Star Wars Roleplay: Chaos

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Approved Planet Syiar

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Syiar
OUT OF CHARACTER INFORMATION
Intent
Further, expand upon the Halcyon System and provide the Ascendancy with additional locations to explore, discover, and write stories
Image Sources and Credits
Image Source:[HERE] - Vadim Sadovski
[HERE] - Eric Elwell
[HERE] - Martin Deschambault
[HERE] - Yurii Nikolaiko
[HERE] - Yurii Nikolaiko
[HERE] - Khairizal Anwar
[HERE] - Zephren Varner
[HERE] - Yury Ostapchuk
[HERE] - Daniele Solimene
[HERE] - Min Guen
[HERE] - Yaroslav Golubev
[HERE] - Roberto Montiel
[HERE] - Hi-Jeong So
[HERE] - Shahab Alizadeh
[HERE] - Andrei Ghenoiu
[HERE] - Sigge Sandstrom
[HERE] - Erika Taschinkel
[HERE] - G-Hamm
Canonical & Primary Source Links, and Permissions

GENERAL INFORMATION
Planet Name:Syiar
Demonym:Syiarian
Region:Wild Space
System Name:Halcyon
Location:[X] - Two Hexes to the Left of the Ios Hex
Additional System Information
Sun(s):Binary K-class Main Sequence
Halcyon
Hala
Moon(s):Isios
Lyned
Chors
System Planet(s):1st Orbit - Ioseoph & Svyea
2nd Orbit - Borstaz
3rd Orbit - Chruz
4th Orbit - Mairon
5th Orbit - Tailseal
6th Orbit - Vora
7th Orbit - Nirine
8th Orbit - Laithorl
9th Orbit - Khrea
10th Orbit - Eauncer
11th Orbit - Syiar
12th Orbit - Tuembio
13th Orbit - Zudnaja
14th Orbit - HS-80397
15th Orbit - HS-59126
16th Orbit - Sliolynn
17th Orbit - Naiandyn
18th Orbit - Utiese Rar
19th Orbit - Jast-Klald
20th Orbit - Yianist
21st Orbit - HS-37765
Orbital Feature(s):Syiar Planetary Ring
Wide, high-density, made primarily of gas, ice, and dust
System Feature(s):Mairon Asteroid Belt
Laithorl Asteroid Belt
Eniel Asteroid Belt
Utiese Rar Asteroid Belt
Halcyon System Asteroid Belt
Phinveos - Protostar
Eniel - Protostar
HS-22317b - Brown Dwarf
Tiga Loreng Nebula
Rancor Nebula
Gampassa Nebula
C-867-1a - Comet
C-867-1b - Comet
C-868-1a - Comet
C-869-1a - Comet
C-870-1a - Comet
Halcyon System Oort Cloud
Major Imports and Exports
ImportsExports
TechnologiesDeath Sticks
WeaponsFex-M3
SlavesKodashi Viper Venom
ConvertsKouhunin
Millaflower
Poisons
Anxynth Poison
Cultist
Planetary Resources

PLANETARY AND GEOGRAPHICAL INFORMATION
Climate:Subtropical
Atmosphere:Type II Atmosphere
Type III Atmosphere in specific areas
Gravity:Galactic Standard
Planetary Cycle:45 Local Hours
Orbital Rotation:11.5 Local years
Average Surface Temperature:32.2 Celcius / 90 Fahrenheit
Water Prevalence:85%: (70% Surface Water / 15% Subterranean)
Seasonal Variations
Due to a thick layer of oppressive cloud cover, the Summers on the planet are often long, hot, and wet, in part, due to trapped heat and humidity in the air; making breathing as though one was trying to breathe soup. By contrast, its Winters, as short as they are, are often cooler and more manageable, however, they are wetter as seasonal floods and downpours bathe the planet.
Primary Geographical Terrain

CAPITAL AND URBAN LOCATION INFORMATION
Capital City:The Black City of Lhothakit
Additional Cities & Urban Locations:Wimborne
Chandosa
Dunshire Harbor
Lourtham
Additional Artificial Constructs:Witchlight Fen
Orotos Pitch Refinery and Peat Harvesters
The Temple of Zeire

