Darkon
New Member
OUT OF CHARACTER INFORMATION
GEOGRAPHIC INFORMATION
The citadel of house Ger'Ar sits wall to city wall, snuggly next to the town of Sentiacum. Surrounded by the fields that feed the town, sat next to the river Rhe'an. Large forests stretching to its west.
The houses first is a human. His rule is benevolent, he takes the needs of his people to heart. The family of Nobrel are his loyal subjects and councellors. Ger'Ar's lands are located in a region were many trade routes cross, which of course keeps the house wealthy. To counteract other houses jealousy, they host an efficient military force, comprised of foot soldiers, knights and airships.
Crashpoint, where the human ship fell to the ground. Now a settlement with strong human population.
The ships had been dismantled for materials for the most part. What is left of the hulls is a popular sightseen today. Though there is nothing but empty husks left. The inhabitants have long since forgotten how to work the ships materials, the technology of the past, on the rare occasions it had worked at all, is a mystery now. The oldest houses have the rounded walls of plasteel bulkheads, but anything new is built with wood, stone and mud.
A few artifacts are held by local families who jealously protect those treasures and the rites of which buttons to press to make an old panel light up, or an old drill to make a few turns. If one would seek for off-world artifacts, this would be a logical place to start.
Penta'ti'ir, seat of the house Palu'Ar.
Placed about ten days worth of travel to the north of Sentiacum, the house of Palu'Ar is the main rival of house Ger'Ar. The new houses first is a young and ambitious Karta'Esh, determined to take the lead in the whole region, and maybe beyond. Honour is of course very important to the nobleman, but success might be even more important.
Maran Ti, important harbour town.
The name could be translated as "Ship place". It lies at the western coast of the main continent. From here, water ships, but also air ships, leave for the rest of the world. Many ships are also built and repaired here. The inhabitants are famed for their courage and surefootedness. They are not afraid of heights either.
The surrounding region once held vast forests, but those have shrunk significantly due to the towns hunger for planks and masts. The grandfathers of todays shipmasters have implemented a rule that for every tree felled, a new one must be planted. That has halted the deforestation, but there is a lot of grass land around nonetheless.
In that vein, games, sports and also hunting are well established in all layers of society. Actual hunts are usually reserved to the nobles and warriors to prevent endangering the wildlife populations. The rest play hunting games with designated 'prey' and 'hunters.
Non physical entertainment is also important to the Karta'Esh. Musicians and Storytellers are highly regarded. There are as many songs conveying historic events as there are history books. Probably more.
The writing system has its origins in claw marks, pressed onto soft clay or wax tablets. These markings are now also written with ink or set in print.
In general, a youth starts taking on responsibilities by the age of sixteen, though is not concidered fully grown until the age of eightteen or twenty, depending on region.
Males and females are nominally equal. Still there are professions where females are rather unusual and vice versa.
Marriages can happen either out of love, commonly between independant individuals, or they are arranged by the families, which is much more common in the noble houses or rich merchant dynasties. Such marriages of course are a matter of finance and politics rather than private unions.
GOVERNMENT & ECONOMY
MILITARY & TECHNOLOGY
HISTORICAL INFORMATION
Intent: Nuria is meant as a planet of origin for my fanon species the Karta'Esh and the character of the same race.
Image Credit: N/A
Canon: N/A
Links: Karraala Nobrel
Planet Name: Nuria
Demonym: Nuri'esh
Region: Wild Space. Near Naos III
System Name: Nurian system.
System Features: A white sun with seven planets. Nuria is the third from the sun. Six is a gas giant, the rest are rocky balls. Nuria has a lifeless moon.
Location: Here.
Major Imports: N/A
Major Exports: Handcrafted crafts and artworks. At the moment, there is virtually no export going on.
Unexploited Resources: The most obvious natural resource is biomass. Vast forests and jungles, various species of fauna and flora. Unburdened by heavy industry, the planet at large is unpolluted. The native population mines for coal and ores, smeltering iron and steel. There might be deposits of other materials on the planet, but the native population hasn't found any they would recognize or have any use for it. (Such deposits may or may not be revealed in the future as a plot requires.)
GEOGRAPHIC INFORMATION
Gravity: Standard
Climate: Temperate. Average temperature is 17°C. The main continent has average temperatures of 3°C in winter and 28°C in summer. Spring and autumn bring strong, directional winds that are used for transportation by air ship.
Primary Terrain: 32% of the planet is landmass, comprising of three main continents and many islands and archipelagos. The main continent has many forested areas, separated by grass lands. Hills are common, large mountains can be found in the south western corner of the continent. The other continents host jungles and a few deserts. In between are areas full of islands and archipelagos.
Atmosphere: Type I
Capital City: N/a
Planetary Features: One notable landmark are the Firefalls. A waterfall down a mountain with large quartz deposits. At sunset in late spring and early summer, the setting sun shines through these deposits and illuminates the whole waterfall, making it glow like lava.
Major Locations:
The citadel of house Ger'Ar sits wall to city wall, snuggly next to the town of Sentiacum. Surrounded by the fields that feed the town, sat next to the river Rhe'an. Large forests stretching to its west.
