Serpent's Vanguard: Difference between revisions

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==Serpent’s Vanguard==
==Serpent’s Vanguard==


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Along the horizontal part of the T are training rooms for blaster practice. These are larger than the training dojos that are dedicated to martial arts practice, yet still smaller than their counterparts in the Primary Training Facility. Like the procedure for the dojos, visitors can use the reception desk to request a droid to battle against.
Along the horizontal part of the T are training rooms for blaster practice. These are larger than the training dojos that are dedicated to martial arts practice, yet still smaller than their counterparts in the Primary Training Facility. Like the procedure for the dojos, visitors can use the reception desk to request a droid to battle against.
[[Category:Clan Scholae Palatinae]]

Revision as of 18:44, 17 February 2008

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Serpent’s Vanguard

The Serpent’s Vanguard is located on the northern continent of Gaias. Nestled deep in the forested foothills just south of the formidable Daggerspine Mountain range, the Vanguard covers the tops of two closely adjoined hills.

The heart of House Caliburnus, the Serpent’s Vanguard is comprised of the Obsidian Palace, and the various support buildings needed by the House and her members for daily operations. It is far enough from any cities or settlements to provide a measure of seclusion for the Dark Jedi that make this place their home. However, it is not truly isolated as the Vanguard possesses a major communication network that keeps the House and specifically the Quaestor in touch with their planet, as well as the rest of the Clan.

The Obsidian Palace

This awe inspiring structure contains the administrative offices for House Caliburnus’ daily operations, as well as housing the Dark Jedi of the House. Dominating the central point of the Serpent’s Vanguard, the Palace stands six stories tall. The exterior walls are covered in black, obsidian like stone which has been polished to a near mirror like finish. The stone was cut from the Jormungand Quarry on Gaias, the northern continent. The walls are heavily reinforced by a durasteel framework.

Third Basement Level

The harsh lighting of the lowest basement level was not designed for prolonged comfort for any sentient being, but instead to provide maximum lighting to allow for the close monitoring of the level. Access to this level is restricted, except in cases of extreme emergency when it is necessary for the House to evacuate through the basement levels to the caverns below.

The largest room is dominated by the massive shield generator that serves to protect the Palace should the building fall under attack. The room can only be accessed via clearance directly from the Quaestor or Aedile, and security is tight.

The second largest room holds the backup power generator and the secondary back up for the House’s main computer system. Like the shield generator room, the access to this room is restricted and clearance must come directly from the Quaestor or Aedile.

The third room holds the reserve contingent of defense and battle droids for the House. The droids are kept here, maintained and ready to be deployed should they ever be needed. A small work area is placed along one wall, along with the bank of computers that monitor the droids. The droids can only be deployed by direct order of the Quaestor or Aedile, verified through the computer to which all droids are connected.

The only other remaining feature of the third basement level is the large turbolift that allows access to the caverns below the Palace.

Second Basement Level

The second basement level is divided into six rooms, with the lift at one end. These rooms serve as storage space for the various supplies of the House. Stored within these rooms are things such as foodstuff, medical supplies, back up equipment, clothing, as well as many other miscellaneous supplies. Access is restricted, and monitored by the Security command center within the Palace. Additional emergency supplies that are kept in the cavern levels are also cataloged in the computerized inventory, which can be accessed via the computer terminal on this level.

First Basement Level

Two large rooms take up one side of this level, and house the corps of maintenance and cleaning droids that serve the house, as well as another contingent of security and defense droids that are on a rotating activity schedule. There is also ample space for technicians to make repairs or perform routine maintenance for the droids when needed. Those droids not currently in use are kept maintained and ready in standby status.

Three slightly smaller rooms take up the majority of the remaining space of the level. These rooms are kept under strict environmental control, and access is limited and controlled by the Security command center. These rooms hold materials that are either deemed too fragile to be kept in the main House library, or too dangerous to allow untrained journeyman access to them. Some space is also dedicated to backup copies of other valuable material should the main copy ever be damaged or lost.

First Floor

Large, spacious and airy, the first floor is dominated by the large open foyer in the center, with two sections on either side that hold the majority of the rooms within the Palace. The central foyer contains an assortment of plants in containers, free standing naturalistic waterfalls, as well as a large fountain in the center, and a collection of statues around its perimeter. Off to one side is a reception desk where visitors will be greeted, checked for any security threats, and directed to their destination.

To the left side of the foyer, there is a corridor leading to the rooms within that section. There are recreational rooms for House members to relax, meditation rooms for training, and a small security office that monitors those coming and going. There is another corridor that leads into the northern dome, a large transparisteel dome that serves as the House dining hall allowing for a bright and airy space for members to enjoy their meals. Connected to the Dining hall dome, is the large kitchen that provides the mainstay of food preparation for the House.

There is also a stairwell and lift tube leading to the upper and lower levels.

To the right of the Foyer, the first corridor leads to the southern dome, which opens into what is known as the Great Hall, the major assembly room for the House whenever the Aedile or Quaestor require being able to address the House in its entirety as well as being used for special House functions.

The other corridor leads into the rest of the section where the large and spacious House Library dominates the space. Other rooms include smaller recreational rooms, as well as training rooms.

Second Floor

The center of the floor is open, bordered by balconies that overlook the decorated foyer below, connected by a walkway at either end allowing passage between the left and right sections of the building.

On the left side is the Aedile’s office, as well as the offices for the House’s Battleteam leaders, and the Security command center.

The right side of the floor is dominated by the Quaestor’s office, as well as a large meeting room where the summit and ranking house members and regimental officers can meet to discuss matters. There are also offices for the Regimental command staff, and the elite Battleteam, the Souls of Darkness, as well as a smaller planning and meeting room for the Souls of Darkness.


Third and Fourth Floor

This level is divided up into rooms for housing the members of Caliburnus ranked APP-DJK. The rooms are comfortable but not large. These rooms do not have kitchen facilities so the members are required to find their meals either in the House dining hall or the Cantina.

Fifth Floor

This level is divided up into rooms to house members ranked Equite1-Elder, as well as housing for important guests that require them. Rooms here are more spacious as befits the higher ranks. Most rooms have their own kitchen area as well as the other necessary amenities.

Sixth Floor

The left side of the building is dominated by the Aedile’s quarters, with the stairwell and lift tube at one far end, and a walkway allowing passage to the other side.

The right side of the building is dominated by the Quaestor’s quarters, with another stairwell and lift tube at one side, and the passage allowing access to the other side.

