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Submission Modifications

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Submission Name: Elaine Thul Housecarls
Link to Submission: Here
Summary of Modification: Change main weapon, and updated to new table
Reason for Modification: Weapon
Modification:

4108480-1451271728.jpg


[SIZE=9pt]OUT OF CHARACTER INFORMATION[/SIZE]
  • [SIZE=9pt]Intent: [/SIZE][SIZE=9pt]Elaine Thul[/SIZE]
  • [SIZE=9pt]Image Credit: [/SIZE]Here
  • [SIZE=9pt]Links: [/SIZE][SIZE=9pt]Here[/SIZE] posts 11, 16, 23, 37, 43, 48, 65, 93, 99, 109, 116, 124, 145
  • Here posts 6, 33, 50, 64, 70, 80, 85,

[SIZE=9pt]GENERAL INFORMATION[/SIZE]
  • [SIZE=9pt]Unit Name: [/SIZE][SIZE=9pt]Housecarls[/SIZE]
  • [SIZE=9pt]Affiliation: [/SIZE][SIZE=9pt]@elaine thul[/SIZE]
  • Classification: Bodyguard[SIZE=9pt]/walking tanks[/SIZE]
  • Equipment:
  • Power armour
  • H.T.E. Plasma Cannon MkI
  • Any products listed here

[SIZE=9pt]COMBAT INFORMATION[/SIZE]
  • [SIZE=9pt]Availability: [/SIZE][SIZE=9pt]Unique[/SIZE]
  • Deployment: Limited 100
  • [SIZE=9pt]Strengths & Weaknesses:[/SIZE]
  • Walking Tanks
  • Highly effective in confined space, like corridors or tunnels
  • Can be waiter, and blend into the background
  • Weak against fast moving targets, like fighters
  • Description:The housecarls are Elaine Thul personal force of troops, they are selected from the best of Thul Infantry and Thul Scouts. Once they have been selected on grounds of skill and loyalty, and honour. After being selected, they under go training to prove they are capable of what being asked of them. They undergo training in a variety of areas, including camouflage training, zero g, as well as sniper training, close protection training. All this as well as power armour training, which is the armour they use if in the battlefield. Due to extensive training and wish to improve the status of these troops, they get better rations and better billeting. So other troops can see tangible benefits of joining the housecarls, also they need to be near by her if required.

    The Captain August office of the unit, when she's not out meeting people or going to war. Has some of his men on exercise on different planets, so they can experience different terrains. He also keeps an eye on her diary, to see what events she going to. So he can plan her protection, as sometimes sending in hundred power armoured warriors to ball might considered overkill. So he plans her security around each situation she is in, this may go as far as visiting and testing security, and see if it weak. To just checking out what he can find from the holonet, as this will help see what the layman can find out, as nut jobs are always a possibility. They do employ vetted slicers as well, to deep checks on this so they can find out what trained people may be able to find out.

    If in the field of battle, they perform exception well against infantry. Due to armour and plasma cannons, that can take down lightly armoured vehicles. This however does mean they need support against tanks, and bombers, as well as any other fast moving hard hitting units. As they can't exactly hide from these attacks, but put them on boarding action, or in a tunnel. They become one most dangerous things around, as most other units do not have same level of armour, or carry around such deadly anti infantry weapons.
[SIZE=9pt]
[/SIZE]
 
Submission Name: Raekkar
Link to Submission: Here
Summary of Modification:

  • Change author of the submission from Aver Brand to Yidhra
  • Rename the submission to Raekkar
  • Reformat to 2.0 template
  • Moving from 11,6 (old coordinates) to AH, 13 (new coordinates)
  • Edits to remove One Sith references and update the planet to its new intent (Originally submitted for the Omega planet contest)
Reason for Modification: Giving a new intent to an old planet sub.
Modification:


b26h1n9.jpg



OUT OF CHARACTER INFORMATION
  • INTENT: Fortress planet for the remnant of the Resurgent Empire.
  • IMAGE CREDIT: [x] [x] [x] [x] [x] [x] [x] [x] [x] [x] [x] [x]
  • CANON: /
  • LINKS: /
GENERAL INFORMATION
  • PLANET NAME: Raekkar
  • DEMONYM: Raekkir
  • REGION: Unknown regions
  • SYSTEM NAME: Raekkar system
  • SYSTEM FEATURES: Hidden in the massive Veyrhexan nebula
    SUNS: Anracil-Adayn; binary star
  • ORBITAL POSITION: Only planet, far
  • SATELLITES: Hemnoral, Pyvel, Eumevor, Erkaad, Draumr-vid; Ores shipyards
  • ROTATIONAL PERIOD: 34 hours
  • ORBITAL PERIOD: 616 days

[*]COORDINATES: AH, 13
[*]MAJOR IMPORTS: Agricultural products
[*]MAJOR EXPORTS: War industry
GEOGRAPHIC INFORMATION
  • GRAVITY: Standard
  • CLIMATE: Hot
  • PRIMARY TERRAIN: Oceans, Volcanic islands
  • MAJOR LOCATIONS:
    Rtaidal; The tallest mountain of the planet, which also happens to be an oversized volcano. Research and analysis indicate that it was the first one to erupt and set off a series of smaller volcanoes, giving rise to the longest chain of islands on Raekkar. It looms over Igol like a sleeping god, its time-sharpened peak obscured by the thick blanket of clouds.
  • The Scorch; The biggest swath of uninterrupted land found on Raekkar. It’s largely craters and cracked earth, with small settlements scattered throughout. The Scorch is uniform in relief, save for the highways of petrified lava that criss-cross the island. In the west, the landmass is cut off abruptly with a ridged coast of towering cliffs and gaping fjords. The thin strip of sand far below is completely black, as are the bare rocks of the bluffs.
  • The Boiling sea; A hot ocean. Really, really hot ocean. Hot enough to act as an energy source, which all the major bases of the world use to good effect. Swimming is ill-advised. Vessels must be especially crafted to traverse these waters, or the crew get cooked inside the ship. Unlike with most planets, the sea water is fresh and thus suitable for drinking once it’s cooled down.
  • Igol; Home of the Igil sect. Built into the slope of Rtaidal and protected by streaks of cool magma, Igol is the most fortified of the bases on the planet. The fortress boasts the best construction and technology around. Its walls are high and sturdy, its foundations strong and solid. It even has a network of hidden passages running through the mountain at its back, though they are actually remnants of Rtaidal’s side vents.
  • Nediam; Home of the Nediim sect. The construction of this base began while the old Sith regime was still in control, but it was never finished. This gives Nediam the ghoulish look of a putrefying corpse, with half-built towers clawing at the overcast sky with rusted metal fingers. The rogue settlers of Raekkar patched up the job the best they could, welding sheets of subpar alloy over the skeleton underneath. The end result is an eldritch Frankenstein of buildings, held together only by the will of its inhabitants.
  • Yranoc; Home of the Yranic sect. Yranoc is not so much a base as it is a gaggle of shacks in the crater of a (presumably) dead volcano. They lean on one another like drunkards in the dead of night, supporting arms replaced by rickety bridges and shaky ladders. A stronger gust of wind might collapse the whole thing like a house of cards, but the looming walls of the slumbering mountain make sure that not a breeze wafts through. The rich soil inside the crater produces some of the finest crops on the planet, and the Yranic guard it jealously.
  • Nakor; Home of the Nakir sect. Nakor keeps safe by virtue of its isolation. A group of brave – if foolish – souls had set out when the old Sith regime had lost control over Raekkar, establishing their settlement on a far-flung isle in the middle of the Boiling sea. It’s fairly large as far as islands go, overgrown by stalwart shrubbery. Its sole port is well fortified, while the rest of the craggy coastline makes for a natural barrier from aquatic attacks.
  • Ores shipyards; Home of the Oris sect. Finished at the tail-end of the rule of the old regime, the shipyards hang above the perennial coating of clouds like a spear-riddled corpse. The sharp protrusions serve as docking and repair bays, while the main mass houses the inhabitants and the systems that keep the construction afloat.

