Sabrixin System

System Map (Sorry for the blur, will fix soon)


Overview of System:

The Sabrixin System is the very first point of destination when entering the Samix Sector through the Skine or Sujimis Sector. The system is very standardized with an average and single yellow sun. The system is home to a few research stations amongst the 3 planetary bodies.

Sabrixin (Sun):

The sun, Sabrixin, is again average. Not too cool, but not too hot. The sun is on its main sequence and has been for billions of years. It is hot enough to render life on the first planet of the system, Sabrixin which is named after the sun. However, the second planet, Geolia, is unable to sustain life. Onketta, the moon of the Sabrixin planet, is also unable to sustain life naturally. However, the moon is covered in ocean, and was once the flagship for the native Sabriki species of Sabrixin for colonization.

Name of Sun: Sabrixin
Solar System: Sabrixin System
1st or 2nd Star in System / Binary Star system or not: Single Star System
Orbiting Phenomena: AstroloCorp Research Station, Sabrixin (Planet), Geolia, and the Geolia Separation.
Sequence Stage: Main Sequence.
Type / Class:
“G” stars were yellow and medium-temperature, and had a lifespan of ten billion years. There were approximately two billion habitable G stars in the galaxy.
Level of Activity: Level 3. Tendencies attribute to relatively normal sun activity, that lends to the Star system’s typically normal formation and longevity.
Prior / Next Cycle: Formed bIllions and billions of years ago from a star forming nebula, and will evolve into a Red Giant.

Research Station (Orbits the Sabrixin Sun)

Sabrixin (1st Planet of System):


Sabrixin is a relatively balmy world, with hotter and arid tendencies. The atmosphere is a Type 1 atmosphere, maintaining terrestrial life. The native species, the Sabriki, are a shorter, yellow humanoid species that relies on technology. The planet has 4 continents mostly deviated by vast oceans. 2 out of the 4 continents are actually connected by land, but separated by mountains though the continents themselves are actually covered in a primarily single leveled city.

Region: Outer Rim
Sector: Samix Sector
System: Sabrixin System
Planet: Sabrixin
Sun(s): Sabrixin
Orbital Position: 1st.
Moon(s): Onketta.
Rotation Period: 35 Hours.
Orbital Period: 532 Days.

Class: M, Terrestrial.
Diameter: 10,639 Km.
Planetary Type: Terrestrial.
Atmosphere Type: Type 1.
Layers of Atmosphere: 5 Layers of Atmosphere.
Atmospheric Gasses: Entire Composition is broken down into 65% Nitrogen, 22% Oxygen, 6% Sulfur, 5% Water Vapor, 1% Carbon Dioxide, 1% Other.
Climate: Humid, Arid.
Gravity: Nominal, though about 10% heavier than Earth’s
Average Temperature: 64 Degrees F.
Core: The core is about 30% of the planet’s mass, and is composed of about 60% Iron, 30% Nickel, and 9% Cobalt, and 1% Other.
Magnetism: Due to the high volume of Cobalt within the Core, the Magnetism is a tad stronger, garnering the stronger gravity and the more dense weather patterns.

Percentage of Land:
Percentage of Water:
Percentage of Ice:
Percentage of Misc.:
Primary Terrain: The primary Terrain of the planet are vast plains, mountainous regions, hillsides and deserts. Two poles of the planet, however, no land masses there.
Geological Activity: Active, slowly shifting. Tectonic plate movements generally shift towards each other, and rubbing against each other more so than away from each other. Earthquakes are normal along fault lines, and mountains or landmasses are constructed from nature itself across the planet.
Continents: 4. Continents Sabri and Ixin are connected, border established by a mountain range. The continent of Baria holds the most vegetation on the entire planet, located in the east hemisphere, above the equator of the planet. The Costor continent, nearly a mirror image of the location of Baria across the border is primarily made of desert and hills. Vegetation lacks here more than anywhere else. Socially, Sabri and Ixin are covered in cityscape aside from the mountains. Baria is covered in residencies, seemingly similar to cityscape. Costor is vast and empty, utilized as a sort of “land of exiles” where banished members of the Sabriki society are cast out to live in the harsh deserts amongst themselves.
Points of Interest:

Sabriki City, entirely composed of the surface of both Sabri and Ixin. Sabriki City was divided into 6 different divisions, each specializing in something different.

Division Port, this is the outermost layer of Sabriki City around the entirety of both continents Sabri and Ixin. It is where the Tramway Sab facilities originate, and where the many different seaports, shuttleports, and Spaceports are located.

