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Work In Progress ARACHNEA shenanigans

Into the Spider's Web




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Echelon Vanta

OUT OF CHARACTER INFORMATION
Intent: To create a unique, professional mercenary infantry unit aligned with Serina Calis, composed of exiled Hapan military veterans. This unit provides specialized counter-insurgency and frontline suppression services in RP.
Image Credit: Midjourney
Role: Echelon Vanta serves as an elite rapid-deployment mercenary infantry company under the long-term employ of Governor Serina Calis. Their role includes suppression of rebellion, pacification of unrest, insurgency containment, and tactical enforcement during planetary occupations.
Permissions: N/A
Links:


GENERAL INFORMATION
Unit Name:
Echelon Vanta
Affiliation: Serina Calis
Classification: Elite Infantry / Anti-Insurgency Operations
Population: Heavily Staffed
Profit: High

Description:
Echelon Vanta is a professional, all-female mercenary unit composed of exiled veterans from the Hapan Royal military's internal security branches. Clad in fully enclosed, sensor-sealed combat armor bearing crimson tactical sigils, they present an imposing figure — anonymous, adaptive, and execution-focused.

Once tied to Hapan military death squads responsible for atrocities during the Hapan Crisis, they were excommunicated and exiled before galactic authorities could bring charges. In exile, they reformed into Echelon Vanta: a precision infantry unit for hire with a specialization in counter-insurgency warfare and hostile zone enforcement.

Their behavior is cool, coordinated, and quiet. They speak in code, move in synchronization, and rarely engage in unnecessary communication. The red markings on their helmets are relics of their original unit, worn now as a threat and a warning.


COMBAT INFORMATION

Unit Size:

Medium

Unit Availability:
Rare

Unit Experience:
Elite

Equipment:


Combat Function:

Echelon Vanta operates as a frontline and flanking suppression force, often deployed in hostile urban or subterranean zones. Their core strengths lie in insurgent containment, civilian pacification, and overwhelming control through synchronized movement and superior fire discipline.

They are often used to secure key locations prior to the arrival of larger forces or during planetary uprisings. They function without emotional interference, employing pre-programmed formations and lethal discretion. Echelon Vanta integrates seamlessly with droid forces, Sith operatives, or local security teams, typically taking command during joint operations.

Force Abilities:
None. All members are Non-Force Users.


STRENGTHS:

  • Elite Urban Warfare Capability: Highly trained in subterranean, corridor, and dense urban combat; masters of flanking, breaching, and suppressing rebellion cells.
  • Fear Tactics + Uniform Silence: Their appearance, discipline, and cold methods are engineered to instill panic and surrender in insurgent forces.
WEAKNESSES:
  • Infamy: Their past war crimes are known in intelligence circles. Deploying them publicly can cause unrest, diplomatic fallout, or political blowback.
  • Rigid Doctrine: Echelon Vanta is optimized for anti-insurgency and precision warfare — they are poorly suited to prolonged open-field campaigns or guerilla pursuit across vast terrains.

HISTORICAL INFORMATION
Echelon Vanta traces its origins to the 9th Internal Compliance Regiment of the Hapan Consortium — a once-classified all-female unit tasked with suppressing dissidence during the final weeks of the Hapan Crisis. Their conduct escalated into extrajudicial assassinations, civilian purges, and mass disappearances in rebel-aligned provinces.

As the Galactic Alliance moved to intervene, several high-ranking officers were arrested or executed, but one contingent — known internally as "Vanta Section" — escaped through backdoor routes provided by loyalist remnants. In exile, they reorganized into a mercenary formation, shedding Hapan colors but keeping the discipline, doctrine, and masks of their fallen order.

Their first known contract was on Saijo, under Serina Calis, where they executed a brutal urban sweep through rebel districts with zero recorded civilian survivors. Since then, they have remained under her extended contract, used in off-the-record operations across space.




 
Into the Spider's Web




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SUBTERREL [Canon]

OUT OF CHARACTER INFORMATION


Intent:
To expand upon the canon planet of Subterrel and reimagine it as an exploited industrial extraction world within the Eleventh Sith Empire, serving as a critical logistical and resource hub while reflecting the socio-political ideologies of the modern Sith state. This version integrates the planet into the broader structure of the Empire's economy and ideology, while creating a setting rich in RP opportunity for industry, espionage, resistance, and exploration.

Image Credit:
[X]

Canon:
Yes – Subterrel - Wookieepedia

Permissions:
N/A

Links:
Subterrel - [X]
Subterrel Sith Order Dominion - [X]
The Sith Order - [X]


GENERAL INFORMATION

Planet Name: Subterrel
Demonym: Subterrellian
Region: Outer Rim Territories
System Name: Subterrel System

System Features:
The Subterrel System is a relatively isolated star system within the Outer Rim, lying on the fringes of Sith-Imperial-controlled territory near the threshold of the Unknown Regions. The system consists of:

  • Molten Crown: A yellow main-sequence star, named for its intense solar winds that frequently bathe the system in radiation storms.
  • Subterrel (Primary Planet): The only habitable world, though it is now almost entirely reliant on environmental regulators to maintain population viability.
  • Kiron's Light: A small, heavily cratered moon once mined for basic ore, now used as a dump site for planetary industrial waste and the location of a sealed deep-space observatory rumored to study forbidden phenomena.
  • The Serric Belt: A dense asteroid field with remnant mining platforms and prospecting drones, now automated and coordinated via a central AI node.
  • Uro and Vanir: Two gas giants in the system's outer reaches, surrounded by ring systems and minor moons. Vanir holds an orbital fueling station used by Logistics Corps refuelers.
  • Orbital Period: 398 Galactic Standard Days
  • Rotational Period: 21.5 Galactic Standard Hours
Location:
Located in the Outer Rim Territories, one hyperspace jump south of the Hydian Way offshoot known as the Trinsic Spur, Subterrel occupies a largely uncharted and economically neglected wedge of space. The planet is often omitted from public starcharts, appearing only in Imperial and corporate registries.

Major Imports:
Subterrel is a net importer, reliant on the Sith Empire's greater infrastructure to sustain its vast population of laborers, managers, and specialists. Key imports include:

  • Processed and preserved foodstuffs (due to the extinction of native flora/fauna)
  • Medical supplies and biotic prostheses
  • Atmospheric filtration systems
  • Industrial droids, construction frames, and autonomous cargo haulers
  • Basic luxury items (limited to the managerial caste)
  • Propaganda broadcasts and educational content from the Vanguard and Ministry of Doctrine
Major Exports:
Subterrel's entire economy is based on resource extraction, mineral refinement, and exportation to other Sith-Imperial worlds, starships, and research complexes. Primary exports include:

  • Raw and refined durasteel ore
  • Alusteel-grade alloys
  • Tungsten, magmatite, and neutronite composites
  • Rare conductive silicates used in high-end reactor components
  • Volatile crystalline fragments, used experimentally by Sith alchemists
  • Deep-core geothermal plasma channeled via orbital siphoning stations
Most of these materials are shipped via the Subterrel Orbital Elevator to high-capacity Logistics Corps haulers bound for Jutrand, Dromund Kaas, and various legionary shipyards.

Unexploited Resources:
Kyronite:
An unstable crystal matrix believed to resonate with the Force, buried in tectonic vaults beneath Kiron's Maw. Harvesting operations are on indefinite hold due to safety concerns.


GEOGRAPHIC INFORMATION

Gravity:
1.10x compared to standard. — Subterrel's dense metal-rich core results in increased surface gravity. While not enough to significantly harm humanoids, long-term exposure without gravitic compensation contributes to joint strain, muscular fatigue, and accelerated aging in native-born Subterrellians. Many laborers develop a distinctive hunched posture due to generational wear.

Climate:

Controlled Industrial Climate — The natural environment of Subterrel is inhospitable. Its surface atmosphere is arid, semi-toxic, and laced with airborne metal particulates and volcanic ash. To combat this, the Empire has deployed wide-scale climate regulation technology across industrial zones. Massive skyshield domes, active atmospheric filtration spires, and weather-engineering satellites are required to sustain urban life and extractive operations.

Outside these zones, the climate is hostile, marked by:

  • Frequent sulfur storms
  • Hyperdry lightning
  • Extreme temperature fluctuations
  • Volcanic emissions from fractured tectonic vents

In wilderness zones, self-contained environment suits are mandatory for exposure exceeding one hour.

Primary Terrain:
Subterrel's terrain has been radically transformed over centuries of industrial activity. Much of its surface is a graveyard of extractive infrastructure and industrial decay. The dominant terrain types include:

  • Open-pit mine craters hundreds of kilometers wide, some extending into the mantle
  • Sub-crustal urban stacks, buried megastructures that now serve as cities
  • Volcanic rock plains laced with extraction scars and geothermal exhausts
  • Ash mesas and jagged basalt cliffs, remnants of planetary resurfacing from ancient tectonic eruptions
  • Tunnel complexes forming a second "planet within a planet," built by centuries of subsurface colonization
Natural ecosystems are non-existent. All existing lifeforms have either adapted through mutation or were engineered by the Ministry of Biotic Science for maintenance roles (e.g. scavenger molds, bio-filtration algae, subterranean worm drones).

Atmosphere:
Type II — Breathable with a respirator. High metal particulate concentration, carbon dioxide saturation, and occasional sulfur gas emissions make unfiltered exposure dangerous to most species. Respirators are mandatory outside sealed industrial zones. The only safe breathing zones are within pressurized settlements, dome cities, or underground districts.


