Star Wars Roleplay: Chaos

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Work In Progress Ghosts are REAL



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OUT OF CHARACTER INFORMATION
  • Intent: To Create a Spooky Planet
  • Image Credit: XIII
  • Canon: N/A
  • Permissions: N/A
  • Links: N/A
GENERAL INFORMATION
  • Planet Name: Soto'lok Winda'nia
  • Demonym: Winda'nians
  • Region: Unknown Regions
  • System Name: Mors Mundus
  • System Features: The planet has three moons, all relatively small in comparison to the planet, and only one sun. The planet is surrounded by swirling mists in black and grey coloration; with a minute asteroid field on the backside of the planet that is held in it's position by the planet's gravitational pull. The planet takes an elliptical path around it's singular sun, whilst the moons take twenty-seven days to complete their collective rotation around the planet. The rotational period is thirty-six hours, whilst the orbital period is four hundred and twenty two days.
  • Location: The planet's positioning is in the hex between SSI-RUUK Star Cluster and the planet Kashir
  • Major Imports: Turadium / Madog Steel / Various Materials and Textiles
  • Major Exports: Agrinium / Titanium / Ultrachrome / Various Fish Types / Various Wood Types
  • Unexploited Resources: Cortosis
GEOGRAPHIC INFORMATION
  • Gravity: Standard
  • Climate: Temperate is Earth-like
  • Primary Terrain: Mountains, Oceans, Rivers, Lakes, Forests, and Swamplands.
  • Atmosphere: Type I
LOCATION INFORMATION
  • Capital City: Crephia City
  • Planetary Features:
  1. Ancient Ruins: There are nearly hundreds of ruins left behind from the fall of the civilization on the planet. Each ruin carries its own mystery and potential dangers.
  2. Massive Cavern System: Within the Mountain Ranges, and deep underneath them, is an interlocking cavern and tunnel system that courses through the entirety of the Mountain Range.
  3. Sprawling Forest: The planet has forests, most of which are pocketed across the planet. However, there is one particular forest setting that sprawls for nearly six hundred and forty-three kilometers. It is relatively unexplored, and the once inhabitants of the planet thought it haunted.
  • Major Locations:
  1. And'as Castle: The ruling Monarchy Family, And'as, erected a castle outside the capital city of Crephia where they ruled over the masses from afar. The castle has several hidden corridors and interlocking tunnels running all throughout the castle and its grounds. The castle has nearly two hundred rooms, as the castle owns and is surrounded by nearly twenty-thousand acres of land. The land itself has several family burial tombs and mausoleums along with other erected buildings.
  2. Dr'uy Industrial District: Situated on the east side of Crephia is the industrial district. Contained within the district are several factories and complexes that once were responsible for the manufacturing of the planet's resources, and the planet's main exports.
  3. Ho'roi Tower: In the middle of Crephia City is a massive tower known as Ho'roi, which stands nearly sixty meters tall and fifteen meters wide. The tower itself is steeped in mystery, for there is no actual understanding of what it is represents or why it was created. The tower is littered with several windows overlooking the capital city, with a few now abandoned stores and restaurant business mixed along the several floors. It in its heyday, it quickly became a tourist attraction of sorts, but the locals mostly used it for relaxing purposes.
  4. Temple of Rh'a: Though religion never held any sway among the planet's populace, those that sought enlighten through religious philosophies worshiped a deity known as Rh'a, whom the zealots believed was a nature spirit that watched over and protected the planet. In honor of their God, a temple was erected in his name for those pilgrims to worship him properly. It now stands as a structure lost to time.
  5. Gh'ru Agricultural & Fish District: On the southernmost tip of the capital city is the agricultural and fishing district. Numerous farms and greenhouses dotted this district and with Lake Er'ie bordering the district, fishing complexes and fish hatcheries could be found; as well as many docks for fishing the lake. Also in the lake, there are several massive tanks where fish farming, or Pisciculture, took place in attempts to crossbreed fish species left behind, yet still standing.
  6. Th'io Coliseum: The planet's inhabitants found excitement and thrills though various games, ranging from combat to more harmless displays of entertainment. The coliseum was commissioned through several architects to create a massive structure to house such events where the citizens could come to enjoy the weekly events. The arena has seen better days.
  7. Lake Er'ie: The largest body of water, not including the various oceans found on the planet, on the planet. It spans over eighty-two thousand and one-hundred-and three-square kilometers, with a depth of four hundred and six meters and hosts several of the planet's freshwater fish. It's also the main water source for the citizens of the capital city.
  8. Zi'ot City: Further west of the capital city of Crephia, is the much smaller city of Zi'ot. Relatively speaking in terms of the capital, it's more or less a glorified town with some industry and other amenities to support the city and the planet through taxation from the Royal Family's decrees and policwo coriesies.
  9. Yu'io City: The city of Yu'io is considered a military city. Most of the planet's military assets such as military factories and training facilities are housed here. The military academy is also present here to once educate and birth military minds far greater than the traditional frontline soldier.
  10. Kio'ro University: This was the main educational facility in the capital city, with smaller offshoots in the other two cities, that focused on several different aspects of education. The two main departments, along with varying classes associated with them, was Engineering and Agriculture.
  11. Fu'to Robotics Corporation: The citizens heavily relied on the use of robots, in all degrees and classes. Fu'to Robotics Corporation was the sole manufacturer of anything robotic. Their main headquarters and manufacturing facility was located in the capital, with smaller factories in both cities.

