Sahmina

The Captain

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Name: Sahmina

Coordinates: K-19

Hyperlane: Corellian Trade Spine

Rotation: 24 Standard Hours

Satellites: Sahmina has two small moons, Bus and Eki, as well as numerous space stations, refueling depots, communication satellites, and dockyards for local customs enforcement and naval forces.

Inhabitants: Sahmina is primarily inhabited by the descendants of human colonists, however the planet today is quite cosmopolitan. The demonym for people from Sahmina is Sahminans.
Climate:

Sahmina is dominated by two major seasons, dry and wet, which are evenly divided for each half of the standard year. Sahmina's climate is largely semi-arid, with scattered lakes, rivers, and seas snaking across the surface. This is what allows some areas to support more vegetation than others, ranging from barren deserts to lush jungles.. As a general rule, the further one travels on Sahmina from the Equator, the more common water becomes and the more temperatures drop. In some areas one can even find snow and ice. Weather patterns are fairly mild for a desert planet, although sandstorms are common in the dry season, and short but torrential rains in the wet.
Terrain:
Sahmina is covered in irregular mountain ranges, bluffs, valleys, and steppes. Depending on how far one is from the Equator or a water source some regions can support jungles and forests, although the most common form of vegetation is grasslands. Between these regions are dry stretches of desert and savannah in which little vegetation or water can be found. The more vertical areas of Sahmina are often marked by either running rivers or ancient river beds, signifying to geologists that Sahmina may have had more surface water at one point. The presence of numerous oases, lakes, and even a few small seas does support this hypothesis, as many of these water sources appear to sit in craters or gorges meant for larger bodies of water. Irrigation techniques used by settlements have found water deep below ground and allowed pockets of vegetation to crop up in certain areas.
Resources:

Sahmina has is rich in mineral resources, including rarer materials such as chromium and electrum, which play a vital role in Sahmina's economy, infrastructure, and culture. The planet is also known for agriculture, particularly cash-crops like coffee, marcan herb, and nysillin. Zharan lily, a flowering tea plant unique to Sahmina, is a common staple of both farming and cuisine. The Zharan lily is known for its sweet aroma and bright blue petals which produce a blue tea with a strong flavor. On a less physical note, the planet is renowned for its education system and rich culture, meaning many people flock to Sahmina for intellectual goods and tourism.
Government:

The planet of Sahmina is ruled by a hereditary monarchy known as the Emirate. The leader of the Emirate, the Emir, holds absolute executive power over the planet, with a great deal of legislative and judiciary power as well. The Emir may be of any gender, but must be related in some way to the Sahminan Royal Family. The Emir also has an official Royal Court of Advisors, the monarch's trusted entourage, who may come from any background as they are handpicked by the Emir. There is a separate judiciary system of courts and judges known as the Khonun, although the Emir holds final say in all judiciary decisions should a case be appealed before them. There are two legislative bodies responsible for presenting potential laws to the Emir, the Vizier Council (elected by high-ranking Sahminan nobles) and the Fellah Council (elected by average citizens). These councils can craft and present potential legislation to the Emir and settle cases of unclear or questionable succession. In emergency circumstances, these councils can override a decision of the Emir, or even elect an entirely new Emir, through a unanimous vote in both houses.
Culture:

Sahmina's culture is marked first and foremost by its artistic inclinations. Almost every aspect of Sahminan culture features some level of ornamental design, from their architecture to their calligraphic writing. It is difficult to find a building that does not sport mosaics, murals, or artistic graffiti on both its exterior and interior. Fashion, gardening, city planning, weaponry, and even combat styles all mix vibrant aesthetics with practical design. This dynamic and decorative style also extends to the auditory and verbal as well with musicians, poets, and writers all thriving on Sahmina. Multi-level bazaars act as hubs for social interaction, bringing in goods and traders from across the galaxy via the Corellian Trade Spine. Given that agriculture is one of Sahmina's largest industries their cuisine is regarded as highly exotic, particularly their teas, coffees, and cash crops. Certain forms of natural spice, such as marcan herb, are perfectly legal on Sahmina which has actually slowed the advance of the illegal spice trade through the planet. While alcohol is available on Sahmina the preferred local drinks are tea, coffee, and fruit juice, with alcohol being restricted to spaceport cantinas and wealthy households.

