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Ready For Judge Enclave Codex WIP Zone



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OUT OF CHARACTER INFORMATION


  • Intent: To codify a location that serves as a Mandalorian training ground and further fleshes out the world of Kestri.
  • Image Credit: x
  • Canon: N/A
  • Permissions: N/A
  • Links:

SETTING INFORMATION


  • Landmark Name: Vong Dead Zone | Jibr Glacier
  • Classification:
    • Glacier
    • Taiga
  • Location: Kestri
  • Affiliation: The Mandalorian Enclave
  • Size: Massive
  • Population: Moderate
  • Demographics:
  • Accessibility:
    • Access to the Dead Zone is highly restricted and monitored because of the danger of the area.
  • Description: What used to be the sparkling and fertile Jibr valley was frozen over by a massive glacier, a direct result of the ice age that the Mind Forge plunged Kestri into. The glacier formed over the downed remains of a Vong Worldship that had crashed during the brief but intense war between Clan Kyron Mandalorians and the invading Yuuzhan Vong. In the millennia that followed, the Worldship became the Vong's largest breeding ground and a tunnel network carved into the ice expanding outwards from the Worldship that stretches thousands of kilometers.

    The glacier is ringed by high mountain peaks and dense boreal forests, forming a natural barrier between the Vong Dead Zone and the rest of Kestri. Exterminating the Vong would cost thousands of Mandalorian lives, and so instead the Vong are contained within the dead zone. With numerous outposts established and a task force numbering in the hundreds of Mandalorians outfitted with gunships and heavy artillery to man them, as well as the natural barriers of the landscape, keeping the Vong in is easy. Occasionally hordes of Vong will push at a boundary, but seldom will a gunship outfitted with several heavy repeating blasters not be enough to eliminate them.

    At the very border of the dead zone sits the Citadel of the Kom'rk, a massive fortification that is host of the Kom'rk, the training and proving grounds of Enclave Mandalorians. The citadel both handles training and monitoring of the dead zone, as the largest fortification in the outpost network that rings the area. From it gunships can quickly be issued, whether to resupply other outposts, swiftly eliminate Vong incursions, or drop Mandalorian trainees into the dead zone and provide extraction. Along the rim are also massive, fortified weapons emplacements artificially controlled by ARTUS, the artificial intelligence Forgemind in Tor Valum.

    Different areas of the dead zone have various Vong densities, and certain portions of the tunnel network are regularly cleared of Vong by trained Si'kayha teams so artificial objectives can be placed for trainees, such as packages to be retrieved or training data networks to locate and slice into. These areas are regarded as the 'easier' areas of the Vong Dead Zone and are most often run by newer Mandalorian trainees. Areas with denser Vong populations are reserved for more advanced trainees, or even full Mandalorian warriors and Si'kayha commandos looking to further hone their skills. Another component to the 'difficulty' of an area is the ability for aid and extraction to be provided, ranging from extremely easy to provide to impossible to provide.

POINTS OF INTEREST


  • The Citadel of the Kom'rk: Nestled on top of the mountains that surround the glacial valley, the Citadel is a massive fortification that is host of the Kom'rk, the training and proving grounds of Enclave Mandalorians. The Si'kahya in particular favor this site as their rite of passage, living atop the cold peak while they undergo the crucible of the Kom'rk. Tournaments and duels are hosted here regularly, and challenges, trials and gauntlets into the Vong Dead Zone below are overseen from here. Due to its dual nature as a training ground and the center of coordination for the containment of the Vong Dead Zone, it is one of the most heavily-fortified locations on Kestri.
  • Ring Fortifications: Located mostly atop of the mountains that surround the forest and glacier, the Ring Fortifications are a network of manned outposts and autonomous artillery systems that work together to provide a comprehensive barrier around the valley. Transportation is mainly achieved through the use of dropships to transport personnel and material from the various fortifications, and the
  • Tracyn Gauntlet: Located on the edge of the glacier and somewhat within the taiga forest that surrounds the glacier, the Tracyn Gauntlet is regarded as the easiest of the Vong Dead Zone's training grounds. The area is regularly cleared by Si'kayha teams to manage the Vong population, and artificial objectives are placed here for new trainees; packages to retrieve, pretend network uplinks to slice into, zones to clear and capture.
  • Forge of Daraxes: Nestled deep within the Jibr Glacial Cave Network, the Forge of Daraxes was one of the smithies of the Five Forgemasters of Clan Kyron. Heavily overrun by Vong, teams are sent in to retrieve ancient technology that can be reverse-engineered for use by the Enclave. It is considered medium difficulty and is somewhat mapped out and patrolled.
  • Worldship Nest: In the center of the glacier, deep below the ice lies the worldship itself. Within it, the Vong have made a nest where their mutated creatures are bred, raised and issue from. Operations into the Worldship Nest are considered the most difficult and often once inside, no outside support or extraction can be given. The Vong are at their thickest and strongest here, and permission is required to challenge the Trial of the Worldship Nest.

