Star Wars Roleplay: Chaos

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Approved Planet Karakorum

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Tegaea Alcori

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Karakorum

zaDiJ.jpg

Source: Here.

Map during the 'wet season'.
Karakorum%20World%20Map%202.gif

Source: Generated Here.

Name: Karakorum

Region: Outer Rim
System: Karakai
Suns: 2 – 1 x medium white, ‘Todgal’, the Bright Fire, 1 x red dwarf Ulaan Nüd, the Red Eye.
Orbital Position: 3rd planet from the sun.
Moons: One; Chuluun, the great stone.
System Features: The system contains a red dwarf as well as the primary. There are five other planets, three being barren terrestrial, and two being medium sized gas giants. To use a Terra comparison, Karakorum would be around 1.25AU, Ulaan Nüd at about 3AU.
Coordinates: Here. Hex to south-east of Laekia. Grid 22 horizontal, 13 vertical.
Rotational Period: 22 hours.
Orbital Period: 394 days

Class: Terrestrial
Diameter: 11,600km
Atmosphere: Type 1
Climate: Due to the positioning of the two stars the climate can vary greatly between very hot and frigid. In all cases the general environment is arid.
Great dust storms are frequent, especially on the great plains. At the poles, especially during the Long Winter, these can become blizzards of ferocious strength.
In general terms there is an ten year cycle which depends on the relative position of the planet and the two stars. At one end of the scale is the Long Winter where the Red Eye is on the opposite side of Bright Fire. Then, the planet is coldest and the ice increases, freezing and expanding from the poles. This changes over time to the opposite which is called Great Heat where the planet is between the two stars. At this time the ice rapidly retreats and melts, forming shallow salty seas and lakes and plants spring the life around these oasis.
This great seasonal variance accounts for a great deal of the culture of the planet.
Gravity: Near standard.
Primary Terrain: Between 75% and 95% of the planet (planetary cycles depending) is covered in arid plains interspersed with high mountain ranges, sandy deserts and large underground cave systems.

The rest of the surface is covered in ice or in shallow, salty seas and lakes depending on the ‘season’. There is also considerable cave systems where glaciers and meltwater have cut great underground channels, leading to large underground lakes.

Several large quicksand basins also exist, some thousands of kilometres squared in size. These regions are extremely hazardous to enter. Similarly, large seasonal salt pans exist where shallow lakes are evaporated and eventually refilled.

Native Species: Kraal (species submission coming), Korhilli (extinct), various semi and non-sentient animals.
In general, animal and plant life must be very hardy to heat and cold, be able to survive on both salt and freshwater, and able to migrate or survive the harsh extremes of climate.
Immigrated Species: Humans, twi’leks etc (brought as slaves).
Primary Languages: Ulraa, the Kraal language.
Government: Militarist Oligarchy.
Population: 300 million Kraal, 10 million imported slaves and others.
Demonym: Karakoi
Major Imports: Slaves, technology, processed and finished goods, food. Most of this is raided and taken.
Major Exports: War, terror, raids, destruction. Materially they do not sell much, but raw materials which they have a lot of access to is often traded for finished materials.
Affiliation: Unaligned.

Major Locations:

The Ruined City of Tarooshavai (Source): Once the greatest city of the Korhilli, the city now lies in total ruin. It was destroyed by the Mandalorians during their attack and never repopulated. This city was built by a network of irrigation and water storage facilities now long destroyed.

The Great Desolation (Source): Located near the equator is a vast area of deserts, quicksand and salt flats collectively named the Great Desolation. This region is barren of life and is shunned by most. At times the Kraal exile outcasts to the Desolation where they eventually die and their bones serve as further warning not to enter this region.

Underground Lakes (Source): The genesis and home of much of the life on Karakorum is the large series of underground caves. Here the water never evaporates, creating cool oases away from the hot suns and freezing winters.

Sarakar Spaceport (Source): One of the few true permanent settlements on Karakorum, the spaceport sits on a wide and dusty plateau near the equator. It is always hot and dry here, but the lack of variation is a strength. This massive area is covered in buildings, launchpads and supply areas. This spaceport is considered neutral, sacred ground, and weapons and fighting between Kraal is forbidden.

The Crown of Fire (Source): One of the few active and open volcanoes is the scene of some of the most important rituals of the Kraal. Each Imperator is chosen at this location, and the body of the fallen Imperator is thrown in to merge and be with the fire. This place, except for ritual duels, is a place of sanctuary and it is forbidden to fight there.
Culture: This will be expanded on in the Kraal submission, but aspects specific to the planet are covered here, as well as a basic summary.

Nomadism: The Kraal are by nature nomadic, migrating from north to south depending on the season and making use of hunting and seasonal resources. With the vast growth in population this is no longer practical, and so permanent sites have been established. However, the tradition of nomadism remains and continues to be important.

