Campaign of the Month: April 2008
Chronicles of the Amber Wolfe
Salvage – Most of what is left of Taris is a junk heap. The Republic, Czerka Corp, The Exchange, and individual collectors all hire and organize search parties to recover salvageable items. The Republic has only secured a small part of Taris, never return. Never the less, there is money to be made down there among the Rakghouls, if you're strong enough.
Jedi – The Jedi have no known presence on Taris as of yet. There are many speculations as to why. The main beliefs are that the Jedi are in hiding after the last war and that the Jedi don't care about Taris. Whatever the case may be, no one has seen a Jedi here in quite some time.
The Republic – The Republic has come to Taris seeking to rebuild it from the devastation of the war. They have made a generous offer to anyone willing to relocate. They offer 500 credits a head just to relocate to Taris for one year, as well as guaranteed jobs, respectable pay, and decent affordable housing. While the Republic has been overseeing the project of rebuilding Taris, Czerka Corp has been dipping their hands into the project, with and without the Republic's permission. With the growing numbers, the war, and Czerka Corps interference, the Republic has its hands full maintaining order and keeping peace on Taris.
Czerka Corp- They have come to Taris looking to make a profit and so far, they are doing a good job of it. On top of maintaining shops, organizing salvage missions, and other various things, Czerka controls all but one landing pad, the Private Republic pad. They also control the creation and sale of Rakghoul serum (the only cure for the disease)and sell it for 500 credits. They oversee the comings and goings and charge a hefty landing fee to no public transports. They are supposed to report it all to the Republic, however data goes missing from time to time. Czerka has offered to help maintain peace on Taris by setting their own security officers to patrols and posts throughout the city. Needing the help, the Republic reluctantly agreed, giving Czerka even more influence on Taris. All Czerka Corp is interested in is making a profit. If by chance they help someone while making a profit, that’s great, but usually when Czerka is making a profit, someone is suffering.
The Exchange – In Many ways they are like Czerka Corp with one major difference, they don’t hide their intentions behind a business front. They are like the mobsters of the galaxy. Nothing is below them, including injuring, maiming, and even killing someone just to get what they want or are owed. They have their hands in just about everything and agents everywhere. There is a saying about the Exchange, “You don’t find the Exchange, THEY find YOU.”
Bounty Hunters – What better place to hide than in the arms of the Republic? At least that’s what people fleeing bounty hunters thought. They thought wrong. Bounty Hunters have come to Taris knowing people would flee here. The Republic has its hands too full to protect everyone so the Bounty Hunters have been making good creds here. For the right price they’ll work for anyone, but, right now, with their deep pockets, the Exchange knows the right price.
Swoop Racing – Taris was once known for it swoop track. So when Taris was destroyed the swoop racing circuit took a hard hit. A Twi’lek named Tayla Brood is fixing all that. She has built a new swoop track. Albeit a bit primitive compared to others, it’s a good start. She also owns a small cantina “The Brooding Bantha” where she shows the races and runs the betting. She is always looking for fresh faces to enter her races. With swoop racing comes swoop gangs. Most of them are kids just looking for thrills, although there are a few more sinister gangs around. There is a homemade track down in the wreckage of the old city, where most of the gangs can be found. It is said the racers down there need to dodge Rakghouls and other creatures as well as other obstacles.
Sith – For a number of reasons, the Sith have no known presence on Taris. The main reason is the Republic has a fleet close enough to chase away an invasion force. The second is both the Republic and Czerka work together to keep the Sith out of Taris, although for different reasons. The Republic does it to keep Taris safe, while Czerka has grown comfortable with the Republics rule here and fears change would hurt their profits.
“The Brooding Bantha” [Sector 1] The Bantha is owned and run by the former swoop champion Tayla Brood. The cantina sports a few vid screens for viewing the swoop races and a few Pazaak tables. The cantina is small compared to the other two but it’s always busy. The food and drinks are good quality and the atmosphere is pleasant, despite the occasional buzz about a lost bet. There are four bouncers; at least one of them is always on duty. There is a vibroaxe-wielding, barrel-chested Gamorrean named Tremlug and Halton, a slight, twitchy Human who always wears two blasters. The others usually only work when there are swoop races. George, the Besalisk cook, doesn't speak Basic and starts each sentence with "Boonta" which some people think might be his real name.
