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Approved Planet Vylmira

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  • Planet Name: Vylmira (val-MERE-ah)
  • Demonym: Vylmiran (val-MERE-an)
  • Region: Mid Rim
  • System Name: Vylmir System (val-MERE)
  • System Features: The Vyrmir system is host to three major planets (Astronomical bodies that have cleared their lane of orbit), two minor planets (Astronomical bodies that share an orbit), An asteroid belt, and a Trinary Star (Three suns orbiting around each other). The Asteroid belt surrounds the suns, and all planets exist outside this radius. Vylmira is the furthest planet from the star. Vylmira is the only planet in the system with a satellite body, having four moons.
  • Location: Same hex as Somov Rit, just north of Felacat
  • Major Imports: Farming Equipment
  • Major Exports: None
  • Unexploited Resources: None
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  • Gravity: Standard
  • Climate: Temperate leaning towards tropical
  • Primary Terrain: Jungle, Grasslands, Mountains, Ocean, Polar Ice Regions.
  • Atmosphere: Type I
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  • Capital City: Vylmira City
  • Planetary Features: The planet is primarily wild jungle with temples and cities built around the growth. Most of the planet is untouched flora and fauna, with only a sparse number of cities connected by tram rails and speeder paths. The coastal areas are typically a few miles of grassland and sand before reaching the edge of the trees, and the Jungle biomes take over. The polar regions, in contrast to both of these have a more forested appearance, having both clusters of trees in the more temperate edges of the polar caps, and open fields of snow and ice towards the center.
  • Major Locations:
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Buried deep within the caverns below the great temple, the Forge stands waiting for a new purpose. Once the site of many great works of craftsmanship, the Forge has lain dormant for several millennia. The Forge possesses the capability to assist the user in the creation of Force Artifacts, such as Holocrons, Datacrons, and Lightsabers. It also assists the user in imbuing the force into items such as weapons and clothing. Not the only forge on the planet by any means, The Forge is special in that it responds only to Force Sensitives and is used exclusively to bond the force with inanimate items for the benefit of the Luka Sene.

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A part of the Golden Hall in Vylmira City, the Council Chambers play host to the planet's leaders, and any debate and discussion that may arise. Access to this room is restricted unless personally invited by a member of the council.

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The Golden Hall is the true home of Vylmira's government, hosting the seven members of the Ruling Council, and any visiting dignitaries from other worlds. A grand building in its own right, the halls are lined with statues commemorating the great heroes of the Light Side over the years, most of them now being forgotten to the obscurity of ancient history. While the Golden Hall is recognized as being a part of Vylmira City, it is far enough removed from the confines of the actual city to offer a secluded and secretive feel.

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The original temple of the Luka Sene, it was overrun and abandoned some time around 3700 BBY. While not an enforced law, people are forbidden from traveling to this site for fear of retribution from Bogan. The Temple is the epicenter of the planet's Force Nexus, and was home to the creature responsible for Vylmira's imprisonment. The creature now known only as Bogan was worshiped as some sort of god before his destruction at the hands of members of the Confederacy of Independent Systems.

Minerva Research Facility (Vylmira II)
Link to Main Submission: https://www.starwarsrp.net/threads/minerva-research-facility-vylmira-2.127583/
Some time after the advent of Vylmira's addition to the Confederacy, a deal was brokered between Voph and John Locke, regarding the use of one of Vylmira's moons for a research facility under control of Locke and Key Mechanics. While not a perfectly kept secret, visitors are dissuaded from investigation by a host of Locke and Key Mechanics security, aided by the nearby Octarchy Fleet often stationed around Vylmira.


