Accessible from the Nexus, Coruscant, and the Ashen Steppes, the Endless Dunes is a verse ruled by the laws of survival. The Dunes are teeming with life across its many oases and occasional savannah, separated by long stretches of sand dunes and harsh desert, though this is at risk due to the Empire’s increasingly invasive mining efforts in the Verse. The Empire maintains several holdings, from small mining outposts and depots, to larger military encampments and, most notably, Carrefore, which stands as the centerpiece of their mining operations.
When one emerges from the Nexus Gate, they would find themselves in the midst of a savannah region, with patches of dense forest and tall grasslands. To the center of the Dunes, across the dusty dunes and into the many rich valleys and mountainscapes, one would find the Town with No Name. To the southeast from there, a little over half a day’s travel in fact, lies the Imperial town of Carrefore, and not far from there, the Coruscant gate. To the northwest is a small Imperial outpost guarding the gate to the Ashen Steppes. South of there by a day’s travel lies the town of New Odessa.
The many mountains and valleys are the home of practically limitless tribes of psychotic, cannibalistic bandits who have succumbed to the kill-or-be-killed nature of the verse, barely united under Immortan Joe. Many other bandits have fled Coruscant with Empire tech, only to find that life here is no better than the undercity of Coruscant; you are as likely to die to a bullet as you are to wild beasts. Beyond the valleys, the land becomes more arid and so does the danger of death by dehydration or starvation. The further you go, the less there is, until there is only sand in every direction.
Even Primes have been driven to the brink of their sanity after becoming lost and following mirages for days before dying and reincarnating at the Nexus. It is said that past a certain point, the passage of time becomes even more distorted than the rest of the Omniverse. It can seem as though weeks pass in a single day. Should you make it to the end of the dunes, something amazing awaits.
Carrefore
The centerpiece of all Imperial operations in the Dunes, this savanna-like region is populated by various walks of life that would sooner kill a traveler than look at him or her twice, intermixed with seemingly endless patrols of Sandtroopers and the occasional Space Marine. The city of Carrefore provides an important waystation for travel between Coruscant and the plethora of mining outposts and forts throughout the Dunes. Located a short few miles away from the gates, this town looks and feels much like a North African town of the 20th-century. With tightly packed buildings seemingly built out of the sands surrounding the immediate area. Although with vast technological advancements included.
The town center surrounds a large, shallow pool made of off-white bricks so precisely placed that historians debate whether it existed first or was created by a prime. The water naturally replenishes itself daily, leaving the experts to assume there is a natural spring connected to it. Around this is a large open area where the only shade available being canopies over the stalls in a rainbow of colors. The stalls being a market of many wares from jewelry to produce at fairly reasonable prices, and the people being friendly and welcoming. Beyond the stalls are the markets, are the governing buildings, urban residential space, the sparse housing dedicated to the military, and lastly the farms making as much use of the land as possible.
Always present in the sprawling clay-cityscape, is the sound of music. Frequently relying on percussion instruments of every variety, including xylophones, djembes, drums, and tone-producing instruments such as the mbira or "thumb piano", the rhythmic sounds encourage a good time. Citizens can spontaneously break out in formal or informal dance, song, poetry, and chants. Music is especially important in Carrefore’s culture, holding a special place in spiritual ceremonies and general celebrations alike. It adds energetic life to those who partake in the many food stands doting the city or those who gamble in the good-natured street games.
There is a single wooden structure at the edge of Carrefore, where those who have business in the Town With No Name can make arrangements for travel on the railway. It has four decently sized walls to create a ticket booth with only two or three employees at a time. They were red, but the local street artists have painted works of art over the planks. Outside of the booth, there is an awning covering a reasonable number of benches where people can wait in the shade. However, there is no escaping the higher temperatures.
The Town With No Name - Sample Photo 1 (Image credit to Ismail Inceoglu) | Sample Photo 2 (Image credit to Maarten Hof)
Pivotal to the Empire’s plans to expand its military and its large-scale city expansion plans, the Endless Dunes’s vast mineral wealth is highly sought after. The many miners and factory workers that extract and refine these materials and Omnilium are centered in the area known as the Town with No Name. This town is as close as you can get to normal civilization this far into the interior of the Endless Dunes, as it is the only other town with a noteworthy Imperial presence, and so any semblance of law and order present.