Rooftop

Above the center is a vaulted transparisteel roof that provides the ample light needed by the plants in the foyer on the first floor; as well as providing light and a feeling of space to the other floors as each floor has balconies overlooking the foyer. Atop the left section of the building is the shield emitter that is connected to the shield generator in the basement to protect the building if needed. On the right hand rooftop is a collection of sensor arrays, communication antennae, and an anti aircraft turret.

Qawerada Caves

Over hundreds of thousands of years, gargantuan quantities of water have snaked through Ptolomea's surface, leaving a lattice of extensive cave systems behind. Carved out of the limestone bed-rock, cave systems can spread for miles under the dense jungle with little or no tells that they exist. Through extensive geological survey, these cave networks tend to spread outwards from large extinct magma columns, undoubtedly a legacy of the planet's early life. Upon arrival to Ptolomea, the forces of House Caliburnus sought to exploit these natural wonders. Deep, dark, splendid caves seemed like a wonderful place for Dark Jedi. During the primary construction of the House's main campus, a cavern was discovered in the ground directly under where the House's new facilities were scheduled for construction. After evaluating the integrity of the ground and exploring the depths of the cavern, they became the secret vaults of the House of the Sword. Hidden deep under the building, it remains secret to all outsiders.

The Primary Cave system is relatively small compared to other systems on the Planet. Completely shut off from other nearby cave systems, there are only two entrances to the tunnels. Dark, the cave hides several marvelous features. Each feature will be showcased, and a brief explanation of its formation will be included.

Level Two

Lift Room

A plain room, carved out of the abnormal rock, this room is nearly perfectly square. The lift stops at the ground, letting riders access the lower level of the cave.

Porter's Point and Grenadier Rock

Porter's Point is one of the few natural passages in the lower level of the cave. Opening up into a relatively large room, this is a well protected area. Rasilvenaira conducts many botany experiments in the hydroponics gardens which have been constructed in the opening. On the North end of the opening, the impressive Grenadier Rock defines the room. Appearing as a soldier lobbing a fragmentation grenade towards his enemies, it is the most lifelike visage in the cave system.

Central Station

Another carved room, the Central station joins all the passages and serves as the foyer for the Caliburnus Vault.

Caliburnus Vault

This top-secret room is accessible to the Quaestor and Clan Authorities. No one is really sure what the room looks like, however it is known that the Caliburnus Lightsaber is kept in this room. Many other secrets are sure to lie behind the Force Sealed Triple Doors. Only the most Wise of Dark Jedi stand a chance at breaking these Force Connections, thus granting them unprivileged access to the vault. The doorway over the vault is ornately decorated. Judging by the artwork and the repetitive images of a man clutching a lightsaber, this décor was created under the rule of former Quaestor, Thran Occasus.

Hall of the Radiant Scabbard

The most ornate of the cave's chambers, the Hall of the Radiant Scabbard is littered with rock formations and many other hazards. Few venture into this area, as it is left unlit, hiding the secrets of the rest of the cave.

Grand Hall of the Serpent

The Largest Chamber in the cave system, the Grand Hall of the Serpent seems to hiss as you enter the room. Most people, especially those weak with the Force, feel a terrible air in this room. It feels imposing, as if it is closing in on you. Again, few people ever venture this deep into the cave, it is sure to hold some surprises.

Occasus' Cul-de-sac

Found shortly after the discovery of the Caliburnus Lightsaber, when then Quaestor Thran Occasus ventured deep into the caves. Upon reaching this dead-end, he stood with artifact in hand, staring into the sudden stop in the cavern. Befuddled, he stood there for days. When asked about it later, the former Quaestor reported feeling as if there was something more behind that wall. Though he discovered nothing, to this day he is still adamant in his belief that a great and powerful essence lies just behind a thin stone wall. Since his reign ended, Occasus has returned to the place only once. But without the legendary Caliburnus at his side, he was overcome with a peculiar fear.

Level One

North Natural Entrance

Like most cave entrances, the North entrance is effectively a small gap in a larger rock formation on the surface. Protected by the ferocity of the Ptolomean jungles, this entrance is extremely difficult to access. Only one who knew what they were looking for would locate the entrance, without the aid of blind luck. Once within the cave, sharp stalactites and stalagmites further protect the entrance from unwanted intrusion. This entrance is used as an emergency escape route for the House, should it ever come under an attack which cannot be repelled. The steep incline carves deep into the land, nearly 75 meters into the solid bedrock. Though very little can be carried through the entrance, it can certainly save the lives of fleeing Dark Jedi while taking any unwise pursuers to their deaths. This area sees the most wildlife, as it is mostly undisturbed. Those that walk this path should do so with extreme caution and a flashlight.

Cavern of the Twin Sinners

One of the largest chambers in the cave, the Cavern of the Twin Sinners is the location of a marvelous rock feature which towers to nearly 30 meters above the cavern floor. The Twin Sinners, a pair of mirrored mineral buildup, appear as two ghastly persons who appear to be melting in the fires of the underworld. This feature is well lit by colored flood light fonts installed near the base of the rock monstrosities. The rest of the chamber glistens with flecks of minerals embedded in the stone walls. Called the sinners, the other features in the room are their transgressions. A pair of columns known as Pride, a towering stalagmite, known as Wrath, and finally a series of Helictites, known as Lust, are some of the more notable structures in the cavern. All well lit, this is one of the most beautiful chambers in the caves.

Hall of Worms

Over a giant dome, the small glow of glow-worms illuminates the Hall of Worms. As the fluorescent light glows with a definitive eerie feeling, this room is rather undisturbed. However, the eerie blue goop that drips to the floor is a prized possession among the people of Ptolomea, making this room one of the pilfered place on Caliburnus turf. Known for its medicinal and drug uses, this mysterious blue goop is actually worm droppings. The Hall of Worms, while somewhat disgusting, is still quite a sight.

Caravan Cathedral and Lift

Caravan Cavern was the only original pathway to the lower levels of the cave system. A towering ceiling accompanied by the magnificent rock formation known as the Great Pipes, gives this room the feeling of an ancient cathedral. A deep plunging hole once occupied the floor of this chamber, but was eventually refit as a lift shaft. The lift itself descends a staggering 80 meters deeper into the land, until it hits the floor below. Only privileged membership is allowed to access the lift, as it is password protected.

The Throne Room

Another impressive display of natural beauty is present in this chamber. The slow dripping of mineral rich water built a great formation which resembles a throne. In the back of the room, this Throne faces the door. Well lit by showy lights, this spot has been a favorite meditation location for many of House Caliburnus' finest.

