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The Fang
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- Appx. 7000 BBY
- 38 ABY (Ongoing Restoration)
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- 2 Jensaarai Defenders
- 1 Doctor
- Unknown Number of Apprentices
- Unknown Number of Droids
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The Fang is a castle currently serving as a home of a Jensaarai splinter-faction. Situated on the larger mountain slopes of Trepus, Solyiat, it lies far further inland than most existing townships. The name itself is a colloquial abbreviation of its original Sephi-given designation, the direct translation of which is One Fang of the World Consuming Serpent Which Will Herald The Universe's Oblivion. The shortened Basic translation has become more commonly accepted even among Trepus' residents. With stonework which was laid down in the earliest days of the Galactic Republic, the castle predates the first colonies of the Vatali Empire. Its exact origins or even the names of its builders have been lost to history, with only a small handful of theories offering any answers as to who this might have been. Due to its heavily dilapidated state, groups of Varritul nesting in its ruins, and remote location far inland, the castle was largely ignored by the coastal towns. As of early 38 ABY, efforts have been made to restore the Fang to its former glory. This will likely take years if not decades to fully accomplish.
History
Foundation and Renewal
The exact origins of the Fang are unknown. The names of its creators, their allegiances, and even their species remain unknown. All that can be certain is that the fortification is thousands of years old, constructed from stonework generations prior to the settlers of Solyiat arriving on the planet. Built into one of the central mountain ranges of Trepus, the castle had suffered in the centuries of disuse, with many internal tunnels and walls having collapsed in the years since its apparent abandonment. While a number of colonists made several efforts to construct a small outpost among the ruins, mysterious accidents and the wealth of predators that were drawn to its lower levels led to its abandonment. Establishing a far more successful township at one of the continent's larger river mouths - the town of Steepmouth - several hundred kilometers from the Fang, the colonists were able to prosper over the following several generations. Due to its unknown origins and unique design, the Fang remained a subject of interest among both the townsfolk and tourists. Other efforts were made to claim the structure for various purposes, but these repeatedly failed for a myriad of unfortunate mistakes and apparent accidents. After packs of Varritul began nesting among the ruins, any effort to turn the location into a tourist spot were quickly ended.
The Fang came into the possession of Steepmouth's mayor, but no efforts were made to claim the castle for several generations. In late 38 ABY this changed with the coming of a pair of Jensaarai Defenders: Ka Tarvitz and Nikora Rhan. In return for slaying a Varritul which had been hunting the mayor, the two were granted the right of ownership to the castle. After some difficulty, they were able to locate the castle and scout out its surrounding lands. After confirming that it was largely intact, and citing the possible areas to begin repairs, the two landed. For the next several days the purged the building of all local wildlife, and defended against attempts by the local fauna to re-enter the building. With the assistance of several droids, the pair began to rebuild and fortify the structure, making the first steps toward turning it into a bose of operations. Over the following several months, largely thanks to Rhan's efforts, segments of the castle were restored, allowing the two to begin storing information archives and reactivate a number of its facilities.
From the Ashes
Over the course of many months, the Jensaarai worked to rebuild the castle. Tarvitz carried out his duties with Odan-Urr, returning primarily to deliver supplies and new resources, along with newly uncovered relics. This left the duties of reconstruction, and later training Sirra, their Apprentice, to Rhan. However, with Tarvitz serving as a buffer against Odan-Urr's influences she was able to continue her work with little interruption. Throughout this time, unbeknownst to any of them, rumours had been growing. Their act of slaying a Varritul in defence of Steepmouth's leaders had slowly spread, presenting the Jensaarai as knights-errant. With every retelling it had been increasingly embellished, until they were thought of as figures of near legend. With it had come interest from certain groups, those seeking to learn their ways or to control blossoming Force powers.
