans that arrived, Clan Forger. Lord Grugar took his clan to the east and merged with the last of the three clans that had arrived, Clan Bofar.

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

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

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

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

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

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

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

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

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

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

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

RECHARGING THE VOID
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GALIDRAANI STRIKE-FLEET CERES
FLAGSHIP:
EPITAPH II
TIE/VX Vanguard x7 Squadrons
TIE/DF Drone x10 Squandrons
STAR DESTROYERS:
Praefect-class x2
TIE/HF Slasher x5 Squadrons
TIE/INx Interceptor x7 Squadrons
TXS Excursor x4 Squadrons
CRUISERS:
Inceptus-class x2
TIE/HF Slasher x9 Squadrons
TIE/INx Interceptor x6 Squadrons
TIE/HB Bruiser x3 Squadrons
Shieldship II x2
TXS Excursor x2 Squadrons
FRIGATES:
Tirailleur-class x4
Vanto-class x2
TIE/VX Vanguard x7 Squadrons
TIE/HB Bruiser x4 Squadrons
TXS Excursor x1 Squadrons
CORVETTES:
Vandal-class x6
Durasteel structures tore their way out of hyperspace. The Epitaph II appeared first, followed by smaller, surrounding ships arriving in a steady wave. Deflector shields plowed through the debris field, sending the deceased remnants of the previous wave scattering into a frenzy. Shieldships took point, plowing through the floating graveyard, clearing a path behind them for Cere's approach to Vjun.

All Vandal-class ships advanced to tuck themselves behind the frontal dome of the shieldships. Three corvettes to a cruiser. Behind each flock of Vanadals followed a Tirailleur. The remaining ships maintained a tight formation within the cleared corridor behind the point cruisers. Taking advantage of perspective, all smaller ships clung close to the Epitaph II like marine remora, keeping themselves hidden from the blockade ahead.

It was quiet on the bridge of the Epitaph II. With the exile of the former Grand Vizier, Eskel was the newly appointed commander of the infamous vessel. With him, came his Galidraani kinsman. Nepotism was abused under the guise of necessity, turning the once-proud Bastion-breaking vessel into a Galidraani symbol of might. Only half of the current bridge crew had belonged to the original staff that had carved a swath through the Braxant five years ago. It went without saying that the senior officers were less than pleased. Duty, for better or worse, kept their grievances in line.

<"Protector Treicolt, this is Admiral Ravenot,"> Eskel addressed over the commsystem into the hangar. <"You're clear to deploy. I doubt our flight is going to be this quiet for much longer."> The Sith were many things, but in the theater of war, they were far from fools. Eskel would be surprised to find his approach entirely uncontested as shieldships closed in. One could still hope, though. Hope that the Sith did something stupid enough to make this an easy engagement. Realistically, hope wasn't going to liberate Vjun, nor was it going to do them any favors against the Sith. No use holding out for a lucky break.

Eskel stepped toward the center of the bridge, surveying the projection of Vjun and the enemy ships near it. "Maintain formation for as long as possible," he ordered. "We'll commence the next stage of the battle plan only after the Sith engage." Bridge officers acknowledged and relayed orders across the fleet. Eskel's toes tapped restlessly against the polished steel floors. Pre-battle nerves were beginning to become agitated. If you asked anyone who knew him, they'd tell you Eskel was a hard man. Hard or not, anticipating the possibility of your own death never sat well.

"-And if they don't engage us, Admiral?"

"Then we've won the lottery, Ensign."


ALLIES:
ENEMIES:
 
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Olghee Hobhuraoria

AliasThe Horrendous Spider
HomeworldSecundus Ando
AgeLong-Lived
SpeciesHarch
GenderMale
ForceNo
Height6'2"
Weight188 Ibs
FactionThe Dark Empire
Sub-FactionGroturian-gan Creation Nest
RankDynast
EquipmentData Googles
Borg Construct AJ-5E6
Various Datapads


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Olghee Hobhuraoria was born on the Harch Homeworld of Secundus Ando, known for its challenging and warlike environment. Even from a young age, it was evident that Olghee possessed a remarkable talent for engineering. The harch species, renowned for their natural inclination towards technology and problem-solving, had always been admired for their technical expertise, and Olghee was no exception.During his early years, Olghee displayed an insatiable curiosity for unraveling the intricacies of machines and droids. Recognizing his exceptional abilities, his parents, who belonged to the upper echelons of society, wholeheartedly supported his endeavors and provided him with ample access to a diverse range of technological resources. As Olghee matured, he delved deeper into the study of advanced engineering principles, swiftly mastering complex systems that would have posed significant challenges to most other engineers.

