Shintera

From Wikipedia of the Dark Brotherhood, an online Star Wars Club
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Shintera
Astrographical
Region:

Core Worlds

System:

Jusadih System

Suns:

Sigil

Moons:

None (Possesses Rings)

Orbital period:

327 Days

Physical
Diameter:

10.244 x 112

Atmosphere:

Breathable

Climates:

Temperate

Gravity:

1.04 Factors

Primary Terrain:

Varied

Societal
Population:

None

Major cities:

Ruins

Major imports:

None

Major exports:

None

Affiliation:

Clan Plagueis

[ Source ]

Shintera is a planet within the Jusadih System, formerly part of the Plagueis Dominion. Following the retreat of Plagueis following the Horizons Crisis, all remaining signs of Plagueis on Shintera were destroyed.

History

Shintera’s earliest history goes back to cite references to a deity, a figure called Shintura. According to these legends, Shintura was the destined soul mate of another figure, Nintura, whom he met with to dominate the two planets. While these claims cannot be proven or entirely discredited, it is clear that Shintera’s populace developed rapidly during its early years, mastering land, air, and sea travel. On the eve of their first attempts at interplanetary exploration, they were discovered by the advance scouts of the Republic.

As the only planet with a suitable gravity well for regular trade, Shintera was soon capitalized upon quickly. Trade became its main calling, and soon it became the home of all of Jusadih’s intergalactic commerce. As time continued, agents of Clan Plagueis worked their way into the system, taking over key positions within the feudal government of the system and casting it into the shadows of the Dark Jedi Brotherhood.

However, Plagueis’ prosperity in the system was not to last. The Eighth Great Jedi War left both Sigil 2 and Nintura devastated, while one continent of Shintera was lost to the bombardment. Shortly thereafter, the aliens left the system, seeking deeper interests elsewhere in the galaxy. Shintera was left to reel as the feudal leaders tried to sort things out. Help in the ensuing chaos came at a time when the majority of Plagueis’ forces were still at the Battle of Antei. It came under the name of Calliban Crimson and his Crimson Tide, uniting Shintera’s feudalists with the Jusadih Independence Coalition, or JIC.

Only one force on Shintera opposed the JIC. The armies of Haktand combined their forces with the mystic women of the Tower of Durinmar, using the fortress city as their base of operations in a campaign designed to wipe the JIC from the world. They soon found themselves outnumbered and outmatched, their only hope arriving in the form of the new Plagueian fleet, complete with their initial armies. Haktand and Durinmar soon negotiated a deal with Plagueis which, through negotiation and the use of the Force to influence minds, came out on top with both subjugated to its will. The JIC was defeated, and Plagueis established a new veil of secrecy in the dictatorship that overtook the Jusadih system.

Following the attack by the forces of Zoraan, Shintera was devastated along with the rest of the system. Spared the fate of Kapsina, Shintera was not ravaged by the Sith's bio-weapon. Instead, the military forces of the attackers laid waste to Shintera, as the Starweird scoured the planet. Those that were not killed in the attack fled, and House Plagueis triggered a hidden failsafe destruct system to wipe all evidence of their presence from the planet. Shintera is now a world given over to nature, as all humanoid life has long since departed.


Satellite Descriptions

Rings of Shintera

Lacking any true form of satellite, the planet Shintera is surrounded by an excess of debris that never completely formed into the planet, or into actual moons. Instead it has taken residence around the equator, drawn by gravity, forming a series of rings. Over time fragments of moisture have detached from the skies becoming massive sheets of ice intermixed with the debris. This leaves a multi-tiered series of rings that change hue depending on Sigil’s position - rings of blue, green, and white.

Traditionally the rings have been an obstacle, though they are all the more dangerous since the conflicts of the War of Ascension. Now, debris from space combat can be found amidst the rings, and many salvagers and pirates lose their lives and their ships in joining the debris field. This has somehow drawn even more in the way of tourism, these wanting to see pieces of the Jusadih Government’s history close-up.