Division Science, this is where research, medical, laboratories, and everything is handled. There are sparse clinics and labs located elsewhere, but this area is almost entirely composed of scientific corporations and work outfits.

Division Market, this is essentially a vast market that sizes equal to the entirety of Onketta’s surface area. It is just between the Government Division and the Port Division. The market has everything anybody could want. The market is full of merchants though their wares are shipped in and out through the Division Port. This is also where most commercial places mainstay, and where most corporate offices and the tallest skyscrapers live.

Division Sabrikan, this is the government center of the planet. The government division is located between the Recreation Division and the Market Division. This is the only place that has actual residency in the city as the diplomats, ambassadors, politicians of all kinds live here as well as operate here. This is where senators meet, and where legislation is passed, denied, or stifled.

Division Recreation, this is just outside of the Division Industry. And features everything from sporting events to cantinas and swoop Tracks to casinos and all. It is where most tourists visit, and where most of the police patrol as well.

Division Industry, this is the most inner ring of the cityscape, and is the most polluted aspect of the city. It is the backbone of the planet and the species, it is where everything is made, broken down, modified, or forgotten.

Tramway Sab is the major tram network that moves the people throughout the entire city of Sabriki City as well as transports people from Sabriki City to and from the Baria continent around the clock via a long repulsor bridge-track which is in a constant state of transportation.

Residential High is considered the most prestigious of living places amongst the people of the planet. The Nobility reside here, the CEOs of intricate corporations, the largest in the bouts of high society. These structures are the tallest of the Baria continent and are constantly being remade and redone as new technologies are founded.

Residential Common is where most people reside, the buffer zone between the rich and the poor. This is where most workers and merchants live. The structures are older, less maintained but still mighty and high.

Residential Lows is essentially the slums of the planet. This is where all kinds of people live, and where the most dank recesses of the society dwell. This is also where the most hopeful live, constantly trying to pull themselves out of the Lows and into the limelight. Most crime happens here as policing aspects are more or less sparse, and criminal activity can rise unchecked.
Fauna: Virtually all Fauna native to the planet reside in the oceans and the Costor continent. Due to the high amounts of city and the history of the Sabriki people, the animals have all been pushed aside by the constructs of design.
Flora: The mainstay of Flora is locacted in the waters. There is enough to truly play a vital role in the oxygen of the planet. The ocean is relatively untouched by the people, and laws prevent corporations from taking as it is the only thing allowing the people to survive without technology and terraforming.
Hazards: Air pollution above the Division Industry is rancid. Ships themselves do not fly above the area as it is corrosive and will stick to the hulls of passerby ships. The oceans themselves are hazardous to most people as well as the apex predators of the planet all dwell within the waters. The continent of Costor is also a hazard. Bearing only small villages of exiles, the terrain lacks anything fruitful, and the weather reigns unchecked as a lack of technology keeps the continent in a constant state of disregard and terror.
Viable Resources: Resources here are only mined from the inside of the planet. Systematically and cautiously within the Division Industry. Resources in the wilds of the planet could be metal deposits, plastic deposits, and heavy metal deposits but only beneath the surface, within the waters.

Native Species: Sabriki
Immigrated Species: Mainly the Nediji and the Baleon, but all kinds of aliens have Immigrated here from Humans to Duros to Bith or Zabraks.
Technology Level: 5. Apex of technology. Have figured everything from species augmentation to cloning.
Government: Corporatocracy. The government is divided into the most influential businesses and their leaders or appointed delegates to run the planet entirely. The three leaders of the Board of Sabrixin, are Aerintok Aer, Azolor Azoc, and Pfeuron Pfeur.

Aerintok Aer is the CEO of Aerintok Corp. The company responsible for the Sabriki augmentation that allow them to live their daily lives in a more complete fashion than without the enhancements. Prior to Aerintok Corp. The Sabriki people had to rely on their own strengths while being hampered down by their weaknesses. Aerintok had a vision where the Sabriki people could surpass all of these weaknesses and uniting beneath one solid movement, for species augmentation. He was allowed a platform after initially being viewed as crazy and intolerant, as he is not of the Sabriki people, by the Pfeuron family. When allowed to fully demonstrate his goals to the Sabriki people, he was allowed to advance into testing where his invention had inevitably succeeded. This changed the lives of every Sabriki from then on, both socially and evolutionary. Aerintok Corp. pattoned the AeriSuits, and soon enough every single Sabriki would completely sell themselves to the suit which made me them larger, stronger, smarter, and all.

