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[Mandragora] Magical Items etc.

Just gonna make use of this thread since this submission (and hopefully some others in the future) will be different then the usual ships/weapons things others are posting. You guys are welcome to use to thread with me if you'd like <3
 
Katrine's spellbook


oYcBjz.jpg
OUT OF CHARACTER INFORMATIONPRODUCTION INFORMATION
  • Name: Katrine’s Spell book
  • Manufacturer: Katrine Van-Derveld (with the help of Satara Hawk in initial creation)
  • Affiliation: Katrine Van-Derveld
  • Modularity: Yes. Additional pages can be sewed into the inside sewing and ultimately, if the cover and binding become too small, they can be replaced by bigger/thicker ones since the current cover page was sewed in over the inside binding.
  • Production: Unique
  • Material: Leather, paper, Zersium (in creation of the sun and moon on the cover)
TECHNICAL SPECIFICATIONS
  • Classification: Grimoire
  • Size: Hand-held
  • Length: 23 cm
  • Width: 17 cm (unopened)
  • Height: 4 cm (with the possibility of extension by adding papers)
  • Weight: 1,5 kg
CONTENTS
  • Spells
  • Force Powers
  • Sith magic
  • Snippets of Dathomirian, Singing Mountain Clan, Hawks & Van-Derveld history
  • Snippets on Mandragora and its pacts, mostly on Katrine’s pact Jart
  • Trials and Ceremonies
Strengths:
  • Source of knowledge: First purpose of the book is to document Katrine’s own knowledge of all things magical, powers and spells before anything else.
  • Galactic Basic: The book is almost entirely written in Galactic basic, allowing for an easy read. Exception to this are the spells used in their original Paecean form that do not offer a translation.
  • Blood imbued lock: Because Katrine has in the time of its original creation of the cover imbued it with her blood, it serves as a sort of lock which enables her own family to have easy access but would require those not of her blood to force entry to the book.
  • Easily influenced by magic or powers: The positive aspect of using magic or powers on the spell book is seen in being able to use either to bring the book forth (within visible distance) or to locate the necessary page, provided that it exists.
Weaknesses:
  • No index: The book doesn’t have any sort of interest so only someone who has knowledge of the book or has created it (Katrine) can easily maneuver through it and find what they need.
  • Usage of Paecean: Since some of the spells in Katrine’s knowledge are still Paecean based, there are a number of spells written with the primary language of the Dathomirian culture.
  • Just paper: While there is a blood imbued lock on the book, it doesn’t protect the book in any way. It can be destroyed as any book or papers, easiest way being by burning it.
  • Easily influenced by magic and powers: While in some regards, this could be seen as strength, in the same way, powers or spells could be used on it to either break the blood imbued lock or to destroy it.
PAGE EXAMPLES
  • Force “Blanket” I Spell – Altered title on the page as per Katrine’s own creation, with the words of the spell done in Paecean, with a drawing to the side, as to not darken the book too much. The symbol of the skull is meant to represent a dangerous spell even though in its initiate level, the spell itself cannot kill.
  • Companionship – A two entry page which explains the importance of companions to witches, as well as a common method of how that companionship with rancors is achieved since these animals are most typical for Witches to bond with.
DESCRIPTION

When Katrine began her studies as a Witch on Dathomir, she learned from the Book of Law and Book of Dathomir. In these books, she studies spells and important information about her clan and people. However, each of these books were filled with outdated information (updated with newer ones), kept in singular places under the guard of Clan Mothers and far too heavy to keep. So, she began to write down spells written in those books, primarily on scrolls in order to take them with her and practice. In time, the scrolls became too much and took to creating a book. Primary work on the spell book was done with the help of her great great grandmother Satara Hawk, the Singing Mountain Clan Mother, who taught her how to sew the pages together and assisted in making the primary cover the spell book now uses.

Currently written pages are of the spells and powers Katrine possesses, with additional entries of spells which she adjusts to being spoken in Galactic Basic rather than her native Paecean, expending the usage of Dathomirian magic. They also hold short entries on her Force Powers, with small descriptions on the purpose of the spell and how to use it since the purpose of the book has slightly changed from the original one but still heavily inspired by the Books she created these after: to create a modernized spell book of the youngest generation of Hawks, especially Van-Derveld Hawks and whatever generations may follow.

The book is also imbued by Katrine’s blood, allowing her initial property of the created book though this would easily enable anyone of her blood, especially those closes to her (her siblings and parents) to make use of it. While this doesn’t completely forbid others of reading the book, it would make opening harder and would require the use of forceful magic to break the lock of blood.
 
Since this is pretty much done, I'd love to get feedback since I'm an anti-talent on factory business. Very much open to suggestion on the metal used to create the sun and moon on the cover since I couldn't find a suitable one myself. Most of it on the wookie is used to create weapons or ships.

[member="Darth Metus"] [member="Tmoxin Temi"] [member="Lady Psyona"] [member="Srina Talon"]
 
pHowWP.jpg

OUT OF CHARACTER INFORMATION
  • Intent: To create a subspecies of Rancor present on Ryloth and to tie it in with the history of the the Force Order Mandragora on that planet.
  • Image Credit: Artstation (artist: Jim Beckley)
  • Canon: Rancor
  • Links: N/A
GENERAL INFORMATION
  • Name: Rylothi Rancor
  • Designation: Semi-Sentient
  • Homeworld: Ryloth (introduced species); Dathomir (native)
  • Language: Animalistic (growls, hisses) / can be communicated with through the appropriate power or spell
  • Average Lifespan: 50-60 years
  • Estimated Population: Planetary (subspecies), Scattered (generally)
  • Description: Rylothi Rancors stands at no less than 6 meters and no more than 10 meters in height once they're full grown, with their skin covered with scales and sharper edges. On the top of their head, a singular horn expends. For the most part, they could easily be compared to their cousins on Dathomir, Felucia, Lehon, and Carida but because they've spent centuries in the Nightlands of Ryloth, they've developed a unique trait that makes them stand apart - they glow. Particular parts of their body, including eyes, have a glow to them (colors either blue, white or purple) which have developed for them to see easier in the darkness they've grown up to. They're heavy, large and generally look intimidating to most.
PHYSICAL INFORMATION
  • Breathes: Type I
  • Average height of adults: 6-10 meters
  • Average length of adults: 1.700 kilograms (6-meter specimen)
  • Skin color: Light Gray, Dark Gray, Black; Scaly, glow (either blue, white or purple glow)
  • Hair color: None
  • Distinctions: Large arms, scales, large singular horn on top of head, glowing body parts
  • Races: N/A
Strengths:
-Height and weight (same as any rancor, they’re heavy and big, and their sheer presence can be intimidating)
-Very tough carapace (majority of this rancor's skin is extremely hard and inpregnable, capable of stopping a landspeeder or ramming it with its horn)
-Runners (when on all four, rancors are decent runners, able to make bigger steps due to their height)
-Protectors (rancors are fierce protectors of their own herds as well as Witches they are bonded to, and in many ways their families once their trust is earned)
Weaknesses:
-Slow and harder to hide (just as their height and weight are a strength, it’s also a weakness as it makes them slow then smaller species and harder to find in a more exposed setting.
-Glow (an adjustment to spending generations in the Nightlands, they’re easily spotted due to it in the darkness)
-Weak spots (though weak spots on the carapace are hard to find, they exist, such as obvious holes, mouth, eyes though a stranger will require a lot of courage to come close enough to a beast like this one or have incredible aim to make the shot)
-Night vision (living in the Nightlands for generations, Rylothi rancors have grown more accustomed to the darkness than the light; they may venture into the Brightlands, requiring time to adjust and not look directly into the light and because of the sensitivity, they're very susceptible to flashbangs)

