Star Wars Roleplay: Chaos

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Approved Planet Alakaha

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Name: Alakaha [ ælə-kæhə ]

Region: Outer Rim, where Morje is [9,26]
System: Dinej System
Suns:

  • 1. K-R-3340 labelled by Imperial Astronomical Department
Orbital Position: Habital Zone.
Moons: 2 natural ones. Names unknown.


System Features:
  • Dinej Asteroid Field, basically a compact version of the Chiloon Rift.
  • Thick Nebulae making it very difficult to navigate.
Coordinates: 9,26
Rotational Period: 31 hours
Orbital Period: 1y 78 days

Class: Terrestrial
Diameter: 10,873km
Atmosphere: Type 3.
Climate: Temperate, but with vastly predominant locations being arid and of substantially high heat index. This is due to the apocalyptic war that ravaged the planet making it more of a dry and arid place.


Electromagnetic Storms, predominant in higher echelons of the atmosphere. Hence, many explorers end up crashing down due to their ship being struck by a storm deactivating the ship completely. The storms, oddly enough, are attracted to high power output ships. Simply said, the larger the ship the greater the power behind the storms striking it making it difficult close to impossible for corvettes and above to land. Moreover, those storms are weaker versus ships with more advanced shields, specifically shields that are created to be better versus electromagnetic attacks.
Gravity: Standard
Primary Terrain: Image the world of Book of Eli meets Fallout New Vegas meets Mad Max.

  • Arid and dry land.
  • Mountains
  • Two polar regions still exist

Native Species: Alakahan [will be subbed after this sub]; Mutated Flora, Fauna and Alakahans.
Immigrated Species: None
Primary Languages: Galactic Basic but with Alakahan accent [think Kentucky]


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Government: Separated into counties.
Population: ~220,000
Demonym: Alakahan


Major Imports: N/A
Major Exports: N/A
Affiliation: N/A

Major Locations: I would like to add those eventually after subbing a greater amount of locations in the Codex.

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Culture: Fringers. Backwater, middle of nowhere and post-apocalyptic produces what the galaxy commonly knows as fringers.

Alakahan culture is heavily focused upon survival, logically. Younger children are taught the basics of life on Alakaha which to name a few are - learning what can be eaten, what can be not, travelling with least tracks left behind as possible, tracking and hunting, makeshift weapons and tools, makeshift medicine, salvaging. These are but a few of the parental lessons that are introduced to children from an early age.
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Contrary to popular expectations, the Alakahans value life greatly and do not adhere to what many other survivalist cultures have as a rule - culling of the weak. There is no ritual that sends a fresh teenager alone in the vast dangerous lands of Alakaha and if he survives he is fit, if does not he is simply extra luggage. Nor do they send their children to hunt or challenge a strong opponent as a tradition of coming of age.

No.

They simply send them to school.

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School on Alakaha is naturally focused on practicality, thus rarely do classes occur within the safety of the bunkers. Classes include the lessons that were aforementioned but were not merely talk as were most cases with parental lessons. Students leave the bunkers with their teachers, which in Alakahan society are usually the best survivalists. Not rangers, not some special squad warriors, no.

Teachers.

Becoming a teacher was something of great respect and acknowledgement of deeds but on that later.

Around the age of 16 or 17 were Alakahans deemed prepared to graduate from school after which they pursued their own life as they desired.

Now stop here.

What had been described now regards only those privileged enough to be part of either of the three counties - Eustace, Lee, Avery. Counties that grew surrounding bombing bunkers that survived the war.

And that in total equaled to 10% of the population, so around 22,000 spread between the three counties.

The rest 90% of the population were scattered, survivors of smaller bunkers where unity was not found but only dispute and conflict resulting in communities moving out of the bunkers into previously inhabited locations that have some shelter standing such as really isolated villages and such.

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Other communities chose the nomad life and roamed through the arid land finding temporary shelter and food then moving on when the supplies finished.

