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| ==Grand Arena== | | ==Sections== |
| | ===Grand Arena=== |
| This massive room embodies all that is Galeres, it is where all awards, promotions, celebrations and important meetings are held. A plush carpet with gray and black thread cover the cold floor and the high ceiling is imprinted with the Galeres logo, providing a watching eye over all the doings below it. The smoky grey pillars around the edges of the room are labeled with the embossed names of previous leaders or extremely valuable members of House Galeres. The Arena's focus, however, is a black and gold marble throne. It is carved to resemble a dragon, two heads form the handrests with four clawed feet and wings stretching up to form the back. | | This massive room embodies all that is Galeres, it is where all awards, promotions, celebrations and important meetings are held. A plush carpet with gray and black thread cover the cold floor and the high ceiling is imprinted with the Galeres logo, providing a watching eye over all the doings below it. The smoky grey pillars around the edges of the room are labeled with the embossed names of previous leaders or extremely valuable members of House Galeres. The Arena's focus, however, is a black and gold marble throne. It is carved to resemble a dragon, two heads form the handrests with four clawed feet and wings stretching up to form the back. |
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| ==Quaester's Quarters== | | ===Quaester's Quarters=== |
| The Galeres Quaestor has his room dominated with black and gold, the aura of the room dark and deadly. The carpet covering the entire floor area has a circular crest outlined in gold, carrying the dragon emblem proudly. The large bed is covered in pure black, the pillows emblazoned with the same golden dragon. In a private office a desk of ebony wood stands majestically, a comfortable chair pushed under it. Important papers are all arranged in order, nothing out of its place. The imposing desk and chair provide the added impression of absolute authority when required. It is through the office that one reaches the Quaestor's quarters using a code only known by him or her. | | The Galeres Quaestor has his room dominated with black and gold, the aura of the room dark and deadly. The carpet covering the entire floor area has a circular crest outlined in gold, carrying the dragon emblem proudly. The large bed is covered in pure black, the pillows emblazoned with the same golden dragon. In a private office a desk of ebony wood stands majestically, a comfortable chair pushed under it. Important papers are all arranged in order, nothing out of its place. The imposing desk and chair provide the added impression of absolute authority when required. It is through the office that one reaches the Quaestor's quarters using a code only known by him or her. |
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| ==Sparring Mats== | | ===Sparring Mats=== |
| Large, circular room with the same dimensions as the Meditation area directly opposite. The floor area is divided to provide four training areas, two designated for weapons, two for hand to hand combat. Weapon racks and an assortment of battle droids are conveniently placed around the area to ensure a wide variety of training. | | Large, circular room with the same dimensions as the Meditation area directly opposite. The floor area is divided to provide four training areas, two designated for weapons, two for hand to hand combat. Weapon racks and an assortment of battle droids are conveniently placed around the area to ensure a wide variety of training. |
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| ==Hangar== | | ===Hangar=== |
| A place where ships are stored for the Galeres military or respected guests. Restricted access codes make it possible to trace ships planning to land within this large room. A large force field is used to protect the contents of the Hangar and large turbolasers are mounted on each corner with cameras used for targeting. | | A place where ships are stored for the Galeres military or respected guests. Restricted access codes make it possible to trace ships planning to land within this large room. A large force field is used to protect the contents of the Hangar and large turbolasers are mounted on each corner with cameras used for targeting. |
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| ==Machine Shop== | | ===Machine Shop=== |
| The small area that extends from the hangar holds all equipment required by the Galeres base. Any broken, out of order, malfunctions equipment is taken to this room to be fixed. | | The small area that extends from the hangar holds all equipment required by the Galeres base. Any broken, out of order, malfunctions equipment is taken to this room to be fixed. |
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| Presses, lathes, drills line the walls, alongside the hi-tech equipment constantly modified or replaced to keep up with the evolving technology. The personnel are competent to fix all but the most complex of problems, for which the engineers will be called. The Machine Shop also holds enough equipment to manage small scale replacements. | | Presses, lathes, drills line the walls, alongside the hi-tech equipment constantly modified or replaced to keep up with the evolving technology. The personnel are competent to fix all but the most complex of problems, for which the engineers will be called. The Machine Shop also holds enough equipment to manage small scale replacements. |
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| ==Communications== | | ===Communications=== |
