- Polar Region
- Frozen Ocean
An ice world on the edge of Jusadih, Morroth served two purposes for House Plagueis - that of a penal colony and that of a mining hotspot. Small mining towns drew rich ores from below the ice, while the prisons of Tyr, Keto, and Kaeth kept the local inmates in line. Hidden from the public view, however, was the world's second purpose - the instruction of the Dark Jedi of House Plagueis. Following the retreat of Plagueis after the Horizons Crisis, all remaining signs of Plagueis on Morroth were destroyed.
Morroth's Great Tundra in winter
The outermost planet orbiting the star Sigil, Morroth is a frozen world. The temperatures are typically so low on both the day and night sides of the planet that it teeters on the edge of habitability. The daylight side of the world receives a very small amount of light, slightly less than twilight on Kapsina on the brightest days, and the night side is completely dark. The two moons, Treyu and Triyal, are too small and distant from Sigil to be seen at night unless directly facing the star, and even then, all that can be seen are two vague outlines in the sky.
The planet does not have clearly-defined seasons. Instead, there is a period of melting and harsher weather followed by periods of freezing and stasis. When the planet undergoes the melting period, the sky is fairly clear, though the blizzards become insane tempests of snow, easily depositing as much as 170 centimeters within a few hours. The wind is mild during this time, but only in comparison to later months. During the freezing and stasis periods, the sky is typically clear. Snow and ice continue to swirl in the blizzards, but their intensity is replaced by vicious cold and utter darkness.
Despite having no liquid oceans, the planet's weather is quite hostile; this anomaly has been attributed to Morroth's orbit, which is placed just so to make cruel weather patterns possible while not making any improvement a possibility.
Tens of thousands of years before the Battle of Yavin, Morroth's climate and population were far different - the planet was near to Sigil, in the second orbit, and was mostly oceanic with temperate islands. This changed as the Jusadih System drifted too close to several Deep Core black holes and, twisting under the stress, re-arranged its orbital alignments. First, the people were covered by the very oceans that had given them life, many civilizations drowning outright. Next, the planet found the outermost part of the system, becoming Sigil 5 and freezing almost instantly. There it would stay, a frozen tomb, until tiny yearly melting cycles eventually covered its bulk with snow as well as ice.
Colonized in 5,000 BBY by Sadow's Sith Empire during its war with the republic, Morroth's mineral value was largely ignored. The icy world was used as a listening outpost for the Sith, who utilized Morroth Outpost J5 to steal snatches of vital coreward intelligence. The outpost and its counterpart, the Ice Temple, would fall into disuse and be forgotten for thousands of years until the arrival of another Sith - the Muun Darth Plagueis.
For a time, Plagueis would use the temple as a place to hide in and a site for Sith experimentation on the local fauna of many worlds, including Blenjeel's Sand burrowers and Korriban's Tuk'ata. However, it was late during his reign that the first mining interests would settle on Morroth, leading the Sith to depart. As a precaution to protect his experiments, he left the Temple's doors wide open, allowing deadly fauna to stream forth.
The first colonists of Morroth were employed by the corporations of Lemuria Mining, the Milliam Conglomerate, Ellesmeria Mining Incorporated, and Vester's Thermal. However, Vester's attempted to mine in the Great Tundra and were forced out of the world, while the mining towns of Lemuria and Ashern soon took all of the business away from Ellesmeria Mining and forced them back to Kapsina. It was in this void that independent owners bought the abandoned mining town - Satal's Landing - and began cultivating it into a place of profit and independence.
Several decades later, shadowy agents of Clan Plagueis arrived in Jusadih and took over control of affairs. Matters changed little even during the Incursion, and would remain as such until the War of Ascension. Evan Gonchar, an ally of Christopher Tirk and the Crimson Tide, was declared Marquis of Morroth and soon had the planet and its then-shoddy prisons under his control. This would not last long, however, as JMR forces quickly eliminated Gonchar and placed the ice world under Regime rule.
Following the War of Ascension, Alaris Jinn's Insurrection saw the Consul of Plagueis, Braecen Kaeth, toppled; a new era of change and repurpose had begun. The old prisons, outposts, and bases of the planet were demolished and forgotten as three new institutions opened up: Kaeth, Keto, and Tyr Prisons. While the former would be promoted and used in propaganda for all three as a safer prison environment, Keto became a maximum-security slam and Tyr became an unescapable hellhole.