POPULATION
  • NATIVE SPECIES: Thermophilic flora, largely shrub-sized or below. Trees only grow in areas of highly fertile soil.
  • IMMIGRATED SPECIES: Sith Purebloods, Aliens, Humans and near-humans, Barab, Vaapad
  • POPULATION: Sparsely populated
  • DEMOGRAPHICS: Primarily Sith Purebloods and aliens. Humans and near-humans are second-class citizens.
  • PRIMARY LANGUAGES: Sith, High Sith, Galactic Basic
  • CULTURE:
Igil are your local mad scientists. They are the remnants and offspring of an old Sith research staff that once resided inside the base. True to the spirit of their genes and calling, they have carried on the mission, though perhaps a bit more literally than their predecessors would’ve liked. The experiments conducted in the bowels of the entrenched fortress are a thing of frightened rumors and whispered secrets. Nobody outside the base knows what exactly it is that they do, and since nobody ever emerges from Igol’s depths, tall tales are the planet’s only source of knowledge. Every few weeks, dreadful screaming and inhuman cries can be heard echoing from the base, and the slopes of Rtaidal are oft littered with the organic refuse of their ‘research’. Upon conquering the planet, Yidhra made this fortress her own, expanding on the old labs and research capacity already present.

Nediim have evolved from the military Sith presence that used to rule the planet. Forced to rely on their own ingenuity and a cruel mind, they have developed an extensive repertoire of war-suited technology. They constantly expand their territory in search of mineral goods and exploitable land, often razing the smaller settlements in the process. Reasoning with them is a fool’s errand, and as such many of the surrounding folk plead fealty and crops to the Nediim rather than risk being trampled. With the arrival of the Resurgent remnant, they were drafted into the research teams to work on further exploring the limitations of military technology.

Yranic are the workers and civilians who had travailed under the yoke of the old regime. While many of them languished from despair and harsh living conditions, the remaining people have made the best of the lot they’d been dealt. After braving the Scorch for what might’ve been years, the Yranic found their home in the hospitable mouth of a dead volcano. Shielded from the elements and prying eyes, they were free to build their little town and work the land in peace. Eventually word got out about the natural wealth of their hideout, but even the Nediim haven’t been able to mount a successful assault against the steep slopes of Yranoc. The settlement and its surroundings have been turned to the largest agricultural center of Raekkar under the iron hand of the Purebloods.

Nakir are mostly fishermen and explorers, venturing out from their island in search of new lands beyond the lip of the Boiling sea. They are expert seafarers and shipbuilders, and the only ones able to navigate the oceans’ treacherous waters without dying of heat or thirst. Small groups have been known to raid settlements constructed along the coast to replenish their reserves of technology. At other times, Nakir ships come with offers of trade instead, true to their restless and unpredictable nature. These men and women have been put to research for their knowledge as shipwrights, as well as their expertise in exploitation of the Boiling sea.

Oris are a terrifying shadow over the planet, intentions and desires unknown. They are the only ones who have and operate flying vessels; a fact that strikes terror even in the bravest of hearts below. Luckily for the land-dwellers, the Oris rarely venture outside the elevated confines of their home. They trade only with the Yranic, exchanging plentiful crops for technology and arms. They were the first hit when the Resurgent empire arrived, forced to kneel before their superior numbers and firepower. The shipyards have been returned to their true purpose – to build fleets that will subjugate systems.

GOVERNMENT & ECONOMY
  • GOVERNMENT: Dictatorship
  • AFFILIATION: Yidhra
  • WEALTH: Medium. Plenty of natural resources in ore and energy. Technology built for war also fetches a nice price on the galactic market.
  • STABILITY: Medium. The absolute power of Dark-sided Force users that comprise the ruling elite of the planet leads to a high level of fear in the general populace. Crime is fairly low, as is joblessness – people are either removed, enslaved, or forced into work.
  • FREEDOM & OPPRESSION: The regime is highly oppressive, especially towards humans and near-humans. Aliens (especially Purebloods) enjoy a high level of privilege. The ‘lesser species’ are often forced into minimum-wage jobs or even slavery.
MILITARY & TECHNOLOGY
  • MILITARY: Blooming fortress world. Since the remnant of the fallen Resurgent Empire has moved in, Raekkar has undergone extensive development towards that purpose. Fortresses and factories grace its hellish landscape, with ever more growing just beyond the horizon.
  • TECHNOLOGY: Galactic standard.
HISTORICAL INFORMATION
It began as nothing more than a chaotic mixture of space dust and whimsical molecules. A couple billion years later and a few wild joyrides around the universe, this uncertain pair finally decided to settle down and enjoy their middle age in a little-known corner of the galaxy. There was nobody around for thousands of light-years; just the two of them and the quiet solace of space dust drifting all around them.

Though, granted, things stayed pretty steamy well into their later years.

And then the Sith came.

It was during the great expansionary era that the greedy eyes of the Empire fell upon the Unknown regions, and like it or not, the desolate, boiling rock of Raekkar found itself a-tremble beneath its ravenous gaze as well. The warmachine commanded, its soldiers obeyed.

Anyone with half a brain tried to get their name off that particular list, of course. Being posted for ‘research and exploration’ on some backwater piece of lava and inhospitality was nobody’s wet dream. But a list was a list, and there were spots that needed filling. Someone Had To Go.

Turned out to be a decently sized group in the end. Some Sith, some soldiers, some scientists. What could possibly go wrong?