CAPITAL AND URBAN LOCATION DESCRIPTIONS

The Black City of Lhothakit
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There are as many names as there are titles for The Black City, with few ever speaking its name rather than some token moniker out of fear of summoning the denizens that call it home to the speakers location. Few outside of The Black City know what happens within the strange obsidian black structures, and fewer still ever return from within from among those that have been taken into the strange, twisted, horrific sprawling complex that serves as the Capital of Syiar. Even those that arrive Planetside - as the only known and reliable Spaceport is within the city - are advised to remain near or within a very close proximity to their vessel; often told by more frequent visitors to not even leave the hangar bay if at all possible to avoid being snatched by the many roving Cultist that call the City their home. If there had ever been a time when The Black City was not what it currently is, that time has clearly long since vanished.

Wimborne
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Built out of desperation by the desperate that had no refugee beyond seeking it in the twisting bogs, bayous, and marshes that dominate the once verdant and lush tropical paradise that Syiar no longer resembles. The structures are hoisted into the canopies of those few massive trees that remain unpoisoned by the polluted waterways and toxic soils. Many of the structures are made of sticks, stills, and mud in a bid to better hide the structures within the mists that frequently blanket the bayou that the city - if it can even be called that - was constructed within. Wimborne remains a refuge, hidden from sight as a means to avoid the Cultist that hunt day and night for the denizens that call the city home; with what little resistance fighters often striking from the deep swamps before melding back into the mist to once more hide in their mud city.

Chandosa
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One of a very few lucky - or unlucky, depending on your point of view - villages that has remained largely untouched by The Black City and the Cultist that reside within. This luck, as it were, is purely for one reason; the food that is provided to The Black City from Chandosa is edible. The waters around the fishing village are relatively clean and pure compared to many of the other waterways, ponds, and natural water tables. Its waters are free from contamination - though there still remains slight levels of lead and arsenic - those levels are still vastly lower than levels elsewhere on the poisoned world. For this reason, The Black City leaves Chandosa and its denizens to their own devices, with citizens of the small town seeing a marginal increase in their standard of living compared to other towns and cities. However, this favoritism and status as a 'Clean-City' from The Black City has cause resentment to foment within other communities, and it is a daily occurrence in which the beleaguered Chandosa Militia stops some plot involving poisoning their water.

Dunshire Harbor
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A Smuggler's Port if there ever was a picture definition of one; Dunshire Harbor sits in the shadows, forgotten and often overlooked by those that proclaim themselves as the rightful Law and Government on Syiar. Those that dwell within the decrepit, mold infested ruins of what had once been a glamourous port city, make a living in moving goods, technologies, and even food from warehouses within The Black City. Though this service often costs more than many can afford given the poor wealthy and rampant poverty that many suffer. In most cases, the Smugglers of Dunshire ply their trade in freeing slaves and hostages from The Black City, attempting to return them to their home, or find a place where they can settle and go unnoticed by the powers that be.

Lourtham
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There was a time when Lourtham was known for its beauty, its verdant gardens and splendid waterways. It had quiet glades and gardens to ponder, and a school that was the envy of many across the planet, so much so, that students from all walks of life would often find themselves attending the College of Lourtham. That was in a time that has long since forgotten, for now the town is nothing more than a ruin of its former glory. Rotting and sinking into the swamps and bayous that have overgrown and taken over the once famous opulent waterways - even the famed College has since been pulled into the quagmire - lost to the abyss of mud, sand, and poisoned water. Those that remain in Lourtham have little choice, doing so out of a necessity of shelter beyond anything else. Day by day, the swamp encroaches further, and it is only a matter of time until the entire village is swallowed whole...

Witchlight Fen
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A Holy Site of untold magnitude; guarded just as zealously, if not more so, as the Temple of the Five Tethered Looms. It was here, in this little building hidden deep within the swamps, that the first Weaver began to unravel and weave the unknowns of the void into comprehensible words. Witchlight Fen is where the Weavers of the Tapestry were founded so many years ago, when their founder first discovered ancient clues and notes that would lead them to the Temple of the Five Tethered Looms and the truths that they found within those walls. Though it sees little traffic now, its location closely guarded and known only to the highest within the Cult, its status as the birthplace of the dark movement that claimed Syiar makes it a tantalizing target for those that would see the Cultist deposed - thus - the Weavers of the Tapestry guard it with a zealotry that would make the Pius Dea proud.

