Star Wars Roleplay: Chaos

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Approved Location Formos Dresuoti

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Breaker of Chains
Codex Judge
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OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • City Name: Formos Dresuoti/Formos Enclave (Commonly referred to as simply Dresuoti by the inhabitants and cultists.)
  • Classification: Fortified Settlement/Scrapyard
  • Location: Formos
  • Affiliation: Dark Wonosa Cult, Alisteri Haxim, The Sith Order
  • Population: Insignificant (Around 60 people.)
  • Demographics: The main population of the city is roughly split between a 64% Human Population, a 32% Zygerrian Population, and the remaining 4% being made up of a couple other alien species and hybrids. While the Humans do have a majority, the High Priest has ordered that all cultists and Dark Siders are equal under the Force and does not tolerate any infighting or prejudice. Given how long the cultists have been around each other, the vast majority of any species-centric hatred has been essentially dissolved as reliance on one another and a common need to survive has united the population as well as their beliefs.
  • Wealth: Poor The only sources of income for the city are credits being brought in from selling stolen smuggler assets and from a relatively small scrapping and salvaging operation. In general the population is more focused on sustaining themselves as much as possible rather than relying on imports and as such most have jobs in agriculture, defense, or local crafting/technical fields.
  • Stability: Medium The general feel of the settlement is very communal and reliable at first glance. Everyone works to ensure that the settlement functions and provides shelter to sustain everyone living there, much like most isolated and rural communities. Amidst the binding of both community and necessity however, there exists a constant and persistent reminder that they are hiding away from the rest of the galaxy. Armed patrols move around and inspect the defenses of the settlement all day and night, walls and a few watchtowers have been constructed around the settlement to keep it safe, and the only outsiders allowed to even see the settlement let alone enter are the ones brought in by their High Priest himself. All other outsiders are usually shot on sight. All in all the settlement is as stable and secure as can be, but everyone within knows that they are hidden and await the dreadful day that someone will eventually find them.
  • Freedom & Oppression: The regular population of the settlement regards themselves as relatively free given the circumstances. The atmosphere is very much a sort of relaxed and communal one, however it is all underlaid with the constant air of authority of the High Priest and his appointed servants. The residents are aware and do acknowledge that they are under a constant surveillance by the patrols of guards and as such order is maintained. No one comes and goes without permission from the High Priest, or the Exarch if the High Priest is unavailable, and every infraction against the settlement is handled quickly and decisively. There are no elections in any of the administrative positions around the settlement, all positions are appointed by the High Priest based on the merit of the person and only the death of said individual or a change of mind of the High Priest can unseat said appointments. Still actual fear is relatively rare as the High Priest has fostered a feeling of community and reliance on one another, as such most assume that if someone is being punished then they were a threat to the community and needed to be punished lest everyone else come to harm. That said the residents are aware and do acknowledge that they are under a constant surveillance by the patrols of guards.
  • Description: At first glance the settlement appears to be a mixture of a scrapyard and a refugee camp, which is very much by design, and seems unassuming and unimportant as a result. The wall and guard towers keeping the little canyon secure seem like no more than basic security from an outside view, and the dilapidated wrecks of ships being pulled apart is merely the usual operation of such a scrapyard. Inside the settlement is a community both trying to survive and preparing for when that survival is threatened. Large warehouses seemingly used to store scrapping equipment are instead housing armories and barracks for the guards, other still hide transport shuttles. All of it made of makeshift scrap metal and hollowed out ships, for now anyway.
POINTS OF INTEREST

The Cathedral:
At the center of the settlement sits what appears to be some sort of communication array, currently still being built, but is in actuality the capital of the settlement. Intended to serve as both the cathedral for worship and the administrative heart of the settlement, not to mention housing communications array, the Cathedral is still in construction and is intended to be one of the first permanent buildings of the settlement.

The Wall: The wall and towers, although predating the cult's takeover of the scrapyard, have been fortified and improved upon by the cult. Serving as the first line of defense, the wall and towers have been added onto and the existing weaponry and fortifications doubled as best as can be. Hidden behind the walls basic and very short range anti-air defenses have also been put together, as well as a few mortar locations. A small guards barracks built into the walls and at the base of one of the towers has also been constructed, allowing constant patrols of the wall.

SECURITY
Low

  • Walls/Stationary Defenses: The main defenses of the settlement are grouped around the Wall and subsequent defensive positions that have been set up in the ship wreckage behind it. The wall itself is fortified with durasteel scrap metal and hosts several small reinforced mounted blaster firing points that allow for approaching attackers to be fired upon and drawn into kill zones. In the wreckage behind the walls there are more makeshift reinforced firing positions, mortars, and a couple trenches all intended to support one another in turning the area between the walls and the wreckage into a field of death.
  • Warriors of Kerstas: Once little more than a bunch of Sith-Imperial remnants and zealous militia volunteers, years of training and learning from Sith-Imperial Legionnaire records have transformed the Warriors into an efficient guard force for the cult overall. With decent training and weaponry these roughly two dozen guards patrol the settlement and take down every threat to their fellow cultists, they are all also trained with the static defenses of the settlement and regularly run drills and mock battles to keep themselves ready.
  • Militia: Alongside the dedicated guards almost every adult in the cult has some sort of weapon and training to go with it. Although disorganized and lacking in any real armor or significant and standardized weaponry, the militia training of the normal citizenry has instilled them with an almost fatalistic and zealous will to fight on and against whoever may be threatening their home.
HISTORICAL INFORMATION
After the collapse of the Bryn'adul's power in the region and subsequent repopulation and restoration of many worlds in the now empty space left behind by it, Formos itself soon reasserted its position as a spice smuggler route alongside Kessel and other such worlds. In addition to the smuggling trade, scrapping and salvaging also gained a bit more prominence due to the various conflicts with the Bryn'adul ending in plenty of inorganic debris left behind. The Dresuoti was once one such scrapyard.

The previous owner and proprietor of the scrapyard had founded it in a small canyon that could be relatively easily fortified against the remnant Bryn and pirate forces. A series of small landing pads were also set up and plans for a cantina to be built up to allow for smugglers to have a rest stop were underway when the owner was contacted one day by a mysterious call.

The caller offered the owner a healthy sum of credits for the scrapyard and the owner was more than eager to give over the property, seeing as the amount being offered was almost double what the little scrapyard was worth. When the day came not too long later for the property to be transferred the owner and his employees awaited as a shuttle descended and landed before them. The credits were transferred and the purchase complete before the shuttle doors had even opened.

However the eager faces of the employees and their boss all fell as a masked, cloaked man stepped out of the shuttle flanked by Sith Legionnaires. The purchase had been made, but the account would soon have a new owner as well as the scrapyard. With the previous owner and occupants of the scrapyard disposed of by his Legionnaires, Alisteri set about inspecting his new property and noting down all that could be sold to provide initial income for the future settlement.

Over the course of the next few weeks after the scrapyard was acquired the newly minted Dresuoti would be shipped both residents and material from the Altorius that sat in orbit above the settlement. Houses were built up, existing buildings modified to house those that had yet to have a home on the planet, and the existing defenses were fortified as more of the cult landed and were put to work. It was a long month or so before anything permanent had been set up and the initial residents established.

Scrapping operations and the sale of said scraps as well as whatever assets could be salvaged from the scrapyard itself, and those from the now deceased previous occupants, began in earnest to allow for the settlement to buy food and other supplies from other communities on the planet. Soon enough the enclave was ready and in full swing, with the vast majority of the cult now living in the Dresuoti.

But this was just the humble beginnings of the cult's new home...
 
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