Star Wars Roleplay: Chaos

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Approved Planet Ujotthon

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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Planet Name: Ujotthon
  • Demonym: Each Tribal Nation calls themselves a part of said tribe, or their race, Nelvaanian, though other races may prefer themselves as Ujotthonese.
  • Region: Unknown Regions.
  • System Name: Rhaelal
  • System Features: Central star orbited by three gas giants, with all three having moons. The inner most gas giant holds the moon of Tygeria, while the second most gas giant known as Szentanya, holds the moon Ujotthon, previously known as Ved-G2 before the Nelvaanians immigrated and renamed it.
  • Location: Same system as Tygeria
  • Major Imports: Weaponry - Bacta - Medical Supplies - Droids - Computers - Consumer Goods - Mining Equipment - Explosives
  • Major Exports: Zersium - Steel - Copper - Iron - Titanium - Silver - Gold - Diamond - Rhydonium - Wine - Tabac - Local Herbs and Spices - Salt - Cultural Trinkets
  • Unexploited Resources: Kohlen crystal
GEOGRAPHIC INFORMATION
  • Gravity: Standard
  • Climate: Continental to polar
  • Primary Terrain: Forests, Mountains, Tundras, Taigas, Rolling Hills, Plains, Cold deserts.
  • Atmosphere: Type 1
LOCATION INFORMATION
  • Capital City: Navgyar
  • Planetary Features:
  • Ujotthon is still a fairly recently immigrated world, though the people and Eternal Empire have been busy building up an infrastructure. There are many trading ports and posts that each have air taxis that will drop one off at any other trading post, port, or village that is nearby. There are also bullet trains that connect to the capital of each Tribal Nation, as well as of course the planet's capital, Navgyar. Most of the planet, outside of Tribal Nation Villages and Cities, is mostly wild and untamed. Each Tribal Nation has projects to expand into wild territory and increase their respective borders, be it by settling new villages, expanding their farms, forming mining operations, boating companies, or vacation resorts to attract tourists and increase revenue.

    The western continent, known as Nyugativilag, is home to vast, great plains, where many of the planet's crops are grown, as well as Tabac fields and vineyards. The continent has many rolling hills, vast forests, and the Great Lakes. It is also home to the second largest mountain range, Apakar. Nyugativilag is easily the largest of the two continents, being three times as large as the East, however over half of its land mass is occupied by the great forest known as The Green Sea.

    The eastern continent, known as Keletivilag is a much colder landmass, full of snowy taigas, icy tundras, and frozen mountains. It is home to the largest mountain range, Anyakar.

  • Major Locations:
  • CITIES:
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    *Navgyar: The Capitol City of Ujotthan, a small and scattered city outside and independent of the Seven Tribal Nations with the second lowest population when compared to the capital cities of said Nations, with only 2000 total citizens. Originally a village made up of those outside the seven Tribal Nations whose own surviving tribes members were too low to become a proper nation, it has expanded into a city on an island in between the eastern and western continents. It is the city where Eternal Empire ambassadors are to visit and stay, as well as where the Tribal Council gathers and the Nagykovet, or ambassador, lives and performs their duty when not off-world. The only true noteworthy landmark would be the Capitol building, easily the largest in the city. The rest is fairly modest, with a small market and most traveling by foot on the streets or by tram, on their way to perform their daily tasks and duties.

    *Erosno: The Capital of Rokrul Nation. A sizable city compared to others on the planet being the second largest, Erosno is home to over 50% of the Rokrul Nations' population, 22,500, with the rest living in villages that could be better compared to outposts. The city is surrounded by large defensive walls and posts. There are many training areas fit for different areas of combat, be it hand-to-hand, melee weapons, blasters, even what many would consider primitive weapons like traditional bows and arrows or slings. The living quarters are close and compact located near the center of the city, with the men and women sharing living areas until a woman is able to complete her trials and earn land of her own or inherit the land of their mother, which is more spread out near the walls with small gardens and patches for personal crops. Most of the cities supplies come from the other Tribal Nations through trade, and quite a few from other Tribal Nations visit to sell their wares or hire the Rokrul Nations warriors as mercenaries or guards for various projects. In the very center of Erosno is the 'Big House', where the High Chieftess, their mate, and their children call home, and where all official business is done.