Orotos Pitch Refinery and Peat Harvesters
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Lacking in what many would consider more modern fuel sources such as Rhydonium or Kessoline - save for that stored in depots within The Black City - what remains is what is available and often considered to be more crude and primitive than anything else. For those that live outside of the monstrosity of technology, these primitive fuel sources are better than nothing or remaining in the dark on those cold nights when things worst come creeping from the swamps and rot. The workers at the refinery - a description that does not match the crude construct of stilted buildings and pits of bubbling black liquid or drying fuel bricks - often live short lives that are mired with health issues and in many cases, birth defects in offspring. Some of the more unfortunate workers have been known to fall into the pits of pitch, slowly drowning in the black fuel as there is little in the way of a means to save them from such a fate.

The Temple of Zeire
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In a time before Cultist, when the planet was a verdant Tropical Paradise, where nature was put first and the horrors that have since claimed the jungle had been undiscovered in their ancient tombs, there were the Followers of Zeire. A Force-Sect similar to the Ithorian Gardeners, the Followers of Zeire venerated nature and saw both the Light Side and Dark Side of the Force to be a balance that was commonly seen in nature - the natural cycle of life and death that all beings, flora, and fauna had to adhere. All that remains of the Followers of Zeire is their ancient Jungle Stronghold, hidden deep within the Garden of Zeire, it has remained untouched since the fall of the Sect at the hands of the Weavers of the Tapestry - the Dark Side Cult that lain them low for fear that the Followers would stand against them and prevent their rise to power. The ruins remain as they had been during their heyday, untouched save for a few that sought out the fortress, only to be lost to the jungle and the beasts that protect the secrets hidden within.

FORCE NEXUS
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Nexus Name:Temple of the Five Tethered Looms
Nexus Alignment:Dark Side of the Force
Size of the Nexus:Medium
Strength:Strong
The Intent of including the Force Nexus
A central focal point that explains the rise to prominence and power experienced by the Weavers of the Tapestry, as well as provide an interesting focal point for further exploration of the Dark Side and the beliefs of the Cultist that have since claimed Syiar as their home; while the Ascendancy establishes itself further within the Shiraya Expanse.
Description of the Force Nexus Strength
At the heart of the Temple of the Five Tethered Looms is an ancient Sith Meditation Sphere that had belonged to some, now, long since forgotten Sith of little note that had arrived within the Shiraya Expanse with their Sith (species) followers. The Sphere, along with a small escort fleet, formed the bulk of the complex that would become the tomb and eventually the Temple. Its Influence - and the effects of that influence - can be felt for miles around the Temple Complex, degenerating the weak and maddening the strong. It would take an equally powerful Light Side effect or Nexus to diminish the Temple of the Five Tethered Looms - and even then, there still remains the likelihood of it being replenished once more to carry on its works.
Accessibility to the Force Nexus
Only members of the Weavers of the Tapestry - a Dark Side Cult - may access the Temple of the Five Tethered Looms, and the Cultist ensures that none other than their own members may enter, let alone be permitted to see the entrance of the Temple Complex. The fetid Bayous, Swamps, and Rainforests that surround the Temple are filled with traps - both natural and manufactured - as well as prowled by dangerous beasts just as Jungle Rancors and Dragonsnakes. The Massassi - what few remain, though twisted through countless eras of cloning - claim the surrounding area as their home, only leaving the Weavers untouched whilst consuming all others that seek to access the Temple. In this matter, it is nearly impossible for an outsider to gain access to the Temple or the Dark Side Nexus, as closely guarded as it is and selfishly kept by the Weavers of the Tapestry.
The Effects of the Force Nexus
Madness overwhelming, those with weak minds feel an impending sense of doom, as though they can hear the very ticking of some Galactic Clock counting down the days until the destruction of all things. Those that are of stronger minds, or perhaps already mad themselves, sense something else - a voice, a whisper - a being from beyond that beckons them to do its bidding and bring it forth. The Nexus is tied to Chaos and the Void and those beings that reside beyond in the Black Tapestry between the Stars. It fills the insane, the mad, and those that see themselves as prophets with a purpose, while overwhelming and consuming the minds of others as it leaves mindless animalistic husks behind. Those that have resided within, or submerged themselves fully into the Nexus know a simple truth, the voice of the void, the whisper, is not one voice... it is many.

