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| | {{historic|Plagueis}} |
| {{Planet | | {{Planet |
| |image=[[image:Morroth.jpg|200px]] | | |image=[[File:Morroth1.jpg|250px]] |
| |name=Morroth | | |name=Morroth |
| |region= | | |region=[[starwars:Deep Core|Deep Core]] |
| |sector= | |
| |system=[[Jusadih System]] | | |system=[[Jusadih System]] |
| |suns=Sigil | | |suns=Sigil |
| |moons= | | |moons=Triyal, Treyu |
| |coord= | | |lengthyear=416 Days |
| |distance=
| | |class=Terrestrial |
| |class= | |
| |diameter=9754 km | | |diameter=9754 km |
| |atmosphere=Semi-breathable | | |atmosphere=Breathable |
| |climate=Moderate | | |climate=Extreme Cold |
| |gravity= | | |gravity=1.6 Factors |
| |terrain= | | |terrain=*Tundra |
| |interest=
| | *Polar Region |
| |lengthday=19 Hours
| | *Frozen Ocean |
| |lengthyear=416 Days
| | |species=*Wyrms |
| |species=Vritax | | |otherspecies= |
| |otherspecies=Human | | |language= |
| |language=Basic | | |population=None |
| |population= | | |cities=Ruins |
| |cities=Alpha, Beta, Gamma, and Delta Bases | | |imports=None |
| |imports= | | |exports=None |
| |exports= | | |affiliation=[[Plagueis|House Plagueis]] |
| |affiliation=[[Clan Plagueis]], [[House Satal Keto]] | | }} |
| }} | |
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| == History ==
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| For years Morroth has been used as both a military training facility and a prison colony for the Jusadih Defence Force. The harsh climate and strong gravity is ideal for training the hardened soldiers needed to defend this important system. The mountainous and inhospitable terrain also adds an extra layer of defense and secrecy to this planet that is already rife with mystery.
| | An ice world on the edge of Jusadih, '''Morroth''' served two purposes for House Plagueis - that of a penal colony and that of a mining hotspot. Small mining towns drew rich ores from below the ice, while the prisons of Tyr, Keto, and Kaeth kept the local inmates in line. Hidden from the public view, however, was the world's second purpose - the instruction of the Dark Jedi of [[Plagueis|House Plagueis]]. Following the retreat of Plagueis after the [[Horizons|Horizons Crisis]], all remaining signs of Plagueis on Morroth were destroyed. |
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| The only official compound on the planet was cleverly named “Alpha Base”. From here the military commanders and prison wardens control every action taken by the planet’s personnel and prison population. Very few civilians are present on the planet at any given time, and those that are there don’t stay around for long. The strong military dictatorship lends to a very efficient, but very unforgiving atmosphere.
| | == Climate == |
| | [[File:Morroth winter.jpg|thumb|right|150px|Morroth's Great Tundra in winter]] |
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| It is here that House Satal Keto has found its new home, and it is here that the warriors of Satal Keto will mould the Jusadih Defence Force into an army of the Dark Side. What happens within the confines of Alpha Base is known only to a few, but the rumours are known throughout the galaxy. Only time will tell what plans are being concocted by the leaders of House Satal Keto and what horrors are waiting to be released from this planet some call Hell.
| | The outermost planet orbiting the star Sigil, Morroth is a frozen world. The temperatures are typically so low on both the day and night sides of the planet that it teeters on the edge of habitability. The daylight side of the world receives a very small amount of light, slightly less than twilight on [[Kapsina]] on the brightest days, and the night side is completely dark. The two moons, Treyu and Triyal, are too small and distant from Sigil to be seen at night unless directly facing the star, and even then, all that can be seen are two vague outlines in the sky. |
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| Historians have concluded that prior to entering the hands of HSK, Morroth has served as some form of penal world for centuries. Ship’s logs gleaned from residual hyperspace transmission analysis suggest that the planet first came under the mantle of “prison-world” some nine centuries ago by an unidentified society within the core. Originally intended to house political prisoners and other social deviants, the world eventually came to be the primary repository for any and all undesirables including prisoners of war, aberrant genome possessors, and even debtors.
| | The planet does not have clearly-defined seasons. Instead, there is a period of melting and harsher weather followed by periods of freezing and stasis. When the planet undergoes the melting period, the sky is fairly clear, though the blizzards become insane tempests of snow, easily depositing as much as 170 centimeters within a few hours. The wind is mild during this time, but only in comparison to later months. During the freezing and stasis periods, the sky is typically clear. Snow and ice continue to swirl in the blizzards, but their intensity is replaced by vicious cold and utter darkness. |
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| == Continents ==
| | Despite having no liquid oceans, the planet's weather is quite hostile; this anomaly has been attributed to Morroth's orbit, which is placed just so to make cruel weather patterns possible while not making any improvement a possibility. |
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| *'''Annwfn'''
| | == History == |
| | Tens of thousands of years before the [[starwars:Battle of Yavin|Battle of Yavin]], Morroth's climate and population were far different - the planet was near to Sigil, in the second orbit, and was mostly oceanic with temperate islands. This changed as the Jusadih System drifted too close to several Deep Core black holes and, twisting under the stress, re-arranged its orbital alignments. First, the people were covered by the very oceans that had given them life, many civilizations drowning outright. Next, the planet found the outermost part of the system, becoming Sigil 5 and freezing almost instantly. There it would stay, a frozen tomb, until tiny yearly melting cycles eventually covered its bulk with snow as well as ice. |
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| Little is known about the south-western continent, as the only people allowed here are the House Satal Keto Summits and members given special permission to conduct missions in the area. There was a mysterious presence located deep underground on this continent, which recently revealed itself to be a grand temple of Darth Plagueis. It is also the location of an abandoned outpost, Galthain. Clan historians are working to divine the connections between Darth Plagueis and this particular region of Morroth. Early speculations lean toward the theory that in the tradition of many powerful Sith lords, Plagueis constructed for himself a refuge to which he could retreat in times of peril or meditate in to further his power in the dark side of the Force.
| | Colonized in 5,000 BBY by [[starwars:Naga Sadow|Sadow's]] [[starwars:Sith Empire|Sith Empire]] during its war with the republic, Morroth's mineral value was largely ignored. The icy world was used as a listening outpost for the Sith, who utilized [[Temple of Plagueis|Morroth Outpost J5]] to steal snatches of vital coreward intelligence. The outpost and its counterpart, the Ice Temple, would fall into disuse and be forgotten for thousands of years until the arrival of another Sith - the [[starwars:Muun|Muun]] [[starwars:Darth Plagueis|Darth Plagueis]]. |
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| *'''Cernunnos'''
| | For a time, Plagueis would use the temple as a place to hide in and a site for Sith experimentation on the local fauna of many worlds, including [[starwars:Blenjeel|Blenjeel's]] [[starwars:Sand burrowers|Sand burrowers]] and [[starwars:Korriban|Korriban's]] [[starwars:Tuk'ata|Tuk'ata]]. However, it was late during his reign that the first mining interests would settle on Morroth, leading the Sith to depart. As a precaution to protect his experiments, he left the Temple's doors wide open, allowing deadly fauna to stream forth. |
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| The coldest of the landmasses, this north-eastern continent has a rather dangerous trait: it is extremely difficult to distinguish where the land ends and the ice-covered sea begins. This has caused many an inhabitant to plunge to his death in the frigid waters awaiting him beneath the ice. It is also the home of Beta Base, and the only official pre-HSK cities. The location of the two cities (Lemuria and Ashen) on this continent makes this the most resistant of landmasses, and as such, a great military presence is located here. | | The first colonists of Morroth were employed by the corporations of Lemuria Mining, the Milliam Conglomerate, Ellesmeria Mining Incorporated, and Vester's Thermal. However, Vester's attempted to mine in the Great Tundra and were forced out of the world, while the mining towns of Lemuria and Ashern soon took all of the business away from Ellesmeria Mining and forced them back to Kapsina. It was in this void that independent owners bought the abandoned mining town - Satal's Landing - and began cultivating it into a place of profit and independence. |
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| *'''Cerridwen'''
| | Several decades later, shadowy agents of [[Clan Plagueis]] arrived in Jusadih and took over control of affairs. Matters changed little even during the [[Eighth Great Jedi War |Incursion]], and would remain as such until the [[War of Ascension]]. Evan Gonchar, an ally of Christopher Tirk and the [[Crimson Tide]], was declared Marquis of Morroth and soon had the planet and its then-shoddy prisons under his control. This would not last long, however, as JMR forces quickly eliminated Gonchar and placed the ice world under Regime rule. |
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| Home of Epsilon Base, this is logically the most educated and intellectual continent, as well as the most religious, as it is the training base of HSK’s Krath. Outpost Nu is also located here, to provide basic military support to the Krath here. The ancient Temple of Kol’mai can be found along the Southern coast in the Dul’qai region of this continent.
