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| | {{historic|Plagueis}} |
| {{Planet | | {{Planet |
| |image=[[Image:Shintera.jpg|200px]] | | |image=[[File:ShinteraV2.jpg|250px]] |
| |name=Shintera | | |name=Shintera |
| |region= | | |region=Core Worlds |
| |sector=
| | |system=[[Jusadih System]] |
| |system= | | |suns=Sigil |
| |suns= | | |moons=None (Possesses Rings) |
| |moons=none | | |lengthyear=327 Days |
| |coord= | | |diameter=10.244 x 112 |
| |distance=
| | |atmosphere=Breathable |
| |class=
| | |climate=Temperate |
| |diameter=1147.328km | | |gravity=1.04 Factors |
| |atmosphere= | | |terrain=Varied |
| |climate=temperate | | |species= |
| |gravity=10.88m/s | | |otherspecies= |
| |terrain=varied | |
| |interest=
| |
| |lengthday=
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| |lengthyear=
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| |species=human | |
| |otherspecies=varied | |
| |language= | | |language= |
| |population=27.5 million | | |population=None |
| |cities=Loki, Olvaldi, Alsvil, Glasir, Asgard, Durinmar, Haktand, Drasil, Natrix | | |cities=Ruins |
| |imports=manufactured goods | | |imports=None |
| |exports=bacta, exotic goods, medical supplies | | |exports=None |
| |affiliation= | | |affiliation=[[Clan Plagueis]] |
| }} | | }} |
| | '''Shintera''' is a planet within the [[Jusadih System]], formerly part of the Plagueis Dominion. Following the retreat of Plagueis following the [[Horizons|Horizons Crisis]], all remaining signs of Plagueis on Shintera were destroyed. |
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| == History == | | == History == |
| | [[Shintera]]’s earliest history goes back to cite references to a deity, a figure called Shintura. According to these legends, Shintura was the destined soul mate of another figure, [[Nintura]], whom he met with to dominate the two planets. While these claims cannot be proven or entirely discredited, it is clear that Shintera’s populace developed rapidly during its early years, mastering land, air, and sea travel. On the eve of their first attempts at interplanetary exploration, they were discovered by the advance scouts of the [[starwars:Old_Republic|Republic]]. |
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| The twin of Nintura, Shintera stands for the people's belief of their God, Shintura. For it was claimed that the Prophet Shintura was born upon the planet's luscious surface, basking in Sigil's glory before he ventured to see Nintura, his destined soul mate, high in the sky. The legends go on to describe the first steps of interplanetary travel; that placed the two powerful prophets together where they dominated the will of the planets - forcing their own will onto the denizens. Some speculation within the Brotherhood stands to prove that the twins may have been born of the Force, or highly evolved, yet undiscovered by the JedI of the Old Republic. Their natural ability with the Force gave them godlike status, allowing them to create a new life in their own image - yet the wrath was tempered with mercy. Leaving behind a legacy of belief, instead of a relief from tyranny.
| | As the only planet with a suitable gravity well for regular trade, Shintera was soon capitalized upon quickly. Trade became its main calling, and soon it became the home of all of [[Jusadih System|Jusadih]]’s intergalactic commerce. As time continued, agents of [[Clan Plagueis]] worked their way into the system, taking over key positions within the feudal government of the system and casting it into the shadows of the [[Dark Jedi Brotherhood]]. |
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| The planet advanced rapidly in means of technology. Their own minds carrying them through the most basic understandings to advanced thought in economics, philosophy, politics and warfare. Travel first began on foot, then advanced to the taming of beasts, soon wooden ships were built to fare the wilds of the seas, before they were replaced with newer vessels that plowed through the water and skies in half the time. Then, upon the eve of Republic contact, the scholars began to dream of travel beyond their own stars - miraculously their prayers were answered the following day. Already proficient in interstellar travel, the advance scouts deemed them ready for the greater mysteries of the galaxy.
| | However, Plagueis’ prosperity in the system was not to last. The [[Eighth Great Jedi War]] left both [[Sigil 2]] and [[Nintura]] devastated, while one continent of Shintera was lost to the bombardment. Shortly thereafter, the aliens left the system, seeking deeper interests elsewhere in the galaxy. Shintera was left to reel as the feudal leaders tried to sort things out. Help in the ensuing chaos came at a time when the majority of Plagueis’ forces were still at the [[Battle of Antei]]. It came under the name of [[Calliban Crimson]] and his [[Crimson Tide]], uniting Shintera’s feudalists with the [[War of Ascension|Jusadih Independence Coalition]], or JIC. |
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| And it was soon that outlying systems soon began to take an interest in the worlds of the Jusadih System. Soon Vratix began to filter into the planet farthest from the Jusadih star, Sigil. They struck out to Nintura, populating the world in rapid numbers and beginning the production of bacta - in an effort to reduce the strain on the fields from Thyrrea. But Nintura and the rest of the inner planets soon realized that their quick orbits and close proximity to the natural gravity well made them not conducive to trade. Only one planet had the range from the gravity well, the space and the atmosphere to provide an easy access point, Shintera.
| | Only one force on Shintera opposed the JIC. The armies of Haktand combined their forces with the mystic women of the Tower of Durinmar, using the fortress city as their base of operations in a campaign designed to wipe the JIC from the world. They soon found themselves outnumbered and outmatched, their only hope arriving in the form of the new [[Jusadih Naval Command|Plagueian fleet]], complete with their initial armies. Haktand and Durinmar soon negotiated a deal with Plagueis which, through negotiation and the use of the Force to influence minds, came out on top with both subjugated to its will. The JIC was defeated, and Plagueis established a new veil of secrecy in the dictatorship that overtook the Jusadih system. |
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| Soon the planet was capitalized by anyone with a vested interest in seeing the system's economy succeed. Indoctrinating Envoys from the Brotherhood to begin a systematic manipulation of the five planets and their leaders - hoping to find the stress points of the entire picture, so they would never remain more than a single motion from toppling the corrupt governments for their own causes. And so it has remained since the induction of Clan Plagueis - a planet acting as a gateway between the Outer Rim and the Core worlds. A place where thousands of individuals constantly come and go, making it easy for the amassing numbers of the Clan to hide away, to easily traverse the planets alone, in pairs or squads.
| | Following the attack by the forces of [[Zoraan]], Shintera was devastated along with the rest of the system. Spared the fate of Kapsina, Shintera was not ravaged by the Sith's bio-weapon. Instead, the military forces of the attackers laid waste to Shintera, as the Starweird scoured the planet. Those that were not killed in the attack fled, and House Plagueis triggered a hidden failsafe destruct system to wipe all evidence of their presence from the planet. Shintera is now a world given over to nature, as all humanoid life has long since departed. |
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| As for the future of Shintera, as long as she provides the front for the Jusadih system, an alibi in which those whom worship the Dark Side can hide behind. Shintera will have a most prosperous, unique role in the galaxy. Acting as a nerve center to sell goods necessary for continued growth, yet purchase the required goods for domination and arms buildup. This will be the fate of the fifth planet.
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| == Sattelite Descriptions == | | == Satellite Descriptions == |
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| === Rings of Shintera === | | === Rings of Shintera === |
| | Lacking any true form of satellite, the planet Shintera is surrounded by an excess of debris that never completely formed into the planet, or into actual moons. Instead it has taken residence around the equator, drawn by gravity, forming a series of rings. Over time fragments of moisture have detached from the skies becoming massive sheets of ice intermixed with the debris. This leaves a multi-tiered series of rings that change hue depending on Sigil’s position - rings of blue, green, and white. |
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| Lacking any true form of a satellite, the planet is surrounded by excess debris that never completely formed into the planet, or independently composed itself into orbiting moons. Instead it has taken residence around the equator, drawn by gravity, forming a series of rings. Over time fragments of moisture have detached from the skies becoming massive sheets of ice intermixed with the debris, giving a multi-tiered series of rings that change hue depending on Sigil's position - rings of blue, white and green.
| | Traditionally the rings have been an obstacle, though they are all the more dangerous since the conflicts of the War of Ascension. Now, debris from space combat can be found amidst the rings, and many salvagers and pirates lose their lives and their ships in joining the debris field. This has somehow drawn even more in the way of tourism, these wanting to see pieces of the Jusadih Government’s history close-up. |
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| While it serves more as an obstacle, the rings of Shintera draw a great many tourists, beyond those whom come for the trade. It is a majestic addition to the already magnificent planet.
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| == Planet Geography (by continent) == | | == Planet Geography == |
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| === Shaar === | | === Shaar === |
| | The central continent of the planet Shintera, it is also the largest land mass on the planet. Its location, along with the continent’s past beauty, once made it the main center of population on Shintera. Having once played host to the great cities of Asgard, Glasir, and Drasil, Shaar was once the pinnacle of Shinteran society. This changed during the alien incursion into Jusadih space. |
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| The central continent on Shintera, it is also the largest land mass on the continent. Due to its location, ease of terrain and the natural beauties that inhabit the land - it has also become the largest center of population, playing host to three massive cities: Asgard, Glasir, Drasil. But the natural attractions were not a bi-product of the cities, rather the cities formed to accommodate the natural wonders. It was later reinforced when the enormous tourist traffic became secondary to the planet's booming economic value. The goods of the Jusadih System are transported to the planet, specifically Shaar - for later deployment or trade.
| | Shintera was among three Jusadih planets that was attacked, the others being Sigil 2 and Nintura. While suffering far less damage than the others, Shintera still felt great loss in the form of Shaar. Being the most heavily-populated continent on the planet, it was targeted first. While many evacuated the planet, the surprise of the alien strike left many to die in the bombardment, which cracked and split the continent and devastated everything on it. |
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| Two old wood forests are located on the coasts, one to the west another to the East. The wood is unnaturally pure, with one of the softest, beautiful grades that has recently become the rave for luxury liners and custom built star fighters - the Commission has restricted the amount that is removed each year though. In a move to prevent clear cutting and disrupting the natural ecosystem of Shintera. To the South is a vast mountain range, its most distinguishing feature is a mammoth valley in the center, the terrain is impossibly difficult, leaving the area largely inhabitable and unexplored. Some believe that pockets of ancient civilizations, or perhaps pirates, may be holed up in these locations. A central grassland is host to a teeming ecosystem, with hundreds, possibly thousands of natural alcoves with their own independent habitats. Each broken apart, yet surviving, because the massive, roving river separates them. The average temperature ranges from 65 degrees F to 85 degrees F.
| | Located on the Western and Eastern coasts are the blackened remains of the old wood forests, little more than a few small, charred stumps as the land around them is blackened with ash and soot. The mountains to the South have been blasted apart and damaged severely, leaving them broken and jagged. Some of these turned out to hold chambers below that held volcanic activity, a fact that has turned many of the broken mountains into volcanic dangers. The mammoth valley within has been reduced to many charred, blackened, and cracked plains. Altogether, the continent is simply too wasted to be of any use to the system’s government. |
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| === Tethyr ===
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| Once a continent dominated by the same ravenous jungles located on Nintura, the city of Natrix was built within the center as a beacon of light in the darkness. But once the wood of Shintera became a popular export the city clear cut millions of acres of forest, shipping the wood out in droves, using what was left within the confines of the city. Due to its prosperity and the ease of travel, several rivers run to the heart of the continent, the city was elevated from common city to the capital. Now two groves remain, protected by the Commission, each bordering the coasts. While the plains separate the forests, the vast land is tied together by four consuming rivers tie together local towns, all life funneling into Natrix which is now shrouded in the geothermal fog. The average temperature ranges from 45 degrees F to 60 degrees F.
| | === Tethyr === |
| | A planet once dominated by lush, ravenous jungles similar to those that once covered Nintura, the city of Natrix was built in the center of the continent as a beacon of light within the wild darkness. However, as the wood of the planet became a popular export the trees were cut down in droves, millions of acres shipped away while the remainder was used within the city’s walls. The presence of many rivers running into the continent’s center, along with the city’s prosperity, caused it to be elevated at one point to the planet’s Capital. However, Haktand has newly replaced it in this role. |
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| === Chult ===
| | Two groves remain on world, no longer protected by the commission as in ages past but protected now by the Jusadih Government, though controlled use of the wood as a source of income is being considered in light of the system’s devastation. Also, samples are being collected for eventual transplant onto the ruined surface of Nintura. The plains separate these woodlands, though the four huge rivers and their many springs and inlets connect all life on the continent. Tethyr is also currently shrouded in a geothermal fog, adding to the mystique of the land. |
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| Largely uninhabited, the fourth continent is dominated by old wood forests that have grown around a central, vast, open clearing known as the Window to the Heavens. It is an open grassland with distinguishing landmarks with uses unknown. It is speculation that the land was over passed due to its extreme volatile coasts, which are broken rocks and shallow reefs combined with a fluctuating tide that gives extremely narrow 'openings' for beaching parties. Later air expeditions reported that large predators had come to dominate the forest floor - they are believed to be Rancors and other super-predators. Though there were additional, incomplete, reports about a civilization that lived high in the old growth foliage, above the natural plains of the predators - working a sort of folklore magic - if it is related to the Force, the Brotherhood would be willing to send an Envoy to recruit a new members into the fold. The average temperature ranges from 35 degrees F to 55 degrees F.
