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Wildstar Exiles Lore
By Cosmic Shark
The Exiles are a group of refugees, mercenaries, and well, exiles, who have banded together to form a new life for themselves on Nexus. The Humans, Aurin, Granok, and Mordesh are part of the faction out of both necessity and hatred for the Dominion. While their tech varies in everything from ancient to new, the Exiles have the ingenuity to make something old work like new. On Nexus, they make their final stand to establish a new home, as the Gambler's Ruin has become too old and too damaged to continue fleeing through space.
   
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Homeworlds
Humans: Cassus and Colonized Worlds
  • All Humans are originally from the Dominion's worlds.

  • Cassus is a temperate, green world that is the seat of the Dominion.

  • There are many colony worlds from which the exiled Humans are from.

Aurin: Arboria
  • Orbits a yellow star named Arba, which in older times was called Brightheart, although many Aurin still refer to it by that name. Chua refer to it as RS-833. (Resource Site)

  • Is one of six plants that orbits Arba, but is the only one that can sustain life. Two other planets, Thu and Kaiom are hot and barren wastelands that have the same orbital path. The other three, Yavah, Dhun, and Arell are HUGE gas giants at the edge of the system.

  • Covered in forests, jungles, and marshes.

  • Six forest types: Lansa (sequoia), Nestri (aspen), Hirn (acacia), Desodar (oak), Wikren (banyan), and Verdune (evergreen). The trees are similar, but not necessarily exact.

  • While the ancient Aurin used to be scattered around the planet, the majority resided near the Mother Tree before the Ravaging.

  • Some of the trees were sentient and Aurin Matrias could speak with them.

  • Currently being destroyed by Chua Planet Reapers.

  • Has four moons, which the Aurin see as consorts to Arboria, a matria.

  • Forya is Arboria's smallest moon and a protector of Arboria. It has a bright glow during the sunset every three months and the glow is considered a good omen for a hunt.

  • Myill is a rocky, turquoise colored moon that is considered Arboria's watcher. The shadow it casts on the planet resemble a pair of eyes and as it drifts to Arboria's shadow, it is considered to be closing its eyes, in which time the Aurin watchers become more vigilant.

  • Valra is the largest moon of Arboria, glows white bright, and moves slowly. She is considered to be the moon of herbs and healing and Aurin healers think of her light as able to aid healing. She is the patron moon of Aurin herbalists.

  • Zynan is a dark, indigo moon that is perpetually seen in Arboria's sky and believed to help plants grow swiftly.

  • Aurin believe that the moon someone was born under influences their personality, with the dominant moon being whichever is more full at the time. Being born under three moons while they are full/visible is an uncommon occurance, and every 219 years all four moons shine fully over Arboria.

  • Despite no longer being on Arboria, Aurin still follow these superstitions and have made charts to track how the moons would be orbitting their planet as the days pass.

Granok: Gnox
  • Inhabited by organisms of living stone. Yes, that means things like rockbats or rockworms.

  • The temperature had typical variations and poles and equator, but the usual weather was very turbulent, prompting everything to evolve to be solid, sturdy, squat, or all three. The trees are about the same size as Granok.

  • Mountainous and rocks. Rocks everywhere. There are seas, but they are very salty and only a few meters deep at most. It has resulted in few Gnoxian aquatic animals.

  • Has several moons and a dense, rocky ring.

Mordesh: Grismara
  • Still blockaded by the Dominion.

  • Now a desolate post apocalyptic wasteland with the infected hordes running about searching for any source of food they can.

  • Has six moons, each with its own primal element attunement.

  • Pirin (primal fire) generates its own light due to volcanic activity and uninhabitable to most known life forms. Orbitted by two heavily shielded settlements. Now filled with the Ravenous. Associated with anger, passion, violence, and conflict. Mordesh born under its light are supposedly the greatest warriors of Grismara.

  • Aquazar (primal water) is a cold, frozen water moon. Many winter resorts, along with research facilities were on the surface, but are now filled with Ravenous. Large cephalapods and fish swim below the ice. Mordesh born under its light are said to hide many secrets. (Avra Darkos being one.)

  • Terov (primal earth) is a dark and rocky moon that reflects very little light from the sun. It is nearly invisible, but rich with ores and minerals mined by the Mordesh and offworld companies. Now filled with Ravenous. It is associated with strength, stability, and wealth, but also weddings due to the minerals used for the events.