CULTURE
  • Diet: Carnivore
  • Communication: Animalistic
  • Technology level: Non-existent
  • Religion/Beliefs: These rancors were once part of the Mandragora religion on Ryloth, where the first of them were brought in to serve a similar purpose as they do on Dathomir (companionship, friendship primarily) and those first Rancors were semi-aware of their importance but as the original religion had died out and grew silent for generations, these rancors have become astray and untrusting of their surroundings, making them dangerous to strangers when on their own.
  • General behavior: To the outside eyes, Rancors appear as brainless, dangerous monsters who are eager to kill but knowing this species gives a unique understanding of what they are. In a great many ways, they are the animalistic mirrors of the Witches. They bond together into herds, unwilling to trust outsiders, guard themselves and their young with their lives. It takes outsiders, whether rancors or other species, a long time to gain their trust and some wild rancors never allow this. They have a strong understanding of loyalty, of family (of blood or herd) and they have a deep respect for hierarchy. On top of any herd is the heard mother (or father), a singular strongest rancor which is expected to protect those around her or him, especially the weak members. Despite being animals, rancors don’t discard the weak unless those weak betray their own or attempt to harm another member of their herd.
Rancors raise their young to be strong, to be able to protect each and to be able to fight for themselves. At adulthood, any rancor can come to contest the position of their leader and if they are successful in this battle, they become the new herd mother or father. Generally, they remain faithful once finding their mates similar to Witches but they don’t bond with them as humans do. The right of bond is an act between a Witch and a rancor, one whose trust she (or he) has earned, preferably the hard way rather than using powers or magic. This sort of bond, once cemented through the use of a special ritual remains until the day a rancor or Witch dies.

They’re very protective of their territory and rarely will permit another herd to live beside them or join them if they’re unfamiliar to them, which is how they treat any other species well. Their trust must be earned by anyone in order to be around them. They hunt either for food or for retribution (if one of their own is harmed, they become enraged and won’t stop until vengeance has been inflicted).
Generally, rancors are diurnal, however, the Rylothi Rancors have spent generations living in the Nightlands of Ryloth which has resulted in them becoming more nocturnal and even causing changes in their biology (biological adjustment). Though they do venture into the daylight, they usually retreat back into the Nightlands, the permanent night giving them cover.
HISTORICAL INFORMATION
Originally, Rancors come from Dathomir which is an all too familiar tale. However, in the past, they have been introduced to a number of different planets throughout the galaxy. On Ryloth, it was the birth of Mandragora, that had brought on the necessity of these respected beings. Witches of Ryloth were formed from oppressed slaves, taught to use magic and to respect nature similar to the Witches of Dathomir. It remains unclear just how much influence did the Dathomirians have emerging Force Order in those old times but it was then that a small number of Rancors were immigrated to Ryloth where the young, recently freed slaves, began to understand magic and what they were capable of. Those first Rancors were members of herds, familiar with the Witches and in many ways had helped the young Witches of Ryloth to comprehend what they were capable of, bonding with the new species on the planet.

Eventually though, the Mandragora as an order would grow silent and the Rancors that had been brought from Dathomir, several generations now present on Ryloth grew to themselves, alone from their Witch families and friends. They retracted to the Nightlands of the planet, where the presence of the Order had been strongest then and lived among themselves, growing in numbers with each generation. They became more savage, more untrusting of the world around them. Old Rancors knew life with the Witches but not life on their own but they were forced to learn and adapt. More generations changed and they adapted to the setting they were in, the glow between their scales becoming their means of seeing through the darkness. They did all Rancors did themselves - built their herds, taught their young, hunted, killed whoever threatened them.

Away from the galactic conflict and any humanoids or aliens, they became excluded to any factors that troubled the rest of the galaxy, unaffected by the wars or the plague, unaware of it. They continued to grow in numbers, in some ways even altering the wildlife of Ryloth forever. Even as new life flew into Ryloth with the galaxy awakening, the Rancors were unaffected by it, living their lives away from it all.

It could be debated just how aware are Rancors are of magic, considering their ancient history with the Witches of Dathomir, and later on the history with the Mandragora on Ryloth, but in the recent months, they have become restless almost as if they knew that something is stirring around them though it could also be argued that the herds have grown big and unguided for centuries now, fighting for territory as they grow, requiring a restoration of order.
 
pHBIAf.png

OUT OF CHARACTER INFORMATION
  • Intent: To expand on the Lupine and Figaro Favoura VII lore and provide a unique uniform and armor for guards to the House Van-Derveld members.
  • Image Source: DazedDigital, Flickr, Pinterest, Tumblr (header by me with the sourced image, with effect images in spoiler)
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION

TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose
  • Weight: Average
  • Resistances:
    Kinetic: High
  • Elemental: High (cape only)
  • Blasters (And other plasma type weapons): High
  • Lightsabers: Average
  • EMP/ION: Average
  • Sonic: None

SPECIAL FEATURES
Strengths:
  • Kinetic and Blaster Resistance (originally, these armors were created solely for the protection against existing weapons, which was that of blades and blasters)
  • Elemental Resistance (the cape primarily holds an elemental resistance)
  • Average resistance to Lightsabers and Sonic attacks (the armor provides an average resistance to lightsabers thanks to the armorweave while the mask holds a sonic dampener to protect hearing)
Weaknesses:
  • No Elemental Resistance Without Cape (resistance to the weather is limited only to the cape)
  • Average resistance to Lightsabers (armorweave offers some resistance but it's limited at best so a full on strike would run through and repeated attacks would cut with ease)
  • Average Sonic Resistance (because the armor was originally created for Lupines, it came with a sonic dampening system due to their sensitive hearing, however, because it's )
  • No EMP/ION Resistance (nothing within the armor, cape or mask protects the wearer from EMP/ION attacks)
DESCRIPTION
There was once the Order of Ulf, a religious order that honored a singular Lupine god who is believed to have been called Ulf (though there aren’t many claims to back this up other than in the documents of the Order). Before the arrival of Humans, they were a religious order, with very few members known outside of it. Each House was aware of the order who would come to convey the messages of their singular god. All this is known better from the few remaining historical documents left behind the order. As the religion of the Lupines faded away, the Order began to decay, abandoning their positions without anyone knowing they were part of it. In time, all that would be left of them were abandoned temples, documents, ro, es and masks. Houses took them. It’s possible there were ones close to a hundred but with each of the old Houses taking them, eventually, less and less remained, decaying with time.

By the time humans had arrived at Figaro Favoura VII, the vast majority of the Houses had vanished due to madness and decay, losing the majority of those old religious markings. House Van-Derveld had taken possession of four, ensuring their survival.

The remaining Lupines had easily taken control of the Human populations, becoming their Feudal Lords. However, among those humans, they noted individuals that stood out for their strength, speed and a number of other characteristics and for this as well as their loyalty to their overlords, these individuals, all females, were awarded to hold the position of guards. The first Lord of the time had bestowed the coat and mask upon a woman who proved to be a very gifted warrior to stand alongside him and protect him, ordering the creation of the leather underarmor as well. When his children were born, he assigned one by one, three more and so four guards were appointed at any given time, masked and trained further to train. Though the meaning of the name didn’t matter, these individuals would continue to be called the Order of the Ulf, each of the guards loyal to their charge.

With Diego Van-Derveld leaving Figaro Favoura VII, the Order of Ulf had lost their purpose, the masks and armor returned back to their resting place, waiting for to be used again.