| Contains a com-scan unit large enough to continually monitor all the base's incoming system data, processing it and alerting communications personnel to perceived dangers or threats to the base. It also has several Eradicators which resemble a large communications dish, Eradicators locks onto the communications of a Jedi working from a remote location and scramble the incoming transmission's header data. This way, the origination point of the message is unreadable to any being who tries to slice the transmission in order to pinpoint a Jedi's location. Each member of Galeres also has within their possession a Jedi beacon receiver and Clockwatcher. The beacon receiver allows them to communicate signals and broadcasts from the base, the Clockwatcher gives not only time but also provides information on ambient temperature, gravity, atmospheric conditions, and the surrounding environment. HoloNet is wired throughout the base and the communications room contains a Hologram Projection Pod connected to it. The Projection Pod allows the user to send a full-body, holographic communication to another being using the transmission and reception of HoloNet signals, enabling virtually real-time communications across the galaxy. | | Contains a com-scan unit large enough to continually monitor all the base's incoming system data, processing it and alerting communications personnel to perceived dangers or threats to the base. It also has several Eradicators which resemble a large communications dish, Eradicators locks onto the communications of a Jedi working from a remote location and scramble the incoming transmission's header data. This way, the origination point of the message is unreadable to any being who tries to slice the transmission in order to pinpoint a Jedi's location. Each member of Galeres also has within their possession a Jedi beacon receiver and Clockwatcher. The beacon receiver allows them to communicate signals and broadcasts from the base, the Clockwatcher gives not only time but also provides information on ambient temperature, gravity, atmospheric conditions, and the surrounding environment. HoloNet is wired throughout the base and the communications room contains a Hologram Projection Pod connected to it. The Projection Pod allows the user to send a full-body, holographic communication to another being using the transmission and reception of HoloNet signals, enabling virtually real-time communications across the galaxy. |
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| ==Command Center== | | ===Command Center=== |
| The nerve center for the entire base. The staff makes sure everything on base is running smoothly and efficiently. Terminals fill the Command Center controlling defense, the Generator and other such systems. From here the Quaestor can control any system if needed. A button is located within the Center that can lock-down the entire base in case of intruders or an attack. | | The nerve center for the entire base. The staff makes sure everything on base is running smoothly and efficiently. Terminals fill the Command Center controlling defense, the Generator and other such systems. From here the Quaestor can control any system if needed. A button is located within the Center that can lock-down the entire base in case of intruders or an attack. |
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| ==Research/Development== | | ===Research/Development=== |
| Engineers, biochemists, geneticists, micro-biologists and other researchers all use this facility to ensure that Galeres stays ahead of the technological developments. Time is spent to ensure that the house and, in the end, Arcona has the best weapons, medical facilities and defensive systems in the galaxy. All researchers are tagged with tracking devices to follow their movements. This is simply to ensure that Galeres information stay within the base. No researcher is allowed into the facility without a thorough background, qualification and security check. Due to the nature of the work done here, "Top-Secret" clearance is required. | | Engineers, biochemists, geneticists, micro-biologists and other researchers all use this facility to ensure that Galeres stays ahead of the technological developments. Time is spent to ensure that the house and, in the end, Arcona has the best weapons, medical facilities and defensive systems in the galaxy. All researchers are tagged with tracking devices to follow their movements. This is simply to ensure that Galeres information stay within the base. No researcher is allowed into the facility without a thorough background, qualification and security check. Due to the nature of the work done here, "Top-Secret" clearance is required. |
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| ==Meditation Mats== | | ===Meditation Mats=== |
| Large, circular room. Candles ring the room providing soft, flickering light. Mixed throughout are incense burners with the Galeres symbol on it, a black dragon outlined in gold. The symbol is also painted on the floor underneath black square mats, 4x4 feet that are spread out evenly throughout the room. | | Large, circular room. Candles ring the room providing soft, flickering light. Mixed throughout are incense burners with the Galeres symbol on it, a black dragon outlined in gold. The symbol is also painted on the floor underneath black square mats, 4x4 feet that are spread out evenly throughout the room. |
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| ==AED Quarters== | | ===AED Quarters=== |