Lover's Nook and the Needles

The Lover's Nook is a room set apart from the other chambers on the first level of the cave. It was named for two childhood sweethearts who deflowered the spot during first steps in construction. The room is plain, barren almost, but the gentle feel in the air fits its name. The Needles is a tight passage way linking the Lover's Nook to the rest of the cave. Barely wide enough for one person to fit through, It is this fact that makes the Lover's Nook so remote and personal.

Whiskey's Cathedral

The Second Largest chamber in this cave system, Whiskey's Cathedral is named for the distinct smell of whiskey in the room. Stagnant water pools in the low spots, giving the room its musty smell. Three distinctive formations mark this room, the Three Pillars of the Sith, the Beach, and the Krate. The Three Pillars of the Sith, a formation of three mineral columns, marks the South End of the cavern. Perfectly even in height, they represent Power, Passion, and Self, three hallmarks of Sith teaching. When gazing upon them, many feel inspired to achieve great things. The Beach, a long and stout formation appears like a wave crashing onto a beach-head. A perfect tube is formed by the ancient stone, reminding those who look at it of the breaking wave. Finally, the Krate is a gigantic stone formation at the west end of the chamber. Looking like a distiller’s keg, the Krate is also quite awe inspiring. The complexity of the rocks makes this formation a favorite among many, especially the drinkers of the House.

The Cell

As its name implies, the Cell is a small room which looks like a jail cell. Closed off by bars of stalagmites and stalactites, the cell is inaccessible. If one were small enough, they could squeeze between the bars. But, who really wants to get into a jail cell? Several people have gotten in, but cannot get out. Of these bold adventurers, only their skeletons remain.

Stone Sentinels

The Stone Sentinels guard the Southern Natural entrance. Two table top platforms formed in the same manner as the rest of the cave's features make the perfect resting place for Tuk'ata, who often roam the caves, protecting the Secrets of the Vault. The Sith Hounds guard this place, preventing intruders from sharing their stories with others.

South Natural Entrance

Much like the North Entrance, this area is the second outlet to the outside world. A steep climb to the outside makes this area just as difficult to access as the North Entrance. A small stream runs down the center of this passage, disappearing into the rock before the main Cavern opens up. This entrance also opens up into the deep jungle which encompasses the House's Campus.


The Sunset Cantina (also known as Thran’s Place)

The Cantina is an 'L' shaped building located near to the main building of the Caliburnus compound, the Obsidian Palace. The dull grey stone building holds the main alcohol and food storage for the house, as well as being the entertainment place for all members and is split into three floors. It is the frequent focal point for the relaxation and enjoyment of the members of the House. The Cantina serves light meals but is best known for its wide assortment of beverages. Friendly gaming is also provided at tables on the second floor.

Basement Level

In the basement, the kitchen and storeroom are built. The kitchen takes up around a third of the floor with most of its appliances along the side with the stairs that lead up to the eating area, and work surfaces along the opposite wall. Everything inside this room is grey, silver or black and is specifically catered to for Caliburnus' needs. Opposite the stairs leading from the ground floor, there is another door, leading to the general storeroom which holds all food and alcohol and for the last third; there is another wall, with a vault like door. This leads to the infamous rum stash of Rasilvenaira and Xathia, and these two are the sole individuals that can access the store.

First Floor

The first floor has a large door located in the shorter end of the 'L' which is the main entrance to the building. The grey stone walls are decorated with the banners of the orders, and with the Caliburnus and Scholae Palatinae logos, along with the colors of the orders. A bar and serving area is located along the longest wall, with a wide array of alcoholic bottles located behind it and has four long tables and chairs arranged near by. At the opposite end from the entrance there is a gathering of small tables and chairs for those who wish to have a drink but not necessarily on the top floor. The stairs leading to both the top and bottom floors are located in the far corner. Around the outside of the building is an extended patio area for those who wish to enjoy the weather on nice days.

Second Floor

The second floor decorations are similar to the first floor, as the stairs immediately lead into a bar. The room is littered generously with wooden chairs and tables, many of which are joined together, to allow for numerous dancers and members to dance over them. These are all located around the dance floor which is in the centre of the room, and various games tables surround the edge of the room. The bar itself, is located along the majority of the left wall with a pulley lift located amongst the assortment of alcoholic drinks to save staff from traipsing up and down the stairs, and wasting alcohol due to drunken members. The door near to the bar, leads through to an outdoor balcony area that is frequently used during dry weather, three and a half sides have only half walls, with benches attached to the half walls, with tables placed around, and further chairs also cluttered around.

Basilisk Medical and Research Facility

Located in the South quarter of the Serpent’s Vanguard, we find an L shaped building, consisting of five floors above ground, and two below the rocky soil of Ptolomea. The Lower tip of the L facing northward, it has the appearance of the L having been pushed over, Built with blackened concrete pre-fabricated, the building’s appearance is threatening, almost gloomy. The transparisteel window-plates were blackened on purpose, they allow a view to the outside, but when one tries to view inside, one is faced with an obsidian black mirror, this to assure nothing but privacy for both patients and resident staff. All the interior hallways are made from polished durasteel, hexagonal in shape. The doors on the upper floors are sliding doors, standard, except for the labs, which use the heavier blast door variety.

2nd Floor Basement

The extensive library, a large rectangular room chiseled out of the rock, with a dura-steel reinforced ceiling, the floor has been carpeted with persian-style rugs over all the floors, too dampen the sometimes heavy footsteps of house-members and dimly lit by alchemically enhanced glow-crystals giving off a faint blue-white hue, consists of a ring of bookstands spanning two floors, describing a slight U, with circling metal frame staircases in the two corners adjacent to the doors. For heating the room has two large fireplaces at either side of the room and opposite the ground level floor, against the wall stands a Dark Side artifact, filling the whole surrounding area with a strong dark side aura that patients and alchemists feed off of. Along the length of the Library run two rows of tables on either side upon which the tomes and books can be studied, they are however safeguarded in that any book leaving the library will become unreadable and will invariably burst into flame.

Leaving the library on the ground floor one finds a large hallway, adorned in obsidian tiles, giving open access to three of the four main areas. The ceiling is made from Dura-steel and reinforced and each of the main areas is accessible only by locked Dura-steel blast doors, each guarded by a Sentinel.

To the immediate right-hand side of the door, facing down the corridor, one has the creature facilities, these facilities are used to enhance, alter or create new creatures by using the art of Sith Alchemy. Some of the House’s Tuk’ata, Hssiss, Terentateks and other Dark Side creatures were born in this area. The area in itself also contains a small amount of books and research on the creatures for immediate use.