Everything. Everything that could possibly go wrong did go wrong, starting with the landing.

It had been through pure dumb luck that the Sith had stumbled on the planet in the first place. (Literally stumbled, too. A pair of jackass pilots had raced each other into the veils of Veyrhexan. When one of them crashed into the world, they quickly dubbed it an ‘tragic exploration mission’ and buried an empty casket.) Even following the imprecise instructions of the surviving pilot, the cargo ships had trouble navigating the thick clouds of the nebula, losing days of carefully plotted route to aimless wandering.

Then one day, gravity grabbed them all by the small hairs and dragged them down, vicious-like. Gotta love nebulae.

The crash landing went well as far as crash landings go. Not too many people died. Plenty of resources were salvaged. Win some, lose some, right? Though it remains uncertain to this day what exactly they won in that particular scenario. Anyway.

Thus began the toils of the first group. Many of them were scouts and soldiers, but many more were builders besides. While the dauntless and the brave pushed outward from the LZ on the largest island — lovingly dubbed Etiul, in the memory of the pilot who had discovered Raekkar – the civilians and scientists stayed behind to construct the main base of operations. The plans were sound, the engineers good, the workers strong; soon enough, a massive jewel of metal and ferrocrete stood jutting at the sky. It did nothing to spoil the hellish landscape, really. Fit right in, snug as a lightsaber in a Jedi’s gut.

Half a year later, the second group arrived, constructing a few smaller outposts scattered across the islands of Raekkar’s many, many oceans. They did all this while slaving away in orbit, working night and day to finalize the shipyard framework they had dragged along for the ride. Because Sith are relatively sensible and absolutely efficient people, these groups proceeded quickly. Time and manpower were not wasted, as Sith live for brutal and bloody warfare; the only reason they were pouring so much effort into this decrepit rock was its potential for power.

VLHJ0So.jpg


The sweet, sweet song of energy. If there’s one thing that oils the gears of a warmachine like no other, it’s lava. Raekkar was slated to do the same for the backyard of the Empire and its many far-flung worlds. Just needed a bit of setting-up first.

Thing was – like it always was – Sith had trouble remaining sensible. Pick up a history book (any history book) and you’ll quickly see the pattern appear. It’s inevitable, much like corrupted Senators are inevitable in the Galactic Republic. Take any attempt at a government spearheaded by Sith, and sooner than later, the whole thing will crumble from the inside out. Don’t trust the promising premise. Don’t believe the propaganda guy going yes, this time it’ll really work. It won’t. It didn’t.

The situation didn’t just go south. It sat on a speeder, floored the pedal, and tore out the steering wheel. It took a horrible, horrible turn for the worse.

Cut off from the main body of the beast, the Sith on the planet all made simultaneous plays for power. As simultaneous plans for anything are wont to do, they clashed. Because these were Sithly plans, they already banked on some regrettable, if necessary slaughter. Add them all up, and you’ll get a pretty bloody equation.

Then again. Sith.

Overnight, schisms tore apart whatever semblance of a regime had been forged over the years. Sects, groups, gangs, cults; anything and everything reformed from the ashes, a hundred phoenixes ready to start a new life on a world that never wanted them.

Say what you will about the Sith, but if anyone can make it work on a hellhole of a planet, it’s them.

 
Submission Name: Maena
Link to Submission: Maena
Summary of Modification: Population changes.
Reason for Modification: Atmospherically, the submission for Maena as it stands does not match the planet as it has been written by all of those enjoying their stories on it. In the interest of a creating a massive cityscape on par with the likes of Nar Shaddaa (but scaled down to fit a city instead of a moon) and bringing the submission up to date with the vision of the planet, some population changes to one area are requested!
Modification:

  • Change Population of the New City from "1.5 million" to "300 million with approximately 10 million transients"
  • Change overall planetary population to "Approximately 303 million."
 
Elaine Thul said:
Submission Name: Elaine Thul Housecarls
Link to Submission: Here
Summary of Modification: Change main weapon, and updated to new table
Reason for Modification: Weapon
Modification:

4108480-1451271728.jpg


[SIZE=9pt]OUT OF CHARACTER INFORMATION[/SIZE]
  • [SIZE=9pt]Intent: [/SIZE][SIZE=9pt]Elaine Thul[/SIZE]
  • [SIZE=9pt]Image Credit: [/SIZE]Here
  • [SIZE=9pt]Links: [/SIZE][SIZE=9pt]Here[/SIZE] posts 11, 16, 23, 37, 43, 48, 65, 93, 99, 109, 116, 124, 145
  • Here posts 6, 33, 50, 64, 70, 80, 85,

[SIZE=9pt]GENERAL INFORMATION[/SIZE]
  • [SIZE=9pt]Unit Name: [/SIZE][SIZE=9pt]Housecarls[/SIZE]
  • [SIZE=9pt]Affiliation: [/SIZE][SIZE=9pt][member="Elaine Thul"][/SIZE]
  • Classification: Bodyguard[SIZE=9pt]/walking tanks[/SIZE]
  • Equipment:
  • Power armour
  • H.T.E. Plasma Cannon MkI
  • Any products listed here

[SIZE=9pt]COMBAT INFORMATION[/SIZE]
  • [SIZE=9pt]Availability: [/SIZE][SIZE=9pt]Unique[/SIZE]
  • Deployment: Limited 100
  • [SIZE=9pt]Strengths & Weaknesses:[/SIZE]
  • Walking Tanks
  • Highly effective in confined space, like corridors or tunnels
  • Can be waiter, and blend into the background
  • Weak against fast moving targets, like fighters
  • Description:The housecarls are Elaine Thul personal force of troops, they are selected from the best of Thul Infantry and Thul Scouts. Once they have been selected on grounds of skill and loyalty, and honour. After being selected, they under go training to prove they are capable of what being asked of them. They undergo training in a variety of areas, including camouflage training, zero g, as well as sniper training, close protection training. All this as well as power armour training, which is the armour they use if in the battlefield. Due to extensive training and wish to improve the status of these troops, they get better rations and better billeting. So other troops can see tangible benefits of joining the housecarls, also they need to be near by her if required.

    The Captain August office of the unit, when she's not out meeting people or going to war. Has some of his men on exercise on different planets, so they can experience different terrains. He also keeps an eye on her diary, to see what events she going to. So he can plan her protection, as sometimes sending in hundred power armoured warriors to ball might considered overkill. So he plans her security around each situation she is in, this may go as far as visiting and testing security, and see if it weak. To just checking out what he can find from the holonet, as this will help see what the layman can find out, as nut jobs are always a possibility. They do employ vetted slicers as well, to deep checks on this so they can find out what trained people may be able to find out.