HISTORICAL INFORMATION

When the Enclave had destroyed the Yuuzhan Vong leadership on Kestri and succesfully freed the ancient Mandalorian world, they had cut off the head of the beast. But they hadn't fully eradicated the mutated horde when they killed the shaper in Tor Valum's ruins. Pockets of resistance -- Vong outposts, nests, breeding grounds -- remained, and it took the Enclave the better part of a year to eradicate most of the troublesome spots. But there was one nest so deep and so entrenched that they had not even been able to scratch the surface.



The worldship had crashed millennia ago into a massive glacier, and over the thousands and thousands of years Vong had created a massive tunnel network extending out from the worldship through the ice. Radiological surveys suggested that the network spanned for thousands of kilometers, and millions of mutated Yuuzhan Vong. And worse, it being one of the largest breeding grounds meant that the population was still replenishing. The estimated cost of Mandalorian lives that would be lost clearing out the worldship was too much for even the Quartermaster to sanction an operation of.



So they did the next best thing: turning it into training grounds.



Sanctioned as the 'Vong Dead Zone,' the sector was heavily monitored by border patrols that would quickly eliminate any sign of Vong activity pushing beyond the boundaries. As Kestri's infrastrucutre and the firepower and manpower of the Enclave grew, these reprisals grew so sudden and swift that the semi-intelligent creatures among the Vong mutants learned not to stray too far from their nest. It had been Romul Saxon's idea to turn the area into a training ground, a way to test a Mandalorian's mettle against creatures that would most certaintly kill you if you gave them the chance. And so reluctantly, with the caveat that a great deal of oversight and caution be exercised in case things were to go wrong, the Quartermaster had approved the conversion into a training grounds.



Now, the Vong Dead Zone is primarily used as a way to train Mandalorians; whether it be the highly-skilled Si'kayha commandos or young Mandalorians undergoing their Verd'gotten, the Vong Dead Zone is one of the Enclave's most useful resources as a way to prepare and strengthen its population for battles in the future.














 
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S I ' K A Y H A
C O M M A N D O S


OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
  • Image Credit: [ Provide credit to the original artist of the images in your submission. Link to the web page where it can be found and state the name of the original artist if possible. Each image used must be credited. Use TinyEye, Google Image Search, or the Image Credit FAQ to help.]
  • Role: [ Is this unit serving as protective detail to your character? Is it a portion of the rank and file of your faction? Is it a strike team for your company? Explain the IC role this unit will fulfill. ]
  • Permissions: [Please link any Marketplace purchase or similar approvals to use other Writers' content as part of this submission.]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
GENERAL INFORMATION
  • Unit Name: Si'kayha Supercommandos
  • Affiliation: [ Who is this unit loyal to? Usually a faction, company, or character. Link any relevant character bios, faction pages, or groups. ]
  • Classification: Supercommandos
  • Description:
  • The Si'kahya are the shield and sword of the Enclave, sworn to enforce the Enclave's will with utmost loyalty, dedication, and prowess in combat. Unlike levies of soldiers raised by Clan Alors in time of need, the Si'kahya are a constant force, a brotherhood of elite warriors who have forsworn all prior loyalties to be steadfast in their defense of the Enclave.

    As the wardens of the Enclave, it takes being the best of the best to be counted among the Si'kahya's ranks. The elite brotherhood of soldiers is selected and trained through the brutally difficult process of the Kom'rk, an ordeal that only one of every ten manages to pass through. Each and every Si'kahya is then compelled to shed any loyalties that obstruct their devotion towards the Enclave; whether it be to a clan, to blood, or to debts unpaid. From the moment they receive their warrior's beskar'gam, the Enclave is their clan, and to the Mandalorian people, their blades are pledged.