    *Esotermes: The Capital of Tarjek Nation. It is the foundation and largest of their settlements, holding 15% of the nation's population, 9750, the rest scattered across the great plains in smaller villages and farms, each responsible for their own crops and animals to farm. Esotermes is directly in the middle of the great plains, expanding the quickest compared to the other villages. The people of Esotermes all live alongside their immediate families, from the grandmother to the grandchild, all living underneath the same roof, many holding anywhere from a 6 to over a dozen family members at once. The homes dotting in between the large-scale farms, each family responsible for their chunk of farmland, and expected to cultivate it on their own. The High Chief can be found in the city's Big House, though that is only where they perform business, as they still live among their family in their modest home.

    *Halkez: The Capital of Jenuite Nation. A port city, it is located on the east coast of the western continent of Nyugativilag, with many docks, ports, and boardwalks. Holds 15 percent of the Nations population, 7500. Ships sail in and out daily, to deliver their latest catch and off to brave the seas once again. Unlike the many villages that make their homes by rivers and lakes, Halkez's supplies that don't come from the sea are gotten by trade from the other Tribal Nations, fruits and vegetables are especially in demand, being one of the Tarjeks nation's best on planet customers. The people's homes are made primarily of wood, the city having plenty of room for each family to build their own homes, new houses being built by newlyweds every couple of years as they move out of their respective parent's homes, their soon to be neighbors often helping in the endeavor. The High Chief can be found directly by the ports, the Big House easy to spot as the only actual building in the area.

    *Aranykolcson: The capital of Kazojo Nation, Aranykolcson as it is known by its people and the other Nelvaanians, located at the great lakes, directly on Lake Legnagyabbto. However, to most of the tourists and wealthy on vacation, it is simply known as "The Kazajo Resort". To much controversy amongst the Nelvaanians, the Capital of the Kazojo people was converted into a large resort with their famous casino right in the middle as its center jewel. Inside the resort, beside the casino, are many bars, buffets, Luxurious rooms, indoor pools, music and comedy shows from celebrities all across the Eternal Empire, and more. Outside, guests will be able to use the many canoes to fish out on the great lakes and admire its beauty, as well as venture out to the many nearby forests, with a guide of course. Guests who wish to hunt must sign a waiver that dictates that any deaths by local wildlife are not the fault of the guides the resort, or Kazojo Nation and that the guests acknowledge the risk. Every single worker of the resort is Nelvaanian, of the Kazojo Nation. They live in their own area, all with their own benefits, days off, vacation days, etc. Though many of them will still say they are overworked. The High Chief, who also runs the resort and casino, can be found at the very top of said casino in his office.

    *Zoldekszer: The current Capital of Gyrapacha Nation and their largest and first village. Nestled against the great forest known as The Green Sea, Zoldekszer is the largest of the villages that hug the vast forest, home to over 5% of Gyrapacha Nations population, 1300, the lowest population of all the Tribal Nations' capitals. Zoldekszer is a simple village, just like the others of Gyrapacha Nation, the only thing differentiating it from the rest is that it is the first. Houses made of wood, scattered about with dirt roads connecting them all to a market where merchants and those who call Zoldekszer home trade their wares, the village surrounded by a tall wall made of large wooden stakes, each as long and thick as the trees at the outskirts of the forest, to keep any wandering beast out of the village, lest they carry off one of the sick or elderly in the night. The High Chief can be found in their own homes when not off hunting or settling disputes, with the people of Gryapacha Nation not having a true capital or capital building.

