Dunim

Saul

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Dunim is a planet located in L14, directly center to the locations of Bestine, Tomo-Reth and Norah within the Inner Rim. Despite its seemingly close proximity to well established worlds, Dunim sits far below the Galactic Plane. Dunim's star is on a trajectory that will see it flung from the Galaxy and become an extragalactic body in seven Galactic rotations, or approximately 1.05 billion years. Dunim is home to a sizeable population of sentient beings, especially humans, and is under the control of the New Sith Imperium. The planet is currently in a state of global insurgency.

Etymology
The root of the name Dunim harkens back to ancient Dunimar lore, from a time when the Dunimar people comprised a single tribe of people following the settling of the world during the various exodus' from Coruscant. The name means "Paradise," and to this day the name holds great meaning to the Dunimar.

History
Settled during the Great Manifest Period approximately 20,000 BBY, a malfunction in the original settler ship caused the vessels inertial dampeners to fail after exiting hyperspace. Maintaining its pre-FTL velocity relative to the planets own velocity, the crew of the ship struggled to bring the engines to bear and slow the vessels descent, but failed to do so before the vessel struck the planet's surface. The crash killed thousands of occupants immediately and put the mission in jeopardy.

Order broke down and the crew of the colony ship immediately splintered into three factions, but of these three factions a charismatic leader rose from one and united the three with the promise of water, food and shelter, having been the faction to most successfully settle. Proclaiming themselves the Dunimar, they established a cult which argued that the calamity which had been brought on the vessel had been a crucible that only the worthy could survive, and that the planet Dunim had tested them before giving them its fruit.

The Dunimar would not remain a single group, however. Overpopulation and scarcity of resources forced splinter groups to head off into the wilds to set up new communities. At first the Dunimar split into three tribes; the Dunimar, en'Duin, and Tanaarim. Further factions would split off from the Dunimar in a second and third wave, leading to the establishment of the Galim, Kurasar, Hazzadrim, Ihibar, Barazim and Rashakim. The split resulted in three tiers of tribes; the Dunimar as the 'Elders', the en'Duin and Tanaarim as the 'Progeny', and the rest as the 'Descendants'.

Each tribe formed a nation around a central city, claiming territory according to their population under negotiated agreement. But as the Progeny declined and the Descendants gained power, these negotiations became problematic - the Progeny were loathe to cede resources they had grown reliant on. Internecine warfare was common among the tribal nations even as the Dunimar had reverse-engineered the aging colony ship and once again returned to the stars. These, too, were swiftly exploited by the tribes. Mines and orbital farms were built to augment the demands of each tribe, and attacks against these facilities by rival tribes typically resulted in brief ceasefires as the weaker tribe negotiated their way out of war to prevent famine.

Having built the colony ship, and remaining the best established tribe, the Elder Dunimar held a great tribal council where they nominated themselves, and were ratified by the Descendants, to act as representatives for Dunim in the Senate. It was agreed that the ambassador of Dunim would represent each tribe for two years in turn.

Membership in the Galactic Republic, however, brought its own dangers. Dunim was plunged into the Clone Wars and sided with the Confederacy, perceiving the Republic's new centralization as a dangerous trend that compromised Dunim's sovereignty. When the Jedi were purged and the leadership of the CIS executed in one fell swoop, the Galactic Empire harshly punished Dunim for its insubordination. For 26 years Dunim was occupied by Imperial forces, but the Empire's hold on the planet became tenuous after the Battle of Endor, and the garrison surrendered to the tribal forces of Durim after two years of warfare.

The planet then joined the Rebel Alliance, and following that, the New Republic, but was largely unscathed by the invasion of the mysterious and powerful Yuuzhan Vong. The rise, and fall, of the Sith through the following century went all but unnoticed on Dunim, who resumed their internecine warfare and began to explore what would become a profitable mercantile tradition. The rise of the Sith around 1000 ABY, however, brought unfathomable changes to Durim.

When the Jedi abandoned the Alliance and the Core Worlds swiftly fell to a masterful Sith military campaign, the people of Durim were ill equipped to resist such an awesome event. But as the Imperial government truly established itself over Dunim, the various tribes cast aside their feuds - for the most part - and united to fight the Imperium. For this, the Empire burned Old Duna, the capital of Dunim, from the face of the planet, and with it exterminated the Elder Dunimar. This sealed the fate of the planet - there would be nothing but war henceforth, as the heirs of the Dunimar saw conflict with the Sith as an existential crisis. The Sith, for their part, simply lack the resources and will to exterminate the entire planet, lest they push Independent worlds firmly into the hands of the Rebellion.