    The Si'kahya represent the best that the Mandalorian people have to offer when it comes to blooded warriors, and it is one of the highest honors to be counted among their ranks. For many say there is no greater purpose than giving your life to ensure the legacy of your people carries on.
COMBAT INFORMATION:
Strengths:
  • Supercommando:
  • Bane of the Force:
Weaknesses:
  • Training Process:
  • Outfitting:
HISTORICAL INFORMATION
[ Include a description of the unit's history here. How they were formed and by whom, past noteworthy battles, moral affecting defeats, where they are stationed if applicable, etc. ]

 
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C L A N
S A X O N

"Mhi cuyir gar."
- Words of Clan Saxon

OUT OF CHARACTER INFORMATION
  • Intent: To codify Clan Saxon.
  • Image Credit: N/A
  • Canon: x
  • Permissions: N/A
  • Links:
    • Kestri
    • Tor Valum
    • The Mandalorian Resource Wars
    • Battle of Panatha
    • Battle of Tython
    • Battle of Rothana
GENERAL INFORMATION
  • Organization Name: Clan Saxon
  • Classification: Mandalorian Clan
  • Affiliation: The Mandalorian Enclave
  • Organization Symbol: Clan Saxon's signet bears the image of the side profile of a stylized Boar-Wolf.
  • Description: Clan Saxon is one of the younger but proud clans of the Mando'ade. Once a minor branch of House Vizsla, Clan Saxon became its own independent entity during the Mandalorian Resource Wars. Its honor and reputation were stained by its allegiance to the Galactic Empire during the Galactic Civil War; thus, many Clan Saxon members are burdened by a self-imposed need to prove themselves to their fellow Mando'ade. As such, many warriors from Clan Saxon share common traits of pride, stubbornness, and fearlessness in combat.

    Led by Romul Saxon, Clan Saxon is one of the chief clans of the Mandalorian Enclave. Their warriors hold a reputation for high skill and level of training, with a disproportionate level of veterans among their ranks. In many of the Enclave's largest battles and campaigns, large numbers of Clan Saxon forces have augmented the Enclave's levies, led by Romul himself or one of his lieutenants. Partly due to the influence of their Alor, they are fierce in their loyalty to the Enclave as well as one another. Many warriors are also reputable pilots or naval commanders, owing to the emphasis of the Clan Saxon Warfleet within the clan's forces.
GEOGRAPHICAL INFORMATION
  • Headquarters: Clan Saxon Hideyhole
  • Domain: [ Does your organization lay claim to any particular area? Link the planet(s), Cities, or other types of areas your organization has influence over, if any. Do they keep to themselves, or are they an active part of the community? How is their relationship with the local populace? This is the place to flesh out how your organization interacts with the community around it. ]
  • Notable Assets:
    • Clan Saxon HQ
    • The Warfleet
    • Clan Saxon Commandos
SOCIAL INFORMATION
  • Hierarchy: The Clan Alor serves as the leader of the clan, both in matters of state and war. There is no official method for the selection of Alor; either a warrior is selected by a previous Alor to succeed them, or the role falls to an individual who holds high status within the clan. Clan members are allowed to challenge for the position through a duel, which occurs much more often when Clan members are dissatisfied with leadership. The Alor appoints other warriors to positions as needed, whether that be captains of ships and fleets, delegate leadership to chosen lieutenants, etc.
  • Membership: Clan Saxon is a relatively larger clan, with a total membership in the tens of thousands. While exact numbers vary at any given time, Clan Saxon can reliably muster large forces for war, including the necessary manpower to crew their fleets.
  • Climate: Members of Clan Saxon are characterized as being proud, stubborn, and strong. They are an argumentative bunch but extremely loyal to each other and can pivot from a heated argument to fighting together against outsiders. The clan has a very martial atmosphere, where one's capabilities as a warrior or ability to contribute to the Clan's strength -- through piloting, smithing, or other abilities -- are highly valued over all else.
  • Reputation: Clan Saxon, while an established clan among the Mando'ade, is still relatively younger than much more ancient Clans. This, and their collaboration with the Galactic Empire during the Galactic Civil War, has soured its reputation among the Clans. It is because of this that many Clan Saxon members strive ardently to prove themselves, and as such Clan Saxon is known to produce strong and exceptional warriors. As Clan Saxon forces have become more prominent among the Mando'ade under Romul Saxon, their reputation has increased favorably.
  • Curios: Clan Saxon members bear the signet of the Boar-Wolf on their armor as a sign of their clan membership.
  • Rules: Clan Saxon follows the Resol'nare and Mandalorian Catechisms. Loyalty to the clan is an unspoken, but very much enforced, rule.
  • Goals: Members of Clan Saxon are driven to rewrite their legacy among the galaxy and Mando'ade, not as traitors but as legendary warriors and fighters. This primary motivation has driven Clan Saxon for much of its later existence and still influences their actions to this day. Alor Romul Saxon strives towards this by solidifying and expanding on Clan Saxon's powerbase, as well as constantly striving to lead Clan Forces in combat
MEMBERS
HISTORICAL INFORMATION
The exact date of Clan Saxon's founding has been lost to time, but records and sagas indicate that it was founded as a minor branch of House Vizsla. For several centuries the small clan served as vassals to the powerful Mandalorian House, rising to infamy through the first iteration of the Death Watch. Founded by Tor Vizsla, the organization sought to return Mandalorians to their crusading past, sparking the Mandalorian Civil War between Death Watch and True Mandalorian forces led by Jaster Mereel.

