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Codex Denied Crossroads System

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BIG Z1776

Baboon with a MAAWS
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OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Star System Name: Crossroads System
  • Region: Southern Outer Rim Territories
  • Affiliation: Crossroads Republic
  • Accessibility: A trade hub and common destination for refugees and immigrants
  • Description:
    • A main sequence star in the last half of its life cycle before going red giant with a large habitable zone.
    • Has five planets, the closest one is Axis, a magma-covered world with a single small moon, the next one is Intersection, a blue giant with thirty-seven moons in the habitable zone, the next being Crossroads, a green giant with thirty-two moons in the habitable zone, then there's Outland, a medium-sized frozen world, and last is Nayen, a small pock-marked rock without enough gravity to hold its own atmosphere.
    • In between Crossroads and Outland is a large expanse, with a large asteroid belt in between them.
    • The entirety of the Crossroads and Intersection lunar colonies not large enough to be terraformed are built along similar design lines with many minor architectural differences on the interiors, mostly being some of the cultural flavor of their buildings.
      • There are large domed cities, many of which are ten and sometimes thirty kilometers in diameter and three and sometimes ten kilometers in height with the structure being reinforced with durasteel, and insulated in two unique layers, a strong outer dome layer with bracing in between and another equally-durable (So as to handle potential airspeeder collisions) domed layer. The bracing buffer layer in between the layers is roughly four meters wide and provides a degree of flexibility and strength with ray shield projectors able to spring into action in the event of a breach. The interior layer is unique in the fact that is lined with holographic projectors giving the impression of open blue skies and clouds and even projecting the presence of the night sky which it saw at night at a level of lighting that didn't disturb natural sleep cycles of the residents. The day-night cycles of these cities vary slightly from moon to moon. But the domes often have a plethora of manicured lawns, bushes, parks, and trees on the sidewalks and in the medians, and has thoroughly-regulated sky lanes of airspeeder traffic. However all of these city domes are required by law to have their artificial gravity set to 2.8G. The inside buildings in many are skyscrapers, able to reach several kilometers high and be quite large, on par with normal terrestrial worlds. But they get shorter the further towards the edges they get.
      • Like in the under-levels of Coruscant there are subterranean levels in these cities as well, with the structure and layout being open and spacious, with similar levels of lighting present in these large levels which often spread out and connect to the other surface domes. It is here that there are some large hover-train lines moving both people and goods on different lines, with larger lines moving goods and smaller ones being public transportation. Some of these hovertrain lines are also on the surface alongside enclosed speeder highways in both raised sealed tubes and on the surface.
      • The colonies have their industrial bases, mostly a mix of underground and surface blocks where potential industrial waste is either vented or otherwise collected and disposed-of. Their industrial power is purposefully meant to be diverse and self-sustaining with each having at least one factory or line making each kind of military weapon, ammunition or other equipment or vehicles with the exception of heavy artillery pieces and their associated self-propelled guns and even rocket artillery. The types of other industry that is present includes speeders, airspeeders, holonet projectors, kitchen appliances, air conditioners, toys, etc. All of these colonies have extracting operations pulling out duracrete aggregate, and metallic ores from deep mining operations in the lunar cores, pulling out a variety of metals and refining them into usable sheets for industrial use.
      • Spaceports are always separate installations, purposely kept away from the botanical and city domes to protect them from potential collisions due to navigational error and to make purposeful collisions appear to be quite obvious so they can be countered by powerful tractor beams which guide approaching ships in. These spaceports are often tall towers where large ships anchor and domed structures with hangars for smaller and medium-size ships to land at and unload cargo. These spaceports are hubs of speeder highways and hovertrain lines.
      • These colonies also have extensive and professional public school systems and numerous private schools and universities. Each also has, with sizes varying, a Fleet Officers Academy, a Fleet Flight School, and an Army Officers Academy for training officers and pilots. Education is seen as a key requirement for their citizens, and as such a massive educational bureaucracy is present on these colonies like any other normal worlds. Each of these colonies also has its own local law enforcement training academies whose size and numbers vary from colony to colony. Many of them exist in smaller mixed domed structures and underground facilities with dorms, labs, and training grounds as required.
      • There are large and small botanical domes, with vertical farming techniques being the norm. Complex irrigation tubes, natural fertilizers, and artificial sunlight allows for these facilities, built identically in their overall structure to the urbanized city domes, to produce large harvests relative to their facilities' footprint. Some of these domes range in sizes from a mere kilometer to over fifteen kilometers in diameter with many also creating artificial pasture and pens for livestock with the number of species ranging from across the galaxy. In fact, these agricultural facilities were required, upon creation of these colonies, to be able to support their own populations, and many farming corporations have taken that to the extreme and now export vast varieties of foodstuffs to other colonies and to customers outside of the Crossroads System. These agricultural domes are the exception to the law's stipulation that artificial gravity be kept at 2.8G for all colonies.
      • All colonies are protected, usually, by non-local regular garrisons of Crossroads Republic Army divisions and Crossroads Republic Fleet starfighter squadrons on top of their local populations' reserve corps of troops which is able to mobilize to their local armories in an emergency situation. The most powerful weapons of the orbital defenses will always be their batteries of "Fury-III" Heavy Anti-Orbital Missiles, firing from beneath the cover of their network of PSG-12 "Siege Breaker" Planetary Shield Generators.
SYSTEM INFORMATION
  • Size: Large
  • Wealth: Wealthy
  • Major Imports: Exotic Goods (i.e. uncommon foods, beverages, legal and illegal drugs, etc.), Specialized Manufacturing Equipment, Refugees, Colonists, Manufacturing Materials, Speeders, Starship Parts.
  • Major Exports: (Sorted by economic value) Refined Tibanna Gas, Refined Coaxium, Civilian Starship Fuel, Bacta, Medicine, Banking Services, Warships, Large Cargo Ships, Small Yachts, Large Luxury Liners, Large Shuttle Liners, Combat Vehicles, Weapons, Munitions, Vehicle Armor and other Addons, Metals (Durasteel, Alusteel, Quadanium Steel, Titanium, etc.), Terraforming Material and Equipment, Foodstuffs, Medical Supplies, Transparisteel, Duracrete Aggregate, Fertilizer, Lumber.
  • Unexploited Resources: Large amounts of Tibanna Gas, Coaxium, Various Metal Ores including Gold, Silver, Iridium, Copper, Platinum, Chromium, Hyperbaride alloys, and the metallic ores necessary to make Durasteel, Alusteel, Laminasteel, Quadanium Steel, Quadranium, Laminanium, Titanium, etc., Potentially Arable Lands on its Moons, Space for large numbers of people to settle, Space for factories to be established.
  • Hyperlanes: Has an offshoot hyperspace lane to the Terminus System, the meeting point of the Corellian Trade Spur and Hydian Way, there's only one hyperspace lane known to the public entering the Crossroads System. There are five Crossroads Fleet-owned hyperlanes plotted out into and out of the system, three lead to points outside the galaxy, just beyond the Southern edge of the galaxy, one leads the Corellian Trade Spur, and one leads to the Hydian Way and all are kept under tight wraps and closely monitored.
SOCIAL INFORMATION
SYSTEM FEATURES
  • Axis:
    • Size: Medium (0.7 Earth, 0.8G)
    • Population: ~250,000
      • 97% Human
      • 3% Other
    • Description: A volatile magma-covered world, covered in active volcanoes spewing lava and ash into the air constantly. It is so tectonically-active that there are only a few places where it is safe enough to establish a long-term colony there. The air is far too hot and toxic to breath without a Human dying within a few minutes without a protective suit. There are some stable areas predominantly away from the edges of the two-dozen tectonic plates of the planet's nearly developed crust.
    • Notable Locations:
      • Mining Center: The location where the miners of the world are based and where the ores and other materials gathered are brought to be processed and exported. It is built identically to Cloud City on Bespin and the Sky Cities of Crossroads and Intersection.
    • History: Established to exploit the unique fact that volcano-dependent materials are in abundant supply, just like the planet Mustafar. What spurred the mining operations is the belief that there is Mirkanite on the planet, like Mustafar has. However, there hasn't been any found to date. The Human colonists number only a few hundred thousand, and they are entirely involved in the mining operations.
      • Feshin:
        • Size: Small (0.3 Earth, 0.2G)
        • Population: Sparse
        • Demographics: ~50,000 (No permanent voluntary residents)
          • 97% Human
          • 3% Other
        • Description: A tiny sun-baked rock with only a very large number of solar panels and generators creating vast amounts of energy which is harvested, stored, and sold off. The operation is almost entirely automated, and the only beings who live there are temporary workers who live there only as part of long shifts. Feshin has no permanent residents, and it actually has shields to protect it from powerful solar forces by being as close as it is to the sun with no atmosphere to protect it. The Crossroads Republic's highest security prison is located on Feshin, and houses an average number of ten thousand inmates.
        • Notable Locations:
          • Large Solar Farms and Generator Stations: Large fields of solar panels feeding stations that handle the power transfer to power cells which are then shipped out for export or other uses. They also serve as a scientific outpost studying the star of Crossroads itself.