The town is primarily split into three sectors, the trainyard on one side, the industrial park on the opposite, and the residential and market quarters that make up Main Street jammed in-between the two. Main Street is where the road enters into the town through the front gate, where a watchtower is situated to keep watch over any newcomers that may cause trouble. A token checkpoint is also set-up here. Main Street itself hosts a number of banks, inns, taverns, a roughshod barracks for the Imperial guards, and further in, seedier elements that make the nightlife more vivid here. The roads split off from Main Street to connect to the many homes, and beyond them, the two other districts. Much of the architecture here is haphazard, but reminiscent of a town straight out of the American Wild West. Roland Deschain can often be found around here, and serves as a tolerated vigilante in the town. Many usually defer to his judgement when the Empire can’t be bothered to enforce law and order on the small fry.
The industrial park that makes up the western boundary of the town is walled off, and topped with barbed wire and guard towers, resembling much more a prison camp than an industrial complex. The Empire zealously guards all that is made here, be it weapons and vehicles to simpler items such as foodstuffs, until they can be transported and shipped off to Coruscant. Workers rarely see the fruits of their labor, and are given a pittance for their efforts, but desperation drives them onward.
The trainyard to the eastern side hosts a number of stations, some of which are passenger lines, some are instead cargo lines. Like the factories, the cargo lines are safeguarded by ever-diligent Sandtroopers, but the passenger line is open to all for travel to and fro the many smaller outposts that dot the Dunes and Carrefore, of course. Trains run round the clock from the trainyards, and require frequent maintenance from plucky raiders and the wear and tear the harsh desert inflicts upon them. Recently, due to increasing threats of raiders and more ravenous wildlife, military trains have begun being armed to ward off anything that could hinder Imperial progress.
The following non-player characters are centered in the Town with No Name: Roland Deschain
New Odessa
Built by the combined effort of several hardworking secondaries led by the venerable Odessa Cubbage, some say that inside the great stone walls of the buzzing village is one of the only functional democracies in the Omniverse. Past the stone walls is found a town of sandstone buildings and thriving marketplaces, where the plazas host frequent festivals and parties small and large virtually every day. Secondaries and Primes are always welcome and greeted warmly, and the town has been growing quickly because of its warm atmosphere and its freedom from the Empire’s oppressive policies elsewhere in the Dunes.
At the heart of the city lies the Council Palati, a large domed building that the elected council of the town convenes under the guiding hand of Odessa Cubbage, who functions as the town’s first elected leader. From his office further in, he manages the day affairs of the town. Amongst the busy streets are the many volunteer guards and knights led by the stoic Sand Knight Callium, who acts as captain of the town's watch. The city itself partly resembles the sandy stoned homes and buildings of Mos Eisley intermixed with traditional sandstone homes, stalwart and beautifully decorated, and plasteel homes bristling with technology. The marketplaces are abuzz with activity from outsiders, as most trade is free and open without the harsh regulations instilled by the Empire.
The following non-player characters are centered in New Odessa: Odessa Cubbage, Sand Knight Callium
Fort Tempestus Prime
Several miles away from the Town with No Name, further into the interior of the Endless Dunes, is the imposing and most pivotal fortification the Empire maintains within the Verse. Acting as a trading post, checkpoint, and center of military operations within the region, Tempestus Prime is almost a small colony unto itself. However, it is most renowned for its garrison, the famed Death Korps of the Empire, an army of the Empire’s finest and most stalwart men who are known for their brutal tactics and imposing appearance. The Death Korps wear all black all the time and their gas masks cover their faces, betraying no emotion save cold indifference as they trample the enemies of the Empire.
The fortress commander, and leader of the Death Korps, is Colonel Klaus Hartmann, who is noted for their harsh demeanor and efficient management. His command saw the rebuttal of countless raids by Immortan Joe and his War Boys, as well as a recent assault by a group of sentient, transforming machines known as Decepticons. The Fort is lastly noteworthy for its proximity to the newly founded dig site nearby, wherein a number of curious ancient ruins were discovered that previously had not known to be there.