Behind that, to the far right-hand side, and inaccessible from the main hallway, are the creature pens, any creature freshly created will be nurtured here until such a time it is strong enough to be moved to the House menagerie or any other part where it is needed. Behind this area is a separate cavern and lift, with creature transport facilities. This is where they will be transported to the menagerie. The lab is equipped with all manner of equipment suited for the creation and enhancement of Dark Side creatures, such as artificial wombs, refrigeration units for eggs and seeds and theatres for splicing DNA in combination with a stock of microscopes and other such equipment.

To the immediate Left-hand side, one can find the weapon and amour smiths, the master metallurgists of the house, most of the house’s stock of Sith swords and other enhanced articles, as well as amour was and is created here, equipped with foundries and furnaces, as well as a small library on how to create the simplest things. The area is also home to the crystal foundries used to create the famed Sith Synthetic crystals, as well as equipment to alter crystalline structures, and imbue captured crystals with the Dark Side to enhance the potency.

Lastly, to the far left hand side, one finds the alchemy lab used for the alteration and creation of minions, although not just minions, people in need of Alchemical enhancement or Cybernetic implantation are worked on here. The lab is equipped with surgical instruments and droids for this purpose. As alternate functionality, this area is used as study for captured creatures and races, containing an extensive library on all manner of species in the galaxy, their anatomy, metabolism etc. any captured species of creature will be brought here, and quite literally, taken apart for extensive study, such as recently, the lab had the honor of studying some of the first species of Vong.

First floor Basement

Entrance to Alchemy facility, is accessible only by lift from the main lobby, the person enters the caverns, painstakingly carved, reinforced and adorned with black marble walls, the main lobby, corridors and all labs and rooms are lit by alchemically enhanced crystals, driven by the Dark Side of the Force. When exiting the lift, one is welcomed by a pair of Dark Guardians, creatures so vile, and created by the Dark Side art of Alchemy, these are all that stand from access. The Guardians were given specific instruction not to let anyone through that did not have a purpose there.

Top-side, ground floor

The ground floor houses the First aid ward, where patients with minor wounds are treated, and sent on their way afterwards. Also, medical staff such as nurses and Doctors find their quarters on this floor, secluded far from the First aid facilities, as well as maintenance crew for the med-droids kept in use. The main entrance is located right next to the North wing, and contains an entry hall and lobby, where patients are directed, the North Wing contains the First Aid wards, the entire East wing contains the staff housing and maintenance areas, only accessible by key-codes

First Floor

The first floor houses the bacta facilities and operating theatres, as well as an immediate bacta supply, hooked up to a main tank underground. All patients that need medical care beyond simple first aid would end up here. For extensive damage, which cannot be cured by bacta, fully equipped surgical theatres provide the intermediate solution. There is no anesthesia present, except for the more severe cases, where specific Sith poisons are used to render the person temporarily unconscious, however these are only used when a person needs to lie absolutely still.

Second and Third floors

First and foremost the building serves as research and medical facilities, housing most of the House’s medical equipment in labs. These labs take up the entirety of the uppermost two floors, sub-divided in a number of separate labs, with two corridors at either end of the lab, and each lab divided by another corridor, each floor holds four labs for medical research.

The third floor is devoted to patient resting areas and wards; here is where patients can recuperate from long and arduous operations and treatments, with a secluded and secured intensive care area at the far end of the east wing. The secure area is for patients under mortal threat and those that would need extensive medical care.

Fourth Floor

The fourth floor consists of a number of offices and separate living rooms, most notably of the Hospital administrator and the head of research of the Alchemy facility, this floor also contains the Archives, and a small library on medical procedures.


Bastion Regimental Facilities

The core of the Bastion Regiment is stationed within the borders of the Serpent’s Vanguard. While portions of the Regimental forces are also scattered across Ptolomea at various strategic points, the command center and heart of Bastion resides here. Placed well in a position to defend the majority of the Vanguard, the Bastion Headquarters are divided between two buildings, the Command Center along with the Barracks, and the Armory which also serves as a vehicle depot.

Barracks and Command Center

With three floors below ground level, The Catacombs, and three floors above it, the Barracks of the Bastion Regiment are easily some of the largest and most fortified military buildings on the surface of the planet of Ptolomea. Built with turbolaser resistant natural stone, its armored skin in more than two meters thick on all sides but with three meters at the top. The roof of the Barracks is littered with light turbolaser emplacements and anti-aircraft weaponry, as well as a strong defensive shield. It can withstand an orbital bombardment, and some of its occupants have claimed that if the planet were destroyed, the only sizeable piece left would be the Barracks.

Capable of housing 3,000 troops and officers, it's a rather imposing structure. Of course not all 3,000 troops are stationed here, but the capacity was a requirement set down by the Consul who commissioned the building of the structure. The Barracks was built near the vehicle depot to allow for ease of transport between the two buildings.

The Catacombs, as they became known, are actually a natural series of caves discovered during the surveying for sites for the Barracks. The designers of the building decided that the cave structure would be stronger than any foundation that they could build, and this fact allowed them to use a stronger and heavier material on the building above. The walls and support beams were shored up, and strengthened with high-strength beams of steel. The catacombs were divided into three levels to maximize space and the caves were then furnished as mass troop quarters.

Underground Third Floor

The Underground Third Floor contains most of the basic requirements of the general infantry soldier. Housed in the system of caves and tunnels are the trooper quarters, mess halls, and a tunnel for quick entry to the Vehicle Depot and Armory. The Underground Third Floor does not contain a recreation area, so troops stationed on this floor are allowed to visit the Underground Second and Underground First Floors. Additionally, all of the troop quarters on this floor are equipped with a small system for entertainment. The trooper quarters, more informally known as the Dug Outs, are spread out across the entire of the Underground Third Floor. One Dug Out is usually situated in one cave or series of caves, housing either a platoon or a company of men each. This allowed the designers to fit an incredibly high number of Dug Outs on the floor. The men stationed in these barracks sleep in two tier bunk beds, with areas in each Dug Out for hygiene and, because the Underground Third Floor is lacking of a recreational center, several holo-boards for entertainment.

Because the troops receive all of their meals in the primary mess hall located on the first floor, the mess halls in the catacombs are primarily there to provide snacks to resting troopers. Coffee machines are also provided, as are several other beverage machines. The Tunnel connects the Catacombs and the Vehicle Depot and Armory. This is a security feature as well as an evacuation route. As a security feature, it allows for quick as easy transportation of men and equipment without them having to be out in the open. As an evacuation route, the troopers from either building can retreat to the other if that building is taken or is under attack. This serves the additional purpose of helping to assault either building if it is taken, because chances are that any enemy will not know of the tunnel.

