Star Wars Roleplay: Chaos

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Approved Location Shipwreck

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Dry Harbor
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The Forgery
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Dirtdiver's Bar and Casino
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Blacksite Acadmey
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The Slaughterhouse
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Pirate's Bay
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The Hollow Halls
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The Wrecks
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OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • City Name: Shipwreck
  • Classification: Urban Center
  • Location: Katarr, East of Defiance, North of the Blackout
  • Affiliation: Darth Abyss
  • Demographics: 60% Human/Near-Human, 25% Twi'lek, 10% Droids, 5% Others.
    There are little to no racial tensions within Shipwreck, as the people of the Free Cities are indoctrinated to see themselves as part of the same nation with equal rights. Yet there are occasional tensions between the Twi'leks that were once Slaves and the upper Class of the city.
  • Wealth: Medium. Within Shipwreck all levels can be found, with some having nothing more then the shoes on their feet, while others live a life of absurd luxury and debauchery. As the main business of Shipwreck is crime alike any other Free City, there are often sudden shifts in wealth and even dirt poor can rise to riches when the wealthy fall.
  • Stability: Low. While Abyss forces enforce a some sense of order within the parts needed for Shipwreck's infrastructure, every other corner of the city is considered lawless. Gang Wars, theft and murder are realistic possibility for anyone stumbling into the city.
  • Description: Shipwreck is exactly what its name describes. Formerly a ship graveyard, filled with the wrecks of countless ancient, gigantic sea vessels used by Katarr's former inhabitants, the remains were slowly reformed into a new settlement for the people of the Free Cities. The City center is composed out of the handful ships that were found with most of there systems intact, carefully stitched together by makeshift repairs and new tech to make them into homes and houses for countless of settlers. From there one can see the wealth of the city fall down, with the ships around lacking more and more, until they are truly broken wrecks right at the edges of the city that are little more then self made huts that became the slums of the Shipwreck.
POINTS OF INTEREST

-Dry Harbor: The Core of Shipwreck. Composed out of the wrecks of the most well preserved wrecks found on Katarr, the Dry Harbor is Shipwreck's center both in the geographic and infrastructural sense. Its main function, besides offering the largest spaceport of the city, is as powerplant. The generators of the various wrecks were mostly recovered and repaired, even if just enough to barley work, and then connected to a makeshift power grid that spans the more important parts of the city. Besides that Dry Harbor also holds the more elegant and luxurious housing facilities of the city, which come with functioning power, running water and a general sense of security provided by Abyss' Tainted Legion which patrol the streets. This by no way means that it's save to walk around there, as the legion will only see forced to act if anything threatens the integrity of the city itself.

-The Forgery: The Place Shipwreck is most famous for. The largest wreck of all, the Forgery is the main market and trade area of the city. Besides the common wares found all throughout the Free Cities, like drugs and weapons, the Forgery is especially known for its amount of counterfeit objects. They span from jewelry and artifacts to technology and weapons. As wide as the variability of the products is their quality. While some wares are barley distinguishable from the original, others are merely crude pieces of scrap painted in bright colors.

-Dirtdiver's Bar and Casino: Shipwreck's most prominent bar and casino. Formerly an ancient military submarine, the Dirtdiver's is now a establishment in the hands of the same family that owns the Lotus Den in defiance, parts of the Blackout and the Brokers on Malachor. Besides expensive drinks the Bar also offers all sorts of gambling, including the Malachor classic in which the stakes are replaced by information or property instead of money. It's also a common hangout for smugglers, mercenaries and bounty hunters, and often the first place one has to look when trying to recruit any sort of hired muscle within the city. Rules inside are strict, but still acts of violence as the result of a failed gamble aren't unheard of, in many cases even from the owners of the bar themselves.

-Blacksite Academy: A small Dark Side Academy under Abyss control. While Katarr already has a secret training facility below the black sea, the Blacksite is a more public place for the followers of the dark side to go to. Not only sith, but all those that feel a connection to the darkness are welcomed there, no matter if they intend to stay for a day or for the rest of their live. From the Abyss picks up new potential candidates for his forces, and offers training and wisdom to those that seek it, at least if he feels like doing so.

-The Slaughterhouse: A Blacksite Prison under Abyss command. The Slaughterhouse, called so because of the various meat hooks used to hang its inmates, is a small sized prison and state of the art torturing facility used by Abyss and his organization. While there are no crimes on Katarr that are punished, the Slaughterhouse still sees much use, as the enemies of Katarr's Prophet more often then not end up there at some point of their live. The facility isn't meant for long term holding of inmates, instead offering only little space for them. Instead they either get hanged on the hooks in the main room, or stasis pods on an subterranean level. Those that not make it out alive are buried on a small, unmarked graveyard right besides the facility.

-Pirate's Bay: A medium wealth housing area near the shore of the Black Sea. The Pirate's Bay is true to its name. Mostly populated by pirates, with other criminals occasionally thrown in, the area is highly dangerous for visitors, despite being more on the upper then the lower level of Katarr's wealth. Not only offers this area various smaller spaceports and landing pads, it is also where Shipwreck's Water Purification plant is located, supplying the whole city with fresh water required to survive in Katarr's vast wastelands. Besides that a myriad of clubs, bars and other establishments can be found here, some good, and others highly dangerous to body and mind. Also the center of Shipwreck's drug trade.

-The Hollow Halls: A subterranean base of operation under Abyss command. Build into a natural system of caves, the Hollow Halls are Abyss way to move his people quickly through the city, as well as offering a secret way in and out of it through a connection to the sea. Most of the Prophet's agents and high ranking soldiers have a home inside the Hollow Halls.

-The Wrecks: The various Wrecks around the center of the city. Some are little more than junkyards continuously pillages by scavengers while others have grown into small slum or gang communities. Traveling within the wrecks is a dangerous journey, as both the broken ships and the gangs are very likely to come down hard on anyone stumbling into the wrong corner. Most communities within the wrecks lack fresh water, food and electricity, even if some of the gang hideouts there are outfitted with personal generators.


HISTORICAL INFORMATION
Shipwreck was ship graveyard long before the rise of the Free Cites. Even back before the doom that cleansed Katarr of all live, the location was used by the World's former inhabitants as a large scale junkyard, where ships that had long surpassed their best days were brought to. When the world was eaten away by the lord of hunger, only ruins remained. While the great cities around began to fall apart, the wrecks remained pretty much the same, as they already were in a state of decay long before. In that state they remained as the ages passed by.

The one day the agents of Darth Abyss were send out to search for a new place for his people to settle. The Blackout was limited due to its very nature, and the city of Defiance was already overcrowded by the amount of refugees that fled the Free Cities of Malachor after the Sith Empire took over their home. On their search the servants of the Prophet stumbled over the ancient ship graveyard, and while other would've only seen junk, they saw yet another opportunity.

As it is the nature of the Free Cities, one man's trash became another man's treasure. Using what was already there to build something their was always at the very essence of the Free People, and so the broken ships quickly grew into a new city. At first only few settled there, pioneers that offered the city its power grid and water supply that it needed to shape up in the first place. Afterwards more and more flooded in there from the other cities, making it their new home. Soon they became known as the "Wreckdwellers" a special breed of people known both for their talent of creating counterfeit items, and their tendency for piracy.
 
[member="Taeli Raaf"] It has nothing in sense of actual stationery defense and fortifications, but considering that it's mainly inhabited by pirates and criminals that are armed and willing to fight there is some level of defense in case of an attack from the outside. Should I include that somewhere?
 
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