It would be Katrine who’d gone to the moon of her forefathers, investigating the massive Schwartzweld where she’d been plenty of times as a child. By chance, she would find the more secure areas of the building, recalling a story her Father had told her when she had first arrived about the Order, their protectors, taking the unused items for so long and bringing them to her Uncle, Darth Metus, well aware of what his company did. It was there than the pieces were inspected, repaired wherever there was damage and fitted with more modern technology such as the scanner and the comlink for the mask. The young Lupine had every intention of giving the armor purpose again.
 
pk6plX.png

OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION

TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose
  • Weight: Average
  • Resistances:
    Blasters: Very High
  • Kinetic: Average
  • Lightsabers: Average
  • Sonic: None
  • EMP/ION: Average
  • Elemental: High

SPECIAL FEATURES
  • Touch of Kiin’dray: existent in gloves and feet, the Kiin'dray leather is naturally attuned to the Touch of Kiin’dray
  • Very High resistance to blasters.
  • Spirit-imbued with the use of Spirit Ichor, which allows for high resistance to lightsabers
  • High Resistance to Elemental with the usage of the Environment underlay
Strengths:
  • Nightmother’s Protection: Primarily created to protect the highest-ranking member of the Mandragora in dangerous situations
  • Multiple Resistances: Because of the chosen materials and spirit-imbuement, the suit is able to withhold against a number of different attacks and keep the wearer warm in cold environments/cool down during overheating.
  • Handy: The pants and back of the suit are constructed to hold a few different light weapons such as blades.
Weaknesses:
  • Average Weight: Because of the combination of different materials, it isn’t the lightest suit to wear.
  • Leather: Majority of the suit is designed out of leather with underlying materials meant to protect special body parts (torso and back). As such, it can be cut with sharp knives, lightsabers, etc. (same applies to the Kiin’dray Leather in gloves and feet)
  • Ysalamir or Void Stone/Steal: Touch of Kiin’dray can be nullified by either of those two things.
DESCRIPTION
Upon Katrine’s ascension to Nightmother of the Mandragora, she became the highest-ranking member of the order and a toon for the Spirits. She’s their voice and vessel in the physical realm and as such, her life is of value to them first. Because of this very reasons, they ordered Katrine to seek guidance in creating an armor for herself to protect herself.

The first person Katrine would come in a situation like this is her Uncle Isley. As he himself is a capable creator and has his own company which deals in these affairs, he seemed like an obvious choice.

Guided by the spirits, she drew up a design of the suit, meant to both protect her and to instill an air of authority with her presence, masking even her face because she serves primarily as the voice of the three spirits of Mandragora. After this, it was her Uncle Isley who began working on her design and bringing it to life, ensuring it was both flexible and useful as much as it could be. The result was a completely black suit, most of which appears to be Spacer leather, enhanced from the inside to give her the protection she needs but also a functionality in adding small pockets to allow her to carry smaller weapons, like knives.

Finally, she'd gone to her source of ichor on Ryloth, where she'd run the suit under it, chanting alongside the spirits to lace it with traces of the spirit ichor to serve as an additional protection.
 
Spider_ship.jpg
OUT OF CHARACTER INFORMATION

Intent: to create a personal vessel for the Nightmother of the Mandragora, Katrine Van-Derveld

Image Source: www.memorydelta.wikia.com

Canon Link: N/A

Restricted Missions: N/A

Primary Source: N/A

PRODUCTION INFORMATION

Manufacturer: Aegis Corporation

Model: Nightmother Mark 1 "NM MK1

Affiliation: [member="Katrine Van-Derveld"]

Production: Unique

Material: Durasteel

TECHNICAL SPECIFICATIONS

Classification: Frigate

Length: 350m

Width: 350m

Height: 70m

Armament: Moderate
x20 Lightning Gun
x10 Anti missile Octet
x10 Mass Driver Cannon
x1 Fusion Cannon

Defenses: High
~ G-32 Evasive Armor Plating
~ Matrix Armor Plating
~ Particle Shields
~ Ray Shields
~ Chaff
~ Flares

Hangar: N/A

Maneuverability Rating: High

Speed Rating: High

Hyperdrive Class: Average
~ Class 2

STANDARD FEATURES
~ Shield Booster (2)
~ Life Support Systems
~ Backup Life Support System
~ Communication Array
~ Artificial Gravity Generators
~ Reactor
~ Reserve Fusion Tanks
~ Backup Reactor
~ Sensors
~ Targeting Systems


ADVANCED SYSTEMS
~ gravitic modulator
~ Photon absorbers
~ Thermal dissipators
~ TibannaX
~ Reflec
~ Stygium


Crew: 20

Infantry:
x20 Droidika
x10 Exemplar Battle Droid
x39 Infantry platoon (can change this for a different unit or PCs)


Strengths:
+ Invisible: the NM MK1 is capable of ovoiding detection while running their stealth mode. With 2 modes of stealth, benign (which utilizes the Reflec and TibannaX) and active Stealth Mode (which uses all aspects of stealth capabilities) the Nightmother has options for how stealthy she wishes to be
+ ‎Lightning: the versatility of the Lightning guns offer many attack options and targets. From shields to ships to beings (organic and mechanical) this is a frightening looking attack and very unorthodox
+ ‎Defense: from duplicate shielding to it's anti missile/starfighter weaponry, the NM MK1 is able to intercept a wide assortment of attacks
+ ‎Backups: with redundancies in power source, shielding, and troops the vessel is prepared for almost anything
+ ‎Home: the ship carries many of the self same amenities of home. While a starship, to most, isn't often considered home, the ship has everything needed for a comfortable stay


Weaknesses:
- Transition: while the vessel is capable of remaining undetectable, when the ship transitions from Stealth mode it takes nearly a minute to divert systems to normal operating procedures. Meaning that while the Stygium Crystals are engaged, weapon systems are offline.
- ‎Fusion: while there are other power reactors more feasible and with more output, the fusion reactor is capable of utilizing TibannaX which means instead of requiring separate main reactors it can use a single one. The draw back is that, although, the fusion reactor works quite well with it's versatility it sacrifices energy output which affects weapon systems, shield strength, and other diagnostics. Another side effect is slower cycle time for firing
- ‎Inertia: continuing with the previous power restrictions, when the ship is forced to exert maximum power to speed and maneuverability, sacrifices are made elsewhere. Inertial compensators are dialed back, life support systems become specified for levels 2-4, and the main offensive weapon is taken off line (which requires a minimum of thirty seconds to reboot)
- ‎Hangar: the ship is able to enter atmosphere and land. During the process of designing the ship the hangar was removed and no escape pods added. So if the ship is damaged beyond repair, not only will it float dead, but the occupants are completely at the mercy of their enemy
- ‎Spines: while a good idea in theory, and the fact that it adds a little something to the aesthetic quality of the vessel, the spires are weaknesses. With weapons and thrusters built into them, having one blown off it seared off will drastically effect the efficiency of the ship's maneuverability and defensive armaments

Description:

It was time. Muad Dib, Shaman of Doashim and owner of Aegis Corporation, had decided to create a flagship for the Nightmother of the Mandragora. One that was the embodiment of Strength, Cunning, and Stealth. So the plans began to be written up on the design and specs of the vessel that would be a naval symbol of the Mandragora and the Patron's choice to bear their power, Katrine Van-Derveld.

First came the design of the ship. A central hub with ten spires on either side. A terrifying visage. The ship would consist of five levels.

Level 1~ Droid complement and accessories, storage.
Level 2~ Nightmother personal suite. Including bedroom, refresher, small study w/ library, living room, dining nook off a small kitchenette, and a meditation room that can also double for a diminutive gym.
Level 3~ The command level. Bridge, engineering, weapon system controls, a small brig with a ysalmiri, a Captain's ready room, refreshers.
Level 4~ Crew quarters, guest quarters, dining hall, refreshers, kitchen, rec room, gym.
Level 5~ cargo bay, land speeder and swoop bike landing, ramp, armory.

