Difference between revisions of "Star Wars: Durallian Delinquency"

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'''Mora''' - The mist shrouded world of Mora is somewhat of an oddity in the Sector. Hundreds of years ago, the Banking Clan built a series of massive city complexes that were held aloft over the boggy surface by massive repulsor sleds. Once their business dealings were completed, the Clan began to look for an interested party to take over the entire multi-city project. A consortium of wealthy Harch and Toydarians purchased the project, but poor revenues led to many of the cities being abandoned - and eventually crashing to the mist covered swamps below.  Since then several species have moved into the trash landed city complexes - namely Jawas and Ugnaughts have taken over what is now known as Tinker-Town, while a sizable group of Gand have colonized and operate out of another - subsisting off of the ammonia gases that filled the city after its mechanical systems failed.  Two of these flying cities remain in services, drifting elegantly amongst the clouds. The Harch and Toydarians consortium has since fractured and each has assumed control of one of the remaining complexes.<br>
 
'''Mora''' - The mist shrouded world of Mora is somewhat of an oddity in the Sector. Hundreds of years ago, the Banking Clan built a series of massive city complexes that were held aloft over the boggy surface by massive repulsor sleds. Once their business dealings were completed, the Clan began to look for an interested party to take over the entire multi-city project. A consortium of wealthy Harch and Toydarians purchased the project, but poor revenues led to many of the cities being abandoned - and eventually crashing to the mist covered swamps below.  Since then several species have moved into the trash landed city complexes - namely Jawas and Ugnaughts have taken over what is now known as Tinker-Town, while a sizable group of Gand have colonized and operate out of another - subsisting off of the ammonia gases that filled the city after its mechanical systems failed.  Two of these flying cities remain in services, drifting elegantly amongst the clouds. The Harch and Toydarians consortium has since fractured and each has assumed control of one of the remaining complexes.<br>
 
===Organizations===
 
 
 
'''The Hutt Cartel''' <br>
 

Revision as of 19:06, 30 August 2015

It is a dark time for the... wait.
It's been a dark damn time, for a long damn time.
People seem to think that the end of the Republic
a decade and a half or so ago, was some tragic and
horrific and historic event.
But out on the edges of the galaxy, the Republic
never had much influence... and now-a-days the
only difference is the Imperials are more likely
to dust you if they catch you.

Player Characters

Deeleet, Rodian Demolitionist
Played by Chillos
Chanda Aziva, Togruta Performer
Played by Joe
M7-D2, Droid Slicer
Played by Dave
xxx
Played by Chris
xxx
Played by Jeff
xxx
Played by Jamie

Player Resources

Character Questionnaire
Obligation Guide
Morality in Edge of the Empire
Starship Modifications

The Durallian Sector

Correllian-Run.jpg

Tucked away in an obscure slice of the Outer Rim, a few short jumps from Ryloth, is the Durallian Sector. It is comprised of several thousand Star Systems, but only a tiny fraction are mapped and explored, fewer still are inhabited. But while the region is somewhat obscure; it is, in no way, an entirely lawless backwater. However, even its defacto capital world, boasting billions of residents, has little political power. Most people of never heard of the Sector, owing largely to the fact that it's neighbors include such legendary places like Tatooine, Christophsis, Fondor, Rodia, Geonosis, and Arkanis. It's physical position is just off the Corellian Run, south of the Pelgrin Sector.

Major Locales

Durall - An ecumenopolis, much like Coruscant, Durall has prospered for thousands of years due to its proximity to Ryloth and the Corellian Run. Nearly all official (and unofficial) trade ends up routing through the planets expansive spaceports on its way out to the rest of the galaxy. The planet is ruled by an oligarchy of rich, powerful and influential families - though Imperial influence here is strangely at a minimum. Like most city-worlds throughout the galaxy the upper levels of the city are home to its affluent denizens. The deeper you go, however, the more unruly and violent the city becomes. The Pyke Syndicate is known to operate from the depths of this world, using their ties on Ryloth to move Ryll along the Death Wind Corridor, without being exposed to the Imperial Garrison on the Twi'lek homeworld. While Humans make up the majority of this worlds residents, it also boasts a sizable population of Twi'leks, Arkanians, and Rodians

Tinaan - This world serves as the Imperial Stronghold in the region. The young Imperial Governor and his advisors, including the dreaded Imperial Security Bureau operate from the various residential and industrial spawls. The world is largely unremarkable, with mild mountains, plains and deep oceans - which gives it mild... even pleasant... weather. Due to it's permanent Imperial presence however, most people in the Sector avoid Tinaan. The Imperial Sector Army is based here, and numbers into the tens of thousands, including their associated heavy support equipment.