| | Following the War of Ascension, [[Alaris Jinn di Plagia|Alaris Jinn's]] Insurrection saw the [[Consul]] of Plagueis, [[Braecen Kaeth]], toppled; a new era of change and repurpose had begun. The old prisons, outposts, and bases of the planet were demolished and forgotten as three new institutions opened up: Kaeth, Keto, and Tyr Prisons. While the former would be promoted and used in propaganda for all three as a safer prison environment, Keto became a maximum-security slam and Tyr became an unescapable hellhole. |
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| *'''Skadi'''
| | It was short years after this that [[Grand Master]] [[Muz Ashen]] declared the Reform, reorganizing Clan Plagueis into [[Plagueis|House Plagueis]] and shaking things up. Plagueis' Quaestor following the Reform, [[Kal di Plagia Vorrac]], aided [[Sistros Acquisitions and Holdings|Sistros Corporation]] in funnelling many of the credits from mining operations on the world to the Regime's coffers to help fund his military reorganization. Following his rule, the unrest in Jusadih had a harsh effect on Morroth, as different groups attempted to occupy the valuable mining facilities. They were decisively halted by [[Primus Pilus]] before their legitimization, and afterward, military units on the world were scaled back entirely to Omega Base barring any sort of conflict. |
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| Here can be found Gamma Base, Outpost Mu, and the Boneyard of Wyrms. An unforgiving frozen waste, it’s the perfect training facility for HSK’s Obelisk, and any other standard military forces, at that rate. It has a single large peak, upon which is found Gamma Base, overlooking the entire continent. As Skadi is a very long continent, it requires an outpost toward one end, as any defence force deployed from Gamma Base could find itself against an entrenched opponent otherwise. Also, Outpost Mu overlooks the one thing Gamma Base doesn’t: the Boneyard of Wyrms. Most of the Obelisk training exercises take place here. Not exactly the nicest of places, but still somewhere an Obbie can go to get himself hardened for battle.
| | Following the attack by the forces of [[Zoraan]], Morroth was devastated along with the rest of the system. Spared the fate of Kapsina, Morroth was not ravaged by the Sith's bio-weapon. Instead, the military forces of the attackers laid waste to Morroth, as the Starweird scoured the planet. Those that were not killed in the attack fled, and House Plagueis triggered a hidden fail-safe destruct system to wipe all evidence of their presence from the planet. Morroth is now a world given over to its harsh, cold climate, as all humanoid life has long since departed. |
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| *'''Skatha'''
| | == Regions == |
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| The central continent of Skatha is the largest landmass on Morroth, and the Headquarters of House Satal Keto. This continent is very mountainous, as opposed to the other relatively flat continents. This rough terrain, as well as the continent’s size, makes it the optimal choice for the Quaestor’s Base. There is a very large clearing in the middle of a mountain ring where Alpha Base is located. The only possible way to access the clearing without climbing mountains of 1000-3000m in height is by virtue of a single valley corridor, which is conveniently occupied by the near-impenetrable Outpost Zeta. This is, without a doubt, the safest location on the entire planet.
| | As opposed to planets with Oceans, Morroth has three distinct regional areas; these are divided simply by climate and topographical features. |
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| | === Mining Plains === |
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| == Isles ==
| | Given that much of Morroth's physical surface is buried under well over a kilometer of snow and ice, the terrain of the planet is oft determined by the glacial "crust" below the feet of its travellers. As such, the area called the Mining Plains has been shaped by the mining towns of Lemuria, Ashern, and Satal's Landing; around all of these can be seen sentient-altered flatlands, areas where ice shelfs and spikes of frozen water have been cut or melted away to form easy-to-traverse plains. |
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| *'''Isles of Satal'''
| | Located in the far northern hemisphere of the world, this land has the least-vicious climate of the entire planet, though that distinction is a narrow one. The weather here, while cruel like on all of Morroth, doesn't often deposit as much snow as elsewhere; the melting period fails to truly scour this area of the cold planet, as Sigil's rays rarely bring the light above a faint haze and usually cast them into darkness broken only by mining equipment. |
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| These western islands are found smack in the middle of the Sea of Calamity, a very rough body of water, as it is constantly being disrupted by the massive cliffs of ice it crashes against that would otherwise be a sea. As a result, the tides on the islands make them almost uninhabitable, as at high tide, the islands are submerged under almost one hundred metres of freezing-cold water, and at low tide, all water vacates the islands, making them cold, dry, and so solid that it is hard to drill anything at all. If any type of foundation were placed, it would be an exceedingly difficult task, as any hole dug would be near-impossible to dig, and it would be eroded by the water 9-and-a-half hours later. Any foundation that was set would erode almost immediately, due to the constant freezing and half-thawing that would occur due to these tides, as well as the regular water erosion.
| | Even with these advantages, though, the mining towns face a different threat; the scattered fauna of the ice world, while not enjoying the colder temperatures, are typically drawn to the intense heat of mining operations and both the food and warm bodies of the colonists themselves; they provide a potential feast worth more than a little risk to the Sith-tainted animals of the planet. |
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| *'''Isles of Aleema'''
| | === Great Tundra === |
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| The eastern set of islands were named after Satal Keto’s sister, and adequately so, considering Morroth’s primary occupants. These isles are rather warm for the planet’s climate. They are a hotspot for vacations as far as the indigenous people are concerned. Outpost Iota maintains law and order here.
| | Composed of tumbling snowdrifts and huge ice shelfs, the terrain of the Great Tundra has been considered beautiful by many during its calm periods and unlivable during its blizzards. With terrain that literally seems to roll and shift more than Tatooine's legendary Dune Sea, it occupies the equatorial and south-western hemispheres of the world, taking up well over half of its surface. While it is theorized that massive mineral wealth can be found here, it is a well-known fact that the cost and difficulty inherent in setting up any such operation would be astronomical; following this, maintenance alone would make the venture futile within months, as even in the most stable areas equipment and mining shafts would be lost within weeks. |
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| *'''Isles of Tyr'''
| | However, one building alone is perfectly built to inhabit this snow-encapsulated world; the [[Temple of Plagueis]]. Built deep into an ice shelf, its upper tier is always accessible with minimal clearing even after the worst of the world's blizzards; built to remain below the snow and ice, the Lower Tier is outfitted for success even when buried, while the Catacombs form tunnels too deep to be affected by the shifting above. Aside from the Temple, one other complex can be found nearby; Omega Base, built to protect the Temple from assault and act as a staging point for military operations, is designed to allow snow to flow through it and has equipment on-hand to clear it out if necessary. |
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| The Isles of Tyr are the second-coldest set of islands. The only thing keeping them in second is the fact that they are not encased in ice. The Jusadih Defence Force often uses these islands for extreme cold climate exercises, and for cold beach landing training. These exercises are based from Outpost Kappa.
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| | Aside from these little-known features, one thing brings the Great Tundra to every colonist's mind; the Ice Wyrms, which are known to treat the snow and ice like an aquatic beast might treat the ocean. |
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| *'''Triton Isles'''
| | ===Frozen Ocean=== |
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| Also a hotspot for travelers weary of the city life, the Trition Isles sport a single resort town, Neriak. It is more popular among the indigenous Morrothans than the Isles of Aleema due to its greater proximity to the planet’s equator.
| | The remaining third of Morroth's mass is covered in what scientists describe as an ocean frozen in mid-orbital shift. Many, many kilometers thick and full of sediments, compounds, and even frozen buildings or life-forms, the Frozen Ocean is an anomaly of the world that many do not perceive. Though some things remain preserved in its depths, none can see them without special scanning equipment and months of excavation; only in one area, the Frozen City, is it possible to peer down and see vague outlines of what once was. Even there, snowdrifts often cover the secrets, though they are less than half as deep as in the Tundra and some regions see less than twenty feet of snow atop the ice. |
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| *'''Frozen Isles of Nemesis'''
| | In the Frozen Ocean, the Mekduaa Valley can be found, a place whispered about by rebels as the dumping site for [[Jusadih Military Regime|Regime]] enemies and lost recruits; it is a secret well-kept by the Stratocracy that the gaping maws do indeed digest bodies and secrets well over a decade old. About fifty kilometers away, one finds the Boneyard of the Wyrms, the communal graveyard for the massive creatures that reeks of Dark Side energy. In addition, one finds the ruins of the Ice Temple, a place once built by Sith on the planet but occupied by the [[Jusadih Independence Coalition]] during the [[War of Ascension]]. During that civil war, the Temple was demolished, its ruins cleaned out by the forces of the Regime before being utterly abandoned. |
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| Very little is known about these islands, as they are permanently encased in ice, due to their location in the Frozen Ocean. Scans have shown evidence of possible ruins of an ancient civilization that may have possibly lived on these islands thousands of years ago. However, as the islands are permanently encased in ice, it is impossible to determine anything that cannot be gleaned from scans.
| | The final locations on the Frozen Ocean are the three prisons that the world is famous for; Kaeth, Tyr, and Keto Prisons hold the system's inmates and ensure absolute security. Fuel and food are shipped to these, and while prisoner transports do arrive at the facilities from time to time, none are left at the prisons lest their prisoners escape. Any escapes that occur on foot are either followed within six hours with a recapture or summarily dismissed, except in extreme cases; the harsh conditions of Morroth would kill almost anyone escaping on foot within that time. |
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| == Oceans == | | == Moons == |
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| *'''Sea of Tears'''
| | === Triyal === |
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| Cold and placid, but not completely frozen, the Sea of Tears has long been a bane to seafarers of all varieties. It bore its current name long before HSK arrived on Morroth, and the sailor types of the indigenous people still fear it with a burning terror and avoid it like the plague. The region is highly susceptible to freak storms that can generate massive squalls. The indigenous sailor’s simple craft are easily broken and sunk under these climatic conditions.
