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Approved Location [Black Sun] Port Nowhere || Shadowport of the Underworld

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B L A C K - S U N - S Y N D I C A T E
P O R T - N O W H E R E
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  • Space Station Name: Port Nowhere (Formerly Known as Potentate's Pride)
  • Station Model: Modified Azalus-class Hutt dreadnaught
  • Classification: Shadowport Class
  • Location: Between the Core Worlds and Outer Rim Territories
  • Affiliation: Most Honorable Guild of Armourer's
  • Population: Crowded
  • Demographics:
    • An astonishingly vast and dangerous mix of sentient beings from across the galaxy. Every known species, and many unknown, can be found here. While a fair mixture of Humans, Rodians, Weequay, Trandoshans, Twi'leks, and Gran are common, the station is a melting pot for all manner of sentients seeking to operate outside the law. Droids, both independent and enslaved, also form a significant part of the population. Specific percentages are impossible to track due to the transient and volatile nature of its inhabitants.
  • Accessibility:
    • Extremely difficult and highly dangerous. Its location is a closely guarded secret, disseminated only through the deepest and most trusted underworld channels, and constantly updated. Access requires navigating treacherous, often unmapped hyperspace routes and bypassing layers of informal, yet potent, defenses. It is monitored by a loose fleet of heavily armed illicit starships, interdiction fields, and sensor nets. Access is strictly limited to those with known criminal ties, a sufficiently large payment, or the raw power to force their way in.
  • Traffic: Congested
    • The volume of illicit cargo, contraband (spice, weapons, droids, rare artifacts, stolen ships), and transient personnel (smugglers, pirates, bounty hunters, crime lords, intelligence agents, fugitives) is immense. It is a constantly moving hub for all black market trade, with vessels of every size arriving and departing through its numerous makeshift docking bays. Traffic is chaotic, unregulated, and prone to sudden flare-ups of violence.
  • Description:
    • Port Nowhere is a Modified but reinforced Azalus-class Hutt dreadnaught on the outside. Internally, it is a chaotic, multi-layered labyrinth of tunnels, repurposed hangars, hydroponic farms, and makeshift living quarters, all vibrating with the constant hum of illicit activity. The entire agglomeration drifts slowly through uncharted space, a dark, pulsing heart of the galactic underworld, thriving on the chaos it generates.
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The Overlord's Bridge (Foremost Upper Deck):
  • Description:
    • The original command bridge now heavily modified into the lavish, yet incredibly fortified, personal quarters and command center for the reigning Hutt or syndicate boss. Despite its opulence, reinforced durasteel plating covers most original viewscreens, replaced by arrays of holographic displays showing real-time station activities, comms traffic, and tactical readouts. It provides a direct link to the dreadnought's primary defenses and is accessible only to the most trusted retainers.
Deck 1 (Executive & Elite Services Deck):
  • Description:
    • Directly below the bridge, this deck houses the most exclusive amenities for Port Nowhere's elite. Once officers' quarters and tactical briefings rooms, it now features opulent, soundproofed VIP suites, high-stakes private sabacc parlors, and exclusive cantinas serving the rarest and often most dangerous libations. Deals worth entire planetary economies are whispered here, far from the grime of the lower decks.
Deck 2 (The Golden Slime Casino & Pleasure Houses):
  • Description:
    • A sprawling, gaudy, and perpetually active deck that once contained crew recreation and administrative offices. Now, it's dominated by the notorious Golden Slime Casino, its vast main floor pulsing with neon lights, the clatter of chance cubes, and the hum of various gambling machines. Adjacent to the casino are numerous pleasure houses, offering entertainment for every conceivable taste, often operating under the watchful, yet permissive, eyes of syndicate enforcers.
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Deck 3 (The Market Nexus):
  • Description:
    • This deck, previously an engineering access hub and secondary cargo bays, has been entirely converted into a sprawling, chaotic black market. Narrow, dimly lit passageways weave between countless makeshift stalls where nearly any illicit good can be bought or sold – contraband spice, restricted weaponry, forged documents, stolen starship components, and exotic creatures. The air is thick with the cacophony of bartering, shouting, and the unique odors of galactic underworld commerce.
Deck 4 (The Viper Pit Arena & Brawling Pits):
  • Description:
    • Once a primary hangar bay for starfighter squadrons, this deck has been stripped and repurposed into a series of brutal, multi-tiered fighting arenas. The largest, the Viper Pit, hosts gladiatorial contests, beast fights, and no-holds-barred brawls between sentient beings. The roar of the crowd, the clang of weapons, and the smell of blood are constant. Surrounding the main arena are smaller brawling pits and illegal gambling rings where instant debts are often settled with a blaster or a vibro-knife.
Deck 5 (Habitation Warrens & Crew Quarters):
  • Description:
    • The densest population zone, formerly the dreadnought's extensive crew quarters. It's a claustrophobic maze of cramped bunkrooms, communal sanitation units, and makeshift alleys, now housing the vast majority of Port Nowhere's transient population. Ventilation is poor, privacy is non-existent, and the constant hum of life is oppressive. Petty crimes are rampant here, often ignored by the overwhelmed security patrols.
Deck 6 (Illicit Workshops & Smuggler Docks):
  • Description:
    • This deck, once dedicated to starship maintenance and larger cargo handling, is now a labyrinth of clandestine workshops and discreet docking bays. Stolen ships are hot-wired, disguised, and re-registered here. Illegal weapons are manufactured or modified, and droids are reprogrammed for illicit purposes. Numerous hidden access points and cargo tunnels allow smugglers to load and unload sensitive materials directly into the station's core without detection.
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Deck 7 (Detention & Coerced Labor Zones):
  • Description:
    • Located in the dreadnought's lower, heavily reinforced sections, this grim deck includes various detention cells, torture chambers, and the squalid quarters for coerced or enslaved labor. Prisoners, rivals, and those who fail to pay their debts often find themselves here. It also contains crude, makeshift medical facilities for patching up victims or preparing them for further 'interrogation.' The air is stale, and the atmosphere is oppressive.
Deck 8 (Reactor Core & Undercroft):
  • Description:
    • The deepest and most volatile deck, housing the primary reactor core and massive engineering bays. While essential for the station's power and life support, these areas are often pushed beyond safe limits to power the vast array of illicit activities. Access is restricted to specialized technicians and heavily armed security teams. This deck also connects to the station's deepest undercroft, a network of forgotten, often unpressurized compartments used for deep storage of contraband, or as a final dumping ground for unwanted bodies or evidence.
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Maximum Level Security (Relative to its classification as a shadow port; chaotic but highly dangerous to outsiders)

