Post by Jëdî T¥ on Mar 13, 2007 13:30:33 GMT -5
Ryloth
starwars.wikia.com/wiki/Ryloth
Planet Type: Terrestrial
Climate: Varied (subartic, temperate, and arid)
Terrain: Mountains, deserts, and tundra
Atmosphere: Breathable
Gravity: Standard
Diameter: 10,600km
Length of Year: 305 standard days
Sentient Species: Twi'lek
Languages: Basic, Ryl (Rylothean), Lekku
Population: 1.5 billion
Species Mix: 76% Twi'lek, 24% Other
Government: Feudal meritocracy
Major Exports: Ryll spice, slaves
Major Imports: Foodstuffs, medicine, technology
System/Star: Ryloth
Moons: 5
Ryloth's identical day and year length mean one side of the planet permanently faces its sun. one side, known as the Bright Lands, constantly basks in daylight, while the other lies in perpetual darkness. Both sides are continually swept by high winds up to 500 kilometers per hour, and heat storms get as hot as 300 degrees centigrade in the Bright Lands. As a result, the surface is deathly harsh on all but the most protected creatures.
The native Twi'leks protect themselves by living in city-caves along the planet's dusk terminator between the light and dark halves of the planet. These independent city-states exist almost entirely underground. Only landing pads and vehicular bays open onto the surface, and even those protected with enormous, vacuum-grade blast doors to keep out the punishing wind and heat. A large number of the population has never bothered to visit the surface. Some Twi'leks live and die having only seen pictures of Ryloth's terrain
Some call the atmosphere thin, but it's perfectly breathable. Still, the thin air combined with the heat makes outdoor operations difficult. Heat storms can become so extreme that they penetrate the planet's surface, extending far below ground. When this happens, cities usually go on alert and withdraw their population deep into the bottom layers, sometimes even emergency shelters below the inhabited areas.
Located on the far end of the Corellian Run, Ryloth has the dubious distinction of being even farther out of the galaxy than Tatooine. But the world is worth the trip for many traders because of its two famous and desired exports: ryll spice and slaves.
Ryll is an addictive spice mined on Ryloth. It has both medicinal and hallucinogenic properties, depending on its preperation. One of its most popular recreational uses is a mix with glitterstim, creating a synthetic spice known as glitteryll. Glitteryll is illegal on most worlds, but crime lords swear by it for the sheer profit.
Slavery is acceptable on Ryloth as long as it's not flaunted; dancers are bought and sold in an active gray market. The practice is frowned upon in many parts of the planety, but it's technically legal. Ryloth's economy is heavily subsidized by the slave trade, so until antislavery crusaders are willing to restructure the entire planetary economy, slavery continues. As a flimsy dodge around antislavery laws in some parts of the galaxy, Twi'lek slaves are often sold by means of a "contract." Owners hold contracts on a dancer's exculsive service, usually for a period of thirty years. If a dancer is resold, the contract period resets.
Twi'lek dancing girls are admired galaxywide for their sensuous bodies and dancing skills. By the end of the Old Republic, female Twi'lek comapnions are considered something of a fashion must by the rich and decadent. Even powerful Twi'leks usually had at least two female companions who accompanied them as part of their entourage.
Despite Ryloth's unsavory economy, the planet retains a domesticated veneer for visitors. Anyone who comes to Ryloth for innocent purposes can move abuot freely in the upper city levels and never encounter anything shadier than the parasols at a tapcaf.
History
Ryloth was one of the first Outer Rim planets discovered by explorers, more than ten thousand years before the Battle of Yavin, Ryloth was found in a relatively primitive state, but the Twi'leks quickly talked their way to the stars. Large Twi'lek societies popped up on most planets along the Corellian Run, and head-tails became a common sight around the Senate buildings on Coruscant as Twi'leks ingratiated themselves into galactic politics as runners, interns, administrators, and speechwriters for representatives from many planets beyond Ryloth. At the same time, Twi'lek traders began dealing in spice and slaves, and others spread themselves throughout criminal circuits as smugglers, snitches, and go-betweens.
Due to diplomatic skill and remote location, Ryloth stayed out of the various wars and conflicts that flared up through the Old Republic. Even playing both sides of galactic law didn't seem to affect the cunning Twi'leks very much. At the same time, very little technological sophistication rubbed off on the homeworld.