Planet Geography

Shaar

The central continent of the planet Shintera, it is also the largest land mass on the planet. Its location, along with the continent’s past beauty, once made it the main center of population on Shintera. Having once played host to the great cities of Asgard, Glasir, and Drasil, Shaar was once the pinnacle of Shinteran society. This changed during the alien incursion into Jusadih space.

Shintera was among three Jusadih planets that was attacked, the others being Sigil 2 and Nintura. While suffering far less damage than the others, Shintera still felt great loss in the form of Shaar. Being the most heavily-populated continent on the planet, it was targeted first. While many evacuated the planet, the surprise of the alien strike left many to die in the bombardment, which cracked and split the continent and devastated everything on it.

Located on the Western and Eastern coasts are the blackened remains of the old wood forests, little more than a few small, charred stumps as the land around them is blackened with ash and soot. The mountains to the South have been blasted apart and damaged severely, leaving them broken and jagged. Some of these turned out to hold chambers below that held volcanic activity, a fact that has turned many of the broken mountains into volcanic dangers. The mammoth valley within has been reduced to many charred, blackened, and cracked plains. Altogether, the continent is simply too wasted to be of any use to the system’s government.


Tethyr

A planet once dominated by lush, ravenous jungles similar to those that once covered Nintura, the city of Natrix was built in the center of the continent as a beacon of light within the wild darkness. However, as the wood of the planet became a popular export the trees were cut down in droves, millions of acres shipped away while the remainder was used within the city’s walls. The presence of many rivers running into the continent’s center, along with the city’s prosperity, caused it to be elevated at one point to the planet’s Capital. However, Haktand has newly replaced it in this role.

Two groves remain on world, no longer protected by the commission as in ages past but protected now by the Jusadih Government, though controlled use of the wood as a source of income is being considered in light of the system’s devastation. Also, samples are being collected for eventual transplant onto the ruined surface of Nintura. The plains separate these woodlands, though the four huge rivers and their many springs and inlets connect all life on the continent. Tethyr is also currently shrouded in a geothermal fog, adding to the mystique of the land.


Chult

A continent that is largely unexplored and unpopulated, Chult has long been a source of mystery to the people of Shintera. Recently, however, endeavours are underway to make the continent better-known to Jusadih’s government. The old wood forests that dominate the area are an ecosystem in themselves, dominated by super predators such as rancors. While harsh coastal reefs and rocks made the continent avoidable in the past, the devastation to both Shaar and Nintura, the sister-planet, make this area essential for exploration in the interests of economic gain and planetary restoration.

The center of the continent is the home of a wide clearing called the Window to the Heavens. An open grassland full of distinctive landmarks, their uses unknown, the Window is a source of speculation for philosophers, archaeologists, and other groups system-wide. It is believed to be connected to unconfirmed rumors of some sort of civilization living in the old-growth foliage, surviving by working some form of folklore magic; while this is suspected to be either unfounded rumor or primitive Force usage, the Jusadih government is eager to investigate. Under that premise, Clan Plagueis plans to find these primitives and deal with them as necessary.


Theskel

Traditionally called the broken continent, a nickname it currently contends against the ruined Shaar for, arid southern wastelands have given Theskel a reputation of desolation and death. A massive volcano lies in the South of the continent, constantly spewing forth noxious fumes from its cone into the surrounding area. Over time these fumes have polluted the land, killing off much of the local flora and fauna. This process slowly continues across the land, working its way North toward civilization.

Physically, the land is mostly desert terrain. However, civilization still thrives in the form of the city of Haktand and the tower of Durinmar. Two great rivers rush through the continent from West to East, not yet tainted by the desolation brought forth by the volcano. Nestled between these is the Anvil of the Wyrm, a magnificent system of mining and forging that has recently found an entirely new purpose under the direction of Jusadih’s government and House Exar Kun. The city, the tower, and the Anvil all combine to make Jusadih’s government and the hidden Jedi of House Exar Kun a force to be reckoned with.