No Central Authority: Security is decentralized. The primary defense is the sheer danger and lawlessness, where rival gangs and syndicates often act as informal deterrents against each other and outsiders.

Syndicate Guard Forces: Each major syndicate (Hutt Cartel, Black Sun, Pyke, etc.) maintains substantial, well-armed private armies and security forces within their respective territories, particularly within their strongholds on the various decks. These forces are brutal and swift to act.

Fragmented Shielding: Key sectors and major syndicate strongholds (like Port Nowhere's bridge and high-value decks) possess localized deflector shields, providing protection for vital areas.

Internal Labyrinth: The chaotic, unmapped internal structure of Port Nowhere acts as a natural defense. Intruders can easily get lost, trapped, or stumble into hostile territory.

Environmental Hazards: Unregulated venting of toxic gases, sudden depressurization zones, unshielded radiation leaks, and unpredictable power fluctuations are common, acting as lethal deterrents in uncontrolled areas.

Bounty Hunters & Assassins: The constant presence of independent bounty hunters and syndicate assassins means that any perceived threat or valuable target is quickly dealt with.

Jamming & Counter-surveillance: Extensive jamming fields and sophisticated counter-surveillance measures make it nearly impossible for outside forces to monitor or communicate effectively within Port Nowhere.

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Port Nowhere's true origins are lost to the murky depths of galactic history, intertwined with countless tales of desperation, ambition, and lawlessness. Legends suggest it began as early as the Old Republic era though even that cannot be certain, a clandestine rendezvous point for smugglers, pirates, and fugitives seeking refuge beyond the reach of galactic law.

Though in 902 ABY, Port Nowhere has served as a neutral ground for underworld treaties, a launchpad for galaxy-spanning criminal conspiracies, and a refuge for the galaxy's most wanted. Ownership of its various sectors is in constant flux, a brutal dance of power between the Hutts, Black Sun, Pyke Syndicate, Crimson Dawn, and countless smaller gangs.

Its ever-shifting location and utterly lawless nature make it a nightmare for legitimate authorities to track or infiltrate, ensuring its continued role as the undisputed premier shadow port and black market hub for the galactic underworld. It thrives on conflict, desperation, and the boundless opportunities presented by galactic anarchy.

 
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