    *Gepablak: The Capital of Kareek Nation, and the largest of the planet's cities, holding over 70 percent of the nation's population, 42,000. Gepablak is the only city on the planet that is fully industrialized, with a single large factory in the city's center with multiple connected buildings, almost every male resident working at said factory. Despite the fact that many of the planet's more traditional residents seem to resent the Kareek Nation as a whole, Gepablak is responsible for many modern-day weapons and tools, built specifically for Nelvaanians in mind. Such as tractors for farms, bowcasters for hunters, furniture for upscale living, and even metal ships for the sea complete with modernized equipment, a more recent development that many of Jenuite Nation seems to want more of, to replace their dated wooden ships that often receive damage from the harsh sea. Gepablak constantly expands the factory, producing more modern tools and luxuries. But, due to all of this, it makes it almost impossible to live a more traditional life if one would prefer to in Kareek Nation.

    *Erclyak: The capital of Irovar Nation. Erclyak sits at the base of Anyakar as a mining town, much like the rest of Irovar Nations' settlements. Home to 10% of the Nations population, 5500, Erclyak is easily the largest of their settlements, with most being less than 1000. The capital hugs the base of Ujotthons largest mountain, with trams leading to the mines where most of the men work, extracting the many natural resources held within. The people live with mostly their direct families, usually the grandparents, their children, and then their children in one household. The High Chief can be found in the Big House, usually working on the massive pile of paperwork that never seems to lessen.

  • MOUNTAIN RANGES:
    *Apakar: The Apakar mountains stretch over 1300 miles from one end of Nyugativilag to the other. The mountain range is home to much exotic wildlife, hidden lakes, deep caves, and great beauty. Home to many tribes, most of which are considered mining towns. These mountains, along with the larger Ayakar, are also where many local creatures known as the Sotemvotii wander. And if any stray mine worker or explorer is found by the planet's natives, they are almost never heard of again, eaten by the natives that roam there. Due to this issue, all mining and exploration operations are accompanied with a security detail.

    *Anyakar: The Anyakar mountains stretch over 1800 miles, starting from the south and traveling north, before turning left and ending at the easternmost peninsula of Keletivilag. Much like Apakar, Anyakar is full of life, with tunneling caves, and vast forests at its base. It too is home to many mining villages, as well as the feared Sotemvotii.

  • GREAT LAKES: The three great lakes, in order of smallest to largest, are Nagyto at a surface area of 14,000 sq mi, Nagyobbto with 16,000 sq mi, and Legnagyobbto at 19,000 sq mi. Filled with great numbers of exotic fish, white sand beaches, natural hot springs, and surrounded by vast forests.

  • GREAT PLAINS: Responsible for over 70% of the planet's overall crops due to its comparatively higher temperature compared to elsewhere on the planet., as well as holding large scale Tabac fields and vineyards, both very popular in the Eternal Empires market. Over 100,000 miles in total area.

  • THE GREEN SEA - ZOLD TENGER: Known as either Zold Tenger in the Nelvaanian language, or The Green Sea in basic. It is a vast, ever-growing forest that engulfs over half of the western continent. It is where the Gyrapacha nation makes its home, where they and many other hunters travel the forest, seeking a great hunt and challenge, collecting many trophies, but many losing their lives in the effort. The deeper into the great forest, the more exotic, large, and powerful the beasts that roam there are. The deeper one ventures, the more renown they receive, but no one has ever been to the very center of the forest and lived to tell the tale.
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  • Force Nexus:
    Intent: The Force Nexus is connected to the planet itself, offering RP opportunities as well as future events focused on the Force Nexus.
    Nexus Name: Nagyfaisten
  • Nexus Alignment: Neutral, as is nature.
  • Size: Large, but can potentially become planetary if allowed to grow.
  • Strength: Moderate but slowly growing in power.
  • Accessibility: To enter the great forest itself is easy, as simple as walking in. However, making one's way to Nagyfaisten is very difficult. Many beasts, some of which may be force sensitive the further you venture, will hunt those brave or foolish enough to make the attempt. Simply flying into the middle of the forest to the great tree is out of the question, as whatever ship or vehicle you are using will mysteriously be subject to engine failure, unable to make the journey, crashing down into the forest. Usually next to some very hungry predators, almost as a punishment for daring to cheat your way to the center.
  • Effects: Nagyfaisten rests in the very center of the vast forest known as The Green Sea. Always in the center, even as the forest slowly grows over the years. Inch by inch, year by year, it moves as the forest grows. Its power has affected many species that made their home at the center of the forest, making them grow larger, more powerful, and become force sensitive, essentially mutating them into subspecies. The further one ventures into The Green Sea, the more fierce and dangerous the creatures that roam there are. As hunters, be they Nelvaanians or those from elsewhere in the Eternal Empire, roam and explore the forests, they may experience effects that come from the great tree. As they make it halfway, they may experience flashes of primal rage or hunger, become more territorial of their camping grounds, unable to think as clearly, only of survival and the hunt. If one is not mentally trained or of strong mental fortitude, they can easily lose themselves, their mind devolving until their mental state is like whatever their species has evolved from. As stated previously, however, one can resist, but prolonged exposure is not advised.