Sahmina also values intellectual pursuits as well, with each citizen receiving a basic, public education, with higher education such as universities and colleges available to the upper and middle classes. Literacy is remarkably high for a non-Republic planet and most population centers have access to a public school. Centers of higher learning, while often restricted to large cities, attract students, staff, and scholars from across the galaxy. Even the poorest citizens may attend certain public debates and lectures at universities, for a small fee of course. Wealthy families, Emirate officials, and university staff may sponsor gifted students of any class which has made the educational system on Sahmina remarkably equitable. These same groups often fund learning institutions and research expeditions on Sahmina both for profit and intellectual pursuits. While schools and universities may be the centers of formal education on Sahmina, the lounges are hubs of intellectual discourse. Serving coffees, teas, and a variety of smokeable substances, lounges are where artists, scholars, merchants, and politicians gather for open, and often chaotic debate. It is in the lounge where theorems are shared, manuscripts are edited, and compositions are tested before some of the most raucous and critical crowds on the planet.

Despite its beauty and intellectual prowess, Sahminan culture is still marred by class divisions and the scars of slavery. Despite the new common law system many officials and wealthy families are granted special privileges and preferences that set them apart from common people. The upper class, and parts of the middle class, also have far greater access to opportunities and luxuries than the average citizen. The poor, many former slaves, often work as laborers in mines or on plantations for a meager pay while their employers rake in profits. The middle class, mostly skilled laborers, artists, and merchants, are granted more economic opportunity but true political and social power rests with the elite. Highborn families hold wide tracts of land and pools of resources which they use to solidify their power on Sahmina. And despite recent reforms and the charity of certain families, class divisions on Sahmina remain a fact of everyday life.

Sahmina's naming conventions are of note for their complexity, a holdover perhaps from the days of warring city-states and slavery. Names begin with whatever title or rank a person may hold, then their first name, their family name, and the city of their birth. Each of these terms is separated, however, by a specific Old Sahminan term, ihl (meaning "of house/clan/family") and ab (meaning "of city/town/planet") Those unsure of their birth city use their planet's name, and those born in space use the term Binjara ("nomad"). Some self-aggrandizing nobles will add family businesses, the names of their parents, and epithets to their names, but these people are often few and far between. For an example of a standard Sahminan name: Hiras ihl Kresh ab Sushran (Hiras of family Kresh of city Sushran). Due to the complexity of these names, however, most Sahminans go by a nickname, pet name, or other title in their day-to-day lives, only using their full names in formal settings.
History:

Archeologists, both local and galactic, agree that there was a wide-spread civilization on Sahmina before the arrival of human colonists. This civilization is referred to as the Atharan, Old Sahminan for "Builders", constructed elaborate cities carved from stone across the planet. When colonists arrived, however, only a few ruins remained of the alien culture as it had apparently been devastated eons prior. The first human civilization on Sahmina arrived sometime around 15,000 BBY as colonists from the Inner Rim, although no definitive source world or reason for colonization has ever been found. Early Sahminan civilization consisted of a confederacy of scattered colonies run by aristocratic administrators. As their societies developed and spread across the planet conflicts began to arise between warring factions and city-states that fought for control of the planet's resources. Out of these grisly civil wars rose the first centralized government on Sahmina, the Prahwale Sultanate, which united many of the planet's factions and destroyed those that would not fall in line. The Prahwale regime was ruthless and tyrannical, instituting a policy of slavery which fueled its expansion and economic growth.