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| === Theskel === | | === Chult === |
| | A continent that is largely unexplored and unpopulated, Chult has long been a source of mystery to the people of Shintera. Recently, however, endeavours are underway to make the continent better-known to Jusadih’s government. The old wood forests that dominate the area are an ecosystem in themselves, dominated by super predators such as rancors. While harsh coastal reefs and rocks made the continent avoidable in the past, the devastation to both Shaar and Nintura, the sister-planet, make this area essential for exploration in the interests of economic gain and planetary restoration. |
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| The broken continent, the arid wastelands in the south have given Theskel a reputation of desolation and death. A massive, solitary volcano lies in the South constantly pouring noxious fumes from its cone into the surrounding habitats. Over time the fumes polluted the land, killing off plants and animals, infecting the land. It continues to reach across the continent, working its way North towards civilization. Thus far it has made a vast desert of the land, turning the southern most river rancid as it spreads. But civilization still thrives in the North, supporting two towns as they provide the Master smiths with valuable supplies and a chance to export their goods - while the Myrsei of Kapsina closely guard their goods, these artisans forge materials exclusively for sale. The Anvil of the Wyrm is located between the great rivers and is considered a beginning to the clean surface in the North. | | The center of the continent is the home of a wide clearing called the Window to the Heavens. An open grassland full of distinctive landmarks, their uses unknown, the Window is a source of speculation for philosophers, archaeologists, and other groups system-wide. It is believed to be connected to unconfirmed rumors of some sort of civilization living in the old-growth foliage, surviving by working some form of folklore magic; while this is suspected to be either unfounded rumor or primitive Force usage, the Jusadih government is eager to investigate. Under that premise, Clan Plagueis plans to find these primitives and deal with them as necessary. |
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| === Khurr ===
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| The northernmost continent, drifts perilously close to being considered a polar region - though the climate would prevent any such occurrence. The moisture of a polar cap still exists, but the raised temperatures create a murky, bog like land - swamps spanning the middle butting up against a chain of mountains. In those mountains is a spectacular sight, and another phenomena of Shintera, the Crystal Canyons. The lush valleys are most sought after, the rich mix of mountains, ravines and strong rivers creates a most peculiar opportunity. Mineral deposits rapidly form, then wash along with the current, literally creating a gemstone bed. With such demand to see this sight and collect the gems, regular garrisons are positioned around the mountains to keep outsiders away and safe. For deeper in the confines of the mountains is the massive complex known as Foe hammer, which is responsible for training of soldiers.
| | === Theskel === |
| | Traditionally called the broken continent, a nickname it currently contends against the ruined Shaar for, arid southern wastelands have given Theskel a reputation of desolation and death. A massive volcano lies in the South of the continent, constantly spewing forth noxious fumes from its cone into the surrounding area. Over time these fumes have polluted the land, killing off much of the local flora and fauna. This process slowly continues across the land, working its way North toward civilization. |
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| Two modest cities adorn the harsh region, connected by a river and the greatest length of road seen within the Jusadih System. This road twists and turns, forging its path through vast wilderness instead of traveling the shores of the river. And never does the road turn north of the river, for it would lead through the brutal swampland. The temperature ranges from 55 degrees F to 70 degrees F.
| | Physically, the land is mostly desert terrain. However, civilization still thrives in the form of the city of Haktand and the tower of Durinmar. Two great rivers rush through the continent from West to East, not yet tainted by the desolation brought forth by the volcano. Nestled between these is the Anvil of the Wyrm, a magnificent system of mining and forging that has recently found an entirely new purpose under the direction of Jusadih’s government and House Exar Kun. The city, the tower, and the Anvil all combine to make Jusadih’s government and the hidden Jedi of House Exar Kun a force to be reckoned with. |
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| === Sancrist Isles ===
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| A chain of four islands, the remote location is favored by the upper echelon of the Jusadih System. The islands are self contained, providing for its occupants entirely from their own goods and land. Though the third island is sparsely populated, rumored to be cursed. It is wrapped in the greatest mystique - a monumental tower stands tall in the fog showing fleeting images, it is a pillar of darkness against the setting sun. The smallest isle is bare, covered with strewn rocks and home to several mansions of minor nobles. The second isle is covered in forests, with modest villas to accommodate the upper echelon of Shintera elitists. The largest isle is covered in grassland, and host to a large city - mostly comprised of those necessary to ensure the other isles are provided with the goods necessary for survival. Beyond its rolling fields, there is little or no distinguishing marks. The temperature ranges from 65 degrees F to 80 degrees F.
| | === Khurr === |
| | The northernmost continent on Shintera drifts perilously close to being considered a polar region, with only its climate preventing it from being considered the planet’s arctic region. While the moisture of a polar cap is present on the continent, the warm climate creates a murky land. Made up of swamps almost entirely, they butt up against a chain of mountains that house a spectacular sight, the Crystal Canyons. This rich mixture of mountains, ravines, and strong rivers all contribute to rapidly form mineral deposits, which wash along with the current to literally create a gemstone bed. A garrison of Jusadih’s soldiers are kept here at all times to stop unlawful collection of the gemstones by civilians, and deep within the mountains is the complex of Foe Hammer, now used primarily to supplement the training of Jusadih’s military forces. |
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| == Cities ==
| | Two cities of modest size are found in this harsh region, connected by a large river and the greatest length of road found in the system. This road twists and turns, forging a path through the wilderness rather than traveling along the shores of the river. Never does this road turn south, however, else it would lead into the brutal swamplands of the continent. |
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| === Loki ===
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| Nestled on the western side of Khurr, Loki is a small village of fiercely independent people - in the past several decades they have just turned from a tribal society into an accepted culture upon Shintera. Classically they had been a people devoted to their God, Shintura. And their hierarchy is loosely based on ancient teachings about the God of Justice, for they hold Justice (some argue it is retribution) as their highest standard. The wholly abide in the practice, an eye for an eye. But all decisions are handed down by the Chief - whom is a sort of governor - that lives in the center of the village.
| | === Sancrist Isles === |
| | A chain of four islands, this remote location has traditionally been favoured by the upper echelon of Shintera’s populace. However, recent events caused a huge number of refugees to approach the Isles, leading to an outbreak of illegal settlement on them and a rash of violent conflicts between desperate refugee and frightened aristocrat. The War of Ascension hardly helped, the chaos of the event turning the area into an established battleground of domestic, guerrilla warfare. As the War of Ascension came to a close, the strengthened forces of Jusadih’s government came together to end this conflict, ousting those who did not belong on the Isles and defeating any rebellion with cold, remorseless fury. In truth, this movement of refugees encouraged a number to come to Haktand, a ploy by the government to boost the numbers of their armed forces. |
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| In the center, or nearly center, rests a large two story hut - patched together with the strongest, most secure pieces from the wild. It is the home of the Chief (or at times of war, the Warlord) and here is where he lives and works; serving his people, the Loki. From there the dirt and clay paths stretch out in a twisting network of streets, as they cut through the maze of primitive homes - most nominally created from a wood structure, then covered and reinforced with mud and clay, sealed with a wax to prevent water from deteriorating the base. Though the village was once dominated by these structures, they have become an afterthought
a structure that provides shelter for the weak and poor.
| | The islands are almost entirely self-contained, providing everything their occupants need entirely from their own goods and land. The only change in this from the past is the taxation imposed by the government, in return for ousting the refugee camps. The third isle is sparsely populated, rumored to be haunted, though this led to it becoming the home of the now-vacant bases of the refugees. Also on this isle is a great tower, a monument of ages past. The smallest of the isles is nearly bare, sparsely strewn with rocks and mansions that are now typically used to accommodate generals and other military figures. The second isle is forested, with modest villas to accommodate the wealthy of Shintera’s citizenry. The largest of the isles is covered in grasslands and accommodates a large city, responsible for producing the goods and services necessary to the inhabitants of the Isles. The only difference within the city is the few marks remaining from the guerrilla conflicts and the additional goods produced to meet the government’s taxation. |
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| To the East, in closer proximity to the Crystal Canyons is an organized, newly built part of Loki. These are most often converted tribesman and those with a vested interest in the tourist industry that is in demand due to the Canyon producing crystal shards. The buildings range from modest one story homes, tightly packed together to massive multi-storied buildings that block out the early morning sun. They are the homes and businesses of Loki's elite - the new blood that gives Loki a positive outlook as they shift from tribal to civilized.
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| === Olvaldi === | | == Cities == |
| | Currently, the cities of Shintera that remain are little more than devastated ruins. Much of what remained following the attacks of the Sith was further destroyed by Plagueis during the House's own withdrawal. The information contained below reflects the state of the cities of Shintera prior to the devastation. |
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| On the Eastern shores of Khurr, with the river rushing past her southern border, stands the City of Olvaldi. In a similar position as those of the City of Loki, they are a tribal people trying to adapt to the constantly changing, always advancing trends to the galaxy. The result is a clash of styles, interests and _expression spanning the from the Eastern gates to the Western gates of Olvaldi. It seems that at almost every turn of the brick built city, there is a musician or artist trying to capture the beauty or essence in the most mundane to the most bizarre.
| | === Loki === |
| | Nestled on the Western side of Khurr, Loki was a small village of fiercely independent people, whose tribal life was accepted as a culture planet-wide only a few decades before the incursion. Traditionally worshippers of the old planetary deity Shintura, their hierarchy has long been based upon the ancient teachings of the God of Justice(though some translate it instead as retribution). They have typically abided by the practice of an eye for an eye, though their Chief handed down all official decisions. The Chief, a sort of governor, lives in the center of the village. |
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| Once a native tribe known as the Olvaldi, northeastern expansion from the coasts of Shaar placed scouts from the Core upon the coasts before the small village. Before the days of the Emperor's rule, these individuals were tasked with the mission of teaching, creating understanding between the primitive people and the larger galaxy they were soon to be introduced too. The tribe rapidly learned basic, from there they began the transition from primitive huts to the fresco style public works and gentle rolling architecture that soothed the eyes and mind.
| | However, times on Shintera have changed and Loki has had to scramble to keep up. The center of the village is the home of a large, two-story hut, traditionally the home of the Chief, called the Warlord in times of conflict. From there, dirt and clay paths stretch out in a winding network of streets which cut through the maze of primitive homes. While sturdily built, these are quickly being reserved for the impoverished, many even being considered for demolition and replacement. |
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| And even though they have overcome so much, there is still a great deal of work to be done - the largest building in town in the Auditorium, a place where people can interact as peers, regardless of rank or skill. It is here that great artists teach the novices, learned scribes doll out endless notes and stratagems to alert pupils and all politics are taught and exchanged. It was here that they also decided to construct the Theatre - the largest, most elegant theatrical stage in the Outer Rim. Great epics ranging back to the days of the Sith Empire are performed here - running for a period of three months before a second group of actors and actresses take the stage for the next three month period.
| | Loki has seen some severe changes since the [[War of Ascension]]. Government leaders and armed forces have entered the city under a flag of peace, putting forth the offer to join under Shinteran law wholly and completely. While the initial disputes over this saw some violence, the process is now underway in full, the Chief little more than a figurehead and a relic of the past next to government-appointed leaders. The Eastern, newer part of Loki is being expanded and developed, while the old part is being purchased and bargained away from the traditional native settlers in favor of developing and reinforcing the city. While many see this as a beacon of progress, historians, philosophers, and even casual bystanders bear witness to the repression of a varied and colourful culture. |
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| Beyond their appreciation for all things music and art, the economy is based on supply and demand - no natural resources are harvestable and the immense distance between the nearest town keep the town secluded. Any export goods are shipped to Shaar for later deployment or sale - to be shipped to the far reaches of the galaxy.