Khurr

The northernmost continent on Shintera drifts perilously close to being considered a polar region, with only its climate preventing it from being considered the planet’s arctic region. While the moisture of a polar cap is present on the continent, the warm climate creates a murky land. Made up of swamps almost entirely, they butt up against a chain of mountains that house a spectacular sight, the Crystal Canyons. This rich mixture of mountains, ravines, and strong rivers all contribute to rapidly form mineral deposits, which wash along with the current to literally create a gemstone bed. A garrison of Jusadih’s soldiers are kept here at all times to stop unlawful collection of the gemstones by civilians, and deep within the mountains is the complex of Foe Hammer, now used primarily to supplement the training of Jusadih’s military forces.

Two cities of modest size are found in this harsh region, connected by a large river and the greatest length of road found in the system. This road twists and turns, forging a path through the wilderness rather than traveling along the shores of the river. Never does this road turn south, however, else it would lead into the brutal swamplands of the continent.


Sancrist Isles

A chain of four islands, this remote location has traditionally been favoured by the upper echelon of Shintera’s populace. However, recent events caused a huge number of refugees to approach the Isles, leading to an outbreak of illegal settlement on them and a rash of violent conflicts between desperate refugee and frightened aristocrat. The War of Ascension hardly helped, the chaos of the event turning the area into an established battleground of domestic, guerrilla warfare. As the War of Ascension came to a close, the strengthened forces of Jusadih’s government came together to end this conflict, ousting those who did not belong on the Isles and defeating any rebellion with cold, remorseless fury. In truth, this movement of refugees encouraged a number to come to Haktand, a ploy by the government to boost the numbers of their armed forces.

The islands are almost entirely self-contained, providing everything their occupants need entirely from their own goods and land. The only change in this from the past is the taxation imposed by the government, in return for ousting the refugee camps. The third isle is sparsely populated, rumored to be haunted, though this led to it becoming the home of the now-vacant bases of the refugees. Also on this isle is a great tower, a monument of ages past. The smallest of the isles is nearly bare, sparsely strewn with rocks and mansions that are now typically used to accommodate generals and other military figures. The second isle is forested, with modest villas to accommodate the wealthy of Shintera’s citizenry. The largest of the isles is covered in grasslands and accommodates a large city, responsible for producing the goods and services necessary to the inhabitants of the Isles. The only difference within the city is the few marks remaining from the guerrilla conflicts and the additional goods produced to meet the government’s taxation.


Cities

Currently, the cities of Shintera that remain are little more than devastated ruins. Much of what remained following the attacks of the Sith was further destroyed by Plagueis during the House's own withdrawal. The information contained below reflects the state of the cities of Shintera prior to the devastation.

Loki

Nestled on the Western side of Khurr, Loki was a small village of fiercely independent people, whose tribal life was accepted as a culture planet-wide only a few decades before the incursion. Traditionally worshippers of the old planetary deity Shintura, their hierarchy has long been based upon the ancient teachings of the God of Justice(though some translate it instead as retribution). They have typically abided by the practice of an eye for an eye, though their Chief handed down all official decisions. The Chief, a sort of governor, lives in the center of the village.

However, times on Shintera have changed and Loki has had to scramble to keep up. The center of the village is the home of a large, two-story hut, traditionally the home of the Chief, called the Warlord in times of conflict. From there, dirt and clay paths stretch out in a winding network of streets which cut through the maze of primitive homes. While sturdily built, these are quickly being reserved for the impoverished, many even being considered for demolition and replacement.

Loki has seen some severe changes since the War of Ascension. Government leaders and armed forces have entered the city under a flag of peace, putting forth the offer to join under Shinteran law wholly and completely. While the initial disputes over this saw some violence, the process is now underway in full, the Chief little more than a figurehead and a relic of the past next to government-appointed leaders. The Eastern, newer part of Loki is being expanded and developed, while the old part is being purchased and bargained away from the traditional native settlers in favor of developing and reinforcing the city. While many see this as a beacon of progress, historians, philosophers, and even casual bystanders bear witness to the repression of a varied and colourful culture.