| | [[File:Triyal.jpg|thumb|right|130px|Triyal, moon of Morroth.]] |
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| *'''Sea of Sorrow'''
| | A small, rocky satellite orbiting Morroth, Triyal is uninhabitable. Its atmosphere is composed very thinly of carbon dioxide and a few other trace gases, lacking the substance to insulate itself or protect itself from the ravages of the solar day. The high temperatures of the world are around 1000 degrees F, its night-time lows an icy parallel of -1000 degrees F. |
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| This large body of water contains most of the current trade routes, as it is the safest of the four oceans, and also connects Skatha with Cernunnos. This makes the Sea of Sorrow the most traveled body of water on Morroth, and consequently, more sailors have gone down here than any body of water except the Sea of Tears.
| | The only time that the moon is anywhere near habitable is during the dusk and dawn periods, where the temperature reaches 400 degrees, as opposed to 1000. Even then, a properly-insulated, fully-equipped space suit is necessary even to walk on it. As dusk and dawn last for only a couple of hours, the moon has not been colonized or explored; it is entirely lifeless and will remain as such. |
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| *'''Sea of Calamity'''
| | === Treyu === |
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| The Sea of Calamity is aptly named: it is the roughest body of water in the entire Jusadih system. The reason for this is that where the waters would normally merge with those of the Frozen Ocean, they clash with the sheer cliffs of ice, causing great tides. The level of water can change up to one hundred metres over the course of two or three hours.
| | [[File:Treyu.jpg|thumb|Left|130px|Treyu, moon of Morroth.]] |
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| *'''The Frozen Ocean'''
| | The moon of Treyu is best described as a frozen ball of ice. It's core is solid, though, and below 500km of ice, liquid water permeates the moon. It is thought that some form of life exists beneath the ice, and in the past, certain rich natives of Morroth would go to the moon in the hopes of seeing something move below their feet. Deep scans from the surface suggest interesting radioactive activity takes place beneath the ice, making many wonder what is down there; that said, it is considered pointless to explore by the Regime, as between radiation and sheer icy temperature the venture would require extremely specialized equipment and yield little in the way of actual results. |
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| Found in the south of the planet, the ocean is completely covered in ice all year around due to the planet's rotation with its ice stretching from the coast of Cerridwen to the coast of Annwfn. More disheartening, or interesting, is the fact that scans of the ocean show not only a set of Isles, named the Frozen Isles of Nemesis, but ruins of a civilization long forgotten. Possible connection to the Frozen city has been theorized but without access to the Frozen Isles this has not been confirmed.
| | == Towns == |
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| == Moons == | | === Lemuria === |
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| *'''Triyal'''
| | The largest mining town on Morroth, its population is around 4500; buildings and complexes ring a valley that, at its center, houses a steaming mining pit. Built overtop of the pit on special scaffolding is the Lemuria Hangar, utilizing thermal energy and waste heat to keep itself climatized toward passengers and their liking. Aside from the hangar, the only vehicles typically seen in Lemuria are located next to the housing complexes of mining workers. The only buildings aside from this are the Sistros shop, which is resupplied weekly to supply any minor needs, and the ovoid shape of the well-heated Ice Bowl Cantina. Even when needing twenty minutes in a special temperature equalizing chamber after exiting the cantina, the miners spend much of their time there. |
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| A small barren rocky satellite with a very thin carbon dioxide based atmosphere that cannot retain heat or insulate against the solar day. The daytime highs are around 1000F and night time lows -1000F. The only time anyone can even be on the surface is during the dusk or dawn when the temperatures moderate in the range of 400F to -400F and only then in a full space suit.
| | Given its bowl-like shape, Lemuria would appear to most to be at a defensive disadvantage; given the fauna, however, this is far from true. Before being bought out by Sistros Corporation, Lemuria Mining spent copious credits to melt a deep dish into the ice and snow, leaving Lemuria seated atop what would normally be very thick and deep ice. This ice is such that even Wyrms avoid it on most occasions, as it takes too much energy to tunnel through, while smaller creatures like Wurrumps and Koth'ata couldn't hope to live through the time needed to burrow into it. Thus, a few airspeeders with weapons below military grade are sufficient for even the most intense raids and a sonic fence plays a frequency that keeps most beasts away. |
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| *'''Treyu'''
| | A disadvantage to this construction is that, when the weather is nice enough, colonists in survival gear often need boots equipped with specialized cleats to keep their footing; ice is always present beneath the snow of the dish, which must be cleared away to keep houses functional and is often a source of drinking water. However, these costs are small considering that Lemuria's mining operations offer huge deposits of carvanium, lommite, zersium, and carbon; almost all of the necessary components for durasteel. Once the weather and the work value are taken into account, only a volunteer civilian police force is needed, trained lightly by the JMR and Sistros agents in self-defence and takedown techniques and armed with stun weaponry. A few days of lost wages are enough to cool any miner's temper. |
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| A frozen ball of ice with a solid core. The outer ice layer is 500km thick; under it is a sea of liquid water. In this sea it is thought that some life forms exist, but as yet it has been unexplored.
| | === Ashern === |
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| == Large Bases/ Fortress ==
| | Built into the side of an ice shelf, Ashern was first built by the Milliam Conglomerate's head and was named after its chief planning officer, Tam Ashern. The ice shelf it is built into is both an amazing wind barrier and a magnet for Koth'ata raids; thus, to prevent nighttime hunting taking the lives of colonists, Ashern is built on specially-suspended platforms, held in place by beams and scaffolds built into or attached to the ice shelf. Only the mining pit below is not suspended; it is accessed by a large cargo lift system, which ferries miners and machines deep below the surface ice. |
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| *'''Alpha Base'''
| | Most travel along Ashern's miniature tiers is done either by airspeeder or by bridges and turbolifts, all covered in inexpensive domes and roofs to protect inhabitants. This gives it a look of platforms, girders, and tubes; Ashern is by no small amount an engineering wonder, though one of the boons of its construction is the very cold that it shelters its inhabitants from. All dwellings have an outer layer, intended to stay frozen solid at all times - thus preventing expansion and contraction from tearing it apart. These measures make sense, however, given the main item mined at Ashern - precious aurodium. Though valuable metals such as gold and the much more abundant berubium are present, the smaller and harder-to-find veins of aurodium are sought out by Sistros Corporation with a feverish persistence. |
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| The House Satal Keto Headquarters is quite the fortress. Having been a prison before the House’s arrival, it was built to be of intense security. Behind its imposing walls, all major House business is dealt with here. Nothing gets in or out without the Quaestor’s go-ahead. Security here is ultra-tight, but once inside, it is fairly relaxed. The parapets of the outer walls are crawling with guards; anyone trying to sneak in will soon find himself under such heavy fire that ten metres around him will be scorched. There is only one outer gate, making overland entry almost impossible without Summit approval.
| | While the Hanging Man Cantina and the Ashern General Store see quite a bit of business, nothing gets more attention than the Shelftop Casino. Including sabacc pits, sporting event bets, pazaak pits, and other faculties, this [[Grardella Syndicate|Hutt-run]] establishment feeds off of the wages of miners. While the money is good enough to attract over 3000 miners to the hanging city, the Shelftop is good enough at intoxicating, feeding, pampering, and then draining the accounts of miners that many of the inhabitants stay there for a very, very long time. The Hutts take an additional role of hiring and running Ashern security, thanks to special permissions to do so from the JMR and under the watchful eye of Ashern's owners, Sistros. |
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| Inside the outer wall is the outer cloister. Located here are the hangars and the vehicle storage, as well as the rapid-response stations. The hangars here are the only ones capable of holding fighters other than those at Delta Base, making this location very defensible in aerial support, as fighters can be scrambled in less than 6 seconds. The two rapid-response stations are the only way to get from the inner cloister to outside the outer wall when the base is in lockdown. They too are crawling with guards, and are a one-way operation. They hold weapons and armour in a moderately-sized building, with corridors allowing access from the Inner Cloister, as well as corridors to outside the base. These corridors have self-sealing doors, and it is only possible to travel from the Inner Cloister to the Outer Cloister, or from the Outer Cloister to outside the base. This makes for a secure, yet efficient, system of assault response.
| | === Satal's Landing === |
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| Inside the inner wall is the Inner Cloister. This is a compound of buildings connected with covered corridors, and is the safest part of the entire planet. The outdoor grounds have security patrols, but inside the buildings is fairly relaxed. It is in the largest structure that the Quaestor has his office and personal living quarters. The Inner Cloister is also where the primary armoury is located, which contains many varieties of weapons, from basic melee weapons such as staves and swords, to the most advanced of blasters and a few lightsabres as well. Any structure that can be found elsewhere on Morroth can be found at Alpha Base as well.