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| === Alsvem === | | === Olvaldi === |
| | On the Eastern shores of Khurr, the City of Olvaldi stands firm, the river rushing past its Southern borders. Positioned similarly to Loki, the city was also once a tribal people. However, they have taken a less-traditional stance, trying always to adapt to the trends of the galaxy at large. The result is a tremendous clash of styles, interests, and expressions ranging from wall to wall within the city. It has always seemed that at every turn, another musician or artist is trying to capture the beauty and essence of everything from the mundane to the bizarre. |
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| The sole civilization of the Sancrist Isles, the town has seen great periods of growth followed by times of poverty and inconsistency. Originally a hidden port for pirates that roamed the open sea, it was a town built for the recreational needs of sailors whom had spent hard weeks at task, crossing the seas. It was a place where bars and whores ran rampant, yet was a community close enough to raise families. The tradition continued for several hundred years until the pirates united under a single flag, under the Commodore Severus, taking a war to the people of Shaar and Khurr that plagued the sea faring trade lines for almost ten years. Until the combined navies of the two continents laid a trap, which slew the great Commodore. The town was thrown into turmoil, disintegrating from its former glory.
| | Originally a tribe of primitive natives, the Olvaldi met with Core expansionists that had traveled from the shores of Shaar long before the rise of the Emperor. These individuals were tasked with teaching and creating an understanding between themselves and these primitives. The tribe quickly learned Basic, transitioning rapidly from the tribal huts to the more modern styles of the Republic. This created a rolling beauty that soothed the eyes and mind of all those who came to the city. |
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| It was then that change enveloped the small port town, it grew from a small town along the water's edge into a metropolis supporting itself. Growth moved away from the water, pressing farther inland and building upward. In place of bars and former places of entertainment, schools, hospitals and shopping centers began to spring up - developing a previously unknown sophistication and arrogance to the former pirate colony. Soon in all their glory they began their rampage, hoping to conquer trade and build a monopoly on all commerce leaving the planet. An organization known as the Black Sun began to sponsor local crime lords, perpetuating their galactic cause and sweeping up the inhabitants of Alsvem in a euphoric wave. With designs of becoming a massive crime syndicate, reaping the benefits from a collective tax the people began a guerilla war against Shaar.
| | During the [[War of Ascension]], Olvaldi was a place where many refugees chose to go, having been turned violently away by the Loki. The people of Olvaldi willingly accepted them, choosing to dirty sections of their city in order to help the populace. Since then, many people have been relocated to Haktand and other cities, and others located more permanently in Olvaldi. While the great Auditorium, a place of exchange between all people, and the majestic Theatre still stand, there is a definite feeling of increased political pressure amongst the art and discussions of the city. |
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| Yet again, the people were pushed back and conquered - Imperial Bureaucratic Services had instilled several agents to inspect the local system, and they were at the disposal of Shaar's governor. Quickly and efficiently the syndicate was thwarted and this time the people of Alsvem were not forgotten, forces were dispatched and the port town was bombarded by the Imperial Garrison. Now they are forced into servitude by Shaar's upper echelon, serving the minor nobles and their superiors on the island resorts. Though the influx of money is still relatively low, they retain their glamorous appearance and flamboyant nature - it is a seductive, graceful group of people that inhabit these isles. And even though they are held in thrall by their oppressors now, they are only a breath away from once again striking out and resurrecting glory untold.
| | Beyond their appreciation for art and music, the economy of Olvaldi is based on supply and demand - no natural resources are harvestable and the immense distance between it and the nearest town keeps the town secluded. Export goods were once shipped to Shaar, though Olvaldi is rapidly developing into a port as well as a place of the arts, a prime trading point between Shintera and the rest of the galaxy. |
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| Several have already ventured deeper into the Jusadih System, seeking out the dark cloaked figures that apparently have the System under their control. None have returned from the sojourn successful or alive.
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| === Glasir === | | === Alsvem === |
| | This great city is the only real civilization on the Sancrist Isles, and is a place that has seen a varied history. Established at first by naval merchants and other such rich people as a port town, it saw rapid growth and development under this banner. The port town’s wealth increased until it saw an increase in the wealthy and well-to-do, expanding it from the shorelines to the mainland to become a sprawling metropolis. From here, the wealthy of Shintera could congregate to make the land of the Sancrist Isles a place of abundant living. |
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| On the northernmost point of Shaar's shores rests the trade oriented outpost of Glasir. To accommodate the frequent influx of visitors, traders and several of the shadier elements of the galaxy, the town was broken into four quadrants. Each independent, yet broken by towering walls some twenty feet high and ten feet in width. With guard outposts positioned at secure choke points where people can pass from one portion of the city to another. The concept was implemented when the town began to rely on export and import business to provide their base wealth. So the walls were originally built to ensure that goods were securely protected and created a division between the town inhabitants and the vile scourge of the universe. And with trade growth prospering, the town soon grew into the North, South, East and West quadrants.
| | Of course, things did not remain benevolent for long. The city continued to grow to favor the wealthy and the elite, and the poor of the city soon became disgruntled. Criminal organizations such as Black Sun and certain Hutt elements wormed their way in, and Alsvem found itself in the troubles of crime and rioting from the poor, lower caste of the city. This was put to a sharp stop, however, as the Galactic Empire put its foot down. |
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| The Northern Quadrant: This is the cultured, secluded sector of Glasir. Families reside here, the suburban portion of the district - rows of homes lined along the grid-like roads - each with their own distinct style, but the overall theme holding strong. The natural forests providing the necessary materials to construct the smallest to the most massive of homes in the Northern. Thus the natural motif seems that all the homes are log cabins. Causing great bewilderment to the children when they first leave the resident sector, venturing into the massive duracrete compounds and mazes of the other quadrants.
| | Alsvem’s criminal elements were quickly put to the test, their abilities weakened more and more by the forces of the Empire until eventually most of them left completely or were destroyed. This led to a new era of stability, during which much of the lower class was persecuted and ousted from the city. This era of Imperial acceptance of the wealthy and the Human majority led to the Sancrist Isles becoming more secluded from the rest of the planet, seeing themselves as above the supposedly inferior people of the rest of the world. All of this seclusion was first cast into doubt with the fall of the Empire, though the elitism by then managed to survive as the system reorganized into a feudal sovereignty. |
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| The Southern Quadrant: The original base of interplanetary trade for the city. The district is pocketed with storefronts, hotels, cantinas and an array of other places used to conduct business. The South quad is the only area with access to the North quadrant, it is also the main channel in which traders can move into the other quads to check on their merchandise and goods. All legal trade is conducted and executed here, with proper documentation and excess taxes being paid on each deal executed.
| | This system lasted for nearly thirty years, until the [[Eighth Great Jedi War]]. Alsvem and the surrounding Isles were plagued by refugees from every walk of life, all of them left with nowhere else to go. The isolationists of the city soon banded together to enforce their sole right to the city, leading to armed conflict between their numbers and the refugees that would not or could not seek port elsewhere. Eventually, they managed to force them out of the city, but this led to a violent string of guerrilla warfare along the Isles as the refugees dug into bases deeper within the chain of islands. |
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| The Eastern & Western Quadrants: The newest additions to the city are perhaps also the most marvelous. While most would not find beauty in duracrete buildings and pathways, the citizens of Glasir pride themselves on the unique construct, durability and ingenuity that was placed into each of the storerooms. These massive, vault like chambers are capable of holding mass amounts of merchandise until it can be brokered by its owner and shipped to other Outer Rim worlds or, if the merchandise is valuable enough, to the inner worlds in the Core. It is also here that gun runners, smugglers and bounty hunters operate in their full glory - making deals, swindling and ordering black marks on their most feared nemesis. While the world's government frowns upon such activity, Glasir privately accepts the underground society
as well as their credits.
| | Conflict here intensified as the JIC formed, joining the [[Crimson Tide]] to start the [[War of Ascension]]. This great battle essentially overlooked the civilization of Alsvem, never a great contributor to the government or the planet in any way. When the War was concluded, however, the victorious armies of [[Clan Plagueis]] disguised themselves as the new Jusadih Government and used the iron fist of their new dictatorship to put an end to the conflict. Any violent incidents were coldly put to rest, and soon both elitist and refugee were moving in accordance with government wishes. |
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| === Asgard ===
| | While the refugees had nothing to bargain with, the elitists had managed to create a society that promised much in the way of gain and value. In trade for a tax levied on all of their wares and income within the city, the refugees would be ousted and largely relocated. An agreement was struck, sparking a significant victory for the Jusadih government, guaranteeing them a new source of income and goods while giving them a refugee populace to conscript and recruit into their ever-growing army. |
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| On the eastern central coast rests the tourist oriented district of Asgard. One enters through the massive arch, known as the Gates of Asgard - this is the main entrance - which leads deeper into the city. The first district, or section, of town is the trade district. This is where hundred, even thousands of tourist come each day seeking out tour guides, lodging or places to dine and enjoy the local life of Asgard's natives. Massive amounts of detail, attention and money have been funneled into the first appearance of the city, giving it one of the most regal appearances in the galaxy. Some have commented that it appears as graceful as the human cities of Naboo.
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| With crossing archways, paths and interlocking buildings that come to sharp peaks or rounded domes - the small alcoves and recesses are hardly noticed. For most tourist's eyes are set upon the elegant carvings of angels, children and the busts of famous scholars, poets and politicians. The granite buildings are built with stone from local quarries, sharing a similar hue, but their builders giving each building a different texture; making certain buildings distinguishable by touch. Each doorway is engraved, some with simple vines, others with intense rune work in languages thought to be dead in the past century. To the trained eye it would seem the new growth seems to become more flowery, as the old buildings seem to have harder edges and more archaic chisel work. The difference is ultimately noticeable once one works into the dredges of the center of the town
the point between residential and tourism.
| | === Durinmar === |
| | A tower rather than a city, Durinmar has often been a prime landmark of Theskel and a source of great intrigue and mystique. Nestled in the Northern hemisphere of the continent, the gigantic tower climbs to several hundred feet and has traditionally played host to the Queen of Durinmar, said in past ages to be a silver-tongued politician and skilled in the ways of folklore magic(identified as a simple, primitive form of Force usage). Traditionally in command of thousands of women from villages that span the space between Haktand and Durinmar and gathered from the other continents, her power over the secluded continent came to a distinct end as the War of Ascension set in. Durinmar had always isolated itself in a web of mysticism, and here, it felt the pain of that mistake. |
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| The next district is a stop-gap between the tourist complex and the local denizens of the town. It is an intersecting mess of restaurants, cantinas, shopping centers, med centers, and unique stores. Known as the shadier side of town, it is the final wall between the purely residential sector and the buzzing. The buildings are uniform in code, each with sharp angles and unbending edges
much like the rules of the smugglers that reside within this area. Second only to Glasir, Asgard provides sanctuary for trackers and refugees - in some instances paying for passage for political or military assets to escape the Jusadih System. | | The women of Durinmar, all trained to some degree in the same basic Force usage as their Queen, proved a force that was difficult to defeat. However, the JIC pressed ever onward, and the women were forced to flee the tactically weak tower in favor of Haktand. Making an alliance with that city’s armies, they used their vaunted mystical abilities in coordination with the soldiers to make a vicious force. However, as the JIC continued to fight them, Durinmar’s women feared they may have met their end. Salvation came in the arrival of Plagueis and their new armies. |
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| === Durinmar ===
| | Moving quickly, Haktand’s generals put forth a proposed treaty with the Plagueian forces. Durinmar, less than eager to share their secrets with those they knew to be involved with the Dark Side of the Force to some extent, was less eager. However, with subtle threats, offers of aid, and negotiation, along with a few well-placed and well-hidden assassinations, the alliance of the two Theskel cities gave Plagueis a foothold and a boost of capable troops to work with. The JIC was no match for all of Plagueis, and this new force soon dominated Shintera. |
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| In the northern hemisphere on the continent of Theskel, exists a different culture than most are familiar with. A great tower, spanning hundreds of feet high into the sky plays host to the Queen of Durinmar, a woman said to be a reputable magician and dazzling politician. From her tower she dictates the lives of thousands of women on the continent of Theskel - she annually sends out her fellow sorceresses to attend the villages between Durinmar and Haktand. Once women of beauty, intelligence or those that possess the 'gift' are acquired they are taken back to the Tower of Durinmar; there they will live their lives until the Queen or one of her subordinates deems they are ready for re-entry into Theskel's larger community.
| | Since then, the Queen of Durinmar has died of an apparent accident, one of her mystical experiments leading to her being hurled from the tower’s peak. Durinmar has adapted in accordance with their negotiations with Jusadih’s military dictatorship to incorporate the Dark Jedi of Plagueis and, more specifically, House Exar Kun. Those remaining in service to Durotar have become members of Plagueis, typically absorbed into the Krath order. Here most often are found Krath, though it is one of the few places where a Dark Jedi can walk openly with lightsaber and robes, and not fear the public eye. |
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| The tower is massive at its base, spanning some three hundred feet in width. It is home to countless dining halls, audience chambers and storage areas. The next tier is comprised of dormitories for the lesser ranked women and those necessary to help ensure the complex runs efficiently. Beyond that the next layer is a series of classrooms and private laboratories - where elders will teach the younger or pursue their own beliefs and theories. The next layer is composed of elder's quarters - private, lush rooms held solely for the distinguished teachers and those whom hold the gift. Beyond that is the massive library, which is restricted only to elders, gift bearers and the Queen. Lastly, the final chamber and point of the tower is restricted as the Queen's private quarters. Lofty enough to hold the entire list of residents in her main chamber, it has been spared nothing in gilding or glamour. This is the host Tower of Durinmar.
| | Durinmar’s interior is strikingly similar in many ways to old Sith architecture, though many key differences exist. While the grandiose black marble halls, great pillars, statues, and tapestries are all intact, they typically reflect a different aesthetic style than that of the Sith. Nevertheless, it lends a feeling of nostalgia and even comfort to the Krath and other Dark Jedi within, a chance to rid themselves of the stuffy military uniforms and clunky firearms and a chance to be who they really are. |
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| Most women are trained in etiquette, politics and academics - thus creating a severe seperation between the men and women of Theskel. Only after a young woman is properly trained may she be reintroduced outside of the tower, creating a more intelligent, elegant race of women. Not only will these women go on to raise children, ensuring their daughters are sent away for training, but they will also influence the minds of men and boys by using their charm and education. This is the life most can expect to live out, if they do not possess inner magic; which Brotherhood envoys suspect is misinterpreted as the Force.
