Iridonia is the homeworld of the Zabrak, resting in the mid rim. The homeworld remains very strict and cultural, upholding the Zabrak traditions that most colony worlds have forgotten about. It is a harsh world where only the strong can survive, and it is believed that their homeworld is to thank for the overall hardiness and adapability of the species. Life on Iridonia is tough, and the Zabrak made themselves tough in order to get along.

The main thing setting Iridonia apart from other planets is that it does not spin on its axis. Since it doesn't rotate, the planet has set day and night sides, the sun constantly staying in the same position. For this reason, most of the planet's civilization is set up around the equator, where the sun is in either a morning or evening position at all times. This allows for a moderate temperature at all times of the day, one of the few things about the planet that is viewed as a pleasantry. The Iridonians set up their own system of time, consisting of galactic standard hours, which they use to determine "day" and "night" despite the stationary position of the sun in the sky.

The night side of the planet is harvested by machines for about 100 kilometers from the equator. This is as far into the night side as can be harvested; any farther and the machines will freeze up. The day side is also uninhabitable, with the planet being too close to its sun for lifeforms to survive in its heat and radiation. However, with special protective suits, it is possible for explorers to venture into the day side.

The defined hot and cold sides of the planet cause very strong winds, which almost never stop and reach up to 200 kilometers per hour. Due to this extreme wind, Zabrak clans may build their entire village or city inside a huge building, or with a high wall and canopy.

Iridonia's terrain consists mostly of rocky canyons and mountains, and acid pools; including the famous Great Acid Sea, which is home to some of the largest, most feared amphibious creatures in the known galaxy. Before repulsion fields were discovered, the area near the Sea was almost uninhabitable because these creatures would come ashore and attack the nearby villages.

On the edge of the day side, farming is possible, and most Iridonians' diets consist of mainly root vegetables and greens, along with a little meat from the planet's small animals. The planet's main exports are mineral resources, food and technology. The most common form of currency is the millicred (1/1000th of a credit).

Iridonia consists of Clan Cities, and what are known as General Cities. As the name suggests, a clan city is occupied strictly by members of one clan, while anybody can live in a general city. These cities can be home to criminals, cast-out Zabrak, and any members of other species or those who do not affiliate with a clan. If a young person is dissatisfied with their clan, it's acceptable for them to live in a general city without dishonor. The capital of Iridonia is Malidris.

Iridonia was one of the first planets to be attacked by the Mandalorians during the Mandalorian Wars. Many Iridonians joined the Galactic Republic war effort after this battle.

Around 1,002 BBY, the Sith made contacts with the high council of Iridonia in order to hire the services of their most talented mercenaries. This influence remained with the Iridonian people long after the Sith were thought to be wiped out at the Seventh Battle of Ruusan. The Brotherhood of Darkness operated a Sith academy on the world that trained Sith Acolytes and apprentices.

The Zabrak of Iridonia remain the most militant culture of all Zabrak colonies, and Zabrak youths from the colonies are often sent to the original homeworld to receive warrior training.