| | A smaller town, Satal's Landing is located on an elevated plateau of ice. The plateau, originally an icy spike, was carved out to investigate what was originally diagnosed as a sensor malfunction; in truth, burrowing into the plateau's center confirmed what the machine had suspected. Satal's Landing is built atop of possibly the largest accessible mineral deposits on the planet; while not containing aurodium, it contains enough elements to create plentiful supplies of durasteel, transparisteel, sensitive components for electronics, and even most of the components for dallorian alloy. In addition, it contains huge crystal veins, formed by the pressures inherent of orbital shift; a tiny percentage of these have been shown to be useful in lightsabers as focusing crystals, though the overwhelming majority are simply ultra-valuable. |
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| *'''Beta Base'''
| | Though planted on top of the greatest mineral wealth, Satal's Landing has a troubling weakness; independence. The current mayor of the town, a Zabrak named Kimmar Swyft, is the first in a long line of those that do not work for Sistros Corporation. Though pressure has always been great against them, the miners of Satal's Landing have found a sort of pride in their freedom; though almost all of their sales are conducted by and handled through Sistros, they set their own rules, policies, and wages. That said, the town has acquired almost a shanty-like look; though each building is viable, they have clearly been maintained by less-than-expert hands and at times repaired in haphazard or unorthodox ways. |
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| The second largest compound on Morroth, Beta Base is where the HSK Aedile runs the less-important HSK affairs. It is identical in construction to Alpha Base, save that the structures are more sparsely equipped (the armoury carries only swords, staves and basic blasters), there is only one hangar for shuttles, and the vehicle stores are inside the single outer wall. This base is in charge of keeping law and order on Cernunnos, as the populations of the two cities between which Beta Base is located can be rather hostile.
| | Around the plateau for several kilometers is a minefield, designed to keep the creatures of Morroth away; nowhere else on the planet sees as much fauna activity. To protect travellers, the Landing has put up large signs indicating where the field begins. In addition to this, however, recent inspections of Satal's Landing have seen buildings that are almost garrison-like and townspeople wielding very large, powerful blaster weaponry. Ultimately, though, Swyft and his followers keep the Regime from cracking down by taking a strictly non-rebel stance. |
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| Military presence in Beta Base is almost as high as that in Alpha Base. Should any revolts occur in either city, large forces from Beta Base can be dispatched quickly and easily to quell the insurrection.
| | Travel in the town is almost exclusively done by speeder, as the town has neither the bowl shape of Lemuria nor the hanging nature and tubes of Ashern to protect it from the weather's harshest days; that said, this has made the citizens quite tough. The Hill Top Cantina and a small store attached to the hangar - both Sistros-owned properties - occupy miners in their downtime. To keep miners from owing far, far too much to Sistros, the town's mayoral body imposes a curfew and credit limit each night. |
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| == Prisons == | | == Large Bases/Fortresses == |
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| *'''Gryffon Prison'''
| | === Omega Base === |
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| Gryffon Prison is an old, dilapidated system prison from before HSK arrived. It was where political prisoners and serious criminal offenders were sent. With the arrival of HSK, however, most of the occupants were inducted into the Conscription and Recruiting Program, where they were made obedient to the HSK military commanders. Those who were not moved into this program were transferred to Alpha Base Prison. As such, the structure of Gryffon Prison has slowly eroded and begun to crumble from a combination of harsh weather and lack of use.
| | Originally abandoned by the Feudalist governments of Jusadih, the facility known as Outpost Galthain grew to become the main site of Plagueian occupation of the world. Reactivated to protect the secrets of the Temple of Plagueis, the Outpost was the site of a Primus Pilus raid to clear the Temple's Upper Tier before being expanded into an actual fortress - Omega Base. |
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| *'''Alpha Base Prison'''
| | The Base's second-largest building, once a communications center, has been repaired and retrofitted with new communications equipment. In addition, a barracks has been established for the soldiers and [[Obelisk]], as well as a structure for [[Krath]] studies and another for the [[Sith]] inhabiting the area. A tall tower houses the bulk of its communications array and scouts with visual and infrared equipment at all times to ensure safety, built into the corner of the base's low walls whose purpose are to break up ground engagements. Two additional barracks and a garage with a landing pad atop of it have been built to house soldiers and vehicles; these, along with every building, have anti-air cannons built on top of them. |
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| This maximum-security dungeon is located in the basement of Alpha Base, and is the only prison on the planet. It is relatively large, and can hold many inmates. The quality of life in the two cities on Cernunnos is surprisingly high, because all low-lives (anyone from panhandlers to petty thieves to the homeless) are sent here, where they endure months of bad rations and uncomfortable living arrangements, until they are called upon for Final Duty.
| | Finally, a rectangular command complex has been built; this houses tactical rooms, offices, and eating facilities for Officers and Dark Jedi on Morroth. Heated to sufficient levels, these are the most comfortable military places on the world and form the center of command for all Morroth operations and patrols. It is literally the nerve center of the icy world. |
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| Final Duty is relatively easy, and marks the end of an inmate’s sentence in Alpha Base Prison. It consists simply of standing in one place, or perhaps jogging in a simple pattern. The trick is that HSK soldiers and warriors are firing on them as they do so. This makes the inmate an effective moving target, as they will use any evasive motion they can to prolong their life by a few more minutes. This causes the marksmen-in-training to learn how to effectively fire upon a moving target that is actually in evasive motion and running for their life. It also takes care of the nasty pest of the low-lives themselves.
| | == Prisons == |
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| == Cities == | | === Keto Prison === |
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| *'''Lemuria'''
| | Built atop the Frozen Ocean, the dome-shaped building is pierced only by what appears to be rectangular chutes protruding from the north, southwest, and southeast sections. Through these chutes, prisoners are funnelled to the outside during their exercise sessions. The semi-exposed balcony built along the outside of the dome is useful in riots, when riot-suppression weaponry and stun sticks are taken from the high-security armory. This is to ensure that an armed riot cannot occur. |
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| The largest city on Morroth, Lemuria is located on the west coast of Cernunnos. This city is occupied by approximately 5000 citizens, who supply the majority of the mining crews for our iron, copper, uranium and silver mines. The city is located on the ice covered sea; borders have started to be placed near the boundaries of the city proper and the sea to alert citizens of the end of the landmass. Also this city is protected by a large garrison of troops who are well trained in extreme weather combat.
| | Surrounding the facility, the exercise areas are barricaded by a durasteel chain-link fence with reinforced posts to prevent the gate being pulled down and vicious razor-wire lining the top. Aside from these defenses, an electrical current is pulsed through the fence at all times, and a warning line is established five feet from it. Any prisoner seen outside this line is considered to be instigating a riot and is quickly incapacitated. |
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| *'''Ashern'''
| | The prison's guard are typically equipped with a cross between riot armor and snowtrooper gear; the black result gives them a chitinous, almost insect-like appearance. By contrast, the prisoners wear bright orange jumpsuits; this makes it virtually impossible for them to hide in the gray prison or the white abyss outside. Prisoners sent to Keto are given maximum security treatment, and are handled as dangerous though their sentences aren't usually permanent. |
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| This city almost rivals Lemuria in size. It contains close to 4000 citizens. There is nothing much to note about this city other than its citizens are used to discover new mining resources.
| | === Tyr Prison === |
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| == Towns ==
| | While almost identical in construction to Keto and Kaeth Prisons, Tyr Prison is a little different. Its facility is the same dome-like structure of pale grey permacrete and durasteel reinforcement, though its exit chutes face west, northeast, and southeast. These chutes and the balconies serve the same purpose, though the exercise areas and external yard are often vacant due to harsher weather on this part of the Frozen Ocean than the other prisons. |
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| *'''Neriak'''
| | Equipped identically to the guards of the other prisons, the guards here are known for being particularly malicious; only about 2% of Tyr's inmates are serving anything less than a life sentence, and many of them are violent or deranged. Thus, given that they essentially no longer exist, many cruel games and exhibitions take place on the guards' watches. In addition, this prison sees more contraband smuggling, torture, and inmate-on-inmate violence to establish a sort of pecking order. The interior differs in that an upper level houses the guards, while the inmates are generally allowed to roam specific areas unless on lockdown or at night. The prison becomes their new world; ultimately, there is no reason to truly cage most of them. They aren't going anywhere. |
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| This town, located on the sunny Triton Isles, is the planet’s primary vacation resort. It is top-of-the-line, as far as Ice Ball resorts go, and is quite popular with those on vacation. Average age at any given time is approximately eighty, and thus the town poses no threat to House Satal Keto.