Though the war ended in Death Watch's victory, reformist, and pacifist movements among wider Mandalorian culture forced the group into semi-secret exile on Concordia. This included the majority of Clan Saxon. They would remain there until the Death Watch under the leadership of Pre Vizsla would reemerge during the Clone Wars to fight for control of Mandalore. They were temporarily defeated, but soon allied with Darth Maul and were able to temporarily take Mandalore from pacifist forces. However, when a duel between Pre Vizsla and Darth Maul for leadership ended with Maul's victory, it splintered the group. Death Watch purists led by Bo-Katan Kryze defected, while those that were loyal to Maul remained under the leadership of Clan Saxon's Alor, Gar Saxon.

The newly-christened Shadow Collective, under Maul's leadership and with support from Clan Saxon, only held Mandalore loosely. Near the end of the Clone Wars, joint Republic and Mandalorian Resistance invasion forces laid siege to the capital of Sundari, embattling Clan Saxon forces in a fight to hold their territory. Although Saxon was able to initially rout Republic forces, reinforcements led by Kryze were able to change the tides of battle and achieve victory.

As punishment, Clan Saxon and other Maul loyalists were once more exiled from Mandalore, but Gar's ambition drove him to ally himself and his clan with the Galactic Empire in order to win back control. When strife rose between Bo-Katan's government, Emperor Palpatine exiled the Mandalorians, installing Gar Saxon as Governor and leader of Imperial loyalists.

Under the governorship of Gar, Mandalore was brute-forced into an Imperial subject state and Mandalorian loyalists such as the Protectors were forced off-world to Concord Dawn. Saxon vied for power with his rivals among the Protectors and other insubordinate clans, such as Clan Wren. The struggle for power eventually culminated with Gar Saxon losing his life in a duel and was succeeded by his brother Tiber who forsook his heritage as a Mandalorian altogether and worked to build a superweapon that specifically targeted the beskar alloy of Mandalorian armor to subjugate those resisting Imperial occupation. However, Mandalorian forces led by Bo-Katan were able to retake the planet and kill Tiber, ending Clan Saxon's proxy reign over Mandalore.

Ostracized from Mandalorian society and decimated by constant warfare, Clan Saxon took many centuries to recover their standing and strength. A century before the Gulag Plague, Clan Saxon had finally rebuilt its strength and possessed modest clan holdings on Mandalore. However, like all Mandalorian clans, Clan Saxon suffered greatly at the hands of the virus. During the four-hundred-year darkness, Clan Saxon became embroiled in the various wars of Mandalore; the first and second civil wars, the beskar rebellion, and the Yuuzhan Vong wars. However, the clan managed to emerge intact by the end of the resource wars and joined the reunified clans under Mand'alor the Stalwart.

Under the leadership of various Mand'alors, Clan Saxon fought proudly, determined to rewrite their own legacy. They were among those that drove the Sith capital into the ground, sacked the core worlds, and brought glory to Mandalore, yet it was not enough. And once more, cataclysm struck. Renegade forces brought ruin and great natural disasters to the world, all but destroying Mandalore; and Clan Saxon with it. With their Alor killed, it was under the leadership of warrior Romul Saxon that they managed to evacuate to Clan Saxon's meager flotilla and escape Mandalore's peril.