Geography
Frarie-vii.jpg

The planet includes a wide variety of climes including temperate forests, arctic and tundra, arid and semi-arid, tropical, and alpine. Certain tribes occupy certain climes more than others. The average surface temperature of the planet is 17 °C, and the atmosphere is primarily nitrogen and oxygen. The planet maintains four sparsely populated continents.

Satellites
Two sizeable moons orbit Dunim, although neither is habitable. They are name Azar and Qilm, and are currently the sites of numerous rare metal mines. Qilm is currently the site of the Imperial forces system headquarters, and is capable of housing more than one hundred thousand stormtroopers, though typically no more than four thousand are ever stationed at the moon, as most troops are deployed planetside in counter-insurgency operations. In addition to these, two near-resonant near-Dunim objects of sufficient size are Aten asteroid on a kidney-bean shaped orbit. These bodies are the site of deep space sensors and small TIE fighter contingents.

Other Notable Locations in System
Various rare metal mines, orbital farms, and tibanna gas facilities lies throughout the system.

Government
Dunim is governed by the Sith Imperium, represented by Moff Zaq Picus, a brutal Imperial official who heads his system government from the moon of Qilm. An appointed body of advisors, typically high ranking officers, though some collaborator leaders also sit on the board, act as a rubber stamp committee to validate Moff Picus' decrees.

Economy
The economy of Durim centers around industry, particularly the export of construction materials, refined tibanna gas, and consumer goods. The service sector is largely rudimentary and primarily serves to satisfy local demands.

Culture
Dunim culture revolves around family and tribal affiliation. Loyalty to family supercedes all other loyalties, with family ties being matrilineal. Female heads of the household often have multiple husbands, and inheritenace is enatic-cognatic primogeniture. Husbands are often shared between lesser wives within a family, though nonconsentual infidelity results in castration, blinding, or even exile. Exiled males often become mercenaries loyal to no one, or seek adventures off world.

Unmarried men and women may interact freely and without social restrictions. Because of this, marriage ages are typically late for men, who prefer the freedom of bachelorhood to the perception of prison in relationships. Conversely, women desire to marry younger, to acquire men to care for the household and acquire income, removing the burden from the female.

Family relations establish a special bond and obligation based off implied reciprocity, where family members will nearly always assist, support, or act in the place of a family member. Inter-family feuds and blood debts can be quite common. These must be settled by the clan itself.

These clans are inferior to the Tribal Nations to which the tribes belong. Each clan typically consists of hundreds or thousands of families and often exclusively represents a geographic region. These clans are headed by the most influential and powerful families, who act as arbiters and lawmakers for their regions, as well as representatives of the tribe to the Tribal Nation. Loyalty to clan supercedes loyalty to the Tribal Nation, and clans may shift loyalty between Nations.

Finally, village and community loyalty is the next most important hallmark. One honors their neighbor, helping them when they are in need, and settling disputes when desireable. One assists their neighbor in their disputes with outsiders in a tradition called "talmuk thanis", and shelters their neighbor from outsider enemies.

These layering loyalties have made counter-insurgency operations especially difficult on Dunim, as combatting the insurgency is as much about changing the local culture as it is about eliminating militants.

In addition to loyalty, other precepts have formed the pillar of a seemingly contradictory culture. Charity is a fundamental force in Dunim culture, and enemies can often be sheltered in one's home, given aid, and sent on their way only to be killed in the future. Donations are commonly given to perceived just causes, and are a major source of funding for insurgents. Self-preservation is another cultural tradition, called "sharis en'il", wherein a person may lie about their identity, loyalties, or actions when under duress, and not be punished for any transgressions. This often allows communities to excuse collaborators and those who are blackmailed into cooperating with the Imperial occupation. However, deception and betrayal is punished by death by public hanging.

Technology
Technology is equal to the average standard planet, though lower wealth per capita means individuals can afford less luxurious items.

State of the Insurgency
Following the occupation of Dunim after the collapse of the Galactic Alliance, the Imperial government began establishing the framework for a puppet regime. Setting up a moon base on Qilm, they threatened the Elder Dunimar with mass planetary destruction in order to coerce them into cooperating. The Tribal Federation was subordinated to the Imperial governor, or Moff, on Qilm, and its powers of restricting Imperial rule were severely rolled back as the months rolled on.

In 1015 ABY the Imperial government attempted to dissolve the Tribal Council and establish a unified government which would enact reforms throughout society, establishing provinces, a legislative government, and implement some form of representational government. This empowered specific tribes, especially the en'Duin and Barazim, the most populous following the Dunimar, and gained sympathy among all the Descendant tribes who saw this as an opportunity to cement their power above the Progeny.

The first battles of the insurgency were fought by the Dunimar and Tanaarim, who permitted the formation, organization, and supply of covert, cell-based structures to strike at Imperial facilitators. Assassinations were the weapon of choice in the initial phases of the occupation, ideal ways to strike terror into civilian Imperial officials without committing resources to combating the Imperial military.