When the Clone Wars began, the Twi'leks attempted to sidestep the matter with less than their usual success. Ryloth wasn't sucked into the conflict like other planets were, but as the Empire closed it's fist around the galaxy, the Twi'leks were one of the first species to see what was coming. Political foresight didn't stop the Emperor's crushing grip, however.
Opportunistic as ever, the Twi'leks protected Ryloth during the Rebellion era by appearing nonthreatening and continuing to play both sides. The strong Human bias of the Empire wasn't lost on the Twi'leks, but as long as Ryloth played the part of a loyal servant, they were left to their own devices. Many of those devices went immediately to support the Rebellion, not because of idealism or a sense of justice, but because many Twi'leks felt that a successful Rebellion offered more opportunities to Ryloth than an uncontested Empire.
People
Twi'leks have been spread throughout the galaxy for thousands of years and are welcomed verywhere, if not entirely trusted. Cunning and subterfuge are prime traits in a respectable Twi'lek. Direct conflict or violence is considered distasteful. A common Twi'lek aphorism is, " One cannot defeat a heat storm. One must ride it. " Of course, having someone else on hand to perpetrate violence is sometimes a necessary precaution, but certainly never the preferred solution.
This outlook makes Twi'leks excellent business people, administrators, and politicians. Twi'leks also thrive in the underworld, and some infamous examples such as Bib Fortuna color people's perception of the species. It would be negligent to overlook the hundreds of millions of legitimate Twi'lek business people, however. Just because a Twi'lek can be deceptive doesn't mean he necessairly chooses to be. Principled Twi'leks can easily be found. If the seeker isn't so picky about her definition of "principled. "
Technology is not very interesting to most Twi'leks. Even during the Rise of the Empire era, native technology of Ryloth was merely equivalent to a late industrial era society. Twi'leks generally don't see a need to dabble in technology. Other worlds and societies make the items Twi'leks want or need. It's much easier for them to bargain or trade for ships, droids, and fuel cell technology than to bother developing it themselves. When something breaks, a Twi'lek worth his head-tails can convince someone else to fix it or just find a new one.
The Twi'leks' head-tails account for some of their diplomatic success. Most Twi'leks can carry on conversations in Lekku and a verbal language simultaneously, and can communicate among themselves smoothly in social situations. Although Lekku isn't a secret, few Tiw'leks go out of their way to teach it to non-Twi'leks, and fake Lekku lexicons dissuade casual inquiry.
Unlike many other species, Twi'leks have a wide and vivid variety of skin coloration. Colors ranging from white, lavender, green, and blue to the rarest shades of red appear naturally in Twi'lek skin coloration.
Female Twi'leks are prized for their sensuous bodies and dancing. Many young girls are captured, taught to dance, and sold off-world. Orphanages on Ryloth are virtually equivalent to slave trade facilities, and sadly some parents see daughters as investments more than family members.
Rylothian government is uniquely Twi'lek affair. Head-clans, consisting of five related Twi'leks, hold power over each city. A family's head-clan generally ascends when enough family members with ambition and ability rise to leadership. As a head-clan becomes more competent and successful, they rise in the ranks of the government, gaining control and influence over more than just their family, However, as a head-clan rises, so does its family. Family becomes tightly knit and supportive of their head-clan because of this.
In larger communities, less powerful head-clans often control districts, under the auspices of a chief head-clan, who might or might not be of the same family. Head-clans rule absolutely until one member dies. Then, the remaining-head clan members are exiled to the Bright Lands, where thier traditional fate is quick death among heat storms.
This sort of retirement plan tends to make government officials exceptionally coordinated, not to mention very concerned about each other's well being. Assassination is a common means for advancement, but rarely does a head-clan memeber have to worry about his or her own clanmates. All members of a head-clan are united by a pressing need for common defense and effective rule.