It was short years after this that Grand Master Muz Ashen declared the Reform, reorganizing Clan Plagueis into House Plagueis and shaking things up. Plagueis' Quaestor following the Reform, Kal di Plagia Vorrac, aided Sistros Corporation in funnelling many of the credits from mining operations on the world to the Regime's coffers to help fund his military reorganization. Following his rule, the unrest in Jusadih had a harsh effect on Morroth, as different groups attempted to occupy the valuable mining facilities. They were decisively halted by Primus Pilus before their legitimization, and afterward, military units on the world were scaled back entirely to Omega Base barring any sort of conflict.
Following the attack by the forces of Zoraan, Morroth was devastated along with the rest of the system. Spared the fate of Kapsina, Morroth was not ravaged by the Sith's bio-weapon. Instead, the military forces of the attackers laid waste to Morroth, as the Starweird scoured the planet. Those that were not killed in the attack fled, and House Plagueis triggered a hidden fail-safe destruct system to wipe all evidence of their presence from the planet. Morroth is now a world given over to its harsh, cold climate, as all humanoid life has long since departed.
As opposed to planets with Oceans, Morroth has three distinct regional areas; these are divided simply by climate and topographical features.
Given that much of Morroth's physical surface is buried under well over a kilometer of snow and ice, the terrain of the planet is oft determined by the glacial "crust" below the feet of its travellers. As such, the area called the Mining Plains has been shaped by the mining towns of Lemuria, Ashern, and Satal's Landing; around all of these can be seen sentient-altered flatlands, areas where ice shelfs and spikes of frozen water have been cut or melted away to form easy-to-traverse plains.
Located in the far northern hemisphere of the world, this land has the least-vicious climate of the entire planet, though that distinction is a narrow one. The weather here, while cruel like on all of Morroth, doesn't often deposit as much snow as elsewhere; the melting period fails to truly scour this area of the cold planet, as Sigil's rays rarely bring the light above a faint haze and usually cast them into darkness broken only by mining equipment.
Even with these advantages, though, the mining towns face a different threat; the scattered fauna of the ice world, while not enjoying the colder temperatures, are typically drawn to the intense heat of mining operations and both the food and warm bodies of the colonists themselves; they provide a potential feast worth more than a little risk to the Sith-tainted animals of the planet.
Composed of tumbling snowdrifts and huge ice shelfs, the terrain of the Great Tundra has been considered beautiful by many during its calm periods and unlivable during its blizzards. With terrain that literally seems to roll and shift more than Tatooine's legendary Dune Sea, it occupies the equatorial and south-western hemispheres of the world, taking up well over half of its surface. While it is theorized that massive mineral wealth can be found here, it is a well-known fact that the cost and difficulty inherent in setting up any such operation would be astronomical; following this, maintenance alone would make the venture futile within months, as even in the most stable areas equipment and mining shafts would be lost within weeks.
However, one building alone is perfectly built to inhabit this snow-encapsulated world; the Temple of Plagueis. Built deep into an ice shelf, its upper tier is always accessible with minimal clearing even after the worst of the world's blizzards; built to remain below the snow and ice, the Lower Tier is outfitted for success even when buried, while the Catacombs form tunnels too deep to be affected by the shifting above. Aside from the Temple, one other complex can be found nearby; Omega Base, built to protect the Temple from assault and act as a staging point for military operations, is designed to allow snow to flow through it and has equipment on-hand to clear it out if necessary.
Aside from these little-known features, one thing brings the Great Tundra to every colonist's mind; the Ice Wyrms, which are known to treat the snow and ice like an aquatic beast might treat the ocean.
The remaining third of Morroth's mass is covered in what scientists describe as an ocean frozen in mid-orbital shift. Many, many kilometers thick and full of sediments, compounds, and even frozen buildings or life-forms, the Frozen Ocean is an anomaly of the world that many do not perceive. Though some things remain preserved in its depths, none can see them without special scanning equipment and months of excavation; only in one area, the Frozen City, is it possible to peer down and see vague outlines of what once was. Even there, snowdrifts often cover the secrets, though they are less than half as deep as in the Tundra and some regions see less than twenty feet of snow atop the ice.