POPULATION
  • Native Species: Winda'nians (Humans)
  • Immigrated Species: Humans (Non-Winda'nians) and Chiss
  • Population: Uninhabited
  • Demographics: The planet was eighty-five percent Winda'nians, ten percent Chiss, and five percent humans.
  • Primary Languages: Galactic Basic
  • Culture:
  1. Daily Life: The average citizen, regardless of which city they lived in, had lived by a set routine. Rarely did they veer off course from thier daily patterns. And as such, the citizens, regardless of what occupation they held, where hard workers.
  2. Society: Collectively, the societies both inside and outside the trio of cities flourished. The citizens, for most part, got along. To visitors of the planet, the views they took from the inhabitants was almost hive like; always working and striving together to achieve goals and to better the planet as a whole.
  3. Religion: Religion, previously mentioned earlier, held no major role cultural wise. For those that did accept and practice religious formats, they were stout believers in the deity Rh'a.
  4. Sports and Entertainment: These two concepts practically dominated the free time of the citizens. And most took place in the coliseum, with others outside the cities. Main events most favored were swoop racing, blood and combat sports. Also, musical concerts and theatre were popular.
  5. Education: Education was highly encouraged amongst the citizens, whether it be at the university or some educational system where one could learn a specific trade such as metallurgy or basic business practices.
GOVERNMENT & ECONOMY
  • Government: Monarchy
  • Affiliation: N/A
  • Wealth: High: With the isolation of the planet due to it's location and ruled by the And'as family with a capitalistic mindset, the planet had become a wealthy one. Most of their business including the exports of products was mostly based on corporations and businesses with some planetary governments from the Republic. At one point they had worked closely with the InterGalatic Banking Clan to further advance the planet's wealth.
  • Stability: High: The stability and infrastructure of the planet was maintained by strict rules and heavily enforced by the law enforcement agencies. These laws and mandates were set forth by the Royal family, followed without question by the citizens.
  • Freedom & Oppression: The citizens were considered free by certain definitions under the rule of a Monarch style government; however, their freedom was based on their ability to follow and maintain the rules and regulations set by the Royal Family. There was no open oppression, but like all governing planets, there is always some roots of oppression in the minds of some citizens.
MILITARY & TECHNOLOGY
  • Military: The military capability of the planet at the time was heavily fortified for defensive measures. Most of the military and the military technology utilized was in defense of the planet from outside threats ranging from roving pirates to full scale invasions from aggressive governments. However, with the planet's location in the galaxy, they could afford to possess a high budget for the defense of the planet. They didn't have a strong navy but were heavily ground and aerial based.
  • Technology: It's on par with Galactic Standard
HISTORICAL INFORMATION

The planet was discovered 15,000 BBY accidentally by an exploration team charting what would later be known as the Unknown Regions. The planet's coordinates were recorded in the ship's navigational computer for future expeditions to the planet. However, on the return trip back to the Mid Rim, the exploration vessel was attacked by an unknown assailant according to the received distress calls and was shortly destroyed in the attack. Several years later, a salvaging crew stumbled upon the floating remains of a ship, which would later be identified by its signature as the exploration ship that mysteriously vanished, and scrap for parts. During the salvaging process, the ship's navigational computer was removed and all the files downloaded for further inspection. With that region of space relatively uncharted, the coordinates were ignored, and the computer became lost in the shuffle.

