Character
OUT OF CHARACTER INFORMATION
- Intent: To create a collective locale that allows for faction based and individual-led stories to play out in a unique political and geographical environment, pushing for stories that also allow for corporate and industrial competition.
- Image Credit:
- Canon: N/A
- Permissions: N/A
- Links: N/A
GENERAL INFORMATION
- Planet Name: Hamra
- Demonym: Hamran, 'Duster'
- Region: Wild Space.
- System Name: Hamra System
- System Features:
- Sun: 1 (Rakez)
- 1 Moon (Jan)
- The rotation period is 19 standard hours,
- The orbital period is 400 standard days
- Location: Hamra Hex
- Major Imports: Foodstuffs (Grain), Advanced Mining and Refinement Equipment
- Major Exports: Phrik, Refined Rhydonium
GEOGRAPHIC INFORMATION
- Gravity: Standard
- Climate: Arid-There is one medium-sized body of salt-water at the Northern Pole, known as the Janubian Sea.
- Primary Terrain: Desert
- Atmosphere: Type I
LOCATION INFORMATION
- Capital City: Atirak City
- Planetary Features: A large centrally placed gated city with extensive mining outposts, primarily to the North.
- Major Locations:
- Atirak City is a tiered citadel, built in an ever-ascending concentric style that offers protection behind large walls of durasteel and other such building materials. It houses a large population centre and its environs contain numerous housing projects as well as administrative and governmental complexes.
- The Foremanry is the name given to the administrative centre of Atirak City and, subsequently, the wider planet. It has evolved from the assemblage of industry leaders from across the vast mining projects across Hamra and now is the seat of central power, the office of leadership belonging to The Chief. It is built into the rocks and its entrance is an extended atrium, triangular and tiered in design, which holds the nerve centre of the operations of the planet’s technical relays, industrial schematics and scheduling capabilities. It is outside the main city and extends deep into the rock, ensuring some small defensive capability is possible.
- Atirak Spaceport is very much part of the conurbation that has formed behind the large walls of the City proper, a central location that houses the comings and goings of the visitors to Hamra. It can hold some larger vessels, no larger than an average frigate, and has hanger space for larger ships still if required. This is a throwback to the large need for assembling equipment to be transported to the various locations to begin extensive mining operations.
- The Rakez Complex is a series of temples, housed in an outcrop built into the large rocky clusters that form at the back of Atirak City. Inside the manmade formation, built into the edge of the rocks, large structures were hollowed out and formed the base for some primitive form of Sun worship, most likely the embodiment of the system’s star, Rakez. It is only accessible via the front entrance to the temple complex, some distance outside of the main walls of the city. It is considered to be a deserted place, save for local visitors who still pay some small veneration to the ‘deity’.
- The Hub is the most prosperous and competitive central location, North of the Atirak City, where three large Rhydonium drilling operations feed an adjacent refinery. Each station is run by competing ‘Gangs’, all seeking the largest share of the natural resource to ensure the biggest payout for their crews. Violence isn’t uncommon here and the rule of law is somewhat interpretable, whether by designation or choice.
- Atirak City is a tiered citadel, built in an ever-ascending concentric style that offers protection behind large walls of durasteel and other such building materials. It houses a large population centre and its environs contain numerous housing projects as well as administrative and governmental complexes.
POPULATION
- Native Species: Native creatures include horses, eeopie, fathiers and various other mammalian creatures. Small reptiles and insects are also found inhabiting the region. No known sentient species.
- Immigrated Species: Humans, Klatoonians, Snivvians, and Toydarians
- Population: Moderate - 8 million
- Demographics: Predominantly human (91.3%) with large population contingents of Klatooinians (3%) Snivvians (2%) and Toydarians (0.7%), as well as small population numbers of other sentient species.
- Primary Languages: Galactic Basic
- Culture: A city-state based on the exchange of goods, work and services, the assembled population of Hamra is a workforce, chiefly present to fulfil the needs of the collective companies that are present on the surface. The idea of collectivism is above all, each company formation bringing their share of the overall quota needed to ensure orders are met. Akin to tribes on other worlds, the Gangs are organised workforces, often living for short periods at the large drilling stations and refineries that pepper the surface of the planet, mostly concentrated north of Atirak City-proper, where the main bulk of the planet’s output is obtained. The health and well-being of the workforce are chiefly in the care of the individual gangs, most citizens showing some affiliation to one of the three workgroups.