With the inclusion of the twenty spires came opportunity to offer advantageous defensive and offensive placement giving a larger arc of fire. Rotating every other spire, each was given either the defensive anti missile or mass driver emplacement for defensive cover. At the end of each spire was placed the lightning cannon that could fire focused electrical discharges or a spread tendril like attack. This weapon could knock out incoming missiles, act as an ion weapon against enemy shields and tech, or even be used in a terrain following mode to shock enemy combatants.

At the center was placed the fusion cannon that also utilized the same energy output as the lightning guns. This was a focused, powerful beam capable of punching a hole through shields, frying electrical components in the beam's path, or even cause physical damage through it's plasma discharge.

Finally Muad wanted to add a little something that would make the ship even more unique. Wanting the vessel to be able to enter and exit systems unseen he began the stealth process. A fuel source for fewer emissions, tech that diminished any viable way to track it, Reflec for a basic negation, and lastly refined Stygium.

The end result was a fast ship that was capable of sneaking anywhere while also retaining the ability to not only defend itself but to deal an impressive amount of damage for it's weight class.
 
pkEz7c.jpg
OUT OF CHARACTER INFORMATION
  • Intent: to create a personal vessel for the Nightmother of the Mandragora, Katrine Van-Derveld
  • Image Source: MemoryDelta
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATIONTECHNICAL SPECIFICATIONS[*]Defenses: High[*]Hangar: N/A
[*]Maneuverability Rating: High
[*]Speed Rating: High
[*]Hyperdrive Class: Average ~ Class 2
[*]Crew: 20
[*]Infantry:STANDARD FEATURESADVANCED SYSTEMSStrengths:
(+) Invisible: The NM MK1 is capable of ovoiding detection while running their stealth mode. With 2 modes of stealth, benign (which utilizes the Reflec and TibannaX) and active Stealth Mode (which uses all aspects of stealth capabilities) the Nightmother has options for how stealthy she wishes to be
(+) Lightning: The versatility of the Lightning guns offer many attack options and targets. From shields to ships to beings (organic and mechanical) this is a frightening looking attack and very unorthodox
(+) ‎Defense: From duplicate shielding to it's anti missile/starfighter weaponry, the NM MK1 is able to intercept a wide assortment of attacks
(+) ‎Backups: With redundancies in power source, shielding, and troops the vessel is prepared for almost anything
(+) ‎Home: The ship carries many of the self same amenities of home. While a starship, to most, isn't often considered home, the ship has everything needed for a comfortable stay

Weaknesses:
(-) Transition: While the vessel is capable of remaining undetectable when the ship transitions from Stealth mode it takes nearly a minute to divert systems to normal operating procedures. Meaning that while the Stygium Crystals are engaged, weapon systems are offline.
(-) ‎Fusion: While there are other power reactors more feasible and with more output, the fusion reactor is capable of utilizing TibannaX which means instead of requiring separate main reactors it can use a single one. The drawback is that, although the fusion reactor works quite well with its versatility it sacrifices energy output which affects weapon systems, shield strength, and other diagnostics. Another side effect is slower cycle time for firing
(-) ‎Inertia: Continuing with the previous power restrictions when the ship is forced to exert maximum power to speed and maneuverability, sacrifices are made elsewhere. Inertial compensators are dialed back, life support systems become specified for levels 2-4, and the main offensive weapon is taken offline (which requires a minimum of thirty seconds to reboot)
(-) ‎Hangar: The ship is able to enter atmosphere and land. During the process of designing the ship the hangar was removed and no escape pods added. So if the ship is damaged beyond repair, not only will it float dead, but the occupants are completely at the mercy of their enemy
(-) ‎Spines: While a good idea in theory, and the fact that it adds a little something to the aesthetic quality of the vessel, the spires are weaknesses. With weapons and thrusters built into them, having one blown off it seared off will drastically affect the efficiency of the ship's maneuverability and defensive armaments

DESCRIPTION:
It was time. Muad Dib, Shaman of Doashim and owner of Aegis Corporation, had decided to create a flagship for the Nightmother of the Mandragora. One that was the embodiment of Strength, Cunning, and Stealth. So the plans began to be written upon the design and specs of the vessel that would be a naval symbol of the Mandragora and the Patron's choice to bear their power, Katrine Van-Derveld.

First came the design of the ship. A central hub with ten spires on either side. A terrifying visage. The ship would consist of five levels.

Level 1: Droid complement and accessories, storage.
Level 2: Nightmother personal suite. Including bedroom, refresher, small study w/ library, living room, dining nook off a small kitchenette, and a meditation room that can also double for a diminutive gym.
Level 3: The command level. Bridge, engineering, weapon system controls, a small brig with a ysalmiri, a Captain's ready room, refreshers.
Level 4: Crew quarters, guest quarters, dining hall, refreshers, kitchen, rec room, gym.
Level 5: Cargo Bay, land speeder and swoop bike landing, ramp, armory.

With the inclusion of the twenty spires came an opportunity to offer advantageous defensive and offensive placement giving a larger arc of fire. Rotating every other spire, each was given either the defensive anti-missile or mass driver emplacement for defensive cover. At the end of each spire was placed the lightning cannon that could fire focused electrical discharges or a spread tendril-like attack. This weapon could knock out incoming missiles, act as an ion weapon against enemy shields and tech, or even be used in a terrain following mode to shock enemy combatants.

At the center was placed the fusion cannon that also utilized the same energy output as the lightning guns. This was a focused, powerful beam capable of punching a hole through shields, frying electrical components in the beam's path, or even cause physical damage through its plasma discharge.

Finally, Muad wanted to add a little something that would make the ship even more unique. Wanting the vessel to be able to enter and exit systems unseen he began the stealth process. A fuel source for fewer emissions, tech that diminished any viable way to track it, Reflec for a basic negation, and lastly refined Stygium.

The end result was a fast ship that was capable of sneaking anywhere while also retaining the ability to not only defend itself but to deal an impressive amount of damage for its weight class.

Code:
[center][img=https://cdn.nickpic.host/images/pkEz7c.jpg][/center]
 