| | Known as "Hell on Ice" or just "Hell" by inmates in all three of the planet's new prisons, the threat of Tyr Prison is often enough to keep undesirables in line and convicts of other prisons on good behaviour. It has never had even suspicion of a riot, as much because of its efficient design as the weather and isolation. Even the landing pad sees almost no use, with prisoner transport taking place as little as possible and often causing some slight delays in movement. However, its deepest secrets can be found in solitary confinement, where Force-using criminals and inmates are either locked away for the rest of their lives or, in the case of powerful inmates, simply frozen in carbonite and stored. |
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| *'''Stormspire'''
| | === Kaeth Prison === |
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| An old town, the inhabitants of Stormspire remain faithful to the native religion, which remains only here and in a single self-contained temple community within Lemuria. The adherents of this religion believe that once they contact Dymestl, their god, an apocalyptic storm will rage across creation and destroy all those who are deemed unworthy by Dymestl. This is a very foolhardy faith, as a storm would be unable to extend beyond a single planet’s atmosphere. It is evident that it used to be very influential until space travel brought other beings to Morroth, as there is a massive spire in the centre of the town. This spire is at least ten thousand years old, and appears to have been a temple of some sort at one time. As such, this makes Stormspire of great interest to archaeologists.
| | Often called " Little Gammorr" or the "Summer Home" by convicts of Keto and Tyr, Kaeth Prison has the best reputation of the system's prisons. This is due in part to the fact that all publicized information on Morroth prisons is produced from Kaeth; it is also due to superior treatment of lesser criminals. While serious inmates spend time in Keto and lifelong criminals are trapped in the hellish life of Tyr, Kaeth is the prison for the best of the good-behaviour inmates and the lowest offenders. The criminals here are still treated like convicts, but aren't subjected to unfair abuse by guards. In addition, inmate violence is heavily discouraged; the only reason someone goes to solitary is for disturbing the peace. |
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| *'''Kartol'''
| | The domelike construction and anti-escape fence here is nearly identical to the first two prisons, with a balcony encircling the entire outside of the prison and three chutes, facing south, northeast, and northwest, as the only exits. The recreation area here has the best of the Frozen Ocean's weather, and is used to entice inmates to serve their terms peacefully. Though the guards are quite atonomous from outside government influence, the amount of public observation on the facility makes their duty quite clear and keeps both the criminals and their handlers on their best behavior. |
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| This town is mainly used as a training ground for the urban combat troops. It is only occupied by a small airbase for supplies and housing for the troops in training.
| | Kaeth also boasts a burgeoning prisoner workforce; while the prisoners are barely paid and do not generate much in the way of actual economic growth, they make the prison almost entirely self-sufficient. Ultimately, it is one of the best-maintained items on the Regime's list and one example of what they use for propaganda to keep Jusadih citizens loyal; if the prisoners here are treated so well, imagine how the loyal will fare. |
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| *'''Satal's Landing'''
| | == Points of Interest == |
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| This town is relatively small, yet is located on an elevated plateau, making its name fit perfectly, especially with the fact that there is a small, single-shuttle landing pad in the centre of the town. This also serves as the town square.
| | === The Frozen City === |
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| == Outposts ==
| | Locked below the Frozen Ocean, the Frozen City is a marvel that has captivated scientists of Jusadih since its discovery in 6 ABY; deep under the ice, an entire city has been apparently flash-frozen, with scans and composite images showing what appear to be preserved life forms, droids, buildings, and even vehicles. It is one of the leading facts to justify Jusadih's shifting nature, as it is theorized that the last orbital shift covered the city in oceanic waters before flash-freezing the oceans upon reaching the outside of the system. |
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| *'''Outpost Zeta'''
| | Though minor ventures have been attempted, no real operation has ever been conducted to explore the city's depths. |
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| This high-security outpost is literally crawling with soldiers, as well as a number of powerful Dark Jedi. This is necessary, as this compound guards the only overland route to Alpha Base and Gryffon Prison. Its twenty-foot-high walls have been built to take just about any incoming fire that an invading force throws at them. The front wall extends beyond the base itself, and spans the entire valley in which Outpost Zeta is located. Behind this wall is a large, heavily-armed force, which comprises a good number of powerful Dark Jedi, as well as a heavy strength of hardcore soldiers. This outpost makes Alpha Base almost impregnable.
| | === Boneyard of Wyrms === |
| | {{Main|[[Boneyard of the Wyrms]]}} |
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| *'''Outpost Eta'''
| | A place that reeks of the Dark Side of the Force, this area is a communal graveyard for the mammoth beasts that form some of Morroth's only indigenous fauna. A far departure from their usual home in the Great Tundra, this Frozen Ocean locale is travelled to by ancient tunnels beneath the ice - a discovery of the last decade, before which many were puzzled as to how the Wyrms got around without freezing due to the wind. Recent studies have shown that the Dark Side is with these creatures due to their Sith-spawned origins, though their boneyard and its purpose remain mostly unknown; only samples for study are taken here, unless a Dark Jedi seeks to test him or herself against elder wyrms. Those that do rarely ever come back. |
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| This outpost is being set up for a "Freedom Run". This event is where specially chosen inmates of the Morroth Penal System are allowed to run through a specially designed course full of dangerous obstacles and soldiers to win their freedom. Either way, win or lose, they are free to go.
| | === Mekduaa Valley === |
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| *'''Outpost Theta'''
| | A wide stretch of the Frozen Ocean is home to a species called the Mekduaa. These creatures resemble the sarlacc, though in fact have bigger internal and external teeth and a decided lack of tentacle appendages. They seem to have an extreme lifespan and a crawling metabolism, relying on unlucky creatures to fall down the slick, fleshy sides of their mouths for food. Emitting a constant stream of steamy breath, these beasts known by some as "steam holes" have found a new food source in the JMR, as dead soldier trainees, Prospect Dark Jedi, and enemies are often fed to them. Only recently was it discovered that these creatures, like the rest of the world's fauna, were made by the ancient Sith of Naga Sadow's Empire to act as base defenses and pitfall traps. |
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| This outpost is found on the Isles of Satal, and is literally a floating fortress. It is anchored to massive, natural boulders by means of long durasteel chains. These hold the outpost in place when the tide is in. When the tide goes out, the outpost simply floats gently and comes to rest on the largest of the Isles of Satal. It has a single landing platform within its watertight walls, for transportation when the tide is in.
| | === Ice Temple Ruins === |
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| *'''Outpost Iota'''
| | Formerly a Sith temple thousands of years before, the Ice Temple - so named for the white stone and ice used to build it - served a purpose of worship and training before falling into disuse. It was occupied by the Jusadih Independence Coalition during the War of Ascension, but was stormed and cleared by JMR forces following Morroth's fall. Due to its Sith nature, the Quaestor of Plagueis promptly ordered it scoured, emptied, and rendered useless; its rubble still lies there today, a habitat for the occasional Wurrump or Koth'ata. |
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| Outpost Iota has but a single purpose: to keep order on the vacation lands of the Isles of Aleema. It has a relatively weak military force, as a resort full of elderly pensioners is hardly a threat. Make no mistake, an assault on the Isles of Aleema would end in failure nonetheless, as Outpost Iota still has a fairly potent force, albeit a small one.
| | === Temple of Plagueis === |
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| *'''Outpost Kappa'''
| | {{Main|[[Temple of Plagueis]]}} |
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| This post is used for simulated beach landings for the troops of HSK. Also it is used in promotion rituals for certain Dark Jedi ranks. This outpost, like many of the others, is not manned year round and is left in hibernation mode until a need for its facilities arises. In times of war, it is reactivated and HSK troops drill here to prepare for any of the myriad tactical possibilities that could be presented them by the Plagueis High-Command.
| | Originally built by the [[starwars:Sith_Empire|Sith Empire]] and taken over by [[starwars:Darth_Plagueis|Darth Plagueis]] in their absence, the Temple of Plagueis on Morroth has always been a place full of dangerous Sithspawn and other traps. Recently, however, Plagueian forces have violently emptied the Upper Tier of the Temple. By order of the Plagueis Summit, it has been converted into a training facility for Dark Jedi. Today, it is protected by Omega Base - the expanded site of what was once Outpost Galthain. |
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| *'''Outpost Mu'''
| | == Military Presence == |
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| Found on Skadi, this is the training ground for the House's Obelisk troops. Mu is home to the infamous obstacle course, The Rellion Queen, named for a revered trainer and taskmaster, Fog Rellion. The course consists of 26 obstacles stretched over 1 km. Bones, as well as one’s pride, are easily broken among the arduous course and it is said by those who’ve run her, Everyone Bows to the Queen.
| | The military assets of the Regime on Morroth are typically snow-ready craft, speeders, soldiers, and MAAT dropships - all easily serviced and highly mobile. The soldiers themselves are equipped for cold-weather engagements, but use weaponry that is light and easily cleaned and repaired to ensure that engagements don't last long. Against most foes, mobility on Morroth is the key - most forces cannot match Plagueis' capability to jump around a battlefield and retreat to safety, something essential given the environment of Morroth. |
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| *'''Outpost Nu'''
| | Ultimately, though, the military serves one purpose here - protecting the Temple of Plagueis. The towns themselves rarely ever get too rowdy, though Satal's Landing is being watched from time to time, and things stay relatively cool. The planet is easily defended by reinforcements and Omega Base, and its actual strategic importance isn't huge. |
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| Found on the Cerridwen, Nu is the main support base for Krath training centers on Morroth. Here the prospective sorcerers of HSK refine their dark magic among an expanse of open terrain particularly suited to the often violent nature of their spells. Holo-emitters in combination with complex algorithms are sometimes used to model the effects of a given power so that students may more closely examine its effects.