LOCATION INFORMATION

Capital City:
Ribonex Prime is not a city in the traditional sense, but a sprawling arcology complex embedded within the remains of Mine Chasm 88, a continent-sized pit from the earliest Sith reclamation efforts. Suspended across vertical strata by massive support pylons and gravitational stabilizers, the city descends almost thirty-five kilometers beneath the planetary crust. Its tiered structure reflects Subterrel's caste system:


  • Upper Levels house state administrators, technocrats, the planetary governor's citadel, and Vanguard propaganda centers.
  • Mid Levels are reserved for elite industrial guilds, security forces, data architecture nodes, and orbital cargo lifts.
  • Lower Levels contain tightly regulated worker districts, Subterrelan Youth Corps facilities, and food processing plants.
  • The Black Tier, at the very bottom, is a sealed zone where unwanted elements are cast — outlaws, religious dissidents, cartel failures. What exists there is unknown, but elevator access has been disabled since the last purge.

Ribonex is kept stable through atmospheric pressure domes, thermal balancing towers, and constant AI-monitored flow regulation. Imperial dropforts hover on anti-gravity anchors near the city's rim to monitor unrest.

Planetary Features:

  • Orbital Elevator Spine (Ecliptor Station):
    A continent-spanning tether that connects Subterrel's surface to a synchronized orbital ring. Constructed by the Sith-Imperial Engineering Corps, Ecliptor handles 97% of Subterrel's off-world exports, managed by the Ministry of Production and Logistics. Access is restricted to Guild-authorized personnel and SIBC-secured freight.
  • Skyshield Domes (Crimson Arcologies):
    These colossal domes, numbering seventeen across the northern and equatorial continents, contain entire city-factories. They are pressurized, climate-stabilized habitats with vertical housing, hydro-recycling towers, foundries, and transport hubs. Entire families live and die within the same dome, often unaware of the wider world.
  • The Iron Vents:
    A vast network of geothermal exhaust spires that protrude across the surface like metallic thorns. They bleed excess heat, radiation, and pressure from deep mining operations and reactor stacks. During vent cycles, the surrounding zones are evacuated — failures have caused cities to be incinerated in seconds.
  • Kiron's Maw:
    A massive collapsed sinkhole at the site of Vault Theta-23, an abandoned alchemical research facility jointly operated by the Sepulchral and Ministry of Biotic Science. Following a reactor implosion and breach of experimental test vaults, the site was sealed. Surveillance drones are regularly destroyed by unknown forces within the zone. The Maw emits irregular Force readings and is under constant observation.
  • Logisticon Tower Sigma:
    One of the planet's main data consolidation towers, operated by a Typhojem AI Enforcement Grid. It functions as the predictive policing command hub, calculating behavior patterns of billions of Subterrellians and issuing arrest mandates to PDF units in real time. The tower is heavily guarded and features no windows — only black armored data-priests from the Ministry of Order enter its sealed doors.
  • The Assembly Duct:
    Beneath Ribonex Prime lies a massive subterranean auditorium carved directly into the bedrock. Here, the Planetary Assembly Bloc — composed of local administrators, guildmasters, and corporate proxies — meets to debate legislation under the eye of the Sith-Imperial Assembly's appointed Governor. These sessions are filmed and broadcast as propaganda, despite the outcomes being predetermined by backroom dealmaking and economic quotas.
  • Sepulchral Temple of the Red Womb:
    The largest house of worship on Subterrel, this temple is dedicated to Purgia, the Dicastery of Purification. Red-robed War-Priests patrol its halls, enforcing doctrinal obedience among the faithful. Its catacombs stretch deep into the crust, where it is said ancient sacrifices once took place. Sermons are conducted daily and mandatory for lower-tier citizens, who must chant oaths of loyalty to Darth Empyrean and the Eternalist pantheon.
  • The Silent Bury:
    An off-grid valley of collapsed freight barges, mined-out fuel silos, and defunct crawler cities. Now inhabited by rogue droids, cartel exiles, and technoshamans, this ghost zone is occasionally used by black-market salvagers and deserters from the Vanguard. Rumors persist that pre-Imperial relics are buried here, sealed in forgotten vaults by Republic-era miners.
  • Hyperlane Access:
    Subterrel is positioned off any major commercial hyperspace routes, accessible only through minor feeder lanes or Sith-controlled jump gates. This makes the planet difficult to reach without Imperial clearance or smuggling connections. It is ideal for secret projects, experimental testing, and covert extraction operations.
  • Public Access Restrictions:
    • Planetary access is limited to Sith-Imperial personnel, registered Guild labor, approved corporations, and Vanguard affiliates.
    • Force-sensitive individuals must undergo Sepulchral vetting before entry.
    • Visitors are subject to full biometric scans and escorted at all times.
    • The Ministry of Doctrine routinely monitors transmissions off-world and auto-suppresses unauthorized signals.

Force Nexus:
No.



POPULATION

Native Species:
Subterrel once supported a rich but primitive biosphere of subterranean arthropods and crust-dwelling grazers—long since driven to extinction during the planet's early strip-mining phases. No known sentient species evolved here. The current population is entirely imported.

Immigrated Species:

Population:
Heavy

  • Estimated Total Population: ~2.3 billion
  • Officially Registered Citizens: ~1.4 billion
  • Unregistered/Marginalized Populations: ~900 million (black-market tenants, undocumented laborers, rogue guild castaways, cartel-linked populations) Population density is extremely high in dome arcologies and subterranean sectors. Entire cities are constructed vertically, with multi-tiered living zones stacked over mining pits and waste aquifers.
Demographics:
Subterrel operates under an Imperially sanctioned caste model, integrated with the Guild system. Citizens are sorted into societal "rings" at birth or upon arrival:

  1. Executive Ring
    • Imperial bureaucrats, PDF commanders, corporate liaisons, Vanguard dignitaries, and Sepulchral priests
    • Live in secure, upper-level environments with full environmental regulation and direct data uplinks
    • Often rotated through the capital or reassigned to other Sith systems after term service
  2. Technocratic Ring
    • Engineers, foremen, communications officers, transport pilots, and Youth Corps instructors
    • Receive education, rationed luxuries, and limited off-world travel privileges
    • Career advancement possible through meritocratic testing, but highly competitive
  3. Labor Ring
    • Comprising 60–70% of the population
    • Assigned by Guilds to mining, processing, maintenance, recycling, or waste sectors
    • Legally protected under anti-slavery laws but subject to forced relocation, loss of rights due to Guild penalties, and Typhojem surveillance scoring
  4. Penal Ring
    • Convicted criminals, restructured populations from vassal states, and former cartel members
    • Rerouted through the Ministry of Order's penal processing and inserted into the lowest tiers of labor
    • Often reside in facilities only slightly more livable than Imperial labor camps
  5. Untethered/Unregistered
    • Nomadic scavengers, outlaws, cultists, and "wild-born" children not claimed by the Youth Corps
    • Considered non-citizens and excluded from rations, Guild protections, or medical services
    • Routinely purged in Ministry-led "order sweeps" and described in official reports as "waste removal events."
Primary Languages:
  • Galactic Basic Standard – Used in all official documentation, Guild charters, and Youth Corps instruction
  • Huttese – Common in labor districts, cartel-controlled zones, and fringe settlements
  • Durese – Used by engineers and maintenance crews due to its technical lexicon
  • Ur-Kittât – Spoken in Sepulchral temples and recitations, especially in the Red Womb
Multilingualism is common, but comprehension of Basic is mandatory for Guild employment or Youth Corps advancement. Those who fail imperial language integration are barred from receiving housing, aid, or food rations.

Culture:
Subterrellian culture is one of resigned fatalism, ritualized industrialism, and indoctrinated fanaticism. Life is defined by quotas, caste loyalty, and the ever-present whisper of machinery. The cultural identity is shaped by:

  • The Vanguard of the Empire
    • Youths are raised from infancy in collective Guild-run dormitories where they undergo daily ideological training
    • Propaganda broadcasts glorify the miner, the forgemaster, and the loyal laborer as spiritual warriors
    • Public shaming rituals are common for those who miss quotas, whereas over-performance is rewarded with insignia and ceremonial honors
  • Sepulchral Influence
    • Entire communities are organized around temples and cult-shrines
    • Rituals include "devotional labor hours", where workers volunteer additional shifts in exchange for spiritual credit
    • Temple birth-rites assign newborns to Guilds via symbolic rites using alloy dust and blood
  • Daily Life
    • Most citizens live in ten-person stack-habs, communal units with one shared refreshment tube, a nutrient dispenser, and sleep alcoves
    • Personal belongings are rationed; owning a trinket from off-world is considered a symbol of ascension
    • Food is synthetic, derived from bio-nutrient processing plants fed by corpse recycling, fungal vats, and animal analogs
    • Celebrations are industrial in theme — common festivals include The First Spark, Furnace Day, and The Silence of Waste, all symbolizing loyalty to Sith authority and veneration of the Empire's mechanical order
  • Sports and Entertainment
    • Most "games" involve physical endurance, Guild-themed obstacle runs, or simulated skirmishes based on real Sith-Imperial conquests
    • Illegal bloodsports, including mech-suit duels and mining-rig jousts, are popular in the Silent Bury and outer dome districts
    • Media is controlled entirely by the Ministry of Influence, and consists of conquest documentaries, patriotic dramas, and punishment reels of off-world rebels being processed through labor justice

GOVERNMENT & ECONOMY

Government:
Imperial Extraction Governorship — A highly centralized, autocratic system directly subordinate to the Sith-Imperial Assembly and Ministry of Production and Logistics. Subterrel is not self-governing in any meaningful sense; it is administered, audited, and commanded through Imperial mechanisms designed to maximize productivity, suppress dissent, and eliminate inefficiency.

Affiliation:
Sith Order:

The planet is ruled by an appointed Governor-Regent, a Sith-Imperial official vetted by the Dark Council and approved by the Sith-Imperial Assembly. This individual functions as both a political proxy and economic executor, overseeing all planetary ministries, coordinating Guild outputs, and enforcing strict compliance with production quotas.

Governors on Subterrell do not tend to remain in place long. A typical term lasts 5 to 10 years, after which the appointee is either promoted, reassigned, or—if they fail to meet SIBC economic benchmarks—liquidated via political sanction or financial erasure.