“Hobbs Cantina, Spa, & Grill” [Sector 21] – A Rodian named Nekko Nordo came to Taris a poor man and struck it rich in a game of Pazaak. Not only did he win a large sum of credits but he also won “Hobbs” from Hobbs, the former owner. Hobbs still works as a bartender there and often complains that Nekko Nordo not only cheated him, but also somehow convinced him to put his cantina up as anti. Nekko took over the Cantina so fast that when Hobbs tried to check the security vids he found that the password had already been changed. Now he can’t even get near the security room with out the droid bouncers sticking a blaster in his face. Nekko added spa to the name but the term is used loosely. While it functions as a spa it also serves as a brothel to those who know what questions to ask. There are three Twi’lek females, two Human females, and one Twi’lek male who work in the spa. They claim they are not slaves and that they are treated and paid well by their employer. The Spa also has a few rooms for anyone looking for a sleepless nights rest. Nikko bought HK-30 assassin droids, had their memories wiped, and reprogrammed to serve a bouncers.
“Taris Spaceport” [Sector 10] – By far the largest of the three cantinas on Taris. The drink is cheap, the music loud, and the dancing girls hot. They have Pazaak tables, Sabacc tables and Jubilee wheels aplenty, and a feature not unfamiliar to Taris… an arena. Since the Republic has outlawed fights to the death, the fights are with arena-provided weapons only. The weapons are altered so that they can’t deal enough damage to kill someone, no matter how hard the wielder tries. The owner is a Human by the name of Kwip Dalton. He is a survivor of the attack on Taris and opened up the cantina in honor of all those who died here. Arms Master Turin is a “no bullshit” kind of guy and he runs the arena the same way. There are many bartenders, but the most memorable is a Devaronian named Saricia. Despite her menacing look, she always has a funny or wise-ass remark, which always catches you off guard. The bouncers in this cantina are a little more lenient but won’t hesitate to throw down, if need be.
Shops – There are a number of shops here on Taris. Only some are detailed below.
“Sleeko’s Swoop Shop” [Sector 1] – The owner, a female Rodian by the name of Sleeko, deals mostly in swoop bikes and parts. However, from time to time you can find ship parts, speeders, ect. She’s an excellent saleswoman who knows when to hold’em and when to fold’em.
“Blast’em!” [Sector 8] – Hungun will try to bully people into a sale, unless of course they appear to over power him. As a rule, Gamorreans aren’t good businessmen, but there is no doubting the quality of his blasters (none of which are Czerka made) or his skill at modifying them. Since he can’t speak basic, he has an HK droid unit that serves both as his translator and his backup.
“Droids Я’ Us” [Sector 17] – A droid selling droids? That seems to be the case here. This Medbot-turned-tech specialist says his master is on a business trip and he is managing the shop until he returns. MD-3D-6 has a knack for repairing and rebuilding droids. However, his service and his droids are expensive.
“Protect Your Junk” [Sector 11] – When asked about the name, Alfred replies “Well ya see, I got kicked in me lucky charms one too many times. So I found a way to protect me junk, so to speak, then expanded on it. Now I’m an armor dealer.” This Irish-sounding son of a bitch could sell Bantha poo doo to a droid, as armor. “Junk, box, or circuits,” he claims, “There’ll always be a boot coming your way!”
“General Sam’s” [Sector 5] – Generally speaking, if you can’t find it there you can find it here. For a legit businessman, this Ithorian has some shady products. There is a 75% chance he’ll have what you want, so long as it is not restricted or sold elsewhere. If it is restricted and you ask the right questions there is a 30% chance he’ll have it. If someone else sells it he won’t likely have it. He stays in business by selling products that other shops don’t have. “Check back later,” he’ll say if he doesn’t have what you want. Chances are, he’ll have it within a day or two.
“Czerka Corp” [Sectors 4, 6, 11, 14, 21] – Standard to high prices are the rule with Czerka. Their equipment is mostly standard Czerka make with the occasional oddball item they bought. Friendly faces, constant stock, and corporate backing make Czerka a good choice for all your needs. There are Czerka shops located all over Taris.
