shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2750 Location: Online
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Posted: Sat Jul 05, 2025 11:54 pm Post subject: Nyriaan |
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Quote: | Nyriaan
Region: Mid Rim Territories
Sector: Trans-Vulta sector
System: Nyriaan system
Trade Route(s): Minor Rimward Hyperlanes
Strategic Location: Remote system between Imperial-controlled and Hutt-influenced territories; hub for underground activity.
Sun(s): 1 (Nyriaan Prime)
Orbital Position: Third planet
Moon(s): 2 natural satellites (Nylor, Jenuv)
Length of Day: 27 standard hours
Length of Year: 362 local days
Starport(s): 1 Imperial-rated limited service port (moderate security), 3 unregistered “shadowports”
Type: Terrestrial
Temperature: Temperate to hot (arid zones)
Atmosphere: Type I (Breathable)
Hydrosphere: Moderate (arid highlands, wetlands near equator)
Gravity: Standard
Terrain: Craggy highlands, volcanic mesas, dry savannas, salt flats, sun-scorched valleys
Points of Interest: Nyriaan Gladiator Arena (The Pit): Infamous underground arena once operated by ISB agent Jenkes, attracting mercenaries, criminals, and bounty hunters. Cradle Basin: A resource-rich volcanic depression, home to hidden syndicate mining operations. Ghost Warrens: Maze-like cave network beneath the equator—rumored to host pre-Clone Wars technology and beasts. Port Iridax: Nyriaan’s largest settlement and administrative center.
Native Flora: Speargrass (razor-edged, fibrous savanna grass), Basker Trees (moisture-retaining desert trees)
Native Fauna: Volkra Cats (solitary predators), Gore Hawks (airborne carrion birds), Scragworms (massive burrowers, used in arena combat)
Native Species: None (No confirmed native sentient species)
Immigrated Species: Human, Rodian, Nikto, Devaronian, Trandoshan, Twi’lek
Population: ~1.2 million (approx. 60% transient criminal or nomadic)
Languages: Basic, Huttese, Nikto dialects, Rodese
Government: Corporate-backed kleptocracy with Imperial garrison oversight (often underfunded or corrupt)
Tech Level: Spacefaring (mixed—black market tech common)
Planet Function: Criminal outpost, gladiator recruitment center, illegal trade nexus
Major Cities: Port Iridax (capital and main starport), Vargo’s Landing (smuggler-run township), Arena Town (small shantytown adjacent to the Nyriaan Pit, populated by gamblers, fighters, and medics)
Major Exports: Unrefined ore, trained gladiators and mercenaries, black market weapons, exotic beasts (for sport or sale)
Major Imports: Foodstuffs, medical supplies, weapons and droid parts, Narcotics
Special Conditions:
-- Imperial Interference is inconsistent. While the Empire maintains a garrison, it often turns a blind eye to criminal activity in exchange for informant access and tribute.
-- Gladiator Culture: Blood sport is normalized and commercialized—fighters often gain celebrity status in local broadcasts.
-- Hyperlane Drift: Unstable subspace conditions occasionally disrupt long-range communications and navigation near Nyriaan’s system edge.
Orbital Body (Type)(Moons)
1. Poltarr (Hot)(0)
2. Dombuur (Hot)(0)
3. Nyriaan (Terrestrial)(2: Nylor (rocky), Jenuv-ice-rich)
World Summary
Nyriaan is a hotbed of vice and violence hidden under the faintest sheen of Imperial legitimacy. Gladiatorial combat, black market dealings, and outlaw culture define daily life, drawing criminals, bounty hunters, and spectators from across the Mid Rim. While its environment is harsh and its economy driven by criminal syndicates, its strategic position between Hutt Space and Imperial sectors makes it invaluable to those operating outside the law.
System Summary
The Nyriaan system contains four planets—only Nyriaan is habitable. The system's unstable gravity well deters casual visitors but makes it perfect for clandestine dealings. Solar flares and gas cloud interference mean smugglers often rely on old-fashioned beacon trails and secret jump points to reach the planet.
Adventure Idea: “The Last Champion”
A champion gladiator from Nyriaan has gone missing—rumored to have defected to a Rebel cell with knowledge of ISB corruption and coded transponder logs for illegal transport routes. The PCs are hired by:
1. The Rebellion (to extract the champion)
2. An underworld figure (to return their investment)
3. or the ISB (to eliminate a witness).
They must travel to Nyriaan, navigate corrupt syndicates, survive arena politics, and decide the fate of a person who may change the tide of influence on Lothal, the Mid Rim, or even Imperial Core. |
_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Sun Jul 06, 2025 12:12 am; edited 1 time in total |
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