The current Governor is Darmion Vess, a pragmatic but ruthless technocrat with rumored ties to the Vanguard's indoctrination programs and a past as a field economist for the SIBC.

Each Imperial Ministry (Order, Influence, Production, Doctrine, etc.) installs a planetary delegate to oversee its respective sector. These delegates answer to the Governor but wield direct command authority within their ministries, giving them power over law enforcement, industrial coordination, propaganda distribution, and religious enforcement.

While Subterrel has no Legionary forces stationed locally, its PDF (Planetary Defense Force) answers directly to the Governor and Ministry of Order. The PDF oversees riot control, quarantine enforcement, and border zone monitoring.

Wealth:

Low — Subterrel is an extraction-based economy operating under a colonial-industrial model. While the planet produces vast quantities of raw material, nearly all wealth is exported to fund the Sith Empire's core worlds and war machine.

The native population is allocated rationed food, regulated housing, and discretionary wages determined by Guild performance ratings. Even the middle class consists mostly of indentured technocrats and mid-tier supervisors bound to lifelong service contracts.

Wealth does exist—but only for:

  • High-ranking Ministry officials
  • External corporate partners
  • SIBC assessors
  • The planetary Governor and his political clients
Any local accumulation of wealth is subject to mandatory economic contribution under SIBC austerity doctrine, designed to prevent the rise of local power blocs or financial independence.

Stability:

Medium — Subterrel operates under a tightly monitored autocratic regime where the illusion of order masks the reality of unrest. In the core arcologies and capital zones, stability is maintained through:
  • Typhojem AI surveillance grids
  • Armed PDF patrols
  • Propaganda-driven cultural engineering
  • Religious fear instilled by Sepulchral War-Priests
However, in the outer settlements, slag-field communes, and unregulated processing districts, civil unrest is common. These areas see:
  • Frequent labor strikes (put down by force)
  • Black market activity
  • Inter-Guild sabotage
  • Occasional cartel turf wars
Stability is therefore engineered and not organic. It requires constant repression, fear, and manipulation to endure.

Freedom & Oppression:
Subterrel is a study in calibrated oppression. Slavery may be illegal under Eleventh Empire law, but life is tightly regimented through bureaucratic caste enforcement, behavioral scoring, and state-monopolized opportunity.

  • Speech: Heavily restricted. Negative commentary about the Sith, the Sepulchral, or Ministry institutions is punishable by disappearance.
  • Movement: Citizens must possess Guild credentials to move between districts. Travel outside one's assigned arcology requires Ministry of Order approval.
  • Commerce: All economic activity is either state-owned, state-authorized, or illicit. Unauthorized trade is punishable by exile or labor correction.
  • Justice: Administered by predictive algorithms linked to Typhojem, enforced by PDF enforcers. Trials are rarely held—most sentences are delivered automatically.
  • Religion: Eternalist doctrine is compulsory. Non-believers are assigned extra labor duties until a state priest verifies ideological recovery.
In short, Subterrel is a prison with delusions of structure. Yet, the citizenry is raised to believe this is the cost of strength, unity, and Imperial purpose.

MILITARY & TECHNOLOGY

Military:
Subterrel is not a front-line combat world, but its massive economic value and strategic role in the Sith-Imperial war machine demand robust planetary security, internal control structures, and defensive mobilization protocols. Because of the Eleventh Empire's anti-feudal doctrine, no Sith Legions are garrisoned on the planet—military responsibility falls entirely to local forces and specialized auxiliaries.

Planetary Defense Force (PDF) – Subterrel Defense Command
The Subterrel Defense Command (SDC) is a professional, ministry-sanctioned military body numbering over 1.2 million active personnel. It is organized under the authority of the Ministry of Order, and directly commanded by the Governor's Office with oversight from a Military Delegate.

  • Structure:
    • 12 Urban Combat Brigades – Trained in riot suppression, slum warfare, and structure breach operations within dense arcology environments.
    • 5 Hazard-Zone Regiments – Equipped for operations in collapsed tunnels, slag fields, irradiated zones, and gas-filled caverns.
    • 4 Rapid Response Air Wings – Light atmospheric gunships, industrial crawler-borne artillery, and cargo lifters retrofitted with missile racks.
    • 1 High Orbit Defense Division – Manned by Ministry-loyal naval officers, operates orbital cannons and coordinates with Logistics Corps patrols.
  • Doctrine:
    • Emphasizes population control, anti-insurgency operations, and defense of key infrastructure (rail hubs, mining centers, orbital tethers).
    • Operates under the Internal Resilience Protocol—a martial law doctrine that allows for lethal enforcement, forced relocation, and work stoppage crackdowns.
    • Faith in the Sepulchral is encouraged among officers; battlefield chaplains deliver regular sermons on loyalty and sacrifice.
  • Equipment:
    • PDF soldiers are issued standard Sith-Imperial armor variants retrofitted for toxic environments, often customized with rebreathers, thermal shielding, and mining-adapted exosuits.
    • Armament includes shock-carbines, kinetic suppression launchers, riot pikes, and magmatic flares used to flush rebels from tunnel systems.
Technology:
Subterrel operates on a hybrid of galactic-standard technology and hyper-specialized industrial systems designed for large-scale extraction, tunnel warfare, toxic zone maintenance, and infrastructural control. It is not a frontier world in the primitive sense—its technology is advanced, but deeply purpose-built, cold, and oppressively utilitarian.


Industrial Technologies
  • Automated Tunnel Extractors – AI-assisted boring machines that generate kilometers of tunnels per day while mapping geological resistance in real-time.
  • Ore Elevators – Gigantic subcrustal vertical conveyor platforms transporting refined ore from planetary core to orbital elevator spires.
  • Filtration Infrastructure – Atmospheric scrubbing towers, ash-redirecting force fields, and blackwater reprocessing stations are built into every dome city.
  • Reclaimer Vaults – Environmental recycling centers that grind and reprocess everything from equipment to corpses to biomass waste.
Surveillance & Control Systems
  • Typhojem AI Enforcement Grid – Manages public safety, predictive arrests, and emotional regulation. Integrated with biometric scoring networks and Ministry data centers.
  • Behavioral Scoring Devices – Citizens wear wrist-bound or implanted trackers that register loyalty points, efficiency, and psychological stability. Scores determine food allotments, housing rights, and breeding privileges.
  • Internal InfoNet (Red-Line Grid) – A closed-loop data web connected only to Vanguard, Ministry, and Assembly systems. All outbound transmissions require triple-verification and are scrubbed of contraband ideology.
Military-Grade Enhancements
  • Alchemically reinforced urban bunkers, constructed with Sith-imbued stone and alloys, make PDF headquarters and key Ministry buildings almost impregnable without orbital bombardment.
  • Combat augments—especially neural suppressors and stimulant injectors—are routinely used on PDF troops during prolonged industrial pacification campaigns.
  • Experimental mag-cloak armor tested in Hazard Regiments reflects heat signatures and repels particulate-based tracking systems.

HISTORICAL INFORMATION

Originally discovered and charted during early Outer Rim exploration efforts, Subterrel remained a quiet mining outpost for much of galactic history. Its rich mineral veins made it a moderately important resource world under the Old Republic and early Imperial expansions, but its obscurity and remote location ensured little development beyond extractive operations.

This changed with the rise of the Eleventh Sith Empire, whose hunger for resource independence and industrial centralization saw Subterrel forcibly incorporated into the Empire's core infrastructure.

Now restructured under the Ministry of Production and Logistics, Subterrel serves as a key extraction and refinement hub, overseen by ruthless economic technocrats and religious functionaries of the Sepulchral as well as the planet's governor. The planet's subterranean vaults and refineries hum day and night, and its people toil under eternal smog, caught between the promise of upward mobility and the quiet despair of expendability.

Though slavery is outlawed, debt-bondage and penal labor are rampant, managed through bureaucratic fictions that blur the line between freedom and servitude. Subterrel's people are taught to worship their toil and fear its absence. Rebellion simmers in its ash-swept lowlands — but few dare raise a hand, for even the rocks themselves may watch, and whisper.



 
Last edited:
Into the Spider's Web




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VASH RA

OUT OF CHARACTER INFORMATION


Intent:
To create a mysterious, tomb-world tied to ancient Sith rituals and hidden powers, serving as a high-risk, high-reward exploratory site and potential campaign setting for Sith Lords and archeologists.

Image Credit:
[X]

Canon:
N/A

Permissions:
N/A

Links:
Subterrel - [X]
Subterrel Sith Order Dominion - [X]
The Sith Order - [X]


GENERAL INFORMATION

Planet Name:
The name Vash Ra is not one of modern origin—it surfaced in fragmented Sith prophecy, retrieved from a half-burned codex recovered during the Calladene Vault excavations. The phrase has no direct Basic translation, but linguistic scholars familiar with High Sith approximated it to mean "The Throne that Remembers" or "Memory Made Hollow."

Among fringe esoteric sects, the name Vash Ra was whispered as a place of exile for Sith who had become too dangerous to be slain and too valuable to be forgotten. Some say it was a punishment, others a second ascension—a place where one was not destroyed, but unwritten. Not death, but disintegration from history.

Few Sith Lords today will admit to knowing the name, but those who do often react with hesitation… or reverence. Some call it a myth, a fable meant to frighten apprentices who rise too quickly. Others say it was a deliberate secret, excised from archives by Sith ritualists who feared the consequences of leaving the map intact.

More poetic interpretations exist among certain obscure Force cults. They believe Vash implies the vessel of remembrance, while Ra refers not to the sun, but to a concept of internal fire—a soul or spirit set alight from within and left to burn, endlessly, in shadow.

Whatever the truth, the name has power. Enough that the galaxy itself seemed to shift in its sleep to bring it back into view. Those who now walk its surface do so at their own peril, and under no illusions of ownership.

