Nyxie
【夢狐】
The Crystalsong Commonwealth is a conglomerate of colonies, tribes, kingdoms and worlds from Crystalsong to Kurah Prime. From it are many peoples who follow many walks of life and harbor customs and traits of their own. However, every group makes up the whole that is the faction and each are as important as the other.
The Groups work much in the same way as a starting race or organization in an MMO or RPG would. One picks a background to start from and is given immediate access to a plethora of simple items and perks from the start.
**This is is no way forced!**
The Groups are an optional choice to spice up character story, bring new avenues of roleplay and introduce new members to the faction as a starting guide. There is also the option of being an unaligned member which also has its own small perks.
Please note that these gifts are for Player Characters only (not NPCs).
The United Colonies
The colonies of the Commonwealth consist of the Ryloth Colony, Corellian colony, Coruscanti colony and Mnencheiasurian colony, all located on the world of Crystalsong. These primarily consist of Humans, Twi'leks, Mnenchei and trace quantities of various human offshoots and subraces. The life of a colonist often involves hard work, changes and travel, but the beauty of a foreign new world unscathed by the gripping expanse of sentient kind can be just as rewarding. On Crystalsong, colonists have the greatest access to the most advanced technologies and often have the most freedom, but their relationship with the natives of Crystalsong remains scarce at best.
Starting Weapons:
Starting Ships:
The Crystalsong Nations
The nations of Crystalsong are as old as time itself. The true "rulers" of the humble lone world, they have persevered the test of time long before the arrival of the very first colonist. These nations mostly keep to themselves and consists of the Nioks, the Mankarii and the Ukli. These peoples are mostly peaceful and humble, often very preserving of the nature of their lands. They tend to avoid the colonies whenever possible as they view their expansionism as a possible threat to their peace and natural order.
Starting Weapons:
Starting Ships:
Perks:
The Warring Kingdoms
The warring kingdoms are the fighters and defenders of the Commonwealth's territories. By far the most violent and powerful of the Commonwealth's peoples, these kingdoms breed the strongest warriors of the lands. Among them are the Narran and the Larriks, though they are oft known to accept those proven in blood and glory. These kingdoms are both rich in history and in military heritage, thus making them a good starting ground for soldiers and commanders, though the occasional pirate or mercenary is not unheard of. Each species and nation has its own methods of governance, but all are related in the fact that they make part of the Commonwealth and of Crystalsong.
Starting Weapons:
Starting Ships:
Perks:
The Kurahi
It wasn't long before the Horde came to fade into obscurity, and Kurah Prime was all but lost to legend. Slowly but certainly, the planet's traffic began to dwindle into a standstill. The world was otherwise forgotten to all but the few immigrants and rogue traders who lived there and owned a vessel. However, the Ruferalahuín, without any advanced technological knowledge of their own, were forced to stay behind and embraced the land as their own. Very few Vong did stay, and those who did came to worship the Horde Pantheon almost exclusively. Over time, the imperialist ideals of the Horde and the beliefs of the Yuuzhan-Vong had all but faded from memory. The natural sacrificial nature of the Vong allowed a very altruistic society to be born. These few Vong tribals began calling themselves the Kurah Vong, in homage to the planet and its former overseer. The sacred palace Cuu'rha'tar still stands 'til today, a testament to their will.
Starting Weapons:
Starting Ships:
Perks:
The Ruferalahuin Tribes
The Ruferalahuín are very few and far between. Wherever they go, they are often regarded as angels, demons and even sometimes monsters, spawns and deities. Many are confused by their feral features yet others stricken with awe at their exotic beauty. This is particularly true with the named tribes. Because of the attention they command, Ruferalahuín often stick in groups or choose to lead solitary lives away from the prying eyes of others. A flamboyant few seldom parade around, proudly flaunting their features without fear of amorous attention or persecution. Tribes often stay connected, even after diverging across several planets. This sense of community and kinship keeps their perseverance strong among a galaxy that far outnumbers them.