The fortress itself is a tall, metal and concrete walled complex within which are a plethora of barracks, munitions depots, training grounds, and the primary headquarters bunker. Surrounding it are a number of smaller fortifications and dug-outs, and the tall walls themselves are lined with an array of powerful artillery cannons that more than sufficiently ward off any would-be invaders. Further out from the fortifications are a number of smaller settlements that use the fort as a sign of safety, including small trading posts and even the occasional inn or tavern.
The following non-player characters are centered in Fort Tempestus Prime: Colonel Klaus Hartmann
Excavation Site
A vast plot of land that the Empire has taken a great deal of interest in. Set not far away from Fort Tempestus Prime, the movement of heavy machinery and digging can be heard from afar. Upon the Empire’s arrival in the verse, the dig site was originally planned out and built to be a simple mining operation to dig up the many valuable minerals underground, but the miners discovered something far more intriguing than shiny rocks and Spice.
The operation was seen as a normal day to day occurrence to the Empire. That was until only a few weeks into their set-up, when the dig crews found that the site laid on top of what can only be described as a buried city consisting of sandstone temples and palaces with quizzically modern buildings intermingled within them, alongside one massive ebony-stoned and metal pyramid within the center that has so far repulsed any attempts to enter it. Word spread fast to the chambers of Imperial governing officials, and within days the simple mining operation turned into a large-scale archaeological expedition.
It is unknown how far or wide the city reaches underground, but experts assume that it at one point had been a towering civilization among the entirety of the Dunes. If one were to visit the site, with granted authorization of course, they would take note of the many archaeologists and miscellaneous workers digging out great pits, gorges, and ravines to uncover the secrets of the buried city. Alongside the workers, one would also notice the heavy numbers of Death Korps soldiers and Stormtrooper units keeping constant vigil over the dig site, even through the night, to ward off any treasure hunters or raiders. There lie many tunnels within the veritable sea of tents that would lead one into the underground city, and to a history long-forgotten.
Hashep Oasis - Sample Photo (Image credit to Wizards of the Coast)
The uneven grounds of the Dunes create a cliffside against a sea of sand, where several small waterfalls fed by an underground spring spills out into a large body of water. The Oasis is only a couple miles across in all directions and is framed by tropical foliage like palm trees and other large-leafed species. There is run-over, water attempting to carve out more room to grow at the edges of the pool. What little wildlife exists in the savannas and deserts are attracted to this place and sometimes pose as an obstacle to getting to the water and fruit. Rumor says thieves and bandits in the past have used this oasis to hide their booty, and that majority of them haven’t made it back. This and the natural beauty of the place make people curious to what exactly lies at the bottom of this pool among the naturally formed caves in the rust-red rock.
Bionic Boneyard - Sample Photo 1 | Sample Photo 2 (Image credits to Disney)
Located about three days south of the Coruscant gate and easily mistaken for a small mountain range from a distance, the Bionic Boneyard is the dedicated destination in the Dunes to discard damaged droids for scrap or recycling. Delivered by the truck full, and even the occasional train, there are robots and robot parts aplenty for the courageous scavenger. Enough that bandits constantly raid it in hopes of making a profit, or improving on the designs of existing droids. Alongside robotic body parts, scrap metal, and foreign objects are automobiles and spare parts that make it a mark for Immortan Joe and his War Boys.
The security is pretty laughable, but the scrapyard is not easily accessible either, and further hindrances come in the form of some of the droids not being entirely disabled or nonfunctional. Nearby to the Boneyard is a recycling plant run by the Empire that functions ‘round the clock, churning out processed materials and equipment to be shipped off by the local trainyard, all of which is guarded by a small detachment of Sandtroopers.
Scorponok - Roaming around the Dunes, the Transformer has gone into hiding. Though he occasionally targets Imperial soldiers that venture too far from Fort Tempestus Prime. The once proud Decepticon waits for the day that he can properly get revenge for the deaths of his brothers.