    If in the field of battle, they perform exception well against infantry. Due to armour and plasma cannons, that can take down lightly armoured vehicles. This however does mean they need support against tanks, and bombers, as well as any other fast moving hard hitting units. As they can't exactly hide from these attacks, but put them on boarding action, or in a tunnel. They become one most dangerous things around, as most other units do not have same level of armour, or carry around such deadly anti infantry weapons.
[SIZE=9pt]
[/SIZE]
I need you to properly source the artwork you are using by finding the name of the artist and also the name of the artwork itself. I've edited everything else into your sub, the picture will get added once you have it fully sourced. If you are unsure how to source, click the link in my signature and follow the steps in that thread.
 

Yidhra

Mars Tsosûtiyakûtiyuska
Submission Name: Zûtadasi
Link to Submission: Here
Summary of Modification: Add Raekkar to the "Homeworld" section.
Reason for Modification: Yidhra is expanding her reach and taking her monsters with her.
Modification:

 
Submission Name: Keeta the Jester
Link to Submission: http://starwarsrp.net/topic/114076-keeta-the-jester/
Summary of Modification: fixing bulletpoints.
Reason for Modification: Amending the shame of my atrocious formatting.
Modification:

Gilbert_Logo_copy.png
"The Six Million Credit Man"
16637354860_4c1fc05dd4_o.png
OUT OF CHARACTER INFORMATION
  • Intent: Fleshing out one of Gorba's primary commanders.
  • ​Image Credit: Lords of Nal Hutta FFG, Gank by Lucas Arts
  • Role: Gank Squad Alpha
  • Links: N/A
PHYSICAL INFORMATION
  • Age: Middle-Aged
  • Force Sensitivity: N/A
  • Species: Gank
  • Appearance: Coming face-to-face with the short, stocky Gank is not an enjoyable experience. He frequently opens conversations by shooting someone. Consequently, when most people see him walk into their vicinity wearing distinctly chipped and scratched yellow armor, they generally start shooting or try to run. Often, the last thing a mid-level spice dealer sees is the glowing green eyes in Keeta's helmet.
SOCIAL INFORMATION
  • Name: Keeta
  • Alias: Jester
  • Loyalties: Bareesh Kajidic
  • Wealth: Enough to put food on the table, but he generally spends his income on surgeries to stuff in new cybernetic implants.
  • Notable Possessions: A nice set of firearms, several suits of armor, and the cybernetics crammed into his body.
  • Skills:
    Contract Killer - Guns, knives, fists, utility spork? Keeta can kill you with any of them in a dozen different ways and he'll enjoy it.
  • Pack Alpha - Keeta leads his Gank Squad by looking out for the interests of the pack while not tolerating weakness.

[*]Personality: To outsiders, Keeta generally only uses words when he absolutely has to, but more often than not remains completely silent save for judgmental glares from behind his faceplate. To the Ganks, Keeta is seen as quite the witty fellow.
COMBAT INFORMATION
  • Weapons of Choice: Arkayd Industries ACP Repeater, KD-30 Dissuader Pistol
  • Cybernetic Implants
    Biotech Industries rapid 12 Cyber-Reflex System: "A series of specialized implants designed to stimulate and help regulate the sympathetic nervous system of the user, cybernetic reflexes can greatly increase an individual’s reaction time to outside stimuli and threats. By reducing the latency of neural communi cation between the sensory organs and brainstem, cybernetic reflexes can give the user a slight edge." - Lords of Nad Hutta
  • Neuro-Saav Technologies Q-22 Retinal Tracker: "Consisting of microsensors implanted directly behind the user’s retinas and a tiny tracking computer installed at the base of the skull, a retinal tracker aids the user in targeting imminent threats. A simple thought impulse activates the system, which projects a targeting reticule directly onto the user’s retina." - Lords of Nal Hutta
  • Gank Comm Implant: "This peculiar comlink implant interfaces directly with the user’s neocortex, allowing the user to communi cate silently with other characters who possess simi lar implants merely by thinking. Virtually every adult Gank has one of these implants, which allows them to coordinate their actions with unparalleled efficiency." - Lords of Nad Hutta
  • Adrenal Implant: "A small implant affixed to the suprarenal glands, an adrenal implant stimulates the production of epineph rine in the body when the individual’s nervous system is subjected to strain. While the implant’s stimulation is not as rapid as a direct injection of epinephrine into the bloodstream, it does reduce recovery time from fatigue." - Lords of Nal Hutta
  • Cyberarm Mod V: Left cybernetic arm, strength enhancement model.
  • Immune implant: Renders the implanted immune to most forms of diseases and ailments.

[*]Combat Function: Keeta engages in combat with the professionalism one might expect of someone who has spent his entire existence in the work force as a contract killer. The added bonus is that Keeta tends to be very, very good at combat due to his cybernetic enhancements. The downside is that he can occasionally become enamored in the brutality of the fight and forget that he is there to do a job and not finger-paint. Keeta enjoys weapons that involve acid.
HISTORICAL INFORMATION

Keeta grew up in a Gank pack, as most Ganks do, and became proficient in the art of the kill when he was just a pup. But the road to pack alpha was not an easy one. Keeta's squad used to work for the more powerful Hutt families until the Sarlacc job.

They pitched it as a simple recovery mission. A Sith experiment with a Sarlacc left a lotta Hutts interested in acquiring the mutated Sarlacc once the Sith creator got fried. After a quick scuffle and a lotta dead Massassi, Keeta and his squad managed to stuff the mutant into a crate and ship it back to the Hutts. Only there was a mix up during offloading and some no-cyb idiot left the unsecured crate in the palace. The mutant Sarlacc broke out, wrecked the place, and ate three Hutts in the process. Of course Keeta got blamed. They said it was an assassination attempt. So no more work for Keeta and company.

The only kajidic that would take them on were the bottom-feeding Bareesh, but money was money, so Keeta signed the non-compete and started working for Gorba. He's a long way from rebuilding his reputation, but he's made sure to include warning labels on all exotic animal grabs from now on.

It's a start.
 