| | ==Political Outlook== |
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| == Points of Interest ==
| | Morroth is to Jusadih politics what a herd of cattle is to a farmer - a source of income. Aside from the prisons, which are promoted as if they were better than Core World facilities, the mining towns are a huge part of the system's economy but hold little to no power in the political realm. That said, great effort is taken to ensure no faction can take over a mining town - should they find business, the credit income alone would fund a vicious war effort. Outside of this, it has no real power over the other worlds. |
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| *Ruins of Avalon - Found on the Isles of Satal
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| *Temple of Delphi - Found on the Isles of Satal
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| *The Frozen City - Found on Cerridwen
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| *Boneyard of Wyrms - Found on Skadi
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| *Sarlacc Valley- Found on Skatha
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| *Ice Temple- Found on Isles of Tyr
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| *Abandoned "Galthain" Outpost - Found on Annwfn
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| *Falls of Kirleta - Isles of Aleema
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| [[Category: Planets]] | | [[Category:Planets]] |
| | [[Category:Former Plagueis territories]] |
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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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Morroth
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Deep Core
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Jusadih System
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Sigil
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Triyal, Treyu
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416 Days
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Terrestrial
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9754 km
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Breathable
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Extreme Cold
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1.6 Factors
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- Tundra
- Polar Region
- Frozen Ocean
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None
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Ruins
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None
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None
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House Plagueis
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An ice world on the edge of Jusadih, Morroth served two purposes for House Plagueis - that of a penal colony and that of a mining hotspot. Small mining towns drew rich ores from below the ice, while the prisons of Tyr, Keto, and Kaeth kept the local inmates in line. Hidden from the public view, however, was the world's second purpose - the instruction of the Dark Jedi of House Plagueis. Following the retreat of Plagueis after the Horizons Crisis, all remaining signs of Plagueis on Morroth were destroyed.
Climate
The outermost planet orbiting the star Sigil, Morroth is a frozen world. The temperatures are typically so low on both the day and night sides of the planet that it teeters on the edge of habitability. The daylight side of the world receives a very small amount of light, slightly less than twilight on Kapsina on the brightest days, and the night side is completely dark. The two moons, Treyu and Triyal, are too small and distant from Sigil to be seen at night unless directly facing the star, and even then, all that can be seen are two vague outlines in the sky.
The planet does not have clearly-defined seasons. Instead, there is a period of melting and harsher weather followed by periods of freezing and stasis. When the planet undergoes the melting period, the sky is fairly clear, though the blizzards become insane tempests of snow, easily depositing as much as 170 centimeters within a few hours. The wind is mild during this time, but only in comparison to later months. During the freezing and stasis periods, the sky is typically clear. Snow and ice continue to swirl in the blizzards, but their intensity is replaced by vicious cold and utter darkness.
Despite having no liquid oceans, the planet's weather is quite hostile; this anomaly has been attributed to Morroth's orbit, which is placed just so to make cruel weather patterns possible while not making any improvement a possibility.
History
Tens of thousands of years before the Battle of Yavin, Morroth's climate and population were far different - the planet was near to Sigil, in the second orbit, and was mostly oceanic with temperate islands. This changed as the Jusadih System drifted too close to several Deep Core black holes and, twisting under the stress, re-arranged its orbital alignments. First, the people were covered by the very oceans that had given them life, many civilizations drowning outright. Next, the planet found the outermost part of the system, becoming Sigil 5 and freezing almost instantly. There it would stay, a frozen tomb, until tiny yearly melting cycles eventually covered its bulk with snow as well as ice.
Colonized in 5,000 BBY by Sadow's Sith Empire during its war with the republic, Morroth's mineral value was largely ignored. The icy world was used as a listening outpost for the Sith, who utilized Morroth Outpost J5 to steal snatches of vital coreward intelligence. The outpost and its counterpart, the Ice Temple, would fall into disuse and be forgotten for thousands of years until the arrival of another Sith - the Muun Darth Plagueis.
For a time, Plagueis would use the temple as a place to hide in and a site for Sith experimentation on the local fauna of many worlds, including Blenjeel's Sand burrowers and Korriban's Tuk'ata. However, it was late during his reign that the first mining interests would settle on Morroth, leading the Sith to depart. As a precaution to protect his experiments, he left the Temple's doors wide open, allowing deadly fauna to stream forth.
The first colonists of Morroth were employed by the corporations of Lemuria Mining, the Milliam Conglomerate, Ellesmeria Mining Incorporated, and Vester's Thermal. However, Vester's attempted to mine in the Great Tundra and were forced out of the world, while the mining towns of Lemuria and Ashern soon took all of the business away from Ellesmeria Mining and forced them back to Kapsina. It was in this void that independent owners bought the abandoned mining town - Satal's Landing - and began cultivating it into a place of profit and independence.
Several decades later, shadowy agents of Clan Plagueis arrived in Jusadih and took over control of affairs. Matters changed little even during the Incursion, and would remain as such until the War of Ascension. Evan Gonchar, an ally of Christopher Tirk and the Crimson Tide, was declared Marquis of Morroth and soon had the planet and its then-shoddy prisons under his control. This would not last long, however, as JMR forces quickly eliminated Gonchar and placed the ice world under Regime rule.
Following the War of Ascension, Alaris Jinn's Insurrection saw the Consul of Plagueis, Braecen Kaeth, toppled; a new era of change and repurpose had begun. The old prisons, outposts, and bases of the planet were demolished and forgotten as three new institutions opened up: Kaeth, Keto, and Tyr Prisons. While the former would be promoted and used in propaganda for all three as a safer prison environment, Keto became a maximum-security slam and Tyr became an unescapable hellhole.
It was short years after this that Grand Master Muz Ashen declared the Reform, reorganizing Clan Plagueis into House Plagueis and shaking things up. Plagueis' Quaestor following the Reform, Kal di Plagia Vorrac, aided Sistros Corporation in funnelling many of the credits from mining operations on the world to the Regime's coffers to help fund his military reorganization. Following his rule, the unrest in Jusadih had a harsh effect on Morroth, as different groups attempted to occupy the valuable mining facilities. They were decisively halted by Primus Pilus before their legitimization, and afterward, military units on the world were scaled back entirely to Omega Base barring any sort of conflict.
Following the attack by the forces of Zoraan, Morroth was devastated along with the rest of the system. Spared the fate of Kapsina, Morroth was not ravaged by the Sith's bio-weapon. Instead, the military forces of the attackers laid waste to Morroth, as the Starweird scoured the planet. Those that were not killed in the attack fled, and House Plagueis triggered a hidden fail-safe destruct system to wipe all evidence of their presence from the planet. Morroth is now a world given over to its harsh, cold climate, as all humanoid life has long since departed.
Regions
As opposed to planets with Oceans, Morroth has three distinct regional areas; these are divided simply by climate and topographical features.
Mining Plains
Given that much of Morroth's physical surface is buried under well over a kilometer of snow and ice, the terrain of the planet is oft determined by the glacial "crust" below the feet of its travellers. As such, the area called the Mining Plains has been shaped by the mining towns of Lemuria, Ashern, and Satal's Landing; around all of these can be seen sentient-altered flatlands, areas where ice shelfs and spikes of frozen water have been cut or melted away to form easy-to-traverse plains.
Located in the far northern hemisphere of the world, this land has the least-vicious climate of the entire planet, though that distinction is a narrow one. The weather here, while cruel like on all of Morroth, doesn't often deposit as much snow as elsewhere; the melting period fails to truly scour this area of the cold planet, as Sigil's rays rarely bring the light above a faint haze and usually cast them into darkness broken only by mining equipment.
Even with these advantages, though, the mining towns face a different threat; the scattered fauna of the ice world, while not enjoying the colder temperatures, are typically drawn to the intense heat of mining operations and both the food and warm bodies of the colonists themselves; they provide a potential feast worth more than a little risk to the Sith-tainted animals of the planet.
Great Tundra
Composed of tumbling snowdrifts and huge ice shelfs, the terrain of the Great Tundra has been considered beautiful by many during its calm periods and unlivable during its blizzards. With terrain that literally seems to roll and shift more than Tatooine's legendary Dune Sea, it occupies the equatorial and south-western hemispheres of the world, taking up well over half of its surface. While it is theorized that massive mineral wealth can be found here, it is a well-known fact that the cost and difficulty inherent in setting up any such operation would be astronomical; following this, maintenance alone would make the venture futile within months, as even in the most stable areas equipment and mining shafts would be lost within weeks.
However, one building alone is perfectly built to inhabit this snow-encapsulated world; the Temple of Plagueis. Built deep into an ice shelf, its upper tier is always accessible with minimal clearing even after the worst of the world's blizzards; built to remain below the snow and ice, the Lower Tier is outfitted for success even when buried, while the Catacombs form tunnels too deep to be affected by the shifting above. Aside from the Temple, one other complex can be found nearby; Omega Base, built to protect the Temple from assault and act as a staging point for military operations, is designed to allow snow to flow through it and has equipment on-hand to clear it out if necessary.