Azolor Azoc is the Magistrate Ruler of the Azoc Affinity, a political party that has risen to power by enabling the corporations to exceed their mandate and uncap prior advancements to their philanthropic endeavors. Azoc has been regarded as the Bringer of Revolution, allowing the people of Sabrixin to break free from old traditions of the greater good and progression of their species as a whole by laying down and receiving whatever your constituents wish of you. To be yourself and to be the best version of yourself, by utilizing the law and justice to achieve what you were meant to regardless of those who wish to absolve you of your sins.

Pfeuron Pfeur is the Trade Mogul who has led the Sabriki people, through his lineage, to embrace the new day, and to align yourself with those who may not be just like yourself. The Pfeuron family was one of, if not the first group of Sabriki to welcome diversity into their culture and to inevitably intertwine and assimilate as the ancient Sabriki had done well before their first modern contact with life outside of their own. The Pfeuron family saw advantage and wealth by gathering those that manipulate resources like craftsmen and trade unions alike and putting them in contact with other species and other people who would trade their wares and goods unseen by their society before in exchange for the same of their own.

Political Parties and their Causes / Issues / Stances: The Azoc Affinity, the largest modern political party that sees to the unrelenting progression of both corporation and individual.

The Wildman Party, a group of exiles from the Sabriki society that somehow keep finding ways to openly protest the Azoc Affinity through peaceful means. Led by a Sabriki regarded as The Wildman. They believe the Azoc Affinity to not only be corrupt at the very top, but seemingly have proof that free corporations without restrictions are the cause of the Lows.

Habitats of Today, a group of Sabriki and other environmentalists that connect the air pollution to the dying nature of their ocean. That the laws do not cover enough ground to truly preserve the ocean which is the lifeblood of their civilization. The group is not led by a single person, but is democratically charged as one for all.

Lows Union, a unionized group of people, led by Toffyr Toff, who aim to enact change in the Lows. That aim for a “Why does there NEED to be a bad part of town?” sort of thing. The Lows Union fights for better distribution of policing authority, but also better training for policing authority. "A police officer can actually use ‘terror of the Lows’ (a psychological ailment that has been coined by Professor Almix Alm as an actual disorder, though has since been discovered to have taken a many a bribes from authority figures to coin this term, and thus had been exiled) as an actual defense to a lack of deescalation and a shoot first ask questions later mentality.

The United Site of the Lows, another unionized group that lives within the Lows that aims for a free state. Wishes to separate from Sabrixin as a piece of their culture to their very own. Believes that the laws that cover much of the Baria continent do not work the same for the Lows. Led by Inillon Inil, a Sabriki landlord.

Capital: Sabriki City
Major Cities: None
Minor Settlements: Villages of Costor, essentially small village settlements amongst the desert continent that allow exiles to find refuge where there is none.
Primary Imports: Foodstuffs, fuel, chemicals, and raw materials.
Primary Exports: Technology.

Ecosystem (Worldly)-
Weather Patterns:
Heavy rains along the equator,
Sandstorms across the vast plains of continents,
Heatwaves during the Moulistar season,
Heavy clouds with strong overcast,
Powerful thunderstorms,
and snow-hail Blizzards on the planet’s poles.
Weather Effects:
Sandstorms, heatwaves, and lightning are typically negated by a central weather shield that protects the Sabriki City and the Baria Continent.
However, rain and thunder still play a role, though it’s very minimal. In case of extreme agility, someone may suffer negatives during the heavy rains. There is almost a constant overcast that is in a small way generated by the weather shield, but more so because clouds are plentiful. The sun coming out is not uncommon, however, it is usually more gloomy than bright. Most of the light in the city comes from the buildings and artifical means.
On the Costor Continent, sandstorms cause heavy negatives to sight and spatial awareness as well as mental anguish. Heatwaves cause large negatives to bodily heat, granting someone a short amount of time to find shelter before gradually succumbing to death. Heavy rains are typically detrimental as there are many hills on the continents and the lowest points will flood. Unless you are already atop a hill, getting up one will require equipment, however being atop the hill can also cause a mental strain for lightning when unsheltered.
Seasons Available, including duration and levels of danger: Sabrixin has 4 seasons, Winter, which is typically for 2 months of the year. Spring which is for 5 months of the year. Autumn which stays for 3 months of the year, and Moulistar, which lasts for 2 months. Winter on Sabrixin is when the planet reaches its coldest. It’s when the planet is furthest from the sun, and it’s when the snow-hail Blizzards of the poles extend to the continents, however the weather shield negates the effects. Castor however must endure, and small inlets of water are reduced to stone strong ice. This is when the fauna of the region must move from the inner areas of the continent to the outermost, generally causing a frenzy when meeting with any exiles. This is the hardest time of every year for every exile as the fauna runs mad, and any native Flora begins to die.
Spring is the natural state of the planet, and while the name speaks of nice, outdoor activities, it’s actually the wettest aspect of the year.
Autumn is a transitional phase from the Spring to the Moulistar seasons, and is less rainy but less hot than either.
Moulistar is the most prominent season of the year, and is the most dangerous for those not acclimated to the planet. Moulistar is the hottest aspect of the year, and tourists are constantly warned to heed government warnings as certain species may find themselves easily winded, and honestly in dire straits.
Ecosystems of the World:
Sabrixin Ocean
Sabri Continent
Ixin Continent
Baria Continent
Costor Continent
Various Islands