Around 12,000 BBY, the coordinates are discovered on the planet of Corellia, which at the time had settled a planet that later would become to be known as Ord Mantell, and a pilgrimage to the new planet was undertaken on the mandate of colonizing it. Hundreds of ships carrying thousands of passengers and building materials set off for the planet, still unaware of the planet's physical and chemical make-up; but colonization was forming all across the galaxy, so the rewards outweighed the risks. As land surveyors and other engineers began exploring options on the planet, a small group led by Herm'io And'as held court to determine the future of the planet; settling on the planet's name of Soto'lok Winda'nia; and later he was elected as Overseer of the operations, which would catapult his family, and his staunch supporters, into the position to start the planet's Monarchy style government, with his bloodline creating the Royal Family.

Four years later, around 11, 996 BBY, the first city, and later the planet's capital, Crephia was formed, yet still infant in design. Over the centuries the city grew along with the population. Feeling a sense of pride and unification, they took to referring themselves as Winda'nians, homage to the planet. From the foundations of the laid city, came several of the capital's main locations that cropped up over the years. With the Monarchy style government in full bloom and the ruling Royal Family now firmly set, the planet was now open to trade. Rules, laws, and mandates were created to protect the planet's trading business as well as the safety of the citizens. Thier first trading partner was Corellia for sentimental reasons, and later branched out to independent corporations, companies, and other business minded collaborators. With the prosperity of Crephia growing exponentially, the sister cities of Zi'ot and Yu'io followed a few centuries later. The planet fully became a trading gem when the partnered with the InterGalactic Banking Clan.

The emergence of Vi'to Fu'to, a very brilliant Robotics Engineer who graduated from the in-housed University, reshaped all three cities when he created his factory, in which robots became integrated into the society: essentially lifting the burden from some of the harsher and more tedious jobs. However, the more the robots grew in the labor force, the more resentment was being birthed by the citizens. The Royal Family, fearing a potential uprising by the citizens, passed strict regulations and laws on the usage of robots in the work force; almost hampering the robotic industry. Mr. Fu'to, feeling shunned by the Monarch Family, fled the planet leaving the operations to his twin sons.

The planet and its citizens lived in prosperity and peace until 5,000 BBY when the Hundred Year Darkness began. Though not officially a member of the Galactic Republic but considered an ally of sorts by those representing their respective planets in the Galactic Senate, soon found themselves drawn into the conflicts involving the Republic, the Jedi, and new and growing Sith. Through most of the Sith Wars, the planet and its Royal Family aligned with the Republic, providing finical aid and resources whenever possible. However, with the death of King Ju'o And'as and the rising of his son Dr'oe in 4,000 BBY, the newly crowned King pulled all support for the Republic; essentially ushering in the age of isolationism that would plague the planet for centuries. Most of the trading was either cut back or completely dismissed, with nearly all trading contracts with other planetary governments extinguished. The trading for imports and selling of exports relied heavily on corporations and companies, which slowly began to cripple the economy. For the first time, civil unrest was visible in the cities. Quickly any ideas of rebellion and rebellious acts were quelled; and over the years life returned back to normal.

However, the arrival of a shadowy female in 3,645 BBY would forever change the planet. Part of a collective seeking to do business with the planet's economical groups, this woman quickly integrated herself into the politics of the Royal Family as a friend, at times offering advice. Secretly, she was not who she claimed to be, lying both to those she arrived with and the Royal Family too. This woman was in fact an agent working for the Sith Lord, Darth Scabrous. The Sith Lord was seeking to extend his life and by using a formula could find immortality. However, his formula was not exactly what he thought it was, and yet he was pleased with the results. He sought to rule a planet of zombie like creatures that he could control and after much consideration chose Soto'lok Winda'nia for it's isolationism. Thus, the sinister agent's role.