Aside from these little-known features, one thing brings the Great Tundra to every colonist's mind; the Ice Wyrms, which are known to treat the snow and ice like an aquatic beast might treat the ocean.
Frozen Ocean
The remaining third of Morroth's mass is covered in what scientists describe as an ocean frozen in mid-orbital shift. Many, many kilometers thick and full of sediments, compounds, and even frozen buildings or life-forms, the Frozen Ocean is an anomaly of the world that many do not perceive. Though some things remain preserved in its depths, none can see them without special scanning equipment and months of excavation; only in one area, the Frozen City, is it possible to peer down and see vague outlines of what once was. Even there, snowdrifts often cover the secrets, though they are less than half as deep as in the Tundra and some regions see less than twenty feet of snow atop the ice.
In the Frozen Ocean, the Mekduaa Valley can be found, a place whispered about by rebels as the dumping site for Regime enemies and lost recruits; it is a secret well-kept by the Stratocracy that the gaping maws do indeed digest bodies and secrets well over a decade old. About fifty kilometers away, one finds the Boneyard of the Wyrms, the communal graveyard for the massive creatures that reeks of Dark Side energy. In addition, one finds the ruins of the Ice Temple, a place once built by Sith on the planet but occupied by the Jusadih Independence Coalition during the War of Ascension. During that civil war, the Temple was demolished, its ruins cleaned out by the forces of the Regime before being utterly abandoned.
The final locations on the Frozen Ocean are the three prisons that the world is famous for; Kaeth, Tyr, and Keto Prisons hold the system's inmates and ensure absolute security. Fuel and food are shipped to these, and while prisoner transports do arrive at the facilities from time to time, none are left at the prisons lest their prisoners escape. Any escapes that occur on foot are either followed within six hours with a recapture or summarily dismissed, except in extreme cases; the harsh conditions of Morroth would kill almost anyone escaping on foot within that time.
Moons
Triyal
A small, rocky satellite orbiting Morroth, Triyal is uninhabitable. Its atmosphere is composed very thinly of carbon dioxide and a few other trace gases, lacking the substance to insulate itself or protect itself from the ravages of the solar day. The high temperatures of the world are around 1000 degrees F, its night-time lows an icy parallel of -1000 degrees F.
The only time that the moon is anywhere near habitable is during the dusk and dawn periods, where the temperature reaches 400 degrees, as opposed to 1000. Even then, a properly-insulated, fully-equipped space suit is necessary even to walk on it. As dusk and dawn last for only a couple of hours, the moon has not been colonized or explored; it is entirely lifeless and will remain as such.
Treyu
The moon of Treyu is best described as a frozen ball of ice. It's core is solid, though, and below 500km of ice, liquid water permeates the moon. It is thought that some form of life exists beneath the ice, and in the past, certain rich natives of Morroth would go to the moon in the hopes of seeing something move below their feet. Deep scans from the surface suggest interesting radioactive activity takes place beneath the ice, making many wonder what is down there; that said, it is considered pointless to explore by the Regime, as between radiation and sheer icy temperature the venture would require extremely specialized equipment and yield little in the way of actual results.
Towns
Lemuria
The largest mining town on Morroth, its population is around 4500; buildings and complexes ring a valley that, at its center, houses a steaming mining pit. Built overtop of the pit on special scaffolding is the Lemuria Hangar, utilizing thermal energy and waste heat to keep itself climatized toward passengers and their liking. Aside from the hangar, the only vehicles typically seen in Lemuria are located next to the housing complexes of mining workers. The only buildings aside from this are the Sistros shop, which is resupplied weekly to supply any minor needs, and the ovoid shape of the well-heated Ice Bowl Cantina. Even when needing twenty minutes in a special temperature equalizing chamber after exiting the cantina, the miners spend much of their time there.
Given its bowl-like shape, Lemuria would appear to most to be at a defensive disadvantage; given the fauna, however, this is far from true. Before being bought out by Sistros Corporation, Lemuria Mining spent copious credits to melt a deep dish into the ice and snow, leaving Lemuria seated atop what would normally be very thick and deep ice. This ice is such that even Wyrms avoid it on most occasions, as it takes too much energy to tunnel through, while smaller creatures like Wurrumps and Koth'ata couldn't hope to live through the time needed to burrow into it. Thus, a few airspeeders with weapons below military grade are sufficient for even the most intense raids and a sonic fence plays a frequency that keeps most beasts away.
A disadvantage to this construction is that, when the weather is nice enough, colonists in survival gear often need boots equipped with specialized cleats to keep their footing; ice is always present beneath the snow of the dish, which must be cleared away to keep houses functional and is often a source of drinking water. However, these costs are small considering that Lemuria's mining operations offer huge deposits of carvanium, lommite, zersium, and carbon; almost all of the necessary components for durasteel. Once the weather and the work value are taken into account, only a volunteer civilian police force is needed, trained lightly by the JMR and Sistros agents in self-defence and takedown techniques and armed with stun weaponry. A few days of lost wages are enough to cool any miner's temper.
Ashern
Built into the side of an ice shelf, Ashern was first built by the Milliam Conglomerate's head and was named after its chief planning officer, Tam Ashern. The ice shelf it is built into is both an amazing wind barrier and a magnet for Koth'ata raids; thus, to prevent nighttime hunting taking the lives of colonists, Ashern is built on specially-suspended platforms, held in place by beams and scaffolds built into or attached to the ice shelf. Only the mining pit below is not suspended; it is accessed by a large cargo lift system, which ferries miners and machines deep below the surface ice.
Most travel along Ashern's miniature tiers is done either by airspeeder or by bridges and turbolifts, all covered in inexpensive domes and roofs to protect inhabitants. This gives it a look of platforms, girders, and tubes; Ashern is by no small amount an engineering wonder, though one of the boons of its construction is the very cold that it shelters its inhabitants from. All dwellings have an outer layer, intended to stay frozen solid at all times - thus preventing expansion and contraction from tearing it apart. These measures make sense, however, given the main item mined at Ashern - precious aurodium. Though valuable metals such as gold and the much more abundant berubium are present, the smaller and harder-to-find veins of aurodium are sought out by Sistros Corporation with a feverish persistence.
While the Hanging Man Cantina and the Ashern General Store see quite a bit of business, nothing gets more attention than the Shelftop Casino. Including sabacc pits, sporting event bets, pazaak pits, and other faculties, this Hutt-run establishment feeds off of the wages of miners. While the money is good enough to attract over 3000 miners to the hanging city, the Shelftop is good enough at intoxicating, feeding, pampering, and then draining the accounts of miners that many of the inhabitants stay there for a very, very long time. The Hutts take an additional role of hiring and running Ashern security, thanks to special permissions to do so from the JMR and under the watchful eye of Ashern's owners, Sistros.
Satal's Landing
A smaller town, Satal's Landing is located on an elevated plateau of ice. The plateau, originally an icy spike, was carved out to investigate what was originally diagnosed as a sensor malfunction; in truth, burrowing into the plateau's center confirmed what the machine had suspected. Satal's Landing is built atop of possibly the largest accessible mineral deposits on the planet; while not containing aurodium, it contains enough elements to create plentiful supplies of durasteel, transparisteel, sensitive components for electronics, and even most of the components for dallorian alloy. In addition, it contains huge crystal veins, formed by the pressures inherent of orbital shift; a tiny percentage of these have been shown to be useful in lightsabers as focusing crystals, though the overwhelming majority are simply ultra-valuable.
Though planted on top of the greatest mineral wealth, Satal's Landing has a troubling weakness; independence. The current mayor of the town, a Zabrak named Kimmar Swyft, is the first in a long line of those that do not work for Sistros Corporation. Though pressure has always been great against them, the miners of Satal's Landing have found a sort of pride in their freedom; though almost all of their sales are conducted by and handled through Sistros, they set their own rules, policies, and wages. That said, the town has acquired almost a shanty-like look; though each building is viable, they have clearly been maintained by less-than-expert hands and at times repaired in haphazard or unorthodox ways.
Around the plateau for several kilometers is a minefield, designed to keep the creatures of Morroth away; nowhere else on the planet sees as much fauna activity. To protect travellers, the Landing has put up large signs indicating where the field begins. In addition to this, however, recent inspections of Satal's Landing have seen buildings that are almost garrison-like and townspeople wielding very large, powerful blaster weaponry. Ultimately, though, Swyft and his followers keep the Regime from cracking down by taking a strictly non-rebel stance.
Travel in the town is almost exclusively done by speeder, as the town has neither the bowl shape of Lemuria nor the hanging nature and tubes of Ashern to protect it from the weather's harshest days; that said, this has made the citizens quite tough. The Hill Top Cantina and a small store attached to the hangar - both Sistros-owned properties - occupy miners in their downtime. To keep miners from owing far, far too much to Sistros, the town's mayoral body imposes a curfew and credit limit each night.
Large Bases/Fortresses
Omega Base
Originally abandoned by the Feudalist governments of Jusadih, the facility known as Outpost Galthain grew to become the main site of Plagueian occupation of the world. Reactivated to protect the secrets of the Temple of Plagueis, the Outpost was the site of a Primus Pilus raid to clear the Temple's Upper Tier before being expanded into an actual fortress - Omega Base.