Olvaldi

On the Eastern shores of Khurr, the City of Olvaldi stands firm, the river rushing past its Southern borders. Positioned similarly to Loki, the city was also once a tribal people. However, they have taken a less-traditional stance, trying always to adapt to the trends of the galaxy at large. The result is a tremendous clash of styles, interests, and expressions ranging from wall to wall within the city. It has always seemed that at every turn, another musician or artist is trying to capture the beauty and essence of everything from the mundane to the bizarre.

Originally a tribe of primitive natives, the Olvaldi met with Core expansionists that had traveled from the shores of Shaar long before the rise of the Emperor. These individuals were tasked with teaching and creating an understanding between themselves and these primitives. The tribe quickly learned Basic, transitioning rapidly from the tribal huts to the more modern styles of the Republic. This created a rolling beauty that soothed the eyes and mind of all those who came to the city.

During the War of Ascension, Olvaldi was a place where many refugees chose to go, having been turned violently away by the Loki. The people of Olvaldi willingly accepted them, choosing to dirty sections of their city in order to help the populace. Since then, many people have been relocated to Haktand and other cities, and others located more permanently in Olvaldi. While the great Auditorium, a place of exchange between all people, and the majestic Theatre still stand, there is a definite feeling of increased political pressure amongst the art and discussions of the city.

Beyond their appreciation for art and music, the economy of Olvaldi is based on supply and demand - no natural resources are harvestable and the immense distance between it and the nearest town keeps the town secluded. Export goods were once shipped to Shaar, though Olvaldi is rapidly developing into a port as well as a place of the arts, a prime trading point between Shintera and the rest of the galaxy.


Alsvem

This great city is the only real civilization on the Sancrist Isles, and is a place that has seen a varied history. Established at first by naval merchants and other such rich people as a port town, it saw rapid growth and development under this banner. The port town’s wealth increased until it saw an increase in the wealthy and well-to-do, expanding it from the shorelines to the mainland to become a sprawling metropolis. From here, the wealthy of Shintera could congregate to make the land of the Sancrist Isles a place of abundant living.

Of course, things did not remain benevolent for long. The city continued to grow to favor the wealthy and the elite, and the poor of the city soon became disgruntled. Criminal organizations such as Black Sun and certain Hutt elements wormed their way in, and Alsvem found itself in the troubles of crime and rioting from the poor, lower caste of the city. This was put to a sharp stop, however, as the Galactic Empire put its foot down.

Alsvem’s criminal elements were quickly put to the test, their abilities weakened more and more by the forces of the Empire until eventually most of them left completely or were destroyed. This led to a new era of stability, during which much of the lower class was persecuted and ousted from the city. This era of Imperial acceptance of the wealthy and the Human majority led to the Sancrist Isles becoming more secluded from the rest of the planet, seeing themselves as above the supposedly inferior people of the rest of the world. All of this seclusion was first cast into doubt with the fall of the Empire, though the elitism by then managed to survive as the system reorganized into a feudal sovereignty.

This system lasted for nearly thirty years, until the Eighth Great Jedi War. Alsvem and the surrounding Isles were plagued by refugees from every walk of life, all of them left with nowhere else to go. The isolationists of the city soon banded together to enforce their sole right to the city, leading to armed conflict between their numbers and the refugees that would not or could not seek port elsewhere. Eventually, they managed to force them out of the city, but this led to a violent string of guerrilla warfare along the Isles as the refugees dug into bases deeper within the chain of islands.

Conflict here intensified as the JIC formed, joining the Crimson Tide to start the War of Ascension. This great battle essentially overlooked the civilization of Alsvem, never a great contributor to the government or the planet in any way. When the War was concluded, however, the victorious armies of Clan Plagueis disguised themselves as the new Jusadih Government and used the iron fist of their new dictatorship to put an end to the conflict. Any violent incidents were coldly put to rest, and soon both elitist and refugee were moving in accordance with government wishes.