The agent, an enthusiastic student from the Sith Academy on Odacer-Faustin infiltrated the hospitals in the capital city, as well as local morgues, and using the 'ingredients' from the formula infected the dead and recent dead. The undead rose attacking quickly, eating and killing anything in sight; even turning those not fully eaten into zombies. Fear and pandemonium spread quickly through the cities, as the growing pandemic engulfed the planet. The military could not properly defend the citizens, as they found themselves fully overran, the dead soldiers bloating the ranks of the monstrous cannibalistic zombies. The Royal Family turned to Sj'ad Fu'to, CEO of Fu'to Robotics, in hopes of rescuing the planet. Acting quickly and efficiently, the company began reprogramming the droids to fight and counter the growing menace. Unfortunately, it was to late. The trio of cities had been taken over, and those that initially survived the original onslaught fled the cities, taking refuge in the mountains, forests, and swamplands; or anywhere other than the city.

Weeks had gone by and contact from the planet with it's business associates had fell silent. Concerned about their investments on the planet, the corporations sent their own people to the planet to decipher the situation. After a few days when those sent did not respond, concerns grew worse; and once again, more people working for these corporations where sent, and the results where the same. Two months had passed, and after much lobbying by these corporations to the Republic Senate, emissaries from the Republic where dispatched. What they discovered was horrific, scenes born from novels and holomovies. The population of the planet was devastated, replaced by flesh eating monsters that now ruled the planet. Outside of the buildings and other structures, the only thing that showed any signs of the now deceased civilization were the remaining droids who had by this time had frenzied out; hunting the living just as much as the dead.

Upon returning to Coruscant, the Senate heard testimonies from those they had sent and after some deliberation they quarantined the planet and deemed it unapproachable. All trades routes to the planet were suspended at first, then officially cancelled permanently. Records and coordinates of the planet were erased from computers and archives; essentially declaring the planet never existed. And over the eons, the planet fell into obscurity and from the minds of the galaxy. Today, the planet is inhabited by the undead, droids, and ghost stories. A once promising civilization reduced to a ghost planet.

Though uninhabited, the planet is more than ever steeped in resources from centuries of lying dormant from lack of mining. The cities, haunted by the dead, frenzied droids, and ghastly ghosts still hold secrets and treasures left for curious and plundering minds. Soil, unscathed for eons from lack of tilling and farming, is filled with nutrients; preserved for growing crops. The oceans, rivers, and the great lake of Er'ie is abundant with fish and other watery creatures as a source of nutrition. And even though the planet is forbidden and ruled by unsavory entities, whose to say not all that live on the planet are dead; perhaps hidden deep within caverns and in pockets of the mountains there remains a surviving vestigial of those that once called the planet home.





