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Approved Location Point Nadir

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OUT OF CHARACTER INFORMATION

SETTING INFORMATION

  • Name: Point Nadir

  • Station Model: N-1 Orbital station, Resh 9376

  • Classification: Shadowport

  • Location: Resh 9376http://starwars.wikia.com/wiki/Resh_9376

  • Affiliation: Nadir, The Great Clans of Nadir (Qosta, Begeren, Paus)

  • Population: Heavily Populated
    Approximately 15 million inhabitants, with an additional 5 million of transient residents. The margin of error is significant, as there is no central government to conduct an official census.

  • Demographics:
    19% Trandoshan,
  • 15% Human & Near-human,
  • 13% Duros,
  • 8% Twi'lek,
  • 6% Toydarian,
  • 4% Rodian,
  • 2% Houk,
  • 33% other species

[*]
Stability: Low
Strolling down a Nadir street without a hold-out blaster at the very least is considered suicidal. Shootouts and dead bodies are an everyday staple everywhere but in the Stardome, where the crime lords surround themselves with armies of private security that far outnumber the actual residents.

To the average Joe, there is no overarching government – the closest anything comes to a semblance of authority are the Great Clans of Nadir. Though decimated in number in the last few decades, the three that remain thrive all the more for it. Qosta, Begeren, and Paus are the factions which hold the most influence on Point Nadir. They each keep their territory in check through different methods and means – the districts and quarters that fall outside of their reach are split amongst the many smaller fish that vie for control of the scraps, often passing hands in bloody feuds.

But even the Great Clans take a knee before another entity. Nadir guides the shadowport in broad strokes, acting through their proxies. When they take action to steer the station towards prosperity, expansion, and profit, it is always the hands of others that wield the gun or press the negotiations. Though they have an overt line to the people in the form of a successful arms and armor business, their position of power over Point Nadir known only to a select few.

[*]
Accessibility: To those lacking the appropriate connections in the seedy underbelly of the galaxy, Point Nadir little more than a fictitious shadowport; a favorite for tall tales, where each story is more gruesome than the next. But to the criminals, the station is a prominent trading hub for all matters of the black market – in the Unknown regions, there are none that can rival its broad selection of goods, customers, or investors. All the giants of crime maintain some sort of presence on Point Nadir, further cementing its position on the map of the underworld.

None of this makes it easy to find.

Since Nadir calls a comet home, it never lingers in the same section of space for very long. This makes it difficult to track, and would-be visitors need to maintain proper contacts to receive updates of its new location. Even then, approaching the shadowport is an exercise in skill, as the pilot has to plot an exceedingly careful jump from hyperspace to avoid the mass shadow of a comet speeding through the void at dizzying speeds.

Initial access has been made much easier with the construction of the N-1 space station that arcs like the metal skeleton of some giant beast out of the gray flesh of Resh 9376. Ships of considerable size can now dock with the station, allowing a significant boost in trade – massive carriers and scrapyard Star destroyers can be seen looming in the shadow of the comet, backed with fleets owned by pirates and merchants alike.

Those that boast enough pull and clout with the powers that be may ever be granted the necessary navicomputer data to access the Shadowrun – a dedicated, criminals-only hyperlane that allows for virtually unmolested travel through all the important illegal hubs of the Galaxy. This makes trade with favored business partners all the easier, and the likelihood of government intervention practically null.

[*]
Description: Through the viewport of an incoming ship, Point Nadir appears as hulking comet crowned by a jagged crown of arching durasteel and pirate fleets. Its thousand lights pierce the darkness of the void, playing at the bright pinpricks of stars that blink in the backdrop of space. It is a sight both beautiful and intimidating – an apt portrayal of the shadowport itself, and the bustling life contained within.