In practice, of course, not many exiled leaders die in the Bright Lands. Anyone in a powerful position for any length of time can arrange supplies to be cached out in the desert and wait a day or two fora ship to come pick him or her up. An exiled Twi'lek who doesn't have the good graces to die isn't welcome on Ryloth, but he or she might still have a comfortable life elsewhere in the galaxy.
starwars.wikia.com/wiki/Ryloth
Planet Type: Terrestrial
Climate: Varied (subartic, temperate, and arid)
Terrain: Mountains, deserts, and tundra
Atmosphere: Breathable
Gravity: Standard
Diameter: 10,600km
Length of Year: 305 standard days
Sentient Species: Twi'lek
Languages: Basic, Ryl (Rylothean), Lekku
Population: 1.5 billion
Species Mix: 76% Twi'lek, 24% Other
Government: Feudal meritocracy
Major Exports: Ryll spice, slaves
Major Imports: Foodstuffs, medicine, technology
System/Star: Ryloth
Moons: 5
Ryloth's identical day and year length mean one side of the planet permanently faces its sun. one side, known as the Bright Lands, constantly basks in daylight, while the other lies in perpetual darkness. Both sides are continually swept by high winds up to 500 kilometers per hour, and heat storms get as hot as 300 degrees centigrade in the Bright Lands. As a result, the surface is deathly harsh on all but the most protected creatures.
The native Twi'leks protect themselves by living in city-caves along the planet's dusk terminator between the light and dark halves of the planet. These independent city-states exist almost entirely underground. Only landing pads and vehicular bays open onto the surface, and even those protected with enormous, vacuum-grade blast doors to keep out the punishing wind and heat. A large number of the population has never bothered to visit the surface. Some Twi'leks live and die having only seen pictures of Ryloth's terrain
Some call the atmosphere thin, but it's perfectly breathable. Still, the thin air combined with the heat makes outdoor operations difficult. Heat storms can become so extreme that they penetrate the planet's surface, extending far below ground. When this happens, cities usually go on alert and withdraw their population deep into the bottom layers, sometimes even emergency shelters below the inhabited areas.
Located on the far end of the Corellian Run, Ryloth has the dubious distinction of being even farther out of the galaxy than Tatooine. But the world is worth the trip for many traders because of its two famous and desired exports: ryll spice and slaves.
Ryll is an addictive spice mined on Ryloth. It has both medicinal and hallucinogenic properties, depending on its preperation. One of its most popular recreational uses is a mix with glitterstim, creating a synthetic spice known as glitteryll. Glitteryll is illegal on most worlds, but crime lords swear by it for the sheer profit.
Slavery is acceptable on Ryloth as long as it's not flaunted; dancers are bought and sold in an active gray market. The practice is frowned upon in many parts of the planety, but it's technically legal. Ryloth's economy is heavily subsidized by the slave trade, so until antislavery crusaders are willing to restructure the entire planetary economy, slavery continues. As a flimsy dodge around antislavery laws in some parts of the galaxy, Twi'lek slaves are often sold by means of a "contract." Owners hold contracts on a dancer's exculsive service, usually for a period of thirty years. If a dancer is resold, the contract period resets.
Twi'lek dancing girls are admired galaxywide for their sensuous bodies and dancing skills. By the end of the Old Republic, female Twi'lek comapnions are considered something of a fashion must by the rich and decadent. Even powerful Twi'leks usually had at least two female companions who accompanied them as part of their entourage.
Despite Ryloth's unsavory economy, the planet retains a domesticated veneer for visitors. Anyone who comes to Ryloth for innocent purposes can move abuot freely in the upper city levels and never encounter anything shadier than the parasols at a tapcaf.
History
Ryloth was one of the first Outer Rim planets discovered by explorers, more than ten thousand years before the Battle of Yavin, Ryloth was found in a relatively primitive state, but the Twi'leks quickly talked their way to the stars. Large Twi'lek societies popped up on most planets along the Corellian Run, and head-tails became a common sight around the Senate buildings on Coruscant as Twi'leks ingratiated themselves into galactic politics as runners, interns, administrators, and speechwriters for representatives from many planets beyond Ryloth. At the same time, Twi'lek traders began dealing in spice and slaves, and others spread themselves throughout criminal circuits as smugglers, snitches, and go-betweens.
Due to diplomatic skill and remote location, Ryloth stayed out of the various wars and conflicts that flared up through the Old Republic. Even playing both sides of galactic law didn't seem to affect the cunning Twi'leks very much. At the same time, very little technological sophistication rubbed off on the homeworld.
