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Approved Planet Khemost

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  • Intent: To describe a stronghold for a faction I am forming and a planet to RP on
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  • Canon: No
  • Permissions: N/A
  • Links:

The Shrodinger Box
Populate of Lipsec

The Masquerade


GENERAL INFORMATION
  • Planet Name: Khemost
  • Demonym: Khemostian
  • Region: Unknown Regions
  • System Name: Khefal System
  • System Features: The Khefal System has within it the main sequence star Khefal, it's main Planet Khemost, the Gas Giant Natolu. Their Orbital Positions are circular. for Khemost, it's Rotational Period is 28 hours long, and it takes one standard Galactic Year and two months to complete a full rotation around Khefal. Astronomical Objects are mainly a vast space grave of ancient Sith Warships, scattered about the Gas Giant, remnants of an ancient battle. Secrets can be found even there...perhaps some of the ships might be restored...
  • Location: Located slightly above The Deep on the Map Hex
  • Major Imports: Grain (Genetically Modified), Livestock, Weapons, Rations, Medicine
  • Major Exports: Aurodium, Electrum, Platinum, Gold, Gemstones
  • Unexploited Resources: Vast deposits of natural gas, water from Ice, Oil.
GEOGRAPHIC INFORMATION
  • Gravity: Standard
  • Climate: Frozen
  • Primary Terrain: Rocky, and frozen for the most part on with snowy terrain covering plains of grass and mountain ranges in unsettled sections of the planet
  • Atmosphere: Type 1
LOCATION INFORMATION
  • Capital City: Midas
  • Planetary Features:
  • Though much of Khemost is buried in meters thick snow, with often Hoth-Like conditions, there are multiple examples of Castle like ruins dotting the surface, along with Automated Defense Towers protecting a truly massive, ancient Planetary Shield Device powered by thermal energy from the planet's active core. There are multiple automated, military fortress like urban centers, all heavily shielded from the intense cold, their generators also powered by thermal energy, the largest being the city of Midas. The planet is ultimately a mix of Rural and Urban. Temperate areas are located at the southern pole. Tombs of various Sith can be found in the snowy mountains. Ruins of ancient Massassi cities are buried under the snow. Doors to the Great Vault of Khemost are hidden everywhere, often in unsettlingly unlikely places, and often have strange puzzle locks to them. Self contained individual vaults of treasure, varying in size, can be found in either mountains, guarded by ancient droids, or by more ancient curses.
  • Major Locations:
Great Vault of Khemost:

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The Legendary Great Vault of Khemost is a massive network of gigantic chambers and tunnels, dug into the tectonically stable bedrock of the planet, filled to the brim with precious metals, gemstones, Works of art, all looted from hundreds of worlds over thousands of years, spanning more than a quarter of the entire planet, with dozens and dozens of smaller tributary tunnels and hidden chambers spreading out from these already gigantic chambers, meaning that technically the vault takes up nearly half the planet. Ancient but still potent defenses are present in the form of hidden security turrets, war droids, and even the occasional Sith Spawn hiding under piles of treasure. While uncounted billions in credits lay scattered about in the form of precious metals coins, gemstones, jewelry, and statues in literal piles across lanes and pits in the tunnels and chambers, many more are in vast chambers in the form of thin, stamped ingots encased in special safe deposit boxes and secured vaults. Some of these chambers are guarded by powerful magical spells, and have many hidden entrances, the chambers themselves enchanted to resist collapse or Seismic Activity.

Tomb Library of Darth Mammon:

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The Tomb Library of of Darth Mammon, ancient Master of Khemost. A Master Accountant and Stock Market Analyst, Mammon was not the one to first discover Khemost, but she undoubtedly made her mark on it more than many who came after. The Greed for material wealth was Mammon's chief vice in life, and her tomb is opulent and packed to the brim with wealth, her sarcophagus integrated into the center of a great library of Sith Spell books, scrolls, and texts on Galactic Trade, Currency Systems, and other topics of Economics. She was also an accomplished Sorceress, and the biggest threat of her tomb are her life sized gold statue replicas of her, Alchemized to let her spirit inhabit and manipulate them.