[*]
Culture: Point Nadir is a station built inside a massive, irregularly shaped comet, repurposed from its abandoned venture into mining. The inhabitants are lawless. Those that aren’t either disappear forever or escape on the first flight off the hostile rock. Territory is controlled by the strongest faction in the area and changes hands through brutality and subterfuge. The term ‘civilian’ is interchangeable with ‘criminal’ on Nadir, and even the children aren’t innocent. Weapons are more common than jewelry, and cheaper too. The threat of theft and mugging increases exponentially with the levels of the districts. Some factions offer protection for a fee. Others just take the money and slaughter anybody who complains.

At any given time, the many districts and sections of the station are controlled by a smorgasbord of various criminal groups – from chaotic gangs to organized syndicates, and the full gamut between. Outfits are born and killed in the span of a day, and few survive more than a handful of winters. Despite the harsh conditions and the endless competition, a few have risen a cut above the rest through means that make a hardened criminal shiver. These are known as the Great Clans, and all of them stem from a great founder who initially led them to prominence. These are Clans Qosta, Begeren, Paus, Koba, and Meron. Their internal policies vary greatly; Koba, Meron and Begeren place great value on the purity of their bloodline, bordering on dynastic fanaticism. Paus value a decentralized leadership model, functioning like a cell-based organization. The Qosta monarch is, on the other hand, shrouded in perpetual mystery, rarely making an appearance outside their inner circle. Ultimately, however, one shouldn’t be deceived by the Clans’ title. They are just as prone to stagnation and inner strife like any other group struggling towards fame and riches on Nadir. True enough, Koba and Meron have been erased from the face of the shadowport, their assets subsumed by the remaining three after a brief, brutal takeover. Their fall from the nebulous heights of power was yet another testament that no-one is truly safe on Nadir, and that the punishment for complacency is death. This looming threat keeps everyone on their toes, promoting evolution and revolution in the violent cycle of life.

Life on Nadir is unpredictable and vicious, and therefore ill-suited to anyone whose skin hasn’t been tanned into a Rancor’s hide. It’s a final refuge for thousands of criminals fleeing from authorities, and a last resort for people who can’t afford anywhere better. For the small price of some spilled blood and a lifetime of slavery to the criminal clockwork of the station, even the poorest sod can build a home here. Its lack of morals and government are at once a blessing and a curse; for the opportunists and the ambitious, Nadir is a paradise island in the ocean of space, where every sunset is blood-red and morning never comes. The rest exist to be the stepping stones of those brave or stupid enough to try and rise to the top. It’s a monument to basic instincts, where the strong survive and the weak perish. Of all the sins, greed and gluttony are exercised the most, but none go neglected in the ninth circle of Netherworld.

Point Nadir is terminal freedom.

SECURITY: High
Patrolling stealth vessels keep watch of the general perimeter. Automated turbolasers are installed on the comet, especially around the mouth of the port. Any approaching ships lacking proper identification are immobilized with the use of tractor beams, then dragged to the station. There they are interrogated at blasterpoint and promptly shot down if no acceptable explanation is given.

The orbital rings of N-1 are more than a simple expansion of territory, housing, and self-sufficiency – they are outfitted with enough armament to make any smaller raiders think twice before attacking. In the case of a larger incursion, the station can hold its own behind hardy, multi-layered shielding that can withstand plenty of beating. Certainly enough that allied pirate fleets can sweep in and catch the attackers between a rock and a hard place.


Internally, the level of security varies as wildly as the climate from one district to the next. The high-end residential districts and the utility wards of the comet and the ring station are most heavily guarded. Here, the Clans exert their presence through grim-faced soldiershttp://starwarsrp.net/topic/115477-clan-soldiers/ that fly their colors high and proud. Just one wrong look can earn you a hole between the eyes in this part of the shadowport.

Elsewhere inside the comet and N-1, security is handled individually by local factions, gangs, or (in most cases) no-one at all.

Because criminals are hardly the sort for last stands, Nadir has developed many new layers of defense for the shadowport. Besides N-1, the chief among them is the addition of a Rock Hopper generator to the main bulk of the station. This gives Point Nadir an out separate from the orbital rings in case of an attack they cannot hope to defeat. Where exactly the generator is located, however, is unknown to all but a select few in the upper echelons of whoever runs the shadowport.

