Star Wars Roleplay: Chaos

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Approved Planet Irn

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Name: Irn

Region: Tingel Arm
System: Irnisle System
Suns: 1 Standard Sun
Orbital Position: Habitable zone
Moons: 1
System Features:
  • Small, sparse asteroid band along the system's edge
  • Abandoned and derelict Galactic Empire space station in orbit over Irn, though there is little of any real use left aboard.
Coordinates: Dead center of the hex between Bimmiel and Ord Janon
Rotational Period: 28 hours
Orbital Period: 2 years

Class: Terrestrial
Diameter: 10,400km
Atmosphere: Type I
Climate: Temperate
Gravity: ~Standard
Primary Terrain: Predominantly a mix of wide, arable fields and rolling hills intermixed with forests and woods. A decently sized, landlocked ocean occupies an area to the north of the planet and rivers throughout the planet are fairly commonplace.

Native Species: A variety of wildlife
Immigrated Species: Humans
Primary Languages: Basic, Irnish (a dialect of Basic. The Irnish call it 'Basic' and the basic others speak as 'Galactic Basic' or 'The Galaxy's Basic')
Government: Clan and family oriented, though many clans often organize into large towns and regions for better regulation, defense, and prosperity.
Population: ~1-2 billion
Demonym: Irnish (In the Irnish dialect it means 'Children of Irn' or 'Irn's People'.)
Major Imports: High technology
Major Exports: Agriculture, lumber, mercenaries (occasionally)
Affiliation: Neutral for the moment, though the Irnish may find some basic similarities between themselves and the Mandalorians.

Major Locations:
  • Irnfall - Initially called Irn's Fall, the city here denotes the first landing of the original settlers. It is considered the capital of the planet and is named after the planet's first leader, Irn Kearney.
  • Grenshire - One of the largest provinces on Irn, it occupies large sections of the north eastern planet. It holds a number of towns and small cities and borders the Northern Ocean at the northern pole of the planet.
  • Northern Ocean - The only ocean on Irn, it spans about a third of the northern section of the planet and a large amount of the northern pole. The ocean is used primarily for fishing and trade.
  • Blackhold - The southern most, and most warlike, province on Irn. Over two decades ago it started a war that lasted years and slaughtered tens of thousands. The Irnish clan and province leaders brought in mercenaries from off planet to fight Blackhold and, eventually, won. Blackhold now occupies less than ten percent of what it had at its peak and is, generally, a very destitute province.
  • Fairline - A band of neutral towns, farms, provinces, and clan territories that occupies most of the planet. Oddly enough, it forms a wide, waved line around the planet and is often separated into regional sections. Large sections of the population live within the Fairline.
Culture:

The culture is fairly basic for a backwater, agricultural planet. No care is given for gender or gender roles, though most of the more laborious or dangerous jobs are held by males. The society is generally agriculturally based with only light industry. Technology has only recently risen to standard levels and most Irnish still prefer the old ways of doing things over having droids and machines do the work for them.

Families tend to be rather large, with farming families and homesteads often being the largest. Children are cherished and valued, though they are taught responsibility and work from a young age, often learning their parents' trade as a young child. By the time they're old enough to set out on their own, they generally have the ability to support themselves.

Irnish are considered adults by the age of sixteen and are generally encouraged to marry young. While moving far from family is not uncommon, most prefer to settle around existing relatives which creates a sort of impromptu familial homestead after a few generations. Most farming communities and towns have begun in this way.

Clans are lead by Clan Chief, the most able bodied elder, and are generally organized and run by a small council of elders. Elders are generally the oldest and wisest members of the clan, but occasionally age gives way to wisdom and younger individuals find themselves as elders. The clans themselves are organized in a variety of ways, though the most common are through simple democracy via 'town hall' meetings held periodically. This applies to all levels of population from simple homesteads to the larger cities.

Defense is done by volunteer militia and units as there is no standing army on the planet. The fleet is made up of small groups of volunteers as well, generally small time merchants and explorers with starships and weapons to arm them. There is a small sea fleet, but these generally operate much the same as the orbital fleet.

