Venue Database

Regular Venues
Ahch-To: Ancient Islands
Arx: Combat Training Center
Arx: Refinery Complex
Arx: The Abandoned Mines
Arx: The Colosseum
Arx: The Colosseum - The Bridges
Arx: The Colosseum - The Elements
Arx: The Colosseum - The Forge
Arx: The Colosseum - The Jungle
Arx: The Colosseum - The Shanty Town
Arx: The Colosseum - The Singularity
Arx: The Colosseum - The Void
Batuu: Black Spire Outpost
Cato Neimoidia: Bridge Mansion
Corellia: Club Fallen
Coruscant: Club Kasakar
Coruscant: Level 1313
Crait: Former Rebel Base
Dathomir: Desolate Swamps
Dromund Kaas: Dark Temple Ruins
Felucia: Rancor Graveyard
Godless Matron: Chute Town
Godless Matron: Hangar Zerek
Godless Matron: The Gauntlet
Hoth: Ice Cave
Jakku: Fallen Starship
Jedha: Cadera Ruins
Kalsunor: Massassi Arena
Kamino: Landing Platform
Kashyyyk: Rainforest Canopies
Kenari: Raiding The Covenant
Korriban: Valley Of The Dark Lords
Luprora: Rising Tides
Malachor: Sith Temple Ruins
Mustafar: Interrogation Facility
Mustafar: Mining Facility
Naboo: Jan-gwa City
Naboo: Otoh Gunga
Naboo: Plasma Refinery Complex
Naboo: Theed Royal Palace
Nal Hutta: Winter Palace
Nancora: Axio Transit Station Cresh
Nancora: Factory "Empusa"
Nancora: Faron City
Nancora: The Badlands
Nar Shaddaa: Club Vertica
Nar Shaddaa: Jekk'Jekk Tarr Cantina
Nar Shaddaa: Refugee Sector
Nar Shaddaa: Streets
Outland Transit Station: Fight Pit Arena
Ruins of Antei: The Dark Hall
Shili: Savannah
Takodana: Maz Kanata’s Castle
Tatooine: Chalmun's Spaceport Cantina
Tatooine: Great Pit of Carkoon
Tythas City: Abyssal Mining Platform Omega-9
[Scenario] Godless Matron: Intelligence Scramble

Matron_ChuteTown

The Godless Matron is home to many, resembling a micro-society for those who wish to live outside the typical rule of the galaxy. The Lucrehulk-class battleship's massive hangers have been converted into dwellings as a result. Chute Town is the most notable of these makeshift towns. Many shops and storefronts have been constructed to take advantage of the higher volume of foot traffic. In addition, many ships and crews arrive into Chute Town to sell their "well-earned" commodities, weapons, or artifacts. It is commonplace to find the best and the worst gear the galaxy has to offer, it is only a matter of how big your pocketbook is. The streets are patrolled regularly by the crew of the Matron itself, leaving would-be miscreants to be more wary, lest they find themselves on the receiving end of a pirate's sense of justice.

It is built mostly out of spare durasteel panels from derelict ships, dismantled machinery, or any other source or material the pirates could scavenge. It spans the length of the massive portside hangar of the Matron, reaching from its heavily protected reactor — hidden behind triple-reinforced blast doors and a guard retinue — all the way to the hangar entrance where the many incoming ships unload their cargo. It is more than a mile long, over five hundred feet wide and up to three stories tall, covering most of the floor. Chute Town's streets are a miniature maze, weaving in between buildings on several levels. Verticality is key for the masses of shops and bars to operate without interfering with one another. The main street is nicknamed Murder Alley, mostly because all the weapon shops are prominently opened there.

Illumination banks are staggered along the walkways and buildings to provide enough light for the society to function. Still, the streets are left dim with a low hanging fog built up from the collective humidity of so many people in one space. For those calling it their home, there is no such thing as off hours. A large crowd bustles along at all hours, an exotic assortment of individuals from countless planets and the warring gangs that divvy up the territory within. It's the perfect place for those looking to disappear in the crowd.

Shroud Syndicate contacts dropped the ball; valuable, sensitive intelligence in the form of three data discs were meant to be delivered to a senior agent aboard the Matron. Instead, a mishap has lead to the trio of discs being scattered across the market and residential portions of the makeshift town. You and another agent of the Brotherhood have been tasked with recovering the intel before it can get off the ship, by any means necessary.