Bill Tetley posted Feb 11, 12
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Author: Bill Tetley,  BioWare,  Codex Entry,  EA,  Electronic Arts,  IC Report,  LucasArts,  RHS Report,  role-play,  Roleplay,  RP,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR
 Once noble and great beasts, the Orpali dragons of Hutta are now the chemical-infested monsters nicknamed "Chemilizards" by both the Evocii natives and immigrant workers to the adopted Hutt planet. In this day and age, the Chemilizards are one of the few, rare species that prefer the fetid, polluted swamps to the few places on Hutta where natural animals remain untainted. In the days before their forced mutation, Orpali dragons were a rare delicacy that were grown and farmed in their youth for consumption by Hutts partaking in their centennial feasts, traditionally served over a bed of glazed Chuba eyes. Due to poor handling by the cooks and servants of Bakuush the Hutt, several hatchlings were lost in the ventilation system of his palace, never to be seen or heard from again. Having eventually escaped through the sewer system of Bakuush's palace, the naturally resilient Orpali dragons evolved through the sludge and grime of Hutta, leaving many a Hutt irritated at the new, mutated lack of taste and rougher, more scaly skin. Now that they are unappetizing, the Hutt enforces for both Nem'ro and Fa'athra have taken the beast's hatchlings and raised them to act as a bigger, more unruly version of your standard guard dog, though their acidic spit and unruly nature leave something to be desired. As individual creatures in the galaxy at large, however, they are no more frightening than an Akk dog. From their solitary hunting methods to their dwelling in bog-like burrows in the marshes of Hutta, they are only a true danger to the Evocii and any bounty hunter or civilian stupid enough to venture off the roads into the knee-deep vomit hued industrial wasteland. Billian "Bill" Tetley, RHN Reporter Republic HoloNet Story Report [Chemilizard]
Bill Tetley posted Feb 5, 12
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Author: Bill Tetley,  BioWare,  Codex Entry,  Coruscant,  EA,  Electronic Arts,  IC Report,  LucasArts,  RHN Report,  role-play,  Roleplay,  RP,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR
 On a break from my galaxy spanning safari, my time off took me back to the heart of the galaxy and the birthplace of galactic law, government, and fairness to all who join in with us: Coruscant. On the surface she is a beautiful world, one with towering spires, clean streets, and regulated traffic grids that could make even the most mathematically able human babble incomprehensibly at the intricacies of the planet and it's obvious Gree influence.
Not all of Coruscant is beautiful, however. And on a trip to the lower levels I found my bodyguard and I accosted by strange, disgusting beasts with no regard for decency, law, or the fact that I wanted to keep my flesh attached to my body. Refugees and a savvy security patrol Captain informed me that these repulsive, slimy three-fingered creatures are known as "Cthon."
Intrigued, I asked if I could find an expert on these creatures so I could possibly try to understand why such gruesome looking humanoids stalked below the bustling planet-city hunting like wild pack animals. The good Captain directed me to a xenobiologist who made her living on the lower levels; an Ortolan who had been studying the beasts since the reconstruction efforts had begun.
Bill Tetley posted Jan 27, 12
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Gundark,  Author: Bill Tetley,  BioWare,  Codex Entry,  Dromund Kaas,  EA,  Electronic Arts,  IC Report,  LucasArts,  RHN Report,  role-play,  Roleplay,  RP,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR
 In the latest of my RHN sponsored safaris across the galaxy, I came across what many refer to as the most dangerous beast in the galaxy, except for a fully-grown Rancor: the Gundark. Resilient, strong, and extremely violent, the Gundark mostly hunt and wander in minimal numbers, much like fully grown Rancor do.
Unfortunately for us sentient beings, the Gundark has one trait that the Rancor sorely lacks: intelligence. Many Hutt Cartel animal trainers found that most Gundarks aside from fully grown males die in captivity after a small amount of time, and most males need to be put down as they're both smart enough to figure out when their tamers are the weakest and strong enough to ensure that the attack usually results in their freedom.
The only known form of successful captivity for the Gundarks are when the big-eared beasts are placed into gladiatorial arenas. When their bloodlust is sated, many 'champion' Gundarks on planets like Geonosis last months, if not years, as long as their needs are met.
In the wild, Mandalorians and big-game hunters see the solitary ape-like creatures as a test of mettle, often setting elaborate traps or engaging in heavy duty guerrilla warfare to gain the bragging rights of killing such a beast. With such treatment, it's not sure if the innate violence they exhibit is nature's way of striking back or simply verification of the rumor that these beasts were brought about by the dark side's sorcery.
Whatever the case may be, I was unlucky enough to see a Gundark in action. Five well-trained Republic mercenaries were thrown like toys and our safari skiff was all but scrap for the junk pile. Only after copious applications of cryoban grenades and concentrated fire-and-retreat tactics did the safari guards and the game master manage to take the vicious beast down. The game master of the safari – a scarred Chagrian – informed me that if it were a fully grown male then both I and the other survivors would not have had the time to run.
It is my humblest opinion, then, that the Galactic Republic never invade Dromund Kaas. Eventually the Sith will find that the wily, sharp-eared Gundarks are more willing and able than any Sith inquisitorial commando squad and just as effective!
