Baldr’s Sanctum The Baldr System Odin - Main Sequence Star Ø Baldr-122284 - :danger: (Lifeless rock orbiting its star, baked by the heat.) III Baldr-122285/Baldr's Sanctum - :transitionmetals: :.preciousmetal: :.preciousgems: (Habitable and hot planet, speckled with savannah and filled with subterranean oceans. The ecosystem has a lot of metal in it. Also contains the main Forlorn Legion forward operating base, with period patrols around the planet.) Defense Fleet Hydra :biotic: :danger: :impervium: (Forlorn Legion blockade around the planet of Baldr's Sanctum. High content for Forlorn Legionnaires, Qhuagan steel, and outsider death.) Ø Baldr-122285-A to H - :erchius: (Erchius-bearing moons of Baldr's Sanctum, dotted with old USCM mining outposts. Most of them have been raided.) . . The system of Baldr’s Sanctum is a nearly barren thing, if a lucky find. It possesses a single main sequence star, numbered as 122285, and named Odin. Around this star orbits two planets, the first of which is a lifeless and interesting rock of space-debris super-heated by its star. The second is Baldr-122285, a smaller and life-bearing planet with very little surface level biome diversity. Beneath the ground, however, variety blooms. Eight moons orbit Baldr-122285, all Erchius-bearing. Baldr-122285 . . The surface of Baldr-122285 is speckled in a near global savannah, diverting only into scarce deserts. The top level possesses little to no water, except during dense rainy seasons. The majority of the water on the planet is fresh, and contained within massive subterranean oceans. It has an adapted water cycle that sees moisture leaking down into the bowels of the planet, before evaporating and flowing out into the atmosphere. On the surface, massive formations of naturally forming basalt are seen speckled with exposed deposits of copper and aluminum. Lifeforms of Baldr-122285 . . The planet of Baldr’s Sanctum has plentiful life on it, partially believed to be due to the presence of the Xinoddus Empire in its early prehistory. Of the sapient lifeforms, the only true natives are the shackled Fenerox left over from the fall of the Grey, though since its tried history as both a USCM outpost and a Smuggler depot, it has seen a grand influx of Fringers into the ecosystem. Wild life, however, is a more interesting thing. Due to the hot nature and abundance of heated rock formations on the surface, most of the predatory life forms have evolved to be cold blooded, utilizing metallic hides to gather warmth from the sun, and retreating to the pillars of basalt during the cool nights to maintain heat. The prey life, however, often finds itself as borrowing creatures that come out only during the chilled midnight hours of the planet, and during its rainy seasons. These creatures have an abundance of natural minerals in their body, and many of the insects even go as far as to eat metal itself. History Xinoddus History . . Not much is known about the early history of Baldr’s Sanctum, as most of the USCM efforts were focused on their ongoing conflicts within the Fringe, and those few who dared to get interested were not the… archaeological sorts. What little is understood is that they had some sort of involvement within the planet, leaving behind several notable landmarks, and that they had reason to bring their servitor race, the Fenerox, to the planetoid. USCM History . . Taken as a forward-operating-base of the USCM Fringe Arm during their conflicts with the USSS, Baldr-122285 operated firstly and primarily as a refueling and ship repair depot for the soldiers who had taken it, being vital as one of very few USCM territories within the eastern Fringe. However, this also served as an issue as once the retreat order was given, it was very hard to move nearly anything out of the system through Hylotl-dominated Civspace. Thus, the outpost was left mostly in-tact, but barren of people following the fall of the Fringe USCM. Smuggler Overtaking . . When an empire leaves their toy box opened on the far-end of lawless space, what do you expect to happen? Given its close proximity to civilized space, pre-built infrastructure and habitable ecosystem, Baldr-122285 made for a criminal hotspot. It allowed much-needed rest, repair, and refueling for those escorting contraband in or out of the civilized galaxy. Forlorn Overtaking . . Being eager to branch out into the greater galaxy, the Forlorn Legion took a hold onto Baldr’s Sanctum due to its similarity to Qhuagan-12LM and its many readily available resources left over from both smugglers and the United Systems Marine. They now live somewhat peacefully after only some slaughter- Protecting their Forward Operating Base and exterminating any way-ward deserter, but living in uneasy peace with the current population. Baldr’s Sanctum The Sanctum . . Cooked in the hot sun, the main outpost of Baldr’s Sanctum was once the central USCM base on the planet and, more recently, once the most coveted structure on the planet. Blood has been soaked into this soil through a history of petty squabbles, mishaps, conflict, killing, invasion, and slaughter. Forward Operating Base: Aether . . Forward Operating Base: Aether is the current front lines of the Forlorn Legion expansion into the greater