Star Wars Roleplay: Chaos

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Character Galen Fenric Ilesar-Falkrowe

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Natural / Human
GENERAL INFORMATION
  • Name: Galen Fenric Ilesar-Falkrowe
  • Aliases: Raycil Cowari, 'Scumbag'
  • Species: Sangnir Highblood
  • Homeworld: Coruscant (Allegedly)
  • Affiliation: The Galactic Alliance
  • Position: 'Security Analyst'
SOCIAL INFORMATION
  • Ideology: Control.
  • Sexuality: [UNKNOWN]
  • Personality: Domineering Perfectionist
  • Relationships: [REDACTED]
  • Ranks & Titles: [REDACTED]
APPEARANCE
  • Age: 'Early Thirties'
  • Build: Lean and Fit
  • Height: 1.91 metres
  • Eye Colour: Golden
  • Hair Colour: Dark Brown
  • Facial Features: Long and Sharp
 
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OUT OF CHARACTER INFORMATION
  • Intent: An overpolluted and overpopulated hellscape for future threads.
  • Image Credit: Morning Coffee by Ward Lindhout
  • Canon: N/A
  • Permissions: N/A
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
GENERAL INFORMATION
  • Planet Name: Vyros
  • Demonym: Vyrian
  • Region: [ Link the region this system resides or describe its location relative to local star systems on the map. You can pick from the following: Deep Core, Core World, Colonies, Inner Rim, Expansion Region, Mid Rim, Outer Rim Territories, Tingel Arm, Wild Space. Unknown Regions. ]
  • System Name: Heskrin
  • System Features: Vyros orbits a bright, particularly active A-class star known as Heskrin. Solar flares are common. There are no other inhabitable planets in the system, but there are several barren worlds, several asteroid belts, a gas giant, and a field of space hulks stripped of anything valuable. This ship graveyard distantly orbits Vyros itself and is usually referred to as the Final Procession due to its tendency to occasionally form 'dots' in the star as it drifts between it and Vyros.
  • Location: [ This can be a screenshot of the hex from the map with a marker, or you can say that it is located "in X planet's hex" and give a general description of positioning. If you intend to add this planet to the Chaos Map please review the rules thoroughly.]
  • Major Imports: Ores, Biomass, Garbage, and various luxury products.
  • Major Exports: Pharmaceuticals, Narcotics, Small Arms, Consumer Goods, and Fuel.
  • Unexploited Resources: N/A, all available resources are subject to unrestricted exploitation.
GEOGRAPHIC INFORMATION
  • Gravity: 1.07 Standard, within normal parameters.
  • Climate: Toxic; arid landscape scarred by extreme pollution.
  • Primary Terrain: Mountains, Dry Lakes, Toxic Seas, Radioactive Wastelands.
  • Atmosphere: Type II; failure to wear proper PPE is liable to cause sickness or death.
LOCATION INFORMATION
  • Capital City: Ardenbaag
    • The capital of Vyros has been described as 'a chunk torn from an ecumenopolis and discarded among dunes of trash'. This is an apt description. It was meant to be the beating heart of a new ecumenopolis, but the failure of the project left it lonely and unsupported - despite this, nearly eleven billion people call it home. The upper portions could be confused for Coruscant on a smoggy day and the spires of the elite are defined by egregious luxury, but the depths are a lesson in abject poverty and desperate need. Only brutal oppression keeps uprisings at bay.
  • Planetary Features: Arcologies, Dense Cities, Factories, Ruins, and Abandoned Underground Infrastructure.
  • Urban Locations: The Vyrian populace primarily resides within dense cities. These are typically categorised as follows.
