OUT OF CHARACTER INFORMATION
Intent: To create a small, out of the way and often overlooked world to fuel roleplay for the Jedi Praxeum. This world is not meant for inclusion on the chaos map, due to it’s relatively low impact and importance to the galaxy at large.
Image Credit: Planetside 2 Concept Art | JJPeabody | Magic the Gathering Art | Swang | JaeCheol Park | Cristi Balanescu 1 Cristi Balanescu 2 |
Credits: Created with [member="Alden Belmont"] [member="Anais Auraeli"] [member="Ember Farseer"]
Planet Name: Eira Pechal
Region: Unknown Region
System Name: E-Pech
Eira Pechal occupies an orbit just on the far edge of the habitable zone for the cooler white dwarf star it rotates around. At one time there were estimated to be 2-3 planets in the system with closer orbital positions, but all that remains is the rotating debris field left over from the stars expansion and collapse in a previous galactic epoch. There are two barren planets in the outer system, E-Pech 2 and E-Pech 3 respectively, both with minimal mineral resources that would be worth exploiting.
Eira Pechal’s rotational period is 32 hours. It’s orbital period is 416 days.
Coordinates: M, 18
Major Imports: Technology
Major Exports: Wood, local art
Gravity: 1.3 times standard
Climate: Primarily Arid Arctic, small band of Arid Cool Temperate near the equator.
Primary Terrain: Mountains, Tundra, Polar Deserts, Taiga, with small pockets of cool-temperate Rainforests.
Atmosphere: Type 1
Frozen, frigid, unwelcoming. The majority of the planet falls beneath this heading. Mountains, Tundra, Polar Deserts, it is too cold for most sentients to live without serious technological intervention. While possible to travel through this space, most people would ask “But why?” While there are some things worth harvesting here (a particularly dense wood from a particular tree for instance) there is little in these places to make the trek there worth the decided effort. Dangerous animals, well suited to the frigid climate, dwell here, adding an additional layer of concern to those who may wish to explore.
The central belt around Eira Pechal’s equator, the Taiga is a relatively narrow band of truly habitable space. Never hot, even in summer, the equator itself is run with a coniferous boreal forest, well adapted to the cool, dry climate of the planet at large. Wider cool grasslands extend from the central forest line, occupied by a variety of herd animals- some potentially domestic-able and some…. Not. Despite it’s general habitability, the inhabitants of Eira Pechal have not made great strides into colonizing it- the small population size has not outgrown the more desirable real estate of the Spring Canyons yet.
A tectonically active world, a large portion of the surface is prone to earthquakes that make putting down roots difficult at best, considering the low reward from the Wastes and the Taiga. The Spring Canyons are the one exception. Rifts in the planet’s crust, they run up to a kilometer beneath the surface. Some are small, merely pockets, while others cut a dozen kilometer long rift across the frozen wastes. Inside of them, the thermic activity from the core wells up closest to the surface, offering places of warmth and humidity that have allowed life to proliferate in these trenches and Canyons. The biomes range from nearly tropical right around the vents and hotsprings, to cool temperate rainforests farther up the slopes. The majority of people, though small in over all numbers, live in these Spring Canyons. They are tiny oases, verdant and green cuts that can be seen from above when in atmosphere, but too small to see from orbit.
This is the final resting place of Ishin’s Nocturne- the ship that brought the ancestors of the current inhabitants to Eira Pechal originally. Located in one of the largest Spring Canyon’s, it is largely grown over with ferns and mosses. Despite the stories of the crash itself, Nocturne’s Rest is a place of surprising tranquility. Most denizens of Eira Pechal travel there, at least once in their lives as a sort of pilgrimage. A reminder of where they came from. A moment of remembrance for those lost- whether in the original crash or in the generations since. While none of the systems of the ship function, long gone dark with age, humidity and the encroachment of the forest, the interior is still accessible from the outside. It smells of rotting leaves and moss, but it is quiet (other than, perhaps, a soft chittering of an unseen animal, scolding at the intrusion). It is easy to gain a sense of peace, and perhaps a touch of awe, with the weight of time and memory.