In response, Moff Picus ordered a bombardment of Old Duna, decimating the city and exterminating nearly all of the Dunimar. Those Dunimar that survived were hunted down or took refuge in neighboring tribes. The Imperial response deeply divided the planet; the vast majority of citizens turned against the Imperium, but the Tribal governments were fearful and unwilling to commit themselves to a similar fate. Villages and clans began fostering local "self defense" groups to strike at Imperial officials visiting their locations, and soon the Imperial forces were isolated to cities and tentatively to the routes that connected them.

The cities were more cosmopolitan than the rural regions, and feared the instability that the growing insurgency would bring. As such, the Imperium successfully formed the Tribal Defense Force (TDF), a collaborationist military unit that supplies the bulk of the Imperium's forces on the planet. With training and equipment provided by the Imperium, they are a semi-effective force capable of securing the cities, patrolling the near-country, and can stand toe-to-toe against the militants. The TDF members typically lack the more traditional loyalties and customs of the rural people, and buy into the Imperial propaganda that argues that the insurgency threatens the Dunimar way of life.

Tribal Resistance
The Tribal Resistance is an umbrella organization which coordinates and supplies the thousands of militant organizations fighting the Imperium. A party to the Alliance for a New Republic, the Tribal Resistance receives the vast majority of its funding through smuggling operations, often fronted as legitimate imports and exports to the Tribal nations.

The Tribal Resistance constituent groups exercises effective control over some regions of Dunim, largely with the permission of the clan responsible for that area. Several cities have been carved up between the TDF and Resistance forces, and the devastation to these cities over seven years of war is enormous.

Bombings have replaced assassination as the primary means to attack the occupation government, in addition to green-on-blue attacks where infiltrators join the TDF and strike at Imperial collaborators in high profile attacks. The level of infiltration is estimated to be high, and often acquire insider assistance.

Notable People


Jol TeraahProfile
[td]


[/td]
[td="bgcolor: #080808, width: 275"]
Dunimar Tribal Federation
(Galactic Basic)

8529216f095f9c58f2e74f4847beb762-d30o9ri.png

Dunimar Tribal Federation
Emblem
ddsMSX4.png

Tribal Resistance
Emblem
Resistance Motto:
"We dare."
Capital:Old Duna (former)
Qilm (effective)
Largest city:en'Daris
Language:Galactic Basic
Demonym:Dunimar
Var. Tribal
Government:New Sith Imperium
- MoffZaq Picus
Legislature:Emergency War Council
Establishment:1014 ABY
Population:2,125,000,000
Currency:Imperial Credit
[/td]
[/tr]
 
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Saul

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Intent: To create a planet for the Imperium and Rebels to battle it out, have combat-centric character development, and other RP opportunities that don't involve being on a ship or hiding.
 

Livgardist

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This might turn out to be even more interesting. I could very much see Jaron work with and help these people for a period of time - their codes of honor would be something he'd find fascinating and admirable.
 

Saul

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Thanks :) Changed "tribe" to "clan" where distinction between "tribe" and "Tribal Nation" was convoluted.
 

Sovereign

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Boring. But at least it's not racist like your previous planet.
 

Loco

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Insanely complicated culture. I like it.

The only thing I think could be expanded on was the state of the insurgency. Obviously the Imperials have at least some sort of local power base or puppet government- that's what makes it an occupation against an insurgency rather than full scale planetary war (I'm assuming, of course, that this is the sort of insurgent conflict you wanted). I'd describe not only the methods and loose organization of the insurgents, but also provide some description of what kind of local security forces (which would be "advised" and "supported" by the IAF) the insurgents are facing. It can't all be ISD's and Stormtroopers.
 

Saul

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Insanely complicated culture. I like it.

The only thing I think could be expanded on was the state of the insurgency. Obviously the Imperials have at least some sort of local power base or puppet government- that's what makes it an occupation against an insurgency rather than full scale planetary war (I'm assuming, of course, that this is the sort of insurgent conflict you wanted). I'd describe not only the methods and loose organization of the insurgents, but also provide some description of what kind of local security forces (which would be "advised" and "supported" by the IAF) the insurgents are facing. It can't all be ISD's and Stormtroopers.

Good points, and that's indeed what I had in mind. Afterall, 100,000 troops based off a moon isn't enough to hold a world. I'll get to work on fleshing that out...
 

Srota

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Clearly this planet is more racist than the last! It has no space Asians! I call foul play!
 

Livgardist

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No comments from the peanut bush! :suspeciouss:
 

Srota

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Hey, I like the Yu, I like the Mii... I like the everybody! (I think that's from a song or something...)

In all seriousness, I dig this planet, should be a lot of fun. My previous comment was joking (and pretty clearly so, I think).
 