Khemost Catacombs:

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A highly intelligent engineer, Mammon designed the deadly, skull filled catacombs of Khemost, filling them to the brim with deadly traps. Due to Mammon's insane level of greed, even here one might find treasure worth thousands of credits. But make no mistake, finding treasure in a vast dungeon taking up a tenth of the planet that doubles as a death trap is nothing but a Sisyphean level of torture for any who did not enter the vaults with Mammon's permission while she drew breath

Khemost Capital of Midas:

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The Lost Golden City of Midas is one of the largest, most opulent Fortress Cities in the Galaxy. Packed to the brim with automated, armored apartment complexes that are heavily shielded and covered by both Anti-Personnel and Anti-Aircraft Pulse Cannons, and functioning as a self contained arcology with a public transit system in the form of Mag Trains, and a full compliment of War Droids, made up mainly of Model 2 and Model 3 Nuetralizers. House Io controls the planet from here, and the ruling government reigns here as Midas's fortifications are the strongest, and contains factories full of molecular furnaces

Prototype

Model 1

Model 2

Model 3

Advanced Prototype

Plus Prototype

Advanced Model 1

Civic Nuetralizer Model 1

General Purpose Nuetralizer Model 1

Medical Nuetralizer Model 1

Siren Corps
  • Population: Sparse
  • Demographics: It is a combination of human and Alien Refugees along with intelligent soldier droids, genetically grown soldiers, and Prototype Droids, with the Droids heavily outnumbering the organic population. Neither side discriminates against the other, and the community is neither Xenophobic or Racist
  • Primary Languages: Galactic Basic, Khemostian Sign Language
  • Culture: Khemostian Culture is militant, with every citizen required by law to know how to use weapons, fight hand to hand and forage for survival (The Disabled are required to be cared for to the best of the state's ability). That being said, strong cooperation is encouraged between Organic and Droid, and the society is carefully integrated to work together peaceably. They don't think of each other in terms of Organic and Droid as much as they think of each other as fellow citizens. The Nuetralizers are often the martial side, organizing defensive and offensive procedures for securing Khemost. The Organics are often adminstration or merchants and diplomats (Though they are free to join the military and Vice Versa). In spite of the vast wealth, Khemostians are taught to be completely self sufficient, avoiding luxury that serves no practical purposes with the exception being music, sculpture, Paintings, and Architectural Achievements meant for high practicality. Dueling with melee or ranged weapons is a national sport, and owning a heavily armed personal starship is practically an unwritten law. They have no official religion, but tend to lean towards a primitive worship for the Light Side of the Force--and violently and utterly reject both the Jedi and Essionian interpretation of it. Daily life consists of training, clearing out the dangers of Khemost in large groups. It is a considered a test of honor to brave the Great Vault of Khemost solo given its dangers. Decisions that affect the whole group in a single family unit or even an entire neighborhood are resolved by voting. Droid and Organic often cohabitate under the same roof. Khemostian Social Precepts include fighting as viciously as possible to end a fight quickly and decisively, with whatever means or weapons one can obtain, though a Surrender from one's opponent must be accepted if offered on an individual or group level. (Exceptions being Maw and Bryn'adul or enemy Sith/Jedi)
GOVERNMENT & ECONOMY
  • Government: A sort of Oligarchy mixed with Sortition-Based Democracy, House Io maintains sole control, ultimately, of Khemost, but Citizens can hold office in lesser positions within House Io, holding the keys to vital affairs of civic and even military matters as Tier 3 Sub-Primarchs/Sub-Matriarchs (Who oversee civic, financial, and diplomatic affairs) and, ensuring the concerns of the Citizen will be heard directly by Xiphos and the upper tier management. Tier 3 Officials have the authority to draft laws, alter them (The only laws they are not allowed to alter are Laws mandating that all Khemostians are Warriors, and that they are not to do away with the Sortition System nor remove House Io from their position of ultimate authority, laws placing limits on their terms of office, or laws that limit how much treasure from the Great Vault of Khemost may be seized at a time for the populace--only House Io has the final say on that last one.) and put proposed laws to a massive majority vote by the entire populace. While Tier 3 Officials cannot remove House Io from absolute rulership, House Io in turn cannot legally oppose or blunt any other laws successfully passed by Tier 3 Members, and they must be brought in whenever discussing vital Military, Espionage, or Civic changes. House Io is allowed to pass only one law a year without a vote, but the Law can be vetoed if all Tier 3 Officials unanimously oppose it. Khemostians who would make excellent Tier 3's are selected via first screening members of the populace for relevant skills, emotional stability, competency, and these people are randomly selected by the drawing from this pool of candidates via lottery. Voting on public policy on Khemost, or any territory they control, is not done electronically, and instead with certificates that are nearly impossible to counterfeit for major national policy and Law decisions, with local scale policy voting conducted within the armored fortress apartments of Khemost cities, via the collection of a white stone for a yes vote and a black stone for a no vote. Vote collection is done by both local officials and randomly selected citizen observers with the requisite skills to hand count the votes and quintuple check their vote. This method of voting is tedious, extremely slow, but greatly reduces the chance for fraud, increases Citizen Participation (Exceptions are made for disabled Citizenry and those otherwise occupied as necessary, but officials must visit them in person to get their vote). All Khemostian Citizens at the age of 35 are required to vote when possible, and all Khemostian citizens able to vote, are legally required to be familiar with the policies and laws being proposed on a detailed level, as well as the officials proposing them, required to take a test every year that tests their knowledge of all policies up for vote and may face a minor fine for failing the test. They are legally required to seek out the knowledge to keep them informed. Once a Tier 3 official is selected, they may hold office for only a year, and can never hold power in the category of administration they were first selected for ever again, but are allowed to be selected for another category of administrative position based on skills or competency. Up to four current or former Tier 3 Officials can be selected every four years to a permanent position in Tier 2 of House Io through unanimous decision of all four upper tiers of House Io. Being promoted to Tier 1 only happens when Tier 2's (or special cases of Tier 3 and even lower) has performed excellently not only on a civic level, but has, either through active participation in battle or through sheer outstanding talant and service to House Io or the people of all Khemostian territory, been deemed worthy by no less than all Tier 1's through unanimous acclaim. Every Citizen has the right to voice their opinion, bear arms, pursue happiness and has a free and open Press (With the Caveat that everyone must still know how to fight and Kill) Khemost also allows every Citizen to own viciously lethal Weaponry for Civil or Home defense, up to and including Disruptors. It's not uncommon for even lowly sanitation workers to be armed with SMG's. When obtaining Disruptors, Khemostians must pass a training course on there basic use and operation. Technically, any Khemostian is allowed to own a Disruptor. Practically, however, they are given only to Khemostians that passed a training course in their use, and even then, these are often salvaged or stolen examples, often mismatched. House Io intends to streamline Disruptor Technology, making it more practical to obtain (Note: House Io warns it's citizens not to carry Disruptors in territory not controlled by House Io. Disruptors ar strictly considered Civil Defense Weaponry, an insurance policy against invasion forces.)