Submission Name: Mazik Stazi
Link to Submission: http://starwarsrp.net/topic/95405-mazik-stazi/
Summary of Modification: Updated to latest template, change in NPC rank and function as well as bio update.
Reason for Modification: Now less of a supporting character and more of a military point of contact, bio updated to reflect his role in recent events.
Modification:

aKTDmvC.jpg


OUT OF CHARACTER INFORMATION
  • Intent: Personal NPC for Zark, military point of contact for general GA use
  • ​Image Credit: Chris Scalf
  • Role: Zark's former executive, commanding officer of Rogue Squadron's carrier base, father of [member="Sol Stazi"]
  • Links:
PHYSICAL INFORMATION
  • Age: 52
  • Force Sensitivity: Non-Force User
  • Species: Duros
  • Appearance: Haggard, has not aged well. Looks more like he could be a bounty hunter or ex-pirate from his general look, demeanor, and a stocky frame in military shape despite the seeming ravages time has done to his face.
SOCIAL INFORMATION
  • Name: Captain Mazik Stazi
  • Loyalties: Galactic Alliance Defense Fleet
  • Wealth: GA military salary, otherwise destitute
  • Notable Possessions: None
  • Skills: Lifetime military, experienced naval commander and capable tactician.
  • Personality: Confrontational would be putting it lightly. When Mazik isn't loudly giving someone a piece of his mind, he exudes a sort of silent rage directed at pretty much anyone in the general vicinity.
COMBAT INFORMATION
  • Weapon of Choice: Regulation GA sidearm
  • Combat Function: Mazik is serviceable enough in a firefight or other type of crisis situation, though his real strength lies on the bridge of a capital ship rather than with a blaster in his hand. However, the effect past trauma has had on his psyche makes him stubborn, reckless, and unpredictable. Against a Force User he would likely have no real chance.

    + Weapons Training
    + Tactical Mind
    - Unstable
    - Past His Prime
HISTORICAL INFORMATION

A Bburru Station native, it did not take Mazik Stazi very long to experience the wanderlust so common to his people. From a long line of military pilots of some modest renown, Mazik intended to follow in their footsteps and attend a local academy. Although he was a good pilot, it did not take his instructors long to recognize his real skillset belonged on the command track. Mazik took to bridge duty more naturally than he had ever taken to the cockpit, and although he maintained his love of flying he knew he'd make a much better Captain than pilot.

Serving on several larger Protectorate craft before being given his first frigate command, Stazi worked his way up the ladder through competence and dogged determination more than any political savvy or genial personality. Eventually he realized his dream of commanding a Star Destroyer, Mazik was on deep space patrol when his vessel fell into a carefully laid trap. The true foe never confirmed, but suspected rogue Imperial elements crippled his ship before they could even make an emergency hyperspace jump.

Giving the order to abandon ship, Mazik saved many of his crew's lives but elected to remain behind to prevent his ship's seizure, ignorant that he had left himself alone to defend the true objective of the assault. Having acquired the deactivation codes for the vessel's self destruct mechanism, stormtroopers stormed the bridge only to find Captain Stazi had crawled through the guts of the vessel to trigger an overload in the destroyer's main reactor.

With no way to prevent the scuttling of the ship, both the Imperials and Mazik made their way to the same hangar bay, and after a fierce firefight Mazik was grievously wounded attempting to escape and taken prisoner. He would spend the next decade mostly in solitary confinement, occasionally shipped from one prison barge to the next, on the verge of completely losing his mind. Assumed dead by the only people he could have expected to rescue him.

One day, five years ago, the prison compound he was in was liberated by none other than the Galactic Alliance, under the command of a young wookiee lieutenant Vryyr. As it turned out, he was being held on Nar Shaddaa by the Black Sun, having been sold to them several years ago as a potential future bargaining piece. When they were finally able to confirm his identity, they were shocked to discover that he wanted to resume his commission.

Still highly functional but having displayed some borderline disturbing results in the battery of psych evaluations he was put under, Stazi was accepted as an officer but at reduced rank and not allowed his own command. The years in captivity having done nothing to improve his mood, Mazik though perhaps unpleasant to work with seems to have channeled his inner rage into becoming a more effective officer than ever before. As if every day is a challenge to prove he wasn't broken, that he still has the edge needed for command.

Expecting to finally regain captaincy of a smaller vessel, Mazik was nonetheless passed over recently for command and instead transferred to serve under Captain Zark, a former privateer and Merchant Fleet captain that had accepted a commission in the Galactic Alliance to command the Rebel's Hope, the mobile home base of Rogue Squadron. Despite his initial resentment and frustration with the human's unorthodox command style, slowly the man he had once seen as an usurper began to earn his begrudging respect. Seeing action together both at Castameer and Boris Koori IV as well has a handful of minor skirmishes, the two were just becoming, if not friends, then comrades, when Zark's notoriety earned him a fast track promotion to Commodore and Mazik suddenly found himself in possession at last of what he had worked so hard to earn back. His own command.

As Captain of the Rebel's Hope, Stazi would continue to see action often as a part of his old COs task force. On the frontlines at practically every major Alliance battle between Atrisia and the Ison Corridor, the wily old Duros has by now proved to his superiors in the Defense Fleet that he still has what it takes to effectively command.
 
  • Submission Name: Eugene
  • Link to Submission: [Here]
  • Summary of Modification: Remove "Helix Syndicate Overseers" tag, archive.
  • Reason for Modification: He died.
  • Modification: Remove "Helix Syndicate Overseers" tag and retire this submission to the archives.
 
Submission Name: Nemesis
Link to Submission: CLICK
Summary of Modification: Updating the information of the submission,
Reason for Modification: Updating the age to be more accurate, Bring submission to spec with most recent Codex changes.
Modification:
c0029247fc719630da6ec789558934db.jpg

OUT OF CHARACTER INFORMATION

PHYSICAL INFORMATION
  • Age:
    19GSY at the end of "My Long Awaited Nemesis."
  • Currently in the early thirties.

[*]Species: Arkanian Dragon
[*]Height: 4 meters
[*]Length:
  • Tail to Snout: 10 meters
  • Wingspan: 28 meters