Olghee decided to depart from his native planet to explore different professional paths. He was irresistibly attracted to the vibrant industrial areas of Coruscant, the Galactic Capital, where the need for proficient engineers ensured a steady job market. Amidst the towering skyscrapers and ceaseless flow of speeders, he discovered countless prospects to utilize his skills in diverse engineering endeavors, spanning from waste management to structural reinforcement. As word of his exceptional talent and inventive mindset spread, he became highly sought after by prestigious technological corporations across the galaxy.

In the midst of the tumultuous Chaos in the Core Era within the Chaos Timeline, the exceptional abilities of Olghee were acknowledged and harnessed for the creation of sophisticated starship blueprints. Although his involvement in the different military campaigns was relatively minor, it proved to be significant enough, as he played a pivotal role in the advancement of state-of-the-art sub-systems and navigational apparatus. Throughout the galaxy, he traversed from one faction to another, aligning himself with their rise and fall, until finally emerging from seclusion in 900 Aby to lend his support to the Dark Empire, the Successor State succeeding the Brotherhood of the Maw.


PRACTICAL SKILLS

Underworld Trading

Underworld
Trading
Treasure Hunting

Galactic
Commerce
Treasure Hunting

Archaeology
Underworld Trading

Bioanalysis
Underworld Trading

Scavenging
Underworld Trading

Cybernetics

POWERBASE

 
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Director-General Rulonom Laborr, 57
Sexual Orientation: Heterosexual

  • Music:Federation March
    Birth/Current NameRulonom Laborr
    Alias(es)Director-General of the Trade Federation
    Lord of Industry
    Most Corrupt Man
    Class(es)Alliance Senator | Formerly |
    Business' Executive | Current |
    Imperial Industrialist | Current |
    BirthplaceSkako
    SexMale
    Height6'2
    Weight200 Ibs
    AgeMiddle Age | 57
    PersonalityGreedy | Profit Driven | Big Ego
    Faction(s)The Galactic Alliance | Formerly |
    The Trade Federation | Current |
    The Empire of the Lost | Current |
    SkinGreen
    SpeciesSkakoan
    Language(s)Skakoan Language (Native)
    Galactic Basic (Native)
    High Galactic(Fluent)
    Huttese(Fluent)
    Trade Languages (Fluent)
    Force Sensitive No
    Character AlignmentNeutral Evil
    Titles
    • Grand Duke of Skako
    • Former Senator of Skako
    • Former Senator for the Trade Federation
    • Administrator of Skako Minor
    • Chair of the Industrial Initiative
    • Director of Borealis Terminal
    • Grand Pensionary of Grenonine III
    • Director-General of the Trade Federation

  • FAMILY
    • Wat Tambor III | Father | (Deceased)

    FRIENDLY

    UNFRIENDLY

    OTHER


  • BIOGRAPHY

    Chapter I :
    Era of the ALLIANCE

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    COMING SOON

    Chapter II :
    Era of the TITAIN


    tf-site-header.png

    COMING SOON



  • APPAREL
    ARMOUR
    • TBD - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
    WEAPONRY
    GEAR
    • TBD - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
    PROPERTY

  • ABILITIES

    • Brilliant Investor
      • As a mogul of the galactic businessworld. Laborr keeps an ever watchful eye on galactic trends in order to invest his credits carefully and avoid putting all his eggs in one basket.
    • Unpredictable
      • Since there are just as many friends within the galaxy as there are enemies. Laborr switches up his tactics on the daily as to not become predictable to his opponents within the senate.
    • Pressure Suit
      • Like all members of his species, Laborr is bound to his armor pressure suit in order to stay alive. A single puncture to it could kill him due to the oxygen atmosphere.
    • Swayed by Profit
      • Laborr's actions can be boiled down to a simple profit over everything mentality. Those who can exploit this thinking can sway him into supporting proposals that otherwise would be harmful to his business.