 
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OUT OF CHARACTER INFORMATION
  • Intent: To Create a Custom Planet to be Used For Chaos
  • Image Credit: XIII
  • Canon: N/A
  • Permissions: N/A
  • Links: N/A
GENERAL INFORMATION
  • Planet Name: Veslas Vivdoria
  • Demonym: Vivdorians
  • Region: Unknown Regions
  • System Name: Vivdoria System
  • System Features:
  1. Fasor Moon: A small singular moon orbits the planet, a luminous and beautiful spectacle to see in the night sky. Just as the sun brings light to days, Fasor Moon brings light to nights.
  2. Sun: Very close to Veslas Vivdoria sits the sun. It is one of the main causes for the temperament on the planet's surface. It's searing heat looking down upon the planet, has warped Veslas Vivdoria to a tropical survival.
  3. Black Hole: Off to the west side of the planet is a small black hole, not a threat to most capital sized ships but can be rather fearsome for the much smaller flying vehicles that tread to close to the black hole. It has no official name, only myths and murmurs in drunken cantinas may lend its name.
  4. Lava Planet: A small planet called Orios by the inhabitants of Vesla Vivdoria, sits behind the planet. It's lava pools, rivers, and oceans are so bright that it can almost rival the brightness of the sun itself; and is rich in Dolovite.
  5. Gas Dwarf Planet: In front of Vesla Vivdoria is the gas planet named Feso I. It is pretty much an uninhabited planet, but extremely rich in Tibanna
Location: The planet's positioning is in the lower hex between SSI-RUUK Star Cluster and the planet Kashir, two hexes down from Soto'lok Winda'nia
GEOGRAPHIC INFORMATION
  • Gravity: Standard
  • Climate: Tropical Rainforest
  • Primary Terrain: Forests / Jungles / Rivers / Caverns
  • Atmosphere: Type I
LOCATION INFORMATION
  • Capital City: Lexio
  • Planetary Features:
  1. The Blackwood Forest: On the far-left side of the planet, miles away from the capital city of Lexio, is The Blackwood Forest. Dark, and treacherous at times, with little to no sunlight cascading down from the thick canopy from the trees gives it an eerie feeling of rumination through the forest itself. And home to the Ferion species.
  2. The Cryres Waterfalls: This majestic sight is only a couple of miles outside the capital city. It's crystal-clear water and serene setting makes it one of the most beloved and visited sites on the planet. During the day, the sunrays cascading down from above puts just that extra special magical touch the falls. And at night, when those moonbeams romantically drape down from the night sky, romance is in the air.
  3. The Tungis Caverns: On the southern hemisphere of the planet is the massive Tungis Cavern system that runs kilometers underground. Its tunnel system is interlocking with numerous entrances, or exits, cropping up in varying locations. Not for the-less-road-traveled adventure, for these tunnels are ripe with dangers, but many delights to behold for those that do attempt the tunnels.
  • Major Locations:
  1. Lexio City: The only city on the planet, but it sprawls nearly 125 kilometers in length and has a combined area of nearly 11,025 square kilometers. Within the city there are several sections that comprise the makeup of Lexio. A small theatre district with a few buildings that show plays and holomovies can be found here along with several shopping stores on the fringes of not just the district, but around the city itself. Several minor tourists' attractions and the majority of residential neighborhoods dot the city's areas. The city's lone library, The Granfax, is also located in the main hub of the city. A couple of mid-level universities and a higher-tier university can be found here, as well as the spaceport with its numerous landing pads, spots, garages, and the customs department, where nothing comes onto the planet or off the planet until its cleared by customs. 210 parks are strategically placed around the city, adding shade and comfort from that blistering sun.
  2. Temopi District: If you like art, music, and food; the Tempio District is the right place to visit. Several restaurants that cater to the various palates to the citizens and those that visit. Art museums and music halls add an ambience of enjoyment and serenity to all those that visit the district. If the sounds don't snare you, the smells will.
  3. Nexo Mining Industries: Nexo is the only official mining operation on the planet, though there are some independent and freelance companies who work around the planet through contractual bids. The main headquarters of Nexo Industries lies outside of the city, and it's there where business deals are brokered.
  4. Feero Industries: One of the major exports that comes from the planet is the various types of wood found here. Feero Industries is the main player that is responsible for felling the trees to produce lumber and raw wooden materials. They are also responsible for reforestation.
  5. Senate Building: Open to the public, and only those of citizenship, is the Senate Building. Any and all political ideals and philosophies are debated here, where laws and regulations as well as other topics of prosperity directly affect the planet.
  6. Asken Military Academy: The academy, once possessing a different name, is named after General Horatio Asken, a military hero from the Clone Wars. The military academy churns on highly intelligent military officers, who have studied several hundreds of military tactics from around the galaxy presently and from the past. Every military officer in the standing army has graduated from the academy and is prized and respected by all those serving in the ground-based military forces.
  7. Barken Naval Academy: Like Asken Military Academy, its name comes from one the navy's most decorated naval officers, Admiral Kal Barken. His fame came on the heels from defeating a massive pirate armada who sought to plunder and rule the planet in its early years. The academy, too, produces strong naval officers whose battle tactics and maneuvers are rivaled by none in the galaxy, having produced their own strategic tactics by combining those from other civilizations.
  8. Neoe Shipyards: The shipyards have two locations, one that is planetwide and the other spaceside. The planet yards are responsible for the fabrication of ship vessels, for military or commercial. The second location is more of a repair shipyard, where military, commercial, and freelance ships can be repaired without the headache of landing planet side.