          • Fenshin Maximum Security Prison: A facility dug into the ground with cells built into the rock itself with cubbies for individual prisoners with a ray shield facing inwards towards the hole with durasteel walls and thick grates in the ventilation systems to prevent digging or crawling towards freedom. Prisoner cells are accessed via a moveable and extendable series of docking tubes connecting to the central spire where the guards and prison facility's actual infrastructure is located, completely physically separated from the dangerous prisoners in the walls of the pit itself. There are no computer lines into the cells whatsoever, once inside one of these cells there is no connection to the outside world, and one push of a button leads to instant death by opening the ray shield and venting the atmosphere. Food and water are provided via thin pipes preventing tampering and each cell has its own biowaste disposal system. Each cell is under constant surveillance. A large ray shield dome is continuously active with a transport-sized shield gate being the only entrance to the facility. The only way a prisoner can leave is either by pardon or, after execution and cremation, having their ashes scattered to space.
  • Intersection:
    • Rotational Period: 12 Hours
    • Orbital Period: 456 Days
    • Size: Huge
    • Population: Moderate
    • Demographics: ~60,000,000
    • Description: A blue giant, which was formed from many of the same gases as Crossroads, including Tibanna Gas. The surface of its core of methane ice and rock has been worn smooth by supersonic winds of heavy gases. The habitable zone of the gas giant is windy and cold, not nearly as pleasant as that of Crossroads.
    • Notable Locations:
    • History: The source of its colonization and the Tibanna Gas mining operation which began after it was an accident, a Crossroads Republic Fleet Imperial-II Class Star Destroyer fleeing a trio of Imperial Star Destroyers in 4 ABY ducked into the upper atmosphere to escape and went further and further into the atmosphere until it evaded the Imperial ships chasing it. Its sensor logs found out the ship had gone through a fairly thick layer of tibanna, hidden beneath the dangerous supersonic winds below the habitable layer to scanners. This discovery was kept on the downlow until after the war with the Empire was over. The planet's resources and moons were officially claimed by the Crossroads Republic by the "Intersection Mining and Colonization Act of the 128th Assembly" and advanced tibanna gas mines and refineries were put into place as well as methane extractors to pull out this other fuel supply for civil use.
      • Intersection Prime:
        • Rotational Period: 26 Hours
        • Orbital Period: 89 Days
        • Size: Medium (1.6 Earth, 1.4G)
        • Population: Heavy
        • Demographics: ~15,500,000,000
          • 46% Human
          • 15% Piantan
          • 9% Twi'lek
          • 9% Delfino
          • 7% Zeltron
          • 6% Mon Calamari
          • 3% Quarren
          • 3% Kage
          • 2% Other
        • Description:
          • [TERRAFORMED] A large tropical world of island-covered seas and tropical islands ringed by very large coral atolls, seeded from the recovered genetic material from Rugosa's dead coral forests. The cities are built in a close-packed Delfino style of brick/brick facade, stone/stone facade, tile roofs, and white stone sidewalks, and heavily-crisscrossed with canals traveled by large numbers of boats which move both cargo and people en masse. These cities have some tall skyscraper-type buildings in dense and bustling downtown districts and a massive amount of aerial speeder traffic in well-organized traffic lanes.
          • The primary economic activity that dominates the world is tourism, a massive banking sector, tech research and development, and many of the rich and famous of Crossroads society live here or have lavish vacation homes or second homes in walled and gated communities and there is a thriving high-end hotel, casino, and service industry on Intersection Prime. Against the wishes of the local politicians and their voters there are a very large number of military factory skyhooks and large bases on Intersection Prime, with some local economies geared around them. These factories and bases, if the colony is cut off, can successfully support the defenses on the Intersection Prime for years.
          • The primary home of the Crossroads Republic's entertainment industry is on Intersection Prime, where there are headquarters for all the big production companies, acting agencies, and dozens of island complexes with advanced sets for shooting movies and shows. Many of the Holonet computer network servers are present in Intersection Prime, and a majority of the privately-owned ones are on this colony, meaning if they go down most of the entertainment network goes down with them.
          • Intersection Prime also possesses a whole network highly-progressive set of universities, which are effectively the recruiting ground of the local political party who dislike military spending and service requirements, which the Human and Zeltron populace are subject to. The military wargames are not nearly as popular on Intersection Prime as they are on the other colonies.
          • The prevailing culture of Intersection Prime is that of live-and-let-live, with people being highly progressive, environmentally-conscious, and eager to protest against the government and introduce social stimuli despite the fact that their own local colonial government is the largest, even ahead of the colonial government of Crossroads Prime itself and they possess the highest number of millionaires and billionaires plus the worst income disparity in the Crossroads Republic. The people of Intersection Prime are always flittering around the newest trends and styles being a hotbed of innovation, even if the vast majority of these innovations don't necessarily work out.
          • There is a large number of Piantan and Delfino settlements, living primarily agrarian and fishing-based lifestyles, along with a pair of refugee colonies for Kage and Twi'leks seeking to escape oppression. These refugees have found a new home here, and have prospered on a massive scale.
          • Has a massive military presence on the colony, including two dozen planetary shield generator stations forming a triple-layered shield when activated, more than three dozen batteries of Fury-III Heavy Anti-Orbital Missiles, tens of thousands of manned starfighters and bombers, hundreds of thousands of locally-based droid starfighters, and several large Army Groups totaling more than eight million personnel, double that number of combat/sentry droids, plus the headquarters for fleet and army units in the Intersection moons. Intersection Prime is also the homebase for local special forces units, and there are more than a hundred thousand Tier-3 shock troops, a ten thousand Tier-2 operators, and several hundred Tier-1 operators present at any one time.
      • Intersection-2:
        • Rotational Period: 30 Hours
        • Orbital Period: 79 Days
        • Size: Medium (1.2 Earth, 1.4G)
        • Population: Heavy
        • Demographics: ~9,900,000,000
          • 60% Human
          • 15% Christophsian
          • 9% Twi'lek
          • 8% Umbaran
          • 5% Delfino
          • 3% Other
        • Description:
          • [TERRAFORMED] A diverse blue and green gemstone of a world with a wide variety of terrains, environments, and biospheres. Many of the plants and animals are cloned from the Hosnian-sourced ones from Crossroads Prime. The north and south poles are perpetually-covered in ice sheets. The ocean-to-land ratio is 68% to 32% and the oceans themselves are very, very deep and they have large undersea vents spewing heavy metals from the core of the moon with very active currents churning up nutrients to the surface and shallows creating a very, very fertile conditions with large mega-schools of fish, squid and large pods of fairly-intelligent cetaceans ranging in size from small human-sized animals to massive hundred-meter leviathans. The lands have wild herds of various kinds of animals, and large numbers of forests.
          • Many of the cities are built in a distinct mix of Alderaanian, Umbaran, and Christophsian architectural styles. With smooth curves covered by artificially synthesized aesthetically-purposed turquoise-colored crystals with very advanced infrastructure supporting their very large populations. These crystalline-styled cities are stuffed with elaborate casinos and the apartments of the elite and large office buildings for different white collar businesses and many planetary headquarters for larger corporations are located in these cities. These cities are graceful, modern, and tall, and at night they glow brightly from the effect of much of the crystalline aesthetic and the holograms projected by businesses, casinos, and corporate offices.
          • There are super-modern space ports around the oceans and in the mountains and are able to land very large cargo ships. There are a great many smaller space ports for lighter cargo ships, passenger shuttles, and some are privately-owned and only yachts come and go from there. However, all flights are heavily-analyzed and there are requirements of all spaceports to have a customs office present, all of which include customs agents, droids, and sensors.
          • There are several thousand skyhooks anchored to the moon where the heavy industry of the colony is located almost-universally, they are fed from mines on the colony itself. These and the supporting economies for these factories are the primary blue collar activities of the blue collar population. There are botanical gardens run by large corporations growing large crops of Umbaran, Twi'lek, and Christophsian origin. These crops are grown using advanced Umbaran techniques in vertical farming techniques multiplying their yields by several times and are mostly-droid-tended. They pull off some massive harvests, and much of these harvests are exported back to Ryloth, Umbara, and Christophsis for an excellent payoff.
      • Intersection-3:
        • Rotational Period: 22 Hours
        • Orbital Period: 30 Days
        • Size: Medium (0.85 Earth, 0.9G)
        • Population: Heavy
        • Demographics: ~12,200,000,000
          • 62% Human
          • 11% Rodian
          • 7% Keshiri
          • 7% Kubaz
          • 6% Targonnian
          • 3% Glottalphib
          • 2% Barabel
          • 2% Other
        • Description:
          • [TERRAFORMED] A predominantly-warm world, covered in large savannahs criss-crossed with large and small rivers, dense swamps, and with scattered mineral-rich volcanic mountain ranges. There are four continents, each is quite large, with mostly flat landscapes. There are more mountainous islands, some of which are volcanically active, and are quite steep due to the fact most of the volcanos rose before the terraforming created the oceans. The land-to-ocean ratio is 40% to 60%, with many of the continents having large inland seas, with the continents formed from the lavaflows of the moon's geologic past, creating some very strange-looking continents and islands.
          • The colony has been a haven of wetlands farming and ranching of predominantly Naboo and Tanaab-sourced animals and plants. The predominant Human culture is a mix of Naboo, Tanaab, Alderaan, and Dantooine, major farming worlds. The predominant work of the populace, besides those of the sizable refugee population, is either farming or in an industry that supports farming, or the industries that support those industries. The second-largest economic activity here is mining, which brings out massive amounts of precious metals, including gold, silver, platinum, chromium, etc. along with supporting industries such as refineries and service industries such as restaurants, home goods stores, etc.
