Kruel Zing
Well-Known Member

OUT OF CHARACTER INFORMATION
- Intent: To create a planet for the Krasgrig species to inhabit and to be involved in future stories for The Jedi Order.
- Image Credit:
(Planet) Source: https://www.artstation.com/artwork/8z1RE
Title: Gas Giant by Vadim Sadovski
(Arena of Krasgor) Source: http://cecil-b-demented.blogspot.com/2010/04/blog-post.html
Title: God of War Concept Art by Celcikim
(Ruins of Skarir) Source: https://www.artstation.com/artwork/294aa
Title: Spaceship Graveyard by Cazuun
(Sicar) Source: https://bpsola.deviantart.com/art/Tribe-Environment-Concept-346088472
Title: Tribe Environment Concept by bpsola - Canon: N/A
- Links: N/A
- Planet Name: Yon-Duhn
- Demonym: Yon-Duhnians
- Region: Outer Rim
- System Name: Rag-Ruk
- System Features:
- Satellites/Moons: 2
- Stars: 1 Main Sequence Star (Rag-Ruk), 1 Red Dwarf Star (Scierie). Due to the Red Dwarf star being located closer to the planet than the Main Sequence Star the Red Dwarf appears to be of the same size. They both can often be seen traversing the skies simultaneously, neither particularly far from the other. Both stars were named after the first Great Qrul to claim the title being Ragruk, while Scierie is named after the wife he took up and began the creation of the Krasgrig species.
- Orbital Position: Habitable Zone
- Rotational Period: 32 hrs
- Orbital Period: 472
- Spatial Anomalies: The Main Sequence Star Rag-Ruk and the Red Dwarf often release large amounts of magnetic energy that form into an ion storm which is the main cause of many people crash landing onto Yon-Duhn.
- Other Planets: Shaddai I-III, Taffir, Sciri. Shaddai III and Taffir are the only two other planets possible for containing life though Shaddai is often considered a barren wasteland while Taffir is a world that is completelty oceanic.
- Coordinates: T,57
- Major Imports: N/A
- Major Exports: While the planet itself doesn't export any goods they have natural mines filled with valuable gems, ores, and minerals that could possibly be shipped out if ever discovered by Offworlders.
- Gravity: Standard
- Climate: Temperate
- Primary Terrain: Grasslands, Mountains, Deserts, Oceans, Forests, Swamps
Major Locations:
Arena of Krasgor: While the cities of the Krasgrig are no more than huts usually the Arena is a marvel among the planet. Battle is the main thing that the Krasgrig enjoy above all else as such the Arena is crafted from metal rises high, enough to fit thousands where they would look down into a contained pit where those chosen are forced into battles against both beast and Krasgrig, it is one of the few times you’ll see other tribes gather without fighting as it is neutral ground. Bets will often be made with Krasgrig laying their herd or weapons on the line, even their slaves are forced to compete, some to simply earn their freedom and others just for sport to see which slave is the strongest.
Ruins of Skarir: The Ruins of Skarir is the site in which the first sleeper ship carrying humans from Coruscant crash-landed, this place is the orgins of the Krasgrig, and over time more and more ships have begun to crash in the same vicinity creating a graveyard of sorts. These ruins were often scaveneged for technology and are the reason that the people of Yon-Duhn are even up to galactic standards in terms of technology. It was only within the past two decades that another crashlanded ship filled with immigrants began to fortify this area using the ships weaponry as a defense against the Krasgrig, this is perhaps the only safe haven for those who wish to escape the Krasgrig. The people of the city have no formal ruler but instead just attempt to survive day to day.
Sicar: Sicar is the village often considered to be the home of The Great Qrul, the only ones able to inhabit it are his guards, those of his direct lineage along with the Shaman’s. After the netherworld event the settlement is mostly uninhabited though protected by a few Shaman’s that remained and have become deluded with their positions in life considering themselves gods due to their powers granted to them. None dare travel near the settlement of fear that the Shaman’s would steal them away or forcefully conscript them into their undead army.