Early into summer, the Jensaarai were met with a small crowd in front of the Fang's gate. Consisting of individuals who had somehow found their way there, each were asking to be taken on as Apprentices. After some discussion, it was found that many had come due to the difficulties in traveling to Kiast and distrust of the Jedi born of propaganda. Tarvitz was able to placate the majority of the crowd. Arranging for a transport to travel between the Jedi Praxeum and the Fang to collect those better suited to Jedi training, Tarvitz was able to sway Rhan into accepting the few who showed the correct temperament to become Jensaarai. While both agreed that most would likely not remain, and that even among those who did they would likely only stay until they had control over their abilities, it would be a start toward building the new Order.
It was also during this time that Yuki Suoh, largely thanks to Tarvitz's influence, opted to remain on site as a medical practitioner. Given the hazardous nature of the surrounding area, and the natural dangers of training Force users, her help was very quickly welcomed. Rhan was able to soon establish a small medical area in one wing of the castle, stripping out what remained of the area and sterilizing the environment for use as a medical facility.
Structure
Built into the very mountain that it is set against, the Fang benefits from a unique structure that most fortifications of its apparent age lack. Entire areas of the castle were carved from the mountain, and tunnels formed leading further into the solid stone, all seemingly without the benefit of more advanced machinery or complex labour. The few efforts made to examine the structures found them to be an eclectic mix of crude and unknown means of construction. Large areas were built from standard brick and mortar designs, notably surrounding what was once the main gate, while others were formed by reshaping the very rock itself. The few intact tunnels leading into the mountain were described as being impossibly smooth, with no sign of tool-work or even more advanced plasma drills being used in their creation.
Exterior of the Fang
Outer Grounds
The mountain upon which the Fang has been built into is of a notably unusual structure. Tall, relatively thin and with a narrow peak, it lacks the more gradual incline expected of a mountain. Because of this, the surrounding grounds are relatively flat, only rising in a slight incline until it reaches a near-vertical cliff-face up the mountainside. Barren, featureless, and bereft of soil, the grounds themselves are a rising plane of rock. Rising in shallow spikes and broken by cracks, they offer little protection but make any effort to traverse the area on foot a treacherous endeavor. Both its hazardous nature and appearance have led to it being nicknamed the Sea of Blades. Even attempting to cross it via repulsorlift vehicles is a challenge thanks to the high numbers of Sarsirians which have developed among the rocks. Rising in wave-like formations and forming jagged crests seemingly without any singular direction or pattern, their presence makes traversing the surrounding grounds hazardous at best. As each easily hides the narrow drops which litter the grounds seemingly at random unwary travelers can easily stumble into these, often to their death.
Lowermost Walls
Intended to guard against intruders and withstand sieges, the lowermost walls of the Fang are designed in a semi-circular manner which rings a substantial portion of the mountain's base. The walls themselves are estimated to be thirty feet high and thick enough that six men can walk abreast along its parapet. Much of the lowermost sections consist of solid Karnite layered over unknown substances. The exact means used to form the wall has remained a mystery for centuries, as it was seemingly carved from the very mountain itself despite karnite being foreign to Solyiat and rarely forming so close to the surface. Nevertheless, it has proven to be an effective substance in resisting the ravages of age and even advanced weaponry. The tip of these battlements rises upward by six-foot to defend those standing on its walls, before curving outward into broad spikes in place of the more typical glacis. These additions seemingly exist to prevent siege ladders or platforms easily resting against its walls. Even without this benefit, the formations have proven to be adaptable to use as modern weapon pintles and mounts. A few partings between these seemingly exist as arrow-slits or a means for defenders to attack those at the base of its walls, with some areas broadening out into larger turreted platforms ringed with machicolations.
The sole gatehouse for the castle sits at the centermost point of the wall, flanked by a pair of broad defensive towers. Corroding metal and the residue of wood indicates that ballistae or large siege weapons once stood at the peak of each tower, while the gate itself has since rotted away into nothingness. The design indicates that the main doors were intended to be placed on the very exterior of the walls and reinforced by several means, preventing attacking troops from taking shelter within the archway behind them. A second gate supported by a portcullis waits behind the primary doors, five meters from the outer gate. The ground in front of both gates is set at a thirty-degree slope, ensuring that those entering are having to walk uphill. The stonework in front of them is made of an unknown substance that can easily be heated when energized, allowing for it to reach blistering temperatures when exposed to the right energy.