Immortan Joe - He and his War Boys maraud the dunes, valleys, and plains of the verse, seeking the next thrill or challenge that comes their way. Ever on the move, Joe is a constant threat and reminder that civilization is not welcome here amongst the sands.
When one emerges from the Nexus Gate, they would find themselves in the midst of a savannah region, with patches of dense forest and tall grasslands. To the center of the Dunes, across the dusty dunes and into the many rich valleys and mountainscapes, one would find the Town with No Name. To the southeast from there, a little over half a day’s travel in fact, lies the Imperial town of Carrefore, and not far from there, the Coruscant gate. To the northwest is a small Imperial outpost guarding the gate to the Ashen Steppes. South of there by a day’s travel lies the town of New Odessa.
The many mountains and valleys are the home of practically limitless tribes of psychotic, cannibalistic bandits who have succumbed to the kill-or-be-killed nature of the verse, barely united under Immortan Joe. Many other bandits have fled Coruscant with Empire tech, only to find that life here is no better than the undercity of Coruscant; you are as likely to die to a bullet as you are to wild beasts. Beyond the valleys, the land becomes more arid and so does the danger of death by dehydration or starvation. The further you go, the less there is, until there is only sand in every direction.
Even Primes have been driven to the brink of their sanity after becoming lost and following mirages for days before dying and reincarnating at the Nexus. It is said that past a certain point, the passage of time becomes even more distorted than the rest of the Omniverse. It can seem as though weeks pass in a single day. Should you make it to the end of the dunes, something amazing awaits.
Sub-zones
Carrefore
The centerpiece of all Imperial operations in the Dunes, this savanna-like region is populated by various walks of life that would sooner kill a traveler than look at him or her twice, intermixed with seemingly endless patrols of Sandtroopers and the occasional Space Marine. The city of Carrefore provides an important waystation for travel between Coruscant and the plethora of mining outposts and forts throughout the Dunes. Located a short few miles away from the gates, this town looks and feels much like a North African town of the 20th-century. With tightly packed buildings seemingly built out of the sands surrounding the immediate area. Although with vast technological advancements included.
The town center surrounds a large, shallow pool made of off-white bricks so precisely placed that historians debate whether it existed first or was created by a prime. The water naturally replenishes itself daily, leaving the experts to assume there is a natural spring connected to it. Around this is a large open area where the only shade available being canopies over the stalls in a rainbow of colors. The stalls being a market of many wares from jewelry to produce at fairly reasonable prices, and the people being friendly and welcoming. Beyond the stalls are the markets, are the governing buildings, urban residential space, the sparse housing dedicated to the military, and lastly the farms making as much use of the land as possible.
Always present in the sprawling clay-cityscape, is the sound of music. Frequently relying on percussion instruments of every variety, including xylophones, djembes, drums, and tone-producing instruments such as the mbira or "thumb piano", the rhythmic sounds encourage a good time. Citizens can spontaneously break out in formal or informal dance, song, poetry, and chants. Music is especially important in Carrefore’s culture, holding a special place in spiritual ceremonies and general celebrations alike. It adds energetic life to those who partake in the many food stands doting the city or those who gamble in the good-natured street games.
There is a single wooden structure at the edge of Carrefore, where those who have business in the Town With No Name can make arrangements for travel on the railway. It has four decently sized walls to create a ticket booth with only two or three employees at a time. They were red, but the local street artists have painted works of art over the planks. Outside of the booth, there is an awning covering a reasonable number of benches where people can wait in the shade. However, there is no escaping the higher temperatures.
The Town With No Name - Sample Photo 1 (Image credit to Ismail Inceoglu) | Sample Photo 2 (Image credit to Maarten Hof)
Pivotal to the Empire’s plans to expand its military and its large-scale city expansion plans, the Endless Dunes’s vast mineral wealth is highly sought after. The many miners and factory workers that extract and refine these materials and Omnilium are centered in the area known as the Town with No Name. This town is as close as you can get to normal civilization this far into the interior of the Endless Dunes, as it is the only other town with a noteworthy Imperial presence, and so any semblance of law and order present.