POINTS OF INTEREST

N-1 orbital ring

  • Voidview – high-end residential

  • The Sarlacc Pit – entertainment district

    Ring Run – swoop track

  • The Gold Tower – casino

  • Inner Rim – nightclub

[*]
Dankan District – mid-end residential

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Agri-wards – life support & agriculture

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Pah Chawinu – low-end residential

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Maw – main, high-end docks

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Jaw – auxiliary, high-end docks

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Space hole – auxiliary, low-end docks

Point Nadir proper

[*]
The Soukhttp://starwars.wikia.com/wiki/Salovan's_Souk – Bazaar

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Nesthttp://starwars.wikia.com/wiki/Nest_(Point_Nadir) – Mid- to low-end residential

[*]
The Pits – low-end residential

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Fissure Districthttp://starwars.wikia.com/wiki/Fissure_District – slums

[*]
The Slipshttp://starwars.wikia.com/wiki/Slips – high-end docks

[*]
The Tethershttp://starwars.wikia.com/wiki/Tethers – low-end docks


DESCRIPTION
Once an incoming vessel passes through the tunnel called Jackrab Hole, it moves into the cavern known locally as Fische’s Covehttp://starwars.wikia.com/wiki/Fische's_Cove. This large chamber serves as a massive docking bay, further split into the Tethers and the Slips. The former are unmaintained, but cheap, whereas docking in the latter requires that the captain pay a hefty fee for the quality equipment and security.

Past the docks, the station dissolves into a mess of levels that even hardened dwellers with several decades of Nadir under their belt navigate with some difficulty. The streets are often narrow or blocked by trash and corpses, which are essentially the same thing on Nadir. Buildings vary from single-story shacks in the lower districts to sprawling palaces in the Stardome, big enough to put accomplished Hutts to shame.

At the very top of the station are the Stardome and Utility districts, which are the most heavily defended of all. The former is an isolated isle built and maintained by blood money, with pristine white walls and clean, wide streets. On the surface, it’s the antithesis of all that is Nadir, but the illusion only lasts so long as the expensive paint doesn’t peel off and reveal the rotten flesh beneath. Like their houses, the people living here hide behind carefully crafted façades of smiles and sophistication, even though they far outclass any criminal terrorizing the streets of the Nest. These rulers hide behind high walls, top-tier defense systems and small armies of security guards.

The Stardome is second only to the Utility Ward in the amount of protection. For obvious reasons, it is in nobody’s interest to see the UW fall to disrepair. To this end, Nadir has long had a standing agreement that all factions, great and small, fork over a chunk of their profits to keep the life support systems running smoothly. There have been a few in the history of the station that tried to shirk this unwritten rule. Nobody remembers their names.

Dwana Pa is the only other district that enjoys any amount of organized security, largely due to the important deals conducted and made in the hundreds of shops of the trade hub. The merchants here are reputable and well-established, or at least leave that impression with the customers. The district is relatively clean and maintained, and the prices are appropriately high.

Dwana Pa’s sister district, the Arcade, also hosts high-class entertainment. (It should be noted here for the ignorant visitor that ‘high-class’ refers to ‘high-class criminal’.) These games are often even more gruesome in nature than the cage fights in the lower districts, and far more exclusive. The tickets alone cost a small fortune, when they’re even available. In most cases, both the venue and the nature of the ‘show’ are invitation-only, reserved for the elite of Nadir. The Arcade doesn’t boast only violent amusement, however. Together with circenses, the district also provides the panem. Diverse restaurants of all cultures and species dot the wide boulevards of the neon district, inviting the starved player to sate their perennial hunger with dishes from all across the galaxy. The food is as excellent as the price tag promises, which comes as a small surprise, given the rich choice of imported goods at the docks of Nadir.