Underground Second Floor

The Underground Second Floor is much the same as its lower counterpart, but with several major changes. The troop quarters on this level are slightly larger than those of the Underground Third Floor, though this could be an illusion due to the absence of the small entertainment systems that each Dug Out on the lower floor has.

The Underground Second Floor makes up for this absence of entertainment systems with a large recreational center. This center contains equipment for a variety of different activities, including weightlifting and a small running track. The majority of these activities can be used to occupy the troopers mind and to keep his or her body in fighting shape.

The mess hall is located in approximately the same area and serves the exact same snacks and items as the one on the floor below. The Underground Second Floor also lacks the tunnel that connects the Catacombs to the Vehicle Depot and Armory because the designers felt that only one level should have this; else it would be too easily compromised in tense situations.

Underground First Floor

The Underground First Floor is much the same as the Underground Second Floor but with a few changes. The troop quarters are approximately the same size as those on the floors below. These Dug Outs also lack entertainment systems, like those of the Underground Second Floor.

However, unlike the Underground Second Floor, this level fixes the problem of lack of recreational room with a small cantina. The cantina is open to all of the troops, but due to size constraints, it has a maximum number of occupants. The cantina is a popular attraction for the off-duty troops, and is generally recognized as a location to unwind and relax. The cantina primarily serves alcohol, so the designers of the building decided to keep the mess hall as on the two floors below.

Ground Floor

The ground floor of the Barracks and Command Center has large airy windows of ultra-thick glass. Behind the windows, there is a reception desk, complete with several data-stations so that security checks can be done before any visitor, transferred officer, or trooper enters the building proper. The reception area also has seating, in case visitors are forced to wait for appointments because the officers they are looking for are busy.

To the left of the reception desk is a large archway leading into the primary mess hall. Serving an average of 1,000 meals a day, this Mess Hall of the Barracks is almost always busy. With a small legion of cooks and other staff, the Mess Hall keeps the troopers and officers healthy and strong with a variety of hearty and tasty meals, such as Nerf strip steak, and Nerf Herder's Pie. The primary mess hall is also used to make the snacks which are sent downstairs to be served in the other mess halls in the Catacombs, as well as preparing coffee and pastries for meetings and the Admin staff upstairs.

Not dissimilar to the normal billet for a naval officer onboard a ship, the Company Officer quarters are small, but have all the essentials. These rooms are private enough to have small meetings between two or three people, due to the small, sound-proofed windows. The designers were required to make these offices small because many of the Officers of the Bastion Regiment are at the Company level. This group of officers includes those at the Platoon level.

Second Floor

The Senior Officers in each legion of the Regiment have quarters allocated to them in the Barracks. Each of the quarters comes fully equipped and furnished with all one would expect of a room befitting an officer of this level. While these quarters only have three rooms: bedroom, bathroom, and office, these rooms are spacious, and quite comfortable. The Senior Officers quarters also have another perk: their proximity to the meeting rooms.

Known informally as the stadiums, the meeting rooms have several tiers of seats in a stadium set up, in a semi-circle around a center platform. On the other side of the 'half' of the room is a holo-projector, and a large white board for writing on. This room is used to brief the officers all the way down to Company level on the upcoming operations and missions. Mission planning can also occur here, in addition to training.

Watched over by the Weapons Master of the Regiment, the Main Armory is the nerve center for all of the armories under the Regiment’s control. More an administrative location than an actual storage area, the Main Armory coordinates the transportation and the issuing of the various weapons and other supplies at its disposal. It is also in charge of maintenance and replacement of parts and weapons, as during a campaign, a broken gun is a useless gun.

Third Floor

As there are only six main Regimental officers their quarters are spacious, housing several rooms with more than a few creature comforts. The commander of the Regiment, of course, has more luxurious accommodations, but the general layout remains the same. There is a sitting area, a kitchen, a bathroom, and a large bedroom. Though a kitchen is present, officers are more likely to order a meal from the Mess Hall and have it delivered upstairs, than to cook for themselves.

Each senior Officer at the Regimental level has an office on this level. This close proximity to each other allows for the making of quick decisions and the giving of quick advice. Each office has the usual furnishing, but also has an escape hatch to allow the officer to slip down to the Catacombs in seconds. Hidden behind a different item in each office, be it painting or sculpture, the escape hatch is for use in the unlikely event that the Barracks are under assault.

The Army, it is said, runs on its stomach. The Supply Administration is there to make sure that the food is available and sent to the troops, along with a large variety of other essentials. This administration is also in charge of the issuing of ammunition as well as getting the supplies to the troops, which often means dealing with freighters.

Regimental Armory

The Vehicle Depot is located a few hundred meters from the main Barracks and it serves as the main storage for the weapons and vehicles of the Bastion Regiment. This vast supply of material for protecting House Caliburnus and Ptolomea, resides here. Built from a similar material as the Barracks, it is far less imposing due to the fact that its main bulk is underground.

Above ground, the structure is short, and has several of anti-air emplacements gracing its roof. However, underground is a massive cavern known as the Hole.

Underground

The Vehicle Storage Area, informally known as the Hole, is a massive cavern cut directly from the bare rock under the Depot above. It has various areas where either vehicles are stored or machine shops are located. The machine shops maintain and repair the vehicles, keeping them ready for battle. The Vehicle Lift is located in the north eastern corner of The Hole. Several cargo elevators connect the Hole with the Ground Floor, enabling vehicles to be launched simultaneously if a problem occurs or the facility is under attack.

The Tunnel connects the Catacombs and the Vehicle Depot and Armory. This is a security feature as well as an evacuation route. As a security feature, it allows for quick as easy transportation of men and equipment without them having to be out in the open. As an evacuation route, the troopers from either building can retreat to the other if that building is taken or is under attack. This serves the additional purpose of helping to assault either building if it is taken, because chances are that any enemy will not know of the tunnel.

Ground Floor

The sliding doors of the Armory open onto a quiet reception area. Located here to chronicle comings and goings of each vehicle and officer of the depot, the reception desk is also in charge of all security within the building. If one does not have the proper authority to utilize a vehicle, they will not be allowed to go any further than the reception area.

To the right of the reception desk is an archway that leads down a short hallway. At the end of this hallway are the entrances to several cargo elevators that are used to transport vehicles from the Hole below to the Ground Floor. The elevators also open onto the exterior of the building. The elevators are approximately thirty meters across and have the ability to lift two AT-ATs side by side at once. The mechanism is powered by an underground hydro-plant, and the actual lifting of the elevator cars is accomplished by massive hydraulic pumps. The lifts is made from the same stone as the building itself, so as to make the lift strong enough to keep working under bombardment.