          • Possesses a fairly extensive system of universities and a full spectrum of military academies along with a large and efficient public school system along with refugee-run schools teaching the children of the local refugee colonies their own cultures and histories.
          • The primary location of the cities and towns are along the coastlines where there aren't any swampy river deltas, and the smaller settlements are located. Refugee relocation centers are further inland, and have their own untouchable lands, with the reptilian Glottalphib and Barabel being in the swamps, and others being in the plains.
      • Intersection-4:
        • Rotational Period: 19 Hours
        • Orbital Period: 12 Days
        • Size: Small (0.4 Earth, 0.4G)
        • Population: Heavy
        • Demographics: ~880,000,000
          • 80% Human
          • 6% Tintinna
          • 5% Sakiyan
          • 5% Brubb
          • 4% Other
      • Intersection-5:
        • Rotational Period: 17 Hours
        • Orbital Period: 272 Days
        • Size: Small (0.45 Earth, 0.5G)
        • Population: Moderate
        • Demographics: ~340,000,000
          • 94% Human
          • 4% Tintinna
          • 2% Other
      • Intersection-6:
        • Rotational Period: 18 Hours
        • Orbital Period: 358 Days
        • Size: Small (0.5 Earth, 0.55G)
        • Population: Moderate
        • Demographics: ~290,000,000
          • 96% Human
          • 4% Other
      • Intersection-7:
        • Rotational Period: 17 Hours
        • Orbital Period: 124 Days
        • Size: Small (0.4 Earth, 0.4G)
        • Population: Moderate
        • Demographics: ~380,000,000
          • 60% Human
          • 19% Pantoran
          • 15% Gungan
          • 5% Sakiyan
          • 1% Other
      • Intersection-8:
        • Rotational Period: 11 Hours
        • Orbital Period: 28 Days
        • Size: Small (0.25 Earth, 0.3G)
        • Population: Moderate
        • Demographics: ~460,000,000
          • 84% Human
          • 12% Tholothian
          • 4% Other
      • Intersection-9:
        • Rotational Period: 5 Hours
        • Orbital Period: 151 Days
        • Size: Small (0.2 Earth, 0.2G)
        • Population: Moderate
        • Demographics: ~510,000,000
          • 75% Human
          • 25% Fondorian
          • 11% Christophsian
          • 8% Sakiyan
          • 1% Other
      • Intersection-10:
        • Rotational Period: 11 Hours
        • Orbital Period: 223 Days
        • Size: Small (0.35 Earth, 0.3G)
        • Population: Moderate
        • Demographics: ~380,000,000
          • 70% Human
          • 21% Twi'lek
          • 9% Other
      • Intersection-11:
        • Rotational Period: 12 Hours
        • Orbital Period: 192 Days
        • Size: Small (0.4 Earth, 0.4G)
        • Population: Heavy
        • Demographics: ~834,000,000
          • 87% Human
          • 10% Twi'lek
          • 3% Other
      • Intersection-12:
        • Rotational Period: 23 Hours
        • Orbital Period: 49 Days
        • Size: Medium (1.1 Earth, 1.2G)
        • Population: Heavy
        • Demographics: ~9,600,000,000
          • 61% Human
          • 5% Wookiee
          • 5% Er'stacian
          • 5% Felucian
          • 5% Barabel
          • 4% Rodian
          • 4% Defel
          • 4% Lurmen
          • 3% Togruta
          • 3% Ewok
          • 1% Other
        • Description:
          • A mainly-forested moon. It is the only non-terraformed moon of Intersection which had life its own prior to colonization. The primary environment is deciduous forests with massive trees reaching as high as four hundred feet on average with its atmosphere being warm and humid and heavily-laden with oxygen. The fauna is primary reptilian, amphibian, and a mix of insects and arachnids on land and a handful of mammal types. Some of the reptiles are quite massive. In the water crustaceans and bony fish dominate the salt water and fresh water biomes. But there are numerous large plankton booms with large filter-feeder bony fish feasting on them in great numbers. In the sky, the primary avian species are primitive feathered birds. Geologists and biologists believe that these plants and animals hail from a mix of different worlds, especially Kashyyyk and Felucia. There are some very high mountains with more alpine-like forests, there are swampy coastal regions, and small stretches of grassy plains where there's not enough water to form forests due to the mountains.
          • A fairly heavily-populated colony for how new it is, the initial wave of colonizers were humans from Crossroads Prime and its other colonies, who came for the plentiful biological resources of the colony. Although there are protective measures in place such as a measure where for each tree felled the lumber companies had to plant ten saplings to insure that deforestation didn't occur. At sea corals were forbidden from being damaged, and floating fish farms and quotas with biologists present to monitor ocean stocks keep the seas healthy.
          • Lately though, large and more diverse numbers of non-humans have been arriving, specifically tree-dwelling colonists such as Wookiees and Lurmen and simple farmers like Felucians and peaceful colonists like Togruta have been living alongside displaced refugees. These individuals live peaceful lives, mainly farming, substistence farming, fishing, and hunting/trapping, although peaceful on Intersection-12 can be relative term due to the hostility of the wildlife.
          • The Human and other galactic standard-technology colonists live mostly in unique cities on pedestals above the ground where it's safe from the somewhat hostile environment below. These cities are quite impressive, being similar in construction to those on Skako Minor. This method of urban living is the primary setup for the population, although there are walled towns and villages on the surface itself, alongside large water-borne cities. There are some mines as well which are located almost exclusively in the swamps and in the mountains, although these are almost-entirely automated.
      • Intersection-13:
        • Rotational Period: 13 Hours
        • Orbital Period: 138 Days
        • Size: Small (0.6 Earth, 0.6G)
        • Population: Moderate
        • Demographics: ~240,000,000
          • 94% Human
          • 6% Other
      • Intersection-14:
        • Rotational Period: 22 Hours
        • Orbital Period: 8 Days
        • Size: Small (0.5 Earth, 0.5G)
        • Population: Moderate
        • Demographics: ~290,000,000
          • 95% Human
          • 5% Other
      • Intersection-15:
        • Rotational Period: 15 Hours
        • Orbital Period: 301 Days
        • Size: Small (0.35 Earth, 0.4G)
        • Population: Moderate
        • Demographics: ~305,000,000
          • 82% Human
          • 16% Bothan
          • 2% Other
      • Intersection-16:
        • Rotational Period: 7 Hours
        • Orbital Period: 12 Days
        • Size: Small (0.25 Earth, 0.3G)
        • Population: Moderate
        • Demographics: ~580,000,000
          • 78% Human
          • 16% Fondorian
          • 4% Bothan
          • 2% Other
      • Intersection-17:
        • Rotational Period: 13 Hours
        • Orbital Period: 82 Days
        • Size: Small (0.2 Earth, 0.2G)
        • Population: Moderate
        • Demographics: ~480,000,000
          • 96% Human
          • 4% Other
      • Intersection-18:
        • Rotational Period: 9 Hours
        • Orbital Period: 273 Days
        • Size: Small (0.25 Earth, 0.3G)
        • Population: Moderate
        • Demographics: ~430,000,000
          • 87% Human
          • 12% Kubaz
          • 1% Other
      • Crotalus/Intersection-19:
        • Rotational Period: 22 Hours
        • Orbital Period: 74 Days
        • Size: Medium (0.75 Earth, 0.8G)
        • Population: Heavy
        • Demographics: ~7,300,000,000
          • 68% Human
          • 7% Wookiee
          • 5% Mirialan
          • 8% Twi'lek
          • 5% Zabrak
          • 3% Dathomiri
          • 2% Lasat
          • 2% Other
        • Description:
          • [TERRAFORMED] A mostly-green colony of mixed Zeltron and Felucian flora and fauna with even the most dangerous creatures of both worlds brought here and many are managed for luxury hunting expeditions. The moon's terrain is, at best, rough, and worst, downright treacherous. There's not much in the way of surface water, with large lakes being the dominant bodies of water, and not having true oceans.
          • The cities are built in a similar manner to those on Intersection-12, on pedestals up off of the ground more than five hundred feet off the ground on average but the largest city is built like rows of bridges across a massive gorge in which flows a massive river. Almost all of these cities have large numbers of skyhooks linked to them in orbit and this is where their industrial might is concentrated, once more a consequence of environmental protection policy.
          • There are several clans of Nightsisters in the deepest parts of the mountainous jungle highlands, cut off from the rest of society. The only way to reach them and their mountain villages and fortresses is by air. The largest numbers in the thousands of sisters, with tens of thousands of Nightbrothers in a large cliff-side town nearby where they provide the Nightsisters with the essentials and with mates as needed.
          • A fortress exists which is home to a Mandalorian covert, this place is built over the only place in the Crossroads System where someone can find the ore needed to forge Beskar. However, in an agreement with the Mandalorians, this group originally being Children of the Watch, a group of zealots who, while extreme in their beliefs are at least honorable and trustworthy, the Crossroads Republic has granted exclusive rights to the Beskar on Intersection-19 to the Mandos, and here they forge weapons and armor and train foundlings in secret and in peace. Again, the only way to get to this place is by air.
          • The primary economic activity is white collar work, although there is a very profitable hunting and trapping economy as well as a large farming industry built around isolated farming communities. The colony produces all the food it needs, and its industry is fully-self-sufficient.
          • There's a fairly good-sized Mirialan and Twi'lek refugee colony, which are excellent farmers and have some of the finest settlements on the colony, with the Twi'leks providing aid to the new Mirialan arrivals.
      • Intersection-20:
        • Rotational Period: 22 Hours
        • Orbital Period: 63 Days
        • Size: Medium (0.85 Earth, 0.8G)
        • Population: Heavy
        • Demographics: ~11,200,000,000
          • 68% Human
          • 8% Tholothian
          • 8% Delfino
          • 7% Gungan
          • 5% Wookiee
          • 5% Piantan
          • 3% Mirialan
          • 2% Lurmen
          • 2% Ewok
          • 2% Other
        • Description:
          • [TERRAFORMED] A temperate moon whose biological source is almost exclusively from Naboo. The terrain is quite smooth and easy to navigate. Most of the land is grassy fields with large forests and some swamps along the coasts. The ocean-to-land ratio is 40% land, 60% ocean, and like Naboo has a massive series of tunnels within the moon itself, creating conditions very much like Naboo, which is why Naboo was chosen as the biosphere template for Intersection-20. There are some mountains near the north pole and some along the equator, but they form something more along the line of highlands where it is quite cold and wet.