Force Nexus (Optional):
  • Intent: To create a neutral Force Nexus to reflect the history this planet has as a Miralukan Colony world
  • Nexus Alignment: Neutral
  • Size: Planetary
  • Strength: Moderate
  • Accessibility: N/A
  • Effects: The Force Nexus on this world holds no great sway light or dark, instead maintaining a balance between the two, allowing the users of both practices to come in peace. The nexus has very few passive effects, limited to the ability to instill a sense of peace and calm within those that venture into the nexus, or allow the wielder to achieve these states of being more easily. The major side effect of the Nexus is the possibility to grant visions to the inhabitants, even if the user is not normally susceptible to such things. While still rare, Seers and Sages can received an amplified number of visions, while those who do not normally receive this form of guidance will witness far fewer, if any at all. This, of course, comes with the caveat that the future is always in motion, and the Force may not show you what will come to pass, but rather what MAY come to pass.

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  • Native Species: None
  • Immigrated Species: Human, Various
  • Population: Sparse
  • Demographics: 90% Human, 10% Other
  • Primary Languages: Galactic Basic
  • Culture:
    • General Populace:
      • The people of Vylmira are peaceful, living in harmony with the planet around them, as well as any people that would visit the planet. The economy was mostly comprised of craftsmen, with a large part of the planet's funding historically coming from the Luka Sene during the early days of the colony. As a colony, the planet's inhabitants worshiped the light side of the force, building temples and statues to honor the great champions of this cause. In modern times, the strong human presence has begun to dilute this nature. After the event known as the Cataclysm, the desire for citizens to work hard and give their all has increased. Vylmira is no longer the prosperous nation it once was, and the few people that remain are homsteaders, either seeking a new life on the frontier, or too stuborn to leave their ancestral home.
    • BladeWalkers: (Link to Main Submission: https://www.starwarsrp.net/threads/vylmiran-bladewalkers.126807/)
      • One of the sub-groups native to Vylmira, The BladeWalkers are something resembling a Force Sect on Vylmira. Their role, in effect, is law enforcement on Vylmira, and maintaining order in the civilian sectors. They are a well respected organization, having been founded by High Councilor Voph during the transition from independent colony to Confederate Member World. Though Bladewalkers can be found beyond the realm of Vylmira, they are extremely rare. Bladewalkers often lead minimalist lifestyles, keeping little more than lodging and a few personal effects. After the events of the Cataclysm, the Bladewalkers are all but destroyed. The few that remain have joined the Guardians, and watch over the planet of Vylmira and all her secrets in solitude.
    • Hunters: (Link to Main Submission: https://www.starwarsrp.net/threads/vylmiran-hunters.126696/)
      • The Hunters are the closest to natives that Vylmira has to offer. Pre-dating the colonization of Vylmira, the Hunters live in harmony with the planet, leading nomadic lifestyles and living off the land. Hunters are very attuned to the Force, and are formidable warriors, but preach peace and unity where possible. While the Hunters keep to themselves, they are not exactly secretive, and members of their civilization are often seen in major cities to trade and gather information on current events. Hunters are also identified by their primary use of energy bows, which they offer to outsiders as a mark of trust and friendship, should they believe the outsider is worthy. After the Cataclysm, contact has been lost with the Hunters. They are extremely distrustful of outsiders, and only a select few tribes still maintain friendly contact with Vylmira City.