| Reflect the personality of the current Aedile: passionate, full of life and emotion. The comfortable bed is covered in scarlet and black satin, black drapes hang down to provide even more privacy when needed. Candles burn throughout the room, giving it a soft glow yet leaving parts of it in shadow. Unique swords gathered in her travels hang on the walls as well as a few select paintings. Incense burns on top of a set of ornate drawers filling the room with a pungent yet sweet scent. A clean and organized office is the only way one can enter the Aedile's quarters using only a code known the Quaestor or Aedile. It reveals little of the Aedile, instead focusing on presenting the proper image of an authority figure. | | Reflect the personality of the current Aedile: passionate, full of life and emotion. The comfortable bed is covered in scarlet and black satin, black drapes hang down to provide even more privacy when needed. Candles burn throughout the room, giving it a soft glow yet leaving parts of it in shadow. Unique swords gathered in her travels hang on the walls as well as a few select paintings. Incense burns on top of a set of ornate drawers filling the room with a pungent yet sweet scent. A clean and organized office is the only way one can enter the Aedile's quarters using only a code known the Quaestor or Aedile. It reveals little of the Aedile, instead focusing on presenting the proper image of an authority figure. |
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| ==Living Quarters== | | ===Living Quarters=== |
| The spartan living quarters are divided into twelve 256 square feet rooms. A hallway splits the two sections and a single side corridor divides and provides access to the rooms to the left and right. Each room contains two bunk beds and four lockers for storing personal effects. A weapons storage cabinet is installed next to each door for easy access in case of an emergency. | | The spartan living quarters are divided into twelve 256 square feet rooms. A hallway splits the two sections and a single side corridor divides and provides access to the rooms to the left and right. Each room contains two bunk beds and four lockers for storing personal effects. A weapons storage cabinet is installed next to each door for easy access in case of an emergency. |
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| ==BTL Quarters== | | ===BTL Quarters=== |
| These rooms are outfitted in the emerald green, black and gold. A comfortable bed stands in one corner, a large rug covering part of the cold floor. The desk squarely placed so that the occupant had a full view of the room, not allowing any unannounced visitors. The sole difference between the two quarters, the crest of the respective Battle Teams engrained onto the door of the quarters and the various personal items in the room. | | These rooms are outfitted in the emerald green, black and gold. A comfortable bed stands in one corner, a large rug covering part of the cold floor. The desk squarely placed so that the occupant had a full view of the room, not allowing any unannounced visitors. The sole difference between the two quarters, the crest of the respective Battle Teams engrained onto the door of the quarters and the various personal items in the room. |
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| ==Archive Check-In== | | ===Archive Check-In=== |
| A sparse room with a desk attendant, visitors are required to check-in before they can access the Archives room. A camera monitors the room at all times keeping a visual record of visitors as well. | | A sparse room with a desk attendant, visitors are required to check-in before they can access the Archives room. A camera monitors the room at all times keeping a visual record of visitors as well. |
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| ==Archives== | | ===Archives=== |
| Large room that contains hard copies as well as electronic copies of all records, security feeds, research, maps and more. It includes four small rooms for private usage as well as fifteen public consoles. It is staffed by two attendants, one in the room at all times. A button that locks down the room and freezes the electronic information is provided as a safeguard. | | Large room that contains hard copies as well as electronic copies of all records, security feeds, research, maps and more. It includes four small rooms for private usage as well as fifteen public consoles. It is staffed by two attendants, one in the room at all times. A button that locks down the room and freezes the electronic information is provided as a safeguard. |
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| ==Med Lab== | | ===Med Lab=== |
| The rectangular room of approximately 100 ft wide and 50 ft in length house all the medical equipment needed for genome, genetics, biochemistry, molecular biology and bio weapons research. The division in the room is used to keep samples, specimens and unsafe chemicals, high-level security preventing unauthorized access. The Lab is usually inhabited by two Galeres researchers and an assistant for each. | | The rectangular room of approximately 100 ft wide and 50 ft in length house all the medical equipment needed for genome, genetics, biochemistry, molecular biology and bio weapons research. The division in the room is used to keep samples, specimens and unsafe chemicals, high-level security preventing unauthorized access. The Lab is usually inhabited by two Galeres researchers and an assistant for each. |
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| ==Storage== | | ===Storage=== |
| Contains supplies enough for 5 years including food stuffs, cleaning supplies, water, alcohol and replacement parts for the varied devices within the compound. First aid kits are held for missions as well as spare clothes for new initiates and robes for promotions. | | Contains supplies enough for 5 years including food stuffs, cleaning supplies, water, alcohol and replacement parts for the varied devices within the compound. First aid kits are held for missions as well as spare clothes for new initiates and robes for promotions. |