In the Frozen Ocean, the Mekduaa Valley can be found, a place whispered about by rebels as the dumping site for Regime enemies and lost recruits; it is a secret well-kept by the Stratocracy that the gaping maws do indeed digest bodies and secrets well over a decade old. About fifty kilometers away, one finds the Boneyard of the Wyrms, the communal graveyard for the massive creatures that reeks of Dark Side energy. In addition, one finds the ruins of the Ice Temple, a place once built by Sith on the planet but occupied by the Jusadih Independence Coalition during the War of Ascension. During that civil war, the Temple was demolished, its ruins cleaned out by the forces of the Regime before being utterly abandoned.
The final locations on the Frozen Ocean are the three prisons that the world is famous for; Kaeth, Tyr, and Keto Prisons hold the system's inmates and ensure absolute security. Fuel and food are shipped to these, and while prisoner transports do arrive at the facilities from time to time, none are left at the prisons lest their prisoners escape. Any escapes that occur on foot are either followed within six hours with a recapture or summarily dismissed, except in extreme cases; the harsh conditions of Morroth would kill almost anyone escaping on foot within that time.
A small, rocky satellite orbiting Morroth, Triyal is uninhabitable. Its atmosphere is composed very thinly of carbon dioxide and a few other trace gases, lacking the substance to insulate itself or protect itself from the ravages of the solar day. The high temperatures of the world are around 1000 degrees F, its night-time lows an icy parallel of -1000 degrees F.
The only time that the moon is anywhere near habitable is during the dusk and dawn periods, where the temperature reaches 400 degrees, as opposed to 1000. Even then, a properly-insulated, fully-equipped space suit is necessary even to walk on it. As dusk and dawn last for only a couple of hours, the moon has not been colonized or explored; it is entirely lifeless and will remain as such.
The moon of Treyu is best described as a frozen ball of ice. It's core is solid, though, and below 500km of ice, liquid water permeates the moon. It is thought that some form of life exists beneath the ice, and in the past, certain rich natives of Morroth would go to the moon in the hopes of seeing something move below their feet. Deep scans from the surface suggest interesting radioactive activity takes place beneath the ice, making many wonder what is down there; that said, it is considered pointless to explore by the Regime, as between radiation and sheer icy temperature the venture would require extremely specialized equipment and yield little in the way of actual results.
The largest mining town on Morroth, its population is around 4500; buildings and complexes ring a valley that, at its center, houses a steaming mining pit. Built overtop of the pit on special scaffolding is the Lemuria Hangar, utilizing thermal energy and waste heat to keep itself climatized toward passengers and their liking. Aside from the hangar, the only vehicles typically seen in Lemuria are located next to the housing complexes of mining workers. The only buildings aside from this are the Sistros shop, which is resupplied weekly to supply any minor needs, and the ovoid shape of the well-heated Ice Bowl Cantina. Even when needing twenty minutes in a special temperature equalizing chamber after exiting the cantina, the miners spend much of their time there.
Given its bowl-like shape, Lemuria would appear to most to be at a defensive disadvantage; given the fauna, however, this is far from true. Before being bought out by Sistros Corporation, Lemuria Mining spent copious credits to melt a deep dish into the ice and snow, leaving Lemuria seated atop what would normally be very thick and deep ice. This ice is such that even Wyrms avoid it on most occasions, as it takes too much energy to tunnel through, while smaller creatures like Wurrumps and Koth'ata couldn't hope to live through the time needed to burrow into it. Thus, a few airspeeders with weapons below military grade are sufficient for even the most intense raids and a sonic fence plays a frequency that keeps most beasts away.
A disadvantage to this construction is that, when the weather is nice enough, colonists in survival gear often need boots equipped with specialized cleats to keep their footing; ice is always present beneath the snow of the dish, which must be cleared away to keep houses functional and is often a source of drinking water. However, these costs are small considering that Lemuria's mining operations offer huge deposits of carvanium, lommite, zersium, and carbon; almost all of the necessary components for durasteel. Once the weather and the work value are taken into account, only a volunteer civilian police force is needed, trained lightly by the JMR and Sistros agents in self-defence and takedown techniques and armed with stun weaponry. A few days of lost wages are enough to cool any miner's temper.
Built into the side of an ice shelf, Ashern was first built by the Milliam Conglomerate's head and was named after its chief planning officer, Tam Ashern. The ice shelf it is built into is both an amazing wind barrier and a magnet for Koth'ata raids; thus, to prevent nighttime hunting taking the lives of colonists, Ashern is built on specially-suspended platforms, held in place by beams and scaffolds built into or attached to the ice shelf. Only the mining pit below is not suspended; it is accessed by a large cargo lift system, which ferries miners and machines deep below the surface ice.