The houses first is a human. His rule is benevolent, he takes the needs of his people to heart. The family of Nobrel are his loyal subjects and councellors. Ger'Ar's lands are located in a region were many trade routes cross, which of course keeps the house wealthy. To counteract other houses jealousy, they host an efficient military force, comprised of foot soldiers, knights and airships.
Crashpoint, where the human ship fell to the ground. Now a settlement with strong human population.
The ships had been dismantled for materials for the most part. What is left of the hulls is a popular sightseen today. Though there is nothing but empty husks left. The inhabitants have long since forgotten how to work the ships materials, the technology of the past, on the rare occasions it had worked at all, is a mystery now. The oldest houses have the rounded walls of plasteel bulkheads, but anything new is built with wood, stone and mud.
A few artifacts are held by local families who jealously protect those treasures and the rites of which buttons to press to make an old panel light up, or an old drill to make a few turns. If one would seek for off-world artifacts, this would be a logical place to start.
Penta'ti'ir, seat of the house Palu'Ar.
Placed about ten days worth of travel to the north of Sentiacum, the house of Palu'Ar is the main rival of house Ger'Ar. The new houses first is a young and ambitious Karta'Esh, determined to take the lead in the whole region, and maybe beyond. Honour is of course very important to the nobleman, but success might be even more important.
Maran Ti, important harbour town.
The name could be translated as "Ship place". It lies at the western coast of the main continent. From here, water ships, but also air ships, leave for the rest of the world. Many ships are also built and repaired here. The inhabitants are famed for their courage and surefootedness. They are not afraid of heights either.
The surrounding region once held vast forests, but those have shrunk significantly due to the towns hunger for planks and masts. The grandfathers of todays shipmasters have implemented a rule that for every tree felled, a new one must be planted. That has halted the deforestation, but there is a lot of grass land around nonetheless.
Force Nexus (Optional): N/A
Native Species: Karta'Esh
Immigrated Species: Humans
Population: Moderate
Demographics: Primarily Karta'Esh with about 15% Humans. None other sapient species except visitors, so far.
Primary Languages: Ro'u and its derivates.
- Culture: The society on their planets main continent is feudalistic.
In that vein, games, sports and also hunting are well established in all layers of society. Actual hunts are usually reserved to the nobles and warriors to prevent endangering the wildlife populations. The rest play hunting games with designated 'prey' and 'hunters.
Non physical entertainment is also important to the Karta'Esh. Musicians and Storytellers are highly regarded. There are as many songs conveying historic events as there are history books. Probably more.
The writing system has its origins in claw marks, pressed onto soft clay or wax tablets. These markings are now also written with ink or set in print.
In general, a youth starts taking on responsibilities by the age of sixteen, though is not concidered fully grown until the age of eightteen or twenty, depending on region.
Males and females are nominally equal. Still there are professions where females are rather unusual and vice versa.
Marriages can happen either out of love, commonly between independant individuals, or they are arranged by the families, which is much more common in the noble houses or rich merchant dynasties. Such marriages of course are a matter of finance and politics rather than private unions.
GOVERNMENT & ECONOMY
Government: The main continent is governed feudalistically. Noble families, so called Houses, rule over certain areas. The important houses controlling larger areas, the lesser houses receiving fiefdoms from them. by noble houses. Each house is lead by the houses first, a nobleman comparable to a duke, earl or king. On a national level, the houses come together in a council, regulating the nations policies, while maintaining independent power inwardly.
Affiliation: N/A
Wealth: Medium by local standards, poor by galactic standard, due to their low tech level and no large scale im- or exports.
Stability: Medium. Conflicts are usually between noble houses and solved diplomatic or with military campaigns, where non combatants are usually left alone. People generally know their place in life, and most are content with it. The land is fertile, life is good in general. Except when it isn't.
Freedom & Oppression: The people have as much freedom as a feudalistic structure allows. Everyone has their station in life and society. The nobles have the power to rule over the rest, but they also have the obligation to protect them. Most houses find a balance that works. There is movement up and down the ladder, but it's not easy. However, since most people don't know any better, they usually don't mind.
MILITARY & TECHNOLOGY
Military: Native warriors with swords, bows and lances.
Technology: Manual labour, simple mechanics and steam engines are the pinnacle of local technology. Hot air is also used for travel in air ships, utilizing the strong directional winds of spring and autumn to transport cargo quickly over great distances.
For at least two centuries, until recently, electronics and higher technology did not work reliably inside the star system. A theory says it was caused by interference in the surrounding hyperspace.
HISTORICAL INFORMATION
- The Karta'Eshhttp://starwarsrp.net/topic/142265-kartaesh/ have developed on Nuria. About two thousand years ago, a small group of human ships crash landed when their machines malfunctioned and finally failed completely. The then tribal Karta'Esh accepted the strange species among themselves. The newcomers influenced the tribes, organising them into greater structures, the houses formed, then the realms/nations. The humans struggled at first, but multiplied. Still, there are more Karta'Esh in the realms than humans. Without their machines, they had to adapt to the nurian way. Over time, most of the technical knowledge was forgotten, but the stories persisted. Still, the stories changed, were adapted to society and mutated. What little is known of the bigger universe has taken on the form of legends.