MAJOR PLANETARY LOCATION INFORMATION
Major Geographical Locations:Bayou Lourtham
The Leviathan's Maw
Plain of Monuments
Fields of the Dead
Chandosa Quagmire
The Garden of Zeire
Den of the Mother
Lunenmar Abyss

MAJOR PLANETARY LOCATION DESCRIPTIONS

Bayou Lourtham
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Long gone are the days of the Hinterlands, when a vast wilderness stretched out beyond the city of Lourtham, with fields of agriculture intermixed with stands of trees and old growth forests. Now the region is home to a slow growth of decay and rot, brought about by poison and greed. Like many of the regions on Syiar, what is now known as the Bayou Lourtham was not always a bayou, it had been a Hinterlands, a vast expanse that was as equally developed as it was wild with a focus on displacing nature and the native flora and fauna as little as possible. When the first mining ventures began, the Hinterlands were targeted as a site of possible wealth - though that proved false, and in the following years the destruction shifted the natural ecosystems and environment of the region. Gone are those days of wistful beauty, the region that was once a Hinterlands of wild beauty has been reduced to a feted swamp, a bayou that is slowly consuming the city of Lourtham beyond as day by day, mud and rot claim more and more.

The Leviathan's Maw
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All that remains of an ancient and frightening beast that terrorized the denizens of Syiar long ago - its body left to rot where it had fallen. Its maw open in a final, eternal roar of anguish and defiance from when it was finally lain low. The waterfalls, cliffs, and vegetation that dominates the area slowly grew up and around the now fossilized carcass of the Leviathan; the large formations at the top of the waterfall are the fossilized teeth of the beast, slowly revealed over time as the elements slowly eroded away the surrounding material that had originally encased them in rock and silt. Though the region is relatively stable, save for the odd sinkhole or cavern that appears from the continued erosion, not many willingly travel to the location due to the regular Cultist activity in the area. The Weavers of the Tapestry see the area as yet another unholy site, a place where they might attempt to resurrect the beast - though they have thankfully been incapable of doing such.

Plain of Monuments
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A twisted name for a place that had, not too long ago, been a verdant and vibrant rainforest filled with a multitude of flora and fauna. Its massive trees, nearly capable of matching heights and size with the mighty Wroshyr Trees of Kashyyyk, are nothing more than trunks and gnarled roots - a deathly monument to the might that had once claimed this place. Now the plains are known for death, and even the water is toxic, only the hardiest of grasses and weeds seem capable of growing in this foul stretch of territory. This cause of all this destruction was the first attempt at squeezing out what mineral wealth that they could from the planet, and during the process of attempting to claw the trace elements from the ground they found something far worse. Arsenic and Lead seeped into the watershed, poisoning the flora and fauna, and destroying the land. When mining finally shut down, the damage had already been done and appears to be irreversible.

Fields of the Dead
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Its name comes from the caustic atmosphere and the mere fact that those that fall behind are often left behind - bodies, in varying states of decay, from both humanoid to beast, lay littered across the fields. The area is well-known, and often avoided unless otherwise incapable of doing so. What little vegetation that clings to life is often due to it being smaller, resting below the clouds of Chlorine Gas that blanket the fields. Those few trees - long since dead - stand as a morbid marker for many that sought to cling to them as a means of escaping some horrid fate; the bases often littered with the largest concentration of bodies. In a few rare instances, a strong wind sweeps through the fields, pushing the gas away and dissipating it for a few hours before the gas once more blankets the fields. Under no circumstance should an individual attempt to brave the fields - even with the support of a breath mask or other similar environmental suit.

Chandosa Quagmire
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Though the city of Chandosa is considered to be clean - its waters purer with less pollutants and poisons than others - it only because of the vast quagmire that surrounds and blocks off those waterways, that make it so. The quagmire is unique in a way, consisting predominately of gravel, sand, and charcoal - left behind from previous attempts at settlement and using the peat as a fuel - that act as a natural filtration system to filter out the lead, arsenic, and other poisonous materials that have been released into the environment from mining ventures gone wrong. However, traveling through the region should only be done so out of necessity, and with the proper safety precautions taken, as many of the plants in the quagmire are lethal - either from natural poisons that the plant produces, or from high levels of radium which makes the plants radioactive. The already beleaguered Chandosa Militia must also keep an eye on those that would seek to cause damage to the quagmire as a means of taking their resentment out upon the village by removing its natural defense that protects its waters.

