Aloxl Jedi Enclave (Jedi Renaissance)

The Jedi Enclave of Aloxl was a

Remains of an ancient Jedi Enclave and training ground may still exist on the shadowy Deep Core world of Aloxl. Due to a mysterious ancient astronomical cataclysm, Aloxl's orbit follows an extreme elipsis and a local year eqyals approximately 150 standard years. The inward parts of the elipse bring the planet so close to its gigantic star that the heat makes it uninhabitavle. The world cools as it travels at the extreme ends of its orbit, then heats up again as it approaches the star. In pratical terms, the world is largelyonly inhabitable for about twenty-five years as it approaches the end of its orbit and begins its return journey inward. Little is known about the enclave. It hails from a time when the Jedi Council was not completely dominant as the central power of the Jedi. While the length of Aloxl's orbit is problematic for human colonization, making the planet habitable for onlu twenty five years at a time, species able to survive hotter temperatires could easily survive the extreme seasons. Ancient texts hint that some inhabitants mght have retreated underground to escape the heat and could yet remain onworld. There was aenough physical evidence to prove that the world exisited and have a good deal of conifdence that at least something remains of the ancient enclave. They also relaixr that traveling to the Deep Core is dangerous for environmentla reasons. This adventure requires seeker as guide. A navigator is the natural guide for traversing the dangerous hyperspace routes into and through the Deep Core. Many routes are possivle and the navigator must determine the best one.

Aloxl is much hotter than expected; it is survivable but only with environmental suits and caution. The heat causes issues throughout their stay on Aloxl, affecting equippment, droids, persishable food, and the ship. Locating the enclave takes and organized seach effort. Again a Navigator can be of aid. Ten meters tall. The world appears desolate at first, but closer inspection reveals small, hardy plants begging to emerge from the ground. They die away during the hot years. When cooler times resume, they emerge from seeds or fantastically deep rootssystems, Small animals and insectslike creatures survive far below the ground but very few ever come to the surface fo the planet.

There are broken remains of a dozen low stone structures about a kilometer away from the huge formation consisting of a pair of crossed lightsabers that mark the enclave's location. The encalve itself has two obvious entrances; one at the base of each lightsaber hilt,. The doors are long gone. The interior is pourstone and rock, any metal elements having corroded or completeley rusted away. A set of stone doors remains in place inside the entry chamber. The enclave is truly a ruin, but the challenges inside remain mostly intact. The main challenge was a race from hilt to lightsaber tip. The winner or winning team normally would be levated to a highter position in a long forgotten ancient Jedi organization and allowed to learn a new Force power. The doors for entering the enclave won't ope unless there is a team at each hilt.

An ancient meditation stone; it is smooth and oblong, with a band of gold inset along the narrow edge. The stone is actually part of a set of 10 stones of various sizes and metal inlays used for meditation exercise and focus.

The enclave resembles a crossed pair of five kil long lightsaber blades in the stone landscape. the raised landform is obvious from above.

Apprentices competed in a race that started at the landform's hilts and proceeds through diff obstacles and challenges.

Ancient ceremonly robes were gifted to the winners, colors and markins unlike other Jedi.

The halls between chambers chould be long and largelyt empty. Some parts are unstable and large cracks in the stonework let in dramic beams of bright sunlight. The interior stone radiates great heat.

Chamber of Fear: the Force projects feelings consistent with their greatest fear or strikes at tehir emotional weakness. Those who fail are presented with an illusry obstacle related to their fear or weakness. Door wont open if anyone succumbs to fear.

Combat crossing; The competitors arrive at a circular cavern a half kil in radius where the sabe landforms cross. There are four pourstone doors, each providing access to one of the blades. After entering, combatants are attacked by illusioned combatants of equall skill. If the other team reaches the chamber during the fight, the ullusions disappear and the teams face each other. Attacks from the illusions seem real by t disappear upon exiting the chamber. Illusions cant kill. Combatants are defeated upon incapactiatipn, restraint or dead. Northwest door covered in blue metallic flakes, then opens once defeated. The northeast red door opens when win is really good. The losing team may not move forward until defeating the illury team. Both teams could possibly end up in the same blade.

Ceremonial chamber: Winning team is the first to arrive at the tip od a saber, Winning team members can learn a new Force power, and illusory apprentices stand in salute of their achievement. Losers get nothing, but can try again in ten days. A concealed door allows everyone to exit.

Construction
Constructed by the Infinite Empire, the training site on Aloxl was established as a proving ground for Force Hounds at the height of the Rakata's rule over the galaxy. Early in the days of the Republic, the Jedi Knights of the Core discovered the abandoned world and reclaimed the facility as a training ground. Close to Coruscant, yet remote enough to not draw many visitors, the Jedi sent teams of apprentices to the enclave as part of their Trials of Knighthood. For centuries, teams of aspiring Knights entered the Enclave's training grounds and sought to best the facility's battery of testing chambers.