    • Cauldron-Cities are the greatest of the Vyrian cities; these urban monoliths are named after the towering walls that surround them. Walls tall enough to keep out the radstorms and curtail pollution. A select few have parks and similar luxuries, but most abandon such foolishness in favour of titanic habitation blocks and overcrowded sweatshops.
    • Refinery-Cities are, as a general rule, far smaller yet even less pleasant than their Cauldron cousins. As the name indicates their primary industry tends to be refining - typically chemicals or fuel drawn from the atmosphere. As is to be expected, the life expectancy of the workers tending to these processes leave much to be desired.
    • Paradise Domes are a rare reprieve from the horrors of Vyria - slices of paradise shielded by fortified domes. Only the richest of the rich can dream of owning property in one of these wonders. Their servants are privileged to reside here and they know it - as is to be expected, this leads to rampant power abuse even by Vyrian standards; less favoured staff are liable to reside in gloomy residential complexes located beneath the splendour of the Dome proper.
    • Gutter-Cities are a diverse category of urban landscapes carved out of the Vyrian hellscape by intrepid wastelanders. Despite their best efforts, scarcity is the norm and violence is commonplace. Similarily, the air filters are rarely of a high enough quality to fully shield the inhabitants from the surrounding pollution. Despite this, there is some freedom.
  • Major Locations: [ What are the major locations on your world? Include an explanation on each. ]
  • Force Nexus (Optional): [ If you wish to add a Force nexus (light, neutral, or dark), you are required to justify it through your submission and history. ]
    Intent: [ Provide the reasoning and motive for this force nexus. A request for a force nexus may be denied on this premise alone. ]
    Nexus Name: [ Name of the nexus if applicable. ]
  • Nexus Alignment: [ Light, Dark, Neutral, Other (explain). ]
  • Size: [ Small (A small location on a world much like a grove or oasis. Ex. Dark Grove), Medium (A moderately sized area, large compounds, lake, etc Ex. Great Temple), Large (A location that spans a large area, a valley, mountain ranges, etc. Ex. Valley of the Jedi). Planetary (Influences everything on the planet. Ex. Byss). ]
  • Strength: [ How strong is the Nexus? How much influence does it exert on those near it? Weaker nexus are easier to overlook, while stronger ones are impossible to miss. Stronger Nexus will be more closely scrutinized for balance and fairness during judging. Choose one: Weak (A weak influence on the area and the people on it. A fragile nexus that can potentially be altered by people or events, i.e. a lightside nexus could be corrupted by atrocity or a dark side nexus cleansed by the actions of a mass of Jedi.), Moderate (A moderate influence on the area and the people on it. Could be altered with a great enough event.), Strong (A strong influence on the area and the people on it. Powerful enough to be renewed in the event of a great cataclysm, and unlikely to be altered.) ]
  • Accessibility: [ For Small, Medium, or Large Nexus only. Describe logistical information on how easy it is to find/access this location. Is it hidden? Is it isolated from society or is it in the middle of civilization? Is it guarded? Open to the public or private access only? Keep in mind that the Strength of the Nexus above must be reflected in this field. ]
  • Effects: [ What sort of effects does this Nexus confer? An aura of fear? Reinvigorating those on the world? Perhaps it induced tricks of the mind, to test the visitors. These effects can be positive, neutral, or negative, and should reflect the nature and history of the Nexus. ]