[color=#663399][b]OUT OF CHARACTER INFORMATION[/b][/color]
[LIST]
[*][b][color=#663399]I[/color][color=#fff5ee]ntent:[/color][/b] to create a personal vessel for the Nightmother of the Mandragora, Katrine Van-Derveld[/*]
[*][b][color=#663399]I[/color][color=#fff5ee]mage Source:[/color] [/b][url=http://www.memorydelta.wikia.com]MemoryDelta[/url][/*]
[*][b][color=#663399]C[/color][color=#fff5ee]anon Link:[/color] [/b]N/A[/*]
[*][b][color=#663399]R[/color][color=#fff5ee]estricted Missions:[/color] [/b]N/A[/*]
[*][b][color=#663399]P[/color][color=#fff5ee]rimary Source:[/color][/b] N/A[/*]
[/LIST]
[color=#663399][b]PRODUCTION INFORMATION[/b][/color]
[LIST]
[*][b][color=#663399]M[/color][color=#fff5ee]anufacturer:[/color][/b] [url=http://starwarsrp.net/topic/116322-the-aegis-corporation/?hl=%2Baegis+%2Bcorporation] Aegis Corporation [/url][/*]
[*][b][color=#663399]M[/color][color=#fff5ee]odel:[/color] [/b]Nightmother Mark 1 "NM MK1[/*]
[*][b][color=#663399]A[/color][color=#fff5ee]ffiliation:[/color][/b] [url=http://starwarsrp.net/topic/119651-katrine-van-derveld-hawk/]Katrine Van-Derveld[/url][/*]
[*][b][color=#663399]P[/color]roduction:[/b] [b][color=#ff8c00]Unique[/color][/b][/*]
[*][b][color=#663399]M[/color][color=#fff5ee]aterial:[/color][/b] Durasteel[/*]
[/LIST]
[color=#663399][b]TECHNICAL SPECIFICATIONS[/b][/color]
[LIST]
[*][b][color=#663399]C[/color][color=#fff5ee]lassification:[/color][/b] Frigate[/*]
[*][b][color=#663399]L[/color][color=#fff5ee]ength:[/color][/b][color=#fff5ee] [/color]350m[/*]
[*][b][color=#663399]W[/color][color=#fff5ee]idth:[/color][/b] 350m[/*]
[*][b][color=#663399]H[/color][color=#fff5ee]eight:[/color][/b][color=#fff5ee] [/color]70m[/*]
[*][b][color=#663399]A[/color][color=#fff5ee]rmament:[/color][/b][color=#fff5ee] [/color]Moderate
[LIST]
[*]x20 [url=http://starwars.wikia.com/wiki/Lightning_gun] Lightning Gun [/url][/*]
[*]x10 [url=http://starwars.wikia.com/wiki/Antimissile_octet] Anti missile Octet[/url][/*]
[*]x10 [url=http://starwars.wikia.com/wiki/All_purpose_mass_driver_cannon] Mass Driver Cannon [/url][/*]
[*]x1 [url=http://starwars.wikia.com/wiki/Fusion_Accelerator_Cannon] Fusion Cannon [/url][/*]
[/LIST]
[/*]
[*][b][color=#663399]D[/color][color=#fff5ee]e[/color][color=#fff5ee]fenses:[/color][/b] High
[LIST]
[*][url=http://starwars.wikia.com/wiki/G-32_evasive_armor_plating] G-32 Evasive Armor Plating [/url][/*]
[*][url=http://starwars.wikia.com/wiki/Matrix_armorLegends] Matrix Armor Plating [/url][/*]
[*][url=http://starwars.wikia.com/wiki/Particle_shield/Legends] Particle Shields [/url][/*]
[*][url=http://starwars.wikia.com/wiki/Ray_shield/Legends] Ray Shields [/url][/*]
[*][url=http://starwars.wikia.com/wiki/Chaff]Chaff[/url][/*]
[*][url=http://starwars.wikia.com/wiki/Flare/Legends]Flares [/url][/*]
[/LIST]
[/*]
[*][b][color=#663399]H[/color][color=#fff5ee]angar:[/color][/b][color=#fff5ee] [/color]N/A[/*]
[*][b][color=#663399]M[/color][color=#fff5ee]aneuverability Rating:[/color][/b] High[/*]
[*][b][color=#663399]S[/color][color=#fff5ee]peed Rating:[/color][/b] High[/*]
[*][b][color=#663399]H[/color][color=#fff5ee]yperdrive Class: [/color][/b]Average ~ Class 2[/*]
[*][b][color=#663399]C[/color][color=#fff5ee]rew:[/color] [/b]20[/*]
[*][b][color=#663399]I[/color][color=#fff5ee]nfantry:[/color][/b]
[LIST]
[*]x20 [url=http://starwars.wikia.com/wiki/Droideka_Mark_II] Droidika[/url][/*]
[*]x10 [url=http://starwarsrp.net/topic/16428-csbx-06-exemplar-battle-droid/] Exemplar Battle Droid [/url][/*]
[*]x39 Infantry platoon (can change this for a different unit or PCs)[/*]
[/LIST]
[/*]
[/LIST]
[color=#663399][b]STANDARD FEATURES[/b][/color]
[LIST]
[*][url=http://starwars.wikia.com/wiki/GalaxyGuard_Mk._VII]Shield Booster (2) [/url][/*]
[*]Life Support Systems[/*]
[*]Backup Life Support System[/*]
[*]Communication Array[/*]
[*]Artificial Gravity Generators[/*]
[*][url=http://starwars.wikia.com/wiki/Fusion_generator/Legends]Reactor [/url][/*]
[*][url=http://starwars.wikia.com/wiki/Fusion_generator_supply_tank]Reserve Fusion Tanks [/url][/*]
[*][url=http://starwars.wikia.com/wiki/Compact_fusion_reactor]Backup Reactor [/url][/*]
[*]Sensors[/*]
[*]Targeting Systems[/*]
[/LIST]
[color=#663399][b]ADVANCED SYSTEMS[/b][/color]
[LIST]
[*][url=http://starwars.wikia.com/wiki/Gravitic_modulator]Gravitic Modulator [/url][/*]
[*][url=http://starwars.wikia.com/wiki/Photon_absorber]Photon Absorbers[/url][/*]
[*][url=http://starwars.wikia.com/wiki/Thermal_dissipator]Thermal Dissipators[/url][/*]
[*][url=http://starwars.wikia.com/wiki/Tibanna/Legends]TibannaX[/url][/*]
[*][url=http://starwars.wikia.com/wiki/Reflec]Reflec[/url][/*]
[*][url=http://starwars.wikia.com/wiki/Stygium]Stygium[/url][/*]
[/LIST]
[color=#32cd32][b]Strengths:[/b][/color]
(+) [i]Invisible[/i]: The NM MK1 is capable of ovoiding detection while running their stealth mode. With 2 modes of stealth, benign (which utilizes the Reflec and TibannaX) and active Stealth Mode (which uses all aspects of stealth capabilities) the Nightmother has options for how stealthy she wishes to be
(+) [i]Lightning[/i]: The versatility of the Lightning guns offer many attack options and targets. From shields to ships to beings (organic and mechanical) this is a frightening looking attack and very unorthodox
(+) ‎[i]Defense[/i]: From duplicate shielding to it's anti missile/starfighter weaponry, the NM MK1 is able to intercept a wide assortment of attacks
(+) [i]‎Backups[/i]: With redundancies in power source, shielding, and troops the vessel is prepared for almost anything
(+) [i]‎Home[/i]: The ship carries many of the self same amenities of home. While a starship, to most, isn't often considered home, the ship has everything needed for a comfortable stay

[color=#dc143c][b]Weaknesses:[/b][/color]
(-) [i]Transition:[/i] While the vessel is capable of remaining undetectable when the ship transitions from Stealth mode it takes nearly a minute to divert systems to normal operating procedures. Meaning that while the Stygium Crystals are engaged, weapon systems are offline.
(-)[i] ‎Fusion:[/i] While there are other power reactors more feasible and with more output, the fusion reactor is capable of utilizing TibannaX which means instead of requiring separate main reactors it can use a single one. The drawback is that, although the fusion reactor works quite well with its versatility it sacrifices energy output which affects weapon systems, shield strength, and other diagnostics. Another side effect is slower cycle time for firing
(-)[i] ‎Inertia:[/i] Continuing with the previous power restrictions when the ship is forced to exert maximum power to speed and maneuverability, sacrifices are made elsewhere. Inertial compensators are dialed back, life support systems become specified for levels 2-4, and the main offensive weapon is taken offline (which requires a minimum of thirty seconds to reboot)
(-)[i] ‎Hangar:[/i] The ship is able to enter atmosphere and land. During the process of designing the ship the hangar was removed and no escape pods added. So if the ship is damaged beyond repair, not only will it float dead, but the occupants are completely at the mercy of their enemy
(-)[i] ‎Spines[/i]: While a good idea in theory, and the fact that it adds a little something to the aesthetic quality of the vessel, the spires are weaknesses. With weapons and thrusters built into them, having one blown off it seared off will drastically affect the efficiency of the ship's maneuverability and defensive armaments

[color=#663399][b]DESCRIPTION:[/b][/color]
It was time. Muad Dib, Shaman of Doashim and owner of Aegis Corporation, had decided to create a flagship for the Nightmother of the Mandragora. One that was the embodiment of Strength, Cunning, and Stealth. So the plans began to be written upon the design and specs of the vessel that would be a naval symbol of the Mandragora and the Patron's choice to bear their power, Katrine Van-Derveld.