While the refugees had nothing to bargain with, the elitists had managed to create a society that promised much in the way of gain and value. In trade for a tax levied on all of their wares and income within the city, the refugees would be ousted and largely relocated. An agreement was struck, sparking a significant victory for the Jusadih government, guaranteeing them a new source of income and goods while giving them a refugee populace to conscript and recruit into their ever-growing army.


Durinmar

A tower rather than a city, Durinmar has often been a prime landmark of Theskel and a source of great intrigue and mystique. Nestled in the Northern hemisphere of the continent, the gigantic tower climbs to several hundred feet and has traditionally played host to the Queen of Durinmar, said in past ages to be a silver-tongued politician and skilled in the ways of folklore magic(identified as a simple, primitive form of Force usage). Traditionally in command of thousands of women from villages that span the space between Haktand and Durinmar and gathered from the other continents, her power over the secluded continent came to a distinct end as the War of Ascension set in. Durinmar had always isolated itself in a web of mysticism, and here, it felt the pain of that mistake.

The women of Durinmar, all trained to some degree in the same basic Force usage as their Queen, proved a force that was difficult to defeat. However, the JIC pressed ever onward, and the women were forced to flee the tactically weak tower in favor of Haktand. Making an alliance with that city’s armies, they used their vaunted mystical abilities in coordination with the soldiers to make a vicious force. However, as the JIC continued to fight them, Durinmar’s women feared they may have met their end. Salvation came in the arrival of Plagueis and their new armies.

Moving quickly, Haktand’s generals put forth a proposed treaty with the Plagueian forces. Durinmar, less than eager to share their secrets with those they knew to be involved with the Dark Side of the Force to some extent, was less eager. However, with subtle threats, offers of aid, and negotiation, along with a few well-placed and well-hidden assassinations, the alliance of the two Theskel cities gave Plagueis a foothold and a boost of capable troops to work with. The JIC was no match for all of Plagueis, and this new force soon dominated Shintera.

Since then, the Queen of Durinmar has died of an apparent accident, one of her mystical experiments leading to her being hurled from the tower’s peak. Durinmar has adapted in accordance with their negotiations with Jusadih’s military dictatorship to incorporate the Dark Jedi of Plagueis and, more specifically, House Exar Kun. Those remaining in service to Durotar have become members of Plagueis, typically absorbed into the Krath order. Here most often are found Krath, though it is one of the few places where a Dark Jedi can walk openly with lightsaber and robes, and not fear the public eye.

Durinmar’s interior is strikingly similar in many ways to old Sith architecture, though many key differences exist. While the grandiose black marble halls, great pillars, statues, and tapestries are all intact, they typically reflect a different aesthetic style than that of the Sith. Nevertheless, it lends a feeling of nostalgia and even comfort to the Krath and other Dark Jedi within, a chance to rid themselves of the stuffy military uniforms and clunky firearms and a chance to be who they really are.


Haktand

Located South of the Tower of Durinmar stands the fortress-city of Haktand, a walled citadel that has traditionally provided enlightenment and protection to the men and women of Theskel. Located closer to the Anvil of the Wyrm than any other civilization, the city’s decision to supply an endless supply of workers to the Anvil’s forges left them well-equipped and has supplied much of the city’s growth. Always aligned toward a more war-like stance, fitting on a continent like Theskel, the city was traditionally updated with the most advanced and expensive military equipment and defenses it could find.

This made Haktand a key part in the opposition of the JIC, an organization that threatened the then-ruling Tower of Durinmar. While their forces could do little to stop the Tower’s initial seizure, the women of Durinmar soon joined Haktand’s military forces to supplement them with rudimentary Force powers. This alliance was a key factor in holding back full control of Shintera, but though Haktand was a fortress unsurpassed on Shintera, it had little chance against forces that were overtaking the system. That chance increased with the arrival of Plagueis.