Others, not surprisingly, followed the law of the jungle turning into raiders, murderers and thieves. Some worked solo, others formed brigades of highwaymen and marauders to survive by looting small communities.

The variety of Alakaha's residents is massive but all could be put under the flag of what we understand as post-apocalyptic survivors. A society built on what would happen if tomorrow the world eneded?.

Looking at it economically, different things had different price and it all depended on the common factor of supply and demand. Fortunately, most if not all communities used a single currency - hex nuts. Valuable to make bullets with, that's why.

On the thematic of Force Users - Alakahans mainly fear them and shun them. Not rarely are Force Users executed for no reason at all. Avery county seems the most tolerant but still signs of hostility and discrimination are evident.
Technology: In one word - MAKESHIFT.

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The level of technology is extremely low. Blasters are considered precious and something that only the wealthiest and most powerful could have. Eustace County, for example, uses a blaster pistol to execute those that serve a death penalty.

Repulsor technology is also considered a state-of-the-art rarity that can find itself only in unique items possessed by the wealthiest or the most powerful. Rarely do they fall in the hands in others. Some marauders may have looted such technology while those that are more technophilic and crafty could have invented a small item with repulsor technology. Same goes for blasters of course.

Forget about super advanced HUDs and armors and all that. Remains are your best shot at finding FUNCTIONAL helmets with an HUD and even then merchants sell them for scrap and the electronics that are inside as it would take ages for an Alakahan to learn to use an HUD helmet. The time to learn such a helmet is considered wasted as there are by far more important things in the life of an Alakahan. Very rarely will someone don and actually use the HUD of an advanced helmet.

Electricity is occassional but certainly not rare. The power, uptime, coverage and actual existence depended on the size of the community and its residents. All three counties have electricity but those in its 'suburbs' are more excluded from good power output and uptime as much as the 'downtown' area.

Transportation is mostly done via scraps of metal bound together to look like some sort of vehicle with a makeshift combustion engine within. If anything, fuel is in abundance in Alakaha. Others preferred the comfort of their tamed beasts to ride. Slower but certainly safer and less noisy.

Slugthrowers are the predominant weaponry on Alakaha. Yet, just like almost anything else most are makeshift thus being mostly manual or semi-automatic at most. Automatic weapons were reserved to the 'special forces' of the three counties. They, like more advanced weaponry, are rare to find and harder to make with the materials on Alakaha.

Starships are out of the question. By now you should be able to understand the technology level of Alakaha.


History: Founded by Republican Colonists around 8,000 BBY, the planet was habitable with great soil for vegetation and growth. It would be soon and expectantly that the planet began growing rapidly and expanding. Alakaha would become a good food and industrial supplier for the Republic. The people on the planet thrived until the Mandalorian Wars.

It was then when the Republic was thrown in Chaos and the Alakaha's local governmental powers' greed and quest for 'independence' that cut Alakaha from the Republic. Eventually, it grew more and more becoming similar to Corellia and in some places it was growing as a ecumenopolis slowly, very slowly. As the government expanded into the neighboring planets so did the power become decentralized and governors of the different planets became warlords seeking independence from Alakaha just how Alakaha sought independence from the Republic.

What skirmishes between each other that the planets had was not what brought Alakaha to what it is now.

No, it was the Gulag Plague.

When it arrived, it threw the system's powers into such disarray and paranoia that genocides were something normal. Massacres and quarantines were accepted as part of daily life, yet this would not be the final level of this foolishness. The foolishness would grow substantially, it would exaggerate to such levels that planets of the Dinej system would be glassed in what would be recorded as Operation: Purify.

Operation: Purify would take decades of wars between the planets that resulted in billions of deaths. Even a couple of centuries. Slowly, Alakaha was turning the tide against its neighbors and when their neighbors were finally brought to their knees they were not spared. The planets were obliterated to bits to form what is known as the Dinej Asteroid Field. The remains of all sorts of gases would turn into the thick nebulae that are currently predominant making Alakaha hard to find for common navigators.

