Star Wars Roleplay: Chaos

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Work In Progress District 21

Industrial District 2


OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Structure Name:
    • District 21
  • Classification:
    • City District
  • Location:
  • Affiliation:
  • Population:
    • 5.9 million
  • Demographics:
    • 60 % Human
    • 10% Ugnaught
    • 10% Gamorrean
    • 20% Various
  • Accessibility:
    • District 12 is mostly open but some areas have been closed for private access only. It is not too difficult to find the entrance into the district if one looks upon a map. It is somewhat far away from the other districts but isn't too far from major centers on the planet. One can find the main entrance by taking a service tunnel that leads into Market Road 7.
  • Description:
    • District 21 is a slightly rusted district with many of the buildings having fallen into disrepair, although the corporate benefactors of the district are restoring them to their former glory through public work projects. Narrow streets litter the place with small alleyways that lead to the less reputable areas of the district. It is more industrial in its overall aesthetic with steam pouring from cracked pipes littering buildings. The district is littered with manufacturing and other industrial plants, although it has fewer skyscrapers than most districts on the planet. It is most known for its many merchants and exotic sellers, littering the streets with market stalls with shiny advertisements. Although the average person is barely scraping by on what they make from their corporate overseers. Housing is generally poorer than elsewhere with many of them lacking normal items that people would take for granite.
POINTS OF INTEREST

-Tower 7-
Merchant Road 7

Merchant Road 7 is the main entry way into District 21 although there are other ways into the district but this is the most easy way to get into the region. One can get to the entrance by walking through a old service tunnel that was closed down for health and safety reasons. One will come to a crossroads with either having a choice to go left or right. Both of these directions have been lined with merchant stalls and exotic sellers. Preying on the pockets of the infamous that come into the district. Regulation is relaxed within this part of the district and fights are not uncommon. Although they are broken up by CorpSec within a few minutes.
Mercenary Hideout
The Rubix Cube

The Rubix Cube is the most infamous cantina within District 21, one can find the rubix cube by following hylon road to novark street. Hidden within a small alleway the first door is unimpressive being a simple wooden door that looks like it hasn't been used in years. Once opening the first door they come across the real entrance way further down. A sturdy permacrete door which opens up into the main lobby of the Rubix Cube. The atmosphere within is different from the rest of district 21, being filled with bright colors that look like a party explosion. The bar is quite simple with small seats, above it is a information board. Keeping track of news within the Galactic Alliance and the Happenings on Denon. It is home to many informants which like the nice and quiet atmosphere where people will not ask a lot of questions.
yari-lute-interior-presentation-shot.jpg
Drexel Lottery Tower

Drexel Lottery Tower is a major casino within District 21, located within one of the few skyscrapers within the district. On the outside its appearance is unimpressive matching the rest of the district with more greyish and brutish architecture with a simple shiny neon sign hanging above the doors. Once a person enters inside it is a luxury place with its defining feature being the large lottery chamber within the middle of the room. Those that enter are given a ticket with four numbers upon it, if the announcer picks those numbers after spinning the chamber. Then that person shall win a luxury prize. Prizes are randomized but they are the top quality products that anyone could import into denon. Traditional gambling tables litter around the place, with a large bar in the back of the establishment. Rooms are also for purchase for relative cheap.
Paradise Lost factory concepts
Murphy Brother's Weapon Plant

The Weapon Plant of the Murphy Brothers covers a small region within District 21. There are a total of 3 factories within the compound, with many storehouses that litter the property. The main factory handles the production of parts which are then shipped to the other factories for processing and manufacturing. While not the most quality weapons on denon, the weapons coming out of the Weapon Plant provide the residents of the district with a means to defend themselves. Although they have a tendency to stop working after a few shots, meaning that they aren't actually useful for defending yourself in conflict. The pay within the weapon plant is considerably better than anywhere else in District 21 due to the level of skill required to run the machinery.
TRIBES OF EUROPA - WOLK FACTORY
Bulwark Chemical Plant

Bulwark Chemical Plant is located within a medium sized compound within the district. The chemical plant is located within the east side of the district, generally away from heavily populated areas due to the dangerous work being performed inside. One can find the compound by taking a shuttle from restaurant row and crossing underneath burnout bridge. They will arrive at the entrance into the plant with private security patrolling around. The Chemical Plant is run by Bulwark Chemicals it produces illegal substances underneath its medicine production agenda to provide to the district inhabitants with effective treatments to galactic aliments and plagues. Experimentation within the chemical plant is not unheard off but is generally discouraged due to volunteers wanting to test the medicine being produced for effectiveness. Extreme Safety protocols are in place around the plant, with employees wearing mask, goggles, and breathing equipment due to the dangerous work environment. Emergency crews are on standby in the event of an emergency. The Illegal Substances are shipped underneath the radar and distributed through various runners across the district.
Brutalist Tower
Borosh Executive Compound

Borosh Executive Compound is located within the heart of District 21. Acting as the administrative center for the region and running the majority of the operations within the district. It is a tall blocky building with few windows making the atmosphere kinda dark and gloomy at times. There are a few entrances into the building but the best known one is the main hanger entrance where visiting corpos and other representatives can land inside without having to climb up the stairs from the surface entrance. It is half the height of a skyscraper making it unusual for a tower complex. Although the actual width of the compound is far greater due to its blocky exterior. There are 50 floors within the building each having their own layout for security reasons. Private security patrol around the hallway, although they are only told limited information to prevent a leak from reaching the hands of attackers.


SECURITY
[ Provide a Security Rating (choose from: None, Low, Medium, High, Maximum) and any specific security assets in list format. What defenses does this location have, including internal and perimeter defenses? Please note that the rating is relative to the type of location this is. Normal civilian structures have a different scope in security, compared to military bases. As such a civilian structure with a Maximum security rating is not on the same level as a military base with a Maximum rating. A civilian structure with a Maximum rating could be the seat of a planetary government, or the headquarters of an inter-galactic corporation. Private security, alarms, perhaps even a defensive shield, but they should not have entire armies within or enough armament to destroy a fleet above. Please link rare or uncommon tech/equipment to the SW wiki article or Factory-approved submission. Common canon items do not need to be linked. ]

HISTORICAL INFORMATION
[ Include a description on the structure's history here. Detail how it came to be created and why. Talk about the people involved in this structure's history and what role it played and still plays. For historical structures, if you so desire, you can include historical events from the Chaos Canon timeline or board history where appropriate. ]
 

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