While Durinmar professed a lack of willingness to ally with them, Haktand saw that there was no alternative and that the alliance could benefit them greatly. Soon after, their combined forces managed to outdo the JIC on Shintera and Haktand soldiers were among the Plagueian army as they crushed the opposition. As the new military doctrine settled in, the Jusadih government’s new Supreme Commander soon named Haktand the new capital city of the planet. As Durinmar was completely overtaken by Dark Jedi, so Haktand became the public face of Shintera, the fortress city sheltering the military government.

Now, House Exar Kun has been relocated to the world, and Haktand is its military and public capital. Built on a hilltop within the city that had originally held an outdated monument, the House’s new fortress is a modern marvel, combining current-day aesthetics with functionality. Here the officers of the planet’s military presence, many among them hidden Jedi, make the head decisions and carry out the administrative duties of the world’s new dictatorship.


Natrix

In the center of Tethyr lies the former capital of Shintera, hidden within thick blankets and columns of fog. As the sun rises and sets, its features drift in and out of view. This creates a visage that is difficult to fully see and maddening to some, as the city seems to drift back and forth, at times exposing one of five river entrances within the great city. These huge waterways join together in a central port that is nowadays more for effect than anything else, though in the days before aerial travel became conventional, barges and river craft would relay goods all along the small villages and settlements dotting the coastline.

Originally built around this central port, the forests of Tethyr would be harvested and brought into the city for refinement into finer planks and goods and local resale. However, as the massively-harvested woods became protected, though the groves were shadows of their former self, the economy of Natrix quickly dried up. The planet’s capital became a foreboding blot on the surface of the world, though in times past it had been a beacon of light in the thick, vicious jungles that covered the continent’s surface.

Extending through twisting corridors, an archaic essence fills the crevices of the town. Small recesses hold statues of exaggerated, demonic-looking busts and gargoyles based on wildlife that is now largely extinct. Where each passageway ends, these beasts still line the paths and the wan light creeps through even the smallest of nooks to eerily brighten the pathways. However, as the economy dwindled within Natrix, so too did the population. The city became a ghost of its former self.

The Commission, formerly a ruling body on the planet, had been eager to restore and rejuvenate the capital city. However, as the Incursion took place and Asgard, Drasil, and Glasir all found themselves reduced to piles of smouldering soot and gaseous remains, refugees piled into the vastly-empty city, replacing the city’s ghost-like existence with a desperate horde, eager for leadership. This came in dual forms afterward with the War of Ascension, many siding with the JIC while others still found their way to Theskel to join Haktand’s alliance. Natrix became an urban war zone.

Since the JIC’s defeat, the city has been populated by those who had nowhere else to go as well as the original inhabitants. However, much of their men and women have left families behind in joining the military, their wages and the trades attempted by the locals providing their only means of survival. The already-weakened existence of Natrix, contrasted with Haktand’s booming success and tactical advantages, led to the fortress city being named capital in place of Natrix. The city is still trying to stabilize in the wake of the War of Ascension.


Landmarks

Underground Sea

Deep below the surface of Tethyr, one finds a massive cavern system. It is fed initially by a small inlet on the coast, funnelling water through a spout that churns it over massive rapids to rush through a tunnel that is several hundred feet long. At the end of this tunnel it forms a huge waterfall, landing in the cave system to flow through it in an underground sea. This sea spans several leagues in depth and runs under the entirety of the continent’s southwest corner.

Ice Wall

An iceberg located in the Southern hemisphere of Shintera, this is the only mass of ice on the entire planet. The huge iceberg forms great mountains of frozen water, funnelling any willing and brave enough to endure the cold and harsh temperatures of the massive chunk of ice into a central valley. An expansive tundra exists at the bottom of the slopes, presenting opportunity in the form of winter training for Shintera’s stationed garrisons of troops. From this tundra, many caverns exist to take survey teams deep into the iceberg’s potentially infinite depths.