    GENERAL THREADS
    BLOGS





 
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The heavy round ejected from the tank barrel had not yet reached its intended target but it was closing in rather fast due to the downward trajectory with just enough time available for the Anointed to begin prepping to fire another round downrange in an attempt to split up the opposition by making them take cover from the heavy blasts, dealing with multiple jedi was going to be a problem even for the greatest of bounty hunters and so the best method was to divide and conquer.

A fast moving object launched by was spotted speeding towards the WLO-5 Speeder Tank; sliding past Karkosuchus before he had time to make the object out, as a slicing sound was heard coming from behind. A sharp glance towards the engine alerted him to the fact that the object was sharp enough to cut through the engine's outer layer leaving quite the gap in between the main fuselage and the connection couplets, before flying back down the street towards its owner.

"Boss, we've lost a great deal of power to our engine. We will not survive another direct hit." Came the panicked voice of the pirate co-captain down below in the main tank section. There was a snarl from the maw of the crocodilian, as the tank was supposed to be their trump card in the fight against the New Jedi Order. It was going to be much more difficult from here on out.

To make matters worse for the anointed a speeding speeder truck piloted by smashed into the side of the tank causing it to slide into a nearby building; as clawed fingers dug into the metal hatch for stability, as the structure began to collapse on top of the tank and its two person crew.

Not one to die before gaining more notoriety in the bounty hunting scene, Karkosuchus swung his tail weapon into the wooden beams with some force leaving just enough of an opening for him to crawl out of the building relatively unharmed save for a few cuts and bruises along the forearm.

Withdrawing his main weapon from its holster, a Stouker Concussion Rifle.

"The time for playing games are over...Jedis...I will bring you in dead or alive."
 
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BURNING COMMERCE
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FEDERATION MERCHANT FLEET
FLAGSHIP:
COMPOUND INTEREST II

Vulture Class Droid Starfighter x20 Squadrons
Droid Tri-Fighter x4 Squadrons
STAR DESTROYERS:
Lucrehulk Class Cargo Freighter x2
It was supposed to be another routine business discussion with the guild representatives of the World of Vandelehlm, nestled close to the borders of the Galactic Alliance and supposedly free of pirates and other vagabonds that prayed on shipping lanes nearby.

The neutral planet certainly had wealth such as rich ore deposits, titanic shipyards and serving as a trading center along the Rimma Trade Route. Rumors leaking from the Office of the Chancellor indicated that a group of politicians and monarchs were asking for membership into the Alliance, and if such rumors were correct then it was a perfect time to wrestle control over the resources before alliance regulations kicked in.

So it was during this brief loophole, that the Trade Federation of Planets had sent a small task force to the world in an attempt to intimidate them into submission, sending the Minister for the Federation Herwig Grimminger to oversee the exchange personally in order to report back to the Director-General who was busy entering discussions with the Sith Order on Eliad regarding the Sith-Imperial Banking Clan and extensions of economic lifelines to keep them afloat given their infighting tendencies.


On the bridge of the Tambor-Pattern Lucrehulk Class Battleship "The Compound Interest II" there was a soft glance behind round tinted sunglasses as they moved from one area to another, scanning the hyperspace spirals. Herwig had only recently been chosen to be the Federation's Representative in the circus that was the Senate, and there was a distinct lack of political power that he actually held unlike his predecessor Rulonom Laborr. This assignment was supposed to give him some more clout, but it would seem that the powers that be would disrupt this idealism.

"What is going'on, OM-11." Came the voice of the Neimoidian Captain to the head of bridge operations as the ship began to buckle and be pulled from hyperspace by the presence of interdiction class vessels in orbit around the planet. "We appear to be caught in an interdiction sphere, Sir. Trying to triangulate coordinates as mass objects can be seen on the monitors." The response came a while later, which alarmed the Alliance Senator for a brief moment of time. It was unusual for the Alliance to test interdiction technology outside their borders, strange indeed....

The small task force would emerge from hyperspace, as merchant ships of all types and sizes were also seen as they had been pulled as well. The Flagship would crawl to a halt as the other Lucrehulk Class Bulk Freighters came to as well,
surrounded by other merchant vessels pulled. "It seems we have entered unfriendly territory, Captain. Shut down any non vital systems as to hide our presence...We can ill afford for our cargo to be assaulted by vagabonds and pirates of all people." Herwig had known that no pirates had access to this kind of technology, only one of the major powers and it was likely suspect that came into view...the Mandalorian Enclave.
 
