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Unreviewed City of Haar-Dab'ika

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OUT OF CHARACTER INFORMATION

  • Intent: To create a location to expand the lore of the planet Maridun and provide exposition for my character's back story with the expectation that it will foster further character development and role play.
  • Image Credit: ChatGPT
  • Canon: N/A.
  • Permissions: N/A
  • Links: N/A

SETTING INFORMATION

  • City Name: Haar-Dab'ika
  • Classification: Rural Town
  • Location: Maridun [Cannon]
  • Affiliation:

    • Mandalorian Empire
    • Clan Saandyr [No lore page yet]

  • Population: Moderate. approx. 60,000 ]


  • Demographics: The city is diverse and welcoming to all races except the Gungan. There remains a vestige of distrust and wariness against the Amani due to that species previous aggressiveness towards off-worlders and their continued practice of head-hunting. Although a minority in absolute terms, humans make up the largest single percentage. The Amani, the planet's indigenous sentient population numbering an estimated two million, are a pre-industrial nomadic hunter-gatherer society and the refugee Lurmen population of about 20,000 are dispersed in small agricultural settlements in the countryside thus are not well represented within the city aside from a small fluctuating transient presence. The most common non-human species are:


  • Wealth: [ Medium Haar-Dab'ika has been undergoing a boom for the past 80 years evolving from a backwater frontier settlement with an economy solely based on smuggling into a sustainable hub for resource extraction and manufacturing with a large enough population to sustain trade. This 'boom-town' cycle shows potential to continue for the foreseeable future increasing the wealth of the city even further.


  • Stability: [ Medium Stability has improved considerably but the city is still dealing with the legacy of its previous lawless smuggling days. The Municipal Police and Planetary Constables have localized most crime to the port district leaving the residential and business districts relatively safe and orderly for citizens and travelers alike. Crime still exists, especially in the Port District and visitors are urged to use caution when frequenting the less than reputable establishments in that area but the crime syndicates have learned to keep their activities among themselves as any widespread excessive violence or disorder will be swiftly delt with by the Constabulary.

    The city operates as a semi-autonomous borough within the Mandalorian Clan system having an Alor'oriya (Mayor) appointed by the Clan and twelve Oriya-ge'ver'alor (Council Members) elected by the Yamir (registered city citizens). Although there is some resistance to the increased civic order among the criminally inclined, they have come to realize that the old days are unlikely to return. Most of the populace support the civic authorities and are content due to the increasing prosperity.


  • Freedom & Oppression: One positive aspect of Haar-Dab'ika's roguish past is that the citizens retain tolerance of others as long as their actions are not detrimental to the community as a whole. Thus, the people find they enjoy considerable personal freedoms as long as the exercise of those freedoms do not become disruptive. Although adherence to the Code is expected from Mandalorians and is encouraged for others, it is not required and all citizens are free to choose their way of life as it is upon civic expression and loyalty that a citizen is judged not their faith, expressions or beliefs. In fact, political debate and participation is encouraged as long as it is within sanctioned avenues codified within Mandalorian law.

    One notable exception to these freedoms is that city citizens are prohibited from traveling outside of a proscribed area around the city without a permit. This is not done as a form of oppression but as a safety measure as, despite being pacified, the Amani are still warlike and aggressive and can pose a danger to those who wander unprepared too far into the hinterlands.


  • Description: Haar-Dab'ika is the only city of note on the entire planet of Maridun. Its size and current configuration is relatively new being less than a century old. The city is perched on the shore of the largest of the planets two small inland seas and spreads out along the coast and a modest distance into the interior. The buildings, made of white duracrete, as wood and stone are not plentiful, are low rise mostly only a few stories in height, blocky and often toped with domes in the Mandalorian style. There are a few broad avenues and plazas but much of the city is a warren of small streets and alley ways. The northern suburbs contain the spaceport and industrial areas while the southern area is predominantly houses the middle to upper-class leaving the middle areas to commercial, mixed and transient housing, and government and corporate buildings

POINTS OF INTEREST

The Government and Clan district


This area is a walled enclosure located near the shore containing green gardens and impressive monumental domed and turreted structures containing municipal and clan buildings. A quiet oasis in the middle of the city offering a place of relaxation for the citizens.

Shoreline Esplanade

A wide boulevard separates the city from the white sandy beaches. Located along the boulevard are trendy shops and restraints. The city's small population of Mon Calamari tend to reside here. Many fishing jetties and piers jut out into the water. This is as close to a touristy area as Haar-Dab'ika can get.

