Star Wars Roleplay: Chaos

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Approved Location Victory over Shadow

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OUT OF CHARACTER INFORMATION
  • Intent: Add more lore to the Lords of Light and explain what Sardun has been doing
  • Image Credit: Lord of the Rings
  • Canon: /
  • Permissions: /
  • Links: /
SETTING INFORMATION
  • Nexus Name: Asha'Jen [Victory over Shadow]
  • Nexus Alignment: Light
  • Location: Tython
  • Affiliation: Michael Sardun, Band of the Silik, Lords of Light, nominally affiliated with the Galactic Alliance.
  • Size: Large
  • Strength: Moderate
  • Accessibility: It is not difficult to find this place, but access it is a different matter altogether. Protected by the Companions and the Dawnforged this place is not for the faint-hearted. The very essence of Asha'Jen makes it also difficult for those of ill-intent to breach it, but not impossible by any means.
  • Description: Asha'Jen is a fortress-prison located in a deep valley on Tython. Some say it was built on top of an ancient Je'daii temple, but who could know for sure? It is a place that radiates with the effects of the Lightside. Quite literally the stonework shines, bathing the fortification in an eerie light that flares it up even at night as if imbued by moonlight. Unlike most structures affiliated with the Lightside there is nothing peaceful about this place. Even Jedi feel on edge, always prepared, always ready to do battle. If you are a Sith Lord? It looks like the most disgusting, vile place you have ever laid your eyes on.
NEXUS EFFECTS
  • Repels the Darkside. A Sith Acolyte might have issues trying to touch the Force entirely, while a Sith Lord could have issues lifting a sizeable rock.
  • Invigorates the Light. Strengthens those of the Light, keeps them invigorated and ready to fight.
  • Tension on Edge. No one finds peace here. Not the prisoners, not the guardians. Only sheer willpower keeps you fully sane here. It is not a surprise that the Guardians are rotated out in a steady way. The prisoners? Not so lucky.
  • Bleeding Reality. The fortress-prison sits on top of a Netherworld Rift. The combination with the Force Nexus causes a shifting effect. As a result Asha'Jen bleeds into two sides, both real-space as well as the Netherworld. The deepest prison chambers are fully on the other side: trapped in the Nether.
NETHERWORLD INFORMATION
  • Gate: Its own location is a Gate as Asha'Jen exists in both places at once.
  • Lucidity: More coherent than most Netherworld locations as it is firmly anchored by the Nexus, but strange things happen. Rooms appearing and disappearing. Prison chambers losing any entrances and locking the prisoners within. Things of that nature.
  • Hostility: Dangerous. The Lords of Light have a tenacious a tenuous alliance with the denizens of this region. Both agree that the Sith and those of the Darkside are too dangerous to be left roaming in freedom. The latter wants them destroyed (preferably eaten), the former wants them locked away for eternity. For the meantime they have agreed to keep them locked away... but how long will that last? Those that are not affiliated with the Jedi (even if they are simply neutral) will have a hard time convincing these creatures that they are friendly, unless a Jedi can vouch for them. Even then... misunderstandings happen.
POINTS OF INTEREST
  • The Coil: The maze of prison chambers that lock away Darkside spirits, Sith Lords and other creatures of the Darkside. Too dangerous and powerful to trust the Netherworld will keep them locked away from real-space.
  • Spire of Fire: An internal self-defense mechanism of Asha'Jen. In times of true calamity it is capable of sending out a pulse of the pure concentrated Light, comparable to a Wall of Light, that can repel an assault tainted by the Darkside. It does little against those that aren't however.
  • The Kennels: Located to the eastern (sometimes it switches places but always at the edge) fray of Asha'Jen are the Kennels. These hollow places within the walls are where strange non-sapient creatures of the Nether are tamed and modified through Alkhahest. All in an attempt to recreate Darkside creatures into something better. Something... more pure.

HISTORICAL INFORMATION

"Even in death... we will imprison them."​
After the Netherworld Crisis Sardun realized something terrifying.

Even if a Sith Lord dies they can just walk out of the Netherworld now. This was a problem before (Transfer Essence, etc), but that was always reserved to the most powerful of Lords. Now even a bumbling mass murderer can just find a local gateway and walk right back into Corellia to cause more chaos. It was his time on Tython with the Lords of Light that he discovered a valley with a strong connection to the Netherworld.

He passed through himself, followed by those closest to him, to explore and see for himself what the danger was to Tython.

They reappeared months later. With them they brought claims of new-found allies and a solution to the problem. A fortress on top of the Rift, one that would extend into the Netherworld itself and imprison Sith spirits, dead Sith Lord and other vermin for eternity. Not even Transfer Essence would allow them to flee if they were imprisoned here. It took many years, but eventually the prison was created and its Light hurt the eyes of those who looked at it.

But nobody could deny that this could strike fear in even the coldest Lord of the Sith.

An eternity bathed in the fire of the Light.
 
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