The Base's second-largest building, once a communications center, has been repaired and retrofitted with new communications equipment. In addition, a barracks has been established for the soldiers and Obelisk, as well as a structure for Krath studies and another for the Sith inhabiting the area. A tall tower houses the bulk of its communications array and scouts with visual and infrared equipment at all times to ensure safety, built into the corner of the base's low walls whose purpose are to break up ground engagements. Two additional barracks and a garage with a landing pad atop of it have been built to house soldiers and vehicles; these, along with every building, have anti-air cannons built on top of them.
Finally, a rectangular command complex has been built; this houses tactical rooms, offices, and eating facilities for Officers and Dark Jedi on Morroth. Heated to sufficient levels, these are the most comfortable military places on the world and form the center of command for all Morroth operations and patrols. It is literally the nerve center of the icy world.
Prisons
Keto Prison
Built atop the Frozen Ocean, the dome-shaped building is pierced only by what appears to be rectangular chutes protruding from the north, southwest, and southeast sections. Through these chutes, prisoners are funnelled to the outside during their exercise sessions. The semi-exposed balcony built along the outside of the dome is useful in riots, when riot-suppression weaponry and stun sticks are taken from the high-security armory. This is to ensure that an armed riot cannot occur.
Surrounding the facility, the exercise areas are barricaded by a durasteel chain-link fence with reinforced posts to prevent the gate being pulled down and vicious razor-wire lining the top. Aside from these defenses, an electrical current is pulsed through the fence at all times, and a warning line is established five feet from it. Any prisoner seen outside this line is considered to be instigating a riot and is quickly incapacitated.
The prison's guard are typically equipped with a cross between riot armor and snowtrooper gear; the black result gives them a chitinous, almost insect-like appearance. By contrast, the prisoners wear bright orange jumpsuits; this makes it virtually impossible for them to hide in the gray prison or the white abyss outside. Prisoners sent to Keto are given maximum security treatment, and are handled as dangerous though their sentences aren't usually permanent.
Tyr Prison
While almost identical in construction to Keto and Kaeth Prisons, Tyr Prison is a little different. Its facility is the same dome-like structure of pale grey permacrete and durasteel reinforcement, though its exit chutes face west, northeast, and southeast. These chutes and the balconies serve the same purpose, though the exercise areas and external yard are often vacant due to harsher weather on this part of the Frozen Ocean than the other prisons.
Equipped identically to the guards of the other prisons, the guards here are known for being particularly malicious; only about 2% of Tyr's inmates are serving anything less than a life sentence, and many of them are violent or deranged. Thus, given that they essentially no longer exist, many cruel games and exhibitions take place on the guards' watches. In addition, this prison sees more contraband smuggling, torture, and inmate-on-inmate violence to establish a sort of pecking order. The interior differs in that an upper level houses the guards, while the inmates are generally allowed to roam specific areas unless on lockdown or at night. The prison becomes their new world; ultimately, there is no reason to truly cage most of them. They aren't going anywhere.
Known as "Hell on Ice" or just "Hell" by inmates in all three of the planet's new prisons, the threat of Tyr Prison is often enough to keep undesirables in line and convicts of other prisons on good behaviour. It has never had even suspicion of a riot, as much because of its efficient design as the weather and isolation. Even the landing pad sees almost no use, with prisoner transport taking place as little as possible and often causing some slight delays in movement. However, its deepest secrets can be found in solitary confinement, where Force-using criminals and inmates are either locked away for the rest of their lives or, in the case of powerful inmates, simply frozen in carbonite and stored.
Kaeth Prison
Often called " Little Gammorr" or the "Summer Home" by convicts of Keto and Tyr, Kaeth Prison has the best reputation of the system's prisons. This is due in part to the fact that all publicized information on Morroth prisons is produced from Kaeth; it is also due to superior treatment of lesser criminals. While serious inmates spend time in Keto and lifelong criminals are trapped in the hellish life of Tyr, Kaeth is the prison for the best of the good-behaviour inmates and the lowest offenders. The criminals here are still treated like convicts, but aren't subjected to unfair abuse by guards. In addition, inmate violence is heavily discouraged; the only reason someone goes to solitary is for disturbing the peace.
The domelike construction and anti-escape fence here is nearly identical to the first two prisons, with a balcony encircling the entire outside of the prison and three chutes, facing south, northeast, and northwest, as the only exits. The recreation area here has the best of the Frozen Ocean's weather, and is used to entice inmates to serve their terms peacefully. Though the guards are quite atonomous from outside government influence, the amount of public observation on the facility makes their duty quite clear and keeps both the criminals and their handlers on their best behavior.
Kaeth also boasts a burgeoning prisoner workforce; while the prisoners are barely paid and do not generate much in the way of actual economic growth, they make the prison almost entirely self-sufficient. Ultimately, it is one of the best-maintained items on the Regime's list and one example of what they use for propaganda to keep Jusadih citizens loyal; if the prisoners here are treated so well, imagine how the loyal will fare.
Points of Interest
The Frozen City
Locked below the Frozen Ocean, the Frozen City is a marvel that has captivated scientists of Jusadih since its discovery in 6 ABY; deep under the ice, an entire city has been apparently flash-frozen, with scans and composite images showing what appear to be preserved life forms, droids, buildings, and even vehicles. It is one of the leading facts to justify Jusadih's shifting nature, as it is theorized that the last orbital shift covered the city in oceanic waters before flash-freezing the oceans upon reaching the outside of the system.
Though minor ventures have been attempted, no real operation has ever been conducted to explore the city's depths.
Boneyard of Wyrms
- Main article: [[Boneyard of the Wyrms|Boneyard of the Wyrms]]
A place that reeks of the Dark Side of the Force, this area is a communal graveyard for the mammoth beasts that form some of Morroth's only indigenous fauna. A far departure from their usual home in the Great Tundra, this Frozen Ocean locale is travelled to by ancient tunnels beneath the ice - a discovery of the last decade, before which many were puzzled as to how the Wyrms got around without freezing due to the wind. Recent studies have shown that the Dark Side is with these creatures due to their Sith-spawned origins, though their boneyard and its purpose remain mostly unknown; only samples for study are taken here, unless a Dark Jedi seeks to test him or herself against elder wyrms. Those that do rarely ever come back.
Mekduaa Valley
A wide stretch of the Frozen Ocean is home to a species called the Mekduaa. These creatures resemble the sarlacc, though in fact have bigger internal and external teeth and a decided lack of tentacle appendages. They seem to have an extreme lifespan and a crawling metabolism, relying on unlucky creatures to fall down the slick, fleshy sides of their mouths for food. Emitting a constant stream of steamy breath, these beasts known by some as "steam holes" have found a new food source in the JMR, as dead soldier trainees, Prospect Dark Jedi, and enemies are often fed to them. Only recently was it discovered that these creatures, like the rest of the world's fauna, were made by the ancient Sith of Naga Sadow's Empire to act as base defenses and pitfall traps.
Ice Temple Ruins
Formerly a Sith temple thousands of years before, the Ice Temple - so named for the white stone and ice used to build it - served a purpose of worship and training before falling into disuse. It was occupied by the Jusadih Independence Coalition during the War of Ascension, but was stormed and cleared by JMR forces following Morroth's fall. Due to its Sith nature, the Quaestor of Plagueis promptly ordered it scoured, emptied, and rendered useless; its rubble still lies there today, a habitat for the occasional Wurrump or Koth'ata.
Temple of Plagueis
- Main article: [[Temple of Plagueis|Temple of Plagueis]]
Originally built by the Sith Empire and taken over by Darth Plagueis in their absence, the Temple of Plagueis on Morroth has always been a place full of dangerous Sithspawn and other traps. Recently, however, Plagueian forces have violently emptied the Upper Tier of the Temple. By order of the Plagueis Summit, it has been converted into a training facility for Dark Jedi. Today, it is protected by Omega Base - the expanded site of what was once Outpost Galthain.
Military Presence
The military assets of the Regime on Morroth are typically snow-ready craft, speeders, soldiers, and MAAT dropships - all easily serviced and highly mobile. The soldiers themselves are equipped for cold-weather engagements, but use weaponry that is light and easily cleaned and repaired to ensure that engagements don't last long. Against most foes, mobility on Morroth is the key - most forces cannot match Plagueis' capability to jump around a battlefield and retreat to safety, something essential given the environment of Morroth.
Ultimately, though, the military serves one purpose here - protecting the Temple of Plagueis. The towns themselves rarely ever get too rowdy, though Satal's Landing is being watched from time to time, and things stay relatively cool. The planet is easily defended by reinforcements and Omega Base, and its actual strategic importance isn't huge.
Political Outlook
Morroth is to Jusadih politics what a herd of cattle is to a farmer - a source of income. Aside from the prisons, which are promoted as if they were better than Core World facilities, the mining towns are a huge part of the system's economy but hold little to no power in the political realm. That said, great effort is taken to ensure no faction can take over a mining town - should they find business, the credit income alone would fund a vicious war effort. Outside of this, it has no real power over the other worlds.