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T A G S |
O B J E C T I V E | Arm Dealing with the Family
T H E M E | Old Republic | Cut the Phobium

As Sodd-Soll peered down at the holographic table, the words escaped from behind his masked helmet, "It appears that the Sith Empire has arrived to dismantle the impenetrable fortress of criminality." The map of the Slave Processing Facility unfolded before him, revealing every intricate corridor and sub-corridor of the hidden underground compound.
The makeshift Command Center consisted of just a handful of chairs and holo-terminals, casting a dim glow in the room. Nonstop data was being captured and transmitted across the expansive facility, entrusting the defensive coordination solely to the Alor of Clan Ha'rangir.
Sodd-Soll, the potential purchaser had arrived at this place solely to consider buying the slaves within. Despite being part of the Mandalorian Enclave, there were no moral qualms involved in such an act.
The panic within the Facility was palpable, even though the most formidable henchman present paled in comparison to the Dark Side's legions. These legions had relentlessly battled the Jedi Knights of the Galactic Alliance in numerous campaigns.
There was something admirable about individuals who were willing to sacrifice their lives in service of the Hutt Cartel, whether it was for the promise of rewards or to improve their lives in a harsh galaxy.
They would be sacrificed in the flames, following a defensive strategy that demanded throwing as many bodies as possible at the enemy until they succumbed under the weight of the fallen.
"Prevent the Sith Empire from establishing a forward command post near the landing platforms, seal the main passages that lead down into the depths."
The Commander's voice echoed through the Command Room, urgently instructing his staff to take action. Their mission: to halt the Sith Empire's plans of establishing a forward command post near the landing platforms. With determination, they swiftly initiated the closure of the blast doors, obstructing the path that led down into the depths.
Despite the challenges posed by their outdated equipment, the staff worked tirelessly, knowing that the fate of the garrison relied on their swift and decisive actions. As the Sith Forces continued their rampage, a glimmer of hope emerged as a regiment of Hutt War Droids joined the fight, reinforcing their efforts to protect the landing platforms.


 
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Holo-call - Non-Image Version:


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Meii-Nu Suu

Theme
Full Name
Meii-Nu Ju Suu
Alias(es)
Financier of the Mid Rim
Title(s)
Councilwoman
Class(es)
Executive | Financier | Banker
Origin
Age
55 Years Old
Rank(s)
Faction(s)
Dark Empire
Imperial Economic Council
InterGalactic Bank
Species
Language(s)
Gender
Female
Force Sensitive
Not Force Sensitive
Character Alignment
Lawful Evil
Height
120 cm [4'0"]
Weight
38 kg [85 Ibs]
Hair
Hairless
Eyes
Black
Playby
Template Credit
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  • Meii-Nu Suu, a Gossam Financier & Banker, holds the position of Chief Auditor at the InterGalactic Bank, previously a subsidiary of the InterGalactic Banking Clan.

    She is now part of the Dark Empire, contributing as a key member of the newly formed Imperial Economic Council, consisting of entities dedicated to the dark forces in the galaxy.

    She like many others merely see the Dark Empire as something of an untapped market not restricted by the rules and regulations of the Galactic Alliance or the Sith Empire.



  • HISTORY
    EBF03A3B-B171-4FD4-88E1-4E3567B7E9FD.jpg

    Born on the World of Castell - Meii-Nu Suu was a Gossam with a keen eye for business. From a young age, she displayed a natural talent for numbers and a shrewd understanding of galactic economics. After studying at the prestigious Coruscant Banking Academy, Suu quickly rose through the ranks of the InterGalactic Banking Clan.

    Known for her impeccable negotiation skills and unwavering professionalism, Suu became one of the most sought-after bankers in the Mid Rim Territories. Her ability to navigate complex financial transactions and
    anticipate market trends earned her a reputation as a trusted advisor among both the Sith Empire and the New Imperial Order during their open rebellion.