Demonym:
Vashari is the term believed to have once referred to the original inhabitants, exiles, or custodians of Vash Ra—though no living record exists of their appearance, culture, or ultimate fate. The word appears carved into the interior of the Hollow Obelisk in Old Sith, paired with pictographic sequences showing shrouded figures kneeling before great sarcophagi, bound not by chains, but by concentric circles and broken sigils. Some theorists argue that the Vashari were not a people in the conventional sense, but rather a caste—Sith Lords condemned to be forgotten, and the guardians who ensured their isolation was absolute.

The name has since evolved into a whispered insult among Sith intellectuals. To be called Vashari is to be accused of overreaching, of seeking knowledge that should be left buried, of risking annihilation not of the body—but of legacy.

In modern times, explorers, archeologists, and Force-wielders who have returned from Vash Ra often acquire the informal nickname Tombborn—a term coined not by themselves, but by their peers, due to the psychological and spiritual changes they often exhibit after exposure to the Hollow Nexus. Some exhibit hyperfixation on memory, time, or mortality. Others suffer hallucinations, voice-hearing, or a sudden compulsion to record and document events with manic precision—as if afraid their identities are slowly being unwritten.

Though the term Tombborn is not officially recognized in any galactic census or institutional lexicon, it has gained common use in Sith academic circles, where it denotes not just survivors of Vash Ra, but individuals who have been marked by it.

Region:
Vash Ra exists within a poorly charted slice of the Unknown Regions, a spatial anomaly colloquially known to hyperspace navigators and Force-attuned wayfarers as the Shatadak Veil. Composed of collapsed hyperspace lanes, dead stars, and the broken remnants of long-extinct planetary systems, no major trade routes pass through it, and no permanent settlements exist within ten light-years of the sector—by deliberate design or ancient accident, none can say.

The Shatadak Veil is almost completely omitted from galactic star charts, appearing only on recovered navigational matrices older than the Ruusan Reformations. Even among those, references to the sector are fleeting, often accompanied by ritualistic warnings or corrupted script. When Vash Ra reappeared during the recent planeshift, it was first detected as a mass shadow anomaly—a gravitational presence where none should have been. The system's sun, Shatadak, is a collapsed white dwarf that emits neither light nor solar wind, further cloaking Vash Ra in electromagnetic silence.

Force-sensitive pilots have described the surrounding region as "psychically dampened," or "thin," likening hyperspace travel through the sector to drowning in still water—calm until it suffocates. Temporal drift has also been recorded in localized areas, with time passing differently on long-range probes versus internal chronometers aboard ships stationed near Vash Ra.

This unclaimed, unloved space is ideal for those with ambitions best pursued away from the gaze of major galactic powers. It is an empire of absence—perfect for secret work, but equally perfect for being forgotten forever.

System Name:
The Shatadak System is named for its lightless, degenerate star—a collapsed white dwarf known only as Shatadak, a term which appears in fragmented Sith scripture, translated loosely to "The Last Fire" or "Ash That Watches." The name itself predates any modern Sith dialect and is likely a remnant from a long-lost astrological ritual lexicon used during the Great Hyperspace Wars. That the system now bears the same name is either grim coincidence or evidence of long-forgotten cartographic preservation.

Unlike most systems, Shatadak is host to only a single planetary body: Vash Ra, locked in a perfectly stable orbit despite the dwarf's negligible radiation output and gravitational complexity. The absence of moons, asteroid belts, or celestial debris has led many astronomers to suspect artificial system cleansing at some distant point in its history—potentially through Force-based gravitic manipulation or a massive orbital reset during Vash Ra's ritual enshrinement.

Ghost signals originating from deep within the system suggest the possible remnants of a second planetary body—perhaps a twin world or failed colony—which was eradicated or consumed by ancient technologies. These signals are intermittent, distorted, and defy triangulation, leading many to dismiss them as sensor noise. However, Sith diviners and Force-sensitive navigators have independently claimed that a "second presence" exists in the system, one that watches but never approaches.

Due to the complete absence of known stellar flux, Shatadak emits no usable solar energy. Vash Ra maintains its geothermal activity through unknown means—possibly a self-contained dark energy well, or internal fusion mechanisms laid down by Sith technomancers. Gravity shear fields envelop the outer perimeter of the system, scattering hyperspace exit vectors and making traditional entries almost impossible without specialized navigation data.

Among Sith mystics and fringe cults, the Shatadak System is occasionally referred to as The Cradle of Hollow Kings, the Veiled Seat, or The Place the Galaxy Forgot to Bury. These titles suggest that Vash Ra may have once been part of a grander celestial order—deliberately erased from memory, rather than simply lost.

System Features:
The Shatadak System is an anomalous, isolated stellar system that defies many standard galactic astrophysical models. Though it comprises a single planet—Vash Ra—and a collapsed star, its features suggest significant ancient manipulation or catastrophic events that reshaped the system's natural evolution. As such, it is believed by some to be less a natural system and more a constructed vault.

➤ Shatadak (Collapsed White Dwarf Star):
The system's namesake and only stellar body, Shatadak is a dead star that emits no light or detectable radiation beyond trace gravitational tides. The white dwarf exists in a seemingly static state, suspended in both literal and metaphysical darkness. Curiously, it maintains a gravity well powerful enough to anchor Vash Ra in a perfectly circular orbit—an impossibility, given its observable mass.
Many Sith cult scholars believe Shatadak to be an astral anchor, its death ritualized, its body not extinguished by nature, but intentionally sacrificed as part of the original enshrinement of Vash Ra. Probes that attempt to approach Shatadak are either lost or return with corrupted data, often filled with symbolic noise and untranslatable spectral glyphs embedded in their own memory cores.

➤ The Drowned Ellipse (Gravitational Shear Field):
A vast toroidal band surrounds the outer edge of the system, known to Force-sensitive navigators and hyperspace engineers as the Drowned Ellipse. This field—almost two light-years wide—is composed of low-density gravitational distortions, remnants of what may have once been another planet or artificially destabilized moon. The field acts as a hyperspace scrambler, violently ejecting ships from realspace if entry calculations are even minutely off.
It is this anomaly that hid Vash Ra from hyperspace reversion routes for millennia—until a recent planeshift event shifted galactic gravitic lattices just enough for the planet to become observable once more.

➤ Null Reflection Zone:
Within 5 AU of Vash Ra, a zone of intense electromagnetic silence engulfs the area. Communications are unreliable, and long-range scanners return ghost data, false negatives, or inexplicable readings—such as objects appearing twice, or registering as both moving and stationary simultaneously.
Astronomers theorize that the Null Zone is a side-effect of the planet's Force Nexus bleeding into the system's natural physics. Others believe it is a defensive veil—either ancient Sith sorcery or advanced alchemical sensor-dampening fields—designed to prevent the planet from being seen by the Force itself.

➤ The Veiled Gate (Mass Shadow Drift):
The only known entry point for safe hyperspace exit lies along a highly unstable corridor that shifts by fractions of a degree each week. Known as the Veiled Gate, this corridor is mapped and monitored by specialized astrogation buoys recently deployed by Sith operatives.
Reversion from hyperspace anywhere else in the system results in catastrophic energy feedback or simply vanishing from all known channels. A number of expeditions have been permanently lost attempting alternate approaches.

➤ Shatadak Relay Core (Ruin/Structure – Unconfirmed):
Buried in the lower orbit of Shatadak is a long-theorized ancient relay platform—a shattered construct detected only intermittently through tachyon scans. Believed to be the remnant of a Force-sensitive or Sith-controlled communications hub, the Relay Core is hypothesized to have once allowed galactic interaction with Vash Ra before its ritual erasure.
Attempts to scan or salvage the core are discouraged by repeated catastrophic anomalies, including sudden system resets, hallucinations among crew members, and the loss of individual temporal sync (crew believing years have passed during mere minutes, and vice versa).

Rotational Period: 32 Standard Hours
Orbital Period: 348 Standard Days
Moons: None
Rogue Objects in Vicinity: None confirmed, though aberrant gravity wakes suggest several invisible masses may occupy orbit within the Null Zone.

Location:
One hex south of Elrood, Vash Ra sits embedded deep within the heart of Sith-claimed space. It occupies a strategically precarious position: not far enough to be forgotten, yet not close enough to be claimed by any current system of governance with confidence. While officially considered unmapped and unmarked by the greater galactic community, whispers of its reemergence have already begun to ripple through Sith occult circles and clandestine intelligence networks.
But Vash Ra is not notable merely for what surrounds it. What makes its location so significant is what it disturbs.

It occupies a rare gravitic hollow in the Shatadak Veil—an ancient corridor in space once considered unsuitable for colonization or navigation. This anomaly, long dismissed as navigational dead space, now shows signs of artificial reinforcement, subtle magnetic threading, and Force-laced latticework detectable only by those trained in Sith sorcery or gravitic manipulation. It is as though something chose this place to hide, not out of necessity, but ritual design.

Despite lying within the central artery of the Sith's regional expansion, no major hyperlane runs cleanly to Vash Ra. Its approach requires manual calculations, Force-assisted navigation, or access to proprietary navdata. This effectively isolates the world—ensuring that only those with sufficient influence, or madness, will ever attempt to reach it.

In terms of strategic realpolitik, this makes Vash Ra a black jewel within the Sith crown—a place spoken of behind closed doors, where Sith Lords wager fleets, bloodlines, and futures on what they might find beneath its crust… or on how they might use its rediscovery to destroy a rival.

Major Imports:
Vash Ra is not a world of trade or consumption, but one of excavation. Every item brought to the surface is a tool to unlock, contain, or survive the planet itself. Due to its total lack of infrastructure, extreme psychic instability, and Force-induced anomalies, even the most basic operations require heavy logistical support, specialist personnel, and ritual protections. Most imports are tightly controlled, funneled through blacksite logistics hubs controlled by Sith Lords or loyalist corporations operating without public oversight.