Oncaro

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I dig this planet too, and the first bit about familial succession laws in the Culture section immediately made me think of Crusader Kings II, which became one of my favorite games ever last year, so that gives you some extra points from me.
 

Saul

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I dig this planet too, and the first bit about familial succession laws in the Culture section immediately made me think of Crusader Kings II, which became one of my favorite games ever last year, so that gives you some extra points from me.

Meh, I wanted to go different with family structure if it was going to be important. Enatic inheritance should be interesting if anyone decides to portray it and its side effects. I also love CK2, and had an enatic succession mod for a while for fun.
 

Green Ranger

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I'm just gonna jump in, since I think Adena will probably bring this up anyway, but regarding the intent - basically, why the need for a whole new planet rather than using an existing one? The intent doesn't outline anything significant or remarkable, and given your last submission was only two days ago, that raises a lot of concerns.

Keep in mind we do have a limit on planet submissions, so basically this could be the last one you get to have as well. So have a careful think about everything and make sure you've got a clear purpose for it, and express that in the intent section, and make sure this is going to actually be used.
 

Saul

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I'm just gonna jump in, since I think Adena will probably bring this up anyway, but regarding the intent - basically, why the need for a whole new planet rather than using an existing one? The intent doesn't outline anything significant or remarkable, and given your last submission was only two days ago, that raises a lot of concerns.

Keep in mind we do have a limit on planet submissions, so basically this could be the last one you get to have as well. So have a careful think about everything and make sure you've got a clear purpose for it, and express that in the intent section, and make sure this is going to actually be used.

My last submission was locked without an opportunity to make revisions or corrections, hence the necessity to create a new submission in order to carry out the intent. The creation of this world is intended to:
1.) provide a planet with a fleshed out domestic culture that provides Imperial and rebel characters a chance to interact with indigenous people and create a context for an insurgency; the majority of planets that have fleshed out cultures are quite important for the setting, making actions on the planet "higher stake" and therefore likely require approval. Without a fleshed out culture, obscurity can lead to different people interacting with NPC's in quite contradictory ways. This way, NPC's should generally obey certain rules, though they aren't pigeonholed into a single category. Furthermore, existing planets with fleshed out cultures are largely alien, where human worlds often have poorly fleshed out cultures; if Kashyyyk were to be used as a setting, only players wanting to interact with Wookies would participate. Humans, on the other hand, are fairly appealing to everyone. This is the primary reason.
2.) going off #1 a bit, this is designed to allow casual combat RP between Imperials, rebels, and NPC's that allows people to have combat without disrupting the way factions interact with each other; essentially, the idea is that each faction consents that this setting exists on this planet, and thus each factions players can interact in this setting. Of course, FL's still have the final say over what does and doesn't happen.
3.) provide a planet that does not have a monoclimate like Hoth, Tattooine, Coruscant, Mon Calamari, or other planets which only have one climate type; this provides players the chance to interact in essentially the same variety of settings as available on Earth without having to leave the planet.
 

Green Ranger

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Okay, so firstly, 'You banned my last submission' isn't really a plausible argument for rushing out a new submission. Al-Quras was bad and it was silly, and you're just going to have to own that fact, nor does it give any sort of real free pass to introducing another planet that, to me, doesn't seem to have any real point that can't be fulfilled by another world.

Of the reasons you gave, none of them really provide any sort of particular niche appeal that an existing planet doesn't have. Outside of 'flashy culture' and 'multiple biomes', your intent, and your arguments expanding on it, don't really have any particular merit that an existing planet doesn't have. There's no real particular reason for establishing this new planet as a special or remarkable setting or for any real purpose. Not all canon planets only have one biome, and there's plenty that could arguably be considered a contested zone - in fact that's something I recommend you talk to Weiss about, because makign a few far-flung systems having only a tenuous Imperial presence is plausible and a cool setting...but you don't have to make a whole planet just to introduce that.

I'll defer to Adena regarding judgement on this, but to me, as it stands, the planet doesn't introduce anything different or interesting enough to make it necessary.
 

Saul

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I'm talking with Jiang and Loco about the idea since I believe Weiss is still out of town? Not entirely sure on that bit. Jiang and Loco have quite the experience with scenario's like this. Anyways, if an insurgency can be definitively established on a canon world, then it won't be necessary to create this planet. So I'm alright if the decision to approve this is withheld or if the submission is withdrawn. I had previously been working with Loco on creating this idea, but not any Imperial FL or AFL.
 

Nor'baal

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There is a liberation front on Correllia, as well as Tatooine so far I think?
 

Galavant

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There is a liberation front on Correllia, as well as Tatooine so far I think?

I just meant as far as the site backstory went, not necessarily the indie factions that might be tied to them.
 
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