POPULATION
  • Native Species: Ysalamiri / Vornskr / Acklay / Gackle Bats / Stintarils / Spine Wolves / Various Jungle and Forest habitat creatures.
  • Immigrated Species: Humans / Chiss / Vahla / Ferions
  • Population: Heavy
  • Demographics: The planets main inhabitants are human, as they make up most of the percentage living in the city and surrounding locations such as small farming and fishing villages. The Chiss have the second highest percentage demographically whilst the Vahla are sparsely represented percentage wise. The exact percentage number of Ferions is unknown, since they are nomadic in nature, very isolated, and live from one encampment to the next: avoiding the city and most anything not Ferion.
  • Primary Languages: Galactic Basic / Cheunh
  • Culture:
  1. Religion: There is no main religion on the planet, and as such, the citizens are free to practice any of the numerous religions known across the galaxy. Most of the citizens, mainly those born here, have adopted one form or another of religion from the numerous philosophies throughout the galaxy; and are strict devotes of their religious ideals.
  2. Society Life: Society as a whole is rather peaceful and oppression free. The citizens, and those that migrated to the planet, have a rather pleasant and comfortable way of life. The cogs in the wheel of their society runs smoothly and, on all cylinders. Most of those living here are friendly, treating each other and those sharing the planet as friends and family. Yes, there are strife's and issues from time to time, but that is a plague in all societies. Collectively, society strives to maintain their lifestyle through working together.
  3. Working Class: The backbone of their culture and society is the hard-working class of citizens. By no means are they automatons created to work exhaustively, but the citizens do pride themselves on working, hardworking, and to create an environment that is befitting for their capitalist way of life.
  4. Cultural Festivals: One of their more relaxing takes on life is their monthly festivals. Not only a time to relax and mingle, but the festivals also bring together other cultures from those immigrated species that call the planet home. It's like a monthly celebration of freedom and to enjoy life's greatest fulfillments.
  5. Family Life: The citizens, born or immigrated, thrive on family life and family values. There is little in species discrimination on the planet, and as such, the planet views itself as one big family.
  6. Foodies: There are many food vendors and restaurants all across the capital city. The citizens love their food, be it from their own cultural deign or from other cultures. Food makes the world smile.
  7. Arts: Those living here, he majority of the population anyway, are artisans in heart. Be it through music, art works and exhibits, to theatrical plays; the culture of the planet can be almost summed up by their love of these heart string pulling masterpieces.
  8. Education: Education is strongly encouraged culturally. There are several learning institutes throughout the capital city, and those that don't move into the military aspect, find themselves learning religiously.
  9. Military Minded: The government that oversees the planet is by no means militaristic; however, they are military minded and prided. The two military academies are well respected, and those that graduate are even more well respected by their peers. The academy is always evolving, learning and incorporating new strategies and tactics into their military playbooks.
  10. Capitalists: With the citizens being such handworkers, the concept of capitalism is a high priority among the masses and government elects.
GOVERNMENT & ECONOMY
  • Government: Democracy
  • Affiliation: N/A
  • Wealth: High
  • Stability: The overall general stability is High. Most citizens are law-abiding, but there is a fair share of criminal activity within the city and most notably outside the city limits. Within the city itself, there is a strong presence of safety and security, but outside the confines of Lexio city, the planet can become extremely dangerous to those unaware of the terrain and roaming creatures; not to mention the roving bands of pirates and other cutthroats who tend to "hide out" in the forests and jungles who operate their seedier operations in the nearby systems. Also, the threat of nomadic tribes of Ferions tend to pose hazardous conditions.
  • Freedom & Oppression: The citizens, born or immigrated, on the planet of Veslas Vivdoria enjoy a great sense of freedom. The laws and rules put forth by the government favor the citizens, as well as capitalism and commerce. Not every citizen is content, as the case with all government ruled planets, but the percentage of malcontents is extremely low. Weapons of any kind are restricted on the planet, for the exception of the military and security forces exempt from the restrictions policy on weapons, and there is a heavy penalty for any individual caught in possession of a weapon illegally. All weapons, whether utilized or trophied, must be register with the security force bureau.
MILITARY & TECHNOLOGY
  • Military: The military doctrine of the planet requires that all natural born citizens must serve a minimum of three years in the military; either through the navy or the army. However, there is a stipulation that can exempt a citizen from serving in any of the two military branches, and that is they must test extremely high on the government exclusion exam. If the citizen's score allows for the exemption, they are required to attend one of the lower tier universities or the higher tier university. Any non-born citizen can obviously join the military freely and for any length they desire. The strength of the military is based on the defense of the planet. There is a very strong naval presence to prevent invasions, patrol the system for smugglers and pirates, and to overall protect the planet. The army itself is split into two categories. The first is the military ground forces that protect the planet from enemy ground forces. Though not as powerful as the navy, it can withstand heavy invasions. The second part is the security force bureau, which is essentially the 'police' in the city. Their obvious mandate is to prevent crime and thwart crime, whilst policing the city for the safety of the citizens.
  • Technology: Galactic Standard
HISTORICAL INFORMATION