Barbican Towers
Situated a short distance behind the lowermost walls, the Barbican Towers were likely intended as an immediate second line of defense. Angular monolithic structures covered in hardened black stone slabs, each is linked to the innermost castle by a series of thin walkway bridges. These have now lower entrance which, combined with vision slits and firing positions angled towards areas below them, has led most to believe that they were a counter against the wall being overrun. With their uppermost levels being open to the elements and linked by a single staircase, some have come to believe that additional siege weapons were situated on the towers. Due to their broader structure and the presence of more fortified positions on the walls, this has been heavily disputed by other theorists. Instead, some believe that these were intended to be the landing positions for light aircraft or even trained flying beasts.
Basilica
Situated between the lowermost walls and the keep, the basilica is a broad courtyard of paved stone slabs. Broken only by patches of soil where isolated trees once stood and angular menhirs of obsidian, the grounds are large enough to accommodate a Sentinel-class landing craft with room to spare for escorting fighters. The exact patterns of the stones are difficult to track, but the general shapes indicate a series of intricately detailed hieroglyphs shaped by varied shades and colours. As the courtyard is near-constantly covered with a light layer of snow, these are more often than not obscured from sight. This has led to a rumour that the exact details and shapes of these hieroglyphs change each morning.
The exact shape and spaces of the basilica have been noted to serve a defensive purpose. Behind the wider lowermost walls, it offers little in the way of shelter or cover from incoming projectiles. This allows the area to serve as a series of kill boxes which, combined with the natural chokepoint of the single main gate, would allow for a far smaller defensive force to more easily repel larger attacking groups. What remains perplexing to those who have investigated the area is that, unlike the walls beyond them, the battlements of the main castle lack the positions or remnants of larger siege weapons. This has led to those who have examined the Fang theorizing that there is an unseen element to the castle's defences which previous investigations have as of yet not been discovered.
The basilica is in a noted state of disrepair thanks to being situated between two towering defensive structures. Crumbling stonework and fragments of the mountain have landed amidst the courtyard, leaving craters and debris strewn over the surrounding area. One of the towers situated over the walls has collapsed entirely, blocking off the northeastern corner of the basilica and burying it entirely. Sensor readings indicate that a tunnel leading deeper into the mountain lies behind it, but it would take substantial work to shift the multiple tons of stonework.
The Keep
The centermost point of the castle, the keep is built into the very rock of the mountain. Divided into three-tiered walls ringing the interior of the defenses, it is a fortress unto itself. Even should the outermost defenses fall, it was clearly intended to guard against whatever might overcome them. Each of the defensive battlements mimics the design of the lowermost walls, allowing for defensive forces to more easily guard against soldiers approaching from a lower level. While they are made from much the same substance and feature similar builds to guard against ladders or siege weapons, there is greater artistry to its design. Runes have been carved into the multitude of flagstones and walkways surrounding the area, while more intricate patterns weave about the exterior walls. Rather than working as individual pieces, the designs and details weave a multitude of elaborate patterns over the walls. These cross one another in a variety of designs and connections which form multiple layers of interlinking designs. The aesthetic purpose of these signs or the meaning beyond them is as of yet unknown. The single gateway leading into the keep emulates most features of the exterior gatehouse, including the choice of stonework. The main difference is that it can far more easily be plugged with debris. An angular three-meter thick stone block stands against one wall in the interior, seemingly with this role in mind.