Requirements: Must be Ruferalahuín
Starting Weapons:
Starting Ships:
Perks:
Free Agent
Work in progress
Starting Weapons:
The Groups work much in the same way as a starting race or organization in an MMO or RPG would. One picks a background to start from and is given immediate access to a plethora of simple items and perks from the start.
**This is is no way forced!**
The Groups are an optional choice to spice up character story, bring new avenues of roleplay and introduce new members to the faction as a starting guide. There is also the option of being an unaligned member which also has its own small perks.
Please note that these gifts are for Player Characters only (not NPCs).
The United Colonies
The colonies of the Commonwealth consist of the Ryloth Colony, Corellian colony, Coruscanti colony and Mnencheiasurian colony, all located on the world of Crystalsong. These primarily consist of Humans, Twi'leks, Mnenchei and trace quantities of various human offshoots and subraces. The life of a colonist often involves hard work, changes and travel, but the beauty of a foreign new world unscathed by the gripping expanse of sentient kind can be just as rewarding. On Crystalsong, colonists have the greatest access to the most advanced technologies and often have the most freedom, but their relationship with the natives of Crystalsong remains scarce at best.
Starting Weapons:
Starting Ships:
The Crystalsong Nations
The nations of Crystalsong are as old as time itself. The true "rulers" of the humble lone world, they have persevered the test of time long before the arrival of the very first colonist. These nations mostly keep to themselves and consists of the Nioks, the Mankarii and the Ukli. These peoples are mostly peaceful and humble, often very preserving of the nature of their lands. They tend to avoid the colonies whenever possible as they view their expansionism as a possible threat to their peace and natural order.
Starting Weapons:
Starting Ships:
Perks:
The Warring Kingdoms
The warring kingdoms are the fighters and defenders of the Commonwealth's territories. By far the most violent and powerful of the Commonwealth's peoples, these kingdoms breed the strongest warriors of the lands. Among them are the Narran and the Larriks, though they are oft known to accept those proven in blood and glory. These kingdoms are both rich in history and in military heritage, thus making them a good starting ground for soldiers and commanders, though the occasional pirate or mercenary is not unheard of. Each species and nation has its own methods of governance, but all are related in the fact that they make part of the Commonwealth and of Crystalsong.
Starting Weapons:
Starting Ships:
Perks:
The Kurahi
It wasn't long before the Horde came to fade into obscurity, and Kurah Prime was all but lost to legend. Slowly but certainly, the planet's traffic began to dwindle into a standstill. The world was otherwise forgotten to all but the few immigrants and rogue traders who lived there and owned a vessel. However, the Ruferalahuín, without any advanced technological knowledge of their own, were forced to stay behind and embraced the land as their own. Very few Vong did stay, and those who did came to worship the Horde Pantheon almost exclusively. Over time, the imperialist ideals of the Horde and the beliefs of the Yuuzhan-Vong had all but faded from memory. The natural sacrificial nature of the Vong allowed a very altruistic society to be born. These few Vong tribals began calling themselves the Kurah Vong, in homage to the planet and its former overseer. The sacred palace Cuu'rha'tar still stands 'til today, a testament to their will.
Starting Weapons:
Starting Ships:
Perks:
The Ruferalahuin Tribes
The Ruferalahuín are very few and far between. Wherever they go, they are often regarded as angels, demons and even sometimes monsters, spawns and deities. Many are confused by their feral features yet others stricken with awe at their exotic beauty. This is particularly true with the named tribes. Because of the attention they command, Ruferalahuín often stick in groups or choose to lead solitary lives away from the prying eyes of others. A flamboyant few seldom parade around, proudly flaunting their features without fear of amorous attention or persecution. Tribes often stay connected, even after diverging across several planets. This sense of community and kinship keeps their perseverance strong among a galaxy that far outnumbers them.
Requirements: Must be Ruferalahuín
Starting Weapons:
Starting Ships:
Perks:
Free Agent
Work in progress
Starting Weapons:
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