Billian "Bill" Tetley, RHN Reporter Republic HoloNet Story Report
Bill Tetley posted Jan 20, 12
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Codex Entry,  IC Report,  Rakghoul,  RHN Report,  Taris,  Author: Bill Tetley,  BioWare,  Electronic Arts,  LucasArts,  role-play,  Roleplay,  RP,  Star Wars,  Star Wars The Old Republic,  SWTOR,  The Old Republic,  TOR
The Rakghoul is a disgusting beast. Living only to spread the infection and feed its insatiable thirst, the sustenance-based mutants wreak havoc on Taris and its growing infrastructure. Many wonder how the Rakghoul came to be, but for most of the personnel on Taris the only thing they want to know is how to avoid them... or kill them. The pallid, horn-headed beasts take on many distinct appearances depending on the strain present within the victim. Some mutate into hulking red giants capable of ripping a wookie limb from limb, and others transform into smaller creatures, their only strength being their stealth and ability to attack in pack-like numbers. It leaves anyone with even the slightest scratch to turn into a monster, each option of mutation worse than the last. Rakghouls created through two Rakghouls reproducing mutate much more slowly, the virus often turning an infected individual into a functioning, albeit mindless husk who slowly loses all skin tone, hair, and eventually their humanoid appearance. In the short time they remain visually akin to their former self, they are able to operate minor things such as blaster rifles, vibroblades, and even explosives. With the cure making its rounds through camps and Republic soldiers' kits, it would almost seem as if the Rakghoul threat is eliminated, but that is far from the case. Rare outbreaks in the galaxy, as well as massive heat signatures from below Taris' soil show that what we see on the surface is only the precipice of a larger, far more dangerous plague. Only time will tell if the Rakghoul serum can stand the test of time and the mutative properties of the virus. Billian "Bill" Tetley, RHN Reporter Republic HoloNet Story Report [Rakghoul]
Bill Tetley posted Jan 13, 12
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Codex Entry,  Coruscant,  EA,  Electronic Arts,  IC Report,  LucasArts,  Migrant Merchants' Guild,  RHS Report,  role-play,  Roleplay,  RP,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR,  Author: Bill Tetley,  Knights of The Old Republic
 It was a night like any other. Kar'ar Sok, an industrial deep-miner salesman, traveled through the Old Galactic Market to the apartment of a long-time friend in hopes of finding him to share stories, a drink, and generally good time. Most stories of old war buddies start the same, but they rarely end in a mugging and spending several weeks in a medical clinic on the Senate level.
CSF police reports initially held that Kar'ar was beaten by a gang of thugs, but upon further inspection from an RHS reporter held that it was no random beating and mugging, but a message being sent to anyone who randomly wanders into the district of one of the most powerful criminal consortium in the galaxy: The Migrant Merchants' Guild.
In the files of all official stations on the planet the MMG is a trade consortium that supports the rights of refugees and non-humans, as well as financially donates to the city-world's reconstruction efforts. It is no secret that the MMG came to power during the food riots, heralding non-humans poor and sick to follow their rules after the security forces pulled out of over packed sectors with high immigrant inflow.
The armed guards that helped control the Guild's resources were responsible for various crimes that no one was officially charged with. Men were beaten for trying to gain more food for their families, women and children all but being treated as objects for forced labor or darker, more carnal desires.
Adding the bribery of Senate officials and the extortion of civilian merchants into their fold, the MMG now fully controls the old Galactic Market as their own sector, the shiny neon billboards and smiling armed Weequay bruisers acting as guards one moment and shaking down shops the next. What little Republic patrols that venture into MMG territory now come fully armed and expecting trouble, the downtrodden people of the Market all but having given up on their personal freedoms that – even at the heart of the Galactic Republic – seem almost impossible to enforce.
Billian "Bill" Tetley, RHN Reporter
Bill Tetley posted Dec 23, 11
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Galactic Republic,  IC Report,  Ord Mantell,  Author: Bill Tetley,  BioWare,  Codex Entry,  EA,  Electronic Arts,  LucasArts,  RHS Report,  Roleplay,  Star Wars,  Star Wars The Old Republic,  SWTOR,  The Old Republic,  TOR
Spending several minutes in any Ord Mantell town away from the major cities and capital and it becomes apparent that there is no law, only organized corruption and exploitative opportunists who seek to rob both honest civilians and the brave defenders of the Republic of their hard-earned credits and livelihood. What struck me the hardest is even whilst under direct Republic control almost every island off the mainland or capital is as dangerous and corrupt as the entirety of Nar Shaddaa. One sideways glance at a passing Mandalorian and you would never be heard from again. With Ord Mantell's depleted infrastructure it was no surprise to find that the source of the planet's toxic touch: the black market. Most worlds will only have minor problems with criminals and miscreants, the local defense forces keeping civilians safe and happy. Ord Mantell has no such system save for their easily bribed military. The majority of the political figures are often "sponsored" by black market privateers to pass seemingly harmless laws or allow diplomatic influence extend to covering up the activities of their criminal cohorts. The long-abandoned Mantellian spaceports and estates have all but paved the planet's path to such a fate. With so many barren settlements that dot the landscape it is a haven for the black market. With the Republic's armed forces engaged in the brutal civil war, these gangs of rampaging malcontents, Mandalorians, and greed driven criminal scum have all but kept the civilian population in controlled fear. Due to the Galactic Republic's oversight, refugees, supply ships, and valuable information to support the cause is lost each day to the politicians who placate and cover up the activities of the ill-intending black market minority that use the planet as a way-station for both slaves and illegal goods. Ships that no doubt carry overweight loads of spice and military grade adrenals escape the grasp of the local authorities. While it may seem that the war is almost closing to a conclusion with how hard the Republic Special Forces are pushing against the separatist movement, it will be a very long time before Ord Mantell is considered anything but a war zone outside of its major cities. With the delicate state of galactic economics it may be decades before the planet returns from the scorched and pock-marked landscape of terror and crime to the beautiful world of islands and serenity it once was. Billian "Bill" TetleyRepublic Holonet News reporter.
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