The largest local outpost on Eira Pechal, nearing the size of a town, it was the original colony formed by the survivors of the crash of the Nocturne. Ishin’s Hope currently is home to around a thousand individuals. Run by a small elected body that they simply call ‘Counselors’, all outposts on Eira Pechal came as out growths of this one and model their set up upon it- while there are some difference from one to the next, the system works well over all. Located on the southern end of the canyon where the ship crashed, they settlement rings a large, natural hot spring. Built of natural materials (primarily wood and stone), the communal homes stagger up, nestled into the cliff face itself at the outermost edges.
The journey is more important than the destination. This was a philosophy first espoused by Ishin and it continues to be relevant to this very day on Eira Pechal. Out in the mountains of the wastes, north of Ishin’s Hope, lies a temple-in-progress. One day it might be finished and used to house a new generation of guardians, but for now it serves as a point of pilgrimage and study for the individuals wishing to become teachers in their very own right. The very first stone was placed there by Ishin, toward the end of their life. Legend has it that the Jedi sat down next to it, meditating on all they had learned. Weeks passed, until one day their people came looking. What they found was only a set of robes and a feeling of peace. But when they touched his stone? They could feel his presence around them. The more stones were added, slowly starting to build the walls of the temple, the more metaphorical knots established in the weave of the construct. It became a pilgrimage of its own, to lay a stone there when one was ready to step into the roll of teacher. And the more people who went, who added a stone? The stronger that presence became. Some people claim a spectre of Ishin Duskfall themself began to appear to those that made the journey, providing counsel where needed. Encouragement and words of wisdom. For some, it is nothing more than an empty building, with words whispered by the winds. Perhaps it all depends on how you look at it…. Or what you need from it.
The Jedi Praxeum
Settled in a Spring Canyon not far from Nocturne’s Rest, the Jedi Praxeum has made its home. One part colony, one part academy, the Praxeum is a slowly growing hub of study and outreach. With permission of the local Canyon Town, they are setting down roots. Buildings made of natural, local materials, the Jedi and the locals are working to make certain that their imprint here is respectful and sustainable.
Native Species: Only non-sentient. Most of the planet is low in biodiversity, as is common in cold temperature locations, but the rainforest pockets hold an incredibly dense variety of native species.
Immigrated Species: Near Human (no special traits)
Population: Sparsely Populated
Demographics: Local populations have homogenized over time- while the original colonists were a bit more diverse, it was the interbreeding the the dominant humans and other related species that brought them where they are today. The growth of the Praxeum and the welcome of refugees from across the galaxy that come with may tip these demographics in the future.
Primary Languages: Galactic Standard Basic
Culture: Rugged. Down to earth. Hard working. Fair minded. Conscientious. All of these, and more, could be used to describe the denizens of Eira Pechal. Descended from the crash of a colony ship that was never meant to be here, Eiran’s know that it would have been all too easy to go another route, and yet, here on this harsh planet, they had found something worth keeping.
The isolated society that was forged together by incident obtained a level of respect for technology they hadn’t had before. After all, even the poorest labourer took certain things for granted. But in a mostly frozen wasteland with no spare parts to repair their technology? It quickly started to deteriorate under normal use.
That reverence for the technology of old still persists after all these years. It is used sparingly, with great caution and only when the need is great. Otherwise they have a certain amount of satisfaction from solving their daily problems with their hands, some quick thinking and whatever is on hand.
An intriguing development is their reliance to the tying of knots. In the absence of widespread console-pads to write down agreements and with most flimsiplast being ruined within the first few years, a tradition evolved from simple oral agreements to something more ritualistic and substantial. To signify the strength of the agreement the two parties would tie a knot together- symbolizing the bond between the two parties, the strengthening of it through the adherence of the agreement.
