Introduction
Since the creation
of the Dark Brotherhood, the Dark Hall has been the nerve center of power
and communication of the large organization. First built during the reign
of Grand Master Kane Vader, the Hall has undergone several transformations
throughout its life, each Grand Master adding his own personal additions
on to the structure. While many of the lower-ranked Jedi visit the Hall
for important ceremonies and functions, it is only the Dark Council which
has permanent residence within.
While originally constructed above ground, the Grand Masters began to
see the need for concealment; thus, the Dark Hall began to burrow its
way into the crust of Antei, slowly hiding itself from the prying eyes of
its enemies. Today, except for the dome of the main audience chamber and
the entrance to a hidden hangar bay, the entire Hall lies beneath the
surface of the moon.
Exterior
(Audience Chamber Dome and Hangar)
The Dark Hall is
not visible to the human eye, thanks to technology that cleverly disguises
the dome of the Audience Hall and the opening of the hangar bay. Special
signal jamming techniques maintained by the Intelligence Division also
further to hide the already illusory Hall. In order to gain access to
the Dark Hall proper, one must have the necessary access codes. Those
who do not are incinerated by the concealed turbolasers on the moon's
surface.
The hangar that supports the Brotherhood consists of five separate decks,
concealed within a large cliff a few miles from the hidden dome; more
than enough for visiting vehicles and Tau Squadron, the Grand Master's
personal escort. A simple collection of five turbolifts in the back of
the hangar provide a way to the bottom of the hangar, where a short hall
leads to the foyer of the Main Hall.
Main
Hall (Foyer, Audience Chamber) [Level 1]
The foyer is the
first part of the Main Hall any visitor sees. The ceiling is supported
by eight columns made of durasteel. A flowing red carpet leads directly
to a large pair of double doors with the Brotherhood's insignia carved
into their surfaces. Benches, chairs, lights and a few plants line the
sides of the foyer, giving it a noble, yet almost comfortable look. Four
turbolifts, two on either side of the foyer, lead to the lower levels
of the Hall.
The Audience Chamber, where formal ceremonies and other affairs are conducted,
resembles a large cathedral. Hundreds upon hundreds of dark-colored benches
line the main floor, providing ample seating room for the members of the
Brotherhood. In the center of the chamber lies the seating for the Dark
Council, on a raised dais. Each Council member is offered a tall, ebony
chair furnished with cushions of the color of their order. The Grand Master
sits on a large, ornate throne-like chair furnished in gold, while the
Deputy Grand Master sits to the left of the Grand Master in a similar
chair. Above the dais hang large banners that bear the symbols of the
three Orders of the Brotherhood: the Krath, Obelisk, and Sith. The ceiling
is domed, a large fresco depicting several events from Dark Side lore
and myth. Two large balconies sit opposite each other in the walls; this
seating is reserved for special guests and visitors.
Recreation/Living
Area (Game Room, Sparring Arena, Lounge, Members' Quarters) [Level 2]
Taking a turbolift
down another level brings a regular person to one of the more comfortable
areas of the Dark Hall. Level 2 is one of the largest areas in the Hall,
containing several recreational areas and the quarters for visiting members
and VIPs.
The Lounge is a large chamber with several chairs, couches, tables and
holovids. Comfortable and relaxing in its appearance, this is where members
often come after a day's work to either watch broadcasts across the Imperial
networks, play a game of Sabacc with friends, or just to sit and rest.
The Game Room is an extension of the Lounge, separated by glass doors.
Tables for holo-chess and various holo-simulators litter the room. Members
have been known to use the holo-simulators to create games of their own
design, some of the most widely played being a fighting combat type game
called Holo Fighter, as well as an interactive role-playing game called
Khyron's Call (named after the former Grand Master).
The Sparring Arena is another attachment to the Lounge, where members
can dual one another in lightsaber combat. Although almost used exclusively
by those of the Obelisk Order, some Sith and Krath are known to test their
mettle in the Arena. A special holographic system allows users to create
environmental hazards, obstructions and other holograms to heighten the
challenge.
Connected to these areas by way of another door at the far end of the
Lounge, are the Members' Quarters, the living area for many people. Each
room contains a small living space; a bed, couch, a table, bureau and
a shelf. Each room also has its own bathroom. Rooms reserved for special
visitors are more spacious and ornate.
Work
Area (Offices, Cafeteria, Conference Rooms) [Level 3]
Taking a turbolift
down another level takes a person to the office area of the Dark Hall.
This is where the Dark Council normally meets with fellow Council members,
visitors and other members of the Brotherhood, as well as conduct their
normal day-to-day work. The offices lie down a long corridor, with the
Grand Master's office straight at the end. Each office is decorated in
a fashion that best befits its current occupant. Unlike previous Grand
Masters, Firefox's office is known for its spartan like appearance. It
contains a few holovids of the Avenger, a desk with neat stacks of paper,
and a few bureaus and shelves. The contents of other offices are always
not so commonplace. It is rumored that the Krath High Priest's office
is stacked with ancient tomes and other antiques, and no one seems to
speak of what lies in the Deputy Grand Master's office.
Opposite the corridor of offices is another corridor which contains a
number of meeting rooms that are used by the Dark Council when conferring
amongst each other, with visitors and even for long-distance communication.
Consuls and their entourage are also free to use the meeting rooms. The
rooms themselves are spacious, with long tables and plush chair placed
around them.