➤ Containment Systems:
Specialized modular vaults lined with Force-dampening alloys, alchemized glyph-lattices, and magnetic null fields are imported to secure relics retrieved from the tomb-vaults. These containers are often built to withstand both physical intrusion and metaphysical possession. Most are one-use, as residual corruption tends to degrade containment stability after prolonged exposure.

➤ Anti-Corruption Rites & Relic-Sealing Technologies:
Sith alchemists and scholars import ceremonial equipment and software-scripted incantations—Force-assisted locking seals, entropic nullifiers, memory shields—to suppress the psychic bleed of certain artifacts. These are often paired with sigil-hardened datavaults to protect information extracted from ruins without exposing researchers to direct influence.

➤ Hazard Suits & Psychically Shielded Armor:
Unlike typical environmental suits, those used on Vash Ra must endure not just extreme cold and atmospheric toxicity, but mental intrusion. These suits are layered with insulating runes and meditative neuro-feedback loops to prevent wearers from becoming compromised by ambient hallucinations, emotional bleed, or exposure to the Hollow Nexus.

➤ Excavation and Stabilization Equipment:
Ground-penetrating walkers, high-precision plasma drills, cryonic bore-stabilizers, and Sith-enhanced micrograv anchors are essential for navigating the ancient ruins of Vash Ra without triggering collapses or spiritual detonation traps. Most machinery is designed to self-incinerate if tampered with or corrupted—a lesson learned from early expeditions.

➤ Droids and Remote Survey Units:
Autonomous drones with non-sentient programming are widely employed to map tomb interiors, relay footage, and serve as early casualties in the event of ritual defense systems activating. High turnover is expected; many droids simply vanish into the subterranean catacombs, later reappearing on scans—or in recovered footage—operating without instruction.

➤ Force-Sensitive Specialists and Occult Teams:
While not a physical import, Vash Ra consumes people. Sith Lords and occultist organizations frequently deploy small teams of sorcerers, ritualists, and "expendable acolytes" to test Nexus exposure, decode inscriptions, or offer... sacrificial leverage in darker operations. Most are not expected to survive. Some return wrong.

➤ Navigation Buoys & Hyperspace Insertion Hardware:
Due to the unpredictable nature of the Shatadak Veil, astrogation beacons and Force-calibrated drift-correction arrays are continually updated and replaced. These are often escorted in by small, heavily armed convoys to prevent tampering or signal poisoning by rivals.

Major Exports:
Vash Ra is not a world of commerce—it is a grave. And yet, what is exhumed from its surface and beneath its crust is of such extraordinary value that it surpasses the worth of any traditional economy. It does not export goods in the conventional sense, but power, knowledge, and danger—the kind that makes Sith Lords kill each other in silence, and makes governments decide that not knowing is safer.

Everything that leaves Vash Ra is stolen from the silence of the dead.

➤ Sith Artifacts (Classified and Cursed):
The planet's tombs yield relics of pre-Republic and First Great Schism origin—ritual blades etched in dead languages, preserved crystalline matrices filled with echoing thoughts, and personal totems that radiate raw Dark Side energy. Many are sentient or semi-sentient, and their export is often disguised under code names or moved via dead freighters to avoid tracking by Sith oversight agencies. Some artifacts have already begun to appear on black holonets, drawing collectors, sorcerers, and warlords like carrion feeders.

➤ Obelisk Shards (Obsidian Ritual Conduits):
Fragments of the Hollow Obelisk and similar monolith structures are occasionally removed by heavy lift vessels under extreme containment. These shards, when installed in Sith meditation chambers or ritual circles, amplify and distort Force usage—enhancing clarity while inviting madness. Used properly, they can empower a Sith sorcerer beyond their normal limits. Used improperly, they rewrite the user's memory until they no longer remember they were ever anything else.

➤ Encrypted Ritual Inscriptions & Echo Scrolls:
Thin stone tablets, metallic rune discs, and fossilized bone-carvings are exported for academic and weaponization purposes. Many of these contain ritual blueprints—complex Sith workings that refer to techniques long forbidden or forgotten, such as memory inversion, planetary warding, or soul entrapment. Sith Orders and secret societies often trade these fragments for fleets, political leverage, or blood oaths.

➤ Residual Energies & Force-Saturation Samples:
Specialized containers capable of bottling resonant Force bleed—a volatile gaseous medium harvested from Nexus-overcharged tomb chambers—have become high-value exports for Dark Side laboratories. These are used in alchemical forges, bio-sorcery experiments, and the crafting of weapons that react to their wielder's rage. Mishandling the gas often results in hallucinations, screaming fits, or combustion. Still, the demand exceeds the risk.

➤ Cognitive Echoes (Memory Fragments):
In rare cases, Sith excavators export not physical objects, but collected thoughts—audio-visual psychic records extracted from Nexus-saturated zones. These "echoes" are replayed using Sith holocrons or neural-capture rigs, revealing ancient philosophies, ritualistic executions, and sometimes even the perspective of the buried dead. Use of cognitive echoes has become a controversial trend among elite Sith Lords, who absorb the personalities and instincts of ancient warriors for temporary combat advantage… or ego annihilation.

➤ Gravimetric Alchemy Samples:
Rare mineral samples from beneath the planet's surface exhibit signs of having been alchemically treated through gravitational compression—stones that are heavier than they should be, embedded with micro-runes, or that appear to exist in multiple positions simultaneously. These are exported to specific research enclaves for weapons testing, fortress warding, or to reinforce dark temples with walls that remember being mountains.

Unexploited Resources:
Though Vash Ra has already yielded dangerous relics and ancient Sith technologies, the world itself still holds layers of unexploited, unclassified, and partially sentient resources—not due to lack of interest, but because the cost of exploitation has, thus far, outweighed the reward. These resources are either physically protected by Force anomalies, metaphysically resistant to standard extraction, or bound by ancient Sith rituals whose unraveling carries catastrophic risk.

The planet is not just a tomb. It is a vault, a womb, and a trap. What it holds could change the balance of power in the galaxy—or end its discoverers in whispers.

➤ Ritual-Embedded Obsidian Veins:
Subterranean strata of black stone laced with pre-Ruusan alchemical scripting run beneath the crust of Vash Ra. These veins pulse with latent Force energy and radiate a low psychic hum when struck or approached by Force-sensitive individuals. Attempts to mine these veins have resulted in reality instability, spontaneous auditory hallucinations, and recursive time anomalies.
Theories suggest that these veins are not just stone—but sealed memories or entombed emotions, fossilized through Sith sorcery. Unlocking them may yield profound power, but also personality contamination or soul binding for the excavator.

➤ Crystalline Bio-Conductors:
Found within collapsed tombs and catacomb root-systems, these iridescent crystals appear to respond to intent. In laboratory settings, they act as power amplifiers for Force techniques or machinery, boosting ritual resonance or dark-side energy manipulation. However, when improperly harvested, they have caused neural overload in nearby Force users—sometimes burning out their ability to connect to the Force entirely.
It is believed the crystals were grown—or bred—as living conduits, possibly used to power ancient Sith war engines or memory transcription systems. None have yet been harvested intact.

➤ Primordial Fossils and Force-Active Carcasses:
In the deeper tectonic folds lie massive fossilized remains of unknown megafauna—many of which retain significant Force imprints, sometimes to the degree that they can whisper, project illusions, or resist removal. These are thought to be ritual offerings or genetically engineered guardians that were sacrificed to anchor the Hollow Nexus.
Some remain warm to the touch, thousands of years after death. Others show signs of regenerating slowly, despite petrification. These entities are considered high-risk specimens—potentially harvestable for alchemical purposes, but heavily restricted even by Sith standards.

➤ Soul-Iron (Hypothesized Material):
A rare metallic anomaly observed in the deepest tombs—this substance is theorized to be a hybrid material composed of sacrificed sentient essence fused with iron or durasteel. Scans reveal fluctuating molecular density, and magnetic irregularities akin to Holocron lattice matrices. When approached, Soul-Iron has caused strong emotional reactions in nearby observers—guilt, rage, elation—suggesting some form of empathic feedback loop or residual sentience.
Extraction attempts are pending further shielding technology and mental reinforcement protocols.

➤ The Hollow Core (Unknown Planetary Phenomenon):
Beneath Vash Ra's tectonic plate network lies a massive void—perfectly spherical—with no detectable floor, pressure, or natural heat gradient. Every probe sent into the core vanishes. Despite this, seismic readings suggest the void is not empty, but filled with shifting mass signatures that respond to Force-sensitive presence.
Some believe this is the heart of the planet's Dark Side power. Others think it is the original burial site of the Hollow Kings themselves—or the key to a forgotten Sith Ascension technique.
It remains untouched, not for lack of desire—but fear of what might climb out if the wrong seal is broken.


GEOGRAPHIC INFORMATION

Gravity:
At first glance, Vash Ra's gravity reads as standard—close enough to galactic norms that unassisted humanoid presence on the surface is possible without physical augmentation. This alone is considered anomalous, as the planet's core structure and mass distribution should produce a denser pull or severe tectonic instability. Standard gravimetric models fail to explain the consistency, leading many to believe that the planet's gravitational field is not a natural consequence of mass, but a deliberate construction—an artificial equilibrium maintained by long-dead Sith rituals or still-functioning planetary-scale Force nexuses.

However, deeper exploration and long-term stationing on the planet reveals the truth: Vash Ra's gravity is deceptive.

Localized anomalies—referred to by field engineers as Flux Zones—occur without warning. Within these zones, gravitational force can spike, collapse, or even invert over a radius of 5 to 100 meters. These changes are not just physical, but often accompanied by psychic vertigo, memory displacement, or the sensation of one's body being drawn "into the ground" without moving. Gravimetric instruments experience measurable warping near the Obelisk of the Hollow Kings and within the subterranean vaults, especially near sealed sarcophagi where spatial folding can occur. In one instance, a research team reported walking twenty meters through a tomb corridor—only to find they had been descending in a spiral for over five kilometers, and that time had moved differently for each of them.

