Star Wars Roleplay: Chaos

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Approved Location Irontown

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OUT OF CHARACTER INFORMATION

SETTING INFORMATION

  • City Name: Irontown

  • Classification: Rural town

  • Location: Onderon

  • Affiliation: Beast tribes

  • Population: Rural town

  • Demographics: Mainly humanoid, though aliens are not unwelcome.

  • Wealth: Medium
    Irontown trades regularly with the main hubs on Iziz. It also enjoys a steady flow of commerce thanks to the Blackthorne Beastiary. Other, darker entities maintain an interest in the prison side of the city. Their contributions to business are no less impactful, if far less obvious.

  • Stability: High
    The outlaws of the city are well-contained, and the few outbreaks that happen are snuffed out quickly – if not by the guard, then by the beasts. The hardship of life in the wilds keeps the community tight-knit and crime at a minimum.

DESCRIPTION
Irontown is a small settlement relative to the Galactic standard, but compared to the ones on Onderon, one would be hard-pressed to find a larger one save for Iziz or the Halcyon Citadel. It lies on a lake island rather deep in the jungle, nestled between the south-east borders of Iziz and the closest lying Cradle.

It’s a city of layers, and those layers first and foremost serve as protection. From the outside in, Irontown is surrounded by a three-fold lattice of electrical fence, interrupted in equal intervals by looming towers of ferrocrete. From these, woven wires of steel span all across the island, criss-crossing the airspace above it to form an electrified web. While this net is enough to keep the larger beasts of Onderon out, the occasional bird still finds its way in.

Within these fortified walls lies the town proper, split into six districts around the central fields of Agri-Core. The entire campus spans approximately 400 acres of land, affording generous living and business space to the local populace.

POINTS OF INTEREST

  • Command district – the only major entrance to Irontown resides at the Command district both for flying and land transports. This is where the officers and attending guards live, train, and gather for missions. Where their supplies are kept. Where missions are handled and meetings take place. When receiving important guests they also stay in a small suite within the Command district. Merchants also come and go through Command and enter the Market district by this avenue.

  • Market district – here is where all three cultures meet and mix, and where goods and credits are freely exchanged. Many craftsmen from the tribes come here to sell their handiwork, from tanners and potters to blacksmiths and herbalists, all from different reaches of the wilds. In turn, merchants and traders from Iziz visit as well, offering technology and medicines to the Beast Tribes.

  • Residential district – for rehabilitated inmates that have “graduated” to working civilians of Irontown. Simple, small, utilitarian row-homes are given in exchange for work and duties fulfilled. Those who fail to meet their dues are returned to Chains. Many who serve out their time are given the choice between returning to Iziz or stay at Irontown. More choose the latter option than you’d expect.

  • Skinners’ district “Skins” – the smallest district, devoted to the containment and rendering of beasts as to provide product for Blackthorne Beastiary. Capable of containing small to medium-tier beasts like Zakkegs and Skreev. Not large enough for Drexl.

  • Rehabilitation district – Inmates that have graduated from Chains are transferred to community cell blocks where they are then schooled on the life of Irontown. Here they choose their roles for citizenship and are trained for their new duties. Anything from farming to slaughter and hide rendering, beast wrangling to beast hunting, production of goods to military roles.

  • Correctional district “Chains” – the landing zone for new inmates of Iziz’s prisons. Built of hard floor and edges, “Chains” is where the breaking of pride and ego take place. Typically the greater the crime, the longer the breaking process. While death is not the intent here, it can and does happen.

  • Agri-Core – The heart of Irontown is reserved for farming. One section is maintained for livestock that provide milk, eggs, meat, etc. to the citizens. Other sections are rotated produce fields kept by the residents.

The district layouts as if placed on a clock:
10–2 Command District
2–3 Market District
3–5 Residential District
5–6 Skinners District
6–8 Rehabilitation District
8–10 Correctional District
Center Agri-Core

HISTORICAL INFORMATION
Irontown is the result of a peace treaty between the Monarchy of Iziz and the Beast Tribes of the wilds. Its very existence is a testament to this historical agreement and its continued growth and prosperity is tantamount to stable relations.

Excerpts from an IC thread discussing this historical event:
“...every year during Dxun’s summer season, the sister planets share atmospheres for approximately three days, allowing the winged beasts of Dxun to migrate to Onderon for breeding. During the course of the three days, the shared zone passes over three noted locations of Onderon where the beasts congregate, which has earned them the name of Three Cradles. Luckily, most of these are too far away from Iziz to pose much of a problem, however if we recall our history it was during the Gulag Plague that Iziz became overrun.”