Junk Peddlers [Sectors 7, 9, 10, 16, 19 and 5 rovers. Roll 1d20 for each one to determine location, per day] – It is hit or miss with these guys. Sure they might have the only hyper drive that fits your ship, but you’d be wise to know your stuff if you plan on buying from them. Their prices are usually cheap, but there is a reason for that.
Black Market [Sector Varies] – Looking for restricted items? Look no further than The Exchange. The Exchange has control of the black market in Taris and they offer a variety of illegal goods. From spice to grenades, blasters to security cards, they have what any self-respecting, near-do-well needs. Dealing with The Exchange has two major flaws. The first is “dealing” with The Exchange; the second would be the cost of their goods.
Hotels and Housing – The five hotels on Taris can each hold 50 occupants.
“Czerka Corp” [Sectors 8, 9, 15] – Czerka owns three of the five hotels. They have standard run of the mill rooms and food, but the service is top notch. They are somewhat secure, but since Czerka is helping the Republic, they are low on guards and the hotel security is the first to be jeopardized.
“Brown Tea House” [Sector 18] – The building is not brown, they don’t serve tea, and the “r” in the lit up sign is always out. The first thing you notice when you walk in is everyone in the common room is armed. It is impossible to tell who the owner is and there is always someone different behind the help desk. You also notice a number of holonet terminals throughout the common room.
“Cid’s” [Sector 2] – The fiery-haired human with the large, dark goggles is Cid. He opened the first hotel here upon the reconstruction of Taris. The main benefit to “Cid’s” is the common room is a cantina. Cid mixes one hell of a drink and has a decent display of dancers. If you are looking for a nice place to stay and don’t mind a bit of noise, this is the place.
“RHA” or “Republic Housing Authority” [All Sectors] – The Republic owns all of the housing complexes on Taris. Merchants or other people with influence or money have bought some of the larger single or double units or non-complex units. Czerka bought two of the complexes and many other structures to house their employees and businesses. The rents per month are standard (listed below). With the growth of Taris, the Republic needs their soldiers for stations other than housing, so they turned to droids. Each floor has two R8S1 security droids with access chutes for others to come from other floors. The droids are hovering spheres about .4 cm (1 foot) wide that attack after a warning. They attack anyone who is acting aggressively.
Single units are 1,000 credits and they include 1 large room and 1 bathroom.
Double units are 1,500 credits and they include 1 small common room, 2 bedrooms and 1 bathroom.
Triple units are 2,000 credits and they include 1 medium common room, 3 bedrooms and 2 bathrooms.
Family units are 2,500 credits and they include 1 large common room, 4 bedrooms and 2 bathrooms.
Rooms with access to vehicle storage cost an additional 300 credits per month.
“RTA” or “Republic Transportation Authority” – The Republic has set up public transportation around Taris for 10 credits one way. The rides are long and the transports are usually packed with people.
“Czerka Taxi Service” – The more luxurious way to travel around Taris. The cost is 30 credits one way.
Speeder rentals – Privately owned companies rent out speeders per day. The cost is 100 credits for bikes and 200 credits for land speeders. If you want an armed vehicle (popular with salvagers), add another 100 credits. Most, if not all of these companies, have struck deals with The Exchange to recover missing or stolen vehicles. Insurance policies can be bought for an additional 200 credits, releasing the renter of all repair costs for damaged vehicles. Occasionally they have used speeders for sale. The problem with owning a vehicle is the lack of space to put it.
Turbo Lifts [Sectors 1, 4, 9, 12, 19, 22] – Taris sits about ½ mile above the planet’s floor. The turbo lifts are the only known way to get down there. Taris is built on and from the ruins of old Taris, and there are rumors of ways to get down through there. It costs 15 credits per head to go down. The ground floor turbo lifts have 1 guard, 1 medical officer (to check for Rakghoul disease), and three operators, all of which are always armed. The top floor has one guard and one operator who are always armed.
“Republic HQ” [Sector 3] – The whole sector is restricted to the Republic soldiers and employees. It has housing, private landing pads, and a turbo lift, as well as other structures.
“Czerka HQ [Sector 22] – Czerka makes its Head Quarters here.
“Landing Pads” [3, 5, 21, 22] – These are all public landing pads, run by Czerka. There is a docking fee of 100 credits to land here.
Estimated Population –
50 Republic Soldiers
500 Republic Workers
75 Czerka Guards
250 Czerka Workers