The Garden of Zeire
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There are those places still upon Syiar that are just as verdant and bountiful as they had been even despite the poisons that course through the waters and consume vast tracts of land. Hidden further away still from many of these places, in a region that has all but been forgotten beyond the whispers of stories and legends that tell of its inhabitants, the Garden of Zeire stands in a silent vigil. The Garden has remained untouched since the Followers of Zeire passed into myth after the Weavers of the Tapestry hunted their numbers to extinction. Those that few that had remained ensured that the Garden would never be found, and thus, their own Fortress Monastery - The Temple of Zeire - was lost with the Garden in turn. The Garden itself is a picture of what Syiar had once been, a planet filled with verdant flora and fauna living in a balanced harmony, not the cycle of death and wasting that currently grips the planet.

Den of the Mother
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Deep within the twisted swamps and bayous, beyond a place where civilization dare reach, there is a strange and vile lair filled with technologies brought in by the enigmatic Weavers of the Tapestry. Within this strange lair of twisted roots and technology that has fused together lay the single most destructive being on Syiar. Within the Den is bound the Gorog, simply known as 'The Mother', a beast of unimaginable terror and destructive potential. The Weavers of the Tapestry keep the creature bound, though at the same time worship the beast as an aspect or offspring of some greater horror awaiting in the Intergalactic Void - the Tapestry of Darkness Between the Stars. The Den is a closely guarded secret with only the highest-ranking members of the Weavers of the Tapestry knowing its true location in the twisted nightmare of Syiar's swamps and bayous.

Lunenmar Abyss
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There are still those few wild, unpoisoned expanses and regions on Syiar, hidden away from those that had sought to wring what little profit from the planet they could, and failed. Even now as the Weavers of the Tapestry continue to solidify their hold on the planet, there are those that live an existence blissfully unaware of the going-on outside of their home. The Lunenmar Abyss is one such place, a land that has been long forgotten and long since lost - maps that had once lead to the Abyss are now missing, destroyed or lost purposefully. Rumors of course exist of such places, of the riches and wealth that may lay in the darkest corners of untouched wilderness. Rumors that some long since forgotten civilization and beings dwell within the unknown areas that have remained untouched. Even now the Weavers of the Tapestry still keep a watchful eye on the jungles, swamps, and bayous of which they have no hold or knowledge - worried that there are those that remain that would challenge their place, and that they may dwell deep within regions like the Lunenmar Abyss.

POPULATION CENSUS INFORMATION
Additional Census Information
Overall Planetary Population:Moderate
Estimated population at 4 Million to 5 Million
Species Demographics:Human - 60%
Dug - 5%
Phuii - 5%
Nikto - 10%
Weequay - 10%
Kissai - 1%
Massassi - 3%
Zuguruk - 1%
Other Various Species - 5%
Languages and Communications:Galactic Basic Standard
Nikto (Language)
Sriluurian
Sith (Language)
Massassi Language
Dug (Language)
General Planetary Cultural Information
The Cult prevails; The Weavers of the Tapestry are all things, and all things are the Weavers of the Tapestry. What culture, arts, religion, anything that had existed prior to the arrival of the Cult has long since been forgotten, wiped away, or destroyed all together. Only The Black City remains, its twisted and horrific architecture a facsimile of madness and chaos all established in veneration to Those that Dwell Beyond - the twisted beings that the Cultist worship. Nothing is otherwise permitted that the Weavers of the Tapestry themselves have allowed; all Laws are established to protect their dominion over the denizens of Syiar, and they ensure that cultural icons, arts, religions, and trinkets are purged to prevent what they see as contamination of their message of ending.

However, that is not to say that such things do not exist, as Smugglers have carefully slipped such items into The Black City and to those denizens - both Cultist and not - that have sought out such cultural items. Even those that reside in the impoverished communities beyond the Capital have found ways of hiding their own personal beliefs. Small roadside shrines are hidden in the thick undergrowth, carved out basements and caverns hide ancient artifacts from a time prior to the existence of the Weavers of the Tapestry. All of those that enact in such behavior and subterfuge remain in danger, however, as if they were to be discovered, the reprisals would be without question or mercy.