    Eternal Empire researchers have made many research outposts, to study the effects, wildlife, and the maddened hunters and potentially stop them from spreading before it could affect the planet as a whole. Many have made the request to send a research team to study it further.

    People that are affected by the influence of Nagyfaisten are able to recover with the help of mental facilities, so long as they were not in that state for too long. The longest one has been in this state and able to recover to rejoin society was a month, and even then they were never the same.

POPULATION
  • Native Species: Sotemvotii
  • Immigrated Species: Nelvaanians, Humans
  • Population: Sparse, 483,000.
  • Demographics: Nelvaanians (71%) - Sotemvotii (28%) - Human/Other (1%)
  • Primary Languages: High Nelvaanian, Old Nelvaanian
  • Culture:

  • Shamans: An ancient tradition amongst Nelvaanian culture, as well as the closest they have to their own force using order. But since the fall of their homeworld, their numbers have dropped significantly, with only a sparse few able to escape Nelvaan along with what would later become the 7 Tribal Nations. Shamans, traditionally, have many roles. Such as an advisor, healer, seer, negotiator, and dealing with spirits and the restless dead. Shamans are not typically seen as warriors, though they of course know how to defend themselves, their weapon of choice is typically the mighty stick, which more experienced Shaman are able to imbue with force energy. They travel freely, offering their services to whatever village or Tribal Nation they currently find themselves.

    When a child is discovered to be force sensitive, word spreads from village to village, until practically the entire planet knows. Then a Shaman will appear, and offer to take the child to both train and raise as a Shaman, with the child's parents almost always accepting the offer as it is seen as a great honor, especially now that they are so few in number and in danger of dying out.

    Once a year, the Shamans meet in a single area, usually at the outskirts of a forest far from any villages, to discuss the issues and happenings on the planet, be it between the 7 Tribal Nations, The Eternal Empire, or the planet itself, specifically Nagyfaisten. They also share and trade new discoveries, techniques, and tales of each other's travels. One tradition that has yet to have been done since the Nelvaanians settled on Ujotthon, is the act of trading apprentices for a year until the next annual meeting where they return to their respective masters. This is a way for apprenticing Shamans to learn different perspectives, so as to not become stale in one way of thought and teaching. It is entirely up to the apprentice if they wish to participate, though most Shamans encourage it.

  • Religion: The Nelvaanians worshipped their homeworld, Nelvaan, known as the Great Mother. But due to them being forced to flee Nelvaan and immigrate to another world entirely. All of their ancestral grounds are gone and with them any spirits and legends that they once held. Now they honor the memory of what was lost in many social gatherings. Some are as quiet and grief-stricken as a burial, and others are full of dancing, singing, and feasting.

    But now, on their new home of Ujotthon, came many discoveries and opportunities for them to create their own legends and stories for future generations to learn from.

  • Sports: Many sports and games have been created by the Nelvaanians, but easily the most popular amongst them was Botlabda.
    Botlabda, or Stick-ball when translated to basic, is easily the most popular sport on Ujotthon and to the Nelvaanians. Played using wooden sticks with net baskets or pockets attached, the goal of the game is to score on the opponent team's net with a ball, using only the Botlabda stick to carry, pass, or steal the ball. Checking, or purposely taking an opponent out of play with body contact, is allowed. The teams can consist of as few as 10, to as many as several hundred, depending on the size of the playing area and there happens to be a special event where that many people are even gathered at once. Traditionally, the players wear no protective gear and are barefoot, playing either in a large field or a flat area near their village. Botlabda is an ancient and integral part of their culture, around for over 1,000 years and considered a gift from the Great Mother herself, bestowed upon her children. It was and still used for many things. Be it as a simple game for children, a competitive sport, a large-scale game during large social gatherings, or even settling disputes. It is also a way to practice and simulate war.