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| Those with the gift, or Force, are held eternally in thrall of the Tower; these women will eventually hold positions as teachers, special envoys and Praetors to Governors and Council members of the Jusadih System. Though their skills are extremely rudimentary several scouts have concluded their skills may be an extremely valuable sub-set to the training provided on Antei. There have been reports of massive telekinetic movement, advanced training in effecting matter and the ability to contain base elements in defensive and offensive patterns. While some may see this as magic, it is the Consul's belief that the all-woman conclave has stumbled onto a unique aspect and understanding of the raw Force.
| | === Haktand === |
| | Located South of the Tower of Durinmar stands the fortress-city of Haktand, a walled citadel that has traditionally provided enlightenment and protection to the men and women of Theskel. Located closer to the Anvil of the Wyrm than any other civilization, the city’s decision to supply an endless supply of workers to the Anvil’s forges left them well-equipped and has supplied much of the city’s growth. Always aligned toward a more war-like stance, fitting on a continent like Theskel, the city was traditionally updated with the most advanced and expensive military equipment and defenses it could find. |
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| === Haktand ===
| | This made Haktand a key part in the opposition of the JIC, an organization that threatened the then-ruling Tower of Durinmar. While their forces could do little to stop the Tower’s initial seizure, the women of Durinmar soon joined Haktand’s military forces to supplement them with rudimentary Force powers. This alliance was a key factor in holding back full control of Shintera, but though Haktand was a fortress unsurpassed on Shintera, it had little chance against forces that were overtaking the system. That chance increased with the arrival of Plagueis. |
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| South of the Tower of Durinmar stands the fortress of Haktand - a walled Citadel that provides protection and enlightenment to the men of Theskel. The nearest civilization to the Anvil of the Wyrm, Haktand has grown considerably since their decision to supply an endless contingent of workers at the Anvil. From the depths of the massive forge they have been able to create their massive defenses: Massive iron gates, ballista and countless sets of armor and weapons. Officially a militant town, the population is largely dominated by men whom wish to serve the Tower of Durinmar - whom rules over Theskel.- and hope to retire to one of the villages between Durimar and Haktand.
| | While Durinmar professed a lack of willingness to ally with them, Haktand saw that there was no alternative and that the alliance could benefit them greatly. Soon after, their combined forces managed to outdo the JIC on Shintera and Haktand soldiers were among the Plagueian army as they crushed the opposition. As the new military doctrine settled in, the Jusadih government’s new Supreme Commander soon named Haktand the new capital city of the planet. As Durinmar was completely overtaken by Dark Jedi, so Haktand became the public face of Shintera, the fortress city sheltering the military government. |
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| | Now, House Exar Kun has been relocated to the world, and Haktand is its military and public capital. Built on a hilltop within the city that had originally held an outdated monument, the House’s new fortress is a modern marvel, combining current-day aesthetics with functionality. Here the officers of the planet’s military presence, many among them hidden Jedi, make the head decisions and carry out the administrative duties of the world’s new dictatorship. |
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| The Inner Ring only has two entry points, one from the West and one from the East of the Outer Ring. These entries are double gated, with the finest forged brass, the paddocks in between gates are approximately thirty feet by forty feet; the walls towering twenty plus feet high. These gateways interlock with the twenty foot walls, which are ten feet in width-this is the inner wall of the Outer Ring and the outer walls of the Inner Ring. Thus forcing an enemy to work through intensive combat before they can access the Inner Sanctum. The Inner Ring is home to the Nobles and Elite of Haktand - fine mansions of granite, lime and brick tower and dominate this section. Several of the Generals and their subordinates also take residence in this sector, intermingling with the upper echelon of Shintera. It is also home to the Priests of Shintura, those whom care for the Tomb of the God that millions pay homage too. Their massive construct of homes and school dominate the Southern half of the Inner Ring. And is closest to the only entry into the Inner Sanctum.
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| The outer wall of the Inner Sanctum, which is also the inner wall of the Inner Ring towers at a massive thirty feet high, an enormous width of twenty feet. The gate is a massive slab of granite, winched into place by massive pulleys that require twenty men to heft it high up into the air. When the rapid release lever is activated, the granite slab, some twenty feet thick and twenty feet high will drop at the rate of gravity. Crushing those whom are unfortunate to be below it, yet providing an impenetrable defense for the city's occupants. It is here, in the largest section of the city that the barracks and training facilities are located, along with the armory and elite products forged at the Anvil of the Wyrm; which are traditionally handed out to warriors that show significant promise, poise and honor. This is the nerve center of the town, to defeat Haktand one must effectively conquer the city from the inside-out.
| | === Natrix === |
| | In the center of Tethyr lies the former capital of Shintera, hidden within thick blankets and columns of fog. As the sun rises and sets, its features drift in and out of view. This creates a visage that is difficult to fully see and maddening to some, as the city seems to drift back and forth, at times exposing one of five river entrances within the great city. These huge waterways join together in a central port that is nowadays more for effect than anything else, though in the days before aerial travel became conventional, barges and river craft would relay goods all along the small villages and settlements dotting the coastline. |
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| Because of its militant nature, the town is considered blasé by some yet the grounds are immaculately kept by the soldier whom are assigned the duty of pick up. Similarly, the closer one works into the city the more militant it becomes. Soldiers working to maintain their physique and battle prowess, stopping when the occasional Officer passed their path - giving a proper salute and calling attention to the ranking official. Comparisons have been made between the military town that buffers the exotic, dangerous south lands and Republic Garrisons actively known in the galaxy. In addition to their duties at the Anvil of the Wyrm, they are responsible for maintaining a protective line of defense; sending local patrols out regularly to battle the monsters produced in the wastelands to the South. As if the Tomb of Shintura were effecting the local biology into becoming mutated, different.
| | Originally built around this central port, the forests of Tethyr would be harvested and brought into the city for refinement into finer planks and goods and local resale. However, as the massively-harvested woods became protected, though the groves were shadows of their former self, the economy of Natrix quickly dried up. The planet’s capital became a foreboding blot on the surface of the world, though in times past it had been a beacon of light in the thick, vicious jungles that covered the continent’s surface. |
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| === Drasil ===
| | Extending through twisting corridors, an archaic essence fills the crevices of the town. Small recesses hold statues of exaggerated, demonic-looking busts and gargoyles based on wildlife that is now largely extinct. Where each passageway ends, these beasts still line the paths and the wan light creeps through even the smallest of nooks to eerily brighten the pathways. However, as the economy dwindled within Natrix, so too did the population. The city became a ghost of its former self. |
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| The western most city on Shaar. Drasil is an outpost, more than a city or civilization. A favorite hole for smugglers, traders of exotic goods and seasoned travelers; the town provides necessary provisions for those whom are crossing the galaxy or crossing Shaar. Approximately only twenty buildings line the town: cantina, hotel, outposts, local garrison, spaceport, salvage and a menagerie of other stores. The largest of the buildings/areas being the spaceport, which has several landing pads, a refueling station and a willing mechanic to work on any starship or ground vehicle. | | The Commission, formerly a ruling body on the planet, had been eager to restore and rejuvenate the capital city. However, as the Incursion took place and Asgard, Drasil, and Glasir all found themselves reduced to piles of smouldering soot and gaseous remains, refugees piled into the vastly-empty city, replacing the city’s ghost-like existence with a desperate horde, eager for leadership. This came in dual forms afterward with the War of Ascension, many siding with the JIC while others still found their way to Theskel to join Haktand’s alliance. Natrix became an urban war zone. |
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| Drasil is largely used to set up expeditions in the field, some of which study the environment, while others travel along the river exploring the different ecosystems native to Shintera's largest continent. Even when recon teams are not traveling across Shaar they are known to come to the outpost, for very few places in the galaxy are host to the advanced survey equipment provided in the town. The Summits of Clan Plagueis often send their scouts and Battle Teams to Drasil in preparation for missions in system - they know that with the endless amount of credits they have at their disposal, that the owners of the local stores will provide the best equipment for a team surveying the landscape or preparing for battle. Likewise some of the most infamous smugglers, guides and bounty hunters occupy the cantina - taking out contracts here and there to provide a modest living as they hide away in the distant Jusadih System. Yet the massive trade and information coursing through the planet provides them with enough news to know what is going on in the galaxy
even if the news is sometimes late in coming.
| | Since the JIC’s defeat, the city has been populated by those who had nowhere else to go as well as the original inhabitants. However, much of their men and women have left families behind in joining the military, their wages and the trades attempted by the locals providing their only means of survival. The already-weakened existence of Natrix, contrasted with Haktand’s booming success and tactical advantages, led to the fortress city being named capital in place of Natrix. The city is still trying to stabilize in the wake of the War of Ascension. |
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| With dirt roads, scattered buildings and little in the form of economy, it surprises most that the influx of day-to-day traffic provides the town with an excess of ten million credits each year - though most of that money is continually circled within the small economy. With such a mass of contacts and equipment here, Clan Plagueis has assigned several of its members to regularly purchase new equipment and the services of smugglers, bounty hunters and those whom are looking to disappear from the world at large.