For many decades Sahmina existed in a bubble having no knowledge of the larger galaxy beyond their own solar system. That is, until Corellian hyperlane scouts stumbled across Sahmina while expanding their Trade Spine into the galactic south. Suddenly faced with the existence of a far larger galaxy than they had first believed, and the influx of ideas, technology, and culture that brought, a new conflict exploded across Sahmina. Mass slave revolts aided by sympathetic and power-hungry nobles raged across the planet against the Prahwale regime. After years of brutal conflict the rebels won out and a new regime was established, the Ramali Emirate. This new regime, largely controlled by politically savvy nobles that had rode the rebellion to power, instituted many sweeping, but arguably meaning less reforms. Slavery, class conflict, and corruption still existed, but it hid now behind a kinder face and a gentler hand.

The mask of reform and equity was ripped off the Emirate as the Hundred Years Darkness began to take shape. The current Emir, Taginshah ihl Ramali ab Seema, otherwise known as Taginshah the Crimson, officially backed the Jedi Exiles without a fight. Sahmina's slave trade exploded as the Exiles ran roughshod over the planet's population, much to the benefit of the regime. While the war itself never touched Sahmina, the Exiles presence brought just as many atrocities to the planet and its people. While a few revolts broke out in response to the Exile-backed, or Exile run, new order, none succeeded to free the people.

That is, until the Exiles lost their footing in the war and began to suffer striking losses across the galaxy. Their garrison on Sahmina soon thinned as more warriors were called to the frontlines to fight and the power of the Order was stretched to a breaking point. As the southern remains of the Exile army were finally shattered they abandoned Sahmina, leaving the regime to deal with the consequences. A vicious series of civil wars broke out almost immediately as factions held in check by the threat of the Exiles now found their oppressors gone. The Zharan Rebellions, named after the blue Sahminan tea-flower which moderate rebels took as their symbol, tore the planet apart in more ways than one. Noble families were divided between royalists and rebel sympathizers, each offering resources to their favored side. Rebels fought not just their oppressors but themselves as competing interest groups created warring factions, each with their own vision of Sahmina. The Rebellions finally came to an end when Prince Sumil ascended to the throne and, through shrewd diplomacy and promises of reform, organized moderate rebels and royalists into a united force that was finally able to quell the more radical fringes of the conflict.

Emir Sumil ihl Ramali ab Yensara, now known as Sumil the Resolute, abolished slavery, instituted common law, and created elected councils for both the poor and aristocrats. He pardoned many of those involved in the Rebellions in exchange for military service, which he used to combat Exile remnants in the southern Outer and Mid Rims, and while the Exiles were already on the back-foot when Sahmina entered the war their efforts helped ensure a foot hold was not regained in the galactic south. As the war drew to a close, Sumil turned away from the military and toward modernizing Sahmina. His public works created irrigation systems, learning institutions, and open spaceports across the planet. Reforms in labor and law gave the lower classes better lives and led to the explosive growth of a strong middle class. Sumil encouraged aristocrats to sponsor educational and artistic pursuits across the planet which led to a cultural and intellectual renaissance on Sahmina. Despite these sweeping reforms, however, many have been quick to point out that many of Sumil's political enemies also fell in his campaigns, both on Sahmina and in the larger galaxy. True political power also still rests entirely with his family, with the people's representatives forming little more than an advisory board.

With the Hundred Years Darkness over and the galaxy returning to some semblance of stability, Sahmina stands as one of the few worlds to have grown stronger after the war. The Emir, however, has only grown weaker with age and many eyes now turn to his daughter Khamia, whose political and social affiliations remain in flux. Different interest groups, both domestic and galactic, have begun to take shape on Sahmina, which some believe is poised for either a second renaissance, or a second revolution.

Technology: Technology on Sahmina is at or slightly above the galactic standard, akin to worlds of the Expansion or Inner Rim.