GOVERNMENT & ECONOMY
- Government: Industrial Plutocracy
- Affiliation: Independent
- Wealth: Medium
- There is a medium wealth due to increased mining and refinement operations. The planet has seen a sharp increase in viable corporate sponsorship. The workers and general populace do not see a large share of this wealth but essential collectivism ensures that everybody is clothed, fed and looked after. Health care is universal and people are generally in good stead. The economy is based on a centralised exchange rate, indexed against the Galactic stock values of the main exports; Phrik and Rhydonium. The currency value, in standard Galactic Credits, is checked against these indexes.
- Stability: Medium,
- With the change of principle industrial operation moving from Phrik to Rhydonium, the planet has seen a sharp increase in power projection from external forces, intent on disrupting and cashing in on the relatively vulnerable operation there. The obscurity of the planet’s locale has been its chief protection over centuries and the increased attention, though profitable, has warranted extra calls for a stronger and more robust set of defences to be enacted. Outsiders find little in the way of hospitality on the planet; there is little to no cause to visit the planet outside of business dealings or seeking work. The collective element of the workforce mean that security amongst the people is strong; attacking another worker without good cause only serves to punish the Gang as a whole, diminishing their ability to maintain good relations with the Chief and thus receiving a lower return come ‘pay day’. There is some small piracy on the planet, the newer discoveries bringing the attention of marauders and mercenaries intent on disrupting the supply line enough to make a sizeable capture of the raw materials. However, due to the volatile nature of the material, it does not occur often. The closed ‘work-based' nature of the community at large means that smuggling does not occur on any grand scale; there is little in the way of the hospitality industry to accommodate off-world visitations.
- Freedom & Oppression:
- The rule of law is one of self-determination, outside the inflicting of damage to property and person. This is met with severe hostility, less a cause of self-defence is determined and agreed upon. Most arguments or altercations are settled outside of a conventional judiciary, often through some light combat, though the Notaries do exist to enforce anything should a dispute escalate, all at the behest of the Chief’s office.
MILITARY & TECHNOLOGY
- Military:
- The main city, Atirak, is ensconced in a concentric tier of three large walls, made from strong durasteel and rock-based materials. They are designed to withstand blaster fire and some light artillery ordnance though would unlikely withstand conventional orbital bombardment for very long. Amongst the workforce and inhabitants are a various militia that forms their defence force, in case of large scale invasion; however, the planet does not boast any real discernible organised force on which to call, outside of the police-militia known as the Notaries. They utilise domestic and industrial land speeders and transports to move across the surface of the planet and, with no space-faring Navy or defence element, are a real target to enemy attack.
- Technology: Galactic Standard
HISTORICAL INFORMATION
First inhabited circa 100-150 ABY, Hamra has been used for low-level excavation, mining and refining of various key ores over its settled history. The compound Phrik was the chief source of export wealth for the majority of the planet’s recent history, only in the last decade has the process of deeper exploration begun. With numerous veins of Rhydonium discovered near the planet’s equator only ten years ago, vast mining operations have begun to appear to both extract and refine the volatile but valuable ore.
The first inhabitants brought with them tribal worship of the Sun, building temples and structures to venerate and appease a ‘deity’ of some unknown name. Little to no records exist of these original colonists but it is believed, by some, that they may have come from as far as Mandalore in pursuit of freedom of existence from persecution. Chief amongst these sites is the Rakez Complex, named so by historians and scholars, found near to what is now the principal city of Atirak. The complex of temples, shrines and supposed ‘ holy sites’ attracts some veneration from the inhabitants of the planet, often out of superstition if not a genuine faith to a now-maligned religious order. The planet has remained outside of the majority of galactic events, save the occasionally attempted development of further industrial activities, with little success until most recently. It has not taken part in any of the galaxy’s major conflicts and does not owe allegiance outside of itself. It has been courted by several trade leagues but none have been given the patronage of the Hamrans.
Studies of the planet have shown that inhabitation of the planet has been attempted several times over the course of its known existence. The last attempt started in 802ABY, has led to the founding of Atirak City and the setup enjoyed by the citizenry today.
In recent history, large scale mining operations have taken over as the chief source of infrastructural development, the creation of holdings and hospitable districts built to support and supply the extensive operations with a vast workforce nearby to the source of the Rhydonium. The seat of governance falls to The Chief, who is an elected position chosen amongst the three main work-gangs on Hamra.
The Alsaari are in the possession and currently manage Plant Number One of the Hub. They are recognisable by the red sashes and other accoutrements that daub their work gear.
The Lynni hold Plant Number Two of the Hub, distinguishable by their green vestments.
The Kannis are the final work-gang, running Plant Number Three. They notably wear yellow, so as to help tell friends from foe in the dusty working conditions.
The last Chief, an Alsaari named Ursta Crike, died in suspicious circumstances and the Hub has run without a Chief for over a year, fighting and politics preventing a clear winner from being chosen outright from the candidates.
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