  • Ethrin (primal air) has an atmosphere, but is filled dangerous winds and storms, as well as an atmospheric preasure that could destroy a Granok. It used to be a vacation area for daredevils who wanted to surf the upper atmosphere using shielded pods. It is associated with quickly changing personalities, strong emotions, and risk-taking. It was a popular theme in Mordesh poetry that when Mordesh born under Ethrin and Pirin fall in love, new stars are created.

  • Vitrova (primal life) was a moon filled with life with flora and fauna unique from Grismara. Workers and scientists who were on the planet turned Ravenous, who devoured all larger fauna. Those born under it are said to be healthy, youthful, and vibrant. Renowned healers were born under it.

  • -Logoz (primal logic) is an entirely crystalline moon with crystal dust that prevents exploration. It is associated with math, logical thinking, SCIENCE, and cold reason. Those born under it are said to be exceptionally intelligent. (Victor and Lucy Lazarin)
Humans
  • Led by Dorian Walker and Deadeye Brightland.

  • Exile Humans are mostly average, everyday Humans, but those who have spent generations on it have become more adapted to long space travel and so are more resistant to space related maladies.

  • The majority of Exile Humans are Lowborn, but there are some Highborn.

  • Names are commonly English and compound words but can be any real life name.

  • The majority of Exile Humans have that famous accent.

  • Value truth and honesty. Steadfast and gritty.

  • Live 85-100 years on average. Lack longevity from Highborn ancestry but are immune to diseases associated with it as a result.

  • Excel at tinkering, inventing, and engineering.

  • Have no organized religion. In its place they have chronicle houses that teach stories of the past. They settle disputes, offer guidance, and officiate ceremonies.

  • Communities are democratic, led by mayors and other officials. They vote on everyone from peacekeeper to chief mechanic. Mayors call on judges when higher authority is required.

  • Put "Emperor's" in front of something that sounds nice to make it bad. (Emperor's kiss is a punch to the face.)

  • Use stars instead of god or gods. "Thank the stars!" Never used with "my".
Aurin
  • Led by Queen Myala Everstar.

  • First names come from their language and are handed down in family lines. Surnames have a historic or literal meaning to the family.

  • Like using nature metaphors in speech.

  • Males are hot-tempered and more likely to be stressed, females are optimistic. Anyone who harms a forest gets a quick but violent death.

  • Females are around 4'5 in height, males around 3'5.

  • Aurin live 65-70 years on average. They reach maturity at 15.

  • They have claws on their hands and feet and use scratching posts. Both male and female
    Aurin can spontaneously grow facial hair, but it is considered a major taboo to Aurin.

  • Mammals, but evolved from marsupials and kept some of the traits such as the prehensile tails and reproductive cycle. Highly intelligent and have an affinity with primal Life known to them as the Weave. Females usually have a stronger connection than males.

  • Aurin can't purr like cats, but they can fake it.

  • Originally had hundreds of sub-species, but became genetically homogenized after they discovered the Weave. Largely omnivorous, but are able have all the nutrients they need from a strictly vegetarian diet.

  • Due to marsupial-like internal reproductive organs (Remember that they're still mammals and lack pouches), babies are born even more defenseless than a Human baby, blind at birth. Females focus only on caring for the offspring until around the seventh day when they finally open their eyes. This moment is usually considered as an Aurin's true birth.

  • Do not partake in large-scale industry, but still integrate technology. They tolerate industrial enterprises working outside of Aurin lands.

  • While they get along with the Exiles for the most part, Human industry sometimes upsets them, Granok disregard for their surroundings annoys them, and Mordesh manipulation of nature without regard to the natural order disturbs them.

  • Communities are led by matrias, sometimes more than one, who officiate ceremonies and offer guidance to the people. Towns are built around the matria's homes. Consorts advise and act on behalf of the matrias, can be male or female, and may or may not be involved romantically with the matria.

  • Hunters are chosen by the matria to kill the necessarry amount of creatures required to feed the community.

  • Tenders are volunteers (who at some point everyone has served as), that maintain the health of the forests they live in.

  • Watchers take an "Oath of the Protector" and roam the forest alone, making sure nothing harms its balance.
Granok
  • Gnox had 7 nations. A link to more information was once available, but no longer. These nations usually influenced a Granok's "skin" tone. More information can be found in the Wildstar RP Discord.

  • Led by Durek Stonebreaker.

  • Names are one or two syllables with an emphasis on consonants. Rock related surnames (usually titles of shame after the exile from Gnox.).