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  • Government: Elected Council
    (Link to Main Submission: https://www.starwarsrp.net/threads/vylmiran-council.126658/)
    • Vylmira is governed by an elected council of seven members, one from each of the six primary regions of Vylmira, each of which elect a high councilor to serve as the primary leader of the planet. Additional councilors can be elected by the council to fulfill roles as needed. As the planet is a member of the Confederacy of Independent Systems, the Council can also feature an 8th member in the Viceroy of Vylmira, assuming that this position is not already taken by an existing councilor. After the planet was reduced to a single city, the council was similarly downsized to individuals elected from within the city's population.
  • Affiliation: Confederacy of Independent Systems
  • Wealth: Moderate
    • Once a great empire of technology, the Cataclysm of Vylmira has reduced the planet to little more than a colony. The few beings that still reside here still make their own way, and many citizens in Vylmira City still find work at the Drive Yards, or the Lock and Key facility on the second moon. Many residents live on homesteads outside the city walls, though they are often little more than farmers. A few wealthy plantations exist, but these are typically governed by metal moguls, looking to cash in on the popularity of the world's primary export, Vylmrium.
  • Stability: Low
    • After the planet's downfall, the law exists only as far as those with the strength to enforce it. Should you venture beyond the city's walls, you are on your own. Some of the larger plantations feature their own defense forces, but they are known to be just as corrupt as the men who own them. However, without Confederate oversight, the problem is likely to persist for some time.
  • Freedom & Oppression: Vylmira enforces law and oversight only to the extent required to maintain the safety and stability of the planet. All comers are welcome to voice their opinions of the ruling body without fear of retribution. Criminals and agents of Chaos are dealt with according to the severity of their actions, up to and including expulsion from the world.
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  • Military: The Vylmiran Military is virtually non-existent at this point in time. All Octarchy Covenant assets have been merged with the Confederate Defense Force.
  • Technology: Galactic Average: Vylmira does not invent its own technologies, but is willing to adopt those from other planets.
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History
After the attack launched against the colony world of Katarr, the Miralukan people began preparations for a second colony world, this time on the newly discovered planet of Vylmira. It began as most colony worlds do, struggling to get established, but it was eventually taken into the fold of Republic member worlds, and outside aid was brought in to establish the first city on the planet, Vylmira City. Over the next three hundred years, it flourished under the rule of the council, and eventually moved into an era of prosperity.

This did not last, however, as war began to break out in the galaxy. Some thirty years prior to the Treaty of Coruscant, a Sith Lord took control of an unsuspecting Miraluka, and slaughtered the population of an entire town, fueling the Sith Lord's strength so that he might completely dominate the victim. This was stopped, however, and the spirit was forced to flee to the great temple where it prepared for its final stand. In a last ditch effort to save the planet, the very same Miraluka who had been held captive, along with the aid of the most powerful members of the Luka Sene, placed the entire planet under the effects of Force Slow, decreasing time to a near imperceptible crawl. The effort was great, and killed all of the participants, save for three.

For thousands of years the planet was trapped, and rumors spread about what had happened. The only thing known for sure was that the planet always broadcast the same message: Stay away. Anyone who traveled to the planet was doomed to remain there, trapped within the time distortion forever. Over time, the constant draw on the Force caused the planet to develop a Nexus aligning with the ritual. Not malicious, nor benevolent. Simply seeking to preserve life, and balance.

The Sith Lord's hold on the planet was broken by a task force of CIS operatives when they arrived to investigate the signal established all those years ago. Vylmira was brought into the fold of the CIS to help repair the damage caused by this event, and prepare the planet to rejoin galactic civilization. The CIS offered support to the planet, helping them catch up with all that had happened in the last few thousand years. A private individual paid a large sum from his own pocket to host history lessons for the inhabitants to fill the gaps in their knowledge, and various scientists from around the galaxy have been brought in to help restart the RnD labs, and hopefully return Vylmira to the technological powerhouse it once was.

Confederate Stronghold

Vylmira prospered under the guidance of Voph, quickly acclimating to the new galaxy at hand, and becoming a rather prominent world in the Confederacy as a bastion of technology. Troubled by events that occured on Eshan, Voph founded the Vylmiran Technological Industries for the primary purpose of researching an alien life form discovered during the battle between the Confederacy and Mandalorian Empire. It has since become a major player in the design of weapons and armor, often working in conjunction with Locke and Key Mechanics to supply the Confederacy Defense Force and Knights Obsidian. The relationship between the two companies, and specifically their respective leaders, eventually culminated in the creation of a secret facility on the second moon by Locke and Key Mechanics, further driving the planet's position as a technological powerhouse.