Most travel along Ashern's miniature tiers is done either by airspeeder or by bridges and turbolifts, all covered in inexpensive domes and roofs to protect inhabitants. This gives it a look of platforms, girders, and tubes; Ashern is by no small amount an engineering wonder, though one of the boons of its construction is the very cold that it shelters its inhabitants from. All dwellings have an outer layer, intended to stay frozen solid at all times - thus preventing expansion and contraction from tearing it apart. These measures make sense, however, given the main item mined at Ashern - precious aurodium. Though valuable metals such as gold and the much more abundant berubium are present, the smaller and harder-to-find veins of aurodium are sought out by Sistros Corporation with a feverish persistence.
While the Hanging Man Cantina and the Ashern General Store see quite a bit of business, nothing gets more attention than the Shelftop Casino. Including sabacc pits, sporting event bets, pazaak pits, and other faculties, this Hutt-run establishment feeds off of the wages of miners. While the money is good enough to attract over 3000 miners to the hanging city, the Shelftop is good enough at intoxicating, feeding, pampering, and then draining the accounts of miners that many of the inhabitants stay there for a very, very long time. The Hutts take an additional role of hiring and running Ashern security, thanks to special permissions to do so from the JMR and under the watchful eye of Ashern's owners, Sistros.
A smaller town, Satal's Landing is located on an elevated plateau of ice. The plateau, originally an icy spike, was carved out to investigate what was originally diagnosed as a sensor malfunction; in truth, burrowing into the plateau's center confirmed what the machine had suspected. Satal's Landing is built atop of possibly the largest accessible mineral deposits on the planet; while not containing aurodium, it contains enough elements to create plentiful supplies of durasteel, transparisteel, sensitive components for electronics, and even most of the components for dallorian alloy. In addition, it contains huge crystal veins, formed by the pressures inherent of orbital shift; a tiny percentage of these have been shown to be useful in lightsabers as focusing crystals, though the overwhelming majority are simply ultra-valuable.
Though planted on top of the greatest mineral wealth, Satal's Landing has a troubling weakness; independence. The current mayor of the town, a Zabrak named Kimmar Swyft, is the first in a long line of those that do not work for Sistros Corporation. Though pressure has always been great against them, the miners of Satal's Landing have found a sort of pride in their freedom; though almost all of their sales are conducted by and handled through Sistros, they set their own rules, policies, and wages. That said, the town has acquired almost a shanty-like look; though each building is viable, they have clearly been maintained by less-than-expert hands and at times repaired in haphazard or unorthodox ways.
Around the plateau for several kilometers is a minefield, designed to keep the creatures of Morroth away; nowhere else on the planet sees as much fauna activity. To protect travellers, the Landing has put up large signs indicating where the field begins. In addition to this, however, recent inspections of Satal's Landing have seen buildings that are almost garrison-like and townspeople wielding very large, powerful blaster weaponry. Ultimately, though, Swyft and his followers keep the Regime from cracking down by taking a strictly non-rebel stance.
Travel in the town is almost exclusively done by speeder, as the town has neither the bowl shape of Lemuria nor the hanging nature and tubes of Ashern to protect it from the weather's harshest days; that said, this has made the citizens quite tough. The Hill Top Cantina and a small store attached to the hangar - both Sistros-owned properties - occupy miners in their downtime. To keep miners from owing far, far too much to Sistros, the town's mayoral body imposes a curfew and credit limit each night.
Originally abandoned by the Feudalist governments of Jusadih, the facility known as Outpost Galthain grew to become the main site of Plagueian occupation of the world. Reactivated to protect the secrets of the Temple of Plagueis, the Outpost was the site of a Primus Pilus raid to clear the Temple's Upper Tier before being expanded into an actual fortress - Omega Base.
The Base's second-largest building, once a communications center, has been repaired and retrofitted with new communications equipment. In addition, a barracks has been established for the soldiers and Obelisk, as well as a structure for Krath studies and another for the Sith inhabiting the area. A tall tower houses the bulk of its communications array and scouts with visual and infrared equipment at all times to ensure safety, built into the corner of the base's low walls whose purpose are to break up ground engagements. Two additional barracks and a garage with a landing pad atop of it have been built to house soldiers and vehicles; these, along with every building, have anti-air cannons built on top of them.