The walls of the keep were clearly constructed with the intent of offering multiple levels of resistance against attackers, even should they enter the keep. Each tier of the wall is structured in a position where they can easily lay fire down onto the lower levels, supporting efforts to repel invaders on the walls. Firing slits permit substantial gun depression from weapon emplacements or marksmen, permitting defending troops to fire on soldiers even directly below their position. Even without this, the walls themselves are clearly intended to offer as many fall-back points and areas to ambush their enemies as possible. Multiple alcoves line various points of the stonework, each large enough to hide several people at once, while elevated areas can be cut-off. These can then serve as defensive barricades should a section of the wall be overrun, or to hold enemies in choke-points for defenders on the upper levels. A number of walkways move at abrupt angles and curves, not unlike the teeth of a key, while others moving deeper into the fortress are only large enough to permit groups to move in single-file. Both of these further contribute to the ability for smaller numbers of soldiers to hold the walls against vast numbers of attacking troops.
Efforts to further explore the castle's interior from the outer walls have been stymied by cave-ins, but some areas indicate the presence of hidden tunnels. These are suspected to have been part of a greater defensive measure should the upper walls be overrun first, but efforts to open them have proven fruitless. What has been a remarkably confusing subject to many researchers is how many of these defenses can easily be applied against those already within the castle. What is more, despite its more feudal design and appearance, many of its defenses work exceptionally well against airborne foes. Its position against the mountain and the angle of the walls ensures that airborne assaults are difficult to enact successfully. Furthermore, the mountain itself bars larger drop ships from getting close enough to deploy troops on the upper levels.
Interior of the Fang
Gateway Room
Situated behind the main doorway, the gateway room serves as an interior line of defense. With only a narrow corridor leading from the gate into the broader semi-circular room, it serves as a natural bottleneck for defending soldiers. With twin staircases leading away from the center and a standing balcony overlooking the entrance, it can easily be fortified by multiple ranks of troops. The stone banisters of the stairs themselves feature a number of loopholes and the remains of decaying metal, indicating that they were likely built with the intent of being further reinforced by physical shielding. With a few narrow doorways leading off into the castle from said balcony, any intruder attempting to enter or leave the castle is forced to brave multiple chokepoints in an effort to pass through the area. Even without this, hanging lighting fixtures, and reflective decorations mean that those entering the room are typically blinded momentarily. Curiously, these are also positioned in a way that would directly interfere with those attempting to leap up from the ground floor onto the balcony area itself.
Besides its obvious defensive purpose, the room was clearly constructed with grandeur in mind. As the first glimpse of the Fang's interior, it serves as a blunt and direct display of the castle's aesthetics. A broad, partially decayed, icon is situated between the two staircases, while a number of leering stone figures acorn the various upper walls. The stonework is a combination of pale grey, steel blue, and fading yellow, creating stark contrast in tones throughout the interior. These are merely those that survived the ages, with an indication that the likes of animal pelts and weapons once hung from the walls.
Great Hall
Once a grand dining hall, the Great Hall has become a hub area for further pushes into the Fang's lost reaches. Adorned with leering gargoyles in its upper reaches and decorative galleries where banners once stood and images of Trepus' mythology have been carved into the walls, it is one area where the Fang's fading grandeur has endured. Large enough to easily accommodate well over a hundred individuals, its walls sour up high into the dark, until they are lost in the gloom far above. Multiple stone pillars keep the hall's roof aloft, with each shaped into the gigantic form of a coiled serpent. The flagstones which make up the floor are decorated with the heraldry of countless individuals, all of who have been lost to time.
Where once great dining tables and meeting areas once stood, row upon row of tool racks, equipment benches and industrial sensor displays now stand. These are constantly used to help breach into new areas of the castle, checking what lies ahead and scanning for signs of instability within the stonework. This is further assisted by a large holographic display which meshes together the readings from each source, giving a definitive layout of the Fang's interior. A second one next to it further expands beyond its walls, displaying activity in the surrounding area and grounds beneath it, frequently scanning for life forms. Both are needed to better secure the building and to coordinate efforts from multiple groups, a role that the communications tower situated at its center assists with.