Serving as the primary port of call for both the Octarchy Covenant and the Confederate Dreadnought Resolve has boosted Vylmira's military might to untold levels, with its total military might rivaling that of entire superpowers, much less other planets. However, it relies on Confederate Support to maintain this fleet, and so lends its power to the parent nation as repayment. In addition, Vylmira lends support to the Knights Obsidian by way of two facilities re-purposed to serve as outposts and strongholds.

As the war between the Confederacy and the Mandalorian Superpower raged, Vylmiran Technological Industries had a breakthrough on their primary directive of research into the alien lifeforms that had attacked on Eshan, and work began on the Vylmiran SuperSoldier Initiative, soon named the Nephilim Program. While only the first step towards larger things, VTI cemented itself as a major player within Confederate Military RnD, and Vylmira as a valuable asset to her mother nation of the Confederacy.

Today, Vylmira is recovered from her imprisonment by the Sith, and the Sith Occupation is little more than a bad dream in the minds of most Vylmirans. Ever striving onwards and upwards, Vylmira has no intention of allowing itself to become complacent with its status. In the words of some of the more patriotic citizens, Vylmira's place is at the forefront of the Confederacy, and it shall strive to earn the right to become so. But for now, it serves as a Confederate Stronghold. A bastion against the horrors of war, while taking action to ensure that the Confederacy is prepared to face down any threat that might threaten it.

Time Marches On

As the war with the Mandalorians drew to a close, the Confederacy, and thus Vylmira, entered a time of peace. During this time, the planet found favor with the Confederate leadership, and was named the headquarters of the Knights Obsidian Acanthus School, with High Councilor Voph named the Lord Vizier, overseer of this school. This, along with a Life Day gala hosted to benefit the Confederacy, has elevated Vylmira from a backwater world to part of a nation family, and a fully civilized planet in the greater galactic scene.

Ever preparing for the next challenge, technicians at VTI discovered a new compound that improved upon the original breakthrough material of Kinesium, allowing for an even stronger substance at significantly reduced cost and effort to make, allowing the material to be mass produced within the Confederacy. As production qualities had improved enough to allow serious exportation to other worlds, the material was named Vylmirium after the planet which began producing it.


Cataclysm

During the fateful day when an otherwordly being attempted to invade real-space, Vylmira was hit the hardest. Nearly all of the native population was killed, the rest turned to terrible monsters. Confederate presence and support has all but been withdrawn from the planet, and her leadership scattered. The world is now a shell of what it once was, with the few brave enough to take the mantle of leadership desperately trying to garner aid from a cold and uncaring parent nation. Vylmirans are beginning to give up hope that aid will ever come, and have instead begun relying on themselves.

Where the planet was once primarily comprised of Miraluka, now only twelve remain. These twelve have taken an oath as Guardians of Vylmira, each choosing to embody an aspect of their homeworld and its culture. Though their chief function is to watch over the planet, they have chosen to depart it in an effort to garner support, and to find and safeguard as many remaining members of the Miraluka species as they can. In all, morale is at its lowest, and many residents of the planet are simply living from one day to the next, believing that the nation they once held in such high esteem has forgotten about them...



