Arx

From Wikipedia of the Dark Brotherhood, an online Star Wars Club
New Order era.DJB Wiki featured article.
Arx
Astrographical
Region:

Wild Space

System:

Arx System

Suns:
  • Arx Primus
Moons:
Distance from Core:

223.6 million km

Orbital period:

324 Standard Days

Physical
Class:

Terrestrial

Diameter:

13,000 km

Atmosphere:

Type I

Climates:

-25˚C to 55˚C

Gravity:
  • 1.1 G in habitable areas
Primary Terrain:
  • Tropical
  • Variable
Societal
Native species:
Primary language(s):

Basic

Major cities:
  • Eos City
  • Various
Major imports:

None

Major exports:
  • Manufacturing
Affiliation:

Dark Council

[ Source ]

Arx is the current seat of power for the Brotherhood residing in the Arx System.

Landmarks

The following map details the major landmark locations the Dark Brotherhood utilizes on Arx.

Detailed map of Planet Arx

History

Reforming the Brotherhood after the destruction of Antei, Darth Pravus set his sights on the Star Chamber's long-term plan to move to a populated, industrial planet able to meet the needs of a New Order. Using an existing infrastructure that was built under the guidance of the Star Chamber’s subordinates, he established an immediate and total rule over Arx. Militaristic governments were formed under the Star Chamber’s guidance, making way for Grand Master Pravus’ New Order in 35 ABY.

Atmosphere

Il'var - the great lake

Sustaining diverse biomes and a plethora of flora, Arx has a breathable Type-I atmosphere that is saturated with greenhouse gases due to the constant pollution of planetary industries, making for a warmer climate towards the equatorial regions but a colder one towards the poles. Temperatures fall within the ranges expected of a standard terrestrial planet, though certain extremes are noticeable at the desert-like and tropical equatorial regions and the snow-capped poles.

Due to the constant shifting of tectonic plates, volcanic activities and the concentration of crystals being released from the planet’s crust in certain regions, Arx’s climate varies from continent to continent, but remains heavily studied under Arx’s many observatories both on and off-world. Storms are commonplace over the oceanic regions as submerged kyber crystals are released from the planet’s crust to ionize the atmosphere, in addition to the calm, warm ocean waters creating convection currents in the air above the surface. This makes travel to Arx’s cities and continents from the atmosphere troublesome, but not impossible.

Contained within a planetary shield that has not one, but several shield gates forming checkpoints at access points to the surface, Arx’s best and brightest scientists, tacticians and architects have created a method to circumvent the complications of travel to the surface — all while bolstering Arx’s security measures. All of the shield gates are built as structures that are each suspended by skyhooks from the surface, eliminating the need for offworld vessels to land on the surface of Arx. Visiting starships are instead moored to the skyhooks while their occupants are sent to the surface via turbolifts or private shuttles shielded from the dangerous electrical currents, normally reserved for the Dark Council and their envoys.

Geography

With a slight axial tilt and a circular orbit, Arx experiences a regular seasonal rotation throughout a local orbital period. Geothermal activity venting into the atmosphere through volcanoes on the surface exude greenhouse gases that add to the planet’s warmer regions, making Arx a geologically active planet that is situated close to its sun.

Lush and colorful from the concentration of greenhouse gases, the equatorial regions of Arx’s surface can be described as ranging from tropical and boreal to barren. While just over half of the planet is engulfed by a dark blue ocean, Arx is comprised of several large islands that from larger land masses that make up three continents: Elos Vrai, Uskul, and the Sorasu Desert.

The planet’s tectonic plates have formed mountainous ridges in the center of some of the larger continents. The farthest tip of the planet is an icy tundra that spills over onto the largest of the three continents, Elos Vrai.

Continent I - Elos Vrai

Geographic map of Elos Vrai

Main Article: Elos Vrai

Continent II - Uskil

Geographic map of Uskil

Main Article Uskil

Continent III - Sorasu Desert

Geographic map of Sorasu Desert

Terrain

Sorasu terrain

Split into two main halves, the continent is often referred to as a dried-up desert. Close to the equator, the region is too hot and lacking sustenance to preserve more than a lean strip of tropical growth near the shoreline and within few small oases scattered throughout the continent with one larger more notable one. It is a barren land that is populated with the Iron Legion’s sandtroopers and shoretroopers to maintain order for a select few inhabitants.