Perhaps the most distinctive addition to the room is the meters high statue which occupies the hall's far end. The statue's features have been long lost, eroded by some known force which has not affected the rest of the Fang. While almost all detail has been lost, the overall stance and the sword hilt which occupies one hand indicates that it was of a warrior.
Archives
Originally one of a multitude of dining halls, the room was quickly repurposed as an archive. Intended to store the ancient tomes, scrolls, and holocrons that the Jensaarai recovered, it is situated deep within the fortress. Accessed only through two primary doors, it can easily be sealed off at a moment's notice. The towering walls which once might have borne tapestries and paintings are now home to multiple levels of shelves, while several data terminals occupy a broad stone desk situated at its center. The most valuable items to the Jensaarai are stored in a vault that has been molecularly bonded to one corner of the room. To remove or alter it in any way would require cutting through several meters of rock on each side, along with the vault's own considerable defences. Gene-locked, code-locked, and guarded by a series of shifting questions based on Jensaarai philosophy, it is intended to be almost impregnable. Like many other areas of the Fang found thus far, the archives are intended to serve as a simple stop-gap measure until more suitable rooms are excavated.
The contents of the library are both numerous and varied, with examples of documents from across the galaxy. These cover philosophical examinations of the original Jedi Order, the Jensaarai, the Sith Empire, the Brotherhood, and Luke Skywalker's reformed Jedi. The books covering these organizations are varied, detailed, and come from the minds of many authors. There are many which are as critical of the groups as they are praiseworthy, citing various shortcomings or oversights which led to their downfall despite their strengths. Such works were gathered so that those seeking the knowledge the Jensaarai guard are not blinded by propaganda or rose-tinted depictions. To permit such a limited viewpoint to take hold of students or scholars would be to repeat the very mistakes that Tarvitz and Rhan both sought to rectify. In this same regard, the archives are host to a wealth of historical documents from across the galaxy. Most of these are datadiscs recovered from New Republic libraries prior to the propaganda driven purges of information. These cover a multitude of eras leading from the Great Galactic War through to the most devastating of the unsung wars, with many minor conflicts between them. These are further backed by a variety of tomes and scrolls written by ancient figures, such as the memories of Arca Jeth, Naga Sadow, and Nikkos Tyris among others.
Many more are various items and archives that Rhan was able to rescue from the Jensaarai during their own purges of knowledge. These are typically more practical in nature, covering mechanical engineering studies and forgemaking techniques. Some delve into the art of Sith Alchemy, others also hold an examination of minor splinter-groups and Krath cults from across the centuries, but most are intended for teaching students. It is for this reason that the archives retain a number of documents based upon lightsaber combat techniques.
Perhaps the greatest prize of the archives are a trio of recovered holocrons leading back to the era just prior to the Great Galactic War, retaining the memories of Jolee Bindo and Darth Vectivus respectively. The third was badly damaged, and ongoing efforts to repair its systems have yet to meet with any degree of real success. While the holocron is clearly Jedi in origin, the identity of its creator is as of yet unknown.
Each of these archives are further preserved through a number of digital backups, stored on remote terminals on hidden planets and highly secure Holonet files. Should the archive be destroyed, then its knowledge can at least be recovered and used again by those seeking to continue the efforts of the Jensaarai.
Barracks
Situated several levels up toward the heart of the Fang lies the barracks. A line of small individual rooms and broad shared halls, these served as quarters to a portion of the castle's populace. Evidently spartan in design and with little space of individual comfort, these were built more for function above all else. The only indication of prior individuality lies in a handful of the items left behind and details carved into the walls, formed from a dialect which has yet to be traced to any widely known language. These are present in the smaller rooms, indicating that they were likely owned by the castle's hierarchy, while the halls were left to the rank and file soldiers. Each room was cleared out in a series of broad sweeps, removing the vermin which had come to nest within them. After removing and then destroying what could not be preserved for historical examination, these rooms were then claimed by the castle's new occupants.