Honour and War: For the Kraal, war and violence is the first, last and best resort. Their harsh environment has helped forged this attitude. Competition for resources, food and mates was always the most important factor for clans and influenced their behaviour with others. Intermixed with this though is a very strong code of honour and loyalty not just to one’s Clan, but also to the Imperator. Kraal will, for the most part, keep their word and honour promises, even to their deadliest enemies as it is a great mark of respect to be honourable when your enemy is not.

Slavery: Slavery is part of life for the Kraal. Those captured fighting other Clans can expect servitude and this is a great mark of shame for a warrior. With the capture of off-world slaves the process has become more systematic and brutal. Aliens are granted little mercy and are there to work and perform tasks the Kraal do not.

Gender: The male Kraal is larger and noticeably stronger than the female. This, combined with the need to protect the spawnlings from the harsh environment means the female Kraal rarely participate in war. There are occurrences when it does happen, and if a female can prove themselves as strong as a male they can rise even to high positions. This is quite rare however.
Female Kraal in the modern age oversee the slaves, raise the spawnlings, grow and prepare food and provide medical assistance.

Hierarchy: The Kraal are divided into dozens of different clans and groups. All of these answer to a single warrior named the Imperator. The Imperator is the leader of all the Clans, and is a position borrowed (though that is unknown now) from the Mandalorians when they invaded. The Imperator is selected on the death of his predecessor by means of a convocation of all Clan leaders, and is one of those leaders. Once appointed the Imperator must be able to set aside Clan loyalties and embrace all the Kraal. An Imperator who cannot do so runs the risk of being overthrown as he is the only one who can focus and direct the Kraal sufficiently to stop them squabbling amongst themselves.

Culture: Although they are militaristic, the Kraal are not without culture. They do favour oral stories and songs which commemorate deeds, but also are surprisingly romantic. Of course, the Kraal concept of romance is a bit different from human ideas but still.
For art the Kraal prefer metal and bone objects, but are extremely talented in both decorative and martial items. This is easily understandable as Karakorum has a lot of those items, and lacks in wood or other organic resources.
The Kraal are literate, adopting the Korhilli writing style with changes for their own language. This writing is pictographic with an unusually complex selection of tenses and context symbols which change pictographs depending on what symbols are near. The Kraal are not ones for prose however and usually use it to record laws, business and victories. Most Kraal are illiterate, but higher ranked warriors learn to read to convey plans or record necessary logistics.
Technology: Slightly below galactic standards.
Until the time of the Mandalorian Wars the Kraal were a nomadic and un-advanced race. The Korhilli on the other hand had once reached an ‘atomic age’ level of technology before the Mandalorian invasion. The devastation of the war drove the Korhilli extinct and the Kraal back to the stone age. However, they regrew, and in the thousands of years after the war they developed until by the 1st century ABY they had reached the point of sending probes into space.
Visits from offworlders added to the Kraal technology, and they were able to reach hyperspace travel within a few generations more. During the Dark Age and because of the plague technology was again shunned, but recently the Kraal have ventured further and further into space using captured and reforged technology to their advantage.
History:

Karakorum is a harsh world on the outer rim of the galaxy. It was born between two stars, and recipient of both the benefits and disadvantages of being so placed. The cycle of the stars ensured that there are annual ‘seasons’ of heat and cold, and all creatures who appeared on the planet had to fit in with this.

Two sentient species evolved on Karakorum; the Korhilli and the Kraal. Both species are reptilian and likely descended from a common ancestor. However, after their divergence several million years ago they evolved very differently. The Korhilli were a communal species more taken to living in groups and subsisting in the north and south of the planet where the annual advance of the ice gave way to swampy shallows.
The Kraal on the other hand remained largely nomadic, roaming around the equator and occasionally encountering the Korhilli. Such exchanges were rarely peaceful.

In time the Korhilli settled down to become sedentary, usually building walled cities near the great caverns cut by the glaciers. Using water from the thawing ice the Korhilli created irrigation and water storage systems which allowed them to farm plants and domesticated food creatures.
The Kraal were never part of this ‘civilisation’ and continued to be nomads, raiding and fighting each other and the Korhilli. Despite this, a trade group up between the species, and the fierce Kraal were valued as mercenaries by the Korhilli.

By 4000BBY the Korhilli had turned a corner and started to embrace primitive technologies. They invented solar and wind power, exploited fossil fuels and primitive aircraft. Against this, the Kraal had no centralisation and were driven further away into the harsher wastes. It seemed certain that the Korhilli would become the dominant, prosperous race which would expand onto the galactic stage.

Then the Mandalorians came.