The Dawning of a New World​

The discovery of the planet can be dated to 8,000 BBY but mostly remained uninhabited until around 6,500 BBY when the first human settlers from both Kashir and Kirtania working in unison to build up the tropical planet arrived. The groundwork was tedious and hard, with the onslaught of the heat and unpredictable rains making every project difficult. But alas, the capital city of Lexio, and only city on the planet, slowly began to take shape. But it was still years away from the glory it is today. With the city steadily making progress, the introduction of a democratic government was proposed; and accepted. There would be no one leader to rule over the citizens, city, and planet as it would fall to the task of a senate where votes mattered. And as such, the senate's residents would need to debate and lobby for re-election by the citizens of the planet.

The first major obstacle that faced the newly formed government was the arrival of the Chiss in 4,000 BBY. The Chiss were familiar to the inhabitants of the planet, with them sharing the Unknown Regions; but to the rest of the galaxy the Chiss were still rather unknown. New laws were created with the Chiss' arrival, and soon they were incorporated as citizens of the planet; granted all the citizenships rights and privileges. It was the Chiss' knowledge of naval tactics and shipbuilding that spurned the fashioning of the planet's naval forces; and with the heroics of a Chiss, Admiral Kal Barken, who thwarted an invasion of a pirate armada that the senate voted to increase funding for the navy. Soon, the planet now possessed the second most powerful navy in the Unknown Regions, rivaled by only the Chiss' naval superiority.

With a mighty navy on hand, the senate voted to explore the nearby planets of Orios, the lava planet, and Feso I, the gas giant planet in search for resources. On Orios they discovered the lava world possessed the resource dolovite, and quickly erected mining facilities to harvest the materials. It was on Feso I they discovered tibanna, which would forever solve their fuel needs, and began harvesting the gas as well. Both newly acquired resources would become major exports for the planet, along with the already discovered ipsum, quartz, isotope-5, and all the available wood types across the planet's surface. It would be from these exports that would catapult the planet into its wealth, and into a capitalist giant; with admission into the Republic in 3,500 BBY.

The arrival of the Vahla nearly complicated life on the planet, mainly in the city of Lexio. Very little was known about the Vahla when they arrived in 2,000 BBY, outside they were a nomadic people in search for their own homeworld. Also, with the Dark Side of the Force residing in them, they were viewed with skepticism; more so when Jedi representatives visited the planet in search of newborn Force sensitives. Arguments for allowing them to stay and to be removed from the planet raged in the senate and throughout the city. Eventually, with more laws created, the Vahla were allowed to stay, but in the beginning were forced to live with restrictions. Over time, those restrictions faded into obscurity and now, they are a huge part of the population; most serving in the ground army utilizing their skills to protect their fellow citizens.

The Clone Wars
As a member of the Republic, they were drawn into the war with the CIS with their support of their Republic allies. However, due to their far-off proximity to the other Republic-based systems and planets, they regulated themselves to supplying the GAR with medical supplies, food, and other non-combat materials. The senate felt their own forces would be best suited in defense of the planet in the event the war came to their planet, which it did. In an attempt to cut the supply lines from Veslas Vivdoria to several of the GAR and Republic's held territories, the CIS dispatched Admiral Trench.

The arrival of his fleet would be the first major conflict, and true test, of Veslas Vivdoria's naval superiority; and how efficient the ground military was. The battle lasted over four weeks, and the CIS effectively won and imposed a blockade around the planet; and soon the ground invasion would commence. What the CIS achieved in space could not be reciprocated on the ground. Led by General Horatio Asken, the military ground forces of Veslas Vivdoria stood staunch, repelling wave after wave of attacks by the CIS battle droids; eventually pushing the CIS back to their original starting point. With the cost of resources mounting for the CIS and the devastation laid to the planet's navy, Count Dooku ordered the CIS to retreat, keeping only a small force to continue the blockade.

However, the blockade would not last long, when relief from the Republic's naval fleet arrived; effectively ending the blockade. Even with the blockade erased, the planet could not continue to supply the GAR, now forced to rebuild their navy and replenish their own losses from the ground invasion. It was during this time of reconstruction that the Republic changed directions, becoming the Galactic Empire. With the dissolving of the senate by Emperor Palpatine on 0 BBY, Veslas Vivdoria found itself alone in the Unknown Regions.