Finally, a rectangular command complex has been built; this houses tactical rooms, offices, and eating facilities for Officers and Dark Jedi on Morroth. Heated to sufficient levels, these are the most comfortable military places on the world and form the center of command for all Morroth operations and patrols. It is literally the nerve center of the icy world.
Built atop the Frozen Ocean, the dome-shaped building is pierced only by what appears to be rectangular chutes protruding from the north, southwest, and southeast sections. Through these chutes, prisoners are funnelled to the outside during their exercise sessions. The semi-exposed balcony built along the outside of the dome is useful in riots, when riot-suppression weaponry and stun sticks are taken from the high-security armory. This is to ensure that an armed riot cannot occur.
Surrounding the facility, the exercise areas are barricaded by a durasteel chain-link fence with reinforced posts to prevent the gate being pulled down and vicious razor-wire lining the top. Aside from these defenses, an electrical current is pulsed through the fence at all times, and a warning line is established five feet from it. Any prisoner seen outside this line is considered to be instigating a riot and is quickly incapacitated.
The prison's guard are typically equipped with a cross between riot armor and snowtrooper gear; the black result gives them a chitinous, almost insect-like appearance. By contrast, the prisoners wear bright orange jumpsuits; this makes it virtually impossible for them to hide in the gray prison or the white abyss outside. Prisoners sent to Keto are given maximum security treatment, and are handled as dangerous though their sentences aren't usually permanent.
While almost identical in construction to Keto and Kaeth Prisons, Tyr Prison is a little different. Its facility is the same dome-like structure of pale grey permacrete and durasteel reinforcement, though its exit chutes face west, northeast, and southeast. These chutes and the balconies serve the same purpose, though the exercise areas and external yard are often vacant due to harsher weather on this part of the Frozen Ocean than the other prisons.
Equipped identically to the guards of the other prisons, the guards here are known for being particularly malicious; only about 2% of Tyr's inmates are serving anything less than a life sentence, and many of them are violent or deranged. Thus, given that they essentially no longer exist, many cruel games and exhibitions take place on the guards' watches. In addition, this prison sees more contraband smuggling, torture, and inmate-on-inmate violence to establish a sort of pecking order. The interior differs in that an upper level houses the guards, while the inmates are generally allowed to roam specific areas unless on lockdown or at night. The prison becomes their new world; ultimately, there is no reason to truly cage most of them. They aren't going anywhere.
Known as "Hell on Ice" or just "Hell" by inmates in all three of the planet's new prisons, the threat of Tyr Prison is often enough to keep undesirables in line and convicts of other prisons on good behaviour. It has never had even suspicion of a riot, as much because of its efficient design as the weather and isolation. Even the landing pad sees almost no use, with prisoner transport taking place as little as possible and often causing some slight delays in movement. However, its deepest secrets can be found in solitary confinement, where Force-using criminals and inmates are either locked away for the rest of their lives or, in the case of powerful inmates, simply frozen in carbonite and stored.
Often called " Little Gammorr" or the "Summer Home" by convicts of Keto and Tyr, Kaeth Prison has the best reputation of the system's prisons. This is due in part to the fact that all publicized information on Morroth prisons is produced from Kaeth; it is also due to superior treatment of lesser criminals. While serious inmates spend time in Keto and lifelong criminals are trapped in the hellish life of Tyr, Kaeth is the prison for the best of the good-behaviour inmates and the lowest offenders. The criminals here are still treated like convicts, but aren't subjected to unfair abuse by guards. In addition, inmate violence is heavily discouraged; the only reason someone goes to solitary is for disturbing the peace.
The domelike construction and anti-escape fence here is nearly identical to the first two prisons, with a balcony encircling the entire outside of the prison and three chutes, facing south, northeast, and northwest, as the only exits. The recreation area here has the best of the Frozen Ocean's weather, and is used to entice inmates to serve their terms peacefully. Though the guards are quite atonomous from outside government influence, the amount of public observation on the facility makes their duty quite clear and keeps both the criminals and their handlers on their best behavior.