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| ==Holding Cells== | | ===Holding Cells=== |
| Room containing four large holding cells as well as two single occupant holding cells. Two guards are present at all times to ensure the security in case of the very unlikely chance a prisoner escapes. A button near the guard's station locks down the room in case of emergency. Along the wall are hung instruments for "persuading" the prisoner to release information or simply to be punished for their incarceration. In one corner is the Geonosian Containment Field, a specialized device created by the Geonosians that is capable of disrupting the prisoner's connection to the force. | | Room containing four large holding cells as well as two single occupant holding cells. Two guards are present at all times to ensure the security in case of the very unlikely chance a prisoner escapes. A button near the guard's station locks down the room in case of emergency. Along the wall are hung instruments for "persuading" the prisoner to release information or simply to be punished for their incarceration. In one corner is the Geonosian Containment Field, a specialized device created by the Geonosians that is capable of disrupting the prisoner's connection to the force. |
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| ==Generator== | | ===Generator=== |
| The Colony Class 23669 is a heavy-duty power generator, usually costing nearly 25 million credits. It was "apprehended" by a Galerien squad who discovered it in the hands of "spies" and put to use in the Galeres compound. | | The Colony Class 23669 is a heavy-duty power generator, usually costing nearly 25 million credits. It was "apprehended" by a Galerien squad who discovered it in the hands of "spies" and put to use in the Galeres compound. |
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| ==Security== | | ===Security=== |
| Manned by a two man, around the clock, security force. It is equipped by 57C's (devices that can record images in 3-D and have audio pick-ups and motion detectors) that cover the entire base excepting the Quaestor's quarters. | | Manned by a two man, around the clock, security force. It is equipped by 57C's (devices that can record images in 3-D and have audio pick-ups and motion detectors) that cover the entire base excepting the Quaestor's quarters. |
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| ==Armory/Weapon Development== | | ===Armory/Weapon Development=== |
| All manner of rifles, pistols, blasters, daggers, swords, training sabers, mines, grenades and a vast assortment of other instruments of death are stored here. Enough ammunition is stored to keep the base armed in case of emergency. The equipment allows for weapons specialists to provide a constant flow of ammunition, if required, as well as the ability to produce replacement weapons on a small scale, in times of hostilities. Droids man the check-out points, programmed to only accept orders processed by either the Head of Security, BTL, AED, QUA, PCON or CON. | | All manner of rifles, pistols, blasters, daggers, swords, training sabers, mines, grenades and a vast assortment of other instruments of death are stored here. Enough ammunition is stored to keep the base armed in case of emergency. The equipment allows for weapons specialists to provide a constant flow of ammunition, if required, as well as the ability to produce replacement weapons on a small scale, in times of hostilities. Droids man the check-out points, programmed to only accept orders processed by either the Head of Security, BTL, AED, QUA, PCON or CON. |
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| ==Bacta Tanks== | | ===Bacta Tanks=== |
| 16 ft high, 7 ft wide, bacta tanks equally spaced in large room. The tanks are filled with translucent red fluid that encourages the growth of bacteria that promotes regeneration and rapid healing in injured tissue. Wounds will heal quickly with minimal to no scarring. | | 16 ft high, 7 ft wide, bacta tanks equally spaced in large room. The tanks are filled with translucent red fluid that encourages the growth of bacteria that promotes regeneration and rapid healing in injured tissue. Wounds will heal quickly with minimal to no scarring. |
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| ==Dining Hall== | | ===Dining Hall=== |
| The hall holds two long tables, each capable of seating 35 people. The serving tables stand to the side, droids ready to lend a helping hand whenever it is required. The room also holds one ornate table for exclusive use by the Quaestor and Aedile, along with their chosen companions. The Galeres and Arcona emblems are alongside that of the Brotherhoods'. Meals are served three times a day, at set times, but these are not set in stone, since the nature of the occupants of the base require meals to be available at odd times. | | The hall holds two long tables, each capable of seating 35 people. The serving tables stand to the side, droids ready to lend a helping hand whenever it is required. The room also holds one ornate table for exclusive use by the Quaestor and Aedile, along with their chosen companions. The Galeres and Arcona emblems are alongside that of the Brotherhoods'. Meals are served three times a day, at set times, but these are not set in stone, since the nature of the occupants of the base require meals to be available at odd times. |
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| ==Kitchen/Supply== | | ===Kitchen/Supply=== |