[*]Weight: 8 Tonnes
[*]Appearance: Once a small crimson dragonette that hatched with the aid of the dark side of the force, It was raised in seclusion to all other life. Taken care of by Nick on his own. When Nick finally showed the galaxy of his mounts growth, she was built limber and nimble. Spines grew sharp, and teeth strong. However, that was many years ago. Over the years, this crimson dragon has been corrupted by the dark side of the force. Much like Nick and his deep connection to the dark side, Nemesis too, has grown dark. The reds deepening till they became black. Talons sharpening into wicked natural blades. Teeth ever deadly. Fully grown, it has morphed into something else. Still resembling a dragon in her base body structure, she is otherwise a completely different beast.
SOCIAL INFORMATION
  • Name: Nemesis, Scourge of Kro Var,
  • Loyalties: Nickolas Imura, And whoever he allows to ride her.
  • Notable Possessions: A saddle large enough to fit two people, and some gear if necessary.
  • Personality: Altered by the Dark side of the force, and holding a force bond with Nick, the two act very much along the same lines. Chaotic in nature. The rules of the jungle are the supreme law. Survival of the Fittest. Nemesis is quick to defend her master. Holding a true bond that even man's best friend can't beat. Nemesis draws upon the strength of her master. Using his emotions much like her own. Once Nemesis is angered, its very difficult to change her mind, or to calm her fire. Nemesis seems to almost hate all beings with equal prejudice. She seems more often annoyed by smaller beings who come near her, unless they are nearby Nick, in which case she gives almost a respectful tone.
  • Training: No training other than natural instincts. However, Nemesis has a wide range of weapons from literally eating the smaller beings of the galaxy, opening her maw to unleash a wave of flames, talons sharp enough to rip through durasteel like butter, and a tail to swipe at crowds of beings off their feet and into the air.
  • Combat Function: A dragon is a beautiful beast. One that is born for combat, and for battle. Nemesis is no exception, in fact, she is a perfected dragon. Naturally Arkanian dragons have talons, claws, a tail, teeth, and wings to fight with. One of the most rumored and sought after abilities of this particular dragon species, is its ability to spew fire from its maw.
Nemesis is able to perform all of these abilities, and a little more. Altered by the Dark side of the force in the form of Sith Alchemy, Nemesis' claws are sharper and more durable. Teeth stronger, scales more resistant, and her fire hotter than any beings rage. Naturally an Arkanian dragon has scales to withstand some small arms fire, and a few hits from a vibroblade. On the other hand, Nemesis can withstand much more punishment. One of the more crowning achievements of this transformation is lightsaber resistance. However, it has been proven that you can still break through the scales with many lightsaber hits and many blaster rounds. It will just take time to do so.

Another addition to Nemesis over her counterparts, is a Force Bond that she is connected to with Nick. It only began with very simple emotions. Growing to be more pronounced, and to the point now where Nemesis can understand command words in the Sith Language. Mostly being words of "Attack", "Retreat", "Fly/Soar", "Burn", "Come", Etc. Should one of the two be limited, or be unable to speak with their mind, Nick and Nemesis can exchange "Images" in the form of a memory so that they know where each other are. Recently, Nick is working on creating a link between the two called "Dragon's Sight" where Nick can see through the eyes of Nemesis as she has acute senses much better than any human could ever have. Able to see further distances, smell from further away, hear at rediclious lengths for the slightest difference.

Nemesis is not really great as a walking mount. She is a mobile mount with flight. Able to fly up to speeds of 140 km/hour, with a flight ceiling just under 3 kilometers. Nemesis over all is a flying, fire breathing, tank of a warmount over her natural born sisters of the Arkanian dragons.

HISTORICAL INFORMATION:
Nick and Morna Imura, Brothers of Kro Var, trained and grew in their separate ways. Morna known for his love of birds, and title of Phoenix. While Nick, was always the brother who was filled to the brim with anger and angst. After Morna's passing, Nick was in need of something. That something came up with the opportunity to find one of the most rarest creatures in the galaxy. Working together with another Sith Lord, Nick traveled into the mountains and cave systems of Arkania, and found his egg. After leaving the presence of this Sith Lord, Nick hid it away from the rest of the galaxy.

Hiding this egg, hatching it into this dragonette, raising it, altering it, changing it, and morphing it into a full fledged dragon, Nemesis was a burden to deal with in her early years. Being raised upon the emotions of anger, rage, and hate, were for some spans of time, all that Nick would allow for Nemesis to sustain herself with. Forcing this dragon to change into the monstrosity it is today. Now considered fully grown, Nemesis is one of the few creatures that can live on for centuries at a time. So there is much life within this dragon. However, it is unsure if her life with be expanded upon due to the force, or greatly shortened due to the altering of her genetic codes and biological attributes.

It has been a long time since Nemesis has been seen. Soon, she will rain fire from the sky once more.

OTHER NOTES:
http://starwarsrp.ne.../44946-rhaegos/ - This Dragon will be held to the same conditions as stated in this thread. Interactions in combat must be approved by the writers before hand for direct confrontation. Otherwise, the dragon can only be used for NPC vs NPC combat. As the dragon is a very power weapon, let alone beast companion, I have abide by these rules and hold myself too them.
 
Submission Name: Neo-Polis
Link to Submission: http://starwarsrp.net/topic/113849-neo-polis/
Summary of Modification: The main city, Skye needs to be changed
Reason for Modification: Skye is also the name of a First Order world. I am changing the name to avoid confusion
Modification:
Neo-Polis
hVklHhe.png

[SIZE=12pt]OUT OF CHARACTER INFORMATION[/SIZE]

  • [SIZE=12pt]Intent: I wanted to create a planet that demonstrates the damage of abuse of power in a unique way. Neo-Polis is supposed to reflect the dangers of radicalism, greed, and totalitarianism.[/SIZE]

  • [SIZE=12pt]​Image Credit: [/SIZE]
[x]
[x] By Jason Chong
[x]
[x]
[x]
[x]
[x]
[x] By Kim Stanley Robinson

  • [SIZE=12pt]Canon: N/A[/SIZE]

  • [SIZE=12pt]Links: N/A[/SIZE]
[SIZE=12pt]GENERAL INFORMATION[/SIZE]

  • [SIZE=12pt]Planet Name: Neo-Polis[/SIZE]

  • [SIZE=12pt]Demonym: Polisians[/SIZE]

  • [SIZE=12pt]Region: Outer Rim[/SIZE]

  • [SIZE=12pt]System Name: Ryft System[/SIZE]

  • [SIZE=12pt]System Features: [/SIZE]
[SIZE=12pt]Sun: Small, main sequence star[/SIZE]
[SIZE=12pt]Planets: 4 Terrestrial planets (Neo-Polis is the 3rd,) 1 large Gas giant near edge of system.[/SIZE]
[SIZE=12pt]Moons: Neo-Polis has two moons: Lua Major, and Lua Minor. While Lua Minor is too small for practical use, Lua Major has a spaceport and a mining colony on its surface.[/SIZE]
[SIZE=12pt]Orbital Period: 671 days[/SIZE]
[SIZE=12pt]Rotational Period: 50 hours[/SIZE]
[SIZE=12pt]Coordinates: 44A, adjacent to Dosuun System (44B)[/SIZE]
[SIZE=12pt]Major Imports: Food, Water, Animal products.[/SIZE]

  • [SIZE=12pt]Major Exports: Raw materials, machinery.[/SIZE]

[SIZE=12pt]GEOGRAPHIC INFORMATION[/SIZE]

  • [SIZE=12pt]Gravity: Standard[/SIZE]

  • [SIZE=12pt]Climate: Frozen Tundra[/SIZE]

  • [SIZE=12pt]Primary Terrain: Urban[/SIZE]

  • [SIZE=12pt]Major Locations: [/SIZE]