Ssy-haa and Ssy-cal - Colonies of Trandoshans are a rare sight away from their system, however, the agrarian moon of Ssy-cal has supported an enclave of these infamous lizardmen for nearly a millennia. The enclave has produced some of the most skilled and infamous trackers, huntsmen, and bounty hunters in the region. The reason these masters of the Hunt have remained in the area for so long is their proximity allow ventures down to the jungle world of Ssy-haa around which their enclave orbits. The treacherous jungles are home to nexu, acklay, gundarks and even rancors. None of these creatures are known to be native to the world, and if the long forgotten ruins are any indication, they may have been transplanted here by some long lost spacefaring civilization. Though they tend to avoid direct contact with Trandoshan hunting parties, the Rodians have a thriving community within a series of restored ruins on the far side of the planet.

Nar Galla Once, the Great Hutt Clans control vast portions of the Outer Rim, including much of the Durallian Sector. The transformed a world within it to serve as their main base of operation and staging ground and dubbed it Nar Galla. As the Hutt Space contracted, the great Clans seceded their control of the Sector to the Republic but they maintained control of Nar Galla. The world is part modernized trade hub, and part industrial wasteland, much in keeping with Hutt business doctrine. It is from here that the great Hutts maintain much of their legitimate and illegitimate business interests in the Region. One of the more curious features of the world is the massive floating palace of Divato the Hutt, which lazily roams the skies by means of six Hutt pleasure-barges.

Rantooine Home to the massive TransCast Aerospace Orbital Dockyards, Rantooine was once a verdant place but has since become an industrialized forge world where great foundaries work round the clock to produce machinery, droids, equipment and starship components. While Dontal Station supports the companies administrative headquarters, Rantooine represents its full scale production facilities and travel between the two by corporate exec's and other personnel is nearly constant. As the company effectively owns the entire planet, it also boasts large scale salvage and junk yards that cover entire continents and are home to dozens if not hundreds of desperate and hostile species. To ensure these 'natives' do not adversely effect production for the thousands of factories, TransCast operates one of the largest private armies in the Outer Rim, let alone the Durallian Sector. Composed mostly of military grade battle droids, this security force protects not only the planets surface but also the dockyards above. Because of its production capabilities, the dockyard has also been contracted to provide all of the repairs and maintenance for the Imperial Sector Fleet, and thus there is a strong Imperial presence in the system.

ORD Jentrek - Home to the Imperial Sector Fleet, the ancient ORD station has been renovated so that it can perform its fleet support duty. The entire system is under Imperial control and serves has the command post for Imperial military operations in the region. The fleet is centered around a venerable but operational Mandator-II Class Star Dreadnaught, a small handful of newer Imperial Class Star Destroyer and dozens of Victory Class Star Destroyers as well as numerous small support ships. Deployment of the Fleet, however is rare and rumor suggests that there is some animosity between the Imperial Governor and the Fleet Admiral.

Kusk - the watery world of Kusk is in a geosynchronous orbit of its primary and this has created two distinct environments. The far or Frost side of the planet exists in a perpetual state of bitter cold. For as far as the eye can see great glaciers and snowdrifts cover the landscape. On the starward or Spate side, the worlds vast ocean prevents temperatures for become inhospitable through the creation of massive storm systems that rage across the planet. As these storms reach the Frost side, they turn to tremendous blizzards that deposit the frozen water back down... allowing the cycle to continue endlessly. There is no known life or settlements on the Frost side, though rumors persist of secret pirate havens or smuggler dens, but under the immense oceans of the Spate side, Aqualish have establish a respectably large aquatic community, which is home to not only the Aqualish themselves but also numerous other aquatic species. There are several small settlements along the scatter archipelagos but the massive storms that regularly rage across the planet make maintaining them extremely expensive. Because of this the subsurface communities regularly feature landing pads and docking bays that can be subsequently submerged - and entire habitats for surface dwellers.