To the left of the reception desk is another archway leading to a mess hall. Serving an average of 1,000 meals a day, the main mess hall in the Depot is almost always busy. With a small legion of cooks and other staff, the Mess Hall keeps the troopers and officers healthy and strong with a variety of hearty and tasty meals, such as Nerf strip steak, and Nerf Herder's Pie. One of the most important tasks for the Mess Hall is to provide snacks and drinks for the mechanics down in The Hole.

Located behind the reception desk are the quarters for both the officers in charge of the various mechanical units, as well as the Officer in charge of the maintenance teams. These quarters are small but well furnished. With a small en suite bathroom, and single billets, the officers are in good comfort.

StarBlade Hangar Facility

Introduction:

In 2 ABY, on a routine exploration of Imperial Sectors, the Imperial Class Star Destroyer Aggressive lost contact with Imperial Central Command. Although the vessel was not known for any great feats in battle, its loss was still unwonted. Known for a record of mediocrity, the Aggressive vanished into the troves of history. For various reasons, most of which remain unknown, the Aggressive ran off course to investigate a mysterious signal coming from a remote and unoccupied system. During this investigation, The Aggressive somehow lost power and fell to the planet below. The veteran crew did their best to keep the ship from being terribly damaged on impact, but most perished in the crash.

The Aggressive, still in power loss, crash landed on the jungle world of Ptolomea. Though the hull maintained its iconic shape, the interior was damaged beyond recognition. The gigantic engine rigging for the vessel among many other parts seemingly vanished when the vessel crashed. Interior corridors and almost every inner room were reduced to rubble. Surprisingly, the ship's gigantic reactor was relatively well persevered, enough so that with a little work it remained operational. As the years passed and the Aggressive remained untouched, the jungle began to reclaim the surface of the ship. Nearly twenty years later, the vessel was narrowly distinguishable from the rest of the wild world.

Upon finding the planet, Scholae Palatinae's forces quickly discovered the remains of the vessel. Excited by the prospect of the finding a salvageable Star Destroyer, the Clan began to work on the vessel. Shortly after the work began and much to their dismay, Naval experts deemed the vessel unworthy of salvage and recommended it for destruction. Saved only by its sheer size and wealth of raw materials, the Aggressive remained near the base camp of the expeditionary forces. Over the years, the Aggressive was substantially stripped to a shell of the vessel. After exploring the cavernous Aft end of the vessel, the Scholae Palatinae Engineering Corp began work on developing a valuable piece of architecture from the rubble. The various engineers involved arose at the conclusion that the large empty interior of the vessel would be perfect for creating a hangar facility, size being a major factor.

At the time, the small outpost home of House Caliburnus was the only settlement on the planet, so the large complex could work as a spaceport. With vast storage areas and tons of room for expansion, the Aggressive became a vital part of the growth of House Caliburnus. With a reactor that remained largely unscathed, the House had little trouble with power management. Amazing to see, the vessel towers over the complex in spite of being significantly embedded in the ground. At roughly 400 meter, this relic of past times remains as impressive as ever.


Level One

Main Hangar Bay

With the enormous amount of space available, the Main Hangar Bay is obviously one of the single most impressive areas in the complex. With a ceiling of nearly 150 meters, The Main hangar bay can easily host the vast majority of atmospherically capable starships. With such dimensions, the main hangar can easily launch and land transport craft simultaneously. Compared to rival spaceports, the main hangar of the Starblade Hangar complex achieves extreme proficiency, due in part to the large area they deal with compared to the volume of traffic that they see. The Hangar Bay, should it become filled, would fit nearly 200 YT-1300s with a comfortable fit. Truly impressive, the Hangar Bay is an astonishing welcome to any arriving traveler.

Transport and Larger Craft Landing Bay

The Largest of the hangar's landing bays, this area takes up nearly 3/5ths of the Main hangar's floor space. Designated as Hangar Bay 11 and designed to house up to 6 Action VI Transports, the Landing bay sees the most traffic of the hangar. Transports come and go, leaving all the necessary supplies. Though the Hangar rarely sees it full load, the impressive volume this landing bay can hold keeps the House well supplied. In the event of damages, Hangar Bay 11 can refit and repair ships of the frigate or light cruiser designation. While larger craft are forced to space docks, the ability to repair smaller craft makes this facility especially important tactically.

Fighter and Smaller Craft Landing Bay

While the majority of the space in the hangar is taken up by Bay 11, Bay 13 sees more consistent action than the larger area. Small craft come and go by the hour, leaving smaller packages but requiring similar levels of attention. Fighters are primarily restricted to racks, where they can be launched with ease. Due in part to the tenacity of High Admiral, Thran Occasus, Fighters that are not of the TIE designation are left in the back portion of the hangar bay. This larger bay can still fit a substantial quantity of light transports roughly the size of a CEC YT-1300, around 10 to 12.

Hangar Traffic and Management

Due to the high volume of traffic, Hangar management is a critical function for the hangars. At all times, Hangar Traffic Control monitors and controls the flow of ships in and out of the bays. Overlooking both areas, Hangar Traffic Control has a full staff night and day.

Staging Area

When the call comes in, the Fighter Pilots of Clan Scholae Palatinae must be ready to meet the call. The staging area is where that happens. Pilots dress, get briefed, and meet their team in this small room. In order to make the launch process effective, fighters are launched in waves. The Staging area makes this all possible.

Electrical Room

In order to operate all the machinery in all the hangar bays, vast amounts of power are required. The Electrical room funnels power from the Reactor, to all the necessary places. Vast amounts of power pass through this room daily.

Reactor

One of the few remaining original parts of the ISD Aggressive, the Reactor provides abnormally large amounts of power to the entire Caliburnus Power grid. The Reactor itself makes the Hangar completely self sufficient in power needs.

Composite Repair

Taking the name into consideration, many things happen in this room. It is generally reserved for droid repairs and other minor repair tasks. It is open to all, and is used frequently for all types of repairs.

Droid Charging and Storage

For every pilot there is a loyal droid waiting. Droids are one of the most important pieces of a working hangar area. Ranging from Astromechs, to Utility, to protocol, droids of all function occupy this room. While many spend countless hours performing necessary tasks, all need to take some time to recharge. This is where all those hard working droids stay when they are not needed.