1. The Hark Region
[SIZE=12pt]
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[/SIZE][SIZE=12pt] [/SIZE]
[SIZE=12pt]The Hark is the industrial heart of Neo-Polis, it is broken into 3 sectors, each with its own sprawling city. Sector 1 is for mining, Sector 2 for refining, and sector 3 for manufacturing.The Hark is a toxic place, many sections are so contaminated with pollution and waste that no life can survive there. The hark has very few proper residential areas, workers commute to work from safer, cleaner areas of the planet. The people who do live in the Hark live in squalor, in ramshackle slums build on the edges of the industrial cities. Denizens of these slums are often referred to as ‘Hark Rats’[/SIZE]

[SIZE=12pt]2. The Eastern Precinct[/SIZE]
[SIZE=11pt]
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[/SIZE]
[SIZE=12pt]The Eastern Precinct is one of the poorer, seedier areas of Neo-Polis. It lies on the outskirts of Neo-Polis’ capital city, Halcyon. The Eastern Precinct is infamous for its gang violence, drugs, and bars. It is the centre of Neo-Polis’ black market, and it is said you can buy almost anything there if you have enough credits. The Eastern Precinct has a small, illegal, spaceport where smugglers ferry contraband to and from the planet. The Polis government typically turns a blind eye to the activities of the Eastern Precinct. However, those caught by police patrols with contraband will face a lengthy prison sentence. Most of the non-human population on Neo-Polis live in the Eastern Precinct.[/SIZE]

[SIZE=12pt]3. Theatre[/SIZE]
[SIZE=11pt]
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[/SIZE]
[SIZE=11pt]Tucked in the centre of Halcyon lies the entertainment district known as Theatre. Theatre is the cultural centre of Neo-Polis, every night there is an assortment of extravagant, over-the-top shows, most of which are so expensive only the wealthiest of citizens can afford to attend. Theatre is a place for the rich, aristocrats and overpaid politicians frequent its theatres to attend cabarets and performances, before returning to their mansions in the early morning. A heavy police presence in Theatre makes it almost entirely crime free, and a safe place for the rich 1% to socialise.[/SIZE]

[SIZE=11pt]4. Outpost 31 “The Nest”[/SIZE]
[SIZE=11pt]
HgtZPzB.png
[/SIZE]
[SIZE=12pt]The Nest is the local name for Outpost 58. The remote facility is located close to the North Pole of Neo-Polis and is the home of a garrison of First Order stormtroopers. While Neo-Polis is not technically under the control of the First Order, the government allowed the First Order to set up a base on the planet, and the planet itself is very much in the First Orders sphere of influence, due to its proximity to Dosuun. While Outpost 58 is officially a refuelling station, it is generally accepted it exists to operate as an FOB should Dosuun fall under attack.[/SIZE]

[SIZE=12pt]5. The Halls of Parliament[/SIZE]
[SIZE=12pt]
FvSQ6x0.png
[/SIZE]
[SIZE=12pt]The Halls of Parliament are the centre of Neo-Polis’ government. All important decisions are made within these walls. It has been the setting of many shady dealings, betrayals, and assassinations. An entire wing is dedicated to housing the Governor, who lives in luxury. The other areas of the building are used by various corrupt politicians, aristocrats, and party members. The Halls of Parliament is incredibly well protected. A personal guard makes sure that the governor and his oligarchy is secure at all times. From the safety of the Halls of Parliament, the government of Neo-Polis passes harsh laws, undermines the rights of its citizens, and works tirelessly to ensure there is no opposition to their power, which is total, and complete.[/SIZE]

[SIZE=12pt]6. Alexander Square[/SIZE]
[SIZE=11pt]
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[/SIZE]
[SIZE=12pt]Outwardly, Alexander Square, and the surrounding area, seems fairly typical for a lower class area in the city of Halcyon. It’s poor, dirty, and miserable. But it's also where the Polis Resistance Movement (PRM) is operating out of. A small group of insurgents working to topple Neo-Polis’ totalitarian government. In the past, the PRM worked with trade unions, holding strikes and marches to protest against the government. Since the ban on unions, the PRM has become a guerilla fighting group, attacking Neo-Polis police, and military, and occasionally targeting crucial infrastructure.[/SIZE]

[SIZE=12pt]7. Lua Major Mining Station[/SIZE]
[SIZE=11pt]
oj4n1Bn.png
[/SIZE]
[SIZE=12pt]The mining station on Lua Major is actually fairly small, its spaceport is much larger, catering for military vessels up to the size of a frigate, it was likely designed specifically to cater for First Order ships stopping on their way to Dosuun. The mining facility also has a high non-human population. The 2nd highest after the Eastern Precinct.[/SIZE]

[SIZE=12pt]POPULATION[/SIZE]

  • [SIZE=12pt]Native Species: N/A[/SIZE]

  • [SIZE=12pt]Immigrated Species: Humans (majority population)[/SIZE]

  • [SIZE=12pt]Population: Heavily populated[/SIZE]

  • [SIZE=12pt]Demographics: Most areas on Neo-Polis have a majority human population, and the richest areas are typically over 95% human. This is due to the Neo-Polis government’s marginalisation of the non-human population. Some areas, like the Eastern Precinct, and the Lua Major Mining Station have a majority non-human population. This is mostly Twi'lek's, Togruta, Bith, and Rodians [/SIZE]

  • [SIZE=12pt]Primary Languages: Galactic Standard Basic[/SIZE]

  • [SIZE=12pt]Culture: Daily life for most citizens of Neo-Polis is a struggle. Low pay, high unemployment, and overcrowding have created a society with widespread and systemic poverty. On top of that, the totalitarian government can be incredibly harsh and cruel, especially to the poor members of society, who are viewed as non-productive, and 2nd class citizens. The rich of society enjoy a very different life, they live in mansions, have plenty to eat and drink, and have enough free time to go see shows each evening in the hugely expensive Theatre district. Most of the rich members of society are not only involved heavily in the planet’s industry, but also its government, practically ensuring they stay on top while everyone below suffers.[/SIZE]
[SIZE=12pt]GOVERNMENT & ECONOMY[/SIZE]

  • [SIZE=12pt]Government: Authoritarian Dictatorship[/SIZE]

  • [SIZE=12pt]Affiliation: Not under FO control, but maintains friendly relationship.[/SIZE]

  • [SIZE=12pt]Wealth: High, but very unevenly distributed. Rich 1% controls almost all the planet’s wealth.[/SIZE]

  • [SIZE=12pt]Stability: Medium: There is a growing tension in Neo-Polis. Every day, the government seems to crack down on resistance. Protesters are beginning to be publicly executed, and it is not recommended for non-humans to visit outside of the Eastern Precinct, due to the anti-alien sentiment in the other areas of the city.[/SIZE]