POPULATION
  • Native Species: Most native lifeforms have gone extinct or mutated beyond recognition.
  • Immigrated Species: Human, Duros, Twi'lek, Rodian, Hutt, Zabrak, Drabatan, Gamorreans, Nikto, Weequay, etc.
  • Population: Crowded; some fifty-seven billion people live in Vyros' overpopulated arcologies. Life is cheap.
  • Demographics: Humans, the most common species on Vyros, make up about thirty-seven percent of the population but nearly seventy percent of the upper class. Hutts are far rarer, but even more disproportionally wealthy. Duros and Zabraks are better off than the other aliens, on average. Twi'leks, Drabatans, Gamorreans, and Nikto are almost always oppressed.
  • Primary Languages: Galactic Basic and Huttese.
  • Culture: [ General overview of the inhabitant's behaviors. This should include information about daily life, society, arts, sports, religion. ]
GOVERNMENT & ECONOMY
  • Government: Plutocratic Federation of Autonomous City-States
  • Affiliation: The League of Sovereign Vyrian Nations, an opaque, often ineffectual government puppeteered by the planet's plutocrats. Real power resides with an informal gathering of landowners, corporate execs, and literal aristocrats referred to as 'the Court', an institution that aggressively lobbies against any and all democratisation efforts from the Galactic Alliance.
  • Wealth: Medium; Vyrian wealth distribution is nearly unfathomably unequal, with much of the planetary population living in abject poverty while its plutocrats live lives of splendour that would make even Coruscant's elite raise an eyebrow. Nearly every facet of society is engineered to reinforce this inequality, up to and including a literal 'air tax' levied on the poor.
    • As is to be expected from a hub of unrestricted capitalism, major corporations hold a great deal of power. Notable examples include the pharmaceutical giant known as Vysh-Kolluri Incorporated, Katakan Munitions, which is most famous for its gruesome fragmentation grenades, and Kezog-Tarr Heavy Industries, which is responsible for some of the planet's 'safest' factories - mostly because they don't count lost limbs if they are replaced with cybernetics.
  • Stability: Medium; crime-ridden slums are common and the wastelands are effectively lawless, but the chaos is largely of the controlled variety. Violent crime directed at the upper classes is brutally crushed by private armies and 'State Security'.
  • Freedom & Oppression: Freedom on Vyros is inexorably tied to finance - the wealthy can do almost anything they desire without governmental censure, while the poor must exhaust themselves to scrape by for another month; those that slip up are easily indentured due to omnipresent debt, taxes and fees that do not scale off of income/wealth, and an authoritarian justice system that places supreme judicial power firmly in the hands of the local elite, e.g., arcology owners or nobles.
    • Sentient Resources: Vyros is notorious for commercialising sentients; criminals and debtors can be bought and sold on the open market, debts can be inherited from one's parents, and invasive medical research can be carried out with no requirements that consent be informed. It is quite legal to financially coerce the desperate into deadly experiments or even host literal gladiatorial tournaments where the prize is saving one's children from one's own crushing debt.
    • The Cycle of Exploitation: Few institutions are more corrosive to social mobility than the Credit Houses, banks of sort which enjoy a monopoly on state-sanctioned moneylending. These institutions have close ties to the indenture system and frequently do their utmost to force clients into defaulting and by extension be placed in debt slavery.
    • Affluent Incarceration: Vyros has a surprisingly low incarceration rate and at a glance, its prisons seem like oddly pleasant places. The reason for this is simple - on Vyros, being imprisoned is a privilege afforded those with enough connections to avoid indenture, exile, or death... but not enough connections to have their crimes ignored outright. Should these people fall from glory, even they are not safe for indenture, though they are more likely to be kept as living trophies by enemies or former friends than consigned to the mines.
MILITARY & TECHNOLOGY
  • Military: Despite its massive population and industrial might, Vyros maintains only a symbolic navy; it relies on whatever interstellar government controls its region of space - currently the Galactic Alliance - to keep pirates and the like at bay. On the ground the situation is very different - private armies are maintained by plutocrats and corporations, Territorial Defence Group regiments stomp organised dissent, and the Vyrian Siege Corps contain the Graug and crush the occasional rebellion.
    • Notably, Vyros hosts an egregious number of surface-to-orbit nuclear warheads. While the details are confidential, the total number of missiles is believed to lie somewhere between thirty and forty thousand. Concerningly, a great many of these are seemingly in private hands - only the certainty of brutal reprisals keeps them from being used during the various skirmishes and 'minor wars' that occasionally occur between individual city-states or larger coalitions.
    • Vyrian military forces make frequent and enthusiastic use of all kinds of chemical weapons, without any regard for the suffering they inflict. Vyrian nerve gas is notorious for penetrating most gas masks on the market or being absorbed through the skin - all the better to butcher bandits, exiles, and 'other scum' that lack specialised PPE.
    • Vyros has a long and 'proud' history of achieving military success by way of human wave tactics - recruits with little to no training are sent headfirst into battle with bargain-bin equipment. Those who survive are 'worth training'.
  • Technology: Vyros is a galaxy-leading hub of chemical engineering and pharmaceutical testing, but falls behind in many other categories. Its industrial facilities are infamously outdated, relying on teeming masses of exploited labourers to make a profit. There is little incentive to change this, as the planet's massive overpopulation makes people cheaper than droids.
HISTORICAL INFORMATION
Once upon a time, Vyros was a rising star. As an early member of the Old Republic, the planet had plenty of time to develop its industries and establish stable trade routes; even that bygone golden age was not without its flaws, of course, for over its long history Vyros has been the subject of numerous coups, civil wars, and oppressive dictatorships.

Despite this, things were finally looking up for Vyros - in response to a galactic population boom resulting from lengthy peace and plentiful resources, Vyros began the process of an accelerated transformation into an ecumenopolis. Then came the Plague and everything came crumbling down; construction slowed, then stopped, then was abandoned... and the food shipments ceased.

The Resource Wars that followed made Vyros' occasional civil wars of yore look like minor squabbles; only after nuclear weapons were exchanged by the main belligerents did the conflict finally fizzle out. The final death toll was in the tens of billions.

In the centuries that followed, Vyros slowly struggled back to its feet, but the damage had already been done. There would be no completing the project - and once the elite realised that the planet's new, overpolluted atmosphere was ideal for industry, there would be no great restoration. When the One Sith dropped an army of Graug on the planet to conquer it only to abandon their creations due to political infighting, the event - a catastrophe anywhere else - was met with depressive numbness.

Hope has long since faded. Most Vyrians cannot dream up anything more than to eke out an existence within the smog.


Narcissism town, arcology bought by some rich jerk?
 
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