First came the design of the ship. A central hub with ten spires on either side. A terrifying visage. The ship would consist of five levels.

Level 1: Droid complement and accessories, storage.
Level 2: Nightmother personal suite. Including bedroom, refresher, small study w/ library, living room, dining nook off a small kitchenette, and a meditation room that can also double for a diminutive gym.
Level 3: The command level. Bridge, engineering, weapon system controls, a small brig with a ysalmiri, a Captain's ready room, refreshers.
Level 4: Crew quarters, guest quarters, dining hall, refreshers, kitchen, rec room, gym.
Level 5: Cargo Bay, land speeder and swoop bike landing, ramp, armory.

With the inclusion of the twenty spires came opportunity to offer advantageous defensive and offensive placement giving a larger arc of fire. Rotating every other spire, each was given either the defensive anti missile or mass driver emplacement for defensive cover. At the end of each spire was placed the lightning cannon that could fire focused electrical discharges or a spread tendril like attack. This weapon could knock out incoming missiles, act as an ion weapon against enemy shields and tech, or even be used in a terrain following mode to shock enemy combatants.

At the center was placed the fusion cannon that also utilized the same energy output as the lightning guns. This was a focused, powerful beam capable of punching a hole through shields, frying electrical components in the beam's path, or even cause physical damage through it's plasma discharge.

Finally Muad wanted to add a little something that would make the ship even more unique. Wanting the vessel to be able to enter and exit systems unseen he began the stealth process. A fuel source for fewer emissions, tech that diminished any viable way to track it, Reflec for a basic negation, and lastly refined Stygium.

The end result was a fast ship that was capable of sneaking anywhere while also retaining the ability to not only defend itself but to deal an impressive amount of damage for it's weight class.

[member="Muad Dib"]
 
pkQibq.gif

OUT OF CHARACTER INFORMATION
  • Intent: A personal weapon for Katrine Van-Derveld
  • Image Source: Tumblr
  • Canon Link: Chakram
  • Restricted Missions: N/A
  • Primary Source: Chakram
PRODUCTION INFORMATIONTECHNICAL SPECIFICATIONS
  • Classification: Chakram, bladed melee weapon
  • Size: Small
  • Weight: Very Light
SPECIAL FEATURES
  • Very High Resistance to Blasters and Lightsabers
Strengths:
  • One-Handed Weapon: The chakram is a weapon wielded with one hand and when thrown properly, becomes a sharp dangerous weapon but because of it’s bladed edges, it could be used to fight hand-to-hand.
  • Very High Resistance to Lightsabers and Blaster Bolts: Songsteel can withstand combat against lightsabers and can deflect blaster bolts.
  • Comes home: The way it works is that when thrown by someone capable wielding it, it returns back to the thrower, who then requires skills to catch it again. Alternatively, telekinesis could be used to call it back if it gets stuck.
Weaknesses:
  • Dangerous: As a circular bladed melee weapon, the Chakram could potentially be as dangerous to the wielder as it is on the target if untrained.
  • Tedious in Forging: Because songsteel is difficult in forging and shaping and also a rare material, repairs would be extremely difficult.
  • Piercing Weapons: Slugs and other piercing weapons with enough speed, weight etc. can damage the weapon.
  • Luminescent Silver: Songsteel has beautiful reflecting properties but in reality, it could easily be seen and would give away Kat's position with ease when on her or in her hand.
DESCRIPTION

Katrine thrives on being unique sometimes and because of that, when she had begun working with the design for her armor, she also gained an idea for a unique weapon to go along with. The two don’t necessarily have to go together yet once the idea had sprung to life, the design had to be completed.

As she normally did, Katrine went to her Uncle Isley with her design, explaining the purpose of the weapon. While he’s more of a two lightsabers type of man, he’s never denied her anything she wanted and recommended she use songsteel for its material in order to create a weapon capable of withstanding lightsabers and blasters, suggesting she visits their Viceroy of Science Rex Taff because he would be able to lead her in the right direction of acquiring it. As luck would have it, Rex had the material at hand, previously gifted to him, and gave it to her (thread).

Returning to her Uncle, he began working with her on forging the weapon. The work was primarily done by Darth Metus, with Katrine assisting in order to learn. Songsteel proved to be tedious in forging but the end result was an elegant but dangerous weapon, one that required a lot of practice from Katrine since while she’d trained with a number of melee weapons throughout her childhood was still unique in its design for her and thus more dangerous than any of the other ones previously used.
 
vGpZ32.jpg

OUT OF CHARACTER INFORMATION
  • Intent: The flesh out the planet of Katrine’s two year captivity, which would represent an corrupt Mandragora location for CIS’ force group with plenty of potential to develop and create stories on.
  • Image Credit: Pinterest, (alternative source: Memory-Alpha)
  • Canon: N/A
  • Links: III - True Love’s Kiss, IV - Break the Curse
GENERAL INFORMATION
  • Planet Name: Orcus
  • Demonym: Orcani
  • Region: Outer Rim
  • System Name: Orcusi System
  • System Features:
    Suns: 1; Ozorau
  • Moons: 2; Morok, Nuna
  • Other Planets: 2; Ahsen, Oxe
  • Asteroid Belts: N/A
  • Spatial Anomalies: N/A
  • Orbital Position: 3
  • Rotational Period: 28 days
  • Orbital Period: 432 days

[*]Coordinates: T-53
[*]Major Imports: High Technology, Processed Foods, Modern Medicine, Luxury goods, Modern Weaponry (after re-discovery)
[*]Major Exports: Shimmersilk,Foodstuffs, Leather, Raw Materials, Common Ore (after re-discovery)
GEOGRAPHIC INFORMATION
  • Gravity: Standard
  • Climate: Tropical
  • Primary Terrain: Grassland, Forests, Rivers, Mountains
  • Major Locations:
pyQJAe.jpg

(Image credit: theculturetrip)​

Makasch (Bad Lands): Orcus is filled with a number of forests but the largest one is called Makasch by the local tribes, which can be translated from their distorted Paecean as Bad Lands because it houses the majority of their predator animals and is considered the deadliest area of the planet. It’s where the Orcani warriors hunt, where they send their children to test their readiness to become adults and where a few of the smaller groups make their houses in trees.



vGIXRA.jpg

(Image Credit: DeviantArt by BGK-Bengiskhan)​

Angani Oyote (Spirit City): The largest settlement inside Makasch is formed by the Angani Oyote, meaning literally Spirit clan in their distorted Paecean though for the Orcani, the word clan has began to mean city.. These Orcani build housing in trees though it’s never only one location. These settlements last for as long as two or three generations but where ever they settle in the Makasch, they structures build are the same, created high in the crowd to provide safe shelter from the predators.


vGoVom.jpg

(Image Credit: DeviantArt by jonathanguzi)​

Chevoyee Oyote (Spirit Warrior City): Largest and probably most advanced of cities on Orcus, Chevoyee Oyote (meaning Spirit Warrior City in distorted Paecean) began its development several hundred years ago as several clans began to see purpose in coming together in order to protect themselves from the predators. Beneath the mountains, they make use of the plains to grow their food and train while they travel from the city into the Makasch to hunt and teach their young their warrior ways. Living together for the Orcani means the loss of clan identifications, creating one larger clan together but it doesn’t change their warrior ways or their easiness to take lives during combat but it’s a testament to just how they’ve development in reflection to their older settlements.