          • The moon's architecture is modeled predominantly off of Naboo and Delfino, while there are Gungan and Piantan cities in the water below. While most inhabitants aren't of Naboo origin many are followers and fans of Naboo-style architecture and the colony's inhabitants seek to emulate this majestic and simple way of life while balancing the modern world by incorporating technology as well. There are also large estates where the rich and famous either live or come for vacation.
          • The majority of economic activity is based around agriculture and the supporting industries around it while there are large numbers of overhead skyhooks linked to the cities where heavy industrial activity is conducted. There are more than enough industrial plants here to fulfill the needs of the colony and have enough production to export its goods within the system and to customers outside the system. One of the prized goods of the colony is luxury and sports speeders and speeder bikes. However there's also a thriving fishing industry and hunting and trapping industry for wild game and other products relating to it.
          • The population is quite diverse and lives in relative harmony with one another although many of the communities live somewhat separately as they'd arrived as refugees and the refugee camps in turn became thriving community centers over the years.
          • Has an outstanding system of universities including military academies, many people come to Intersection-20 for advanced schooling in medicine, law, and engineering.
      • Intersection-21:
        • Rotational Period: 18 Hours
        • Orbital Period: 199 Days
        • Size: Small (0.6 Earth, 0.6G)
        • Population: Moderate
        • Demographics: ~190,000,000
          • 90% Human
          • 7% Mirialan
          • 3% Other
      • Intersection-22:
        • Rotational Period: 12 Hours
        • Orbital Period: 101 Days
        • Size: Small (0.4 Earth, 0.45G)
        • Population: Moderate
        • Demographics: ~370,000,000
          • 94% Human
          • 6% Others
      • Intersection-23:
        • Rotational Period: 17 Hours
        • Orbital Period: 29 Days
        • Size: Small (0.5 Earth, 0.5G)
        • Population: Moderate
        • Demographics: ~380,000,000
          • 94% Human
          • 5% Barabel
          • 1% Others
      • Intersection-24:
        • Rotational Period: 15 Hours
        • Orbital Period: 191 Days
        • Size: Small (0.55 Earth, 0.6G)
        • Population: Moderate
        • Demographics: ~670,000,000
          • 89% Human
          • 10% Bothan
          • 1% Others
      • Intersection-25:
        • Rotational Period: 14 Hours
        • Orbital Period: 140 Days
        • Size: Small (0.4 Earth, 0.4G)
        • Population: Heavy
        • Demographics: ~1,900,000,000
          • 53% Human
          • 38% Christophsian
          • 7% Tholothian
          • 2% Other
      • Intersection-26:
        • Rotational Period: 10 Hours
        • Orbital Period: 70 Days
        • Size: Small (0.3 Earth, 0.25G)
        • Population: Heavy
        • Demographics: ~840,000,000
          • 59% Human
          • 28% Umbaran
          • 10% Defel
          • 3% Other
      • Intersection-27:
        • Rotational Period: 5 Hours
        • Orbital Period: 199 Days
        • Size: Small (0.2 Earth, 0.25G)
        • Population: Moderate
        • Demographics: ~310,000,000
          • 88% Human
          • 10% Keshiri
          • 2% Other
      • Intersection-28:
        • Rotational Period: 9 Hours
        • Orbital Period: 118 Days
        • Size: Small (0.2 Earth, 0.2G)
        • Population: Moderate
        • Demographics: ~275,000,000
          • 94% Human
          • 4% Targonnian
          • 2% Other
      • Intersection-29:
        • Rotational Period: 9 Hours
        • Orbital Period: 9 Days
        • Size: Small (0.2 Earth, 0.2G)
        • Population: Moderate
        • Demographics: ~290,000,000
          • 95% Human
          • 5% Other
      • Intersection-30:
        • Rotational Period: 14 Hours
        • Orbital Period: 229 Days
        • Size: Small (0.15 Earth, 0.2G)
        • Population: Heavy
        • Demographics: ~1,200,000,000
          • 61% Human
          • 21% Christophsian
          • 13% Bothan
          • 5% Other
      • Intersection-31:
        • Rotational Period: 10 Hours
        • Orbital Period: 402 Days
        • Size: Small (0.15 Earth, 0.2G)
        • Population: Moderate
        • Demographics: ~490,000,000
          • 71% Human
          • 18% Umbaran
          • 8% Defel
          • 3% Other
      • Intersection-32:
        • Rotational Period: 30 Hours
        • Orbital Period: 57 Days
        • Size: Medium (0.9 Earth, 1.1G)
        • Population: Heavy
        • Demographics: ~6,200,000,000
          • 62% Human
          • 34% Christophsian
          • 4% Other
        • Description:
          • [TERRAFORMED] A fairly urbanized colony compared to many others due to a complication in its terraforming. It became quite frozen and snow-covered. This was a complication of its orbit around Intersection itself, it never sees sunlight, and is one of the furthest moons away from Intersection, which is always between it and the sun. The moon's dark, but it isn't overly so, there is day and night, but it fluctuates in brightness at certain points of the year.
          • The cities are quite impressive, being modeled in a mix of the Crossroads and the Christophsian style, with these crystals being blue in color and the buildings all having large warming panels keeping the snow from accumulating on the structures. The vast majority of the population is in these handful of large skyscraper cities on the flatter areas of the colony, and there's the large number of airspeeders and skylanes of traffic like anywhere else.
          • There's a large number of large botanical domes and large underground botanical farms which produce foods from a variety of sources. They produce enough food to export with there being enough left over to support the population quite easily. This one of the smaller economic activities, with the others being mining, white collar service industries, and manufacturing. The factories are in orbital skyhooks.
      • Intersection-33:
        • Rotational Period: 17 Hours
        • Orbital Period: 12 Days
        • Size: Medium (1.4 Earth, 1.4G)
        • Population: Heavy
        • Demographics: ~4,400,000,000
          • 74% Human
          • 11% Wookiee
          • 10% Lasat
          • 3% Ewok
          • 2% Other
        • Description:
          • [TERRAFORMED] A colony which has only recently begun to take on the feel of the massive Wroshyr forests which are planted across its surface. Massive lakes and large meandering rivers fed by frequent rain showers in the mountains make this a very wet world. The total land to water ratio is: 67% to 33%, with most of the water being fresh.
          • The majority of the cities are placed where there is ample access to both water and arable land with large communities of both Lasat and Wookiees being present, both having been assisted in relocating here after their worlds were devastated by the Empire. The Lasat are predominantly peaceful farmers and adventurous hunters and trappers like the Wookiees. There's a handful of Ewok settlements as well, brought from Endor to protect them from exploitation by slavers, they live isolated lives in the massive forests, hunting and trapping as they did on Endor. The Human settlers are mostly involved in blue and white collar industrial and service industries but there are large farms which produce self-sustaining amounts of food for the entire colony.
          • The people of this colony are perceived as rough and tumble, which they are to an extent due to being predominantly from Tanaab and Dantooine. The colony's overall culture though is honest and hard-working, and not hostile or law-breaking in the slightest.
          • Like other Crossroads colonies they have a moon-spanning shield generator system to protect it. Like other Crossroads colonies they have a moon-spanning shield generator system to protect it. Has several batteries of CDI "Fury III" Heavy Anti-Orbital Missiles for defending the moon and its populace as well as making any fight to take the moon far too costly to be worth the possible advantage.
      • Intersection-34:
        • Rotational Period: 23 Hours
        • Orbital Period: 53 Days
        • Size: Medium (1.9 Earth, 1.9G)
        • Population: Heavy
        • Demographics: ~8,300,000,000
          • 55% Human
          • 16% Piantan
          • 14% Delfino
          • 7% Mon Calamari
          • 4% Quarren
          • 3% Other
          • 1% Glottalphib
        • Description:
          • [TERRAFORMED] A half-water, half-land colony of somewhat chilly pine forests of Alderaanian descent the colony is known for its soaring mountain ranges and snowy winters. The colony's seas are among the richest and most diverse of all the Crossroads Republic's colonies due to a massive fisheries enrichment effort to keep the ecosystem as healthy as possible. The equatorial region is more pleasant year-round and is able to support warm-weather species like Piantans and Delfinos.
          • Most cities are concentrated along the coastlines, split between supporting heavy industry in orbital skyhooks linked to the moon and to supporting their large industrial fishing fleets. These cities are graceful and elegant, following an Alderaanian and Kuati style of architecture with large numbers of underwater farms run by Quarren and Mon Calamari colonists. Similar underwater settlements exist in the equatorial regions, settled by Piantans.
          • The tertiary economic activity is fuel extraction, refinement, and export. This fuel is perfect for starfighters, merchant ships, and warships alike, being chemically-similar to Malastare fuel, and when refined it is chemically-identical to it. These facilities are scattered throughout the snow-covered mountain ranges and highlands.
      • Intersection-35:
        • Rotational Period: 6 Hours
        • Orbital Period: 201 Days
        • Size: Small (0.1 Earth, 0.15G)
        • Population: Moderate
        • Demographics: ~220,000,000
          • 98% Human
          • 2% Other
      • Intersection-36:
        • Rotational Period: 5 Hours
        • Orbital Period: 233 Days
        • Size: Small (0.25 Earth, 0.25G)
        • Population: Moderate
        • Demographics: ~470,000,000
          • 89% Human
          • 8% Bothan
          • 3% Other
      • Intersection-37:
        • Rotational Period: 11 Hours
        • Orbital Period: 392 Days
        • Size: Small (0.4 Earth, 0.5G)
        • Population: Heavy
        • Demographics: ~2,300,000,000
          • 75% Human
          • 12% Keshiri
          • 11% Lasat
          • 2% Other
  • Crossroads:
    • Crossroads Prime
    • Crossroads-2/Delfino
    • Crossroads-3/Pianta
    • Crossroads-4
    • Crossroads-5
    • Crossroads-6
    • Crossroads-7
    • Crossroads-8
    • Crossroads-9:
      • Rotational Period: 9 Hours
      • Orbital Period: 499 Days
      • Size: Small (0.4 Earths, 0.35G)
      • Population: Heavy
      • Demographics: ~2,255,000,000
        • 89% Human
        • 9% Bothan
        • 2% Other
    • Crossroads-10:
      • Rotational Period: 7 Hours
      • Orbital Period: 532 Days
      • Size: Small (0.3 Earth, 0.3G)
      • Population: Heavy
      • Demographics: ~2,320,000,000
        • 96% Human
        • 4% Other
    • Crossroads-11:
      • Rotational Period: 7 Hours
      • Orbital Period: 532 Days
      • Size: Small (0.4 Earth, 0.45G)