| Large kitchen with a ten-person staff that provides meals for the entire base. Quaestor has his own personal chef on call all hours of the day. Storage includes all necessary foodstuffs as well as a very large alcohol supply. | | Large kitchen with a ten-person staff that provides meals for the entire base. Quaestor has his own personal chef on call all hours of the day. Storage includes all necessary foodstuffs as well as a very large alcohol supply. |
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| ==VIP Rooms== | | ===VIP Rooms=== |
| A group of 8 rooms richly furnished and comfortable including a droid per room, designed to serve the errand/cleaning/translator desires of the important occupant. | | A group of 8 rooms richly furnished and comfortable including a droid per room, designed to serve the errand/cleaning/translator desires of the important occupant. |
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| ==Silos== | | ===Silos=== |
| Contain the mined and refined Garconian Spice, a highly illegal and rare narcotic spice, packaged and ready for transport around the galaxy. | | Contain the mined and refined Garconian Spice, a highly illegal and rare narcotic spice, packaged and ready for transport around the galaxy. |
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| ==Miner Housing== | | ===Miner Housing=== |
| 10 rooms crammed with over 480 Garconian Spice miners, cots from floor to ceiling. The last two rooms within the housing contain the showers and facilities for waste. | | 10 rooms crammed with over 480 Garconian Spice miners, cots from floor to ceiling. The last two rooms within the housing contain the showers and facilities for waste. |
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| ==Mining Office== | | ===Mining Office=== |
| A large office that runs the mining operation. Several droids serve the upper-echelon mining personnel. An overseer reports to the Aedile weekly and takes of care of any but the most major of decisions. | | A large office that runs the mining operation. Several droids serve the upper-echelon mining personnel. An overseer reports to the Aedile weekly and takes of care of any but the most major of decisions. |
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| ==Cantina== | | ===Cantina=== |
| Dark interior, slightly rank with sweat, smoke and alcohol. One bartender and several servo-droids and some twi-leks for entertainment. Open throughout the day and night though it is busiest during the night hours. There is a reserved table for the House Summit and any they might invite. | | Dark interior, slightly rank with sweat, smoke and alcohol. One bartender and several servo-droids and some twi-leks for entertainment. Open throughout the day and night though it is busiest during the night hours. There is a reserved table for the House Summit and any they might invite. |
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| ==Mess Hall== | | ===Mess Hall=== |
| Barely large enough for the occupants it serves. Tables are jammed close together, the smell of bland food and dirty sweat filling the room. At the front of the room is a conveyer belt from which the miners receive and return their food. A small kitchen takes up half the room which is why it is so congested. Bright lights accent the grubbiness of everything within. | | Barely large enough for the occupants it serves. Tables are jammed close together, the smell of bland food and dirty sweat filling the room. At the front of the room is a conveyer belt from which the miners receive and return their food. A small kitchen takes up half the room which is why it is so congested. Bright lights accent the grubbiness of everything within. |
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| ==Dealing Office== | | ===Dealing Office=== |
| Where the trades and sales of the refined Garconian Spice are arranged. This is usually taken care of by the agents in the mining office unless the buyer is important, then the Aedile proceeds with the negotiations. | | Where the trades and sales of the refined Garconian Spice are arranged. This is usually taken care of by the agents in the mining office unless the buyer is important, then the Aedile proceeds with the negotiations. |
Floor Plan
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Sections
Grand Arena
This massive room embodies all that is Galeres, it is where all awards, promotions, celebrations and important meetings are held. A plush carpet with gray and black thread cover the cold floor and the high ceiling is imprinted with the Galeres logo, providing a watching eye over all the doings below it. The smoky grey pillars around the edges of the room are labeled with the embossed names of previous leaders or extremely valuable members of House Galeres. The Arena's focus, however, is a black and gold marble throne. It is carved to resemble a dragon, two heads form the handrests with four clawed feet and wings stretching up to form the back.
Quaester's Quarters
The Galeres Quaestor has his room dominated with black and gold, the aura of the room dark and deadly. The carpet covering the entire floor area has a circular crest outlined in gold, carrying the dragon emblem proudly. The large bed is covered in pure black, the pillows emblazoned with the same golden dragon. In a private office a desk of ebony wood stands majestically, a comfortable chair pushed under it. Important papers are all arranged in order, nothing out of its place. The imposing desk and chair provide the added impression of absolute authority when required. It is through the office that one reaches the Quaestor's quarters using a code only known by him or her.