The Sooq Aminan

A market square accessed by many narrow alleyways. Named after the indigenous inhabitants that, in the early days of the settlement, would come to barter hides, furs and slaves for metal tools and manufactured goods. Today it is still a place where peculiar and hard to find goods, some of questionable provenance, can be found but increasingly the offered goods tend to be fresh foodstuffs artistic goods, especially items of exotic woods, bone, and textiles.

The Crying Wookie Cantina

Not far from the Sooq down a nondescript alley, is the Crying Wookie Cantina. This building, although expanded and improved was the first permanent structure built when the settlement was established and has been able to survive every change, trial and tribulation of the city and remain in business. Unique among the establishments of the city, the cantina acts not only as an entertainment venue but as neutral ground where the savory and unsavory classes discreetly mix and mingle. Here a Crime Boss, CEO, Council Member or regular person can enjoy a drink, the company of a female (or a male, something in-between or all three), gamble, broker a business deal or political scheme or simply enjoy a well-cooked nerf steak as music from the best Bith band in the sector is playing in the background. It is rumored that many many years ago that a scruffy looking smuggler bragged about doing the Kessel run in less than twelve parsecs but that story is difficult to believe.

Port Saandyr

The transportation hub for the planet. Other than direct off-world traffic from the Saandyr clan lands in the North, all the off-world traffic flows thru this port and must, legaly, be cleared by the Port authorities before it can be distributed planeside or exported. The spaceport evolved from a flat dirt patch with a few storage containers converted to outbuildings but is now modern facility offering the full suite of services expected of a regional trans-shipment facility. The port also contains a repulsor train terminus and marshalling yard providing a ground link to the clan settlements and the Kiruna mines which provided much of the ore and materials for the foundries and fabrication factories on the outskirts of the city.

The Industrial Sector

North of the port lies the large smelting and fabricating factories that provide the basis for the economic growth of the city. The poorer housing areas are located here and it is commonly known but never outright admitted that those in search of illicit spices or the purchase or sale of dubiously obtained goods may find what they are looking for here. The local police only lightly patrol the streets allowing the local gangs some freedom of action with the understanding that their activities will be contained within the sector. However, open blaster fire or is sure to trigger a robust response.

SECURITY

Medium The security measures of Haar-Dab'ika are structured primarily to maintain order and protect the infrastructure and populace of the city from local threats and smaller pirate incursions rather than formal military attack. The main city is encircled by a physical wall equipped with sensors to monitor and scan approaching ground traffic and emitters for a level 1 environmental shield to protect the city from the severe storms and winds that sometimes occur but otherwise they rely on the Saantyr Clan or the Imperial military for to counter serious threats. The main security apparatus is the city police who are a professionally trained organization that performs the normal functions of a municipal police department. The force is supported by the Maridun Constabulary which is the security arm of Clan Saandyr and acts as a planetary gendarmerie that provides investigative, judicial policing and crisis management assistance to the local police as well as handling customs and security for the space port. Being primarily Mandalorian in composition, the Constabulary is well trained and fully combat capable able to meet most threats. Security for zones such as government buildings, industrial facilities, the spaceport and ground access points are supplemented by security droids but otherwise 'biologicals' are preferred for most interactions with civilians.



HISTORICAL INFORMATION

The genesis of Haar-Dab'ika, which translates to 'The Camp' in Mando'a began as an out of the way rendezvous point for smugglers. After the Ani'la Akaan (the Battle of Malachor V) in 3960 BBY a group of Mandalorian refugees arrived for a time but they did not establish a permanent settlement likely due to the hostility of the native Amanin, the indigenous warlike race of headhunters. In the decades surrounding the rise and fall of the Galactic Empire, refugee again arrived transforming the Smugglers camp into a permanent settlement. In the following centuries the population rose and fell but the settlement never exceeded that of a small backwater frontier town populated by transient smugglers and agrarian refugees.

The fortunes of the planet changed dramatically in 828 ABY when the Mandalorian Saandyr Clan colonized the planet and claimed the Northern hemisphere as their clan lands effectively becoming the managing entity of the planet and de-facto administrators of the town now known as Haar-Dab'ika. In the subsequent three quarters of a century the small frontier town of smugglers and refugees has expanded as people gravitated to the city to take advantage of the economic opportunities the factories and businesses offered. Although the city's character still retains vestiges of its rough frontier past, it has grown into a respectable outer rim city that contributes to the economic prosperity of the Mandalorian Empire and is the commercial, manufacturing, trade center for the planet.
 

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