GOVERNMENTAL AND ECONOMIC INFORMATION
Form of Government:Theocratic Magocracy
General Philosophical Alignment:Chaotic Evil
Affiliation(s):The Unmaker
Chaos / The Void
Intergalactic Void
Planetary Wealth:Very Poor
Societal Stability:Low
Additional Political, Economic, and Societal Information
Government
There is no true government, at least, not one that anyone would recognize as a proper or united governmental body. Those that reign over Syiar are more concerned with their own focuses and ends than on such petty things as infrastructure building, healthcare, the needs or wants of the people, or any other hallmark of a true government. Even those Theocratic Governments of other worlds are considered a just government compared to those individuals that claim dominion over Syiar. The Theocratic Magocracy that does hold sway cares little for those that they reign over, and though outwardly they make veiled promises and overtures of adherence to the Common Law of the Ascendancy, beneath the thin veneer and facade of government they put forward, they flaunt the Common Law and see themselves as above those that would seek to reign them in or control them.
Weavers of the Tapestry
The enigmatic Cult that has taken root and ultimately control of Syiar, and in the process displaying the rightful and true government of the planet began as a simple madness in a few select individuals. Their ideas and ideals, matching those of others suffering from similar maladies urged them into the unknown reaches of the Hollow within the Shiraya Expanse. Those that returned were even more twisted than before, their minds taken hold of a deeper madness that saw them rapidly claim dominion over Syiar and soon establish themselves within an ancient temple they called The Temple of the Five Tethered Looms. From this Dark Side Nexus, this Cult arose in power and infamy, pushing aside those that saw them with indifference and crushing beneath their heels those that sought to stand against them. Now, the Weavers of the Tapestry continue their works on Syiar as they lay the foundation for their penultimate goal, the weaving of the darkness between the stars so that a door may be opened and creatures beyond the breadth of The Unmaker may enter the Galaxy and consume all life within.
Planetary Wealth Analysis
Poor, and beyond that to near destitution if a planet were capable of such. What little there is is already clawed from others so that the denizens may live, all the while anything of true note and value is kept sequestered by the members of the Dark Side Cult - the Weavers of the Tapestry - that have come to claim the world as their own. Any resources of true value, such as Aurodium, Silver, or other precious metals and gems are in such rare amounts or existing as nothing more than trace elements, that they would cost far more just to mine and process than anything that would bring in return for such an effort. Those resources that do exist in great abundance are poisonous, and have in turn poisoned the people and the environment from their mere existence. Lead and Arsenic routinely bleed into the watershed, killing all save for the hardiest of shrubs and grasses. Radium exists in large quantities, often to such an extent that a mudslide or flashflood reveals surface level deposits or washes enough of it into a local water supply that entire communities suffer.
Planetary Stability Analysis
Those Laws that have been established are not followed due to some altruistic reason or that they are just, rather, they are followed simply so that an individual might survive. Those few that do visit for whatever business has drawn them to the planet are often warned to remain either inside of or near their vessel, least they disappear into The Black City and are lost forever. It is not advised that outsiders, or those that are not converts or seeking to be so, to travel to the planet for any means - and even those that already have a contact or some relation on the planet are still warry of traveling to the surface due to their potential of becoming lost. In all aspects it is the Weavers of the Tapestry that loom over the very existence of the populace - a populace that follows laws as a means to survive and keep their head down to avoid the attention of the Cultist.
Freedom and Oppression Analysis
Freedom is held only for those of the upper echelon, the true believers in Those that Dwell Beyond, who work towards their release and birth into this reality. Only members of the Cult, the Weavers of the Tapestry, have true freedom on Syiar to do as they please and move about as they will. Even then, this Freedom has its limits purely based upon an individual's status within the Cult. Still, even the lowliest of Cultist - mere Initiates - have much more freedom than the common slave-soldier or peasant in an outlying community. Every aspect is watched carefully by members of the Cult, and any action that is seen to be against the will of their dark masters is swiftly dealt with - often resulting in death.