Because of the uninhabitable nature of the continent, the Iron Legion saw fit to use it for questionable means without interference from outside forces. Factories operate around the clock, mines and the Crucible are all cloistered far from civilization and tell of a far different lifestyle than the citizens of Arx are familiar with.

Sorasu Desert


Locations

Iron Garage

Iron Garage facilities.

Responsible for outfitting the Brotherhood’s armies with repulsorlift vehicles, the Iron Garage, also known as Arx Armor Workshop, works around the clock to build and repair a wide range of ground-based vehicles for military requisitions. Producing all things ranging from landspeeders and bikes to tanks and walkers, the Iron Garage is advertized as an all-automated workshop. In truth, the Iron Legion utilizes Arx’s civilians as labourers that work to fill quotas in exchange for meager rewards and little sleep.

The Garage itself is a large sector including complexes for the various assembly lines that produce each model of ground-based transport. These complexes include the necessities for worker living: basic compartmentalized lodgings, mess halls and break rooms. Mechanics and drivers for each of the vehicles receive their training at an on-site academy teaching the operation of transportation and armor from the smallest landspeeder to the biggest all-terrain walker.

Automated belts run throughout each of the Garage’s complexes, requiring manual inspection and, at times, emergency operation from the workers relocated to live in the lodgings. As mechanical components are fed through the assembly lines, pre-programmed welders and pneumatic devices assemble the largest pieces while the workers are tasked with managing the smaller components and wiring for each of the models and testing them to ensure that no sabotaged vehicles leave to fill a requisition order. In addition to worker inspections, the Iron Legion often sends officers to conduct impromptu evaluations of the factories and employee roster checks.

Antei Armaments

Arx’s largest and most diverse arms manufacturer, Antei Armaments, makes use of droid and civilian workers to fill its roles in refurbishing and recreating blasters, slugthrowers and melee weapons from all known organizations. Several on-site complexes are outfitted for mass-production of the Iron Legion’s most common armaments, while smaller surrounding facilities concentrate on specialized gear made-to-order for clientele with different tastes.

Due to the abundance of raw resources that can be mined on Arx, the components for common arms are made on-site from scratch using blueprints identical to those that can be found at the Galactic Empire’s or First Order’s factories. Less common blasters or blades requiring exotic materials and components are trickier to create, often requiring the insight and resources of Antei Armanent’s skilled quartermasters to import whole or partial weapons from off-world dealers.

Oasis

Desert Oasis

A lone oasis is found to the south of the leftmost landmass of the Sorasu Desert. A few small-scale establishments have naturally popped up in the area, with the Wonderwall Cantina the most prominent.

The Crucible

The Grand Master's Royal Guard has established its facilities in an unforgiving and hostile environment where the best soldiers are hand-chosen to hone their skills with the intention of becoming one of the Grand Master’s Royal Guards. The Crucible acts as a training ground for the members of the Royal Guard, and a pseudo-battleground for the armies of the Brotherhood. The design is practical, consisting of a networked system of barracks and armories, culminating at the center of a dried-up desert continent acting as the training grounds. Built under the same style as the Dark Ascent, but more restrained, the Crucible’s structures are scattered throughout a large region that can be reorganized to replicate different battle scenarios.

The Sepulchrum

Underground cells

Situated in the forgotten corners of the planet, the Brotherhood reserves a special place for those it seeks to contain. Run in secret by the Inquisitorius, the Sepulchrum was constructed to house enemies to the Brotherhood and to provide a venue away from prying eyes to conduct extensive interviews to gather information. It is recognizable as a prison built into the very mantle of the planet, possessing a single entrance in the form of a tightly guarded lift. This lift reaches several kilometers deep before giving way to a network of caves.

When mapped out, the caves spiral out from the central lift, sloping downwards and further away from the surface as they expand outward. The cells closest to the lift are used as temporary facilities, for interrogation and processing. If deemed necessary, the furthest cells from the surface are used for more long-term confinements. Only the most necessary of provisions needed for life are provided, light being limited to the halls in order to illuminate the paths for the guards and only for short periods within the cells themselves. Enough heat is provided to ensure the prisoners remain living, but nothing more.

The message of the Sepulchrum is clear, even to its visitors. It is a grave, for those still living.