  • Arts: There are many traditional Nelvaanian art forms, each technique passed down from generation to generation. Such as baskets weaving, blankets with intricate designs, totem poles, statues and carvings made from wood or stone, and tattoos that represented ones accomplishments.

  • Rokrul: Descendents from the tribe of the very same name, the Rokrul Nation are known for their women's beauty and prowess and their men's monstrous size and strength. Nearly nine hundred years ago, during The Clone Wars, the Techno Union performed twisted experiments upon the male Nelvaanians of the Rorkrul tribe, changing them into towering behemoths with great strength, but in the process deteriorating the mind. Once rescued by then Jedi Knight Anakin Skywalker, they were returned to the village to be reunited with the women and children. Due to the changes brought onto them, the Rokrul people were forced to adapt. And not only did they adapt, they thrived under these changes for the better. Due to the males continuing to being born like their mutated fathers, and the females unaffected by the mutation, their society quickly reformed.
    The men, being far too large, slow, and physically strong, were unable to complete certain tasks. But were able to perform others that no other male of their species were or are able to do. They can easily tear a tree by its roots far quicker than it would take to chop it down, remove large boulders without having to break them into pieces, carry extremely heavy loads for long periods of time, and act as the most powerful and fearsome warriors their species has ever seen.
    The women, on the other hand, took up traditionally male-dominated roles that required finesse that their males now lacked. Such as hunters, farmers, and leadership positions such as shamans and chief.
    Once they have settled on the world of Ujotthon, they have become the most powerful of the nations in regards to martial power, becoming the backbone of their planets militia, as well as forming many bands for hire, be it for security, driving off pirates and other criminals, or even as potential mercenaries for the Eternal Empire. The males make perfect shock infantry, usually led by a female captain. (Population: 45,000

  • Tarjek: Considered by most to be the most peaceful and neutral of the Tribal Nations. The Tarjek Nation settled directly on the middle of The Great Plains, and quickly expanded, founding many villages and farms, each growing in population and productivity every year. Responsible for over 70% of the planet's crops, distributed evenly across the Nations as per the trade agreement. However, much controversy has arisen due to the Eternal Empire offering a gift to the Tarjek Nation that many rejoiced, but many also saw as an abomination. Known as the GMO Matrix , many see it as an abomination, of mortals attempting to play God with the natural order, as well as dangerous once the potential side affects were known. Whereas others see it as simple modern advancement, that they will be able to expand their crops all over the planet, even in the infertile east, and avoid a great many famines during potential poor crop yields during seasons. There is still much debate as to whether or not they should even use it, with the current High Chief very much against using it. But he is growing older, and the next High Chief elected may be the deciding factor. But then in a few short years, the problem may begin anew, due to the tradition of the Eldest and Wisest of their elders becomes the High Chief. The longest one has ever lasted was nine years before their natural death, most only ever lasting four or five years. (Population: 65,000

  • Jenuite: The Jenuite Nation has settled near The Great Lakes, neighboring the Kazojo Nation. They also are near many winding rivers as well as the east coast of Nyugativilag, where there are hundreds of islands dotting the sea. They have become a primarily fishing nation, with most of their villages near a body of water, as well as the only nation to so far inhabit islands, not counting the planet capital of Navgyar. The people of Jenuite Nation are fairly self-reliant for the most part, forming farms near the fertile land by the lakes and rivers, as well as a growing fleet of fishing boats for the ocean, the fish they catch they sell on both the planetary and galactic market, as well as the sea salt the harvest from the seas. The men are primarily fishermen and sailors. For those who live by the ocean or on the islands, they may be at the sea for weeks if not months at a time. Women on the other hand typically remain in the villages, preparing and selling the fish and salt, caring for the farms and younglings, and so on. (Population: 50,000