The town is primarily split into three sectors, the trainyard on one side, the industrial park on the opposite, and the residential and market quarters that make up Main Street jammed in-between the two. Main Street is where the road enters into the town through the front gate, where a watchtower is situated to keep watch over any newcomers that may cause trouble. A token checkpoint is also set-up here. Main Street itself hosts a number of banks, inns, taverns, a roughshod barracks for the Imperial guards, and further in, seedier elements that make the nightlife more vivid here. The roads split off from Main Street to connect to the many homes, and beyond them, the two other districts. Much of the architecture here is haphazard, but reminiscent of a town straight out of the American Wild West. Roland Deschain can often be found around here, and serves as a tolerated vigilante in the town. Many usually defer to his judgement when the Empire can’t be bothered to enforce law and order on the small fry.
The industrial park that makes up the western boundary of the town is walled off, and topped with barbed wire and guard towers, resembling much more a prison camp than an industrial complex. The Empire zealously guards all that is made here, be it weapons and vehicles to simpler items such as foodstuffs, until they can be transported and shipped off to Coruscant. Workers rarely see the fruits of their labor, and are given a pittance for their efforts, but desperation drives them onward.
The trainyard to the eastern side hosts a number of stations, some of which are passenger lines, some are instead cargo lines. Like the factories, the cargo lines are safeguarded by ever-diligent Sandtroopers, but the passenger line is open to all for travel to and fro the many smaller outposts that dot the Dunes and Carrefore, of course. Trains run round the clock from the trainyards, and require frequent maintenance from plucky raiders and the wear and tear the harsh desert inflicts upon them. Recently, due to increasing threats of raiders and more ravenous wildlife, military trains have begun being armed to ward off anything that could hinder Imperial progress.
The following non-player characters are centered in the Town with No Name: Roland Deschain
New Odessa
Built by the combined effort of several hardworking secondaries led by the venerable Odessa Cubbage, some say that inside the great stone walls of the buzzing village is one of the only functional democracies in the Omniverse. Past the stone walls is found a town of sandstone buildings and thriving marketplaces, where the plazas host frequent festivals and parties small and large virtually every day. Secondaries and Primes are always welcome and greeted warmly, and the town has been growing quickly because of its warm atmosphere and its freedom from the Empire’s oppressive policies elsewhere in the Dunes.
At the heart of the city lies the Council Palati, a large domed building that the elected council of the town convenes under the guiding hand of Odessa Cubbage, who functions as the town’s first elected leader. From his office further in, he manages the day affairs of the town. Amongst the busy streets are the many volunteer guards and knights led by the stoic Sand Knight Callium, who acts as captain of the town's watch. The city itself partly resembles the sandy stoned homes and buildings of Mos Eisley intermixed with traditional sandstone homes, stalwart and beautifully decorated, and plasteel homes bristling with technology. The marketplaces are abuzz with activity from outsiders, as most trade is free and open without the harsh regulations instilled by the Empire.
The following non-player characters are centered in New Odessa: Odessa Cubbage, Sand Knight Callium
Fort Tempestus Prime
Several miles away from the Town with No Name, further into the interior of the Endless Dunes, is the imposing and most pivotal fortification the Empire maintains within the Verse. Acting as a trading post, checkpoint, and center of military operations within the region, Tempestus Prime is almost a small colony unto itself. However, it is most renowned for its garrison, the famed Death Korps of the Empire, an army of the Empire’s finest and most stalwart men who are known for their brutal tactics and imposing appearance. The Death Korps wear all black all the time and their gas masks cover their faces, betraying no emotion save cold indifference as they trample the enemies of the Empire.
The fortress commander, and leader of the Death Korps, is Colonel Klaus Hartmann, who is noted for their harsh demeanor and efficient management. His command saw the rebuttal of countless raids by Immortan Joe and his War Boys, as well as a recent assault by a group of sentient, transforming machines known as Decepticons. The Fort is lastly noteworthy for its proximity to the newly founded dig site nearby, wherein a number of curious ancient ruins were discovered that previously had not known to be there.
