|Army size (BEs)||2000|
|World Trade Number||4.5|
|Trade Volume (MCr/year)||9,181|
|Building Capacity (Tons)||100,000|
|Port passengers (annual)||550,900|
Irsaar is a rich world with a shirt-sleeve atmosphere and a balance of available surface water. The system supports a population in the 100's of millions, which makes it too urbanized to make an agricultural world. Government control of this world is by an external military force. It is a member of Third Imperium in the Iiradu Subsector of Dagudashaag Sector and in the Domain of Vland. Irsaar, as a member world of the Third Imperium, holds the estate of an Imperial knight, a baronet, and the feifdoms of a baron, and a viscount. All four are members of the Imperial Nobility charged with overseeing the world. This world contains an Imperial Scout Base, capable of handling Scout Service starships and personnel. During the Long Night this world was named Garrenkhi.
Astrography and planetology
No information yet available.
Irsaar Monostellar System Star Name Hierarchy Color Classification Remarks Irsaar Primary Primary Red M2 V
History and background
Irsaar is believed to have been originally colonized by a generation ship from Terra (Solomani Rim 1827) before the days of true galactic exploration — although this is a matter for myth rather than historical record. The planet suffered a decline, a dark ages, and developed once more until fusion power was independently developed. A few primitive spacecraft had been build, and the home system explored, before contact was made by the Imperium.
Of interest is the governmental system, evolved over centuries, is a form of feudalism, in which each Irassite, on reaching his or her majority (20 standard years) is required to choose an overlord and declare a lifelong allegiance. The choice is made freely, but once made it is irrevocable. Breach of allegiance is punishable by death. However there are different interpretations of what a breach in allegiance entails — you often find individuals working for a different overlord from their own. Taxation is paid half to the overload where you live, half to your personal overlord.
Visitors are welcomed. Immigrants over majority age are obliged to choose their overlord within 150 standard days. Weapons are not permitted outside of private property unless a permit from one's overlord is held. These are difficult to get, and rarely if ever, granted to off-worlders. Law enforcement officers, in the service to the local overlord, are normally armed with both lethal and non-lethal weaponry.