Kaeth also boasts a burgeoning prisoner workforce; while the prisoners are barely paid and do not generate much in the way of actual economic growth, they make the prison almost entirely self-sufficient. Ultimately, it is one of the best-maintained items on the Regime's list and one example of what they use for propaganda to keep Jusadih citizens loyal; if the prisoners here are treated so well, imagine how the loyal will fare.
Points of Interest
The Frozen City
Locked below the Frozen Ocean, the Frozen City is a marvel that has captivated scientists of Jusadih since its discovery in 6 ABY; deep under the ice, an entire city has been apparently flash-frozen, with scans and composite images showing what appear to be preserved life forms, droids, buildings, and even vehicles. It is one of the leading facts to justify Jusadih's shifting nature, as it is theorized that the last orbital shift covered the city in oceanic waters before flash-freezing the oceans upon reaching the outside of the system.
Though minor ventures have been attempted, no real operation has ever been conducted to explore the city's depths.
Boneyard of Wyrms
- Main article: [[Boneyard of the Wyrms|Boneyard of the Wyrms]]
A place that reeks of the Dark Side of the Force, this area is a communal graveyard for the mammoth beasts that form some of Morroth's only indigenous fauna. A far departure from their usual home in the Great Tundra, this Frozen Ocean locale is travelled to by ancient tunnels beneath the ice - a discovery of the last decade, before which many were puzzled as to how the Wyrms got around without freezing due to the wind. Recent studies have shown that the Dark Side is with these creatures due to their Sith-spawned origins, though their boneyard and its purpose remain mostly unknown; only samples for study are taken here, unless a Dark Jedi seeks to test him or herself against elder wyrms. Those that do rarely ever come back.
A wide stretch of the Frozen Ocean is home to a species called the Mekduaa. These creatures resemble the sarlacc, though in fact have bigger internal and external teeth and a decided lack of tentacle appendages. They seem to have an extreme lifespan and a crawling metabolism, relying on unlucky creatures to fall down the slick, fleshy sides of their mouths for food. Emitting a constant stream of steamy breath, these beasts known by some as "steam holes" have found a new food source in the JMR, as dead soldier trainees, Prospect Dark Jedi, and enemies are often fed to them. Only recently was it discovered that these creatures, like the rest of the world's fauna, were made by the ancient Sith of Naga Sadow's Empire to act as base defenses and pitfall traps.
Ice Temple Ruins
Formerly a Sith temple thousands of years before, the Ice Temple - so named for the white stone and ice used to build it - served a purpose of worship and training before falling into disuse. It was occupied by the Jusadih Independence Coalition during the War of Ascension, but was stormed and cleared by JMR forces following Morroth's fall. Due to its Sith nature, the Quaestor of Plagueis promptly ordered it scoured, emptied, and rendered useless; its rubble still lies there today, a habitat for the occasional Wurrump or Koth'ata.
Temple of Plagueis
- Main article: [[Temple of Plagueis|Temple of Plagueis]]
Originally built by the Sith Empire and taken over by Darth Plagueis in their absence, the Temple of Plagueis on Morroth has always been a place full of dangerous Sithspawn and other traps. Recently, however, Plagueian forces have violently emptied the Upper Tier of the Temple. By order of the Plagueis Summit, it has been converted into a training facility for Dark Jedi. Today, it is protected by Omega Base - the expanded site of what was once Outpost Galthain.
The military assets of the Regime on Morroth are typically snow-ready craft, speeders, soldiers, and MAAT dropships - all easily serviced and highly mobile. The soldiers themselves are equipped for cold-weather engagements, but use weaponry that is light and easily cleaned and repaired to ensure that engagements don't last long. Against most foes, mobility on Morroth is the key - most forces cannot match Plagueis' capability to jump around a battlefield and retreat to safety, something essential given the environment of Morroth.
Ultimately, though, the military serves one purpose here - protecting the Temple of Plagueis. The towns themselves rarely ever get too rowdy, though Satal's Landing is being watched from time to time, and things stay relatively cool. The planet is easily defended by reinforcements and Omega Base, and its actual strategic importance isn't huge.
Morroth is to Jusadih politics what a herd of cattle is to a farmer - a source of income. Aside from the prisons, which are promoted as if they were better than Core World facilities, the mining towns are a huge part of the system's economy but hold little to no power in the political realm. That said, great effort is taken to ensure no faction can take over a mining town - should they find business, the credit income alone would fund a vicious war effort. Outside of this, it has no real power over the other worlds.