  • Affiliation: Laertia Io Laertia Io , House Io
  • Wealth: Wealthy due to status as a treasure planet
  • Stability: Low: Despite it's vast wealth, much of it is underground and any area outside an urban center (And even within) is a constant fight for survival. Able bodied Khemostians are encouraged to explore these areas, both to prove their prowess as warriors, and to stamp out weakness in the general populace as much as possible. Maintenance issues are endemic due to the still sparse populace having not fully spread, and cleared out all threats. Urban centers were abandoned for hundreds of years and are rife with danger in the form of aggressive native wildlife adapted to the cold, ancient security that has not been disarmed, and even magical traps that affect whole areas. Electronic Communication is often a problem due to blizzard conditions, so electronic, ultra bright light towers are often used to signal to essential parts of a given district as to emergencies and requests The Khemostians are also fond of using Sign Language to compensate for difficult to hear speech in blizzard conditions. Though they have technically colonized Khemost, they don't truly "control it". Despite mainly occupying it's main city, the main population is only a quarter of its full capacity. Travellers unaccostomed to hardship will find it a constant threat, not from the locals, but from everything else. The only foreign travellers however that are accepted are prospective immigrants, approved merchants, and mercenaries, all heavily screened before being permitted in the Khemost system. As long as these three groups have the necessary clearance, they are welcomed uncritically, exceptions will be made for diplomatic reasons. The Government generally keeps itself a quiet but firm factor, and generally tries not to interfere with an average Citizens daly life, with an unofficial focus on Natural Law (Do not Kill, Harm, or Steal from your fellow citizens) in effect, any laws drafted along these lines afterward are kept as simple as possible. Officials never bother a Citizen unless there is suspicion they have violated the Laws. The Rulers of Khemost encourage the discipline of a warrior in battle for even the simplest tasks, and openly encourage them to maintain cautious suspicion of their surroundings and selected officials. The Rulers of Khemost encourage trust of The Light Side of The Force, but not absolute faith in it, and to violently reject both the Jedi and Essionian interpretation of the Light Side, instead opting for a view of the Light that it is an impersonal entity but also an important Force of Balance in the Universe that can lead to great wisdom and understanding, but denies that the Light has any mandate to destroy or oppose the Dark Side, genuine benevolence, or even an actual plan for the fate of any living being, instead mindlessly, passively manipulating everyone and everything because the Universe required something or someone to be moved into place. While worship of the Dark Side is not outlawed, Khemostian Citizens who wish to study it must apply for a permit to legally use it in Khemostian territory, and using it to harm a fellow Khemostian without prior provication such as attempting to kill or otherwise cause serious harm or Rob the practitioner carries the Death Penalty. The Dark Side may only be employed against enemies of the Khemostian Nation.
  • Freedom & Oppression: Khemostian Citizens enjoy a limited form of Democracy, but enjoy full civil rights otherwise. House Io crafts the cultural norms that Khemostians adhere to (The Need to be Warriors and the constant need to prove your worth on concrete levels in Khemostian Society. While ultimately a partial Oligarchy, House Io has no other real direct say in how Citizens conduct themselves beyond adherence to the law, They have a massive indirect say in how the Warrior Ethos of Khemostian Culture and it's Conduct thereof, and may toss out or modify cultural expectations of proper conduct of warriorship depending on how it faired due to exposure in real world conditions, their "suggestions" trickling out amongst the populace rather than making them naked decrees. Still, while House Io can pass down these suggestions, as long as the Khemostian who hears them could be considered a warrior by fellow citizens, there is no real need to follow these suggestions. (Though it is still heavily encouraged due to societal expectation.) Citizens who have performed acts of great merit for their nation will receive as a reward seven blanket pardons for any offense that would earn them the Death Penalty otherwise (Obvious exceptions to this being various forms of Psychological and Physical abuse to fellow citizens of all ages, Treason against House Io itself, or the murder of a Sub Primarch/Matriarch). While the ruling body is relaxed and open, the saying "Fear of House Io is just as wise a thing to have as respect for it" is a phrase that is fairly common on Khemost, as dealing with those who violate the Law or shame Khemostian Society through perceived acts of cowardice or treachery can be extraordinarily harsh (Though it should be noted not often to a lethal extent) and the Citzen who violates the cultural norms must go through trial by challenge to redeem themselves depending on how severe the violation of the warrior ethos was. Citizens and large families who may or may not be related by blood are constantly urged to study the philosophy of Stoicism to adjust to and accept the Hardship around them
MILITARY & TECHNOLOGY
  • Military: Khemost is an absolute fortress world rife with danger. It's society is barely in the process of constructing an effective Naval Force so it's fleet is powerful but rather small at the moment, but it's military uses slightly above Galactic Standard Technology, as much of its assets were gained salvaging the weapons, equipment, and armor of their enemies and redesigning them or repurposing them. Khemostian Society constantly stresses adaptation and are quick to pick up on what is effective and what is not. The Khemostians are able to put up a vicious fight if invaded, however, employing brutal guerilla tactics, and often just relying on the constant, intense cold weather and automated defenses to wear down and soften up an otherwise wary and hardened opponent. Weapons of literally all types can be found on Khemost though.
  • Technology: House Io created the Nuetralizers, among the most intelligent Soldier Droids in history. Due to the brilliance of both it's Matriarch, and allies, their technology is often cutting edge, and where it is not it is often rugged and extremely reliable. These technological advantages are often spread throughout Khemostian Society soon after their discovery.
HISTORICAL INFORMATION