vGowls.jpg

(Image Credit: Deviantart by Shadowtuga)​

Donama Templa (Sight of the Sun temple): On Orcus, there’s a great many places of worship close to the Orcani people but the most sacred is the Donoma Templa which in their distorted Paecean translates as the Sight of the Sun temple. A wonder of the world, it was built high in the mountains and surrounded by large faces on surrounding mountains. While Orcani believe that nature’s hug is a blessing to their buildings which is why they allow for the green to consume their structures, this one stands over that and is kept vigorously neat as the shiniest representation. Majority of the Shamans live there, dictate commands which are then spread to other temples by messengers. It’s also where the sacred book of the religion is held, the Orenda.


vGmB1Y.jpg

(Image Credit: Deviantart by andreasrocha)​

Helewaut (Warrior Mother Spirit): Orcani don’t have a word for cemetery in their language. Until the death of their goddess, they did little to commemorate the dead. It was only with her bones returned to Orcus and her followers beginning to make a tomb for her that the tradition began. Originally, only a small space was built and her bones were placed on a large stone table, with massive doors closing after which a large monument was built right in front of it to mark the location. From there, the tradition of commemorating the dead began. Those of less importance had holes in the ground made with stone placed beneath the bodies which were then buried with the markings created by families to identify the spot. Those markings rarely show the name of the deceased, instead have words carved in by those same family members who speak of the dead’s traits. Earliest markings were carved in perfect Paecean, later ones in distorted Paecean and New Orcas.

POPULATION
  • Native Species:
    Danorian wolf
  • Gasnit
  • Jungle Rancor
  • Orcani (humanoid), believed to be extinct or blended into the immigrated species in time through breeding. The term is now used for the entire population.
  • Panther

[*]Immigrated Species: Human, Near Human
[*]Population: Sparsely Populated
[*]Demographics: Primarily human and near human, with the native species Orcani all but lost to history or mixed into the immigrated species due to breeding. The inhabitants of the planet don’t separate too much between each other other than in individual strength or ability. Though there is some order in the chaos, primarily, Orcani (as the modern day group), are violent and harsh. They organize work based on what is necessary (growing food, hunting, building structures). They are highly devoted to their religion and much of the population hierarchy is organized based on it, where power held primarily by their priests with the common folk requiring to be useful within their society where the weaker will be killed during their games.
[*]Primary Languages:
  • Old Orcas (primitive, verbal and non verbal)
  • Distorted Paecean
  • New Orcas (combination of the native language and distorted Galactic Basic)

[*]Culture:
  • Daily Life: Order in chaos. Orcani work to ensure there is food and housing for their people, hunt and play to show their strength. They tend to be merciless when in combat with each other though they show a form of respect to the animals, killing the injured or out of necessity for food. Their days will be however interrupted due to prayers throughout the day, one when the sun is highest and the second at the end of day.
  • Society: Bordering between pre-industrial and industrial. Because of the interruption in their original progression, the society has become mixed and deteriorated rather than progressing as it possibly could have been without the interruption of the corrupt Mandragora Witches. Orcani are primarily gathers and hunters though they also do show signs of a horticultural and agrarian societies on a small scale. Much of their culture is devoted to their belief system, which also dictates that entire hierarchy. Orcani respect their priests and representatives of their deity. They provide tribute to appease and give them blessing and even believe the elemental conditions of the planet are either gifts or courses from their goddess. They have however achieved a form of advancement in time, in service of providing food and housing for themselves.
  • Gender rights: Witches in the galaxy have often put themselves above men in their cultures. To an extent, this holds true on Orcus as well, however, because Ryloth itself described this differently than Dathomir did on their creation, men aren’t slaves to the women, nor have they ever been. Each individual has to prove him or herself through their strength, cunningness and a number of a different factors. Female warriors are respected for the number of kills, female Shamani are considered normal. Male warriors are respected for standing side by side with women and male Shamani are given respect because they possess talents in the Force as blessed by their deity. More often than not though as female Shamani will ascent to the role of the High Shamani than a man will, which shows a slight disadvantage of men in the culture.
  • Arts: As anything, their art is primitive and brutal. Orcani don’t believe in devoting their time to arts, rather choose to hunt and kill. When they do divulge into it, these activities are meant to be used in religious rituals which would include dancing under the moonlight, using blood to leave marks on rocks or on the bodies of their warriors in belief that they will become stronger for it in their endeavours.
  • Sports: The natives enjoy primitive and brutal sports. They hunt and fight to demonstrate their own strength and prove their worth among the others. During such activities, they’re able to take the lives of their opponents if the others deem them too weak.
  • Religion: There is only one religion left on Orcus now. It’s the beliefs of the Mandragora. Ancient Witch culture brought to the natives by the Witches that had been banished from their own Force Order on Ryloth after attempting to take it over. What they serve is distorted and altered but based on the same principles as the Ryloth Witches believe. There are three spirits, each unique in their ways - Doashim, representing strength; Lylek, representing the shadows and Jart, representing power and knowledge of which Jart is regarded as higher and more powerful than the other ones. However, in the beliefs of the natives, these three spirits are manifestations and agents of the spirit realm and the one more powerful than they are - the Goddess of Mandragora, the Mother. However, this Mother was a woman named Avarisa, the banished Witch of the true Force Order who used her Force powers and spells to present herself more powerful than she truly was. The religious aspects are regulated by the Shamani, their priesthood.

GOVERNMENT & ECONOMY
  • Government: Theocracy
  • Affiliation: Currently none, Confederacy of Independent Systems and their Force Order Mandragora in the near future.
  • Wealth: Low. In the galactic standards, Orcus wealth is extremely low. They don’t possess currency of any sort, they have minimum understanding of what galactic credits are and use materials to trade amongst themselves. Food grown by a family belows to that family, if they wish to purchase something else, they have to use a portion of their food to buy it. Hunters use pieces of their hunted animal to acquire what they need and so on.
  • Stability: Medium. To the outsider, stability of Orcus would be defined as extremely low considering how easily it is for one to kill another in a combat that could be solicited for something as basic as running into someone but for the Orcani, it’s a way of life. They handle their affairs through combat, they use it to eliminate the weak factors of their society or to defend their honor. They do, however, respect their religion and their Shamani and will obey them when addressed, meaning that priests have power like no one else on the planet to end an argument or fighting and their word has to be obeyed. Priesthood is for the most part regarded as fair and just, serving the will of their deity. Other than respect for their goddess and respecting the rules set forth by her hundreds of years ago, Orcani are a fairly free in their daily activities.
  • Freedom & Oppression: Orcus lives in a free society for the most part. Their priesthood doesn’t fully engage themselves into their lives, leaving the old traditions and ways to flourish as long as rituals and beliefs are held. In the eyes of the Orcani, the singular ruler of the planet is their goddess who’s been dead for hundreds of years where the priesthood acts as her representation which is the sole purpose of their power. That power is however unquestioned.
MILITARY & TECHNOLOGY
  • Military: Majority of Orcani are warriors and fighters. Children are taught from young age to use primitive weapons, to be merciless against their own people in combat and to not show fear when faced by dangerous animals of the planet. Hunters work in groups and organize well enough in scales of 30-50 people at a time if necessary with those most capable among them to lead them. To someone unprepared for this sight, they would appear as a monstrous sight because of just how merciless and dangerous they are in their advancement with little regard to women or children if necessary. That is however the extent of their military capabilities. They’re still extremely primitive in regards to other civilizations and the use of ranged and plasma weapons would be a challenge for them.
  • Technology: In terms of technology, Orcus is deficient in comparison to other worlds. They can forge their own kinetic weapons, they’ve created constructions that can grindstone and can use materials within nature to build firm structures though the process is extremely long. They’re capable of creating less advanced agricultural technology and building other necessary tools.
HISTORICAL INFORMATION

Orcus was once a planet with a singular humanoid race, spread between tribes and slowly developing through their own history. Little is known anymore about the overall attributes of the species but a warrior culture of the planet hadn’t changed too much even with the immigrated species.