Ecosystem (Per Water/Land Mass)
Sabrixin Ocean-
Available Biomes per Water-Mass and or Landmass: Ocean
Dangers: Cold, Hot, Suffocation, Lack of Water, Lack of Food, Low Visibility, Disease, Apex Predators, Fatigue.
Minimal Fauna: (All within the Ocean Biome) Crabs, schools of fish, eels, larger but not combative fish, etc. Most have not been catalogued, but the ones that have would be much closer to the surface, and few deep into the waters. Notable minimal Fauna that have yet to be discovered; Eredor Crab, Urbex (Fish), Lytré (Neon Jellyfish, this is most notable because it can create a plasma that could cure the dreaded Ixitoxin disease contracted by breathing in enough of the fumes created by synthesizing some of the natural metal materials from within the planet.), Chardei (Sea Cucumber), Sabrixin Urtei (Crab), Sabrixin Feshk (Fish), Sabrixin Moilosk (Deep sea mollusk, bears a rare jewel like a pearl which could be founded to be immensely expensive as a couple of the jewels have washed ashore before which led many of the Sabriki during their developmental phase to believe the ocean to be sacred.), Sabrixin Hixon (Mollusk), Sabrixin Jool (Fish), Sabrixin Owet (Sea Wyrm) and the Sabrixin Fytron (Sea Urchin).
Major Fauna:
Sabrixin Sunstar- Electric bottom dweller
Eredor Eel- Eel
Giant Firaxin- giant shark
Firaxin- shark
Pseudoraun- Whale
Water Menx- Snake
Fortel- carnivorous fish
Urbex Hunter- Large crab
Percentage of Major Fauna: 75% open ocean, 12.5% within Cave dwellings underwater, 12.5% bottom dweller
Minimal Flora: sea sponges, anemones, plants, sea daisies, sea algae, and more. Most have not been catalogued, but the ones that have would be much closer to the surface, and few deep into the waters. Notable minimal flora that have yet to be discovered;
The Monoikthes (Flower), Yetis (Mangroves), Arratu (Flower), Urbex Feeder (Kelp), Gowreen (Seagrass), Mei’Ta (Seaweed), Thithit (Flower), Shelem (Mangroves).
Major Flora:
Eredor Fungus – Mushroom
Chaud’r – Poisonous Kelp
Edronni – Mushroom
Ectosken – Sea Vines
Intiir – Bioilluminescent Seagrass
Percentage of Major Flora: 80% open ocean / ocean floor / stone, etc. 20% Cave
Natural Resources:
Metal- Eredor Sheets
Wood- Yetis and Shelem
Meat- Almost any of the fauna
Bone- About half of the fauna
Crystal- EctoCrystal in the Ecto Cave
Heavy Metal- Eredor Heavy Metal Sheets well below the Eredor Metal Sheets

Ecosystem (Per Water/Land Mass)
Sabri Continent-
Available Biomes per Water-Mass and or Landmass: Mountains to the most southern border of the Sabri Continent.
Dangers: Mountains have been built upon, but not covered. The main danger would be falling off of a building.
Minimal Fauna: All natural Fauna has been removed one way or another.
Major Fauna: All natural Fauna has been removed one way or another.
Percentage of Major Fauna: N/A
Minimal Flora: The only natural growing minimal flora us the Sabri Grass, which are very sparse and tough.
Major Flora: No natural major flora.
Percentage of Major Flora: N/A
Natural Resources: N/A

((Disclaimer, Sabrixin City itself has a very minimal and state of the art plumbing system outside of the industrial areas considering 99.9% of residency is on the Baria Continent.))