After Dwana Pa and the Arcade, every flimsy layer of humanity is stripped away, and the last pretenses make a swift exit stage left. An invisible line separates the higher levels of the station from the dregs, starting with Salovan’s Souk and the Nest.

The Souk is a sprawling bazaar chock-full of live merchandise and goods of dubious quality. Any kind of item or service can be found and purchased in these dark corners, if you know where to look. From street vendors and hagglers to food stands and fences, and all the way to hitmen, smugglers, and bounty hunters. Brawls are frequent and lethal, and things that aren’t nailed down have a habit of disappearing without a trace. What’s considered underground everywhere else is a sport for sissies on Nadir; shockboxing only has one setting, and it’s not stun; pit matches are fought to the death, and nobody bats an eye when someone pulls out a knife; there’s backroom sabacc games where credits rarely see the light of day and bets are placed for lives, arms, and drugs; pazaak dens and spice saloons, brothels and meat auctions; rigged podracing and speeder chases that run through the slums just be-frakking-cause.

The Nest, on the other hand, is where the degenerates, mercenaries, and bounty hunters are most likely to set up shop. The district is a war-torn ruin on a good day, with pockets of fighters holed up all over the place. More often than not, however, the streets are lit up by firefights over territory disputes and petty insults. For these reasons, and many others besides, the Nest is almost exclusively a home to the very worst of what the station has to offer in terms of human refuse. It has the sleaziest of bars, cruelest of killers, and the cheapest of schuttas.

Lower still lie the Pits and the Fissure district, whose borders have never been distinguishable. This doesn’t stop the locals from starting bloody feuds over imaginary demarcations, of course. The only appreciable difference between the two is the utter claustrophobia of the Fissure. As the name might suggest, the district is housed in the old mining tunnels where makeshift homes have been erected. These shacks are marked by poor construction and cheap materials, but nobody who lives down here can afford anything better. The only exception are the occasional influential figures who take refuge in the overpopulated anonymity of the Pits. Due to the rampant poverty, health standards are significantly deteriorated within these districts. This leads to disease and at least two known instances of plague (unrelated to the Gulag). Visiting the Pits and the Fissure district is as much a necessity for some as it is a gamble for others.

Turn the right corner on Point Nadir, and you can find anything.

Anything.

HISTORICAL INFORMATION
Built in the mined-out husk of a metallic asteroid, Point Nadir has been a haven for criminals, terrorists, and malcontents for more than a thousand years. During periods like the Gulag plague, the station has lain idle and abandoned, only to be reactivated by a new group of outlaws seeking a fresh start. There is no central government or unifying authority on Nadir, and nobody can recall a time there ever was one.

During the Netherworld, Nadir was hit less severely than most, likely owing to its transient location. The sudden disappearance of a good fifth of the population created massive power vacuums, causing many bloody turf wars to erupt between the remaining factions. The unclaimed territory was quickly conquered by whoever capitalized on the panic and circumstances the fastest. Due to its chaotic nature, the inhabitants barely gave a shet, and life on Nadir moved on, like it always does.

Not much later came a massive power upset of the balance the Clans had established over their decades of influence. Koba and Meron were put to the knife in a brief gang war – the streets ran red with blood for several weeks, until the fighting died out and the remaining three split the remains of the two Clans between them. Against the expectations of the unruly populace, the rest didn’t take the war to each other’s doorsteps. Instead they spearheaded a valiant charge into what seemed to be a new golden age – expansion far beyond their borders, new connections sprouting all over the galaxy, an influx of investors, citizens and customers alike.

Point Nadir was moving up in the underworld.
 
[member="Aver Brand"]

Over all this looks fine. I just need you to add a security rating (None, Low, Medium, High, Maximum) as per the template and we're good to go.
 
[member="Aver Brand"]

With the Defense of the subbed station set at 'high', with additional security measures (no ships able to approach without being tractored and their pilot's interrogated, etc), a security rating of High is more appropriate for this submission as written. Let's set it to that and you're home free.
 
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