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| === Natrix === | | == Landmarks == |
| | === Underground Sea === |
| | Deep below the surface of Tethyr, one finds a massive cavern system. It is fed initially by a small inlet on the coast, funnelling water through a spout that churns it over massive rapids to rush through a tunnel that is several hundred feet long. At the end of this tunnel it forms a huge waterfall, landing in the cave system to flow through it in an underground sea. This sea spans several leagues in depth and runs under the entirety of the continent’s southwest corner. |
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| In the center of Tethyr rests the capital of Shintera, hiding behind thick blankets and columns of fog - its features drifting in and out of view as the sun rises and sets. Black spires reaching up into the sky, in no particular order or pattern - each shifting forward then back as the wind presses the deep fog in a maddening pattern. Which at times exposes one of the five river entrances, massive water ways that tunnel into a central port where barges dock and then are later redirected back towards the outlying towns and villages dotted along the rivers.
| | === Ice Wall === |
| | An iceberg located in the Southern hemisphere of Shintera, this is the only mass of ice on the entire planet. The huge iceberg forms great mountains of frozen water, funnelling any willing and brave enough to endure the cold and harsh temperatures of the massive chunk of ice into a central valley. An expansive tundra exists at the bottom of the slopes, presenting opportunity in the form of winter training for Shintera’s stationed garrisons of troops. From this tundra, many caverns exist to take survey teams deep into the iceberg’s potentially infinite depths. |
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| The town is built around the central port, where at one time the exotic woods were shipped to the city then refined into planks of higher grade for export and resale locally. But once the massive forests were protected, even though they were shadows of their former selves, the town became a foreboding blot upon the surface. But before the economy dried up, the town was dubbed the center of Shintera
standing as a beacon of light amongst the massive jungles that previously had surrounded it. Instead the ground around the town is now bare, yet the ground still retains an intensive warmth; once combined with the chilly streams leading into Natrix creates the perpetual fog that now engulfs the town.
| | === Dragon’s Maw === |
| | Formerly the mountain range in Southern Shaar, the alien plasma bombardment cracked and damaged the land severely enough to promote volcanic activity among their broken, fang-like shards. The mountains and the plain they encompass have since become entrenched in lava flows and sulphurous smoke, the cracked ground of the valley issuing poisonous fumes and steams from some areas. Altogether, it is a landmark that sticks out in the minds of any who look at Shaar from a shuttle, and has been named the Dragon’s Maw. |
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| Extending in twisting corridors, an archaic essence fills the crevices of the town - where small recesses are located stand ancient sculptures of demons, gargoyles, gryffons and beasts believed to be extinct from the surface of Shintera. Where every passage ends, the beasts still line the walls and the wan light streams through the smallest of nooks to eerily lighten the paths. And as the economy dwindled so did the population, creating a vacant feel as most of the homes and stores remain unoccupied - the town becoming a ghost of its former self.
| | === Window to the Heavens === |
| | Nestled in the center of Chult, this valley is a singular open space surrounded by the huge, ancient forests that cover most of the continent. The trees themselves are often over a hundred feet tall, their trunks enormously thick. This clearing is perfectly circular, and orbital photography in combination with shuttle-based survey has revealed any number of primitive statues and what could even be ancient machinery of some sort. It is suspected by some that the unconfirmed civilization within Chult’s trees may use the place as a sort of holy ground. |
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| Yet the Commission has begun a reconstruction project, attempting to lure outside wealth into the capital city - hoping an infusion of new money will revive the gloomy town. In coordination, Clan Plagueis, through the Ellesmeria Corporation on Kapsina, has dedicated an unknown set of funds to help renovate some of the abandoned districts. The buildings are now being cleared, to be replaced with mansions and villas - all constructed with the dark stone that originates in the quarries of Shintera. These are private residences for the Elders of the Clan; rumors originate the first set of buildings were given to those with seats on the Council of the Wise.
| | === Demodia Fortress === |
| | Built within the walls of Haktand, Demodia Fortress is the current bastion of House Exar Kun’s public control over Shintera. Designed to look almost like a huge bunker on the outside, Demodia’s walls are a thick combination of permacrete and durasteel, all painted in the colors of the military to lift morale. Here or there can be found potted plants and symbols of the military, plush seats and tables made exquisitely. However, all of the grandeur can fade in moments during times of war as the lavish fortress becomes a perfect engine of defense. |
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| == Landmarks ==
| | Demodia is built in a series of rings, the outermost being the public areas and reception halls. These have doors stationed at the North, South, East, and West that open from within, controlled by a pair of guards who verify all entry. This means that troops can be let in from these choke points, or recalled into inner rings of safety. The outer ring is also laden with hidden explosives at strategic points, controllable by remote should an invading army enter so as to give them surprises as they establish command. |
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| === Underground Sea ===
| | The mid-ring is a room that holds weaponry, equipment, and other stores essential for the defense of the fortress. In peacetime it is used for meetings and conferences. Also, bunkers of a sort are there for the more-permanent officers, in reality Dark Jedi of House Exar Kun. All of the weaponry and equipment stored here can be packed up and moved easily, while that which can’t be transported can be sabotaged to explode with the closing of a grate and the press of a button. Doors similar to those on the outer ring control access to the inner ring. |
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| A massive cavern exists on the far southwestern end of Tethyr. A small inlet exists upon the coast, funneling water through a spout that churns in a massive rapids over the jagged rocks of the cave. The narrow tunnel spans several hundred feet, before falling over a waterfall into the great cavern. The Underground Sea spans several leagues in depth, running under the entirety of the southwestern corner of the continent.
| | The inner ring is the location of the office of the Quaestor and Aedile, among other executive rooms. Essentially, the others are decorated and utilized at the wishes of the Quaestor and Aedile, though all of it can be pushed aside to defend the inner ring most viciously. Built into this ring are controls for many automated defenses hidden throughout the main compound, including auto-blasters and explosive traps among others. This section is the hardest to defend, though one final chamber exists within the center of the compound. |
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| The massive, hidden expanse could later be used for a secret facility for experimentation or production. **Suggested that a Battle Team is sent to location for further scouting** | | The center complex, called the Quaestor’s panic room by some, is where the House Leaders can go when all else fails. Once locked, the single blast door will not open without being forced or without an access code from inside. A tunnel exists within the floor, leading outward through Haktand’s sewers and collapsible at the press of a remote by the Quaestor, which would detonate the entire tunnel and seal off the passage. It is perfectly designed to defend the Leaders of House Exar Kun in times of war. |
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| === Ice Wall === | | === Tomb of Shintura === |
| | A sprawling labyrinth of passages and chambers, the tomb of the slain God has scarcely ever been explored. Commonly only allowing fighting men from Haktand to enter it, the Commission often lost contact with all explorers. In the center is said to be the remains of Shintura, though no one has ventured through enough of the booby traps within to confirm or deny this claim. |
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| In the southern most hemisphere is an iceberg with unknown origins. While no other mass of ice exists upon Shintera, this one has found a way to self sustain. Perpetually rebuilding itself, adding ice in some areas while others are melting away. The ice is in great mountains, forming an endless wall around the circumference of the block - an impenetrable wall that funnels any willing and strong enough into a central valley. A massive tundra rests at the bottom of the slopes; a field which can be utilized for winter training. Several caves pocket the ice channels, leading into the untold depths of the iceberg - possibly spanning thousands of leagues deep. **Suggested to send a Battle Team to explore** | | In 33 ABY, Cassandra El’sin, Quaestor to [[House Exar Kun]] demanded that the Tomb be studied and explored further. In just a month a series of new tunnels were discovered, one of which led to a grand chamber. Although the resting place of the Shintura is miles beyond reach yet, the chamber was the first greatest discovery made so far. Taking control of the situation, the Quaestor and Aedile took the chamber away from the explorers and added their own touch to it. The Chamber was reconstructed to suit the greatest needs yet, housing a Battle Team. And now it is the home of [[Blades of Kun]], where they can watch over Shintera and bring death upon all who stand against it. |
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| === Window to the Heavens === | | === Anvil of the Wyrm === |
| | Located on Theskel, the Anvil of the Wyrm is without a doubt Haktand’s greatest asset. Once a small cave with a rich bronze vein in centuries past, it was eventually cleared of all apparent mineral wealth and nearly abandoned. As the valuable material was cleared, however, an old lava tube was discovered. Spelunkers were soon found to explore the depths, returning with extravagant tales of new chambers, full of lava flows and new mineral veins. These even extended to unknown crystals, which turned out to be Adegan; though it was largely cut and sculpted for commercial output. |
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| It is important to understand the continent of Chult, before one can express the finer aspects of the Window to the Heavens. Chult is dominated by old growth forests, massive trees hundreds of feet high - trunks spanning massive distances as well. But in one, perfectly circular clearing stands a field; a gap in the expansive forest of foliage. It is here the Window to the Heavens exists; an opening to the sky above. Utilized by the local denizens for rituals and retreat. The warm sun streams down in massive columns, allowing the wildlife and the locals to bask in the heat, exalting in the sun's glory. **Suggested to send a Battle Team to explore**
| | The men of Haktand soon began tunnelling the abandoned tube, making it an ornate passageway into the depths of the lava fields. On the walls were inscribed the legacy of Theskel, Haktand, and Durinmar, a sight to put any who looks upon it in awe, only to be surpassed by the lava fields themselves. |
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| === Temple of Nintura ===
| | Among the slow-moving, majestic flows of lava, many bridges and supports have been constructed. All about the area, technology borrowed here and there from mustafar and other volcanic worlds is utilized in forges and other crafting machines to turn the minerals extracted from veins and the magma itself into usable ore, which is then crafted within into whatever people from the outside order. The work is almost always fine, beautiful, and often unique. |
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| An Envoy of House Exar Kun has been sent to retrieve technical data of the Temple. House Summit eagerly awaits the return of Krath Knight Scorpius.
| | Lately, the Anvil serves a new purpose, one of mass production. Supplying the war machine of Jusadih, it constantly pumps out the weaponry and equipment used by the forces under Clan Plagueis. Large amounts are also exported, bringing in huge amounts of capital for Haktand and Shintera. Finally, the few Adegan crystals still left within the Anvil are utilized by some Plagueian Jedi for use in their lightsabers. |
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| === Tomb of Shintura === | | === Crystal Canyons === |
| | Located in the mountains of Khurr, this natural phenomenon has garnered the attention of tourists from all over the galaxy. A flowing mixture of mountains, ravines, and riverbeds lined with gemstones, several bridges have been built along the ravines to facilitate tourist traffic. While tourism is again encouraged in the area, a garrison of soldiers keeps all those who look on the Canyons from overstepping the boundaries of their visit. This garrison is doubly important when considering the location of the Foe Hammer facility. |
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| No one has ever ventured into the tomb of the slain God; only the priests of Haktand have ventured into the labyrinth of the tomb
| | Even with this military presence, though, the sight in itself is one of absolute beauty. The sunlight seems to cast its mysterious shadows across the lush ravine, the rushing river causing the gemstones within to sparkle and glisten as the light washes over them. Even just looking at the green valleys as they fall away from the snow-capped peaks and azure skyline is enough to take one’s breath away. It is a scene of tranquil beauty, compared by some to the wonders of Alderaan before its annihilation at the hands of Darth Vader. |
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| === Anvil of the Wyrm === | | === Last Tower === |
| | Located on the Sancrist Isles, this ancient monument to the deity Shintura is viewed by many who seek clues to the past of the planet. Since the guerrilla incidents on the isles, though, some of its mysteries have been desecrated and some refugee habitation of the tower is likely. It is unknown if this will affect research in the future. |
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| On Theskel resides one of the most intriguing and harsh places on Shintera: The Anvil of the Wyrm. What was once a small cave with a rich vein of bronze, soon became cleared; mined of all of its valuable ore and wealth. As the valuable material was cleared a vacant lava tube was found
several spelunkers were sent to scout out the area beyond. They returned with a fascinating tale of a cavern with running fields of lava and new veins of copper, bronze and a crystal material that was unknown (later to be identified as Adegan; though most of it was cut and used as decorative crystal).
| | === Foe Hammer === |
| | :''Main article: [[Foe Hammer]] |
| | '' |
| | Built on the walls of the canyons North of the Crystal Canyons, the facility of Foe Hammer was once the primary training facility for Plagueian special ops- both Jedi and shock troopers. Since the repurposing of Sigil 2 and other events system-wide, however, the facility now exists more so for the benefit of Haktand’s soldier garrisons and for Exar Kun training. This limits travel by Exar Kun Jedi to Sigil 2, avoiding traumatic memories of the Incursion and before. |
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| The villagers of Theskel soon began to tunnel the abandoned tube, making it an ornate passage into the depths of the lava fields. Once the proper supports were set in place, the smiths set out to engrave the entry way with the legacies of Theskel. And as one progresses through the black tunnel, trimmed in silver etching it takes their breath away. Then as they set their eyes upon the fields of lava
it is stolen again.
| | Here, trainees learn how to fight in hand-to-hand combat, utilize blasters, melee weapons, and even openly practice with lightsabers as the compound is sealed off from the public eye. It is a place of training, of exercise, and of general combat readiness, as the entire facility is easily defensible by a small garrison of troops. |
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| Several active rivers of magma gently push onward, their slow moving currents hardly showing movement rather than jets of steam from the intense heat. In several places the blocks of land are chained together by spans of large grates capable of supporting tons of weight. Lines of anvils, tools, fans and workbenches line the outer walls - the natural veins of metal used in crafting weapons and armor, the lava used to heat and sculpt the forged items. But crafting is only one part of the process, once the base item is forged it is sent outside the Anvil to the gilders whom are responsible for ensuring each piece takes a unique look and feel. No two pieces will ever escape the Anvil the same; unless they are ordered that way.
| | Suspended on the canyon walls, it is only accessible via turbolifts and one large supply lift. Upon entrance one finds themselves standing before a vast chamber used for roll call and other ceremonies. At the back of this chamber, a large two-part door leads to the inner base, composed of a hall that leads to the mess hall, barracks, training rooms, officer quarters, and a passage to the third hallway. This hallway holds an armory, a communications center, and a final room that can be accessed to lead out through a passageway that eventually comes out in the Crystal Canyons. Rigged to blow like the tunnel at Demodia, this can be used to effectively evacuate any Jedi and soldiers necessary in times of war. The Foe Hammer was destroyed along with all other Plagueis facilities in 36 ABY. |
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| === Crystal Canyons ===
| | [[Category:Planets]] |
| | | [[Category:Former Plagueis territories]] |
| The lush, green canyons of the North are in high demand by tourists and traders alike. Natural deposits of crystals and precious gemstones have a tendency to break off from their source, floating down from the mountain rivers into the valleys just south of the Foe Hammer training facility. Due to recent popularity of the crystals and that the area is used for training soldiers the Commission has suspended all tourist and local traffic into the area.