“Both Iziz and the Beast Tribes mourned the loss of many thousands from the plague alone, but when the beasts came Iziz was not prepared to defend itself. Thousands more were hunted and slaughtered by the beasts. Your then reigning King Omar called for the help of the Beast Tribes. Though the tribes were also devastated by the plague, they responded in kind to drive the monsters from your beloved city and protect it from further harm. When the migration ended, we returned to the jungles to tend to our own, aided with supplies and trade from the city and a promise that every year following, they would come back to protect the city during the migration and any other time the beasts should present a problem. Thus the Ironclaw Agreement was struck.”

“Onderon was not one of the first planets to succumb to the plague. By some amount of luck, it was one of the last, but affected just as disastrously as the rest of the galaxy. We did, however, suffer less loss than many of the core worlds. Onderon's people are of strong stock. They live surrounded by death and danger, so this comes as no surprise. Over the decades, a trust re-emerged between the two groups. Talks lead by the Beastia secured further open trade and the establishment of Irontown was founded.”

“...Iziz has always given its prison inmates who are condemned for life two choices: rot in a cell, or face their fate in the wilds of Onderon. As part of the treaty, those who chose fate are now sent to live in Irontown. It is, for lack of a better term, a prison encampment. One of the most secure, I assure you. Nigh impossible to escape – and those that do face the wrath of untamed beasts. They never get very far… but Irontown serves a second purpose. It stands as a buffer between the closest Cradle and Iziz. While it is also home to many Beast Riders, the majority of its civilians are former inmates trained in the art of hunting and slaying the monsters of our jungles. Everything from the maalraas to the mighty drexl. Reformed inmates have regained honor to their name through these efforts. As a matter of fact, the man that runs Irontown was once one of Iziz’s most heinous criminals. He has a family now and more trophies on his shelf than he has room for.”

The Treaty of Irontown

“[The Treaty of Irontown] officiates the agreement of peace between these two Kingdoms of Onderon, that of Iziz and that of the Wilds beyond the walls of Iziz. It recognizes the rule of the King and Queen of Iziz over all aspects of economy, people, and commerce contained within the walls, and the rule of the Beastia, or Beasten, the High Leader of the Beast Tribes, beyond the walls. Neither Kingdom shall seek to gain power over the other, nor shall either Kingdom seek to interfere with the rulings of the other. Both Kingdoms shall maintain the presence of an Ambassador of the other, chosen by their rulers as a means to communicate and incite good will between the two. The Kingdom of the Wilds is tasked with the maintenance of the creatures beyond the walls, to keep their dangers at bay from the city of Iziz, and to help guard Iziz from the beasts during the great migrations. The Kingdom of Iziz is tasked with maintaining peaceful open trade and commerce with the Wilds, and in their times of need providing necessary aid to those that need it such as advanced medical supplies and services. Crimes shall be tried within the Kingdoms in which they are committed, regardless of who commits them, and the accused stands party to the punishments served without intervention from the other Kingdom. The Treaty recognizes that due process within each Kingdom can vary greatly, but such are the consequences that one imparts upon themselves by committing their crimes.

The Treaty of Irontown recognizes that citizens of the Wilds may wish to further themselves by expanding their horizons to education and training not provided by their own, and that in exchange for allowing them to partake in educational institutions and employment opportunities within the Kingdom of Iziz, that the Wilds take upon themselves the burden of Iziz’s guilty offenders into the establishment known as Irontown where those penalized with a life sentence may serve it out by learning how to hunt and kill the beasts that threaten the livelihood of the people they wronged.”

Present Day

Today Irontown not only fulfills the duties laid out by this agreement, but also serves as yet another source of beast-stock for Blackthorne Beastiary. Irontown’s inmates learn to cut and tan beast hides, bleach the bones, and carve the carcasses for meat and all other usable goods. They keep the rank creatures of the nearby Cradle in check by culling herds and taking down problem beasts. Their hunters are some of the most efficient and are often called upon to aid in hunts with neighboring tribes or to capture and slay Beasts that may have made their way into Iziz.

Irontown does not “tame” beasts and is not known for using them as pack animals or mounts like the tribes do. Theirs is a wholly unattached approach geared towards extermination rather than association. Its fully-functioning tech sets them at Galactic standard capabilities complete with most technologically forward weapons, transports, buildings, and the like.
Irontown is led by a man known as Commander Revardehttp://sleepless.blogs.com/.a/6a00d8341d019153ef0162fe282638970d-pi – a grisled beast hunter with an uncanny ability to piss off just about anyone. Generally he maintains autonomy over Irontown but falls under the rule and jurisdiction of the Wilds, and therefore under the law and word of the Beasten.
 
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