The prevailing theory among Sith alchemical physicists is that Vash Ra's gravity has been ritualized—its planetary pull intertwined with metaphysical memory constructs and Force anchors that have decayed unevenly over millennia. Some believe this is intentional: a method of confusing invaders, protecting relics, or even preserving specific timelines or deaths within isolated zones.

Ships attempting surface landings must make constant micro-adjustments, and anti-grav stabilization fields often perform at only 70–80% reliability, with the remaining variance producing phantom thrust drift and erroneous descent calculations. More than one scout vessel has been lost by trusting inertial readouts that were accurate in orbit but became unreliable within five kilometers of the surface.

For this reason, only specialized landing craft, pre-tuned to the system's latent harmonics, are permitted for safe operation. And even then, it is customary for vessels to remain on hover lockdown or deploy magnetic anchors while ground teams explore—lest the planet's unseen hand pull them slowly downward.

Climate:
Vash Ra's climate is a cold, brooding thing—alive not with wind, but with memory. Though the planet sits within a stable orbit, its proximity to the dead star Shatadak provides virtually no warmth or light. As such, the surface is gripped in a perpetual twilight, where ambient temperatures rarely rise above freezing and often plunge to sub-zero levels across entire hemispheres. Ice forms even beneath the crust, creating internal frost veins that shimmer faintly with Force resonance and mineral fluorescence.

But the cold is not the climate's most threatening trait.

Above the surface, the skies churn with slow, cyclonic storm systems of ash, static, and copper-toned lightning. These electromagnetic storms move unnaturally—at times following ground teams or converging over ritual sites, seemingly drawn to latent Force signatures. Sith ritualists have postulated that the storms are semi-sentient, reacting to emotional surges, Force channeling, or even the presence of certain relics exposed to open air. It is not uncommon for explorers performing excavation rites to trigger aerial rage spirals—tight whirlwinds that descend with heatless flame and vanish as quickly as they form.

A constant electrostatic haze clings to the upper atmosphere. While not strong enough to interfere with heavy armor, it wreaks havoc on sensitive electronics, comms gear, and memory storage unless properly shielded. Energy weapons tend to short, flicker, or misfire at random intervals, especially near the Thousand Mouths crater field, where atmospheric pressure drops below predicted thresholds and sound is swallowed by the air itself.

Some regions of the planet's surface exhibit microclimate contradictions—localized thermal spikes that appear around ancient ruins, glowing pits, or tomb vents. These zones produce chemical fogs or heat plumes despite surrounding temperatures being frigid. The cause is unknown. Sith scholars suspect ritual heat, preserved through dark sorcery or lingering Sith constructs buried beneath the surface that are still alive in some capacity.

Perhaps most disturbingly, prolonged exposure to the environment induces what many call "climate mirroring"—a phenomenon where individuals begin to feel as though the weather is not merely around them, but within them. Subjects report an emotional coldness, the sense of storms beneath their skin, and in rare cases, the belief that the sky is watching them with growing disappointment or hunger.

Protective gear is mandatory, and extended surface operations are always performed under strict psychological monitoring. Even the most seasoned Sith do not camp here. They visit. They observe. They leave.

Primary Terrain:
Vash Ra is a world of monumental stillness and catastrophic memory—a landscape sculpted by ancient violence, shaped less by tectonics and erosion and more by ritual, purpose, and punishment. Its surface bears the scars of a forgotten empire, and beneath it, a thousand secrets sleep in tombs lined not with gold, but with commands written in stone.

➤ Ash-Choked Plains:
The vast majority of Vash Ra's surface is composed of grey-black plains covered in layers of wind-scoured volcanic ash, fine as flour and chemically inert—until disturbed. This ash is thought to originate from massive ritual pyres and atmospheric detonations conducted during the entombment of the Hollow Kings. In some regions, the ash sits meters thick, concealing forgotten entrances, shattered monoliths, or the fossilized remains of beasts not found in any archive.
Walking these plains leaves no footprints for long—the wind reclaims everything.

➤ Obsidian Plateaus:
Massive basaltic formations rise across the horizon like the backs of buried titans. These jagged plateaus are slick, polished to a mirror sheen, and radiate a mild electromagnetic pulse that disrupts compass readings and Force sensing. Many of them bear no natural formation patterns—they are theorized to be the collapsed roofs of extinct tomb-complexes or the surfaces of massive sealing arrays designed to prevent planetary escape of whatever is buried below.

➤ Fractured Canyons:
Deep, winding canyons run like veins through the equatorial region of Vash Ra. Unlike natural fault lines, these chasms display angular, almost carved features—straight edges, symmetrical depth levels, and walls inscribed with decayed glyphs and scorched murals. Echoes in these canyons behave oddly, often repeating thoughts instead of sounds. Some say the canyons "listen," and worse—remember.

➤ Subterranean Vault Systems:
The true terrain of Vash Ra lies beneath. Miles of ancient tunnels, mausoleums, ossuaries, and memory chambers spread in complex geometries that defy simple mapping. Some vaults are massive enough to house cities; others are barely large enough for a single coffin—and yet each seems designed with intentional uniqueness. Gravity fluctuations, ambient temperature shifts, and Force bleed are common, as is time distortion. Explorers often emerge older, or younger, than when they entered.

➤ Fossilized Ruins:
Not all structures on Vash Ra were tombs. Scattered across the planet are the crumbling remains of once-thriving Sith architecture—collapsed sanctuaries, withered bridges, monolithic libraries filled with calcified texts that shatter when touched. These ruins seem intentionally destroyed, as though part of a mass ritual of cultural erasure—a purging of self to prepare for something greater, darker, final. No plant life clings to these places. Only the dust of memory.

➤ Crater Fields:
Vash Ra is pockmarked with impact scars, but curiously, no asteroid fragments or foreign material have ever been recovered. Each crater seems… placed, with some containing perfect spirals of burnt glass at their centers, or deep boreholes leading to nothing but screaming wind. One notorious field—known as The Thousand Mouths—consists of hundreds of overlapping craters, each of which emits a different note when the wind passes. The resulting sound is not random—it forms a repeating, low-frequency chant, in Old Sith.

➤ Rift-Born Ranges:
Chains of jagged mountain ridges stretch across the northern pole and deep southern hemisphere. These are not true mountains in the geological sense, but upheavals—forced extrusions of the planet's crust, formed during the violent burial of some ancient force. Some peaks emit vapor, not from geothermal activity, but from decaying Force radiation. Several ridges are forbidden by local expedition protocols after teams reported the mountains whispering, or after compasses began pointing downward.

➤ Bleeding Ice Beds:
In the far southern wastes lie fields of dark, glassy ice—rich with iron deposits and strange biochemical contaminants. When exposed to heat or kinetic force, the ice "bleeds"—releasing crimson liquid with high viscosity and alchemical properties. Samples taken to orbit tend to destabilize, occasionally turning into inert crystal or evaporating entirely. Sith cults consider the bleeding ice sacred, believing it to be the frozen ichor of forgotten gods, spilled during the creation—or sealing—of the Hollow Nexus.


Atmosphere:
Vash Ra's atmosphere is classified as Type II—marginally breathable with the use of filtration masks or environmental suits. The air contains high concentrations of particulate ash, volatile minerals, and trace elements of metallic vapors that suggest deep-core volcanic reactions or massive-scale pyrotechnic rituals in the planet's past. While not immediately lethal, prolonged unfiltered exposure leads to pulmonary scarring, memory disorientation, and in some cases, psychological fragmentation.

But the danger lies not merely in the chemical composition. The true threat is the Force-active layering of the air itself.

➤ The Breath of the Hollow Kings:
Expedition teams have repeatedly noted that the very air of Vash Ra seems to carry intent—a low-pressure, emotional static that responds to mental states. Despair deepens the chill. Aggression sharpens the air like glass. Meditation sometimes stills the wind entirely. These effects are strongest near ruins, tombs, or Force-rich zones, but even in the open plains, there exists a constant weight—a pressure that is not meteorological, but existential. It feels like the atmosphere is watching. Remembering.

➤ Sensory Distortions:
Within thirty minutes of unshielded exposure, many subjects begin to report auditory hallucinations—whispers in known voices, words spoken in dead tongues, or chants echoing across vast distances with no discernible source. In some cases, the sounds are later identified as the subject's own thoughts, repeated back at them. Visual distortions often follow, including:

Distant figures appearing on the horizon, never approaching.

Flash-impressions of a red sun that no longer exists.

Glimpses of one's own corpse, decayed or burned, lying ahead on the trail.

All known effects cease when returning to orbit—but psychic echoes sometimes persist in dreams for weeks.

➤ Stormlayer Contamination:
The upper atmosphere contains a high-frequency electromagnetic storm band laced with charged dust and liquid copper aerosols, causing occasional acidic precipitation. The chemical reactions between the upper and lower layers produce visible phenomena—light pillars, inverted auroras, and in rare cases, phantasmic silhouettes that resemble winged humanoids or colossal chained forms. While dismissed by science teams as "pareidolic storm patterns," Sith sorcerers have made detailed sketches of the apparitions and believe them to be astral guardians or trapped echoes of past sacrifices.

➤ Psychic Saturation Layer (Unproven):
Several high-sensitivity Force probes have recorded consistent distortion in mid-altitude flight paths, suggesting the existence of a latent mental resonance field—a band of air that stores psychic impressions and reacts to intrusion. Pilots report nausea, vertigo, emotional bleed-through, and in extreme cases, brief fugue states where they believe they are someone else entirely.
The prevailing theory among Sith archivists is that this layer acts like a planetary memory lattice, preserving fragments of trauma, ritual, and death as a kind of atmospheric scar tissue.

➤ Breathable?
Technically, yes. With appropriate gear, the atmosphere can sustain humanoid life for limited periods. But no one breathes on Vash Ra without consequence. Every breath carries the taste of mourning. Every inhalation pulls you closer to forgetting who you are.