      • Population: Heavy
      • Demographics: 3,420,000,000
        • 68% Human
        • 20% Twi'lek
        • 12% Other
    • Crossroads-12
    • Crossroads-13:
      • Rotational Period: 7 Hours
      • Orbital Period: 532 Days
      • Size: Small (0.4 Earth, 0.35G)
      • Population: Heavy
      • Demographics: 970,000,000
        • 84% Human
        • 12% Umbaran
        • 4% Other
    • Crossroads-14:
      • Rotational Period: 7 Hours
      • Orbital Period: 532 Days
      • Size: Medium (0.8 Earth, 0.8G)
      • Population: Heavy
      • Demographics: 12,450,000,000
        • 31% Mon Calamari
        • 25% Human
        • 20% Quarren
        • 19% Piantan
        • 3% Other
      • Accessibility: Next to a trade hub
      • Description: A water-world, with only a handful of small specks of land. There are large Mon Calamari cities below the surface of the rather frigid world and there are large fish stocks and squid stocks with which most either harvest or are involved in the harvest of, forming the bulk of the economic activity on the world. Like other Crossroads colonies they have a moon-spanning shield generator system to protect it. Has several batteries of CDI "Fury III" Heavy Anti-Orbital Missiles for defending the moon and its populace as well as making any fight to take the moon far too costly to be worth the possible advantage. They are placed on landmasses that are off-limits to civilians.
      • Notable Locations:
        • Mon Calamari Cities: Almost identical to those found on Mon Calamari itself, located in shallower waters, many have surface access where there are trading ports and spaceports for shipping their catch.
        • Quarren Cities: Almost identical to those found on Mon Calamari itself, located in deep-sea trenches.
        • Fisheries: Deep sea fisheries are primarily the Quarren hunting squids and other deep-sea creatures, shallower it's the Mon Calamari fishing schools of boney fishes.
    • Crossroads-15:
      • Rotational Period: 15 Hours
      • Orbital Period: 17 Days
      • Size: Medium (1.8 Earth, 2.1G)
      • Population: Heavy
      • Demographics: 9,580,000,000
        • 91% Human
        • 7% Tintinna
        • 2% Other
      • Accessibility: Next to a trade hub
      • Description: A mostly desert world with high scrub-covered highlands with small but reliable rivers running through red-rock valleys. It's one of the few moons of Crossroads which wasn't terraformed into a temperate moon, rather it was kept as a fairly rough and mostly inhospitable desert with very little in the way of arable land with the primary method of income for most being mining for the rich variety of ores, which includes the much-sought-after material baradium as well as the massive concentrations of the ores necessary to produce Quadanium Steel. In orbit there is the Crossroads Republic's premier shipbuilding facility, an orbiting shipyard ring built by a combined contract of Starlight Shipyards and Crossroads Defense Industries. This shipyard builds both military and civilian vessels and craft and was finished in 833 ABY after being under construction for more than a hundred and fifty years. Has several dozen batteries of "Fury-III" Heavy Anti-Orbital Missiles on the surface, charged to defend the moon and its shipyards.
      • Notable Locations:
        • Baradium Mines: Well-guarded strip mines extracting baradium under careful military supervision, heavy security protocols are in place to prevent theft or sabotage.
        • Strip Mines: Run-of-the-mill mining facilities, mainly automated but with sizeable work crews to make sure all runs smoothly and efficiently, ore is usually shipped on hover trains which criss-cross to and from refineries and to the towns and cities.
        • Refineries: Large metal refining facilities that take vast amounts of raw ore and turn it into usable material and ship it off.
        • Large Industrial Cities: Cities built in a similar manner to the Kuati and Coruscanti style, with most of their economy geared around either supporting or exploiting the mines, the metalworks, or the large shipyards. They are crowded with bars, clubs, restaurants, and apartment blocks. As a consequence there are supporting small and family businesses of every type to support these other businesses, rounding out the economy's white and blue collar sector.
        • Botanical Domes: Agricultural facilities built with of large domes of Alusteel and Transparisteel and sealed against the outside to insure that the staple foodstuffs crops inside, mostly of Alderaanian origin, are able to prosper. They are quite numerous, but are in isolated groups in stretches of desert and need constant deliveries from large water pipes and deliveries of fertilizer in order to feed the planet. The smaller crops are grown in a vertical set-up making use of both horizontal and vertical space with large amounts of artficial light, and irrigation pipes feeding fertilizer and watering the crops efficiently, with there always being large batches of crops being planted, growing, and being harvested in staggered times throughout the year so nothing is ever out of season.
        • Crossroads-15 Orbital Shipyards: Massive orbital ring of shipbuilding facilities, industrial infrastructure, office spaces, research and development facilities, and slipways for ships as large as eight thousand meters long.
        • Ancient Jedi Temple: A temple which traces its origins back to the Pius Dea Republic, built within a canyon with a pair of waterfalls on either side of its entrance across a long stone causeway with Jedi statues lining it. Inside is a sanctuary and there are long hidden rooms containing thousands of pedestals, each of which possesses the ancient lightsaber of both Jedi who'd fallen in combat and those who died naturally of old age. What was found to be unique was that every lightsaber present had a Velmorite Crystal, the chemical composition of which were confirmed to be from Crossroads-27. It is a solemn place of remembrance with records of those Jedi whose sabers are interred here being present in another hidden chamber, returned by government archaeologists at the request of the Jedi Council in 44 BBY. Only a force-sensitive can access these rooms. Such is the importance of this temple, diplomatically, that the Crossroads Republic has a ceremonial battalion of troops on permanent guard duty.
    • Crossroads-16:
      • Rotational Period: 7 Hours
      • Orbital Period: 121 Days
      • Size: Small (0.3 Earth, 0.3G)
      • Population: Moderate
      • Demographics: ~590,000,000
        • 93% Human
        • 7% Other
      • Notable Locations:
        • Starlight Shipyards R&D Facility: A large dome with a high level of security present, it has a large number of labs, simulators, and shipbuilding facilities for building prototype ships and testing facilities for putting them through their paces. This facility is the place where Starlight Shipyards develops new products and new ships and tests them. As such it is highly protected, even against government spies because Starlight Shipyards knows that the Crossroads Defense Industries has contacts that can steal corporate secrets that allow them to continue to maintain their legal military industrial monopoly.
    • Crossroads-17:
      • Rotational Period: 11 Hours
      • Orbital Period: 146 Days
      • Size: Small (0.55 Earth, 0.5G)
      • Population: Heavy
      • Demographics: 830,000,000
        • 84% Human
        • 13% Christophsian
        • 3% Other
    • Crossroads-18:
      • Rotational Period: 33 Hours
      • Orbital Period: 48 Days
      • Size: Small (0.65 Earth, 0.6G)
      • Population: Heavy
      • Demographics: 1,230,000,000
        • 94% Human
        • 6% Other
    • Crossroads-19:
      • Rotational Period: 9 Hours
      • Orbital Period: 98 Days
      • Size: Small (0.5 Earth, 0.6G)
      • Population: Moderate
      • Demographics: 630,000,000
        • 89% Human
        • 9% Rodian
        • 2% Other
    • Crossroads-20:
      • Rotational Period: 19 Hours
      • Orbital Period: 173 Days
      • Size: Small (0.3 Earth, 0.3G)
      • Population: Moderate
      • Demographics: 755,000,000
        • 88% Human
        • 10% Defel
        • 2% Other
    • Crossroads-21:
      • Rotational Period: 6 Hours
      • Orbital Period: 193 Days
      • Size: Small (0.43 Earth, 0.45G)
      • Population: Moderate
      • Demographics: 680,000,000
        • 90% Human
        • 7% Targonnian
        • 3% Other
    • Crossroads-22:
      • Rotational Period: 5 Hours
      • Orbital Period: 101 Days
      • Size: Small (0.3 Earth, 0.3G)
      • Population: Moderate
      • Demographics: 559,000,000
        • 95% Human
        • 5% Other
    • Crossroads-23:
      • Rotational Period: 11 Hours
      • Orbital Period: 157 Days
      • Size: Small (0.25 Earth, 0.3G)
      • Population: Moderate
      • Demographics: 168,000,000
        • 90% Human
        • 8% Keshiri
        • 2% Other
    • Crossroads-24:
      • Rotational Period: 16 Hours
      • Orbital Period: 174 Days
      • Size: Small (0.4 Earth, 0.5G)
      • Population: Moderate
      • Demographics: 450,000,000
        • 89% Human
        • 8% Sakiyan
        • 3% Other
    • Crossroads-25
    • Crossroads-26:
      • Rotational Period: 27 Hours
      • Orbital Period: 101 Days
      • Size: Medium (0.7 Earth, 0.9G)
      • Population: Heavy
      • Demographics: 13,300,000,000
        • 81% Human
        • 12% Zeltron
        • 7% Other
      • Accessibility: Next to a trade hub
      • Description: A terraformed moon, which is tectonically still quite active, but the majority of its volcanoes are underneath a large ocean, the single continent is covered in a rainy red-leafed forest with rocky highlands. There are several large cities on the coastlines in natural harbors for large fishing fleets. There are packing plants and processing plants for their catches. The moon has a large fuel reserve which isn't what's used by Crossroads fighters or other craft, but civilian ships use it, making it is a fine source of income. There's more than ten thousand wells and platforms on the water and all the fuel goes to one of six fuel refineries to be exported for sale. Like other Crossroads colonies they have a large and robust well-rounded economy with farms of its own which are capable of supporting the population. Like other Crossroads colonies they have a moon-spanning shield generator system with a half-dozen generators to protect it. Has several dozen "Fury-III" Heavy Anti-Orbital Missiles in place for defending the moon and its population.
      • Notable Locations:
        • Coastal Cities: built in the same manner as the Crossroads Prime cities, with large suburbs and larger orchards, farms, and livestock ranches with Nerf being the primary livestock.
        • Fuel Platforms: built with safety being the primary priority. Linked by large double-layered pipelines to one another and to the refineries. The fuel itself is green in color, with a chemical composition similar to Malastare fuel, but not effective enough for military use.
        • Fuel Refineries: large fuel refining facilities for industrial-scale work on turning raw fuel into usable products of numerous types, such as ship fuel, lubricant, etc.
    • Crossroads-27:
      • Rotational Period: 23 Hours
      • Orbital Period: 19 Days
      • Size: Medium (1.3 Earth, 1.6G)
      • Population: Heavy
      • Demographics: ~6,430,000,000
        • 88% Human
        • 5% Bothan
        • 3% Kubaz
        • 2% Er'stacian
        • 2% Other