Due to the historical significance of the Jedi to the people of Eira Pechal, they have a force tradition very much the same, passed down from generation to generation to those people with both the ability, and the desire to learn. While they are not broken up into padawans, knights and masters, a student who is ready to step into the role of teacher and mentor first undergoes a series of tasks. Not tests- there is no way to fail except in failure to oneself- but tasks designed to stretch both their abilities and their determination. The last involves travel into the wastes to a temple whose first stones were laid by Ishin Duskfall. Each potential teacher must go alone, and lay a new stone- the temple always in progress, always being built. Never finished because the task of a Jedi is never finished.
GOVERNMENT & ECONOMY
Government: Localized Republic on a small scale. There is no planetary government.
Affiliation: The Jedi Praxeum
Wealth: Low- Only recently starting to venture back out into the galaxy, and with little by way of tradeable goods, the denizens of Eira Pechal live simple lives with few exploitable riches.
Stability: Medium- huge swathes of the planet are uninhabited and largely unsafe for the casual wanderer. The small pockets of civilization are very stable, though specific rules can vary from outpost to outpost.
Freedom & Oppression: With no overarching government, and mostly populated by people with similar ethics, Eira Pechal circles primarily around the idea “Do what you will, as long as it doesn’t hurt anyone.” With strong social mores binding the locals but not a heavy hand of oversight, it is a fairly balanced and self correcting system.
Military: Virtually none. There are no navies or armies, no high tech emplacements across the planet itself. While some individuals that live there are fighters or hunters, there is no organized military.
Technology: Significantly lower than galactic standard. The native culture relies primarily on hydro and thermal power, with limited usage of each. While the Praxeum has brought in more, and those odds and ends are starting to trickle into use, it is not wide spread whatsoever at this time.
In 27 BBY, Outbound Flight was launched by the republic as an effort at exploration and to eventually pierce the veil of the edge of the galaxy. It was not the only ship sent into the Unknown Regions at that time, simply the most well known. A number of other ships, some expeditionary, and then later, for colonization, were sent around the same time. Among them?
Headed by a Jedi Master, Ishin Duskfall, the Nocturne was a colony ship, following in the path of one of the expeditionary vessels, once a suitable planet had been found. With the intent to found a colony on a comfortable, welcoming world, the basis of which would be the work of the Jedi of the Republic, they were well prepared to settle comfortably and build a new place from which they could extend the Republic’s reach into the Unknown Regions. It was, unfortunately, not how events unfolded.
No one ever knew exactly what went wrong with the Nocturne. Some small anomaly that led to a cascade of failures…. Or sabotage. But catastrophic engine failure led to an emergency drop from hyperspace, and ultimately crashing on the surface of Eira Pachal.
Of the track of where they were supposed to be heading, with no ability to generate enough power without the burned out engines to offer an emergency beacon with any real distance, the Nocturne was considered lost…. And eventually? Forgotten.
With very little to recommend the world to anyone, and the lack of technology and cities for the settlers making it difficult to notice them after a generation or two by passing surveyors, the errant colonists of the Nocturne did the best they could with what they had. It could not be said that they flourished- Eira Pechal was a hard world, stingy with its resources outside of the Spring Canyons. But they survived.
With no outside galactic contact and low population densities, the Gulag plague passed them by unscathed. It wasn’t until the last five years that someone found the people of Eira Pechal again- a prospector, with more hope than common sense was surprised to find anyone living in such a place. Despite the time frame, the people of Eira Pechal had never forgotten where they had come from, so the transition to contact with the wider galaxy was, while not necessarily easy, was not a shock or serious upheaval either. In truth, no one really wanted anything from Eira Pechal- with no serious resources to exploit and little good land to colonize, while the gates had been opened, there was little reason to go there. Some individuals, more adventurous or curious, did leave once that avenue drew open. But with little in value to trade, they didn’t get very far.
It was in a small port, just outside of the core region, that one of these adventurers, Sachi Calen, encountered a certain Ember Farseer. Helping her back to her homeworld, the culture- derived and shifted, but still so familiar to the Jedi- and the feel of the place ultimately led him to bring his Praxeum here. With permission of the denizens of Ishin’s Hope, they started building what, they hoped, would someday be just the beginning of a wider network.