LOCATION INFORMATION

Capital City:
Vash Ra has no cities, no active population, and no centralized administration. Its surface is devoid of urban development, civil infrastructure, or even ruins that could be mistaken for settlements in the traditional sense. To call anything a "capital" on this world is a contradiction. There is no governance here—only memory, ritual, and silence.

And yet, for those who land here—for Sith, scholars, and the foolishly curious—there is one place that serves as the axis around which all exploration and obsession revolves:

The Obelisk of the Hollow Kings:

Towering 800 meters above the frozen ash plains, the Obelisk is the only freestanding structure visible from orbit. Carved from seamless black stone veined with deep crimson ore, its surface is etched with unreadable glyphs that shift slightly between observations, as if resisting transcription. Most of the monument remains unmapped due to the electromagnetic interference it produces—both through technological scrambling and the mental interference it exerts on nearby beings.

The Obelisk is believed to be the keystone structure of Vash Ra's planetary rituals—part prison, part monument, part beacon. It functions, unofficially, as the capital—not in any civic or administrative sense, but as the psychic heart of the planet. Every expedition begins here. Every major discovery leads back here. And many who approach it find they are drawn to remain.

Features:

➤ The Hollow Hall: A cavernous interior chamber lined with ten sarcophagi, each chained in place with Force-forged links that hum at frequencies painful to sentients. No bodies have been found inside. Some are empty. Some seem deeper than the obelisk should allow. One is always sealed.

➤ The Apex Room: A narrow spire-like summit chamber accessible only via Force-passage, accessible to Force users who pass a psychic trial. Those who succeed often emerge changed, sometimes speaking in unknown dialects or carrying visions of Sith who do not exist in any archive.

➤ Memory Wells: Basins carved into the floor emit visions, sounds, or full reconstructions of past Sith rituals when activated by blood sacrifice or intense emotional projection. These phenomena are not illusions—they pull the viewer into them, mentally or spiritually, for seconds or hours at a time.

➤ The Listening Wall: An exterior panel covered in sharp glyphs that cut flesh when traced, but whisper secrets if a person bleeds against them in silence. Sith scholars have recorded dozens of whispered phrases—none repeated.

Function:
All major expeditions use the plateau surrounding the Obelisk as a base camp, though none build permanent structures. Instead, modular prefabs and repulsorlift landing platforms are erected in a wide perimeter, carefully maintained to avoid physical contact with the Obelisk's base. These camps operate under strict psychic shielding and are never left unattended—if the Obelisk is unwatched, it has been known to shift.


Planetary Features:
➤ The Hollow Obelisk
Though addressed in the Capital City section, the Obelisk is so imposing that it defines the landscape for hundreds of kilometers. Its monolithic structure radiates a subtle dark-side hum even through atmosphere suits and hull plating. Attempts to drill into its stone or scan beyond its interior floorplan have all failed. When no one is present, it is said to "breathe"—producing a barely-audible thrum that syncs with nearby life signs.

➤ The Bleeding Ridges
Jagged mountain formations in the southern hemisphere, composed of a mineral that leaches viscous red fluid when struck by sunlight or exposed to Force activity. These ridges are not formed by plate tectonics, but appear to have been grown—their crystalline structures contain repeating lattices too precise to be natural. Survey teams avoid prolonged exposure; the fluid has been found to corrode both armor and memory.

➤ Ash Wreath Megafields
Massive stretches of terrain completely buried in fine, reactive volcanic ash. Sensors cannot penetrate more than five meters down. Beneath the surface lie shifting mounds that suggest collapsed temples, titanic bone structures, or fossilized constructs. The ash itself behaves strangely—it swirls in the absence of wind, follows rhythmic patterns during lunar alignments, and in some locations, will begin to rise toward descending shuttles like reaching fingers.

➤ Null Spires
Dotting the equatorial region are hundreds of narrow, spindly towers made from blackened duracrete and Force-reactive ore. Each is exactly 66 meters tall and etched with sigils that glow faintly during storms. These spires create dead zones in the Force—temporary vacuums where even the strongest Force users find their senses dulled or severed. The spires appear to be placed in a global array, possibly forming an ancient containment grid. Two have collapsed. The effect was noticeable from orbit.

➤ Veilstone Cairns
Scattered across the western hemisphere are cairn fields made of stacked stones, each capped with an obsidian shard and surrounded by etched circles. No two cairns are the same height or shape. When approached, they cause electronic gear to flicker and transmit bursts of broken Sith language. The current working theory is that these cairns mark burial coordinates—not of individuals, but of memories, rituals, or names that had to be erased from the galactic lexicon. Some contain scrolls. Others contain nothing but air that feels old.

➤ Crater Fields of the Thousand Mouths
A series of overlapping craters that resemble open mouths or wailing visages. As wind moves through them, the shapes produce overlapping harmonics that mimic chanting in Old Sith, despite no acoustical explanation. A persistent legend suggests that if one listens too long, the voices will say your name—and you will be drawn down into the mouths. Sith cultists have attempted to sleep in the crater fields to experience dreams said to grant visions of pre-ascension Dark Lords. Most are found days later, catatonic or altered.

➤ The Shatadak Lightless Sky
The dead star of the system emits no light, but Vash Ra's skies are not empty. The upper atmosphere is a slate-grey dome in perpetual eclipse, shot through with copper lightning, static-laced auroras, and occasionally, shadow apparitions—phantom shapes that move with too much intent to be illusions, but leave no trace. Sith seers call them the Witnesses, and believe they are the souls of those buried on the planet, unbound by time, circling endlessly overhead.

➤ Periphery Obeliscar Trenches
Vast trenches outlining the planet's southern and northern polar bands, each precisely carved and aligned to celestial bodies that no longer exist. These ditches are kilometers wide and filled with ferrocarbon effigies, many of them half-buried or collapsed. At regular intervals are altar-platforms, suggesting planetary-scale ritual use. The trenches themselves may once have held force projection lines used to amplify rituals to a galactic radius. The final purpose is lost—or sealed.

➤ The Hollow Core (Sensor Phantom Zone)
Deep within the crust, seismic sensors indicate the presence of a perfectly spherical void that defies natural explanation. No signals return from it, and probes disappear without trace. Its radius remains unchanged despite multiple collapses in surrounding regions. Some theorists believe it to be the original burial chamber of the Hollow Kings—others insist it is a scar in the Force itself, a wound opened but never healed.


Force Nexus:
No.



POPULATION

Native Species:
Subterrel once supported a rich but primitive biosphere of subterranean arthropods and crust-dwelling grazers—long since driven to extinction during the planet's early strip-mining phases. No known sentient species evolved here. The current population is entirely imported.

Immigrated Species:

Population:
Heavy

  • Estimated Total Population: ~2.3 billion
  • Officially Registered Citizens: ~1.4 billion
  • Unregistered/Marginalized Populations: ~900 million (black-market tenants, undocumented laborers, rogue guild castaways, cartel-linked populations) Population density is extremely high in dome arcologies and subterranean sectors. Entire cities are constructed vertically, with multi-tiered living zones stacked over mining pits and waste aquifers.
Demographics:
Subterrel operates under an Imperially sanctioned caste model, integrated with the Guild system. Citizens are sorted into societal "rings" at birth or upon arrival:

  1. Executive Ring
    • Imperial bureaucrats, PDF commanders, corporate liaisons, Vanguard dignitaries, and Sepulchral priests
    • Live in secure, upper-level environments with full environmental regulation and direct data uplinks
    • Often rotated through the capital or reassigned to other Sith systems after term service
  2. Technocratic Ring
    • Engineers, foremen, communications officers, transport pilots, and Youth Corps instructors
    • Receive education, rationed luxuries, and limited off-world travel privileges
    • Career advancement possible through meritocratic testing, but highly competitive
  3. Labor Ring
    • Comprising 60–70% of the population
    • Assigned by Guilds to mining, processing, maintenance, recycling, or waste sectors
    • Legally protected under anti-slavery laws but subject to forced relocation, loss of rights due to Guild penalties, and Typhojem surveillance scoring
  4. Penal Ring
    • Convicted criminals, restructured populations from vassal states, and former cartel members
    • Rerouted through the Ministry of Order's penal processing and inserted into the lowest tiers of labor
    • Often reside in facilities only slightly more livable than Imperial labor camps
  5. Untethered/Unregistered
    • Nomadic scavengers, outlaws, cultists, and "wild-born" children not claimed by the Youth Corps
    • Considered non-citizens and excluded from rations, Guild protections, or medical services
    • Routinely purged in Ministry-led "order sweeps" and described in official reports as "waste removal events."
Primary Languages:
  • Galactic Basic Standard – Used in all official documentation, Guild charters, and Youth Corps instruction
  • Huttese – Common in labor districts, cartel-controlled zones, and fringe settlements
  • Durese – Used by engineers and maintenance crews due to its technical lexicon
  • Ur-Kittât – Spoken in Sepulchral temples and recitations, especially in the Red Womb
Multilingualism is common, but comprehension of Basic is mandatory for Guild employment or Youth Corps advancement. Those who fail imperial language integration are barred from receiving housing, aid, or food rations.