Dragon’s Maw

Formerly the mountain range in Southern Shaar, the alien plasma bombardment cracked and damaged the land severely enough to promote volcanic activity among their broken, fang-like shards. The mountains and the plain they encompass have since become entrenched in lava flows and sulphurous smoke, the cracked ground of the valley issuing poisonous fumes and steams from some areas. Altogether, it is a landmark that sticks out in the minds of any who look at Shaar from a shuttle, and has been named the Dragon’s Maw.

Window to the Heavens

Nestled in the center of Chult, this valley is a singular open space surrounded by the huge, ancient forests that cover most of the continent. The trees themselves are often over a hundred feet tall, their trunks enormously thick. This clearing is perfectly circular, and orbital photography in combination with shuttle-based survey has revealed any number of primitive statues and what could even be ancient machinery of some sort. It is suspected by some that the unconfirmed civilization within Chult’s trees may use the place as a sort of holy ground.

Demodia Fortress

Built within the walls of Haktand, Demodia Fortress is the current bastion of House Exar Kun’s public control over Shintera. Designed to look almost like a huge bunker on the outside, Demodia’s walls are a thick combination of permacrete and durasteel, all painted in the colors of the military to lift morale. Here or there can be found potted plants and symbols of the military, plush seats and tables made exquisitely. However, all of the grandeur can fade in moments during times of war as the lavish fortress becomes a perfect engine of defense.

Demodia is built in a series of rings, the outermost being the public areas and reception halls. These have doors stationed at the North, South, East, and West that open from within, controlled by a pair of guards who verify all entry. This means that troops can be let in from these choke points, or recalled into inner rings of safety. The outer ring is also laden with hidden explosives at strategic points, controllable by remote should an invading army enter so as to give them surprises as they establish command.

The mid-ring is a room that holds weaponry, equipment, and other stores essential for the defense of the fortress. In peacetime it is used for meetings and conferences. Also, bunkers of a sort are there for the more-permanent officers, in reality Dark Jedi of House Exar Kun. All of the weaponry and equipment stored here can be packed up and moved easily, while that which can’t be transported can be sabotaged to explode with the closing of a grate and the press of a button. Doors similar to those on the outer ring control access to the inner ring.

The inner ring is the location of the office of the Quaestor and Aedile, among other executive rooms. Essentially, the others are decorated and utilized at the wishes of the Quaestor and Aedile, though all of it can be pushed aside to defend the inner ring most viciously. Built into this ring are controls for many automated defenses hidden throughout the main compound, including auto-blasters and explosive traps among others. This section is the hardest to defend, though one final chamber exists within the center of the compound.

The center complex, called the Quaestor’s panic room by some, is where the House Leaders can go when all else fails. Once locked, the single blast door will not open without being forced or without an access code from inside. A tunnel exists within the floor, leading outward through Haktand’s sewers and collapsible at the press of a remote by the Quaestor, which would detonate the entire tunnel and seal off the passage. It is perfectly designed to defend the Leaders of House Exar Kun in times of war.

Tomb of Shintura

A sprawling labyrinth of passages and chambers, the tomb of the slain God has scarcely ever been explored. Commonly only allowing fighting men from Haktand to enter it, the Commission often lost contact with all explorers. In the center is said to be the remains of Shintura, though no one has ventured through enough of the booby traps within to confirm or deny this claim.

In 33 ABY, Cassandra El’sin, Quaestor to House Exar Kun demanded that the Tomb be studied and explored further. In just a month a series of new tunnels were discovered, one of which led to a grand chamber. Although the resting place of the Shintura is miles beyond reach yet, the chamber was the first greatest discovery made so far. Taking control of the situation, the Quaestor and Aedile took the chamber away from the explorers and added their own touch to it. The Chamber was reconstructed to suit the greatest needs yet, housing a Battle Team. And now it is the home of Blades of Kun, where they can watch over Shintera and bring death upon all who stand against it.