After the cataclysm, Romul engaged in the rebuilding of his clan, strengthening its holdings and fleets. The Second Mandalorian Excision, as it came to be known, served as a warning to Clan Saxon of how precarious their existence was. As distrust in Mandalorian leadership post-Exicison began to grow among the Mando'ade, Clan Saxon withdrew from external affairs and focused momentarily on the rebuilding of their own.

 
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R E A V E R ' S
B A Y

OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • City Name: Samun Cu'irmr | Reaver's Bay
  • Classification:
    • Settlement
    • Starport
    • Military Installation
  • Location: Kestri
  • Affiliation: The Mandalorian Enclave
  • Population: Moderate
  • Demographics:
    • Mandalorian | 95%
    • Other | 5%
  • Wealth: High
    • As a significant port and economic contributor to the Enclave, Reavers Bay has a high economic value and accumulation of wealth. The shipbuilding and fishing industry ensures a steady flow of credits to the city, which has allowed it to make significant infrastructural improvements.
  • Stability: Medium
    • Typical of a Mandalorian settlement, fights, and duels are not uncommon between denizens of Reaver's Bay. However, a shared monoculture means that civil strife is generally low. The many Enclave military installations at Reaver's Bay ensure that the Enclave maintains a large administrative and security presence in the settlement to protect their assets.
  • Description: Samun Cu'irmr, known as Reaver's Bay in Galactic Basic, is the second-largest settlement on Kestri after Tor Valum, and is the only settlement with a proper starport that is large enough to be considered a city. Situated on an island off the coast in the Htagir Sea, Reaver's Bay is both a Mandalorian naval base and a hub of domestic trade.

    Accessibility to the port is quite easy for Mandalorians and friendly individuals, while large-scale port access is generally prohibited to large non-Mandalorian ships due to the critical Mandalorian Enclave military installations; starship traffic is instead typically rerouted to Tor Valum. Reaver's Bay is at the center of Kestri's shipbuilding industry, with the historic Nol'mani Dockyards operating as the planet's primary shipyard.

    Despite its origin as a rough military town, Reaver's Bay has also become the center of Kestri's thriving fishing industry. When it was settled, it was supposed that Kestri was unable to sustain any population, and most foodstuffs were imported. However, when the abundance of sea life in the Htagir Sea was realized, an economy spun up around the industry. Now, fishing is the primary method through which Kestri is able to sustain itself in terms of food, and many Mandalorians who have settled on the planet run fishing barges in lieu of traditional farmsteads.
POINTS OF INTEREST
  • The Iceyard: The Iceyard is one of the major military installations at Reavers Bay, a harbor where many starships of the Bes'kyrade are docked while crews come to port. Located at the edge of the island city, these ships are left floating in massive sprawling floating piers, where tractor beams tether less buoyant ships to the surface of the water. Many of Kestri Hypernautic's designs are influenced by the harbor, and the ships they produce are generally able to dock at the Iceyard with little complication. Nestled next to the Nol'mani Dockyards -- with some overlap between the two -- the Iceyard features repair facilities to fix up damaged vessels.
  • Nol'mani Dockyards: Once one of the five great forges of Clan Kyron's Forgemasters, the ancient Nol'mani Dockyards have been restored to their original condition and expanded to become one of Kestri Hypernautics main dockyards and its largest planetside dockyard across all of its holdings. Many smaller Enclave ships are made here, ranging from small craft to massive light cruisers. The dockyards today operate as the headquarters of Kestri Hypernautics.
  • Fort Indomitable: Named after Mand'alor the Indomitable, a respected Mandalorian naval figure, Fort Indomitable is the primary military installation on the Iceyard and includes a garrison of Mandalorian warriors in addition to the ion cannon, mass driver, and flak cannon batteries situated at the Fort. Traffic control is also headquartered at the Fort.
  • Reaver's Port: The settlement's starport, non-military starships dock at Reaver's Port on the other side of the bay. Physically, the starport is similar to the Iceyard; larger ships primarily float in the water tied to long piers, while smaller craft dock on floating landing bays. Security is not as tight at Reaver's Port as it is at the Iceyard, and it is dangerous for one to be unaccompanied or unarmed in such a rough setting, although rarely will a Mandalorian fail to meet the last criteria.
  • Ter Atyaor Harbor: The Sunrise harbor in Mando'a, as it faces eastward, the Ter Atyaor Harbor is a smaller set of waterfront where Mandalorian fishing skiffs are docked. Close to the city's frozen warehouses and starport for expedited processing, craft that are docked here are generally only seaworthy and are incapable of flight.
  • Frozen Storehouses: Long rows of warehouses kept at subzero temperatures are used by various Mandalorian fishing companies to store their catches where they can be organized and prepared for shipment to other settlements on Kestri, or offworld.
  • Ringo's Fishmarket: The fish market is a haphazard market in a bazaar-like fashion where Mandalorian fishers congregate to hawk their catch.
SECURITY
High
: The civilian quarters of the city are relatively unpatrolled and unsecured, with that part of the settlement's security reliant on the fact that its inhabitants are pretty much all Mandalorians. This simple fact makes infiltration, sabotage, or attack much harder than a typical melting-pot city of the galaxy. Not only would any outsider be immediately conspicuous and subject to higher levels of scrutiny from the population. Raider's Bay Mandalorian population is also a standing army ready at a moment's notice to defend the city.