Combat Simulations

Novice pilots rarely get the chance to fly spacecraft until they are proficient on various Simulators. Even veteran pilots spend more time behind the veil of a simulation, than in actual flight time. These machines keep all pilots, combat and civilian, prepared for anything they could encounter. With over 16 million different missions, no one has ever finished them all. Along with many of the Sith Members of the House, pilots hone their skills and develop a better feel for their vessels. High Admiral Thran Occasus of the TIE Corp and Rasilvenaira StormRaven regularly visit this area of the facility, to challenge each other. While Thran will claim he has never been truly bested, Rasilvenaira has given him a run for his Title of “Top Ace”.

Composite Prep Room

Much like the Staging area, the Prep room allows pilots to ready themselves before missions. Although this area is used during times of lower urgency, it is much the same as its counterpart.

Quarantine

On Occasion mysterious or contaminated parcels arrive on the planet. Until they are cleared for entry or are destroyed, such parcels remain in quarantine. Once, when receiving a shipment of food, a Gizka was found a cargo hold and as the old saying goes, where there is one Gizka, there is more, thus the shipment was held until all the creatures could be wrangled.

Tool Room

With all the repair that is seen in the Hangar, a veritable army of tools is required. From hydrospanners to automixers, the Tool room has it all.

Level Two

Administration

Like any active Spaceport, a great deal of paperwork is required to track and record incoming cargo manifests. These offices spend day after day doing all the boring activities that keep the hangar running properly. The Dock Master runs these offices, among many other odd jobs.

Military Offices

Due to the presence of military fighters, the Caliburnus Defense Regiment holds offices at the Hangar Bay. Administration of TIE Pilots and the ever watchful eye of the Military keeps things in order around the Hangar.

Mission Briefing Room

When planning sorties, the TIE Corp meets in this room. Similar to the briefing rooms in any other Military facility, this room has a holoprojection screen and a small group of chairs, that is all.

Private (House Members) Craft Hangar Bay

Having the esteemed honor of being in House Caliburnus is enough to merit a private Hangar Bay. Accessible to House membership alone, all private vessels are kept safe and away from other less important vessels. Designated Hangar Bay 22, It is of substantial size, but smaller than both of the first level Hangar Bays.

Private (House Summit) Craft Hangar Bay

Having the esteemed pleasure of running House Caliburnus merits a private hangar, where the Summit can make a quick escape. This hangar bay is designated Hangar Bay 24, it is of comparable size as Hangar Bay 22.

Private (Guests) Craft Hangar Bay

The third and final hangar bay on this level, it is reserved for welcomed guests of other Houses and of the Clan. It is of comparable size as the other hangars, and is designated Hangar Bay 23.

Hangar Traffic Management

Due to the high volume of traffic, Hangar management is a critical function for the hangars. At all times, Hangar Traffic Control monitors and controls the flow of ships in and out of the bays. Overlooking both areas, Hangar Traffic Control has a full staff night and day.

Fire Suppression System

In the event of Fire, an elaborate suppression system has been implemented. It covers both levels of the Hangar. Though it has never been used, it is routinely inspected and tested for faults. Preparedness prevents catastrophe.

Level Three

Cargo Storage

The Main Cargo Storage room, this plain room is filled with cargo boxes. Basically it is a gigantic warehouse for the transition of cargo between transports and their final destination. A mostly empty cargo hold, hundreds of thousands of tons of cargo can fit in this room when full.


Cargo Logging and Registration

This small office monitors and tracks all incoming and outgoing Cargo. Thousands of transactions happen monthly, recording these with accuracy ensures that the House remains on import budget. Also, should a mysterious package arrive, the package can be easily tracked from this station. No one is permitted in and out of the Cargo Storage without first registering and inspecting cargo, this prevents gross interruption of the Cargo.

Level Four

Living Spaces

This is where the unfortunate souls who live in the Hangar complex spend their off time. Grossly plain and generally terrible living conditions, these rooms need improvement.

Mechanics Quarters

A plain block of quarters where the mechanics live. Small rooms punctuate this area almost as much as the eerie silence.

Pilot's Quarters

A plain block of quarters where traveling pilots can rest. Few residents of this area are permanent and most cannot wait to leave. Small rooms punctuate this area almost as much as the eerie silence.

Administration Offices

Like any active Spaceport, a great deal of paperwork is required to track and record incoming cargo manifests. These offices spend day after day doing all the boring activities that keep the hangar running properly. The Dock Master runs these offices, among many other odd jobs.

Mess Hall

The free dining hall is open to any person may need to stop to get some nourishment. The food has something left to be desired, but will give you the energy one needs for a long journey or for a hard day's work. Compared to a soup kitchen, the mess hall often leaves people feeling sick from the mystery dishes they are fed.

Level Five

Observation Tower and Air Traffic Control

At the peak of the command tower, the view over the House's Compound is spectacular. At nearly 300 meters, this is the highest point in the House's Compound. Looking 360 degrees over the Ptolomean Jungle, one can get a feeling of just how wild the planet really is. Looking over the now green hull of the ISD Aggressive, the outline of the ship can still be seen while all other distinctive features have long been lost to the jungle.

Observation Tower

The former Bridge of the Aggressive, the Observation tower gives those brave enough to go to the top a view of unmatched beauty.

Air Traffic Control Room

Just as Traffic Management is important inside the hangar, outside the hangar it is equally important. With the volume of vessels the hangar sees, management of courses and exit vectors reduces collisions by a substantial margin. This room oversees inbound and outbound vessels, so as to ensure the greatest level of safety.

Gardens

Vreedsaam Meditation Garden

The meditation garden is a dome that is separated from the rest of the facility by a glass ceiling, and stone walls. The temperature inside is controlled, thus allowing for complete concentration on meditation, and the stone walls have hedges in front of them to add to the natural feel and tranquil setting. There is only one entrance to the garden, and a path that leads towards a fountain, though the majority of this straight path is separate from the garden via a door and has shoe racks on either side. Once just through the doors, there are two cases of crystals and incense to aid meditation, before the tiled path circles the fountain. Hedges separate the sections into eight smaller sections, with three larger ones, all with cushions for comfort. The smaller sections are designed for individuals and pairs, which are popular with master and student pairings, whereas the larger sections are designed for training or group meditations.

Kalmeer Botanical Garden

As well as a Meditation Garden the House of Caliburnus has a Botanical Garden which is a place for members to relax. The path of stones that lead up to fountain and curve near the entrance represent the skeleton of a snake, a symbol prominent in the House of Caliburnus. In the middle of the garden is fine sand. The sand allows members to create patterns that may express their creativity. The light green areas represent a higher part of the garden where one can overlook the rest of the garden. The high area at the North East corner gives a place for members to have a picnic or play a game of pazaak. Both areas are attached by a swing-bridge. Even though there are stairs most members don't need to use them. When the fountain is off members can see the outline of House of Caliburnus logo.