Culture:
Subterrellian culture is one of resigned fatalism, ritualized industrialism, and indoctrinated fanaticism. Life is defined by quotas, caste loyalty, and the ever-present whisper of machinery. The cultural identity is shaped by:

  • The Vanguard of the Empire
    • Youths are raised from infancy in collective Guild-run dormitories where they undergo daily ideological training
    • Propaganda broadcasts glorify the miner, the forgemaster, and the loyal laborer as spiritual warriors
    • Public shaming rituals are common for those who miss quotas, whereas over-performance is rewarded with insignia and ceremonial honors
  • Sepulchral Influence
    • Entire communities are organized around temples and cult-shrines
    • Rituals include "devotional labor hours", where workers volunteer additional shifts in exchange for spiritual credit
    • Temple birth-rites assign newborns to Guilds via symbolic rites using alloy dust and blood
  • Daily Life
    • Most citizens live in ten-person stack-habs, communal units with one shared refreshment tube, a nutrient dispenser, and sleep alcoves
    • Personal belongings are rationed; owning a trinket from off-world is considered a symbol of ascension
    • Food is synthetic, derived from bio-nutrient processing plants fed by corpse recycling, fungal vats, and animal analogs
    • Celebrations are industrial in theme — common festivals include The First Spark, Furnace Day, and The Silence of Waste, all symbolizing loyalty to Sith authority and veneration of the Empire's mechanical order
  • Sports and Entertainment
    • Most "games" involve physical endurance, Guild-themed obstacle runs, or simulated skirmishes based on real Sith-Imperial conquests
    • Illegal bloodsports, including mech-suit duels and mining-rig jousts, are popular in the Silent Bury and outer dome districts
    • Media is controlled entirely by the Ministry of Influence, and consists of conquest documentaries, patriotic dramas, and punishment reels of off-world rebels being processed through labor justice

GOVERNMENT & ECONOMY

Government:
Imperial Extraction Governorship — A highly centralized, autocratic system directly subordinate to the Sith-Imperial Assembly and Ministry of Production and Logistics. Subterrel is not self-governing in any meaningful sense; it is administered, audited, and commanded through Imperial mechanisms designed to maximize productivity, suppress dissent, and eliminate inefficiency.

Affiliation:
Sith Order:

The planet is ruled by an appointed Governor-Regent, a Sith-Imperial official vetted by the Dark Council and approved by the Sith-Imperial Assembly. This individual functions as both a political proxy and economic executor, overseeing all planetary ministries, coordinating Guild outputs, and enforcing strict compliance with production quotas.

Governors on Subterrell do not tend to remain in place long. A typical term lasts 5 to 10 years, after which the appointee is either promoted, reassigned, or—if they fail to meet SIBC economic benchmarks—liquidated via political sanction or financial erasure.

The current Governor is Darmion Vess, a pragmatic but ruthless technocrat with rumored ties to the Vanguard's indoctrination programs and a past as a field economist for the SIBC.

Each Imperial Ministry (Order, Influence, Production, Doctrine, etc.) installs a planetary delegate to oversee its respective sector. These delegates answer to the Governor but wield direct command authority within their ministries, giving them power over law enforcement, industrial coordination, propaganda distribution, and religious enforcement.

While Subterrel has no Legionary forces stationed locally, its PDF (Planetary Defense Force) answers directly to the Governor and Ministry of Order. The PDF oversees riot control, quarantine enforcement, and border zone monitoring.

Wealth:

Low — Subterrel is an extraction-based economy operating under a colonial-industrial model. While the planet produces vast quantities of raw material, nearly all wealth is exported to fund the Sith Empire's core worlds and war machine.

The native population is allocated rationed food, regulated housing, and discretionary wages determined by Guild performance ratings. Even the middle class consists mostly of indentured technocrats and mid-tier supervisors bound to lifelong service contracts.

Wealth does exist—but only for:

  • High-ranking Ministry officials
  • External corporate partners
  • SIBC assessors
  • The planetary Governor and his political clients
Any local accumulation of wealth is subject to mandatory economic contribution under SIBC austerity doctrine, designed to prevent the rise of local power blocs or financial independence.

Stability:

Medium — Subterrel operates under a tightly monitored autocratic regime where the illusion of order masks the reality of unrest. In the core arcologies and capital zones, stability is maintained through:
  • Typhojem AI surveillance grids
  • Armed PDF patrols
  • Propaganda-driven cultural engineering
  • Religious fear instilled by Sepulchral War-Priests
However, in the outer settlements, slag-field communes, and unregulated processing districts, civil unrest is common. These areas see:
  • Frequent labor strikes (put down by force)
  • Black market activity
  • Inter-Guild sabotage
  • Occasional cartel turf wars
Stability is therefore engineered and not organic. It requires constant repression, fear, and manipulation to endure.

Freedom & Oppression:
Subterrel is a study in calibrated oppression. Slavery may be illegal under Eleventh Empire law, but life is tightly regimented through bureaucratic caste enforcement, behavioral scoring, and state-monopolized opportunity.

  • Speech: Heavily restricted. Negative commentary about the Sith, the Sepulchral, or Ministry institutions is punishable by disappearance.
  • Movement: Citizens must possess Guild credentials to move between districts. Travel outside one's assigned arcology requires Ministry of Order approval.
  • Commerce: All economic activity is either state-owned, state-authorized, or illicit. Unauthorized trade is punishable by exile or labor correction.
  • Justice: Administered by predictive algorithms linked to Typhojem, enforced by PDF enforcers. Trials are rarely held—most sentences are delivered automatically.
  • Religion: Eternalist doctrine is compulsory. Non-believers are assigned extra labor duties until a state priest verifies ideological recovery.
In short, Subterrel is a prison with delusions of structure. Yet, the citizenry is raised to believe this is the cost of strength, unity, and Imperial purpose.

MILITARY & TECHNOLOGY

Military:
Subterrel is not a front-line combat world, but its massive economic value and strategic role in the Sith-Imperial war machine demand robust planetary security, internal control structures, and defensive mobilization protocols. Because of the Eleventh Empire's anti-feudal doctrine, no Sith Legions are garrisoned on the planet—military responsibility falls entirely to local forces and specialized auxiliaries.

Planetary Defense Force (PDF) – Subterrel Defense Command
The Subterrel Defense Command (SDC) is a professional, ministry-sanctioned military body numbering over 1.2 million active personnel. It is organized under the authority of the Ministry of Order, and directly commanded by the Governor's Office with oversight from a Military Delegate.

  • Structure:
    • 12 Urban Combat Brigades – Trained in riot suppression, slum warfare, and structure breach operations within dense arcology environments.
    • 5 Hazard-Zone Regiments – Equipped for operations in collapsed tunnels, slag fields, irradiated zones, and gas-filled caverns.
    • 4 Rapid Response Air Wings – Light atmospheric gunships, industrial crawler-borne artillery, and cargo lifters retrofitted with missile racks.
    • 1 High Orbit Defense Division – Manned by Ministry-loyal naval officers, operates orbital cannons and coordinates with Logistics Corps patrols.
  • Doctrine:
    • Emphasizes population control, anti-insurgency operations, and defense of key infrastructure (rail hubs, mining centers, orbital tethers).
    • Operates under the Internal Resilience Protocol—a martial law doctrine that allows for lethal enforcement, forced relocation, and work stoppage crackdowns.
    • Faith in the Sepulchral is encouraged among officers; battlefield chaplains deliver regular sermons on loyalty and sacrifice.
  • Equipment:
    • PDF soldiers are issued standard Sith-Imperial armor variants retrofitted for toxic environments, often customized with rebreathers, thermal shielding, and mining-adapted exosuits.
    • Armament includes shock-carbines, kinetic suppression launchers, riot pikes, and magmatic flares used to flush rebels from tunnel systems.
Technology:
Subterrel operates on a hybrid of galactic-standard technology and hyper-specialized industrial systems designed for large-scale extraction, tunnel warfare, toxic zone maintenance, and infrastructural control. It is not a frontier world in the primitive sense—its technology is advanced, but deeply purpose-built, cold, and oppressively utilitarian.


Industrial Technologies
  • Automated Tunnel Extractors – AI-assisted boring machines that generate kilometers of tunnels per day while mapping geological resistance in real-time.
  • Ore Elevators – Gigantic subcrustal vertical conveyor platforms transporting refined ore from planetary core to orbital elevator spires.
  • Filtration Infrastructure – Atmospheric scrubbing towers, ash-redirecting force fields, and blackwater reprocessing stations are built into every dome city.
  • Reclaimer Vaults – Environmental recycling centers that grind and reprocess everything from equipment to corpses to biomass waste.
Surveillance & Control Systems
  • Typhojem AI Enforcement Grid – Manages public safety, predictive arrests, and emotional regulation. Integrated with biometric scoring networks and Ministry data centers.
  • Behavioral Scoring Devices – Citizens wear wrist-bound or implanted trackers that register loyalty points, efficiency, and psychological stability. Scores determine food allotments, housing rights, and breeding privileges.
  • Internal InfoNet (Red-Line Grid) – A closed-loop data web connected only to Vanguard, Ministry, and Assembly systems. All outbound transmissions require triple-verification and are scrubbed of contraband ideology.
Military-Grade Enhancements
  • Alchemically reinforced urban bunkers, constructed with Sith-imbued stone and alloys, make PDF headquarters and key Ministry buildings almost impregnable without orbital bombardment.
  • Combat augments—especially neural suppressors and stimulant injectors—are routinely used on PDF troops during prolonged industrial pacification campaigns.
  • Experimental mag-cloak armor tested in Hazard Regiments reflects heat signatures and repels particulate-based tracking systems.

HISTORICAL INFORMATION

Originally discovered and charted during early Outer Rim exploration efforts, Subterrel remained a quiet mining outpost for much of galactic history. Its rich mineral veins made it a moderately important resource world under the Old Republic and early Imperial expansions, but its obscurity and remote location ensured little development beyond extractive operations.

This changed with the rise of the Eleventh Sith Empire, whose hunger for resource independence and industrial centralization saw Subterrel forcibly incorporated into the Empire's core infrastructure.

Now restructured under the Ministry of Production and Logistics, Subterrel serves as a key extraction and refinement hub, overseen by ruthless economic technocrats and religious functionaries of the Sepulchral as well as the planet's governor. The planet's subterranean vaults and refineries hum day and night, and its people toil under eternal smog, caught between the promise of upward mobility and the quiet despair of expendability.

Though slavery is outlawed, debt-bondage and penal labor are rampant, managed through bureaucratic fictions that blur the line between freedom and servitude. Subterrel's people are taught to worship their toil and fear its absence. Rebellion simmers in its ash-swept lowlands — but few dare raise a hand, for even the rocks themselves may watch, and whisper.



 

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