When the Clone Wars began, the Twi'leks attempted to sidestep the matter with less than their usual success. Ryloth wasn't sucked into the conflict like other planets were, but as the Empire closed it's fist around the galaxy, the Twi'leks were one of the first species to see what was coming. Political foresight didn't stop the Emperor's crushing grip, however.
Opportunistic as ever, the Twi'leks protected Ryloth during the Rebellion era by appearing nonthreatening and continuing to play both sides. The strong Human bias of the Empire wasn't lost on the Twi'leks, but as long as Ryloth played the part of a loyal servant, they were left to their own devices. Many of those devices went immediately to support the Rebellion, not because of idealism or a sense of justice, but because many Twi'leks felt that a successful Rebellion offered more opportunities to Ryloth than an uncontested Empire.
People
Twi'leks have been spread throughout the galaxy for thousands of years and are welcomed verywhere, if not entirely trusted. Cunning and subterfuge are prime traits in a respectable Twi'lek. Direct conflict or violence is considered distasteful. A common Twi'lek aphorism is, " One cannot defeat a heat storm. One must ride it. " Of course, having someone else on hand to perpetrate violence is sometimes a necessary precaution, but certainly never the preferred solution.
This outlook makes Twi'leks excellent business people, administrators, and politicians. Twi'leks also thrive in the underworld, and some infamous examples such as Bib Fortuna color people's perception of the species. It would be negligent to overlook the hundreds of millions of legitimate Twi'lek business people, however. Just because a Twi'lek can be deceptive doesn't mean he necessairly chooses to be. Principled Twi'leks can easily be found. If the seeker isn't so picky about her definition of "principled. "
Technology is not very interesting to most Twi'leks. Even during the Rise of the Empire era, native technology of Ryloth was merely equivalent to a late industrial era society. Twi'leks generally don't see a need to dabble in technology. Other worlds and societies make the items Twi'leks want or need. It's much easier for them to bargain or trade for ships, droids, and fuel cell technology than to bother developing it themselves. When something breaks, a Twi'lek worth his head-tails can convince someone else to fix it or just find a new one.
The Twi'leks' head-tails account for some of their diplomatic success. Most Twi'leks can carry on conversations in Lekku and a verbal language simultaneously, and can communicate among themselves smoothly in social situations. Although Lekku isn't a secret, few Tiw'leks go out of their way to teach it to non-Twi'leks, and fake Lekku lexicons dissuade casual inquiry.
Unlike many other species, Twi'leks have a wide and vivid variety of skin coloration. Colors ranging from white, lavender, green, and blue to the rarest shades of red appear naturally in Twi'lek skin coloration.
Female Twi'leks are prized for their sensuous bodies and dancing. Many young girls are captured, taught to dance, and sold off-world. Orphanages on Ryloth are virtually equivalent to slave trade facilities, and sadly some parents see daughters as investments more than family members.
Rylothian government is uniquely Twi'lek affair. Head-clans, consisting of five related Twi'leks, hold power over each city. A family's head-clan generally ascends when enough family members with ambition and ability rise to leadership. As a head-clan becomes more competent and successful, they rise in the ranks of the government, gaining control and influence over more than just their family, However, as a head-clan rises, so does its family. Family becomes tightly knit and supportive of their head-clan because of this.
In larger communities, less powerful head-clans often control districts, under the auspices of a chief head-clan, who might or might not be of the same family. Head-clans rule absolutely until one member dies. Then, the remaining-head clan members are exiled to the Bright Lands, where thier traditional fate is quick death among heat storms.
This sort of retirement plan tends to make government officials exceptionally coordinated, not to mention very concerned about each other's well being. Assassination is a common means for advancement, but rarely does a head-clan memeber have to worry about his or her own clanmates. All members of a head-clan are united by a pressing need for common defense and effective rule.
In practice, of course, not many exiled leaders die in the Bright Lands. Anyone in a powerful position for any length of time can arrange supplies to be cached out in the desert and wait a day or two fora ship to come pick him or her up. An exiled Twi'lek who doesn't have the good graces to die isn't welcome on Ryloth, but he or she might still have a comfortable life elsewhere in the galaxy.