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| Yet that has not stopped countless individuals from attempting to sneak into the valley to witness the massive waterfalls, gentle rapids and the sparkling riverbanks which are littered with gemstones. The green valleys that fall away to the azure skyline and snow capped peaks. It is a sight unknown within the galaxy - reminiscent of Alderaan's landscape before it was annihilated by Darth Vader.
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| === Last Tower ===
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| The Last Tower is a giant monolith that is home to a wizard of untold power. Several times a year supplies are sent from Alsvem to the tower, supposedly received by his sole Apprentice. Clan Summit believes that the self proclaimed magus may have an inherent relationship with the Force, much like those of the daughters of the Tower of Durinmar. **It is suggested an Envoy be sent to meet with the magus and remove him if he proves a threat**
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| === Foe hammer ===
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| Built into the canyons north of the Crystal Canyons, rests the base of Foe hammer. It is here that special ops training for Clan Plagueis is instructed - both for Dark JedI and Shock Troopers. They learn the highly specialized skills of tactical combat: offensive and defensive. Ranging from hand-to-hand combat and specialized weapons training that covers a multitude of weapons classes: blaster pistols, blaster rifles, grenades, staves, thrown weapons, etc. In addition to personal combat skills several courses are taught in group combat. It was here that Battle Team Leaders learned the twelve man spread, where they could implement specific positions in their teams to effectively communicate and work as a team.
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| Since the base is suspended on the canyon wall it is only accessible via turbo lifts and one massive supply lift. Upon entrance one finds themselves standing before a vast chamber used for roll call, promotions and ceremonies performed at Foe hammer. At the back is a massive two part door that butterflies open and closed, leading into the inner base. The second room is a hall that connects the mess hall, barracks, classrooms, officer quarters and a passage to a third hallway. In that hall there are three doors. To the right is the armory, where Shock Troopers and Dark JedI alike can be outfitted for war. To the left is the communications relay and nerve center of Foe hammer, one individual can operate the entire defenses of the base. Lastly the center door stands distinguished with a numerical data pad, a card swipe and DNA test required to bypass the base security features. Only the current Weapon Master of Foe hammer can access this room.
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| == Political Outlook ==
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| Upon inception of interstellar trade Shintera elected a council of leaders comprised of individuals from each town, they came to be known as the Commission. And they took up residence in the then lustrous City of Natrix, who's booming economy provided the standard of strength and stability they wished to radiate as a whole. But soon the economy dipped, the planet tossed into turmoil as galactic trade dwindled during the war between the Republic Alliance and Galactic Empire. To preserve their way of life the Commission, or Governors, ordered that logging and mining to reduced to 'need' status. This going against the long standing tradition of get-rich-quick by any means possible attitude they had long utilized as a culture.
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| Then they began to fall prey to suspicion and dissension, their fears of reprisal by the people they represented and the ones they ruled with, so deeply engrained in their minds. Most of the Governors secreted away from Natrix in the dead of a single night, electing to cast their votes and decisions via Holonet. It was then that a dark cloaked figure first appeared in Natrix, methodically engaging the active leaders - and it was then that leaders began to mysteriously die. Yet it was not those in Natrix that perished, rather it was those whom had run from their fears instead of embraced them. The so called Black Assassin removed half of the Council, leaving vacancies that were immediately replaced; new blood flowing into Natrix. Again the planet began to flourish, several of the leaders sought out the dark cloaked man; wishing he would assume the title of Ruler.
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| Their search proved futile, no one seeming to remember seeing such a man. Several began to question the sanity of the Commission, an unease set upon the group that they had not experienced in some time. It was then the mysterious man returned, again slaying those whom had become too weak. As if his involvement was his Zen, pruning the dead branches from the whole of the tree. Yet this time he did accept the offer of a Ruler, but he declined the position himself. Anointing an heir-apparent whom they eagerly appointed as the sole vessel of power; empowering him to make split second decisions without the authority of the other members.
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| And it was no surprise to those of the Council of the Wise when the Ruler decided to remove the authoritative power of those on the Commission. Resigning the men and women to a delegate status - nothing more than a board of advisors for his Supreme Eminence. Immediately the men of Haktand pledged their allegiance, giving him a willing army to enforce his will. Yet it was the women of Durinmar that pulled out entirely, expressing their desire not to take orders from the dark cloaked man's cronies. And it has such become the Brotherhood's interest to know what occurs within the walls of the Tower of Durinmar, yet no such woman with proper access has yet to be turned. But the system remains intact, allowing Clan Plagueis to send different envoys to direct the flow of Shintera - It has become known as dictatorship through puppets.
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| == Military Presence ==
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| The standard military unit on Shintera is the local militia, a contingent of willing men and women whom will pick up the fight in an instants notice. Most garrisons are small in number, ranging from a hundred soldiers to three hundred. Hardly a strong enough force to repel most enemy forces whom will have the advantage of a pre-emptive strike. Yet the presence of a militant defense has thus far kept the threat of revolution out of people's minds - and provided a much needed element of security to the rangy outlying towns.
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| The next strongest military outpost is Natrix, with five thousand Haktand soldiers, dressed in the finest armor and outfitted with the best weapons. They are personally aligned to the Ruler of the Commission, patrolling the walls of his palace. Occasionally wandering down the streets, enforcing order and law when an event breaks loose. Generally the keeping of the law is enforced by local sentries known as the Riders, because of their natural disposition to ride four legged beasts while on duty. It is also worth noting that they wear badges, signifying their allegiance. And dual holsters strapped about their waist, holding the first known version of what they call 'pellet' guns. These pellet guns launch small metal projectiles with devastating power, though their accuracy is currently their greatest weakness.
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| The largest standing army is that of the Fortress at Haktand. The Shintera Army recruits and trains soldier from across the world, forcing them into servitude at the Anvil of the Wyrm before allowing them to fight under the Ruler's banner. It grooms hard, solid warriors - that then take another set of years in servitude in training. They are schooled in the arts of hand-to-hand, close combat, ranged combat and military tactics
forming the largest standing army in the Jusadih System. Their numbers gradually increased from hundred to thousands, before eclipsing the tens of thousands in the past year. Now a fully functional force of cavalry, armored, and foot - the some hundred thousand soldiers are garrisoned about Shintera, radiating an aura of strength and power across Shintera.
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| [[Category: Planets]] | |
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The Jedi were real? This article is part of the history of Clan Plagueis and isn't part of current events. Please do not remove this tag or the contents. These articles exist for historic purposes.
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Shintera
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Core Worlds
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Jusadih System
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Sigil
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None (Possesses Rings)
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327 Days
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10.244 x 112
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Breathable
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Temperate
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1.04 Factors
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Varied
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None
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Ruins
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None
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None
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Clan Plagueis
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Shintera is a planet within the Jusadih System, formerly part of the Plagueis Dominion. Following the retreat of Plagueis following the Horizons Crisis, all remaining signs of Plagueis on Shintera were destroyed.
History
Shintera’s earliest history goes back to cite references to a deity, a figure called Shintura. According to these legends, Shintura was the destined soul mate of another figure, Nintura, whom he met with to dominate the two planets. While these claims cannot be proven or entirely discredited, it is clear that Shintera’s populace developed rapidly during its early years, mastering land, air, and sea travel. On the eve of their first attempts at interplanetary exploration, they were discovered by the advance scouts of the Republic.
As the only planet with a suitable gravity well for regular trade, Shintera was soon capitalized upon quickly. Trade became its main calling, and soon it became the home of all of Jusadih’s intergalactic commerce. As time continued, agents of Clan Plagueis worked their way into the system, taking over key positions within the feudal government of the system and casting it into the shadows of the Dark Jedi Brotherhood.
However, Plagueis’ prosperity in the system was not to last. The Eighth Great Jedi War left both Sigil 2 and Nintura devastated, while one continent of Shintera was lost to the bombardment. Shortly thereafter, the aliens left the system, seeking deeper interests elsewhere in the galaxy. Shintera was left to reel as the feudal leaders tried to sort things out. Help in the ensuing chaos came at a time when the majority of Plagueis’ forces were still at the Battle of Antei. It came under the name of Calliban Crimson and his Crimson Tide, uniting Shintera’s feudalists with the Jusadih Independence Coalition, or JIC.
Only one force on Shintera opposed the JIC. The armies of Haktand combined their forces with the mystic women of the Tower of Durinmar, using the fortress city as their base of operations in a campaign designed to wipe the JIC from the world. They soon found themselves outnumbered and outmatched, their only hope arriving in the form of the new Plagueian fleet, complete with their initial armies. Haktand and Durinmar soon negotiated a deal with Plagueis which, through negotiation and the use of the Force to influence minds, came out on top with both subjugated to its will. The JIC was defeated, and Plagueis established a new veil of secrecy in the dictatorship that overtook the Jusadih system.
Following the attack by the forces of Zoraan, Shintera was devastated along with the rest of the system. Spared the fate of Kapsina, Shintera was not ravaged by the Sith's bio-weapon. Instead, the military forces of the attackers laid waste to Shintera, as the Starweird scoured the planet. Those that were not killed in the attack fled, and House Plagueis triggered a hidden failsafe destruct system to wipe all evidence of their presence from the planet. Shintera is now a world given over to nature, as all humanoid life has long since departed.
Satellite Descriptions
Rings of Shintera
Lacking any true form of satellite, the planet Shintera is surrounded by an excess of debris that never completely formed into the planet, or into actual moons. Instead it has taken residence around the equator, drawn by gravity, forming a series of rings. Over time fragments of moisture have detached from the skies becoming massive sheets of ice intermixed with the debris. This leaves a multi-tiered series of rings that change hue depending on Sigil’s position - rings of blue, green, and white.
Traditionally the rings have been an obstacle, though they are all the more dangerous since the conflicts of the War of Ascension. Now, debris from space combat can be found amidst the rings, and many salvagers and pirates lose their lives and their ships in joining the debris field. This has somehow drawn even more in the way of tourism, these wanting to see pieces of the Jusadih Government’s history close-up.
Planet Geography
Shaar
The central continent of the planet Shintera, it is also the largest land mass on the planet. Its location, along with the continent’s past beauty, once made it the main center of population on Shintera. Having once played host to the great cities of Asgard, Glasir, and Drasil, Shaar was once the pinnacle of Shinteran society. This changed during the alien incursion into Jusadih space.
Shintera was among three Jusadih planets that was attacked, the others being Sigil 2 and Nintura. While suffering far less damage than the others, Shintera still felt great loss in the form of Shaar. Being the most heavily-populated continent on the planet, it was targeted first. While many evacuated the planet, the surprise of the alien strike left many to die in the bombardment, which cracked and split the continent and devastated everything on it.
Located on the Western and Eastern coasts are the blackened remains of the old wood forests, little more than a few small, charred stumps as the land around them is blackened with ash and soot. The mountains to the South have been blasted apart and damaged severely, leaving them broken and jagged. Some of these turned out to hold chambers below that held volcanic activity, a fact that has turned many of the broken mountains into volcanic dangers. The mammoth valley within has been reduced to many charred, blackened, and cracked plains. Altogether, the continent is simply too wasted to be of any use to the system’s government.
Tethyr
A planet once dominated by lush, ravenous jungles similar to those that once covered Nintura, the city of Natrix was built in the center of the continent as a beacon of light within the wild darkness. However, as the wood of the planet became a popular export the trees were cut down in droves, millions of acres shipped away while the remainder was used within the city’s walls. The presence of many rivers running into the continent’s center, along with the city’s prosperity, caused it to be elevated at one point to the planet’s Capital. However, Haktand has newly replaced it in this role.
Two groves remain on world, no longer protected by the commission as in ages past but protected now by the Jusadih Government, though controlled use of the wood as a source of income is being considered in light of the system’s devastation. Also, samples are being collected for eventual transplant onto the ruined surface of Nintura. The plains separate these woodlands, though the four huge rivers and their many springs and inlets connect all life on the continent. Tethyr is also currently shrouded in a geothermal fog, adding to the mystique of the land.