    Despite the chaos of the conflict, Suu remained neutral, focusing on expanding her influence and wealth across the galaxy with the assistance from the Trade Federation of Planets. Her strategic investments in emerging markets and resource-rich planets cemented her status as a financial powerhouse in the banking sector.

    After the fall of the Sith Empire and the rise of the New Imperial Order, Suu adapted to the new political landscape, leveraging her connections to ensure the survival of her banking operations. While many other financial
    institutions faltered or were absorbed into the Imperial Monopoly, Suu foresight and adaptability allowed her to thrive expanding her influence even further.

    Throughout her long career in the banking sector, Suu remained a symbol of wealth and luxury before eventually being given the position of Chief Auditor of the InterGalactic Bank and aligning herself with the remnants of the Maw and the Empire to obtain further profitable growth.


  • PERSONALITY

    Despotism Justifies the Means

    STRENGTHS & WEAKNESSES

    Shrewd Operator > Just like her fellow species members, Meii-Nu excels in various business operations and is always seeking opportunities to enhance her wealth and outsmart her rivals.

    The Black Book > Meii-Nu has an extensive network, with ties to various corporations and planetary governments, ensuring she can access whatever she needs whenever she needs it.


    Business, Not War > Despite her background as a banker and financier, she lacks any experience in warfare or combat training.

    Forward Progress > As a person heavily involved in the Corporate World, she is more focused on improving her own profit
    margins than being held back by ethical or morale concerns.


  • DARK EMPIRE

    Name
    Description
    Character name/tagRelationship description
    Character name/tagRelationship description
    Character name/tagRelationship description
    Character name/tagRelationship description

    FAMILY

    Name
    Description
    Character name/tagRelationship description
    Character name/tagRelationship description
    Character name/tagRelationship description
    Character name/tagRelationship description

    OTHER CONNECTIONS

    Name
    Description
    Rulonom Laborr Rulonom Laborr Director - Trade Federation
    Lodd Grimmin Lodd Grimmin Senator - Galactic Alliance
    Character name/tagRelationship description
    Character name/tagRelationship description

  • NOTABLE SKILLS
    swtor-underworld-trading-skill.png
    UNDERWORLD TRADING
    swtor-treasure-hunting-skill.png
    GALACTIC COMMERCE
    latest.png
    CYBERNETIC INDUSTRY
    latest.png
    DROID MANUFACTERING
    latest.png
    CHEMICALS
    *Ability Icons can be found here

    SKILL PROFILE / OTHER SKILLS & ABILITIES

    You could provide further information on the above notable skills, and/or speak of other skills and abilities, here. Or just get rid of this section of the tab and leave it at Notable Skills. Your choice.


  • INVENTORY



  • STORY ARCS

    INDEX
    - TBD
    - TBD
    Please do not move the anchors, they're where they need to be.

    See the 'Story Arcs' tab on this bio to see this thread tracking format in action. A simpler format can be seen on the 'Story Arcs' tab of this other bio. Or you can do something else of your choosing.

    ARC TITLE HERE
    Summary Here​
    Thread Title & Link [INCOMPLETE/COMPLETE/ONGOING] - Thread description

    CLICK TO RETURN TO INDEX


    ARC TITLE HERE
    Summary Here
    Thread Title & Link [INCOMPLETE/COMPLETE/ONGOING] - Thread description



 
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OVERVIEW​
NameLeviticus Dol Amroth
Age GroupAdult
PositionSenator of Had Abbadon
Lord Marquis of House Dol Amroth
HomeworldHad Abbadon
BIOLOGY​
SexMale
SpeciesHuman
Force SensitiveNo
EyesBlue Eyes
Height6'0 feet tall
Weight176 Pounds
BuildMuscular
Distinguishing FeaturesLarge Blue Cape
Silver Armor
Ornamental Helmet
Red Sash


  • Image


    LEVICTICUS DOL AMROTH
    SENATOR OF HAD ABBADON
    LORD MARQUIS OF HOUSE DOL AMROTH

    "The planet of Had Abbadon will stand alone if it must to protect its interest" - Levicticus Dol Amroth

    "The Senator isn't a bad man perse, just very close-minded. Once he sets his opinion on something it is almost impossible for him to change it" - Redgra Dunar, Senatorial Aide to Senator Dol Amroth.