      • Accessibility: Next to a trade hub
      • Description:
        • An geographically and environmentally-diverse mining colony which has been around since Crossroads gained its own independence. It is remarkably like Alderaan with large numbers of mountains, hilly forests, and a very large number of lakes along with vast plains and savannahs like Dantooine, with the vast majority of its plants and animals being from Tanaab and Dantooine. The polar regions are quite large, with year-round ice-covered tundras with herds of Tauntauns, Hoth Hogs, also present in the far northern and southern regions and the more wooded winter areas having large herds of White-Furred Banthas. There are also large numbers of Icetrompers, Wampas, and Horax, these are hunted by big game hunters who pay top dollar for the privilege/opportunity/risk. All
        • It is the unique fact that large asteroids which had large gold and silver deposits formed from the ancient supernova that created the Terminus System were part of what formed into Crossroads-27, creating a vast supply of the valuable ore for electronics and for Crossroads' treasury. There is a government smelter plant which is heavily-guarded and the employees are heavily-vetted. This is the Treasury's operation and they buy up all the gold and silver that the mines bring up and craft them into ingots for shipment aboard Crossroads Republic Fleet battleships to Crossroads Prime itself, where the government's treasury is kept.
        • Has an ice-covered pair North Pole and South Pole. It is at the North Pole where a large cave network beneath the ice has been discovered to be a kind of kyber crystal occuring naturally there. At first, thought to be a gold-like ore, it was soon found to be chemically-identical to the material known as Velmorite. But buried under a mile of ice is a cave entrance was a very unique find, a Jedi Temple. It is dated back to roughly the mid 11,500's BBY, the height of the Pius Dea Crusades. Nearby, like the Jedi Temple, buried beneath a mile of ice, is the wreck of a Pius Dea Crusader Cathedral Ship. It is believed that the ship crashed here after being sent into hyperspace in the waning days of the Crusades, crashing into the surface, killing everyone on board. It is unknown when or why the Jedi Temple here was abandoned. This secret has simply been lost to time. But Crossroads Defense Industries mining is conducted to extract usable amounts of the valuable material and has carefully continued unabated for almost five-hundred years.
        • Living here is easy, even if one is working in the mines. It is positioned right above Crossroads's own upper atmosphere creating a very fast orbit, and causing the moon to have a truly chaotic day-night cycle.
        • Like other Crossroads colonies they have a moon-spanning shield generator system to protect it. Has several batteries of "Fury-III" Heavy Anti-Orbital Missiles on the surface, charged to defend the moon.
      • Notable Locations:
        • Crossroads Republic Treasury Smelter Plant: Where most of the Crossroads Republic's currency is forged, it is heavily-guarded and well-regulated.
        • Velmorite Caverns: A series of large caverns beneath a mile of ice where the crystal Velmorite occurs naturally in great quantities. It is home to a carefully-managed secure mining project to extract useable quantities of the crystal, and is where the Silver Guardians come to unite with their own lightsaber crystal.
        • Ancient Jedi Temple: Located in the North Pole. A stone monolith construction dated to around 11,200 BBY. It leads into large caverns where Velmorite occurs naturally and where Jedi are believed to, at one time, have come seeking their lightsaber crystals. It is unknown why this temple was abandoned.
        • Crashed Pius Dea Cathedral Ship: A large wreck of a vessel of the ancient Pius Dea Crusaders. It is mostly-intact and buried in the North Pole beneath a mile of ice. For undisclosed reasons archaeological surveys are restricted and civilians are completely barred from entering the ship through the thin bore hole which takes an open lift down to the shipwreck. Many theorize it is because the Crossroads Defense Industries is seeking to salvage some kind of technology or that it contains some sort of biohazard aboard. The ship itself has been admitted to date to 10,966 BBY, and is believed to be one of the ships which was sent into the unknown by a computer virus which infected the massive Pius Dea Fleet and sent them and their zealots disappearing into forgotten history.
    • Crossroads-28:
      • Rotational Period: 15 Hours
      • Orbital Period: 340 Days
      • Size: Small (0.5 Earth, 0.45G)
      • Population: Moderate
      • Demographics: 530,000,000
        • 81% Human
        • 10% Christophsian
        • 6% Kubaz
        • 2% Sakiyan
        • 1% Other
    • Crossroads-29:
      • Rotational Period: 9 Hours
      • Orbital Period: 310 Days
      • Size: Small (0.5 Earth, 0.45G)
      • Population: Moderate
      • Demographics: ~290,000,000
        • 81% Human
        • 7% Keshiri
        • 5% Brubb
        • 4% Tintinna
        • 3% Other
    • Crossroads-30
    • Crossroads-31:
      • Rotational Period: 15 Hours
      • Orbital Period: 340 Days
      • Size: Small (0.25 Earth, 0.3G)
      • Population: Moderate
      • Demographics: 320,000,000
        • 81% Human
        • 6% Mirialan
        • 5% Tholothian
        • 4% Sakiyan
        • 4% Other
    • Crossroads-32:
      • Rotational Period: 10 Hours
      • Orbital Period: 322 Days
      • Size: Small (0.3 Earth, 0.4G)
      • Population: Moderate
      • Demographics: 370,000,000
        • 82% Human
        • 6% Tholothian
        • 5% Mirialan
        • 4% Tintinna
        • 3% Other
  • Outland:
    • Rotational Period: 26 Hours
    • Orbital Period: 621 Days
    • Size: Medium (0.65 Earth, 0.6G)
    • Population: Moderate
    • Demographics: ~193,000,000
      • 71% Human
      • 29% Other
    • Description:
      • A frozen world with little in the way mineable ores or anything that would draw colonists. The surface is so cold that it requires space suits in order to step outside a sealed ship or building or else the individual will freeze into a solid block within moments.
      • There's a network of large prisons for dangerous criminals on the planet, which make up the majority of the population. They are boxy buildings with one of them being the place where executions are conducted by strapping down the condemned criminal in a cell with a hatch to the outside and then sealing him in and then allowing the lethally-cold air to rush in and kill him. This is a very economical but somewhat terrifying manner of execution.
      • There are smugglers space ports and rough and tumble trading ports on the planet. If there is anywhere that can be called lawless in the Crossroads Republic it is these dens of spacers and smugglers where police often go on duty wearing riot gear like the police who go on duty in the underworld of Coruscant. These ports serve a purpose, being a place where External Security Department and Internal Security Department agents are sent to test their training for breaking themselves into the role of undercover agents. These smugglers dens also provide ideal places for low profile shipping of unsanctioned goods for intelligence agencies to do things off the books as well as being a good place to get reliable intel on potential trouble from this segment of society.
      • The largest law-abiding segment of population is actually the military bases on the planet, which are entirely there to be a defensive hold-out with large hangars of defense starfighters, turrets, and missiles. All of it is meant to make the world a tough nut to crack and to prevent the world from being used as a staging point for operations against the main home colonies of the system's population centers and industrial heart. The most lethal of these weapons are batteries of "Fury-III" Heavy Anti-Orbital Missiles covered by a planetary shield network.
    • Notable Locations:
    • History: Claimed and colonized in the "Outland Colonization Act of the 206th Assembly" in 71 ABY. The history of Outland isn't particularly noteworthy with one exception. In 801 BBY a handful of prisoners, radicalized by a madman with exceptional skills in the art of manipulation, managed to foment a riot of the larger prison populace of their prison facility. This led to several prison blocks being taken over, and more than a hundred guards were executed by the small group of radicals who'd started the whole thing and got to a control station. They were only put down when an order from the Prime Minister himself came down and the guards evacuated the prison along with those prisoners still under control and wanting nothing to do with the riot. A pair of cruisers entered the atmosphere to distract the prisoners and group of Internal Security Department agents went in, infiltrated the rioting prison population, and extricated the remaining hostages. Following that, the cruisers opened fire, glassing the entire facility in one public gesture, one which is still remembered with a mixture of fondness and fear by the prison population and its guards.
  • Nayen:
    • Rotational Period: 1,302 Days
    • Orbital Period: 11 Hours
    • Size: Small (0.2 Earth, 0.2G)
    • Population: Sparse
    • Demographics: ~21,000,000
      • 97% Human
      • 3% Other
    • Description:
      • A frozen dust-ball, nothing here of note in terms of resources or attractions.
      • The only people living here work or live in a few city domes following similar lines to the other Crossroads colonies. The primary economic activity here is mainly dangerous chemical plants and hazardous disease research facilities. These facilities are too dangerous to have near large population centers, so they are brought to Nayen where if something goes wrong the damage is well-contained.
      • The other major population out this far is the military, which while a smaller presence, is here in some numbers with hangars full of defense starfighters and defense turrets and assorted missile batteries including a handful of "Fury-III" Heavy Anti-Orbital Missiles to be able to defend the small world. A single shield generator protects the tiny planet from bombardment. Troops stationed here are expected to handle any outbreaks or chemical spills of the research facilities or chemical plants if called-upon, but in the event of invasion they're not expected to survive very long against a concerted assault, but are expected to deal a disproportionate amount of damage in turn due to their underground bases and heavy defensive weapons emplacements.
    • Notable Locations:
    • History: Claimed and colonized in the "Nayen Colonization Act of the 231st Assembly" in 86 ABY. Claimed merely to round out the official territorial claims of the Crossroads Republic the tiny rock of Nayen only recently got any permanent residents at all. They're purely working families operating the dangerous chemical plants and the hazardous medical research facilities of the small planet. There's been no interest in the planet at all, in fact many in the Crossroads Republic forget it exists until election time when a single governor's spot and a single seat in the Senate is up for grabs, but it usually ends up going to the conservative parties, which one it goes to has varied over the years, but the colony is still self-sufficient, independent, and rather isolated, being the furthest away from Crossroads Prime of all of the other colonies.
SECURITY
High