Chult
A continent that is largely unexplored and unpopulated, Chult has long been a source of mystery to the people of Shintera. Recently, however, endeavours are underway to make the continent better-known to Jusadih’s government. The old wood forests that dominate the area are an ecosystem in themselves, dominated by super predators such as rancors. While harsh coastal reefs and rocks made the continent avoidable in the past, the devastation to both Shaar and Nintura, the sister-planet, make this area essential for exploration in the interests of economic gain and planetary restoration.
The center of the continent is the home of a wide clearing called the Window to the Heavens. An open grassland full of distinctive landmarks, their uses unknown, the Window is a source of speculation for philosophers, archaeologists, and other groups system-wide. It is believed to be connected to unconfirmed rumors of some sort of civilization living in the old-growth foliage, surviving by working some form of folklore magic; while this is suspected to be either unfounded rumor or primitive Force usage, the Jusadih government is eager to investigate. Under that premise, Clan Plagueis plans to find these primitives and deal with them as necessary.
Theskel
Traditionally called the broken continent, a nickname it currently contends against the ruined Shaar for, arid southern wastelands have given Theskel a reputation of desolation and death. A massive volcano lies in the South of the continent, constantly spewing forth noxious fumes from its cone into the surrounding area. Over time these fumes have polluted the land, killing off much of the local flora and fauna. This process slowly continues across the land, working its way North toward civilization.
Physically, the land is mostly desert terrain. However, civilization still thrives in the form of the city of Haktand and the tower of Durinmar. Two great rivers rush through the continent from West to East, not yet tainted by the desolation brought forth by the volcano. Nestled between these is the Anvil of the Wyrm, a magnificent system of mining and forging that has recently found an entirely new purpose under the direction of Jusadih’s government and House Exar Kun. The city, the tower, and the Anvil all combine to make Jusadih’s government and the hidden Jedi of House Exar Kun a force to be reckoned with.
Khurr
The northernmost continent on Shintera drifts perilously close to being considered a polar region, with only its climate preventing it from being considered the planet’s arctic region. While the moisture of a polar cap is present on the continent, the warm climate creates a murky land. Made up of swamps almost entirely, they butt up against a chain of mountains that house a spectacular sight, the Crystal Canyons. This rich mixture of mountains, ravines, and strong rivers all contribute to rapidly form mineral deposits, which wash along with the current to literally create a gemstone bed. A garrison of Jusadih’s soldiers are kept here at all times to stop unlawful collection of the gemstones by civilians, and deep within the mountains is the complex of Foe Hammer, now used primarily to supplement the training of Jusadih’s military forces.
Two cities of modest size are found in this harsh region, connected by a large river and the greatest length of road found in the system. This road twists and turns, forging a path through the wilderness rather than traveling along the shores of the river. Never does this road turn south, however, else it would lead into the brutal swamplands of the continent.
Sancrist Isles
A chain of four islands, this remote location has traditionally been favoured by the upper echelon of Shintera’s populace. However, recent events caused a huge number of refugees to approach the Isles, leading to an outbreak of illegal settlement on them and a rash of violent conflicts between desperate refugee and frightened aristocrat. The War of Ascension hardly helped, the chaos of the event turning the area into an established battleground of domestic, guerrilla warfare. As the War of Ascension came to a close, the strengthened forces of Jusadih’s government came together to end this conflict, ousting those who did not belong on the Isles and defeating any rebellion with cold, remorseless fury. In truth, this movement of refugees encouraged a number to come to Haktand, a ploy by the government to boost the numbers of their armed forces.
The islands are almost entirely self-contained, providing everything their occupants need entirely from their own goods and land. The only change in this from the past is the taxation imposed by the government, in return for ousting the refugee camps. The third isle is sparsely populated, rumored to be haunted, though this led to it becoming the home of the now-vacant bases of the refugees. Also on this isle is a great tower, a monument of ages past. The smallest of the isles is nearly bare, sparsely strewn with rocks and mansions that are now typically used to accommodate generals and other military figures. The second isle is forested, with modest villas to accommodate the wealthy of Shintera’s citizenry. The largest of the isles is covered in grasslands and accommodates a large city, responsible for producing the goods and services necessary to the inhabitants of the Isles. The only difference within the city is the few marks remaining from the guerrilla conflicts and the additional goods produced to meet the government’s taxation.
Cities
Currently, the cities of Shintera that remain are little more than devastated ruins. Much of what remained following the attacks of the Sith was further destroyed by Plagueis during the House's own withdrawal. The information contained below reflects the state of the cities of Shintera prior to the devastation.
Loki
Nestled on the Western side of Khurr, Loki was a small village of fiercely independent people, whose tribal life was accepted as a culture planet-wide only a few decades before the incursion. Traditionally worshippers of the old planetary deity Shintura, their hierarchy has long been based upon the ancient teachings of the God of Justice(though some translate it instead as retribution). They have typically abided by the practice of an eye for an eye, though their Chief handed down all official decisions. The Chief, a sort of governor, lives in the center of the village.
However, times on Shintera have changed and Loki has had to scramble to keep up. The center of the village is the home of a large, two-story hut, traditionally the home of the Chief, called the Warlord in times of conflict. From there, dirt and clay paths stretch out in a winding network of streets which cut through the maze of primitive homes. While sturdily built, these are quickly being reserved for the impoverished, many even being considered for demolition and replacement.
Loki has seen some severe changes since the War of Ascension. Government leaders and armed forces have entered the city under a flag of peace, putting forth the offer to join under Shinteran law wholly and completely. While the initial disputes over this saw some violence, the process is now underway in full, the Chief little more than a figurehead and a relic of the past next to government-appointed leaders. The Eastern, newer part of Loki is being expanded and developed, while the old part is being purchased and bargained away from the traditional native settlers in favor of developing and reinforcing the city. While many see this as a beacon of progress, historians, philosophers, and even casual bystanders bear witness to the repression of a varied and colourful culture.
Olvaldi
On the Eastern shores of Khurr, the City of Olvaldi stands firm, the river rushing past its Southern borders. Positioned similarly to Loki, the city was also once a tribal people. However, they have taken a less-traditional stance, trying always to adapt to the trends of the galaxy at large. The result is a tremendous clash of styles, interests, and expressions ranging from wall to wall within the city. It has always seemed that at every turn, another musician or artist is trying to capture the beauty and essence of everything from the mundane to the bizarre.
Originally a tribe of primitive natives, the Olvaldi met with Core expansionists that had traveled from the shores of Shaar long before the rise of the Emperor. These individuals were tasked with teaching and creating an understanding between themselves and these primitives. The tribe quickly learned Basic, transitioning rapidly from the tribal huts to the more modern styles of the Republic. This created a rolling beauty that soothed the eyes and mind of all those who came to the city.
During the War of Ascension, Olvaldi was a place where many refugees chose to go, having been turned violently away by the Loki. The people of Olvaldi willingly accepted them, choosing to dirty sections of their city in order to help the populace. Since then, many people have been relocated to Haktand and other cities, and others located more permanently in Olvaldi. While the great Auditorium, a place of exchange between all people, and the majestic Theatre still stand, there is a definite feeling of increased political pressure amongst the art and discussions of the city.
Beyond their appreciation for art and music, the economy of Olvaldi is based on supply and demand - no natural resources are harvestable and the immense distance between it and the nearest town keeps the town secluded. Export goods were once shipped to Shaar, though Olvaldi is rapidly developing into a port as well as a place of the arts, a prime trading point between Shintera and the rest of the galaxy.
Alsvem
This great city is the only real civilization on the Sancrist Isles, and is a place that has seen a varied history. Established at first by naval merchants and other such rich people as a port town, it saw rapid growth and development under this banner. The port town’s wealth increased until it saw an increase in the wealthy and well-to-do, expanding it from the shorelines to the mainland to become a sprawling metropolis. From here, the wealthy of Shintera could congregate to make the land of the Sancrist Isles a place of abundant living.
Of course, things did not remain benevolent for long. The city continued to grow to favor the wealthy and the elite, and the poor of the city soon became disgruntled. Criminal organizations such as Black Sun and certain Hutt elements wormed their way in, and Alsvem found itself in the troubles of crime and rioting from the poor, lower caste of the city. This was put to a sharp stop, however, as the Galactic Empire put its foot down.
Alsvem’s criminal elements were quickly put to the test, their abilities weakened more and more by the forces of the Empire until eventually most of them left completely or were destroyed. This led to a new era of stability, during which much of the lower class was persecuted and ousted from the city. This era of Imperial acceptance of the wealthy and the Human majority led to the Sancrist Isles becoming more secluded from the rest of the planet, seeing themselves as above the supposedly inferior people of the rest of the world. All of this seclusion was first cast into doubt with the fall of the Empire, though the elitism by then managed to survive as the system reorganized into a feudal sovereignty.
This system lasted for nearly thirty years, until the Eighth Great Jedi War. Alsvem and the surrounding Isles were plagued by refugees from every walk of life, all of them left with nowhere else to go. The isolationists of the city soon banded together to enforce their sole right to the city, leading to armed conflict between their numbers and the refugees that would not or could not seek port elsewhere. Eventually, they managed to force them out of the city, but this led to a violent string of guerrilla warfare along the Isles as the refugees dug into bases deeper within the chain of islands.
Conflict here intensified as the JIC formed, joining the Crimson Tide to start the War of Ascension. This great battle essentially overlooked the civilization of Alsvem, never a great contributor to the government or the planet in any way. When the War was concluded, however, the victorious armies of Clan Plagueis disguised themselves as the new Jusadih Government and used the iron fist of their new dictatorship to put an end to the conflict. Any violent incidents were coldly put to rest, and soon both elitist and refugee were moving in accordance with government wishes.
While the refugees had nothing to bargain with, the elitists had managed to create a society that promised much in the way of gain and value. In trade for a tax levied on all of their wares and income within the city, the refugees would be ousted and largely relocated. An agreement was struck, sparking a significant victory for the Jusadih government, guaranteeing them a new source of income and goods while giving them a refugee populace to conscript and recruit into their ever-growing army.
Durinmar
A tower rather than a city, Durinmar has often been a prime landmark of Theskel and a source of great intrigue and mystique. Nestled in the Northern hemisphere of the continent, the gigantic tower climbs to several hundred feet and has traditionally played host to the Queen of Durinmar, said in past ages to be a silver-tongued politician and skilled in the ways of folklore magic(identified as a simple, primitive form of Force usage). Traditionally in command of thousands of women from villages that span the space between Haktand and Durinmar and gathered from the other continents, her power over the secluded continent came to a distinct end as the War of Ascension set in. Durinmar had always isolated itself in a web of mysticism, and here, it felt the pain of that mistake.
The women of Durinmar, all trained to some degree in the same basic Force usage as their Queen, proved a force that was difficult to defeat. However, the JIC pressed ever onward, and the women were forced to flee the tactically weak tower in favor of Haktand. Making an alliance with that city’s armies, they used their vaunted mystical abilities in coordination with the soldiers to make a vicious force. However, as the JIC continued to fight them, Durinmar’s women feared they may have met their end. Salvation came in the arrival of Plagueis and their new armies.
Moving quickly, Haktand’s generals put forth a proposed treaty with the Plagueian forces. Durinmar, less than eager to share their secrets with those they knew to be involved with the Dark Side of the Force to some extent, was less eager. However, with subtle threats, offers of aid, and negotiation, along with a few well-placed and well-hidden assassinations, the alliance of the two Theskel cities gave Plagueis a foothold and a boost of capable troops to work with. The JIC was no match for all of Plagueis, and this new force soon dominated Shintera.
Since then, the Queen of Durinmar has died of an apparent accident, one of her mystical experiments leading to her being hurled from the tower’s peak. Durinmar has adapted in accordance with their negotiations with Jusadih’s military dictatorship to incorporate the Dark Jedi of Plagueis and, more specifically, House Exar Kun. Those remaining in service to Durotar have become members of Plagueis, typically absorbed into the Krath order. Here most often are found Krath, though it is one of the few places where a Dark Jedi can walk openly with lightsaber and robes, and not fear the public eye.
Durinmar’s interior is strikingly similar in many ways to old Sith architecture, though many key differences exist. While the grandiose black marble halls, great pillars, statues, and tapestries are all intact, they typically reflect a different aesthetic style than that of the Sith. Nevertheless, it lends a feeling of nostalgia and even comfort to the Krath and other Dark Jedi within, a chance to rid themselves of the stuffy military uniforms and clunky firearms and a chance to be who they really are.