    History:


    Leviticus Dol Amroth was born during the formulation of the Galactic Federation Triumvirate. Born to Caesar Dol Amroth and Catherina De Clare within the Family Estate on Had Abbadon. Although the family estate had been destroyed prior due to the Battle of Had Abbadon. Rebuilding the estate with the assistance from the local populace due to Caesar's popularity with the people. Being from House Dol Amroth gave him a rich upbringing with him being sent to schools on coruscant to learn his education. Growing up within the school with a few friends, although Leviticus didn't consider them friends and more as allies to be disposed off when they were no longer useful to him. Finishing his schooling at around 19, he would return to Had Abaddon to oversee the family estate while his father was off campaigning to become the Senator of Had Abbadon.
    His mother fell ill during this time, catching a rare disease which caused her lungs to start slowly dying. Leviticus was by her bedside when his mother finally died, while his father was still heartbroken to attend and went on his campaign. He buried her within an elaborate tomb on the estate's ground to always remind himself that fighting disease was important and that the galaxy should have more awareness of infections and plagues that can be spread. Leviticus would manage the family estate with peak effectiveness, investing the family's money into public work projects which made them have a good reputation with the local communities on Had Abbadon. His father had lost the election to become the Senator of Had Abbadon, becoming a drunkard due to this loss in morale and the death of his wife previously. Although the family business managed to stay intact due to Leviticus transferring ownership of the estate to himself to mitigate the reputation and monetary loss. His father was none too pleased, and attacked him with some chemicals that he had purchased from a scientist. Although the scientist tried to stop him, his father had murdered him and blamed it upon the local baker. Although the baker tried to plead innocence, the Dol Amroth name carried weight on the planet. Not to mention having the planetary police to back them up.
    Leviticus was burned, half of his face scared with deep wounds from the chemical burns. A fight within the bedroom would finally be ended when he grabbed a vibroweapon from a nearby shelf and impaled his own father with it. As his father slumped to the floor, Leviticus would look himself in the mirror to discover what happened to his face. Disfigured and afraid that it might ruin his reputation with the populace, he ordered for a ceremonial helm to be forged to cover his wounds. On that day would be the last that anyone saw his face for he had become a man within the helm. Leviticus didn't let this disfigurement stop him from running the estate. Burying his father within an ornate tomb next to his mother, he learned that day that losing political power was the worse thing to happen to a man. His brother in law by marriage to his sister, saw the opportunity to takeover the estate from the Dol Amroth Line. Knocking him out with help from the traitorous house guardsman. Locked away within a stasis tomb and buried deep within the family crypt. Leviticus would sleep unaware of the betrayal and slowly watching the house fortunes dwindle as his brother in law spent it on risky investments that proved dangerous. His sister tried to stop him from doing such actions but having signed away her rights to the family fortune by marrying him. She could do little legally to stop him from ruining the house.
    House Dol Amroth would carry on degrading as the years went on, Leviticus unaware of what had transpired. Their family estate was almost taken until his brother-in law's grandson took over the estate. Running it was hard on him and he only kept them afloat by paying back the massive debt that his grandfather had accumulated. The debt was far too large to simply pay back with credits and he had to take several jobs to even pay back a fraction of it. They also had to let go of the servants within the estate, including the house guardsman since they couldn't afford to pay them. Leaving the estate vulnerable to pirates and smugglers trying to make off with the expensive stuff within.
    The grandson would eventually have a son of his own, but later died from the stress of the jobs and trying to pay back the debt. His son would find old records of the betrayal decades earlier and venture inside the tombs until the discovery of the stasis chamber where Leviticus was being held. Freeing him and discovering after some confusion that time had passed considerably and the family fortune was gone. Enraged beyond belief by this betrayal, he grabbed his grandson's son and murdered him within those tombs. In his eyes the house of his brother-in-law needed to end as payment. Although after some time the nightmare of the boy crying out as he murdered him shook his will and he promptly buried him within the family crypt. Discovering that the planet of Had Abbadon was now apart of the Galactic Alliance, Leviticus made time to campaign to become the Senator and represent his people within the chamber.
    After winning the election, Leviticus made himself a reclusive within the chamber. Only coming to important sessions, voting and then withdrawing back to his Senatorial Palace. Many people had been left to wonder on his stance to important issues and he replied none. Distancing himself from the other senators and withdrawing back into his inner circle that represented the people of Had Abaddon and there needs. His Senatorial Aides would write stuff down while the sessions were taking place within the chamber. Although recently he has not shown up to the senate in a considerable while and many of the newer senators would not have even heard of him. Levitics has emerged from his Senatorial Palace in response to the ever growing threat of the Brotherhood of the Maw and the tensions with the New Imperial Order on the border.