HISTORICAL INFORMATION

The Crossroads Republic has a long and amazing history:
  • OLD REPUBLIC ERA:
    • An out-of-the-way outpost of the ancient Zeffo was located on the moon of Pianta/Crossroads-3, it is thus far unknown what it is the Zeffo did at this location or why such a remote location was chosen in the first place. Archaeologists have dated the Zeffo ruins under the waters of Pianta to roughly 25,000 BBY. The local Piantan and Delfino peoples' own written histories do not reflect anything about the Zeffo themselves nor their interest in the Crossroads System as a whole. It is theorized that the system itself is artificial, the result of some immense Zeffo experiment. But it is believed to be highly-unlikely by the scientific and archaeological community.
    • At some point, likely around the closing end of the Pius Dea Crusades a Jedi Temple was established on Crossroads-27 around 11,500 BBY. How important it was to the Jedi is unknown, but it is obvious why it was there in the first place, Velmorite, a kind of lightsaber crystal occurs naturally on Crossroads-27. Although this crystal, according to historians, was not as sought-after and the Temple was likely soon abandoned after the end of the Crusades as other more lucrative crystal sources were made available. It is also unknown why a Cathedral Ship of the Pius Dea Crusaders (The ship's name being the Unrelenting Fire of Light), crashed nearby this temple at the tail end of the Pius Dea Crusades in 10,966 BBY. The Jedi Order has so far declined to allow Crossroads Republic archaeologists and historians access to the Jedi Archives to explore the history of this unique archaeological site. Although despite mining operations to extract the rare crystals within the caves, the Jedi Temple itself has remained untouched.
    • Another Jedi Temple, this one on Crossroads-15, also exists. But this one serves a very different purpose. Dated to have been established at the same rough time as the Crossroads-27 temple it bears a solemn tale. It is a resting place for what archaeologists call the "Crossroads Jedi". Preserved ashes and calcification in several large tables indicate that this where many Jedi were cremated, and in the hidden antechambers of the temple a unique find was unearthed. Lightsabers, all of them with Crossroads-27 Velmorite Crystals within them, were laid out on pedestals with ancient runes presumably describing the Jedi who bore them. Why all the lightsabers here have crystals from the same system is thus far unknown to archaeologists, and again, the Jedi Temple Archives have been unhelpfully blocked or otherwise unavailable for screening by Crossroads archaeologists and historians. Many archaeologists believe that this was the site of a battle long ago, where a long-forgotten Jedi sect was either wiped out or depleted badly-enough to be disbanded and the temples abandoned after the Pius Dea Crusades had ended.
  • HIGH REPUBLIC ERA:
    • Found again by Hosnian Prime mining interests who'd hired hyperspace mappers in 294 BBY to search out potential mining oppotunities. Finding that the system had a pair of gas giants of similar chemical makeup which included well sought-after tibanna gas operations commenced shorty thereafter. But Intersection's tibanna gas deposits weren't discovered until 4 ABY. Secrecy was so important to these mining interests that they never bothered to report their discovery to the Republic until another competing mining company from Corellia found the system and staked a claim.
    • A shooting war between these two mining companies broke out with both sides using a mixture of sabotage, assassination, and outright attacks to drive the other out of the system. The Jedi were forced to intervene as the conflict spilled over on the hyperspace lanes nearby. Finding that the system was home to two unique sentient species, who confirmed that the system had gone unreported to the Republic for more than seventy years the Jedi were more than a little upset.
    • The Jedi themselves were the ones to report the existence of the Crossroads Systems, giving it its official name in 220 BBY. Soon both mining companies were barred from operating the Crossroads System by the Republic courts, but corruption had already infected the Republic and both continued operations through a number of shell companies for another few decades as colonists escaping the crowded Core Worlds and the Colonies flocked to the system.
    • Things finally came to a head when in 135 BBY, on Crossroads Prime, a rebellion broke out, and the populace, who'd existed as being de facto independent for fifteen years finally made it official. But Hosnian Prime itself would not allow one of its prized colonies to just break away, especially since all debts owed to the homeworld were not going to be paid. So a series of large expeditionary forces were dispatched by the powerful Core World's military to put these rebels down. These forces, used to gravity less than half the weight of that on Crossroads Prime found themselves completely outclassed by the rebel militias who'd not only lived but been born to this environment had been fighting off pirates and cartels by themselves for almost a century, and knew more about warfare than their colonial masters did. The numbers are unclear due to differing sources, but it is commonly accepted that Hosnian Prime lost a little over a half million troops to a combination of disease, dessertion, and battlefield losses, along with as many as eight hundred ships of all sizes (Mostly cruisers and smaller transports).
    • The Crossroads Republic was formerly recognized by the Senate as an independent government with sole legal authority and claim to Crossroads Prime in 124 BBY. Soon after, a handful of its fellow Crossroads moons were also colonized, and the claims went unchallenged in the Senate.
  • FALL OF THE REPUBLIC ERA:
    • The Crossroads Republic existed fairly peacefully and with little in the way of change or growth aside from a few more expansion colonies to its fellow inhabitable moons and with some artificial lunar colonies of domed cities and farms on the smaller moons. But this changed in 35 BBY when the Tarkins of Eriadu decided to test their military might be muscling in on Crossroads territory, specifically on Delfino/Crossroads-2. This led to a short, but bitterly-fought war which saw the Core Worlds shocked by the combination of military prowess and a brutal level of ferocity which characterized how the Crossroads Republic Armed Forces conducted the conflict. Several hundred thousand Eriaduan troops of the Outlands Regions Security Force died in this war, with very few taken prisoner.
    • The Eriaduan-Crossroads War almost dragged in Hosnian Prime and Kuat (Who supplied the Tarkins' forces) into conflict against Rendili (Who supplied the Crossroads Republic). The Crossroads Republic purposefully antagonized the Core Worlds in an effort to escalate the conflict to a level where the Jedi and the Senate would step in and end the conflict before the titans of the Core began slugging it out with one another. The settlement that occurred guaranteed that the Crossroads Republic had exclusive dominion over the entire Crossroads System. This treaty was harshly-received by many in the Core, who saw it as rewarding barbarity and boycotted the Crossroads Republic and many worlds were bullied into levying sanctions against them. But the Trade Federation flexed its financial might to put a halt to this maneuver, as it would have damaged trade in the Outer Rim, and things went back to normal for the time being.
    • During the Separatist Crisis the Crossroads Republic tended to side with, but not join, the Separatists, mostly to spite worlds like Kuat, Hosnian Prime, and of course, Eriadu. Extensive negotiations were used by the Crossroads Republic to gain massive influxes of colonists and the Crossroads Republic signed onto the Refugee Relief Movement as a show of its humanitarian soft side in an effort to further shed the bad reputation it had gained in the Crossroads-Eriadu War. This worked quite swimmingly, and masses of immigrants and refugees were flooding into the Crossroads Republic daily, leading a growth in its colonies' populations and its industrial base.
    • When the Clone Wars broke out in 22 BBY Crossroads actually found that its position was much stronger than ever before. It was courted continuously by both sides to join them, however, due to the isolated position of Crossroads it felt that if they joined one side or another an attack would certainly follow. But late in the war, in 21 BBY, the Crossroads Republic declared its allegiance for the Republic after declaring the atrocities committed by the droid armies of the CIS contrary to its morals. The system became a source of supplies and fuel for the Grand Army of the Republic and the Republic Navy for the rest of the conflict. Although, at the request of Republic High Command and the Jedi, it was requested that Crossroads' own fleet remain in its home system to protect these key assets. The CIS never attempted to attack the system, primarily due to the massive logistical effort that it would entail. There was never any large regular Republic military presence, nor was there one requested. But this put Crossroads into a unique position post-war when it was allowed to license-produce Venator-Class and then later Imperator-Class and Victory-Class Star Destroyers for its own use at its own shipyards during the war, building a substantial fleet by the time it all ended with hardly a shot ever being fired in anger by the Crossroads Republic Armed Forces themselves.
  • IMPERIAL ERA:
    • When the Empire rose to power and Order 66 nearly wiped out the Jedi Knights many of the survivors found a surprising safe haven within the remote, but uniquely-powerful, Crossroads Republic's borders. Historians disagree on the numbers, but it is believed that at least two dozen Jedi Knights and Padawans, and possibly a few Masters, arrived and sheltered here. The Empire, busy with consolidating its power, never had its intelligence services bother to check on a remote, and at least perceived-to-be-loyal system like Crossroads for signs of treachery.
    • But the Outer Rim government was very much hostile to the Empire, mostly on political grounds. And the Crossroads Republic mobilized its substantial industrial might and immigration offices to prepare for combat on the down-low. With the Rebellion forming and becoming more and more real and openly doing battle with the Empire, stretching its resources, it was seen as just business as usual as the Crossroads Republic quietly purchased license production permissions from Kuat Drive Yards for Imperial-II Class Star Destroyers, Victory-II Class Star Destroyers, and even Allegiance-Class Battlecruisers and quietly built up its domestic Imperial look-alike fleet, with the only difference being that their ships were a much darker gray with red and blue stripes on their hulls at the time.
    • Things finally came to a head when the Death Star I was destroyed, and Imperial acquisition officers tried to nationalize Crossroads's shipyards and fleet for Imperial use, having figured out that they hadn't actually already done so. Seeing as the Crossroads yards were building what were Imperial warships the attractiveness was plain to see. The response the Crossroads Republic gave was simple and to-the-point. The Imperial Star Destroyer that had come to the system was over Crossroads Prime, and was assaulted by her own Crossroads-born sisterships and was consequently boarded and seized, its crew receiving the same ruthless "Invader's Treatment" Eriadu's forces received several decades before. The ship was then packed to the ceilings with explosives and sent back to Eriadu as a smoking wreck where it exploded amongst an Imperial repair yard in a public display of defiance.
    • The Empire's response soon followed, and the system was probed by second-line units who weren't able to overpower the Crossroads Fleet, and an on-again-off-again war was soon underway with fleet elements of both sides launching attacks and counterattacks which led to some small fleet battles which the Empire usually found itself having to figure out how to fight itself due to the Imperial-like fighting style that the Crossroads Republic ironically implemented against them. The primary lesson the Empire learned in this period of fighting from 1 ABY to 3 ABY was to double down on big ship firepower. This happened in concert with the Rebellion fielding big Mon Calamari Cruisers more and more often. But the Crossroads Republic took things a little too far when they managed to ambush an Mandator II-Class Star Dreadnought near Triton and crippled the ship to the point it was unable to be economically-repaired. In 4 ABY a much larger Imperial Fleet than any other seen before by Crossroads entered the system, and the Crossroads Republic was put through the fight of its short life.
    • In the culmination of the Crossroads-Empire War every single Crossroads colony was besieged and attacked in a coordinated shock and awe campaign. There were running battles in the entire system as the Crossroads Republic Fleet launched counterattacks from their deep space rally points, with dozens of star destroyers and several larger ships on both sides being destroyed in fierce fleet engagements. But all of the planetary shields held, and the Army, which numbered in the millions, was able to surprise the Empire, who had rarely encountered ground troops willing and able to fight them man-to-man and go through twelve rounds of punishing force-on-force peer combat and still fight on. Once more, Crossroads troops showed no mercy to the invaders and consequently few Imperials were taken prisoner and the Imperials answered with equal ferocity. But the Crossroads System held out stubbornly, no Imperial forces getting onto the densely-populated colonies except for the smaller moons when their skyhooks were seized, but the Imperials didn't have the numbers to bring the system to heel.
    • The Imperials realized they had to cut their losses and disengage to preserve enough forces to dedicate to Emperor Palpatine's grand trap for the Rebels at Endor. The Imperials felt that the Crossroads Republic had been weakened enough not to attempt any other offensive operations and were right in assuming that the Rebels probably would have called for aid from the nearby Crossroads Republic at Endor, but because of the costly battles in their home system the Crossroads Republic Fleet never left the system to assist the Rebels at Endor. So, military historians actually called it a moderate successful campaign. The fighting killed several million on both sides, and when the Death Star II was destroyed shortly after this bloody episode the system's safety was assured.
  • NEW REPUBLIC ERA:
    • The Crossroads Republic never formally joined the New Republic, retaining its complete autonomy and independence. The First Order's initial invasion and takeover never reached Crossroads, and the system never felt the adverse effects of the unstable years.
    • The only major change came with massive wave of immigrants and refugees flooding into the Crossroads System as new colonies were established like it was going out of style, particularly in the Intersection moons. By the time things settled down again politically the Crossroads Republic had claimed and colonized every single planetary and lunar body in their system, and they began to grow in strength.
    • During this period the famous and continually-running Crossroads Military Wargames commenced, with the start of the continuous wargames starting in 56 ABY.
  • LEGACY ERA:
    • With the new wave of instability in the galaxy Crossroads has remained a quiet haven for those seeking peace. Several times things got close to invading this system's sanctity but the danger faded away.
    • Refugee programs have recently taken a massive uptick in activity as entire species have been massacred, but the Crossroads Republic's humanitarian organizations, of which there are many, have taken the challenge and saved most of these targeted species from extinction, with some of the largest populations of the decimated species being present on the Crossroads colonies.
    • However, the military has not been idle, seeing the danger approaching they realize it is only a matter of time before the Armed Forces are called-upon once more to defend this system. And a massive military build-up began in 840 ABY and new and powerful weapons began to be brought into production to match the perceived threats surrounding their system. The level of the Crossroads Republic's power is measured is on par with many of the individual Core Worlds due to its immense population of more than 200 billion souls and with the military machine to protect them.
 
