Star Wars Roleplay: Chaos

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Approved Planet Port Mynock, Wild Space

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[SIZE=9pt]Name[/SIZE][SIZE=9pt]: Port Mynock[/SIZE]

[SIZE=9pt]Region[/SIZE][SIZE=9pt]: Wild Space[/SIZE]

[SIZE=9pt]System[/SIZE][SIZE=9pt]: [/SIZE][SIZE=9pt]Knojur[/SIZE]

[SIZE=9pt]Suns[/SIZE][SIZE=9pt]: Zarchas, yellow main sequence[/SIZE]

[SIZE=9pt]Orbital Position[/SIZE][SIZE=9pt]: A small planetoid orbiting far beyond the orbit of Knojur.[/SIZE]

[SIZE=9pt]Moons[/SIZE][SIZE=9pt]: N/A[/SIZE]

[SIZE=9pt]System Features:[/SIZE][SIZE=9pt] The Knojur system is unusually barren, with only a single moonless planet (Knojur proper) and a few scattered planetoids at distant intervals. Port Mynock is one of the latter.[/SIZE]

[SIZE=9pt]Coordinates:[/SIZE][SIZE=9pt] 8, 31[/SIZE]

[SIZE=9pt]Rotational Period[/SIZE][SIZE=9pt]: The Port Mynock planetoid rotates on its axis roughly once every six standard hours.[/SIZE]

[SIZE=9pt]Orbital Period[/SIZE][SIZE=9pt]: The Port Mynock planetoid has a somewhat elliptical orbit with a period of 660 standard days, or 2640 local days.[/SIZE]

[SIZE=9pt]Class[/SIZE][SIZE=9pt]: Terrestrial[/SIZE]

[SIZE=9pt]Diameter[/SIZE][SIZE=9pt]: 110km, roughly[/SIZE]

[SIZE=9pt]Atmosphere[/SIZE][SIZE=9pt]: None. Port Mynock’s lone settlement is built into bunkers and sealed caves.[/SIZE]

[SIZE=9pt]Climate:[/SIZE][SIZE=9pt] Controlled[/SIZE]

[SIZE=9pt]Gravity[/SIZE][SIZE=9pt]: Port Mynock the planetoid has negligible gravity. Port Mynock the port has artificial gravity set to 0.95G.[/SIZE]

[SIZE=9pt]Primary Terrain:[/SIZE][SIZE=9pt] Barren rock[/SIZE]

[SIZE=9pt]Native Species:[/SIZE][SIZE=9pt] None[/SIZE]

[SIZE=9pt]Immigrated Species[/SIZE][SIZE=9pt]: A shifting assortment of the standard Outer Rim milieu (humans, Twi’leks, Rodians, Weequays, Klatoonians, Dugs, Gran, etc.) plus the occasional Kathol Outback alien ([/SIZE][SIZE=9pt]Bereth-Aku[/SIZE][SIZE=9pt], [/SIZE][SIZE=9pt]Nezumi[/SIZE][SIZE=9pt], [/SIZE][SIZE=9pt]Uukaablians[/SIZE][SIZE=9pt], etc.).[/SIZE]

[SIZE=9pt]Primary Languages[/SIZE][SIZE=9pt]: Basic, Huttese, various trade languages (Minnisiat, Sy Bisti, Rodian, etc.)[/SIZE]

[SIZE=9pt]Government[/SIZE][SIZE=9pt]: A Port Authority heavily influenced by whichever pirate/mercenary/salvager crews are most influential at the moment[/SIZE]

[SIZE=9pt]Population[/SIZE][SIZE=9pt]: Around 1,500 at any given time[/SIZE]

[SIZE=9pt]Demonym[/SIZE][SIZE=9pt]: Mynockers[/SIZE]

[SIZE=9pt]Major Imports[/SIZE][SIZE=9pt]: Air, water, food, technology, spice, slaves[/SIZE]

[SIZE=9pt]Major Exports:[/SIZE][SIZE=9pt] Starship mods, crime[/SIZE]

[SIZE=9pt]Affiliation[/SIZE][SIZE=9pt]: None[/SIZE]

[SIZE=9pt]Major Locations:[/SIZE][SIZE=9pt] Port Mynock has only one location of any interest, to the point where the planetoid and the starport are known by the same name. Port Mynock the port is an enclosed settlement of around fifteen hundred more or less criminalized Outer Rim and Wild Space denizens. The shadowport, including twenty-two docking bays of various sizes and levels of security, is built into caves, bunkers, tunnels, and lava tubes. The hub of the shadowport is a bustling, grungy, poorly lit [/SIZE][SIZE=9pt]bazaar[/SIZE][SIZE=9pt] whose merchandise is often thirdhand and bloodstained. If Port Mynock has a specialty, it’s [/SIZE][SIZE=9pt]outlaw techs[/SIZE][SIZE=9pt]. Port Mynock offers a dizzying variety of [/SIZE][SIZE=9pt]starship and body modifications[/SIZE][SIZE=9pt], used boats, and repurposed salvage. [/SIZE]

[SIZE=9pt]Culture: [/SIZE][SIZE=9pt]Port Mynock offers a threadbare, dangerous, but unregulated sort of existence. Its culture partakes of numerous Outer Rim influences so far as [/SIZE][SIZE=9pt]standards of conduct[/SIZE][SIZE=9pt] go. Slaves, spice, illegal weapons and dead bodies are commonplace sights. If you can survive and thrive in a cantina at Mos Eisley Spaceport, you can get by on Port Mynock without undue risk of getting shot in the face. Just be aware that Port Mynock’s more frequent visitors take a very dim view of anything related to law enforcement, Jedi included. Throwing authority around is a real good way to get either ignored or spaced. [/SIZE]

[SIZE=9pt]Technology:[/SIZE][SIZE=9pt] Outer Rim standard. Think Jakku or Tatooine.[/SIZE]

[SIZE=9pt]History: [/SIZE][SIZE=9pt]Port Mynock was built by a couple of collaborating pirate crews in 845ABY, to take advantage of panicked Outer Rim traffic in the aftermath of the Netherworld Crisis. The port lasted longer than the collaboration. Smuggling crews, salvage ships, and slavers began docking there, seeking it out on word of mouth. Within a handful of years, Port Mynock was a humming little trade crossroads that catered to the violent side of Wild Space.[/SIZE]

[SIZE=9pt]In recent years, the explorers Jorus and Alna Merrill [/SIZE][SIZE=9pt]stumbled across[/SIZE][SIZE=9pt] Port Mynock. They happened to be there during a devastating attack by a Sith-trained Givin. In the attack’s aftermath, however, Port Mynock patched itself up and kept operating. Jorus purchased a small docking bunker (Bay 17), which he uses for ship modifications and as an Underground safe house. [/SIZE]

[SIZE=9pt]Notable PCs:[/SIZE][SIZE=9pt] Jorus Merrill[/SIZE]

[SIZE=9pt]Intent:[/SIZE][SIZE=9pt] To codify a nice little shadowport that we found a while back.[/SIZE]
 
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