Haktand
Located South of the Tower of Durinmar stands the fortress-city of Haktand, a walled citadel that has traditionally provided enlightenment and protection to the men and women of Theskel. Located closer to the Anvil of the Wyrm than any other civilization, the city’s decision to supply an endless supply of workers to the Anvil’s forges left them well-equipped and has supplied much of the city’s growth. Always aligned toward a more war-like stance, fitting on a continent like Theskel, the city was traditionally updated with the most advanced and expensive military equipment and defenses it could find.
This made Haktand a key part in the opposition of the JIC, an organization that threatened the then-ruling Tower of Durinmar. While their forces could do little to stop the Tower’s initial seizure, the women of Durinmar soon joined Haktand’s military forces to supplement them with rudimentary Force powers. This alliance was a key factor in holding back full control of Shintera, but though Haktand was a fortress unsurpassed on Shintera, it had little chance against forces that were overtaking the system. That chance increased with the arrival of Plagueis.
While Durinmar professed a lack of willingness to ally with them, Haktand saw that there was no alternative and that the alliance could benefit them greatly. Soon after, their combined forces managed to outdo the JIC on Shintera and Haktand soldiers were among the Plagueian army as they crushed the opposition. As the new military doctrine settled in, the Jusadih government’s new Supreme Commander soon named Haktand the new capital city of the planet. As Durinmar was completely overtaken by Dark Jedi, so Haktand became the public face of Shintera, the fortress city sheltering the military government.
Now, House Exar Kun has been relocated to the world, and Haktand is its military and public capital. Built on a hilltop within the city that had originally held an outdated monument, the House’s new fortress is a modern marvel, combining current-day aesthetics with functionality. Here the officers of the planet’s military presence, many among them hidden Jedi, make the head decisions and carry out the administrative duties of the world’s new dictatorship.
Natrix
In the center of Tethyr lies the former capital of Shintera, hidden within thick blankets and columns of fog. As the sun rises and sets, its features drift in and out of view. This creates a visage that is difficult to fully see and maddening to some, as the city seems to drift back and forth, at times exposing one of five river entrances within the great city. These huge waterways join together in a central port that is nowadays more for effect than anything else, though in the days before aerial travel became conventional, barges and river craft would relay goods all along the small villages and settlements dotting the coastline.
Originally built around this central port, the forests of Tethyr would be harvested and brought into the city for refinement into finer planks and goods and local resale. However, as the massively-harvested woods became protected, though the groves were shadows of their former self, the economy of Natrix quickly dried up. The planet’s capital became a foreboding blot on the surface of the world, though in times past it had been a beacon of light in the thick, vicious jungles that covered the continent’s surface.
Extending through twisting corridors, an archaic essence fills the crevices of the town. Small recesses hold statues of exaggerated, demonic-looking busts and gargoyles based on wildlife that is now largely extinct. Where each passageway ends, these beasts still line the paths and the wan light creeps through even the smallest of nooks to eerily brighten the pathways. However, as the economy dwindled within Natrix, so too did the population. The city became a ghost of its former self.
The Commission, formerly a ruling body on the planet, had been eager to restore and rejuvenate the capital city. However, as the Incursion took place and Asgard, Drasil, and Glasir all found themselves reduced to piles of smouldering soot and gaseous remains, refugees piled into the vastly-empty city, replacing the city’s ghost-like existence with a desperate horde, eager for leadership. This came in dual forms afterward with the War of Ascension, many siding with the JIC while others still found their way to Theskel to join Haktand’s alliance. Natrix became an urban war zone.
Since the JIC’s defeat, the city has been populated by those who had nowhere else to go as well as the original inhabitants. However, much of their men and women have left families behind in joining the military, their wages and the trades attempted by the locals providing their only means of survival. The already-weakened existence of Natrix, contrasted with Haktand’s booming success and tactical advantages, led to the fortress city being named capital in place of Natrix. The city is still trying to stabilize in the wake of the War of Ascension.
Landmarks
Underground Sea
Deep below the surface of Tethyr, one finds a massive cavern system. It is fed initially by a small inlet on the coast, funnelling water through a spout that churns it over massive rapids to rush through a tunnel that is several hundred feet long. At the end of this tunnel it forms a huge waterfall, landing in the cave system to flow through it in an underground sea. This sea spans several leagues in depth and runs under the entirety of the continent’s southwest corner.
Ice Wall
An iceberg located in the Southern hemisphere of Shintera, this is the only mass of ice on the entire planet. The huge iceberg forms great mountains of frozen water, funnelling any willing and brave enough to endure the cold and harsh temperatures of the massive chunk of ice into a central valley. An expansive tundra exists at the bottom of the slopes, presenting opportunity in the form of winter training for Shintera’s stationed garrisons of troops. From this tundra, many caverns exist to take survey teams deep into the iceberg’s potentially infinite depths.
Dragon’s Maw
Formerly the mountain range in Southern Shaar, the alien plasma bombardment cracked and damaged the land severely enough to promote volcanic activity among their broken, fang-like shards. The mountains and the plain they encompass have since become entrenched in lava flows and sulphurous smoke, the cracked ground of the valley issuing poisonous fumes and steams from some areas. Altogether, it is a landmark that sticks out in the minds of any who look at Shaar from a shuttle, and has been named the Dragon’s Maw.
Window to the Heavens
Nestled in the center of Chult, this valley is a singular open space surrounded by the huge, ancient forests that cover most of the continent. The trees themselves are often over a hundred feet tall, their trunks enormously thick. This clearing is perfectly circular, and orbital photography in combination with shuttle-based survey has revealed any number of primitive statues and what could even be ancient machinery of some sort. It is suspected by some that the unconfirmed civilization within Chult’s trees may use the place as a sort of holy ground.
Demodia Fortress
Built within the walls of Haktand, Demodia Fortress is the current bastion of House Exar Kun’s public control over Shintera. Designed to look almost like a huge bunker on the outside, Demodia’s walls are a thick combination of permacrete and durasteel, all painted in the colors of the military to lift morale. Here or there can be found potted plants and symbols of the military, plush seats and tables made exquisitely. However, all of the grandeur can fade in moments during times of war as the lavish fortress becomes a perfect engine of defense.
Demodia is built in a series of rings, the outermost being the public areas and reception halls. These have doors stationed at the North, South, East, and West that open from within, controlled by a pair of guards who verify all entry. This means that troops can be let in from these choke points, or recalled into inner rings of safety. The outer ring is also laden with hidden explosives at strategic points, controllable by remote should an invading army enter so as to give them surprises as they establish command.
The mid-ring is a room that holds weaponry, equipment, and other stores essential for the defense of the fortress. In peacetime it is used for meetings and conferences. Also, bunkers of a sort are there for the more-permanent officers, in reality Dark Jedi of House Exar Kun. All of the weaponry and equipment stored here can be packed up and moved easily, while that which can’t be transported can be sabotaged to explode with the closing of a grate and the press of a button. Doors similar to those on the outer ring control access to the inner ring.
The inner ring is the location of the office of the Quaestor and Aedile, among other executive rooms. Essentially, the others are decorated and utilized at the wishes of the Quaestor and Aedile, though all of it can be pushed aside to defend the inner ring most viciously. Built into this ring are controls for many automated defenses hidden throughout the main compound, including auto-blasters and explosive traps among others. This section is the hardest to defend, though one final chamber exists within the center of the compound.
The center complex, called the Quaestor’s panic room by some, is where the House Leaders can go when all else fails. Once locked, the single blast door will not open without being forced or without an access code from inside. A tunnel exists within the floor, leading outward through Haktand’s sewers and collapsible at the press of a remote by the Quaestor, which would detonate the entire tunnel and seal off the passage. It is perfectly designed to defend the Leaders of House Exar Kun in times of war.
Tomb of Shintura
A sprawling labyrinth of passages and chambers, the tomb of the slain God has scarcely ever been explored. Commonly only allowing fighting men from Haktand to enter it, the Commission often lost contact with all explorers. In the center is said to be the remains of Shintura, though no one has ventured through enough of the booby traps within to confirm or deny this claim.
In 33 ABY, Cassandra El’sin, Quaestor to House Exar Kun demanded that the Tomb be studied and explored further. In just a month a series of new tunnels were discovered, one of which led to a grand chamber. Although the resting place of the Shintura is miles beyond reach yet, the chamber was the first greatest discovery made so far. Taking control of the situation, the Quaestor and Aedile took the chamber away from the explorers and added their own touch to it. The Chamber was reconstructed to suit the greatest needs yet, housing a Battle Team. And now it is the home of Blades of Kun, where they can watch over Shintera and bring death upon all who stand against it.
Anvil of the Wyrm
Located on Theskel, the Anvil of the Wyrm is without a doubt Haktand’s greatest asset. Once a small cave with a rich bronze vein in centuries past, it was eventually cleared of all apparent mineral wealth and nearly abandoned. As the valuable material was cleared, however, an old lava tube was discovered. Spelunkers were soon found to explore the depths, returning with extravagant tales of new chambers, full of lava flows and new mineral veins. These even extended to unknown crystals, which turned out to be Adegan; though it was largely cut and sculpted for commercial output.
The men of Haktand soon began tunnelling the abandoned tube, making it an ornate passageway into the depths of the lava fields. On the walls were inscribed the legacy of Theskel, Haktand, and Durinmar, a sight to put any who looks upon it in awe, only to be surpassed by the lava fields themselves.
Among the slow-moving, majestic flows of lava, many bridges and supports have been constructed. All about the area, technology borrowed here and there from mustafar and other volcanic worlds is utilized in forges and other crafting machines to turn the minerals extracted from veins and the magma itself into usable ore, which is then crafted within into whatever people from the outside order. The work is almost always fine, beautiful, and often unique.
Lately, the Anvil serves a new purpose, one of mass production. Supplying the war machine of Jusadih, it constantly pumps out the weaponry and equipment used by the forces under Clan Plagueis. Large amounts are also exported, bringing in huge amounts of capital for Haktand and Shintera. Finally, the few Adegan crystals still left within the Anvil are utilized by some Plagueian Jedi for use in their lightsabers.
Crystal Canyons
Located in the mountains of Khurr, this natural phenomenon has garnered the attention of tourists from all over the galaxy. A flowing mixture of mountains, ravines, and riverbeds lined with gemstones, several bridges have been built along the ravines to facilitate tourist traffic. While tourism is again encouraged in the area, a garrison of soldiers keeps all those who look on the Canyons from overstepping the boundaries of their visit. This garrison is doubly important when considering the location of the Foe Hammer facility.
Even with this military presence, though, the sight in itself is one of absolute beauty. The sunlight seems to cast its mysterious shadows across the lush ravine, the rushing river causing the gemstones within to sparkle and glisten as the light washes over them. Even just looking at the green valleys as they fall away from the snow-capped peaks and azure skyline is enough to take one’s breath away. It is a scene of tranquil beauty, compared by some to the wonders of Alderaan before its annihilation at the hands of Darth Vader.
Last Tower
Located on the Sancrist Isles, this ancient monument to the deity Shintura is viewed by many who seek clues to the past of the planet. Since the guerrilla incidents on the isles, though, some of its mysteries have been desecrated and some refugee habitation of the tower is likely. It is unknown if this will affect research in the future.
Foe Hammer
- Main article: Foe Hammer
Built on the walls of the canyons North of the Crystal Canyons, the facility of Foe Hammer was once the primary training facility for Plagueian special ops- both Jedi and shock troopers. Since the repurposing of Sigil 2 and other events system-wide, however, the facility now exists more so for the benefit of Haktand’s soldier garrisons and for Exar Kun training. This limits travel by Exar Kun Jedi to Sigil 2, avoiding traumatic memories of the Incursion and before.
Here, trainees learn how to fight in hand-to-hand combat, utilize blasters, melee weapons, and even openly practice with lightsabers as the compound is sealed off from the public eye. It is a place of training, of exercise, and of general combat readiness, as the entire facility is easily defensible by a small garrison of troops.
Suspended on the canyon walls, it is only accessible via turbolifts and one large supply lift. Upon entrance one finds themselves standing before a vast chamber used for roll call and other ceremonies. At the back of this chamber, a large two-part door leads to the inner base, composed of a hall that leads to the mess hall, barracks, training rooms, officer quarters, and a passage to the third hallway. This hallway holds an armory, a communications center, and a final room that can be accessed to lead out through a passageway that eventually comes out in the Crystal Canyons. Rigged to blow like the tunnel at Demodia, this can be used to effectively evacuate any Jedi and soldiers necessary in times of war. The Foe Hammer was destroyed along with all other Plagueis facilities in 36 ABY.