Difference between revisions of "System Manual:Lyarna System"
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Revision as of 05:55, 10 March 2023
Lyarna System | |
Astrographical Information | |
Region: | |
Suns: |
Zahnis |
Orbits: | |
Space Stations: |
|
Asteroids: |
Darkonis |
Societal Information | |
Population: |
500,628,600 |
Affiliation: | |
[ Source ] |
This article is part of the System Manual | ||
---|---|---|
Alpha Sector | ||
Aurora System | Setii System | Phare System |
Aurora Prime • Eos | Hades • Ashtar • Osiris • Ghenna | Hela • Thor • Ullyr • Frigg • Sif • Njord • Loki |
Carrida System | Lantare System | |
Carrida I • Carrida II | Lantare | |
Beta Sector | ||
Lyarna System | Hier System | Karana System |
Drezo • Sol'rahl • Ravouin • Desalmado • Braaksma | Dar | Deva • Sahare • Lears • Kaiburr |
Lycos System | Pirath System | |
Lycos II | Cinad • Hiran • Pirath III | |
Last update: Hijacker (03/10/2023) | ||
The Lyarna System was once the home of the Bounty Hunter's Guild.
History
Although the history of the Lyarna System is unknown, it is known that the system was first discovered about seven thousand years ago by a wandering clan that called itself "The Hunts." Although The Hunts were basically a mercenary gang willing to fight for the highest bidder, the uniqueness of the clan was that everyone within the group had some sort of blood relation with each of the other members.
Upon discovering the system in a hyperspace miscalculation, The Hunts took stock of the system and found it more than suitable for their needs as a base of operations. The system had minimal hyperspace jump points, making it difficult to send in any kind of attack fleet into the system from multiple directions. The planets were (mostly) lush and fertile, with populations that could be easily bent to the needs of the clan, and the diversity provided by various planets and moons proved to be excellent training grounds for almost all forms of combat and strategic operations.
The first structures built on Ravouin reflected the needs of the time, a small armoury, a factory, a power plant, a mini-spaceport, and housing structures for the clan and a palace for the Clan Lord. With the permanent settling of the system, the clan had prepared itself for the future, and although it didn't know it at the time, planted the seed for what today is the Bounty Hunters Guild.
Within a hundred years of their arrival, the structure of The Hunts almost entirely changed. They had expanded outward and had cities on almost all of the planets within the system. The clan itself had split into four smaller clans: Kaji, Daichi, Kuko and Mizu, each with its own headquarters and Chief. And although the four clans often fought against each other and had their agendas, they were still ruled by a strong central body, the Clan Commission that was made up of the most powerful and able of the clansmen. The Clan Commission was responsible for insuring the well being of the clan as a whole as well as micro-managing a certain aspect of the clan
Once the fame of the clan(s) became more widespread throughout the Old Republic, the structure underwent another transition: The clan began accepting well known and respected mercenaries from outside their own blood lines, women were allowed to participate in hunts, the Clan Lord was replaced by the Grand Master. Focus shifted from mercenary work to assassination and bounty hunting and eventually the group as a whole transformed itself into a guild, the Bounty Hunters Guild.