Points of Interest and Major Cities: Link
Intent:

In a galaxy of almost unambiguously upstanding, futuristic fairytale-esque, Western European-style planets and kingdoms, I wanted to introduce something new. Sahmina is the setting for a potential NPC faction, the Emirate of Sahmina, designed to not only introduce an interesting new player in galactic politics, but to introduce a new culture as well. Sahmina takes many cues from Ottoman Turkey, Mughal India, and Berber Maghreb (i.e. North-West Africa). These cultures are rarely presented at all in our pop-culture, let alone presented well, so I hoped that Sahmina might bring these fascinating groups to light and create a world players will want to explore and roleplay in. I also tried to ensure that Sahmina's culture, like all real-world societies, was checkered and dynamic rather than being a shining city on a hill for its entire existence.
 
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The Captain

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Points of Interest

The Sea of Sand:
The Great Sea of Sand, as it is referred to by native Sahminans, is a vast system of trenches, valleys, and canyons that spans nearly the entire equator of the planet. The Sea of Sand reaches miles below the surface at its deepest, and many areas are permeated by labyrinthine cave networks. According to scientists, the Sea of Sand was once part of a massive ocean that may have circles all of Sahmina at one point. But today, it is a dry and inhospitable wasteland notable almost devoid of water and life. It is only notable for two reasons, it must be crossed to travel between the northern and southern hemispheres, and that those crossing the great expanse can come under attack from small bands of pirates and raiders.

Madrhee Oasis:
The Madrhee River is the largest river on Sahmina, running for miles across the southern hemisphere of Sahmina with some areas being so wide the other side of the river cannot be seen. This river is formed by several lakes and underground springs near the southern pole, but its destination is of more particular note. The Madrhee Oasis is an area marked by a series of natural channels, causing the waters of the Madrhee to pool around the area before pouring down into a series of caverns that run deep below the surface. The area around the oasis is one of the most lush on Sahmina, and supports a small but dense jungle where both animals and people are known to congregate.

Tasurus Mountains:
One of the largest mountain ranges on Sahmina, the Tasurus Mountains nearly bisect the northern hemisphere. The mountains are teeming with lakes, springs, and rivers which feed the region's rich biodiversity and lush greenery. Even the mining and farming operations that dot the mountains seem to fit beautifully into the landscape rather than marring it. As the mountains are rich in resources and provide a strategic advantage, both the capital of Sujaar and the estates of many nobles are built into the mountain range.

The Atharan Temple:
While ruins of the mysterious Atharan civilization dot Sahmina, one temple in particular located far to the north, stands out from the rest for a number of reasons. First and foremost the temple was elaborately, intricately carved into a natural cave system that runs deep into Sahmina. This temple is also one of the most intact ever found by archeologists, and is thus one of the most studied and documented. But there is another reason the temple is so well known, the Exiles use of it during the Hundred Years Darkness. During the Exile occupation of Sahmina, their forces used the temple as a base where they researched the Darkside and committed atrocities against the people of Sahmina. As such, the temple has become a dark stain of the war to the local people, and is considered to be something akin to unhallowed ground.

Yensara Palace:
While the monarch does have a dedicated home in the capital city of Sujaar, and a family estate outside of the city, Yensara Palace serves the royal family's home in more trying times. Having existed since the Prahwale dynasty ruled the planet, Yensara Palace is one of the most well defended areas of Sahmina, and for good reason. In times of war the royal family and court is moved to the fortress, from which the monarch guides both Sahmina and its war efforts. Sumil the Resolute began his campaign during the Zharan Rebellion from this very fortress. Throughout its long history of service, no military force has ever been able to take the palace.
 