galaxy. It is a powerful and defensible position planet-side due to the set up near the teleporter and a wide plane that allows drop-offs from their primitive spacecraft. Galactic-scale, Baldr’s is a good hold on point due to its location near Hylotl Civspace, who do not care about their presence but deter other, larger forces. Baldr’s Underground The Cistern . . The entrance of most Fringers into Baldr’s Underground, the Cistern is a flood cave system located in a shallow portion of the planetoid. It is proudly in possession of one of very few accessible teleporters beneath the surface of the planet. It is home to many of the docile, burrowing creatures found on the surface, as well as many bunkers and long-term establishments. Sun-Sanctuary . . This massive, overgrown system of caves is referred to as the Sanctuary by the derelict robots who guard it, and as Sun-Sanctuary by many of the smugglers around the area. Many of the animals in its ecosystem have growths of more limbs or appendages. It has a dense amount of biodiversity in it, introduced by those same derelicts. Hovering about the area as a beacon is a massive Xinoddus construct, bathing the area in a flaxen glare. An old, if vacant, Fenerox village is set to the far side. The Jade Basin . . Once a flooded chasm, the Jade Basin is a region filled with scientific interest in both Xinods, USCM, and smugglers. It is full of Xinoddus ruins, branching crystalline structures, and a small establishment named the ‘Happiest Hotel’. The hotel is known to give criminals on the run a place to stay, if not with the best conditions. The same at the bottom is the result of many pulverized jade. The crystals that branch out of the walls give a faint green glow, and [???] The Void . . Dark, cold, and windy, the Void- as smugglers refer to it- is a massive pit found after the Jade Basin. The rumors that circulate it, while almost entirely fictitious, are dire. No one has been known to descend into it and come back out, the reason for why is unclear. The Blacklight Fen . . Dark and boggy, the Blacklight Fen is an area of interest and caution for many of the residents of Baldr’s Underground. The bioluminescent fruit that dangle from the cave top and islands are famous for their chalky and hard exterior- resembling something like coconuts. The water glows with an algae content. There is a gatherer spire somewhere within the darkness, but the tunnels to that location are shrouded in perky mystery. The Quarry . . Naturally full of minerals, the Quarry is an area full of old mining operations started by some smuggler or another with a get-rich-scheme. Formerly it laid on a bed of quartz, now only seldom jutting pillars remain in the muddy earth left in the wake of greed. Almost all of the old quarrying facilities are uncared for, though they are the only ways to the Geode Hills, which has sadly locked off the locale. The Geode Hills . . Covered in a warm, golden glow, the Geode Hills are an area full of light-producing crystals that crack from the stone walls around it. Specklings of these geodes cake the sky above, like twinkly little stars. The area is given some romantic reputation by the ‘natives’, and is probably the least-likely place to get stabbed in all of Baldr’s. The multi-colored fauna are often used in bouquets. The Reclamation . . Hidden away in a corner of the Sun-Sanctuary, the Reclamation is what’s left of a near-barren Fenerox village. The new populace of Baldr-122285 has overtaken and begun work to expand upon. Torches and electronic lights dance against the stone and metal backdrops. Little of the place remains unscathed, and only one of the original residents still lingers the settlement. The Stalks . . Explore the dark in the dangerous and little-traversed Stalks. Many go missing in this crowded, fungal forest. But for some reason, smugglers keep going in... There must be some reason, right? The Shanty . . One of the more populated locals of Baldr's Underground, the Shanty is an old USCM outpost and submersible base that has since been overtaken by... you guessed it, smugglers! It hosts a bar, gun shop... all the things you'd want to find, and it's just a simple boat ride away from the Cistern! The Warrens . . A hidden undergrowth branching off from the Blacklight Fen, the Warrens is a lush area that has been mostly drained of its water. A few stragglers and ne'er-do-wells have taken up living here, or perhaps they had before the Forlorn conquering. OOC Footnote . . The intention of Baldr’s is to give a place for fun little adventures and exploration, alongside the more criminal element of Galaxy Citizen. If you wish to explore the outskirts of the caves or places not found on the server or if you wish to add anything to the hub- or have an event you’d think the hub would be better left modified to represent- DM zecon125 on Discord. . . Most of the places that are up to interact with have some OOC sign posted that you need to hit ‘E’ on to get a small description for. Most NPCs can be interacted with, if wishes. To do this, DM zecon125, again. . . And finally, most areas have a description of them on the hub. The signs for these are visually represented by a pair of binoculars, as shown here. Just click ‘E’ around them.