Was this the end ?

No. Alakaha's government brought Operation: Purify to Alakaha. It is then when the planet itself became decentralized with numerous self-proclaimed warlords or as they liked to be called 'true purifiers' that had access to an abundance of arsenal. Hitting the red buttons numerous times one after the other resulted into what Alakaha is now.

A barren wasteland where even terraforming is not yet possible with storms in its atmosphere that bring ships down crashing cursing the ship passengers' fates to a game of survival.

During what the galaxy knew as the Netherworld, it was not really recorded in Alakaha due to the fragmented societies. The disappearances were recorded as M.I.A with most explanations being marauders raiding and occasional kidnappers.


Notable PCs: Soon.jpg
Intent: The intent of this submission is to bring a home to those that like writing fringers with a touch of southern american states to it. A species [will follow after approval of this planet] and planet that are for writers who would love to build post-apocalyptic locations.


Another goal is to give players the opportunity to end up in a dystopian scenario.

Pic Credits:
  • 1st pic - MoviePilot.com from book of eli concept art - Here.
  • 2nd pic - Gamespot from Mad Max the Game's Concept Art - Here.
  • 3rd pic - Google Search
  • 4th pic - Book of Eli the Movie from Google Search
  • 5th pic - Book of Eli the Movie from Google Search
 
[member="Zef Halo"]

Few things to address and they shall be listed below:


  • Zef Halo said:
    Atmosphere: Type IV, I think.
    Type IV atmosphere would mean no one could go outside without dying essentially. You might be looking for Type I or Type II as those are livable ones, although Type II would require regular use of breath masks or other breathing apparatus

  • Zef Halo said:
    Electromagnetic Storms, predominant in higher echelons of the atmosphere. Hence, many explorers end up crashing down due to their ship being struck by a storm deactivating the ship completely. The storms, oddly enough, are attracted to high power output ships. Simply said, the larger the ship the greater the power behind the storms striking it making it difficult close to impossible for corvettes and above to land.
    Can you explain this a bit more as I'm trying to figure out why a storm would get bigger based on the size of a ship, which most ships bigger than a frigate can't land on a planet anyways.
  • Need mention of the Netherworld event in the submission since it would effect every being in the galaxy in some way
 
[member="Taeli Raaf"]

My idea for the Type IV was extensive radiation but the species that I aim to make i.e the natives would be immune to the radiation hence they could live without breath masks and all that funky safety clothing.

About the ship size, I was imagining that the storms would be attracted to bigger ships due to the greater power output.

Also added a few lines of how so many people disappeared due to the Netherworld.
 
[member="Zef Halo"]

This is the Star Wars definition for a Type IV atmosphere:

Type IV atmospheres were either toxic, flammable, or nonexistent; these types of atmospheres caused immediate incapacitation or death in most species of the galaxy. Few species could breathe in this type of atmosphere; planets with a Type IV atmosphere rarely support life.

Only a very very select few species can survive on a Type IV planet, even then they naturally evolved in those conditions. It's not just a matter of radiation, because even in Fallout or other post-apocalyptic worlds, the atmosphere itself is still breathable and would probably classify as a Type I or Type II.

As for the electromagnetic storms, I can understand how that might happen but larger ships are also much better shielded. If you include a note about how certain ships with more advanced shields can last longer if hit by an electromagentic storm, then that will be fine.
 
[member="Taeli Raaf"]

Added the note for better shields in the sub but my point with Type IV is that I am trying to make the planet as only habitable without proper equipment to the native species which would have evolved over time to live in such conditions. As I said, immune to radiation. So yeah breathable but only to species who can survive such conditions. Does that resolve it ?

-or-

is type 3 what I am looking for ? I don't intend the planet to be instadeath but certainly Chernobyl's core radiation levels.
 
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