  • Low and gravelly voices. Like raunchy stories. Exaggerate their exploits.

  • Generally loud, crass, and jovial. General disregard that which isn't drinking or fighting. Loyal despite their faults and will defend their friends to the end.

  • Really like to fight, especially when there's a good reason for it. They are the backbone of the Exile's military, FCON, and take it seriously.

  • Granok can live up to 800 years or longer.

  • Covered in dense, living stone. Average height is 3 meters (9'8). Exaggerated sexual dismorphism. Skin can be any color, but usually grey or brown. Some have Aurin grow plants on them to simulate hair. Granok carve motiffs on their skin to display their affiliation or just a design they enjoy, an ancient tradition.

  • The skin is made of plates that reach to the joints, which are surprisingly flexible. Specific composition of the skin is based on genetics and their environment. Their bones are stone-like. Their muscles and organs are made up of a dense clay-like material, although colors vary.

  • Granok blood is rich in nutrients and minerls and is like mud.

  • Granok brains are located next to their hearts in their chests.

  • Despite their stone skin, their sense of touch is similar to a human's.

  • While durable, they scar easily and they take much longer to heal.

  • Require specific minerals instead of proteins or fats. Seemingly, Granok can turn alcohols, sugars, proteins, and fats into minerals that they can absorb.

  • On Gnox, they had medieval levels of technology. They did, however, have gunpowder used for explosives.

  • Granok build what they need to to conquer and defend territory. Usually make their own weapons and armor. Some continue to work as mercenaries when not on duty with FCON.

  • Exile Granok have no religion. Only FCON's military discipline remains to them. Although they do also hold gold, steel, and alcohol sacred.

  • Bloodshard, Cindercrag, Claymantle, Deepore, Grimrock, Ironshale, and Sandwaste were the 7 nations of Gnox.

  • Granok communities are called holds, their leaders known as chieftans. Usually just referred to as Chief. Brewmasters are some of the most highly respected of the hold, with taverns usually bringing in Granok mercs who get hammered and tell war stories.

  • Every Granok hold has its own unique brew that knocks out most non-Granok.

  • A Casking is basically a beer party that marks the end of a conflict, no matter the size.

  • Slag is the most common Granok swear. They use it as an noun, verb, and an adjective.

  • Rocks, stones, or boulders are all words used as a euphemism for their different body parts.

  • They have a huge respect for Draken and due to it will often target them in combat.

  • Granok respect all their allies and are loyal to a fault, even though they may not always act like it. They get along best with Exile Humans and fiercly protect Aurin, but they have a hard time bonding with Mordesh.

  • Used rockbats on Gnox to send messages.
Mordesh
  • Led by Avra Darkos. (Who keeps Victor Lazarin on a leash.)

  • Names are derived from their original language, Mordescu. (Extremely Russian.)

  • Voices are smooth, smoky, and ghostly. When emotional, the voice sounds more like a raspy whisper than shouting. They like using alliteration and death metaphors in conversation.

  • Generally morbid, gloomy, and ominous due to their affliction and past events. They do however, value the friendship and tolerance of their allies and will passionately defend them.

  • Constantly seek a cure for the Contagion. Worry about it mutating and spreading to other species. The Contagion is a disease caused by the Everlife Elixir backfiring and while it did make them immortal, it also began to make them deteriorate both physically and mentally. As a result, all Mordesh are infertile and their sense of touch and taste has dulled. Their sight, smell, and hearing has become sharper, however.

  • Original average lifespan was 130 to 140 years, but due to the Contagion, are now immortal and have a youthful appearance. All Mordesh children afflicted that survived grew to adulthood, but stopped aging in their twenties. Mordesh afflicted at a younger age look relatively younger compared to their older counterparts.

  • Originally they looked like space elves, had skeletons made of cartilage (like a shark), and had little to no body fat retention, but now they look like zombie space elves (even though they are not undead). Their skin is usually pale and covered in sickly spots and veins. They do, however, have natural skin markings that are part of their natural anatomy. Some Mordesh rotted more than others, so some have more prosthetics than others, but the majority of them have lost and replaced their eyes.

  • All non-Ravenous Mordesh have the Vitalus serum flowing through them, contained in metal reservoirs that are refilled. Each Mordesh requires a unique amount of the serum. The natural color of the serum is a blue-green color, although Mordesh have made special changes that can change its color to that of their choosing.

  • Naturally, Mordesh smell horrible, but this prompted Mordesh to invent perfumes that mask the scent and replace it with something pleasant.