Ultimately they have come to serve the same overall role, with three having been set aside for the Fang's current occupants. Besides being furnished with basic requirements and with modern features installed, along with a personal safe and armory rack, these are largely unchanged from their original layout. The vast majority of these quarters remain bare for the time being, and will likely only be furnished once further apprentices are taken by either of the Jensaarai.
The Medical Wing
Situated in one upper tier of the castle, the medical wing has been constructed within what was once a chapel to Trepus' mythological figures. The statues and engravings remain intact, but everything else save for the stonework has been stripped away to allow for medical equipment. A number of beds reside against one wall, while a trio of bacta tanks stands opposite them. A further room, a smaller scale area in an adjoining chamber, serves as a surgical room and is kept sterilized between operations. A pair of secondary desks and a data terminal are situated in one corner along with a small supply of medical supplies and equipment, largely intended for minor injuries or health inspections. Further supplies are kept in the lower storerooms and a storage box bolted to the chamber floor and kept locked against possible intrusions.
Although small scale, the wing itself is substantial enough to support the relatively limited population of the Fang, and has served to counter the typical risks of training Force users. Without it, the injuries from exposure to the elements or training regimes would slow down any progress in each Apprentice's progress toward mastering their powers.
The Forge
Situated on the lowermost level of the Fang, only a short distance from the geothermal generators. Clearly once home to a feudal weaponsmith, a multitude of kilns, anvils, and tools lined the walls. The stonework itself has been rendered black from centuries of work, even after thousands of years of activity, and many areas were extremely well preserved. Many of the tools in question were unfortunately damaged beyond any real use, or rendered brittle from age. As such, rather than being used, many were sent into storage for later examination or donated to the Steepmouth museum for display. Following these excavation efforts, Rhan was able to convert the area into a personal workshop.
The area is an anachronistic mix of feudal and modern technologies, with older and metalworking areas standing close to modern work-benches. Each is used for a sepearate role, from the act of forging armour and equipment to repairing blasters. This is due to an intentional choice on Rhan's part, as the ancient stonework has proven to be particularly useful in forming alchemical plating or Force enhanced blades. As both are essential to the training of new initiates, the area has become a hub for what will likely be a new network of forges along the lower levels. What remains a mystery even to Rhan is how the rooms avoid a build-up of smoke and remain breathable despite a lack of clear ventilation. This could be the result of some secret with the stonework, but as of yet there have been no definitive answers.
The forge's more advanced facilities have also become used for modifying electronics and assisting with their installation. While Rhan's continual habit of tinkering with older designs is an undeniable influence on this factor, it has also been useful to help fit lighting, heating, and security sensors into newly uncovered rooms. When not working on such additions, these are also utilised to modify cruder equipment with more modern upgrades. A cleaner and more secure area has been cordoned off and atmospherically shielded for more delicate electronics work, permitting Rhan to more frequently switch between any variety of ongoing tasks. It is also in this area that a small recharging bay has been installed for the number of droids assisting with renovations to the Fang, particularly uncovering new routes into the lower levels.
Storerooms
The storerooms are kept in one area which has yet to be fully renovated and restored by the ongoing efforts of the Jensaarai. One of several dining chambers, the area was situated close to an outer wall, and had met with some damage due to impact from several storms. Even following repairs to its wall and cleaning the interior, the droids met with difficulty in restoring the plumbing and heating to the local rooms. Kept in near sub-zero conditions, the Jensaarai opted to store a variety of foodstuffs and medical supplies in the area. Most of these were more common field rations or items bartered from the local towns, while a few others were purchased through contacts among the Vatali. The only exception among these are several large crates of Corellian whiskey, gifted to the castle by Yuki Suoh.
Generator Room
The generator room is the lowest level within the Fang which has been established. Initial excavation attempts focused upon a series of pathways and stairwells leading into the lower reaches of the castle, particularly one notable cavern formed some beyond its foundations. A series of geothermal vents had been formed within the cavern from the surrounding volcanic activity, high enough that it quickly displayed on close-range scans from within the Fang itself. Realising perfectly suited their needs, the Jensaarai liberated a minor geothermal plant from an abandoned Republican base, quickly establishing it within the cavern.