Ecosystem (Per Water/Land Mass)
Ixin Continent-
Available Biomes per Water-Mass and or Landmass: Mountains to the most northern border of the Ixin Continent.
Dangers: Mountains have been built upon, but not covered. The main danger would be falling off of a building.
Minimal Fauna: All natural Fauna has been removed one way or another.
Major Fauna: All natural Fauna has been removed one way or another.
Percentage of Major Fauna: N/A
Minimal Flora: The only natural growing minimal flora us the Sabri Grass, which are very sparse and tough.
Major Flora: No natural major flora.
Percentage of Major Flora: N/A
Natural Resources: N/A

Ecosystem (Per Water/Land Mass)
Baria Continent
Available Biomes per Water-Mass and or Landmass: Sewer
Dangers: Low Visibility
Minimal Fauna: Sabrixin Worms, Urbex (Fish), Eredor Crab, Sabrixin Jool (Fish), Megadora (Dragonfly), Neon Crawler (Worm), and Sabrixin Hixon (Fish).
Major Fauna:
Baria Leech
Dianoga (Sewer creature on Death Star in Episode 4.)
Sewer Menx (Sewer adapted Water Menx).
Percentage of Major Fauna: 100% within the waters of the sewers.
Minimal Flora: Baria Grass, Sabrixin Daisy, Virago Vigo (Moss), and Azuligar (Shrubbery).
Major Flora:
Urbex Algae
Redwoom Vines
Harbor Parasite Bushel
Percentage of Major Flora: 33% on the surface and within the waters, 66% attached to the sewers themselves.
Natural Resources: N/A

Ecosystem (Per Water/Land Mass)
Costor Continent
Available Biomes per Water-Mass and or Landmass: River, Beach, Dune, Cave, Desert, Mountain, Swamp, Hills, Tundra, Savanna.
Dangers: Cold, Hot, Suffocation, Lack of Water, Lack of Food, Low Visibility, Disease, Dangerous Heights, Blizzards, Heat Waves, Fatigue.
Minimal Fauna:
Megadora (Dragonfly)
Eukepo Sauro (Rabbit)
Eukepo Olphitox (Taiper)
Eukepo Lizz (Iguana)
Rikit (Frog)
Pioer (Wingbat)
Desert Phaux (Fox)
Leyf (Butterfly)
Deskort (Beetle)
Urbex (Fish)
Eukepo Flyer (Bird)
Eukepo Sparrow (Bird)
Desert Philand (Bird)
Resko (Lizard)
Amipho (Marsupial)
Leytann (Lizard)
Sabrixin Jool (Fish)
Major Fauna:
Water Menx (Snake)
Desert Menx (Snake)
Sabrixin Sunstar
Desert Qiitik (Mongoose)
Desert Eyroma (Bull)
Pioion (Wingbat)
Piota (Wingbat)
Effige (Ant)
Flying Effige (Ant)
Titan Wyrm
Dolikat (Wyvern)
Aribokka (Cat)
Firaxan (Shark)
Percentage of Major Fauna:
25% Underground, 25% Airborne, 25% Land, 25% Sea
Minimal Flora:
Desert Shrubbery
Desert Daisy
Uriphek (Cacti)
Costor Grass
Uedi Grass
Tation (Trees)
Major Flora:
Desert Flytrap
Korrag Grass
Immeti Vines
Obliom Flowers
Percentage of Major Flora: 75% on land, 25% in caves.
Natural Resources:
Heretic Crystal
Copedium (Metal)
Auriton (Metal)
Tation Sap (Solid Chemical)
Bones, meat, hide, wood, chemicals from Fauna and Flora.

For the various islands, they’ll be more procedural. Even the quests to them can be more or less procedural, with a couple outliers. To do the information on every single island would be ridiculous. So don’t worry about the islands, they’ll each be very unique to one another in sometimes more subtle ways than sight, but logging the information will be futile. Common sense and reusing the planet’s already established animals and plants would suffice well, tbh.

Maps-Don’t worry about maps, I will create them myself. But feel free to add pictures of maps that may aid
Territory (natives, pirates, etc):
Biomes / Natural:
Topical / Physical:

Onketta (1st Moon of Sabrixin)

Geolia (2nd Planet of System)

Geolia Separation (Stellar Phenomena – Iced Asteroid Belt)

Sabrixin System

Star Wars Writing Group jackjallo