  • Gyrapacha: Home to a long line of hunters and heroes, the Gyrapacha nation immediately settled directly outside of the vast forest known as
    The Green Sea. Renowned for their skills, the people of Gyrapacha would venture into the forest, and bag many exotic game, selling the pelts to the galactic market. The forest itself attracts many hunters from all over the Eternal Empire, all wishing to prove their metal, and make it the furthest in and slaying one of the more dangerous beasts that have taken the lives of many that have ventured too deep.
    Many of the youth of the Gyrapacha Nation venture off to the stars, to find new challenges, and return home in glory with the spoils of their successful hunts. The people of Gyrapacha Nation are a very traditional lot, not ones for technology at all. Many of them dislike the use of even blasters, though the youth seem to have taken a liking of them due to seeing many foreign hunters use them to great effect. (Population: 30,000

  • Kazojo: The Kazojo Nation settled on the Great Lakes, neighboring the Jenuite Nation. However, unlike the Jenuite Nation, the High Chief did not see value in the exotic fish in the lakes and rivers, but in the land itself. They founded the first ever Nelvaanain Casion in their Tribal Nations capitol, and while it proved unsuccessful with their Nelvaanian brothers and sisters, those of the Eternal Empire that were on planet for business seemed to love it, spending ludicrous amounts of credits for the mere chance to win a jackpot, most not even upset when they lose thousands of credits. Using the revenue, they expanded to not just the casino, but a lake-wide resort, full of activities for adults, children, families, couples, and whoever to enjoy. And the rich and wealthy from all over the Eternal Empire would come and vacation there, enjoying the white sandy beaches of The Great Lakes, boating on traditional canoes, learning the arts and crafts of the Nelvaanian people, the local delicacies of Ujotthon, and of course the Grand Kazojo casino, the center jewel of both the resort and Kazojo Nation. Outside of the resort and casino, Kazajo has many villages, many of which grow crops and raise livestock specifically for the needs of the resort, as a way to keep costs low instead of constantly trading with the other Tribal Nations. (Population: 40,000

  • Kareek: The Kareek Nation, those that are looked down on the most by the more traditional of Nelvaanians. They full-heartedly believe that the ancient cultures and traditions of the Nelvaanian people are holding them back, and they all should completely modernize and adopt the culture and traditions of the Eternal Empire. Complete with Industrialization, patriotism, and militarism. Their capital and villages copy the architecture of the Eternal Empire and believe in many of their values such as full gender equality, the Tiered Citizen System, and planetary expansion. Once the youth of the Kareek Nation reach adulthood, they sign up to join the Eternal Empire Military. Have a great relationship with the Irovar Nation. Kareek Nation also has the highest human population, with even a few cases of interspecies relationships. Though both sides of the union are not safe from ridicule. (Population: 61,000