  • [SIZE=12pt]Freedom & Oppression: Only a few small groups dare to oppose the government. Anyone caught acting against the wishes of the state finds themself dead, or spending their life in a forced labour camp.[/SIZE]
[SIZE=12pt]MILITARY & TECHNOLOGY[/SIZE]

  • [SIZE=12pt]Military: Neo-Polis has a large standing army and a decent navy for its size. The government is obsessed with both the First Order, and ancient warrior civilisations such as the Mandolorians, and they have modelled their military to suit. Most of their equipment is a blend between ancient designs, and the modern functionality of First Order equipment. Neo-Polis’ military is high-tech, and well equipped, with a focus on discipline, and training over sheer numbers. [/SIZE]

  • [SIZE=12pt]Technology: Neo-Polis’ technology is on par with the rest of the galaxy.[/SIZE]

[SIZE=12pt]HISTORICAL INFORMATION[/SIZE]
[SIZE=12pt]Neo-Polis was first settled around 430 ABY, by a coalition of settlers from Core worlds fleeinginto the Outer-Rim to escape the Gulag Plague, only to find many of the civilisations already stricken by plague or completely destroyed, so they turned to empty worlds, to start anew. Neo-Polis was chosen for its bountiful natural resources, and huge, flat areas perfect for large scale construction. After the first settlers arrived Neo-Polis quickly began to grow while the rest of the galaxy collapsed, a democratic government was set up, the oldest city, Halcyon was constructed, and Neo-Polis declared a socialist republic. Over the following centuries, industry began to take over Neo-Polis, the urban areas began to spread across the rest of the planet, new cities popped up wherever there was space, soon almost the entire equator was covered by this urban sprawl. Around 700 ABY, Neo-Polis reconnected with the rest of the Galaxy, and its technology rapidly advanced, soon the planet was on par with the surrounding Outer Rim civilisations that had sprung up since the Gulag Plague's decline. After nearly a century of growth, Neo-Polis was struck hard by the Netherworld Event, huge sections of the population dissapeared and the planet was brought to its knees. Following this came years of political instability, Neo-Polis split into a series of states, each one competing for power and resources. Eventually, a dispute over territory in The Hark sparked an all out civil war, which lasted 5 years, and nearly resulted in the collapse of the entire society. Eventually, one state came out on top, and the Governor of Halcyon, Andrew Vex, united the whole of Neo-Polis under one flag. Under Andrew Vex’s rule, Neo-Polis began to grow more and more corrupt, a reverence for war, and a hatred of aliens began to creep into society. After his death, there was no election. The office of the Governor of Neo-Polis was passed on to Andrew Vex’s son; Darius Vex. Darius was a smart politician, and an expert strategist. He organised propaganda campaigns against aliens, who he blamed for Neo-Polis’ problems, he created paramilitary groups to enforce new strict laws on work, and pay. He banned political parties, and trade unions, and he increased the power of the upper class by overpaying government positions, and taking bribes from industrial companies. Slowly Vex began to remove the power of those who might opposing, eventually gaining control of Neo-Polis’ military, economy, and government. Since then, violent clashes between government forces and resistance groups has increased instability and tension on Neo-Polis. Especially in Halcyon, and The Hark.[/SIZE]

[SIZE=12pt]
[/SIZE]​
 
Submission Name: Rishi Spice Plantations
Link to Submission: http://starwarsrp.net/topic/102522-rishi-spice-plantations/
Summary of Modification: changing ownership to Bareesh Kajidic
Reason for Modification: evolution.
Modification:

Gilbert_Logo_copy.png
OOC INFORMATION

  • Intent: To flesh out the primary growing operations of the Zareca Cartel on Rishi. Submission co-written by Helix Syndicate.

  • Development:

    Aeten II

  • Slash and Burn


CLASSIFICATION:

  • Name: Rishi Spice Plantations

  • Classification: Plantation

STRUCTURE INFORMATION:

  • Affiliation: Bareesh Kajidic

  • Location: Rishi, Remote Jungle Regions

  • Defenses (per plantation):

    [x001] Stygium Cloaking Device

  • [x002] Auto-Turret Defense Grid

  • [x002] Electric Perimeter Fence

[*]
Personnel (per plantation):

  • [x050] Abyssin Overseers

  • [x030] Bareesh Thugs


DESCRIPTION

In the most remote regions of Rishi, shrouded in the midst of dense and hostile jungles, the Zareca Cartel cleared and drained vast tracts of land. Thousands of individuals hopelessly in debt to higher powers and labor droids were then imported, tilling the land and paving the way for a set of gargantuan spice plantations.

Currently, there are seven plantations the Zareca Cartel operates on Rishi. Four plantations produce Savorium, two produce Giggledust spice, and one produces Rokna Blue.

The first line of defense for these plantations are their secrecy. Rishi is a planet difficult to reach; remote and relatively unknown. Vast swaths of its jungles are inhabited by poisonous plants, savage natives, hostile wildlife, and perilous disease. Few have the desire or the equipment to explore them in order to expose the Cartel’s spice planting operation there. Stygium cloaking devices at each plantation cast a shroud over the operations.

Though if anyone were to find out the locations of these plantations, or that they existed, they would be hard pressed to get inside. Each plantation is ringed by two electric perimeter fences. These fences are there both to keep the jungle out and the laborers in. Once inside, there are several large buildings: warehouses, laborers’ quarters, and the barracks for the garrison.

The exterior of these buildings are dotted with auto-turrets in order to defend them from enemy personnel in the event of a raid and to remind the penal workers that any attempt to incite a riot will not end well. The interior of these buildings feature defensive turrets as well. Each plantation is guarded by around thirty thugs from the cartel, mostly either Rodian or Ubese.

Abyssins are also employed by the Cartel as overseers for the penal laborers. Abyssins were chosen particularly because they are a naturally cruel species and the various races who labor on these plantations as a result of their debts find them intimidating. It is estimated that their intimidating presence increases worker efficiency and decreases the likelihood of a revolt. Tubul Xenar, a Chevin, is the Chief Overseer of all seven plantations.

On each plantation, there is typically never more than eleven hundred debtors from the Helix Syndicate at any given time. Any more than that would be a security risk as the guards would no longer be able to keep them in line with any reliability. Debtors are typically shipped in from the Pentastar Alignment, wherein they racked up massive debts and must now pay them off through grueling physical labor. When a debtor’s debt is resolved, they are dropped off on Tatooine to do as they will. Usually without much incident.

There are also one hundred non-debtor support personnel in service on each plantation, as some duties require more trust than can be placed on a debtor. Zareca lost control of the plantation during a slave uprising.

News:
The slaves killed all the Zareca thugs and trapped the Abyssin Overseers in their houses. Gorba sent in the Helix mercenary regiment - Hell's Heralds - who wiped out the resistance and established the kajidic's influence over the plantations.
 
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