The first room one sees when getting off the turbolift, however, is the
cafeteria. Dark Adept and Acolyte alike often eat in this room. Circular
tables surrounded by chairs sit on a carpeted floor, with all the food
out in a buffet style. While all of the Grand Masters have been radically
different, they all seemed to know this important tenet of morality: feed
your people well. The meals served in the Dark Hall's cafeteria have gained
fleet-wide recognition as being among the best served anywhere in Imperial
space.
Archives/Order
Areas (Library, Archives, Krath, Sith, and Obelisk Training Areas) [Level
4]
At this level is
where the need for special access codes begins. Two turbolifts located
near the back of the Lounge offer access to the Archives only if one has
a proper code. Assuming access is granted, the turbolifts descend into
the center of a dark, quiet room, permeated with the sound of silence.
This is the Library, which is lined with shelves upon shelves of books
filled with Dark Side knowledge and lore. Krath scholars are frequently
seen scouring the shelves at all hours, hoping to discover another key
to power or the location of a long lost Dark Side artifact.
The room itself is a square, with four doors in the center of each opposing
wall. Three of the doors are suffused by color lights, each with the color
of the respecting Order. These are the training areas. The Krath's area
is the most mundane of the three. Lined with more books and a few artifacts,
the Krath come in here to study their books and confer with fellow scholars
on obscure points of philosophy. A larger, open area of the area is lined
with chairs and a small stage-like structure; this is used for lectures.
The Obelisk have small, mini-arenas in which to practice in. However,
the entire area may be transformed into one vast holographic representation
of a certain area or place. This is often done when the Obelisk High Commander
wishes to run a large scale practice operation. This area is sometimes
borrowed by the Grand Master's Royal Guard for training operations as
well. The Sith area is a jumbled collection of holo-simulators all networked
together. This permits Squadron Commanders and Sith Quaestors to lead
their men in simulated battles. All of these areas are restricted to the
members of the respective Orders, except in the case of the Grand Master's
Royal Guard, where Krath and Sith members may enter the Obelisk area for
training. This is done mostly to keep down inter-Order tension.
The final fourth door, suffused by a white light, is also restricted access.
Therein lies the Brotherhood's vast collection of artifacts. Some of the
powerful objects known to the Dark Side are contained in the room, which
is why it is under twenty-four hour surveillance. No one enters the room
without the permission of the Grand Master and the Krath High Priest,
who is keeper of the records of the artifacts. While the specific artifacts
are not entirely known, it is said that the legendary Stone of Light was
recently recovered by the Dark Brotherhood and placed into the chamber.
Dark
Council Chambers [Level 5a]
In one of the lowest
areas of the Dark Hall lie the personal chambers of the Dark Council.
Few people, except the Dark Council members, have ever entered this area.
So, naturally, there are many rumors about what lies in it.
If one has the proper codes, the turbolift from level four will descend
down into this level. The area itself is on the form of a vast arch, with
Dark Council chambers lining each side, with a massive polished oak door
leading to the chambers of the Deputy Grand Master and the Grand Master.
The chambers of a particular council member are denoted by the lock in
the center of the door; it resembles the position badge that they wear
on their robes. In the rare occasion that a Dark Council member holds
two positions, he or she of course owns the chambers of both positions.
This often causes a little jealousy among Council members, though it has
never escalated to serious proportions. Like their offices, the chambers
of each Council member vary according to the tastes of the member.
The door to the chambers of the Grand Master and Deputy Grand Master is
guarded not only by lock, but also by powerful Force wards that very few
could hope to break. Beyond the door lies a small hall, with two doors
facing opposite each other, one bearing the Grand Master's symbol, the
other the Deputy Grand Master. Rumors say that at the end of the hall,
in a large alcove, lies a statue of indeterminate age, supposedly of the
very first Lord of the Sith. The interior of the chambers are, like the
other Dark Council members, unknown. Fact, however, tells us that a fair
few female Dark Jedi Acolytes have been seen entering the Deputy Grand
Master's chambers at odd hours.
Prison/Labyrinth
[Level 5b/6]
The
entrance to the prison lies level with the Dark Council Chamber. It is
a bare room with exactly twenty holes, ten on each side of the chamber.
The room itself is guarded by a contingent of the Grand Master's Royal
Guard. From there, prisoners are dropped from below into their cells.
The cells are sealed with the conventional bar-type door and lock, albeit
they are reinforced durasteel. In the unlikely event that a prisoner,
or prisoners, escape, they run right into the Labyrinth, a nightmarish
combination of intricate, winding passageways, traps, and monsters that
crawl in the dark. Ysalamiri nests have been placed throughout the Labyrinth,
effectively nullifying the Force throughout the maze. No one has made
it out alive from the Labyrinth. The cell area of the prison may be accessed
by a hidden turbolift on level 5c, which must be activated by telekinesis
when going either up or down. Only Dark Council members are permitted
within this area.
Power
Room [Level 7]
Accessed
from a hidden turbolift from the bottom of the hangar, only classified
personnel are permitted within the Power Room. The turbolift shaft itself
contains various security checkpoints within, and if someone fails a checkpoint,
they are riddled with blaster fire. When the bottom is reached, a small,
barren hallway of durasteel leads to a large, sealed door. Access codes,
retina scans and voice detection are done to open the door and grant access
to the room proper. Failure to pass any of these precautions leads to
immediate death.
The Power Room contains not only the generators that give electricity
to the entire Dark Hall, but the Dark Hall's mainframe and security system,
nicknamed DSM (Dark Security Machine). Only the Grand Master and the Seneschal
have complete access to DSM, and no major changes can occur to the system
without the Grand Master and the Seneschal simultaneously unlocking the
special security locks.
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