Anvil of the Wyrm

Located on Theskel, the Anvil of the Wyrm is without a doubt Haktand’s greatest asset. Once a small cave with a rich bronze vein in centuries past, it was eventually cleared of all apparent mineral wealth and nearly abandoned. As the valuable material was cleared, however, an old lava tube was discovered. Spelunkers were soon found to explore the depths, returning with extravagant tales of new chambers, full of lava flows and new mineral veins. These even extended to unknown crystals, which turned out to be Adegan; though it was largely cut and sculpted for commercial output.

The men of Haktand soon began tunnelling the abandoned tube, making it an ornate passageway into the depths of the lava fields. On the walls were inscribed the legacy of Theskel, Haktand, and Durinmar, a sight to put any who looks upon it in awe, only to be surpassed by the lava fields themselves.

Among the slow-moving, majestic flows of lava, many bridges and supports have been constructed. All about the area, technology borrowed here and there from mustafar and other volcanic worlds is utilized in forges and other crafting machines to turn the minerals extracted from veins and the magma itself into usable ore, which is then crafted within into whatever people from the outside order. The work is almost always fine, beautiful, and often unique.

Lately, the Anvil serves a new purpose, one of mass production. Supplying the war machine of Jusadih, it constantly pumps out the weaponry and equipment used by the forces under Clan Plagueis. Large amounts are also exported, bringing in huge amounts of capital for Haktand and Shintera. Finally, the few Adegan crystals still left within the Anvil are utilized by some Plagueian Jedi for use in their lightsabers.

Crystal Canyons

Located in the mountains of Khurr, this natural phenomenon has garnered the attention of tourists from all over the galaxy. A flowing mixture of mountains, ravines, and riverbeds lined with gemstones, several bridges have been built along the ravines to facilitate tourist traffic. While tourism is again encouraged in the area, a garrison of soldiers keeps all those who look on the Canyons from overstepping the boundaries of their visit. This garrison is doubly important when considering the location of the Foe Hammer facility.

Even with this military presence, though, the sight in itself is one of absolute beauty. The sunlight seems to cast its mysterious shadows across the lush ravine, the rushing river causing the gemstones within to sparkle and glisten as the light washes over them. Even just looking at the green valleys as they fall away from the snow-capped peaks and azure skyline is enough to take one’s breath away. It is a scene of tranquil beauty, compared by some to the wonders of Alderaan before its annihilation at the hands of Darth Vader.

Last Tower

Located on the Sancrist Isles, this ancient monument to the deity Shintura is viewed by many who seek clues to the past of the planet. Since the guerrilla incidents on the isles, though, some of its mysteries have been desecrated and some refugee habitation of the tower is likely. It is unknown if this will affect research in the future.

Foe Hammer

Main article: Foe Hammer

Built on the walls of the canyons North of the Crystal Canyons, the facility of Foe Hammer was once the primary training facility for Plagueian special ops- both Jedi and shock troopers. Since the repurposing of Sigil 2 and other events system-wide, however, the facility now exists more so for the benefit of Haktand’s soldier garrisons and for Exar Kun training. This limits travel by Exar Kun Jedi to Sigil 2, avoiding traumatic memories of the Incursion and before.

Here, trainees learn how to fight in hand-to-hand combat, utilize blasters, melee weapons, and even openly practice with lightsabers as the compound is sealed off from the public eye. It is a place of training, of exercise, and of general combat readiness, as the entire facility is easily defensible by a small garrison of troops.

Suspended on the canyon walls, it is only accessible via turbolifts and one large supply lift. Upon entrance one finds themselves standing before a vast chamber used for roll call and other ceremonies. At the back of this chamber, a large two-part door leads to the inner base, composed of a hall that leads to the mess hall, barracks, training rooms, officer quarters, and a passage to the third hallway. This hallway holds an armory, a communications center, and a final room that can be accessed to lead out through a passageway that eventually comes out in the Crystal Canyons. Rigged to blow like the tunnel at Demodia, this can be used to effectively evacuate any Jedi and soldiers necessary in times of war. The Foe Hammer was destroyed along with all other Plagueis facilities in 36 ABY.