MILITARY AND TECHNOLOGICAL INNOVATIONS
Level of Military Readiness
Deriving much of their military structure and strategies from what few Sith documents that were capable of being recovered from the Temple of the Five Tethered Looms; the standing military of Syiar can be summed up in two simple words - Cultist and Slaves. The military of Syiar consists of large slave armies, broken and trained to be little more than cannon fodder, deep within The Black City. These vast slave armies are kept in check by the fanatical Cultist that support Priests and Magi that harness the Dark Side of the Force to utilize Fear to surge their cannon fodder armies forward. The true strength lay within the Cloned Massassi Warriors, adorned with armor from head to toe, they serve as elite shock troopers when not protecting the Temple of the Five Tethered Looms.

Perhaps it is by some miracle or stroke of Luck that the military force of Syiar, specifically the Weavers of the Tapestry, lack any true form of Naval capabilities. Their vessels are often mismatched, usually freighters or gunships the Cultist "confiscated" from some merchant or spacer that just so happened to break the Law on their first and only run to The Black City. Continued efforts from neighboring planets and even some pirate groups have further prevented the Cult from developing a proper navy with which they could spread their dark, twisted gospel beyond their fetid swamp world.
Technological level compared to the Galactic Standard
Technology is strictly restricted and regulated as a means of controlling the general population. In all areas outside of the Capital, the technological level is easily described as 'Primitive', with little, if any, technology that would be on par to that available in the wider galaxy. It is only within the Capital, The Black City of Lhothakit, that technology can be considered on par with the rest of the Galaxy. This can also be seen in the mass import of technologies to Syiar - though, as mentioned, these technologies are rarely seen outside of the Capital, and with little to no means of paying, there is no real reason for Smugglers to even attempt to ply their trade and smuggle technological goods to the outlying communities.

HISTORICAL PLANETARY INFORMATION
In its ancient past the planet had been a verdant Tropical Paradise, untouched by the modernizations of the Galaxy or the horrors that had been waiting within the darkness between the Stars. At its height during this pre-historic time, it saw the arrival of the first monstrosities that would unfortunately set a chain reaction of horrors that would befall the planet. An ancient Sith Lord - their name long since forgotten - found their way into the Shiraya Expanse, following some ancient legend of their own that lead them to the untouched world. Its few communities and beings had already developed their own society and protectors, The Followers of Zeire, who met the newcomers first as equals and friends, then a second time as adversaries when the Sith Lord had slaughtered the first. This Sith Lord unleashed the horrors of the Sith upon Syiar, a massive Leviathan and the Massassi Warriors. What little historical records remain show that the Followers of Zeire overcame this onslaught, the Leviathan was lain-low, the Sith Meditation Sphere and Fleet that they had arrived in was buried beneath the soil and twisted jungles to remain hidden - and all known accounts were wiped from existence to ensure that none would seek out the technologies and temples that had been constructed.

Over the years, attempts were made to squeeze out what little resources that the planet had, and it was during these attempts that the planet was poisoned. Vast reservoirs of arsenic and deposits of lead were uncovered and leeched into the water tables, poisoning vast tracts of land and regions. The once verdant rainforests and jungles began to die off, supplanted by bayous and swamps, poisoned fields and twisted growths that managed to overcome. It was in this period that the first Cultist slowly trickled in - their leader having followed an ancient story of the Sith Lord that had arrived eons prior. This founder, their name carefully guarded and hidden away by the Cult, would go on to discover the Temple of the Five Tethered Looms - activating the technologies within to clone the ancient Sith species and bring rise to their own twisted vision. The Weavers of the Tapestry were officially founded as they slaughtered all that had lived in what is now known as The Black City; the Followers of Zeire were equally struck as a means to ensure that there was no group that would stand up against the Cultist.

More recent history had seen the Weavers of the Tapestry enter into an agreement with the Khanate of the Shiraya Expanse, offering it poisons and assassins in exchange for slaves and potential converts to their Cult. Under the Khanate, the Weavers of the Tapestry had flourished and managed to wrest control over Syiar from what few holdouts had remained - until all that remained was the Cult as it permeated into every aspect of life and culture on the planet. It has only been in more recent years that the Weavers of the Tapestry have seen a slight decline in their prominence and capabilities as the Khanate was largely driven from the Halcyon System by a splinter group of Confederate Remnants that had arrived above Khrea. This slight decline, however, has resulted in the Weavers of the Tapestry digging further into the planet, seeking a means in the ancient Temple of the Five Tethered Looms to regain and prominence lost - thus making them a hazard and an enemy to keep a close eye upon.

 
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