The Imperial Era
During this era in galactic history, Veslas Vivdoria played not quite a major role, but it was more than just minor too. The senate believed they were too far off to be invaded or a threat to the Galactic Empire, which proved to be the case. Also, not wanting to attract the attention of the Emperor and his war machine, the senate opted for a quieter approach to the situation, aiding the rebels in the only way they could. Many of the naval officers, pilots, and other navy personal were sent to reinforce, strengthen, and assist the rebels fighting the oppressive Empire.

Thier secrecy was almost unraveled when Grand Admiral Thrawn caught wind of their aiding the rebellious systems. Seeing that Veslas Vivdoria was home to millions of Chiss, though most were officially citizens of the planet through countless generations, he casually turned a blind eye to their shadowy tactics. Sadly, for the rebels this brought an abrupt end to the aid being given to them by the senate and Veslas Vivdoria. And so, the Imperial Era continued with no further assistance from Veslas Vivdoria. After the fall of the Empire, several members from Veslas Vivdoria's naval personal, dead and alive, where recognized for their efforts. And in 5 ABY, they joined the New Republic.

The Rise of the First Order
One of the darkest times in the history of Veslas Vivdoria, the senate supported the Centrists and succeeded from the New Republic as well. With the rising of the First Order, Veslas Vivdoria was one of the first planets to give up their young to be trained in the First Order's new Stormtrooper Corps. There was little backlash from the citizens, but it quietly fell to the wayside. The Senate believed, as the Centrists did, that a more powerful executive form of government, backed by a military might, was the only course of action to sustain a more fruitful and stable galactic government.

Though not all believed in bringing back old Galactic Empire doctrines and mandates, and so an opposing faction among the senate rose. Unfortunately, the faction was quickly culled by those supporting the old ways by the staunch supporters and representatives of the First Order that were stationed here to oversee their resources in the form of infant children.

With the fall of the First Order, the planet fell into a state of near isolationism. They still traded with the other planetary governments they once were aligned with, but the senate was not eager to join a new Republic or any similar style.

The Arrivals
In 45 ABY, the transport ship carrying thousands of Ferions still locked in stasis landed on the planet near, but their arrival changed the dynamics of the planet; mainly outside of the capital city and affecting those small villages around the planet where citizens sought a less hectic lifestyle. The nomadic cat-like genetic created species roamed aimlessly from one corner of the planet too the next, terrorizing some villages, trading with others. The Ferion problem began to grow with alarming concern, that the military was dispatched to combat the aggressive nature of the new arrivals.

For years the two sides fought a collection of battles, coming to be known as the Ferion Crisis Wars. Both sides suffered greatly in terms of causalities, until a cease-fire was proposed. The senate and a group of nomadic tribe leaders held a congregation to discuss the future of both sides. The Ferions, who never had a home and were barely adjusting to not only this planet, but life in the galaxy as well; and for the citizens and the planetary government, they wanted peace for all involved, so the two, after weeks, settled on an agreed pact.

The Ferions would be allowed to operate in the far-left lands of the planet, known as the Blackwood Forest, where food was in abundance for their species. They were allowed to create and enforce their own tribal laws and rules, with no outside inference from the senate or the planets citizens. An honor-based trade system was created between the two side, which favored the Ferions more in retrospect, and because they lacked, as the senate referred to as primal personality disorders. Ferions could only be allowed into the capital city for trading purposes, and likewise for any companies or freelance groups wishing to trade independently with the Ferions in their own roaming villages. The major aspect of the pact was that in the event of a planetary invasion from outside forces, the Ferions would be required to take up arms and aid the planet in its defense.

Unknown Regions and Today
Today, Veslas Vivdoria is a major player in the upper section of Unknown Regions, with its powerful navy and strong military presence in general, keeping the section of the galaxy from fracturing. Still a bolstering capitalistic planet, they have switched gears slightly and now have become a militaristic planetary government. They patrol the Unknown Regions hunting down pirates, smugglers, and other unsavory character types and groups, maintaining a sense of peace and security in their part of the galaxy. Not a member of any galactic assembly, freely trading with any and all seeking to do business with the planet. Having learned from their mistakes in the past, the ruling senate has deemed that Veslas Vivdoria will maintain a neutral stance politically, aiding no other planet in times of war.


 
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