In contrast to the civilian quarters, the military quarters of the city -- the Iceyards and Nol'mani Dockyards -- are under high-security lockdown, with ample defensive measures. A standing contingent of Enclave military forces -- both Mandalorian warriors and armed Cernr-type droids -- is posted at both the dockyards and the iceyard. Fort Indomitable has several RMMD-M5 Mass Driver Cannon, RMAC-M10 Ion Cannon, and RMAF-M9 Accelerated Flak cannon batteries that protect the settlement from orbital and aerial threats.

HISTORICAL INFORMATION
Reaver's Bay, Samun Cu'imr in Mando'a, has a rich historical tradition that rivals Tor Valum, the planet's capital. Originally where the settlement now sits was the Nol'mani Dockyards, one of the five locations of the pseudo-temple Forges of Clan Kyron, and the base of power for the Clan Kyron Forgemaster for which the dockyards were named. Sunk during the Clan Kyron-Yuuzhan Vong war, the dockyards would become ice-covered ruins in the aftermath of the Yuuzhan Vong takeover.

After the Enclave's rediscovery of the world, the sunken dockyards became the site of a major clash between Mandalorian and Praetorite Vong forces. With much difficulty, the Yuuzhan Vong were forced from the dockyards; the battle would be the first major Mandalorian victory in the world. After the Enclave had secured control of Kestri and began rebuilding the world, the Quartermaster identified the dockyards as a suitable location for which a shipyard could be constructed. Under her direction, the Nol'mani Dockyards were rebuilt to service and construct new Mandalorian starships; it was around this time that the settlement of naval-minded Mandalorians that would lead to Reaver's Bay began.

Reaver's Bay in its infancy was originally a small port town of Mandalorian spacers, those who would congregate to found the Enclave's burgeoning Bes'kyrade navy. It quickly developed a reputation for being a rough town of grizzled spacer veterans, a sharp contrast to the atmosphere of Tor Valum. Though not suited for every Mandalorian, the settlement certainly had its charm and attracted many Mandalorians who felt it was a reflection of a more traditional Mandalorian lifestyle.

Still centered around the important Nol'mani Dockyards, which became the center of Kestri's shipbuilding industry and headquarters of Kestri Hypernautics, Reaver's Bay would grow in size and particularly in military importance. With the Mandalorian Enclave's entrance into the Second Great Hyperspace War and the secret of Kestri revealed to the galaxy, Fort Indomitable was constructed to better defend the Enclave's important shipyard facilities there.

What was not expected was a burgeoning fishing industry to develop and center itself out of Reaver's Bay; but in spite of the settlement's military-heavy reputation, that is exactly what happened. Owing to the settlement's perfect location in the middle of the sea, it became the focal point for aspiring Mandalorian fishers and as a result nearly doubled in size, mostly from 'civilian' Mandalorian immigrants unattached to the Mandalorian Enclave's military. This sudden population and construction development is reflected in the architecture and design of the city which sees clashes between the shipbuilding, military-industrial complex, and the fishing, and civilian sides of the city.

Reavers Bay has become a focal point for Kestri's domestic economy, with both of its shipbuilding and fishing industries headquartered there. Seeing fast growth, it is not wrong to assume that given more time, the settlement could rival both Tor Valum and ancient cities of Mandalore in terms of size and importance.
 
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