CHANGE LOG
  • First Edit
    • Added Links to appropriate sections as quick reference
    • Added Image Credit
    • Updated Demonym to reflect typical usage of Vylmiran, rather than Vylmiri.
    • Changed Coordinates field to Location in accordance with updated Map guidelines, and supplied relevant information.
    • Updated Major Exports to include Kinesium
    • Updated Primary Terrain to specify the existence of Mountains on Vylmira
    • Changed Major Location "The Tower" to "The North Tower", added link to separate Submission, and updated Description accordingly.
    • Added Major Location "The Redoubt" and relevant Submission Link
    • Added Major Location "Vylmira II"
    • Updated Culture Field, Added two sub groups to Culture.
    • Updated Government Field, added link to dedicated submission.
    • Updated Wealth Description
    • Updated Stability
    • Updated Military
    • Updated Historical Info to account for in-universe occurrences since the Submission's original posting.
  • Second Edit (02/15/2020)
    • Updated all links to function on new site protocols
    • Changed Planetary Features listing
    • Changed Images throughout submission to emphasize jungle environments
    • Changed Major Locations descriptions to reflect new information regarding these locations
    • Updated Historical Information to include summary of significant events since the last update performed on this submission
    • Fixed lists and bulletpoints to improve readability, as some lists broke during site transition
    • Added images to replace section headers
    • Changed BladeWalkers culture to reflect new direction in parent sub
  • Third Edit (8/7/2021)
    • Removed destroyed locations/relevant links and image credits
    • Updated population to reflect mass extinction event
    • Updated Government and Economy to reflect the same
    • Updated Military and Tech to reflect same
    • Updated History to include recent events.
    • Changed Header Image/Link
    • Added Missing Nexus Info
    • Removed Import/Export information
 
Last edited:
[member="Voph"]

So a couple of things that need addressed:

  • Voph said:
    Planetary Features: The planet is primarily wild jungle with temples and small cities built in and around the growth. As a Miralukan Colony, Vylmira
    this section is unfinished

  • Voph said:
    Technology: Slightly Above Average: Owing to its role as home to several RnD labs, Vylmira is always pushing the boundary of galactic technology. Taking only stable releases into account, however, Vylmira only ranks slightly above the galactic average.
    if the planet was locked in a time loop for over 4,500 years and is only recently been released from it, how are they pushing the boundary of technology? They would have been stuck using older stuff still.
  • I will admit some hesitancy on the nexus, can you flesh out your reasoning for why it does that since that isn't how most nexuses work with the Force?
 
[member="Taeli Raaf"]

For the technology level, I went ahead and wrote the planet from the standpoint that it's been some length of time since the Time Loop was broken, and the planet's had time to get caught up, as it becomes a CIS Member world once released. Hence overall being just Slightly Over Average for an R&D world. To my mind, an R&D world would be a bit higher than that. Shall I go ahead and modify Historical Info to better reflect this?

I'm still working on the other two aspects, just wanted to get clarification on this 'un before I change it.
 
[member="Taeli Raaf"]

Other two points have been edited. That's basically the best I've got for a Neutral Force Nexus idea. If that still doesn't pass muster for you, I'm open to suggestions cause it'd be a cool idea, otherwise I'll just remove it all together.
 
[member="Voph"]

Yeah, a bit more clarity in historical information to explain that please because right now, it reads like they should be 4,500 years behind. Even once freed, even with R&D labs, they would still probably be playing catch up for several years since they would be using tech they wouldn't be familiar with.
 
[member="Taeli Raaf"]

Hist-Info has been updated, and I also modified the Tech level blurb to state that it USED to push the boundaries, but now only sits slightly above galactic average, as it did occur to me that one can actually modify Codex subs on down the road. I keep forgetting about that...
 
[member="Voph"]

So my only remaining issue is with the nexus still as I feel like it verges kinda close to forcing an effect on someone, and I'm not sure why someone would become more susceptible to powers of their own alignment because of a nexus. I think I'd be more okay with it if you include some sort of clause where a sufficiently powerful or trained individual can resist the effects of the nexus.
 
[member="Taeli Raaf"]

After thinking it over, I decided to alter the nexus entirely to instead focus on the Miralukan aspect of the planet, now stating that it can passively alter one's mood to a state of peace and tranquility, and the "Active effect" being the ability to see visions through the force.
 
This submission has been moved to the pre-codex as requested, please tag a member of Codex staff when you are ready to move the submission back for live judging.

Please remember to include a log of all changes made to this submission before this submission is moved back to live judgement.
 
[member="Taeli Raaf"]

Don't sound too excited about it. :p

As it's now under review, please be advised that I've noticed that I failed to properly document an update to Major Exports in my change log, and this error has been remedied.
 
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