Sparring Mats
Large, circular room with the same dimensions as the Meditation area directly opposite. The floor area is divided to provide four training areas, two designated for weapons, two for hand to hand combat. Weapon racks and an assortment of battle droids are conveniently placed around the area to ensure a wide variety of training.
Hangar
A place where ships are stored for the Galeres military or respected guests. Restricted access codes make it possible to trace ships planning to land within this large room. A large force field is used to protect the contents of the Hangar and large turbolasers are mounted on each corner with cameras used for targeting.
Machine Shop
The small area that extends from the hangar holds all equipment required by the Galeres base. Any broken, out of order, malfunctions equipment is taken to this room to be fixed.
Presses, lathes, drills line the walls, alongside the hi-tech equipment constantly modified or replaced to keep up with the evolving technology. The personnel are competent to fix all but the most complex of problems, for which the engineers will be called. The Machine Shop also holds enough equipment to manage small scale replacements.
Communications
Contains a com-scan unit large enough to continually monitor all the base's incoming system data, processing it and alerting communications personnel to perceived dangers or threats to the base. It also has several Eradicators which resemble a large communications dish, Eradicators locks onto the communications of a Jedi working from a remote location and scramble the incoming transmission's header data. This way, the origination point of the message is unreadable to any being who tries to slice the transmission in order to pinpoint a Jedi's location. Each member of Galeres also has within their possession a Jedi beacon receiver and Clockwatcher. The beacon receiver allows them to communicate signals and broadcasts from the base, the Clockwatcher gives not only time but also provides information on ambient temperature, gravity, atmospheric conditions, and the surrounding environment. HoloNet is wired throughout the base and the communications room contains a Hologram Projection Pod connected to it. The Projection Pod allows the user to send a full-body, holographic communication to another being using the transmission and reception of HoloNet signals, enabling virtually real-time communications across the galaxy.
Command Center
The nerve center for the entire base. The staff makes sure everything on base is running smoothly and efficiently. Terminals fill the Command Center controlling defense, the Generator and other such systems. From here the Quaestor can control any system if needed. A button is located within the Center that can lock-down the entire base in case of intruders or an attack.
Research/Development
Engineers, biochemists, geneticists, micro-biologists and other researchers all use this facility to ensure that Galeres stays ahead of the technological developments. Time is spent to ensure that the house and, in the end, Arcona has the best weapons, medical facilities and defensive systems in the galaxy. All researchers are tagged with tracking devices to follow their movements. This is simply to ensure that Galeres information stay within the base. No researcher is allowed into the facility without a thorough background, qualification and security check. Due to the nature of the work done here, "Top-Secret" clearance is required.
Meditation Mats
Large, circular room. Candles ring the room providing soft, flickering light. Mixed throughout are incense burners with the Galeres symbol on it, a black dragon outlined in gold. The symbol is also painted on the floor underneath black square mats, 4x4 feet that are spread out evenly throughout the room.
AED Quarters
Reflect the personality of the current Aedile: passionate, full of life and emotion. The comfortable bed is covered in scarlet and black satin, black drapes hang down to provide even more privacy when needed. Candles burn throughout the room, giving it a soft glow yet leaving parts of it in shadow. Unique swords gathered in her travels hang on the walls as well as a few select paintings. Incense burns on top of a set of ornate drawers filling the room with a pungent yet sweet scent. A clean and organized office is the only way one can enter the Aedile's quarters using only a code known the Quaestor or Aedile. It reveals little of the Aedile, instead focusing on presenting the proper image of an authority figure.
Living Quarters
The spartan living quarters are divided into twelve 256 square feet rooms. A hallway splits the two sections and a single side corridor divides and provides access to the rooms to the left and right. Each room contains two bunk beds and four lockers for storing personal effects. A weapons storage cabinet is installed next to each door for easy access in case of an emergency.
BTL Quarters
These rooms are outfitted in the emerald green, black and gold. A comfortable bed stands in one corner, a large rug covering part of the cold floor. The desk squarely placed so that the occupant had a full view of the room, not allowing any unannounced visitors. The sole difference between the two quarters, the crest of the respective Battle Teams engrained onto the door of the quarters and the various personal items in the room.
Archive Check-In
A sparse room with a desk attendant, visitors are required to check-in before they can access the Archives room. A camera monitors the room at all times keeping a visual record of visitors as well.