The Legendary Lost Treasure World of Khemost, founded thousands of years before the first Jedi Civil War, has been one of the best kept secrets of the ancient Sith Empires, it's location never written down more than a few times, and certainly never stored in ancient Electronic Records. Carefully passed down by word of mouth, it's wealth was accumulated through thousands of years, it's chambers ever carefully expanded as more was stolen through the many heinous atrocities committed by various Sith Empires, taken by Force. Khemost is literally a planet of Blood Money, as wealthy as it is dangerous. Generations of Societies have come and gone. Most destroyed themselves in the vicious struggles to control it's vast underground vault while others left when they realized to stay might cost them their very souls in order to do so. Khemost, despite it's various death traps and horrors buried among the ancient wealth, the sheer volume of wealth proved more mentally destructive than any curse of The Dark Side that might have been attached to a single individual piece of it. It's last and longest lasting ruler was Darth Mammon in the Gulag Era who proved more able to control her temptations than most, yet still fell when the admiral of her fleet decided he could have it all for himself. Her armies destroyed each other in the brutal treachery that followed, the fleets burning themselves out over a gas giant in the local system. The wealth of Khemost by and large, carries no dark curse or taint...it is it's sheer, uncounted volume that proves corrupting to all but the most non materialistic of individuals...

Laertia searched for any records she could find all throughout the third Imperial Civil War, conducting her investigations on multiple planets. Upon finding it, she immediately declared it House Io property in perpetuity.

House Io Citizens came to Khemost not knowing what to expect, as only stringent investigation had uncovered even it's location. They arrived to an icy hell, and though general rules for House Io had been established at this point, it was determined more were needed to actually settle and retain control of Khemost. This led to Darth Xiphos consulting with her closest allies as to what form of government best suited what she was trying to create.

