Star Wars Roleplay: Chaos

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Approved Location Taris Sephi Region

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HQdISPzl.jpeg


OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • City Name: Taris Sephi Region
  • Classification: Metropolis
  • Location: Taris
  • Affiliation: This area is run by the Werr, Tel'alith, and Du'thra families
  • Population: Crowded
  • Demographics: Over 35% of this zone is Sephi offshoot, followed by 20% Human, 7% Pantoran, 6% Chiss, the rest being many different species.
  • Wealth: Wealthy This region has benefited from the extremely long planning views of the Allied Sephi offshoot families. Jobs are plentiful along with the income that comes from Werr Shipping & Security moving food goods, materials, and nutrients back to Ag worlds.
  • Stability: High The region is open free and commerce flows flowing with peoples ability to pursue their own version of happiness.
  • Freedom & Oppression: The upper city skyscraper areas are well controlled. The farther one goes down the more the random gangs in the underworld run things. On the coast of the Tarisian Sea the beaches are clean, there is actually wildlife (thanks to tons of work from the Tel'alith family). The coast is like a day at the beach, it's safe and no one thinks twice about it. The skyscrapers along the coast are also safe from top to bottom. A similar thing goes for the quarter of the economic district and the massive park that is almost complete (more like a nature reserve). Citizens are free to do what they please, the region has gained lots of power in the Tarisian Senate. With a few representatives coming from the region.
  • Description: The section of the city has been rebuilt to its former glory many millennia prior. With a large focus on a green space and on the Tarisian sea biosphere.
POINTS OF INTEREST
  • HQ Zone: Small area that juts out into the Tarisian sea has the highest security
  • Wildlife Preserve: A quite large green space made at the edge of the Sephi Region. Making a large square with the region bordering the bottom side and a quarter on the next two.
  • Commerce District: Built in the towering skyscrapers near the preserve the intent was to have the other two regions continue the district around it.
  • Recreation Beaches: The beaches have been restored to a useful and biologically useful state
  • Shallow Reef: A reef made by Tel'alith Labs that has become a refuge for young fish and a tourist attraction for its colorful coral.
SECURITY

Maximum The Sephi Region has orbital yards above it affording it quick response from warships. The region itself has some integrated quad mazer turrets* hidden in buildings roofs, along with four large hangers of stored droid fighters. Consisting of Vultures, Tri-Fighters, Hyenas, and HMP's for a robust and varied response to invasion.

*Defense Turrets: 5 dozen Quad mazer. Sitting as rounded bumps, half near the economic zone and the other half near the HQ's

HISTORICAL INFORMATION

The allied Sephi families of Werr, Tel'alith, and Du'thra had sought a place to put their HQ's. They chose a planet that was both on a trade route and also not going to bring traffic back to their home world of Flax . The first family to start construction was the Tel'alith's, they chose a spot on the Tarisian sea where they could build and have access to the marine ecosystem with ease. Even before the other two families had finalized their construction plans the first four stories of the Tel'aliths tower HQ had working labs. These labs were working on fixing the Tarisian seas ecosystem.

The other two families started their construction plans, all three agreed to have elevated tramways connecting them. From there the families turned their gaze to the city nearby. The ancient skyscrapers lie in ruin, gangs ran loose and poverty was high. The families employed many of these people in rebuilding the skyscrapers, removing debris, and running new recycling facilities next to reprocessing factories. These early facilities within view of the Sephi HQ's and the Tarisian sea make up the only safe lower city area of their zone. The Three families began to immigrate Sephi offshoots from Flax to live and work on Taris over the centuries. An area near the planned economic zone left plenty of spaces for ships to dock planet side. The Werr families two companies built four multipurpose orbital yards, meant for repairs, cargo, or even building more ships if needed.

Over the centuries the region they looked over continued to be built up towards the edges. Other places on the planet had other groups come and go. Their progress erased by wars and battles. Through it all the Three Allied families continued to do what they do best, slowly innovate. Their own versions of B1's provided most of the security force, augmented by their quarter taller B2's, allowing the organic police forces to focus on actual crimes. The families hoped to be a beacon of rebuilding and of what could be.
 
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