  • Mordesh are quite vain, so cosmetics that change the color of their skin, hide blemishes, or change their hair color are very common.

  • Form the majority of the Black Hoods, the spies of the Exiles, led by Avra Darkos.

  • Their industry focuses on alchemy and science to create potions and elixirs, although the Black Hoods once created a plague to ravage Auroria.

  • Mordesh society is secular, although the ancient religion of their history has influenced their culture to an extent. The god they worshipped long ago was named Kemos, said to have created the Mordesh using all the primal elements. The priests of Kemos were alchemists. The primal elements were known to them as Pyros, Aquia, Terra, Aether, Vitus, and Logos. From this priesthood, the Alchemist Society formed. Some Mordesh now think the origin of the Kemos myth is that Kemos was an Eldan.

  • A Mordesh marriage, called a Pledging involves wearing masks and the removal of them during the ceremony.

  • Dead Mordesh are drained of Vitalus and cremated.

  • Mordesh communities are called enclaves, makeshift settlements near larger Exile communities. Each one is led by a speaker who is the ambassador for the enclave. Enclaves focus on finding a cure, housing reapers (Mordesh who cull the Ravenous), or house Black Hood agents.

  • Can suffer from a parasite-related disease known as the Wormcurse (also used as an expletive), where egg laying parasites infect Mordesh who are low on Vitalus serum or Mordesh who were old when the Contagion first struck. Easily detected and treated, but it can leave permanent and ugly scars, as Mordesh do not heal naturally.
Exile Factions
FCON (Free Companies of Nexus)
  • A united group of mercenaries that make up the Exile's military.

  • Each mercenary group is different, but still led by Exile High Command.

  • Comprised of mostly Granok.

  • Led by Durek Stonebreaker.

  • Sergeant Kara is his second in command, who thinks more rationally than Durek in times when he blindly chases the Dominion.

  • Each mercenary group includes the name of its leader in the company name. (Durek's Destroyers)

XAS (Exile Academy of Science)
  • The Exile's scientists.

  • Victor Lazarin and Belle Walker are prominent members.

  • All data collected is stored on the Gambler's Ruin.

Explorer's Union
  • The Exile's explorers.

  • Explore Nexus to help find its secrets and its topography.

  • Inspired by Dorian Walker.

  • Usually work alone.

  • Are usually capable pilots with their own ships and good mechanics.

Pioneering League
  • -Focus on constructing settlements and defenses for the Exiles.

  • -Handy.

Black Hoods
  • The spies and assassins of the Exiles. They work to learn the Dominion's secrets and weaknesses and disrupt their war machine.

  • Led by Avra Darkos. (Also known as The Widow.)

  • Mostly comprised of Mordesh.

  • Unintentionally creep people out.

  • Keep a close eye on the Exiles as well as the Dominion.

  • Can be very cruel, seeing as they deployed a plague to disrupt Dominion settlements in Auroria, killing many.

Judges
  • Led by High Judge Kallen Blackwood.

  • Are judge, jury, and executioner.

  • Called by Exile communities that need help with a difficult internal situation.

  • To become one, one must gain the trust of their local communities, then be chosen in the Hall of Judgement.

  • Judges often travel with Justices, who are aspiring Judges.

  • Work with Exile Peacekeepers.

  • Some are good, some are bad. They are, however, carefully chosen and trained to make sure there are as few bad Judges as possible.

Reapers
  • Charged with hunting down ad eliminating Ravenous Mordesh. They dispose of the bodies typically through cremation.

  • Their work can leave them more gloomy and taciturn than the average Mordesh.

  • Are prepared to cull the Mordesh population in case Vitalus becomes scarce.

  • Reapers who sacrifices themselves for the greater good are recorded in the Lexicon of the Lost.

  • Squad sizes consist of 4-10 members, commanded by a Grim Reaper (A Reaper with a lot of field experience who has survived multiple Ravenous outbreaks.), with two or three Fell Reapers acting as non-commissioned officers.

  • Harrowers are the highest rank Reapers who oversee several squads and are only called upon during extremely dangerous outbreaks. The two or more squads under the command of a Harrower is referred to as a Shroud. Operations are called Harvests. These Harvests have a code name attached to them (Blue Harvest, for example). An operation against non-Ravenous Mordesh is called a Culling.
1 Comments
coco 18 May, 2022 @ 5:23am 
thx for this i stil mis the game allot