Archives
Large room that contains hard copies as well as electronic copies of all records, security feeds, research, maps and more. It includes four small rooms for private usage as well as fifteen public consoles. It is staffed by two attendants, one in the room at all times. A button that locks down the room and freezes the electronic information is provided as a safeguard.
Med Lab
The rectangular room of approximately 100 ft wide and 50 ft in length house all the medical equipment needed for genome, genetics, biochemistry, molecular biology and bio weapons research. The division in the room is used to keep samples, specimens and unsafe chemicals, high-level security preventing unauthorized access. The Lab is usually inhabited by two Galeres researchers and an assistant for each.
Storage
Contains supplies enough for 5 years including food stuffs, cleaning supplies, water, alcohol and replacement parts for the varied devices within the compound. First aid kits are held for missions as well as spare clothes for new initiates and robes for promotions.
Holding Cells
Room containing four large holding cells as well as two single occupant holding cells. Two guards are present at all times to ensure the security in case of the very unlikely chance a prisoner escapes. A button near the guard's station locks down the room in case of emergency. Along the wall are hung instruments for "persuading" the prisoner to release information or simply to be punished for their incarceration. In one corner is the Geonosian Containment Field, a specialized device created by the Geonosians that is capable of disrupting the prisoner's connection to the force.
Generator
The Colony Class 23669 is a heavy-duty power generator, usually costing nearly 25 million credits. It was "apprehended" by a Galerien squad who discovered it in the hands of "spies" and put to use in the Galeres compound.
Security
Manned by a two man, around the clock, security force. It is equipped by 57C's (devices that can record images in 3-D and have audio pick-ups and motion detectors) that cover the entire base excepting the Quaestor's quarters.
Armory/Weapon Development
All manner of rifles, pistols, blasters, daggers, swords, training sabers, mines, grenades and a vast assortment of other instruments of death are stored here. Enough ammunition is stored to keep the base armed in case of emergency. The equipment allows for weapons specialists to provide a constant flow of ammunition, if required, as well as the ability to produce replacement weapons on a small scale, in times of hostilities. Droids man the check-out points, programmed to only accept orders processed by either the Head of Security, BTL, AED, QUA, PCON or CON.
Bacta Tanks
16 ft high, 7 ft wide, bacta tanks equally spaced in large room. The tanks are filled with translucent red fluid that encourages the growth of bacteria that promotes regeneration and rapid healing in injured tissue. Wounds will heal quickly with minimal to no scarring.
Dining Hall
The hall holds two long tables, each capable of seating 35 people. The serving tables stand to the side, droids ready to lend a helping hand whenever it is required. The room also holds one ornate table for exclusive use by the Quaestor and Aedile, along with their chosen companions. The Galeres and Arcona emblems are alongside that of the Brotherhoods'. Meals are served three times a day, at set times, but these are not set in stone, since the nature of the occupants of the base require meals to be available at odd times.
Kitchen/Supply
Large kitchen with a ten-person staff that provides meals for the entire base. Quaestor has his own personal chef on call all hours of the day. Storage includes all necessary foodstuffs as well as a very large alcohol supply.
VIP Rooms
A group of 8 rooms richly furnished and comfortable including a droid per room, designed to serve the errand/cleaning/translator desires of the important occupant.
Silos
Contain the mined and refined Garconian Spice, a highly illegal and rare narcotic spice, packaged and ready for transport around the galaxy.
Miner Housing
10 rooms crammed with over 480 Garconian Spice miners, cots from floor to ceiling. The last two rooms within the housing contain the showers and facilities for waste.
Mining Office
A large office that runs the mining operation. Several droids serve the upper-echelon mining personnel. An overseer reports to the Aedile weekly and takes of care of any but the most major of decisions.
Cantina
Dark interior, slightly rank with sweat, smoke and alcohol. One bartender and several servo-droids and some twi-leks for entertainment. Open throughout the day and night though it is busiest during the night hours. There is a reserved table for the House Summit and any they might invite.
Mess Hall
Barely large enough for the occupants it serves. Tables are jammed close together, the smell of bland food and dirty sweat filling the room. At the front of the room is a conveyer belt from which the miners receive and return their food. A small kitchen takes up half the room which is why it is so congested. Bright lights accent the grubbiness of everything within.
Dealing Office
Where the trades and sales of the refined Garconian Spice are arranged. This is usually taken care of by the agents in the mining office unless the buyer is important, then the Aedile proceeds with the negotiations.