She did not desire an absolute tyranny of The Tenth Sith Empire, Brotherhood of The Maw, or New Imperial Order, nor was she in favor of what she viewed as a corrupt, self serving forms of Democracy in the SJC or GA, and was determined to avoid the mistakes those like the Bryn'adul had made.

After weeks of consulting with her closest allies and family she settled for a split between a democracy and orderly rule. Despising the labyrinth laws of other governments, Xiphos opted for a cross between Oligarchy and Democracy, looking at extremely Ancient forms of government as well as taking inspiration from the Mandalorians, who Xiphos, even before she was Xiphos, had always admired, she decided their form of Democracy would be a Dymarchy with them as a joint ruling council with her at the top.

Wishing her culture to be strong enough to survive the loss of her, unlike what had happened when Tathra had left the Bryn'adul, Xiphos was determined to make those under her care warriors able to fight viciously against any foe, and instituted warrior training for the organic citizens, making sure they worked closely with her Nuetralizer Children to become used to the concept of them being equals. Model 1's made for excellent trainers and Officers, instilling discipline with patient but firm reinforcement. Model 2's and Model 3's made a point to mingle amongst the populace while the details of how their government was to function were finalized.

Settling the largest of its cities and beyond was a strenuous process that took weeks and months, Droid, Artificial Being, and Organic working side by side to clear threats in key area to properly occupy the City of Midas and a few others beyond it for emergencies. The Citizens of Khemost are schooled in how to counter-act Force Users as well as Teras Kasi Martial Arts, along with Knife fighting and basic ranged and hand to hand combat training. After that, Citizens must innovate on their own methods of fighting, and are constantly tested by the Model 1's or specially created HRD's to maintain their combat prowess, even if their function in society is as simple as that of a secretary, or even a cook, or as high as Tier 3 officials. All are encouraged to own extremely lethal weapons and be proficient in as many forms of killing as possible. No matter if they only met a fellow citizen an hour ago, they are encouraged to fight along side them as though they were blood relatives. This applies to Organics, Droids, and other forms of life that are members of the house. They are a very young culture, and intend to be as pragmatic as possible, keeping what works, and discarding what doesn't, and have yet to tame Khemost, a prospect as daunting as when Mandalore was first settled by the Taung.

Finding and settling Khemost is one thing, however.

Keeping it without destroying yourself...or being destroyed by others...is quite a different matter.
 
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Under Review Laertia Io Laertia Io

It's clear that you've put a lot of work into this planet, particularly the sections describing its laws and culture. Nice work! It's an interesting spot that definitely has the potential to generate future roleplay. I have just a few points to address before approval.

  • Under Exports, please go ahead and link Aurodium, as it's a rare in-universe substance

  • Under Native Species, Massassi can't be native. Native means that a species evolved (or was first created) on a planet, and the Massassi are native to Korriban. Please move them to Immigrated Species.

  • Under Immigrated Species, please provide links to the worlds / species you reference, including the nuetralizers.

  • Under Government, you mention that every household is required to own multiple Disruptor weapons. That seems impractical; disruptors are noted not only for being illegal in most systems, but also for being relatively rare and expensive, using vastly more blaster gas than ordinary blasters. Is the government footing the bill of equipping every single household with four disruptor weapons? Are people trained and/or licensed in their use, or are these extremely volatile and dangerous weapons just kind of handed out to literally everyone? Are newly arrived and resettled refugees given a pair of rifles and a pair of pistols on the way down the boarding ramp? Are people punished for not owning their required four disruptors, since it's "required"? I'd consider reexamining this.

  • Under Historical Information, I'd like to see more about how the refugee population arrived and settled the planet, along with how the current government was set up. You give some great descriptions of the planet's current culture and politics, but you don't explain how they came to be, and I think that would also be relevant and interesting. Did House Io set all of this up? How long did it take? Is this still a pretty young culture and government, in that case? Were people already there when House Io showed up, or is everyone an immigrant that arrived after Laertia rediscovered the planet?

Let me know if you have any questions!
 
Laertia Io Laertia Io

The changes to Government and Historical Information look great, nice work. Your new links also look good. However, after combing through the submission several times, I still can't find any link to the Nuetralizers. There is no section labeled "Membership" in the submission, and I searched every instance of the words "nuetralizer" and "droid" to see if any of them had links, but none do. I then went through and clicked every link I could find, and none of them linked to a page about the nuetralizers. Am I missing something? As soon as the nuetralizers are clearly linked (preferably in the Immigrated Species section) I can give this my approval.
 
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