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Major Cities:

Sujaar:
Sujaar is the capital city of Sahmina, carved by hand into some of the northernmost peaks of the Tasurus Mountains. Given the city's northern placement is it far more temperate and wet than many southern cities, giving it a very pleasant climate and beautiful environment. The city's layout spirals outward from two large central buildings, the monarch's palace and the Council Assembly, the two major seats of political power on Sahmina. This upper district also plays host to the central headquarters of both the Janissary Corp and the Osmani Fleets. From there the districts decrease in both height and class from major aristocrats, to minor nobles, to the middle class, to a large base of working poor that live in and around the city. While Sujaar is regarded as one of the most beautiful cities on Sahmina, it is also one of the most insular as it holds few businesses or points of interest for tourists. In fact the top three districts of the city are closed to citizens and offworlders unless on official business or invitation.

Jhendali:
Sujaar may be the political capital of Sahmina, but Jhendali holds the most sway in almost all other areas. Spread across two banks of a narrow strait in the Madrhee river, Jhendali is the hub of commerce and communication on Sahmina, as it was where Corellian hyperspace explorers touched down while charting the Trade Spine. Boats and repulsor vehicles are constantly moving up and down the river as well as across the strait while starships fly to and from numerous landing pads and ports. A variety of colorful storefronts, stalls, and tents turn almost every level of the city into one long bazaar. Any building not currently used in city business or as a store is often a cantina or lounge, areas of raucous social gathering for locals and visitors alike. Due to its location along the Madrhee, Jhendali is surrounded by large plantations and farms that bring fresh produce into the city. They also bring lower class workers who, alongside middle class merchants, make up the bulk of the city's population. As such Jhendali lacks the Sahminan-centric, aristocratic atmosphere of the capital and maintains a far more cosmopolitan air.

Arundas:
Ardunas is the beating heart of Sahmina's artistic and intellectual culture on Sahmina, playing host to a number of educational and creative centers. The Royal Archives, the Royal Conservatory of the Arts, the Royal Civil Academy, and the Imperial Military College are some of the major institutions in the area. Many nobles and sponsored commoners come to Ardunas to study as it boasts some of the finest learning centers on the planet. The Royal Archives preserve Sahmina's print history while the Ardunas Museum boasts cultural artifacts from across the planet, particularly those relating to the Atharan Civilization. Ardunas offers more than just intellectual stimulation, however, as the Conservatory is not only a museum of artistic and musical artifacts but also an academy of fine arts. The theaters, opera houses, and concert halls have both played host to great works of art but created some as well. Holoplays, in particular, are a very popular form of performance art both in the city and across Sahmina.

Yismara:
The ancient city of Yismara is something of an anachronism on a world of repulsorlift vehicles and blaster weaponry. Yismara was the original capital of the Prahwale dynasty and was constructed centuries ago, making it one of the oldest standing cities on Sahmina. During both the Hundred Years Darkness and the Zharan Rebellions Yismara became a bastion for pro-Exile, traditionalist factions that sough to rebuild the older, more ruthless regimes of the planet. Since then Yismara has acted as a hub of the elite, the conservative, and the orthodox. Many old and obscure families live in Yismara, leading lives almost indistinct from the ones their ancestors would have lead before the Hundred Years Darkness. Streets are often lined with old estates, palaces, temples, and guardhouses packed together in a claustrophobic manner. The working and middle classes are treated like dirt by their haughty masters, living and operating in conditions that often narrowly skirt Sahminan anti-slavery laws.

Keshra:
An open secret on Sahmina, Keshra is a small, secluded settlement based deep in the Madrhee Oasis. Keshra is considered a hive of criminal activity, using the maze of tunnels and caverns below the Oasis to conceal illegal activity. Smugglers, pirates, assassins, all find safe haven in Keshra from prying eyes and legal entanglements. Keshra is built from an old fortress used by Exiles during the Hundred Years Darkness, and later by rebels during the Zharan Rebellion. Since then, however, the fortress has fallen into almost complete disrepair, and only serves as a bastion for criminals hiding from the law. Not that local law enforcement has ever been able to definitively prove that.
 

Arcangel

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@The Captain

What is the timeline of the rebellions after the exiles leave? Particularly did any of them happen within the last 20 years before 6903 bby? Just need to know for some char background stuff.
 
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