Neither the Korhilli nor the Kraal gave much thought to the galaxy beyond their little world. Even the more advanced Korhilli had little interest in the spirit of science, focusing instead on the seemingly more important advances in weapons and practical technologies.
This, it was to the utter shock and horror of Korhilli and Kraal when one day in the Great Heat when lights appeared in the sky above and metal invaders rained down from above. Riding war beasts – Basilisks – the Mandalorians swept down as part of their great crusade against the Jedi and Republic.
This group, a section of Clan Ordo, sought to challenge themselves in battle with the locals and brave the fierce conditions.

It was not war, it was murder. Slugthrowers and chemical explosives pattered off Beskar’gam, combustion aircraft and vehicles were crushed by Basilisks. The Korhilli fought bravely, it must be said, and in some areas they managed to bring down some Mandalorian ships and kill some warriors. However, the gulf in technology and power was apocalyptic. Cities were levelled, armies swept away, battles lost.
The Kraal, nomadic and good at hiding, were harder to engage. With even lesser technology they were driven into the wastes and scattered.
In just a handful of standard weeks the campaign was over. Korhilli were taken as slaves, but away from their home they soon died, and those who survived on Karakorum went into a death spiral as they were thrust out into the hostile wastes. Within a century they had dwindled and within three the Korhilli were extinct.

The Mandalorians had a profound effect on the Kraal. These ‘gods’ had descended from the sky, shattered all before them and then departed. Their code and martial skill was learned, and some artefacts recovered.
Over time, as they had no way of communicating to generations except orally, this became distorted. However, the impact of the Mandalorians shaped the Kraal forever. Taking over and destroying the last surviving Korhilli outposts they took on technology and began their own advances. However, hindered by their decentralised and warlike state it took them milennia to reach the level the Korhilli had and surpass it.

Karakorum was ignored by the galaxy, having never been formally explored. The Republic, the Empire, the Vong and the Sith all rose and fell in the galaxy outside, ignored by the Kraal. They had a prophecy that the sky gods would return once more, and they would be prepared.

As it had no contact with the outside galaxy the Gulag Plague passed Karakorum by unhindered. However, by chance a spacer named Nol Arim landed on the planet after an engine malfunction and was captured by the Kraal. Disappointed he was not one of the sky gods come once more they tortured him for information, using his droid to translate. Fortunately the protocol droid was not boasting about its millions of forms of communications and learned quickly.
From this spacer they learned of the galaxy, and more importantly its tech. To their disappointment they learned that the Mandalorians were scattered and not a threat to the galaxy yet.

A gathering of clans decided to go into space instead of waiting for Ragnarok. They chose Imperator Gazrakh, their strongest and most honoured chief. In the way of the Mandalorians he became Imperator, and after scavaging all they could from the spacer’s ship they disposed of him but kept his droid. The metal man was a perversion of their spiritual beliefs, but it was the only thing which could understand the galaxy outside.
At this time the Galaxy was at the end of its Dark Age and the Kraal embarked on their first raids. In this they achieved mixed success as they were neither numerous or advanced enough to cause much damage. Unused to space travel they stumbled for many years, seizing only small pieces of tech.

However, one day an event which shook the galaxy occurred; the rapture. Thousands of Kraal were stolen away from Karakorum, including the Imperator. However, the Imperator returned, afflicted by his travel with great powers in the Force and greater knowledge.
It was taken as a sign for the Kraal, and they swiftly built their arsenals using this new knowledge and intensified their raids. Fortunately, they struck at a time of great confusion and disorder in the galaxy, and many planets abandoned by Sith or Jedi were easy pickings. With each raid they grew stronger and stronger.

Now with a powerful Imperator ruling the planet and advances in technology and centralisation, Karakorum is starting to become the (unwilling) home from many aliens. These creatures if they have skills or knowledge are forced to serve or else labour. Karakorum has become the centre of a growing raiding and conquering empire.

Notable PCs: None yet.
Intent: To devise a planet for the Kraal to live on. This planet is a conscious difference from most of my previous ones, using a binary system and an arid world. This writer is always interested in fiddling around with these sorts of things and this was a good opportunity to make a planet which built the Kraal as much as their history with the outside galaxy.
 

Zeradias Mant

Democracy Dies in Darkness
[member="Tegaea Alcori"]

Your images in spoilers are attached as links. I'll leave the thread open so you can fix it if you'd like, otherwise I can chalk it up to pending.

Let me know how you would like to proceed.
 

Tegaea Alcori

Back to Square One
[member="Zeradias Mant"]
Intentionally so. I guess I could take them out of spoilers, but some of the images were very large and I felt that just having them as links would achieve the same goal.

So if it's no problem, I'd like to leave them just as links.
 
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