The cavern itself has been continually reinforced and supported by various durasteel struts and molecular bonding techniques on the surrounding rocks. This further protects it against the risk of tectonic activity, while a series of machines working to stabilize the local volcanic activity prevents the risk it might pose to the generator. The vast majority of these systems are automated. This is accomplished by the use of several droids and a primary computer operated by the droid brains of Tarvitz's former ship, the Fire Hawk. The amount of power that the generator outputs is far in excess of what the Fang currently requires, and estimates place that it will likely exceed what is needed to make the castle habitable eight times over. Because of this, some long term plans have outlined further expansions within the fortress. These will likely take years if not decades to bring to fruition.A number of secondary generators have been purchased as a means to back-up for the main drives, each established in key areas throughout the castle. Several are retained in the main storage area, while others have been moved to the outer gates, or where they would be most needed during a power cut.
The cavern also doubles as a means of heating the castle. An ancient pipe assembly utilized the natural heat produced by the cavern, and distributed it throughout the castle. After discovering the network partway through reconstructing a doorway, Rhan was able to use PIT droids to restore and rebuild the network throughout the main areas of the castle. While other sections remain blocked off, this has worked to stave off the perpetual cold of the surrounding territories.
Dungeons
The dungeons are a largely unexplored area within the castle, consisting of a large network of interlinked cells, caverns, tunnels and facilities meters below the surface. The exact layout and nature of this level remain unknown. In spite of its nickname, there is no current indication that the surrounding rooms were used as a dungeon of any sort. This is admittedly largely thanks to the limited access offered to the castle's current owners. In addition to cave-ins, large areas have been sealed off entirely from the rest of the castle. This has left only detailed sensor sweeps and underground radar scans to offer an impression of its design, and a few hints as to what lies within them.
Thus far, the only access anyone has been granted to the area has been a part of a route established to reach the generator room. One entrance on a stairwell leads out into a corridor that has been sealed at both ends. Several meters of rock now stands between explorers and whatever lies deeper within the Fang, which would require considerable time and effort to breach. With the already monolithic task of restoring the upper levels to their former glory, the Jensaarai have chosen to ignore the dungeons for the time being.
Phenomena
Even after discounting a number of the more common oddities with the Fang's design - and its remarkable durability given its age - a variety of phenomena surround the castle. Few of these can be ever fully explained, and Rhan has taken to recording each since the Jensaarai occupied the castle. These have thankfully proven to be non-hostile until this time, but the variety of these strange effects remains a point of concern.
Directional Uncertainty
Even reaching the Fang itself can be a challenge at times, as can be attested by multiple pilots. Its location is hardly a secret nor is it exceptionally well hidden among the landscape, yet finding it can be impossible to inexperienced individuals. Multiple navigators have found their minds wandering away from the Fang when trying to concentrate upon leading a vessel there, or that distractions will abruptly arise causing pilots to overshoot the destination entirely. What's more, when pinpointing it on a map and making plans to journey there, events will inevitably conspire against those making the trip. Problems will arise, vital equipment will be mislaid, unexpected circumstances will arise, and lapses in judgment will cause abrupt failures. This will make efforts to arrive at the Fang extraordinarily difficult, and either through pragmatism or oversight, and journey will inevitably be drawn away from reaching the castle. Even upon arrival, the terrain and weather can conspire to draw attention away from the Fang, until a group can miss it long after they are within sight of its main gates. Only a relative few, either those with exceptional skill or sheer will, can reach the destination in question. In fact, the only ones that the Fang will seemingly permit to find it, are its existing owners.