Their story takes a different turn at about 350 BBY, with the arrival of the banished Witches of Ryloth. Just a couple of years before these events, the Mandragora Force Order of Ryloth was at full bloom, growing in numbers and had seen the change of several generations in their members and Shaman. Among them was Avarisa, the Shaman of Jart, a woman born with purple hair and eyes. She grew up among the Witches of Ryloth, chosen by the spirits to guide one of their three pacts. However, her ambition was dangerous and wicked, she sought to stand at their Nightmother and submit the Force Order to her will. The spirits were aware of her actions, waiting for her to make that willing decision to strike and when she did, they acted. Her most loyal of followers, the Shaman of Doashim, Eli Talus, was punished most severely, forced to fight the Doashim animals before his own soul was ripped from out of his body and sentenced to suffer in the spirit realm for all eternity, without being given access to the mortal realm. Avarisa had been banished, unaware that she was even pregnant. The spirits knew, just as they knew past, present and future and chose to banish her for the sake of their own future. Witches that stood at her side during the rebellion were cast out as well.

In their arrival to Orcus, the banished Witches had forever altered the future of Orcus. Using her Force Powers and spells, something that not even the Witches of Dathomir could do in those times, she had struck fear and respect in the primitive culture and began establishing herself on the planet with her follows. In many ways, Avarisa herself was primitive as well, nurturing the savage side of her new people as she inserted herself into their beliefs and way of life. Those that had a connection to the Force among the locals gained a special interest by the Witches. To an extent, she had given them some forms of advancement of that time but it was extremely limited and for her own benefit. Those Force Sensitives who proved strong enough to learn their ways would become the first Shamans of their people (a term which would in time be distorted to become Shamani among the Orcani).

The result of her actions was the creation of a new society subjected to the will of the woman who they would bow to as their deity and she in return called herself the Goddess of Mandragora, their Mother. With her, she had also brought the spellbook of her clan Jart, an artifact created before her which she herself had updated and altered. For the Orcani, this book would become their most sacred artifact, a gift from the goddess herself, and something the Shamans would go on to protect with their lives and read. Avarisa also discovered Jungle Rancors on Orcus, and based the Witches’ experiences with the Rylothi Rancors, taught the natives how to befriend these rancors as well, though they proved to be a far more domicile subspecies than others.

Avarisa’s cult building under her direct hand would occur throughout five-six years, in which time she had also given birth to her daughter Ceta, who in the Orcani mythology would be regarded as the child. Then, Avarisa moved to the second part of her plan and took her daughter with her as she traveled, never to return in her physical body to the planet of her cult. Reaching the planet, the ship crashed, with her dying and the child left in the hands of the Witches unaware of the darkness her mother had intended on spreading. Sometime later, with their leader missing, a few of her followers traveled to Dathomir, finding out what had happened to her and bringing back Avarisa’s bones. This would start the creation of Helewaut, the cemetery as a small space was created to store her bones as the followers preached of her one day’s return.

From the life came the legend, from the legend did a powerful religion form and grow.

With blessing on their brutal and primitive life, their ways blossomed even further and their progression slowed as they kept to their way of life guided by the Shamani. In time, the languages used would distort, especially the Paecean that had been introduced to them and New Orcas would spur as combination of their old language and Galactic Basic of the time which the Rylothi Witches used. It’s possible even some Twi’leki had mixed to it though it all gave forth a new language, leaving the Orcani in using two languages, sometimes even a mix of both. Distorted Paecean became the language of the Shamans and New Orcas a more tribal form. In their actions, the Shaman stagnated any development they regarded as too fast, keep the planet backwater as their sacred texts spoke of outsiders and their desire to keep Orcus pure from outer influences.

Language of the planet would distort many words even Avarisa had introduced. The Spellbook would become Orenda, Force Sensitive children once discovered capable of using the Force in anyway would be referred to as Wakanda and set forth towards becoming Shamani, Avarisa would be referred to as Anna or Mandragora Ragno and her daughter would be written down as Topponi in later texts.

Second discovery of Orcus occurred shortly after the collapse of the First Galactic Empire, with the New Republic forces exploring the planet. Influenced by their Shamani and frightened with stories of slavery, the Orcani showed themselves to be savage creatures, picking out the outsiders one by one until not a single one was left standing. When it was finished, what they would have is a piece of technology beyond their advancements. Shamani permitted and the natives began setting it apart, learning some things about the advanced technology that might have been a little too early for them. Newly found knowledge permitted a jump in the progress, advancing in their building and agriculture though it was an incredibly small step in the grand scheme of things.

Third discovery occurred about a hundred years later. Similar fate found the new explorers though, this generation of Orcani spared the life of a few of them. Though New Orcas so different from Galactic Basic, especially so long after it had been introduced to the natives, the natives still recognized some of the words used by the outsiders that it sparked their curiosity enough to leave some of them alive. Finding a way to communicate was difficult but they would eventually find a way to speak to each other, in a mix of the native and outside languages. These foreigners allowed an even bigger jump in progression, much to the dismay of the Shamani, especially as the outsiders began to question their religion. One of the explorers would lose his life the very next day as he continued to question their beliefs, providing an invaluable lesson to others that their way of life was not to be threatened and their goddess was not to be questioned. In time, the outsiders would adapt to their civilization enough and would have children with the natives that their presence became a blip in their history, proof of it in the abandoned ship which had been dismantled as the natives studied it with their help.

At 425 ABY (GST), as the Gulag plague began to spread throughout the galaxy, the Orcani were unaware of what had been happening. Following the new discoveries, they progressed further, advancing their building and agriculture, their hunting, farming and building tools become far better and more useful. Chevoyee Oyote and Donoma Templa would become proof of their progress with each of them standing firm and tall, the city continuing to grow as more tribes came together. Their warrior nature and combat sports never subdued though, still nourished by the Shamani.

Fast forward to the times of the Netherworld, the freak lighting that spread throughout Orcus had been interpreted as confirmation of old Shamani swearing in the return of their deity almost 400 years ago and their religion is reaffirmed. Shamani would soon feel the shaking as further proof. The events only strengthened what they already believed by and pressed on with their lives expecting someone no one of the living had ever laid eyes on though some claimed to be able to communicate to, which was never confirmed. Shortly after more than half of the priesthood disappeared from the face of the planet which caused a mass panic. Remaining Shamani tried to explain that their deity had summoned the priests and they would return with the deity. That didn’t occur.

In 848 ABY (GST), a ship landed on the planet, a girl with purple hair much like art and description described their goddess. The young woman kept to herself, socializing with the wild animals, showing strength a short girl like herself shouldn’t have had. Some even began to swear she changed into a wolf while others wondered. One of the priests announced she seen their goddess and was told to prepare for the ceremony of rebirth which made the natives impatient, a few of them even risking and going out to meet the young girl, which would be identified as the new Topponi. Two years passed and the ceremony hadn’t taken place. A second ship arrived, this time with a young man. What they didn’t expect however was that this young woman would end up making her way into the tomb of the goddess and smashing the bones of their sacred deity before departing the planet.

Result of the young woman’s actions left Orcus confused, with whatever communication held with the priestess gone afterwards. Their goddess hadn’t returned and her sacred tomb desecrated left the people aimless, confused and even angry. The Shamani tried to explain what had occurred but in their lack of proper explanation, made this even worse.

Present day, with the remains of their goddess remained, the natives turn more violent to each other as they seek meaning to the actions of the Topponi. Their violent behavior would even influence the Jungle Rancors, who until then had been faithful companions and members of domesticated herds, causing their violence as well, which caused panic among the natives.
 

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