- Native Species: Yon-Duhn (Extinct/Bred Out), Krasgrig, Rancors, Bantha, Vine Cats, Acklay
- Immigrated Species: Varactyl, Drexl, Akk Dog, Humans, Sith, Chiss, Twi'leks, Wookies, ect...
- Population: Moderately Populated
- Demographics: The planet Yon-Duhn isn’t one that’s racist so much as that the Krasgrig that inhabit see themselves as the ultimate species, one that can breed with near anything due to their superior genes and as such they are supreme. Of course, all species are welcome to join their number as eventually they will aid and become a part of the Krasgrig number by giving birth to yet another one. The only ones that are discriminated against are those that do not accept the generous offers of the Krasgrig to join them, then they become enemies and are often killed or enslaved. This has ended up culminating in a vast majority of Yon-Duhn’s population being Krasgrig. Though in the Ruins of Skarir there is a settlement where humans, zabrak, and numerous other species live in hopes of avoiding Krasgrig persecution as they endeavor to get off the planet.
- Primary Languages: Galactic Basic, Krasgorian
- Culture: Much of the cultural practices that take place on Yon-Duhn is partaken in by only those accepted into the Krasgrig fold or the Krasgrig themselves. The immigrants to the planet that denied their offers to join are often all forced to eventually hide away in the Ruins of Skarir where they hope to avoid the Krasgrig influence and their horde. These immigrants usually practice whatever culture they had before landing on the planet or carried the beliefs their parents/grandparents had before they came to Yon-Duhn. Their main goal is to survive, every day is a struggle as these people come to terms with a life where technology and grand cities is not the commonplace. The technology from the ships only do so much so for these people it’s a reversion where they are forced to go out and hunt for their dinner, farming their own food and such. Survival is the key thing for these people.
The native Krasgrig, on the other hand, have a culture steeped in battle and bloodshed, these are their national past times and the love of both the women and men. War is as natural to the Krasgrig as breathing as such even during times where they were led by a Great Qrul they go to war with other tribes but this is more so for sport. The Krasgrig divide themselves up over tribes, often times they lack surnames instead saying their name followed by their clan/tribe. At the head of each of these tribes are a chieftain and a Shaman that work cohesively to ensure the survival of their people. Both are greatly respected though each has their own tasks. Chieftains often oversee the well-being of the tribe, keeping track of food, ensuring the Krasgrig are completing their jobs while a Shaman is more so involved in the spiritual side checking to be sure that people are performing their rituals, prayers and such. The Shaman’s are also there to use their mystical abilities to ensure their people are prosperous in things such as farming or on their hunt.
- Government: Dictatorship (Formerly), Tribal communities (Currently)
- Affiliation: None
- Wealth: Wealth on the planet Yon-duhn is low and has always been so, it is not one of those developed worlds like the others that populate the galaxy. They don’t have large cities with skyscrapers, there are no true businesses on the planet. Yon-duhn is very much stuck in an era of time many would consider primitive if it wasn’t for the fact that the inhabitants were able to utilize and create technology. Basing everything off trade of goods the people that inhabit Yon-Duhn instead focus on day to day living instead of building up what other worlds would call a functioning economy.
- Stability: Low, if there was ever any concept of stability it came only during times where The Great Qrul was selected from among the Krasgrig to lead his people, however with the last one having vanished during the Netherworld event the people of Yon-Duhn have been left without a leader causing the numerous tribes of the Krasgrig to enter a state of perpetual war. Tribe upon tribe combat simply for the sake of claiming power or being honored as the new Great Qrul. Those immigrants that were unfortunate enough to become stuck on the planet have all banded together into a somewhat unified society holed up and away from the Krasgrig where they’re often forced to deal with the occasional raiding party or the animals of the wild attempting to besiege their settlement. If there was one word to describe Yon-Duhn it would be ‘chaos’.