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BIG Z1776

Baboon with a MAAWS
Judah Lesan Judah Lesan Understood, thank you very much to both you and Ylla Caeli'runa for taking the time to give this a thorough check. If there's anything that needs to be changed let me know. I don't want to make any changes pre-emptively, I'd rather wait for the two of you to give me the checklist rather than you having to figure out what it is that I may or may not have edited (Not exactly sure how that website mechanic works on your end tbh), so I'll just leave you to it..
 

Ylla Caeli'runa

Guest
Y
BIG Z1776 BIG Z1776 | Judah Lesan Judah Lesan | Srina Talon Srina Talon

Thank you very much for your patience so far and I apologize for the lengthy wait on this one. We have hit a bit of a bump in the road and we believe that going bit by bit for what changes need to be made is a better approach. This post will cover up to the Systems Features section. So, without further ado, here's the first part of our review. As always, please feel free to ask questions or for clarification if you need to!

SETTING INFORMATION

Description | Under the second and third bullet points of the Description shown below, please link Crossroads.​
Additionally, under the 7th point, you mention Coruscant. Please link Coruscant here.​

SYSTEM INFORMATION

Wealth | This needs to be expanded upon to include why their collective wealth is rated at Wealthy.​
Major Exports | Please link Bacta and Transparisteel here.​
Additionally, please expand on what kinds of Weapons are exported as simply putting "Weapons" is far too broad for comfort.​
Please also remove the "etc" from "Metals (Durasteel, Alusteel, Quadanium Steel, Titanium, etc.)" from both this field & Unexploited Resources. If there are more metals that you'd like to add, you're welcome to do so. However, etc is like asking an open ended question here and leaves too much room for other metals being accepted automatically. Also please link the metals listed.​
A note for Bacta: Please indicate whether this is true bacta or synthetic bacta. If it is true bacta, one component of making bacta, kavam, is a secretion from a species specific to Thyferra. Alazhi would also have to be imported and is sourced from two planets, Thyferra and Verkuyl. It would need to be imported in order for Crossroads to make true bacta.​
Unexploited Resources | Please add links for gold and silver.​
Hyperlanes | Please add a link to the Terminus System.​
System Traffic | Please expand on this portion. What makes it congested? Is it the Hyperlanes nearby? Is it travel to and from the worlds and colonies? Is it trade/business related?​
Demographics | While the population number is appreciated here, this field is meant to give a general breakdown of the System's population statistics. A list with percentages would be a good example, but it isn't a requirement of the template. Are there more Humans than Rodians or Mon Calamari? Are Wookiees a large part of the population or no? Those would be questions to consider when fleshing out the Demographics field. Linking species mentioned won't be necessary unless they are not covered in either the Native or Immigrated Species fields. You do an excellent job of breaking this down throughout the submission, so an overall would put this over the top.​

SYSTEM FEATURES REWORK CHANGE

While we were looking over the System Features, we noticed a few things. The first is the length of the section. While fleshing out a System is a lovely way of adding fluff and lore, it’s a bit extreme here. Currently, this section alone accounts for two thirds of the submission (approximately 8,626 words), making it into a catalogue for Crossroads and that isn’t what the template is for.​
Per the Systems Template, “If you have submitted a Planet or Astronomical Objects for this system, you may link them here, and if you would like to expand on individual items in the system in more detail, you may use that template to do it at your leisure”. I understand that we have encouraged you to compile things here, but it is difficult for us as well as for potential readers and writers. In addition to the length and additional information, we’ve also noticed that some fields such as Gravity are pulled from other templates. Once again, in order to flesh the individual planets in the amount of detail that you would like to, you would need to submit them to the Codex individually as unique submissions in the Planet section that do not contain copy pasted information.​
We’ve made a skeleton of what the Systems Features section could look like. Currently, the template allows for the following to be added as a part of System Features: “Here you may list suns, moons, other planets, important asteroid belts, spatial anomalies, or other features of the star system. You may also include orbital position, rotational period (length of day), and orbital period (days in a year) for each item in this section”.​

EXAMPLE: SYSTEM FEATURES​
Planets and their moons:​
  • Axis - 1 moon (Feshin)
  • Intersection - 37 moons
  • Crossroads - 32 moons (You may link the planet/any moons you have submitted here as well)
  • Asteroid Belt
  • Outland
  • Nayen
While this looks like we cut out a lot of what you wrote in this section, this is all the information that is truly needed. All of the extra information makes this submission seem more about the individual moons and planets than about the system itself. It feels rather forced. When the suggestion was given to make a system submission, neither of us anticipated or expected that the submission would become a mash of different templates and smaller submissions within the main System sub. As such, notable locations such as mining facilities and shipyards are separate locations and should not be included in this section. If you wish to codify them, they will need to be submitted using either a corresponding Location submission or under the Notable Locations/Points of Interest sections of a Planet or Astronomical Location submission. Including all of the little details that can be added simply because they can be added is not the purpose of the template. What we’re hoping to help you find is some sort of happy medium that both fits the requirements of the template and makes for an engaging and interesting read without the reader being confronted with a 13K word submission.​
Please tag us both and let us know how you would like to proceed on the systems features. Whether you decide if you would like to keep most of the information there or not will determine the next steps we need to take in this review process.​
 
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