Dontal Station - Dontal Station is a truly massive freestanding space station located in deep space between several systems but along on of the minor hyperspace trails. The Station was built over the millennia out of the hulking remains of one of the great hyperspace beacons that allowed interstellar travel before nav-computers and astromechs. This incredible object dwarfs even the massive Star Destroyers of the Imperial Fleet. The Station has declared itself as neutral and 'sovereign' territory, but the Empire does have a permanent presence on the station and operates one element of its Sector Fleet here. This mammoth base is also home to an Klatooinian Trade Guild corporate office, headed by a powerful and charismatic Hutt. Several corporations have offices on the station including Meeronal Mining, TransCast Aerospace, and dozens of others. Further more the station is known for its expansive and opulent casinos, pleasure houses, and slave auctions.

Corsair's Cove, the Quwatin Reef and the Klet Nebula - If Durall represents the 'gateway' into the Sector, the Klet Nebula is it's far end. Devoid of any real government, the gaseous Nebula sprawls out over the area of an entire star system. Smugglers, Pirates and other Scoundrels have used this massive stellar oddity for countless millennia to hide from both legitimate and illicit pursuers. One of its more interesting features is the Quwatin Reef; a massive asteroid belt that marks the remains of a rogue planet. Navigating the Nebula is challenging, in-and-of itself, but the Reef has been disastrous to countless pilots unfamiliar with the area. But deep within the belt, built into the broken planets lonely moon is a 'Shadowport' known as Corsair's Cover. Here, adventurous (and lucky) spacers can find services and gear of all kinds that may prove elusive elsewhere, if they survive getting through the hazards. The Crimson Corsair's took over the facility years ago, hence it's new name, and the moon serves as their base of operations. To facilitate profits and trade, however, the Corsair's never... EVER... engage in their chosen profession in the general vicinity of the Nebula and will aggressively attack any hostile group that does so.

The Great Ship Graveyard - By the number of blasted hulks that are adrift around a lifeless planetoid, the site was the sight of some massive starship battle some time in the past. Hundreds upon hundreds of ships are here, and not only is the area regularly visited by salvage operations, less legitimate spacers have used this debris field to hide from pursuers by simply powering down and allowing their ship to go adrift. The system itself has no inhabitable planets, however a group of industrious Nikto have converted one of the mostly intact Cruisers into a base of operations several generations ago, and an entire community now specializes in trading the salvage they get for whatever they need.

Destalon - An arid and inhospitable world of vast irradiated deserts and imposing mountain ranges. Scattered communities of Humans and Gran eek out an existence in either subterranean complexes or modified bulk freighters, it is the Twi'leks and most importantly the Chevin have made Destalon their adoptive home. The Chevin in particular have developed massively large mechanized cities that crawl along the blasted surface moving from one valuable mineral pocket to the next. This has led to the Chevin have close ties to the Meeronal Mining Consortium, the Mining Guilds local representatives.

Mora - The mist shrouded world of Mora is somewhat of an oddity in the Sector. Hundreds of years ago, the Banking Clan built a series of massive city complexes that were held aloft over the boggy surface by massive repulsor sleds. Once their business dealings were completed, the Clan began to look for an interested party to take over the entire multi-city project. A consortium of wealthy Harch and Toydarians purchased the project, but poor revenues led to many of the cities being abandoned - and eventually crashing to the mist covered swamps below. Since then several species have moved into the trash landed city complexes - namely Jawas and Ugnaughts have taken over what is now known as Tinker-Town, while a sizable group of Gand have colonized and operate out of another - subsisting off of the ammonia gases that filled the city after its mechanical systems failed. Two of these flying cities remain in services, drifting elegantly amongst the clouds. The Harch and Toydarians consortium has since fractured and each has assumed control of one of the remaining complexes.