  • STRENGTHS AND WEAKNESSES

    STRENGTHS
    Potent Psychic Energy [Projecting Raw Emotions to Disrupt Concentration]​
    Virtually Impenetrable Skin [Durable Enough to take Immense Amounts of Punishment]​
    Psychic Beacon [Potent Psychic Energy allowing him to take command of both Graug and Ologuren]​
    Hyper Intelligence [Smarter than the average graug, allowing him to formulate some form of strategy]​
    Ologuren Regrowth [The Ologuren Ability to regrow from microscopic spores]​

    WEAKNESSES
    Heavy Weaponry [While skin is durable, heavy weaponry can punch through it given enough time]​
    Blood-Lust [Overcome with indomitable rage, turning him into a battle enraged monster that is a threat to both friend and foe]​
    EMP [Since there are alot of cybernetics within him, EMP Weaponry is particularly effective]​
    Easily Outsmarted [Even having intelligence, he is unable to see complex traps that an opponent might lay out]​
    Two Headed [The Cybernetic Brain and Organic Brain Parts counter each other, leaving him with split personalities that fight for control]​

    POSSESSIONS

    ARMOR​
    WEAPONS​
    OTHER POSSESSIONS​

    FORCE POWERS [N/A]

    FORCE POWERS​

    TRAITS









    THREAD TRACKER




  • FACTION

    Name
    Description
    PlaceholderPlaceholder
    PlaceholderPlaceholder
    PlaceholderPlaceholder



    FAMILY

    Name
    Description
    PlaceholderPlaceholder
    PlaceholderPlaceholder
    PlaceholderPlaceholder
    PlaceholderPlaceholder



    OTHER

    Name
    Description
    PlaceholderPlaceholder
    PlaceholderPlaceholder










 
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T A G S
|

Within the dimly illuminated chamber of the Bulwark Mark V Battle Cruiser "The Attaton'', the Alor of Clan Ha'angir gazed silently beyond the watchful presence of the beskar helmet, deep in thought regarding the essence of the holographic message as it materialized through the projector.

" Salutations, Great Alor Ha'rangir. The Trade Federation is in need of the fighting skills possessed by your clan once more." The sound emanating from the opposite side would be quite recognizable to those within the Dark Empire's hierarchy, as the distinct accent identified this person as none other than Nute Griimda Nute Griimda from the Imperial Tribunal.

"It has been quite some time since the Trade Federation last engaged our services, Meii-Nu Suu." Sarrogg's cybernetics emitted a distinct whirring sound, the mechanisms beneath his skin ensuring he remained energized and filled with adrenaline for any upcoming conflicts.


He placed his armored hand on the throne adorned with krayt dragon motifs, each tooth and skin claimed by the honorable warriors underneath his direct authority. Despite having combated the ranks of the Sith Empire, they had refused to submit themselves to a self-proclaimed Mand'alor of the Protectors who had not proven his worth through the traditional trials of combat.

"Something rather important has come to our notice, the New Sith Order is actively seeking to obtain holocrons from an Alliance Vessel before they reach the border. We are tasking you with the mission of acquiring the holocrons from the Sith and safely delivering them into our possession." The Councilwoman commented, devoid of any trace of sentiment, that the Trade Federation possessed the potential to employ the holocrons as a bargaining tool with the Emperor, thereby augmenting their sway and authority within the Dark Empire.

"Clan Ha'rangir will take the mission, at our usual rate." The Alor provided quite clear instructions without allowing any room for debate or haggling over the fixed rate as the holotransmissions between them fell silent.

The Warlord moved from his personal quarters to the command center of the Bulwark Mark V in order to issue rather precise commands and coordinates to ensure the timely completion of the mission.

The Soft swirls of hyperspace would occur as the Attaton moved to the planet of Vortex


 
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