The Garden was commissioned from Rasilvenaira Kaeth StormRaven to be done by botanist and her very own apprentice Robin Hawk from Dorimad Sol, who designed and planted the garden. As an added and personal touch one of Robin’s favorite Vurigehart vines was planted and has a stunning red flower that is always in bloom. A plaque that reads "Perturbatio, Potentia, Scientia – Passion, Power, Knowledge", the house’s motto, is in the center of the curved end of the snake’s tail.


Auxiliary Power Generator Facility

Built to function as the auxiliary power source for the Serpent’s Vanguard, it serves in the event that the main power generator within the Starblade Hangar ever fails or requires downtime for routine maintenance. The Auxiliary Power Generator facility, a building built on the edge of the main cluster of buildings at the headquarters of House Caliburnus. It is a rectangular building with all five of the power cells. These power cells terminate in thick power cables. These power cables travel from the Auxiliary Power Generator facility to all the buildings of the Headquarters. The Auxiliary Power Generator facility has three floors and is windowless. The maintenance level, the basement, houses the maintenance hatches of the power cells. Maintenance workers can open these hatches and fix problems inside the power cells. The maintenance level is about 7 feet (2.1 meters) high. It glows a bright red from the power cells. In a power outage, the security lights glow orange, as they are solar powered, casting enough light for workers to see. The computer panels that line this room show detailed analysis of the power cells and their status. There is a lift and stairs to the upper levels of the buildings. The power cables travel through this level into the ground outside the facility where the cables split and head to each building. The ground level hosts the power cells. Each cell has its own room. There is also the main entry way with a lift and stairs to the upper level and the basement. This floor is 15 feet (4.6 meters) high. Each power cell rests in between the ground level and the maintenance level, with most of the cell on the main level. The cells themselves are each 30 feet (9.1 meters) long and 10 feet (3 meters) tall. They glow green on the ground level. The power cables travel from each cell down to the maintenance level. To enter the building, one needs a security card and a pass code. The only Dark Jedi who have this card and a pass code are the Quaestor and the Aedile of Caliburnus. The administration level, on the top floor of the facility houses the controls for each power cell and cable. This level is 8 feet (2.4 meters) high. The light on this level is a typical white. There are rows of huge computer screens on the walls which detail the generator’s output and if there are any problems from any of the cells or cables. Smaller computer panels house the controls for each cell and cable. The administration level is not as wide as the rest of building, as it does not hold the power cells. There is a lift and stairs to the lower levels of the building.

Training facilities

Primary Training Facility

The Primary Training Facility is a short, two-level building in which members of the House can visit to work out in. Located on the outskirts of the Serpent’s Vanguard, it is not incredibly convenient for members, so the designers of the Vanguard decided to build another training facility closer to the other buildings of the facility. Although the Bastion Regiment also has access to the Primary Training Facility, members rarely visit it because of the gyms that were built into the Regiment’s barracks.

Constructed of natural rock, metal, and glass, the exterior of the Primary Training Facility has a plain and antiquated appearance. The interior battles this theme by having very modern technology, including some of the latest technological machines for helping to build and tone muscle.

Outside of the Primary Training Facility are several small fields and courts so that visitors to the facility can train outdoors. The variety of settings and equipment within the facility enables Dark Jedi to train so that they can have a greater chance of succeeding when on missions.

Level One

Level One of the Primary Training Facility has sliding glass doors that are flanked by large glass windows. The doors open onto a comfortable reception area, complete with a reception desk. The receptionists are charged with ensuring security within the facility. Behind the reception desk are three lifts for going to the upper level. In addition there is a data-screen on the wall behind the desk that show visiting Dark Jedi what rooms and machines are in use so that, if need be, they can return at a later time. In one corner of the reception room there is a counter that holds refreshments so that visitors can eat in between exercises. Completing the reception area are comfortable chairs and couches for these people to sit on while eating.

Right and left of the reception desk are archways that lead to short hallways. At the ends of these hallways are identical double doors that open onto a large gym. Along the longer walls of this extensive room are stadium seating for the various bouts that occasionally occur in the Training Facility. The large space in the center of the gym has a highly polished floor of wood for people to stretch their muscles and place competitive sports and games that do not require padding. On the exterior of this wood floor is an oval wooden track for visitors to run on to build endurance. At the back of the expansive room are various machines that can be used for building and toning muscles.

Level Two

The lifts behind the reception desk open onto a large hallway. The hallway extends in three directions in a “T” shape with the lifts at the intersection. Between the doors on the hallway are shelves and other various means for storing weapons that can be used in the training rooms that are on this level.

Along the horizontal part of the T are training dojos of various sizes for martial arts battles and practice. These rooms have wood floors, padded wooden walls, and the larger ones have several wooden pillars. Lightsaber training and practice can also occur in these rooms. If there are no opponents available and a room is open, a visitor can use the reception desk to request a droid to battle against. Competitions can take place in either these rooms, or the gym on the floor below.

Along the vertical part of the T are training rooms for blaster practice. These are larger than the training dojos that are dedicated to martial arts practice. Like the procedure for the dojos, visitors can use the reception desk to request a droid to battle against. This occurs more often with blaster practice because Dark Jedi are more likely to want to train with lightsabers, especially Journeymen before they reach the rank of Dark Jedi Knight.

Secondary Training Facility

Very similar to the Primary Training Facility, the Secondary Training Facility is located closer to the rest of the facilities of the Serpent’s Vanguard. Because of this, the designers were limited more in the size of the building they were allowed to erect. Built in a “T” shape, like the Second Level of the Primary Training Facility, the Secondary Training Facility has a reception desk instead of the elevators. Between the doors on the hallway, there are various weapons that can be used in the training rooms that are located in the facility.

Along the vertical part of the T are training dojos of various sizes for martial arts battles and practice. These rooms have wood floors, padded wooden walls, and the larger ones have several wooden pillars and are a good deal smaller than their counterparts in the Primary Training Facility. Lightsaber training and practice can also occur in these rooms. If there are no opponents available and a room is open, a visitor can use the reception desk to request a droid to battle against. Competitions cannot take place in the Secondary Training Facility because it is much smaller than the Primary Training Facility.

Along the horizontal part of the T are training rooms for blaster practice. These are larger than the training dojos that are dedicated to martial arts practice, yet still smaller than their counterparts in the Primary Training Facility. Like the procedure for the dojos, visitors can use the reception desk to request a droid to battle against.