The fortress itself is a tall, metal and concrete walled complex within which are a plethora of barracks, munitions depots, training grounds, and the primary headquarters bunker. Surrounding it are a number of smaller fortifications and dug-outs, and the tall walls themselves are lined with an array of powerful artillery cannons that more than sufficiently ward off any would-be invaders. Further out from the fortifications are a number of smaller settlements that use the fort as a sign of safety, including small trading posts and even the occasional inn or tavern.
The following non-player characters are centered in Fort Tempestus Prime: Colonel Klaus Hartmann
Excavation Site
A vast plot of land that the Empire has taken a great deal of interest in. Set not far away from Fort Tempestus Prime, the movement of heavy machinery and digging can be heard from afar. Upon the Empire’s arrival in the verse, the dig site was originally planned out and built to be a simple mining operation to dig up the many valuable minerals underground, but the miners discovered something far more intriguing than shiny rocks and Spice.
The operation was seen as a normal day to day occurrence to the Empire. That was until only a few weeks into their set-up, when the dig crews found that the site laid on top of what can only be described as a buried city consisting of sandstone temples and palaces with quizzically modern buildings intermingled within them, alongside one massive ebony-stoned and metal pyramid within the center that has so far repulsed any attempts to enter it. Word spread fast to the chambers of Imperial governing officials, and within days the simple mining operation turned into a large-scale archaeological expedition.
It is unknown how far or wide the city reaches underground, but experts assume that it at one point had been a towering civilization among the entirety of the Dunes. If one were to visit the site, with granted authorization of course, they would take note of the many archaeologists and miscellaneous workers digging out great pits, gorges, and ravines to uncover the secrets of the buried city. Alongside the workers, one would also notice the heavy numbers of Death Korps soldiers and Stormtrooper units keeping constant vigil over the dig site, even through the night, to ward off any treasure hunters or raiders. There lie many tunnels within the veritable sea of tents that would lead one into the underground city, and to a history long-forgotten.
Hashep Oasis - Sample Photo (Image credit to Wizards of the Coast)
The uneven grounds of the Dunes create a cliffside against a sea of sand, where several small waterfalls fed by an underground spring spills out into a large body of water. The Oasis is only a couple miles across in all directions and is framed by tropical foliage like palm trees and other large-leafed species. There is run-over, water attempting to carve out more room to grow at the edges of the pool. What little wildlife exists in the savannas and deserts are attracted to this place and sometimes pose as an obstacle to getting to the water and fruit. Rumor says thieves and bandits in the past have used this oasis to hide their booty, and that majority of them haven’t made it back. This and the natural beauty of the place make people curious to what exactly lies at the bottom of this pool among the naturally formed caves in the rust-red rock.
Bionic Boneyard - Sample Photo 1 | Sample Photo 2 (Image credits to Disney)
Located about three days south of the Coruscant gate and easily mistaken for a small mountain range from a distance, the Bionic Boneyard is the dedicated destination in the Dunes to discard damaged droids for scrap or recycling. Delivered by the truck full, and even the occasional train, there are robots and robot parts aplenty for the courageous scavenger. Enough that bandits constantly raid it in hopes of making a profit, or improving on the designs of existing droids. Alongside robotic body parts, scrap metal, and foreign objects are automobiles and spare parts that make it a mark for Immortan Joe and his War Boys.
The security is pretty laughable, but the scrapyard is not easily accessible either, and further hindrances come in the form of some of the droids not being entirely disabled or nonfunctional. Nearby to the Boneyard is a recycling plant run by the Empire that functions ‘round the clock, churning out processed materials and equipment to be shipped off by the local trainyard, all of which is guarded by a small detachment of Sandtroopers.
Roaming NPCs
Scorponok - Roaming around the Dunes, the Transformer has gone into hiding. Though he occasionally targets Imperial soldiers that venture too far from Fort Tempestus Prime. The once proud Decepticon waits for the day that he can properly get revenge for the deaths of his brothers.
Immortan Joe - He and his War Boys maraud the dunes, valleys, and plains of the verse, seeking the next thrill or challenge that comes their way. Ever on the move, Joe is a constant threat and reminder that civilization is not welcome here amongst the sands.