- Freedom & Oppression: When one looks at Yon-Duhn what they’ll often focus on is the warlike culture that surrounds the Krasgrig that inhabit the planet but what they don’t realize is the order that the tribal structures have, everyone plays a part in the community of their tribe whether they be gatherers, farmers, or just those who work forges as long as they aid their community they are free to do as they wish, this isn’t an enforced law but something bred into the Krasgrig since birth and is natural for them. In their eyes, the ultimate form of freedom is when they are unleashed upon an opponent and engage in a bloody, brutal battle. During the times where the people of Yon-Duhn have a Great Qrul they are expected to obey this ruler without question as they are their rightful ruler appointed by the Shaman’s but even then, not much is changed except in times of war. For the most part, as long as you aid your tribe whatever you want to do goes though slavery is only permitted to be practiced on those who have not given into the Krasgrig community and culture.
MILITARY & TECHNOLOGY
- Military: The military of Yon-Duhn is the entire Krasgrig species, everyone from the elderly to the young, the women and the men, they all stand in the defense of their world. They are a true horde and will defend their world to the bitter end banding together to defeat a greater threat off sheer numbers alone often. As such they have a sizeable military whenever one needs to be formed or is under a ruler. Without a leader to guide them or a common foe the Krasgrig fall too infighting. The immigrants of the planet simply sit out most conflicts trying to ensure their survival.
- Technology: Yon-Duhn isn’t a technologically advanced planet in the same way as other planets. Over the planets history due to the amount of ships that had crash-landed and the reverse engineering of the technology on board has brought the people of Yon-Duhn up to galactic standards they prefer to not rely on the technology often times discarding it for a more trying life to simply make things more difficult on themselves. The one key piece of tech that the Yon-Duhn lack is the ability to create hyperdrives often times due to most being damaged beyond repair or due to sabotage to keep the Krasgrig from escaping the planet.
HISTORICAL INFORMATION
Yon-Duhn was once a world only inhabited by the Yon-Duhn people themselves a group of primitives. One that were based around war, simple-minded, uncreative. These primitive individuals populated the planet constant war being raged between them, it was survival of the fittest. There were few tribes during these days and fewer Yon-Duhn who comprehended the basic gestures of kindness, in fact they could consider a fight being a kindness. It was only long ago when an ion storm caused the crash-landing of a sleeper ship from the planet Coruscant that the Yon-Duhn met their first true adversaries, adversaries who hid aboard their ship for fear of death, all except one. This one individual went by the name of Ragruk, a human male from Coruscant and who had a power the likes of which the Yon-Duhn had never seen. Numerous rose up to challenge this individual yet he toppled them, a pitiful human rose to the top through participating in combat till he earned the respect of the Yon-Duhn creating a cult following with himself as the head. This power went to Ragruk’s head, he saw himself as the only true ruler of the planet and the Yon-Duhn as a people he could mold, he even went so far as taking a wife from among them though he did go back and retrieve his fellow Coruscanti ‘encouraging’ them to do as he had.
Ragruk was the first Great Qrul and led those that followed him on a rampage across the planet Yon-Duhn where either the others of the Yon-Duhn species would join them or fall before his blade. More and more did his forces grow and by the time of Ragruk’s death the Krasgrig had been born, they were all his children and he their progenitor. Ragruk had created a legacy that would last for all of time, at first his direct descendants taking up the title of Great Qrul, leading the Krasgrig. Over time the ion storms would often send another ship careening into the planet and yet another conquest for the Krasgrig. Even when a Sith expeditionary ship crash-landed upon their world the Krasgrig overtook them their shaman’s more than capable of matching the Lords among their ranks. The Krasgrig were not a species to be herded and controlled by Sith, Jedi nor any other galactic power. They were a proud people, they would bow to none but the Great Qrul and those who didn’t fall in line would be extinguished from the galaxy as a whole. The one issue was that despite their best attempts the Krasgrig were never able to escape the world due to the hyperdrives they recovered either being beyond repair from the ion storm or them having been sabotaged in a final effort to perhaps protect the galaxy.
Millenia those who lived on Yon-Duhn continued on a simple life following their Great Qrul, the most recent of which vanished without a trace during Netherworld along with a vast number of their people. This sent the Krasgrig into a rampage where tribes no longer warred for sport but for power, there was no longer a head to keep them in line and as such the environment grew hostile. Now in an age of chaos the Krasgrig’s wars seem to encompass most of Yon-Duhn’s surface.