Communications Echoes
Due to its size and the materials that the Fang has been built from, communications failings are a certainty within the castle. Only wired communications retain any reliability in speaking over long distances, as distortions and static will frequently interfere with wireless means. The likes of snowstorms and hail can even cause a surprising level of distortion with otherwise reliable means of equipment, but there is more to this than simple warped communications. Those using comlinks have found whispered words emerging from the static, typically from unknown sources. In the strangest of cases, the speaker can sometimes even hear themselves, speaking transmissions that they have never made. Some have theorized that this is an echo formed from the stonework of the mountain, but most who experience this phenomenon put little faith in this idea.
Wandering Rooms
Even with the assistance from multiple maps and scanning equipment, exploring the vast castle's existing rooms has been a trying experience. Cave-ins, alterations, and inconsistencies have caused its owners to repeatedly redraw and re-examine all existing records. Yet this has seemingly been all the more complicated by the Fang itself. Even after spending months within its walls, the castle's occupants can find themselves going in circles about its interior. No single journey throughout its labyrinthine network of rooms seems to be the same, and people can easily stumble upon one another while following entirely different maps and routes. Even without this, various areas that do not appear on any existing map have been found, only to never appear again. Those that attempt to follow a map exactly and trace its layout will quickly find themselves briefly lost, only to discover some doorway that they missed, or even a side-passage that they somehow entirely overlooked. Because of this, even when a map is entirely correct, those following it can somehow feel as if the Fang has reorganised itself about them. This has reached the point where multiple artistic depictions of the Fang have been wildly inconsistent with one another, with few aspects of its structure ever remaining the same. While this has long been believed to be the result of artistic license, it's current owners have wondered if there is something more at work.
The problem of the irregularities within the Fang's structure has only become progressively worse as time has gone by. The holographic map in the Great Hall was intended to at least somewhat alleviate this issue. Even then, multiple oddities exist which cannot be fully explained. Elements of the castle's architecture do not fully match up with the exterior of the building, and even general choices in its layout have only baffled Rhan's efforts to better understand its structure. As the map expands Rhan hopes to better avoid these problems but, for the time being, they remain a frequent issue to those within the Fang's walls.
Energy Spikes
One of the more infrequent issues troubling the Fang is the variety of energy spikes that periodically appear on sensors. These are almost entirely isolated to the dungeons, but appear sporadically without any clear pattern. For the first several months each was mistaken as part of a sensor glitch created by the environment or geothermal plant. However, between random emergences and signs of movement throughout these areas, it has become increasingly likely that these are physical manifestations of something. Exactly what they are remains unknown, as attempts to further isolate or confirm their nature have met with no success. The lack of metallic build-up or clear motion means that ancient droids have been discounted as a possibility. The lack of known lifeforms capable of movement which channel high energy currents has also led to any suggestions of local fauna being ignored. It will be some time before any answers are given, but Rhan has begun to suspect that the dungeons might have been sealed off for good reason.
Unwanted Guests
The greatest challenge facing the Fang's defenders lies in Trepus' local wildlife. Along with the habit of Varritul attempting to nest within the castle, other creatures have constantly been drawn to the walls. More often than not, herds of creatures have tried to force their way through the make gate, seeking to enter the courtyard if not the keep itself. For a time it was believed that this was simply due to convenience. Given the ferocity of Trepus' snowstorms and the Fang's long abandonment, herds might have come to recognise the castle as a natural shelter. Yet as time has gone by, the sheer volume of animals drawn to the castle has become extremely suspicious. They seem to be actively drawn to the castle, to the point of some natural enemies ignoring one another in their efforts to enter its walls.
Even without the surprising problems beyond its walls, the Fang has suffered in other areas. Animals have mysteriously shown up among its lower levels, seemingly with no means of having reached them. These are often predators, some of who are too vast to have entered through the Fang's doors, or even to have made their way through its corridors. While thankfully extremely infrequent, how this is even possible has been a major point of concern by both Tarvitz and Rhan. It has led to infrequent patrols of the lower levels or purge them of predators, and far more defences being erected throughout the Fang's interior. Until the source of these unwanted intruders is found, the Jensaarai have largely limited their focus to securing a few rooms at a time.