  • Irovar: The Irovar nation settled itself at the end of the Anyakar Mountains, quickly expanding across the ocean to the western continent where the second largest mountain range, Apakar lies, in an attempt to quickly monopolize both of the mountain ranges and the natural materials that they hold within. Back in the days when they still called Nelvaan home, the Irovar Tribe was settled next to an Eternal Empire mining company. They learned the ways of mining and quickly became accustomed to it. Now, all of their villages hug the base of both mountains, a bullet train to connect the two continents and mountains currently under construction. The Irovar Nation and the Kareek Nation are very closely allied with one another for the obvious reason that Kareek needs the raw material for their factories, and Irovar needed a reliable customer to sell them to, though the Eternal Empire still purchases the bulk. It was a win-win for both Tribal Nations and the beginnings of a great relationship between the two. (Population: 55,000
GOVERNMENT & ECONOMY
  • Government: Tribal Government / Tribal Council The 7 Tribal Nations are independent of one another, each led by their own High Chief, who are elected by the leaders of their villages, the headmen, and rule until they die, abdicate or are voted out if proven to be a poor leader for their people. Below them are the Headmen, those in charge of villages inside of one of the Tribal Nations. When there is a matter of importance that requires the attention of all 7 High Chiefs, a Tribal Council is formed. To represent them for dealings with the Eternal Empire, the 7 High Chiefs vote on a usually popular and famous figure to represent them as a planet. They are known as the Nagykovet or ambassador. If they are not off-world on business when a Tribal Council is called, then they too shall join, though they themselves do not get a vote. They are to represent the planet, not rule over it, as it were.
  • Affiliation: Eternal Empire
  • Wealth: Medium
  • Stability: High
  • Freedom & Oppression: The people of Ujotthon are a free people, though some may argue that many are shackled by tradition. Each Tribal Nation has its own laws and cultures, on top of those of the Eternal Empire of course. There are no laws that oppress the people, but if a Tribal Nation has a more 'traditional' High Chief, then it may prove difficult to use modern technology or such, these things being shunned. There is also the other extreme, with a few leaders believing in advancement over tradition, making it difficult for those that prefer the old ways to do so.
MILITARY & TECHNOLOGY
  • Military: While technically having no official military, the 7 Tribal Nation each have their own militias for every village, and if necessary, can be formed into a fighting force, as divided and disjointed as it may be. The only Nation that really has a properly trained military would be the Rokrul Nation, who already serve as warriors against the threats of Ujotthon, be them within or without.
  • Technology: Depends on the Nation. Kareek Nation being the prime example of galactic standard, while others like Gyrapacha Nation being the most traditional, some of the hunters against even using blasters. Most are either in the middle, fine with using certain technologies but against using others, or with two sides in opposition, with some in their respective Nation wanting to modernize, and others wanting to remain as they are.
HISTORICAL INFORMATION
The planet of Ujotthon, previously known as Ved-G2, was discovered at the same time as Tygeria, being in the same system. Initially, it was written off as a wild world, fit for colonization, but considered too much of a project to focus on at the point of discovery, the initial discoverers making not to return to it at a later point.

Many years later when the surviving Nelvaanian Tribes were looking for a new home, they were offered the moon planet to settle. And with the Nelvaanians not ones to reject such kind gifts, as well as having literally no other options, accepted the offer, becoming one of the first planets of many under the Eternal Empire.

Although the planet has only been settled for around 19 years, the Nelvaanians were quick to establish their first settlements and, with the help of the Eternal Empire, created a stable infrastructure. The initial settlements of each Tribe expanded, founding more settlements in nearby areas for their needs, be it for farming, hunting, fishing, etc. Still the Nelvaanians, along with Eternal Empire researchers and explorers, find new things about the planet during expeditions and research. With two exceptionally big discoveries.

First, that one of the planet's local wildlife was, in fact, sentient. During initial scans of the planet, the natives known as the Sotemvotii were initially thought to simply be another of the world's exotic wildlife. But research has found they are indeed sentient, with their own cultures, communication, religion, and, most importantly, intelligence. When a small team of anthropologists were sent out to try and communicate with the planet's natives, they were ambushed by hunters of the Sotemvotii, killed, and taken back to their tribe to be eaten. Since then, they have been studied at a distance, many cautious about the primitive species. But still, many lone travelers, hunters, or those on the outskirts of one's village can go missing, with the Sotemvotii as the prime suspects.

And secondly, the planet does indeed have a Force Nexus. The 'root' of it being a gigantic tree in the very center of the forest, known as Nagyfaisten, the Great God Tree. Although not a problem right now, it is causing the forest surrounding it to grow, until it will envelop the entire planet in 1000 years. While that is a long time to fix the problem and stop it from turning Ujotthon into a forest world, the threat is still there.

The Sotemvotii seem to worship the Nexus, like some god, though many are hesitant to go into the forest to reach the tree, as there are many more dangerous beasts than them.
 
Rolin Doan Rolin Doan

You've done a really good job with this. Your links check out and the detailed cities/major locations are quite nice. The real crowning jewel though is actually the native species. They're really interesting and it makes this planet very curious. Thanks for your patience!

I see no reason to hold this up further.

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