As the planet has only recently achieved standard technology levels, most prefer traditional weapons. These being archaic slug throwers, steel blades, and chemical-reaction-powered artillery, though more advanced technology is not uncommon.

Technology: Standard (Though most of the Irnish still prefer the 'old ways' of doing things)
History:

Originally discovered during the Old Republic era, colonization efforst were started about 1,000BBY. The first colonists found ill luck and tragedy upon first arriving on planet, however, as one of the colony ships suffered mechanical failure and crashed into the planet's northern ocean with a complete loss of life.

Disheartened and with little supplies, infighting and unrest began running rife. With violence only a breath away and the failure of the colony at hand, a singular individual stepped forward and firmly took control. Irn Kearney, one of the first colonists on the planet who had lost his wife and children when the other ship crashed, took command of the expedition and forced a peace on the colonists there.

Taking the stance of work brings salvation, he made the colonists work and begin making their presence stable. Those who would not work he made sure were not able to partake in the dwindling supplies available. While most of these individuals eventually opted to earn their keep, a small number deserted the colony and disappeared.

Soon enough, a sizeable colony was established and, within five years, farmland, towns, homesteads, and the standards of living were on the rise. Irn Kearney constantly drove his people onwards and kept them focused, though he was not a tyrant. Instead of forcing the colonists into a rigid governmental system, he opted for a looser organization. He split the regions into provinces and territories, giving land to the familial homesteads and townships there, which eventually became clan territories and provinces. Growth continued for many years and, upon Irn's death at the age of ninety four, so profound had he impacted the people of the planet that the world was named Irn's Isle, or Irn, in his honor.

Generations came and went and time went on, during which the population expanded. After a long while, though, contact was made with the descendants of the small group of original colonists who had deserted efforts of the main body.

These people had meandered throughout the landscape, suffering hardships and losses, until coming to fertile hunting grounds. As time had gone on, they had migrated further and further south to follow the herds of prey animals until finally settling in what is now known as Blackhold. Despite generations of distance and hundreds of years, relations were cold between the two groups, both sides hating the other. The Irnish disliked their brethren for their desertion of the original colony efforts, thereby risking everyone's lives in the process. The Blackhold folk hated the Irnish for what they perceived as betrayal, witholding resources and food out of greed and not necessity.

As both groups expanded, hostilities often sparked, but none lasted long enough to affect the planet as a whole.

The clone wars and the galactic civil wars came and went, but Irn saw little of anything. With no real importance, both economically and strategically, it was entirely overlooked. When the Gulag plague hit the galaxy, Irn found it a simple matter to avoid the sickness and closed its doors to the galaxy as a whole. Nearly four hundred years later, Irn saw its first visitors, but was too preoccupied with its own problems to wonder how the galaxy had fared.

Shortly before the plague lifted, tensions between Blackhold and the rest of the Irnish population hit a flashpoint. Blackhold, under the belief that it should rule the planet and take revenge for perceived, long forgotten wrongs, marched on Irn. Decades of bloody war raged and tens of thousands perished. Towns were sacked, villages burned, and entire clans were wiped out.

As the galaxy's doors opened once more, Irn's clans realized they could not fight Blackhold alone. Mercenaries were brought in with whatever money the clans could spare. Many jumped at the credits, including a few Mandalorians. Between the Irnish militias and the hired mercenaries, Blackhold was slowly ground down and routed. Forced into a treaty prohibiting them from so much as holding a weapon, Blackhold now sits and brood in a land far smaller than it had taken from the rest of the world.

For now, Irn is peaceful, but with the galaxy sparking into war once more, this remains to be seen if it will hold true to peace...

Notable PCs: Arrbi Betna (his heritage is unknown at this time)
Intent: Honestly, I've been RPing Betna for two years and always referred to his homeworld as "Unknown" and that his adoptive father "forgot" randomly which world it was. With that in mind and with some time on my hands, I finally decided to make the world in question.
 
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