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SWPlanets Web

Planet Descriptions for Star Wars Savage Worlds. Fan supplement.

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kbrennan2833
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100% found this document useful (2 votes)
208 views132 pages

SWPlanets Web

Planet Descriptions for Star Wars Savage Worlds. Fan supplement.

Uploaded by

kbrennan2833
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Credits

Star Wars for Savage Worlds Conversion by:


Christopher Leiby
Layout: Christopher Leiby
Playtesters & Proofers:
Doug Becker, Russ Hein, Wyatt Helmer, Young "Hammer" Lee, Brandon Lundburg, Austin Lybrink,
David Morris, Mark Mouzakis, Evan Sharp, Lindsay "Scout" Wight, Brandon Binggeli, Wayne Grelle
Production: Christopher Leiby
Director of Visual Design: Christopher Leiby
Contributors: Darren West

Special Thanks

Disney Inc
Lucas Arts
PEG Inc
Wizards of the Coast
Star Wars Saga Edition Wiki
The Galaxy Map by W. R. van Hage 2007
All the amazing artists that I couldn’t find credits for
My Wife for being so understanding of all the time spent on this project

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.

Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with Permission. Pinnacle makes no

representation or warranty as to the quality, viability, or suitability for purpose of this product.

This game references Star Wars. Star Wars and all associated characters, vehicles, logos, and trademarks are copyrights of

Disney.

This game references the Saga edition of the Star Wars role-playing game. The Saga edition is copyright of Wizards of the Coast.

3
Table of Contents
New Hindrances and Edges.....................6 Planets Starting with "H".........................56
New Rules...................................................7 Hoth..............................................................57
Galaxy Map.................................................9 Planets Starting with "I"..........................57
Galactic Trade............................................12 Iego...............................................................58
Services and Expenses.............................13 Iktotch...........................................................59
Planets........................................................14 Iol..................................................................60
244 Core.......................................................15 Iridonia..........................................................61
Planets Starting with "A".........................15 Ithor..............................................................62
Alderaan.......................................................16 Planets Starting with "K".........................62
Almas............................................................17 Kalee.............................................................63
Alpheridies....................................................18 Kamino..........................................................64
Altiria/ Anarris...............................................19 Kashyyyk......................................................65
Arkania.........................................................20 Kerkoidia.......................................................66
Planets Starting with "B".........................20 Kessel...........................................................67
Bakura..........................................................21 Klatooine.......................................................68
Bastion..........................................................22 Korriban........................................................69
Belnar...........................................................23 Kuat..............................................................70
Bespin...........................................................24 Planets Starting with "L".........................70
Bestine IV.....................................................25 Lehon / Rakata Prime....................................71
Bothawui.......................................................26 Lok................................................................72
Planets Starting with "C".........................26 Planets Starting with "M"........................72
Cadomai Prime.............................................27 Malachor V....................................................73
Caamas.........................................................28 Malastare......................................................74
Callos............................................................29 Manaan.........................................................75
Cathar...........................................................30 Mechis III.......................................................76
Cato Neimoidia.............................................31 Mon Calamari................................................77
Cerea............................................................32 Munto Codru.................................................78
Champala.....................................................33 Mustafar........................................................79
Chandrila......................................................34 Muunilinst.....................................................80
Cona.............................................................35 Planets Starting with "N".........................80
Corellia.........................................................36 Naboo...........................................................81
Corulag.........................................................37 Nagi..............................................................82
Coruscant.....................................................38 Nar Shaddaa.................................................83
Csilla.............................................................39 Nelvaan........................................................84
Planets Starting with "D".........................39 New Plympto.................................................85
Dagobah.......................................................40 Nizon.............................................................86
Daluuj...........................................................41 Nyriaan.........................................................87
Despayre......................................................42 Planets Starting with "O".........................87
Devaron........................................................43 Odryn............................................................88
Dorin.............................................................44 Onderon........................................................89
Draethos.......................................................45 Ord Adinorr...................................................90
Durace..........................................................46 O'reen...........................................................91
Duro..............................................................47 Ossus............................................................92
Dxun, Onderon Moon....................................48 Planets Starting with "P".........................92
Planets Starting with "E".........................48 Peragus II......................................................93
Endor, The Forest Moon of............................49 Phindar.........................................................94
Eriadu...........................................................50 Point Nadir....................................................95
Planets Starting with "F".........................50 Polis Massa...................................................96
Felucia..........................................................51 Planets Starting with "R".........................96
Flashpoint.....................................................52 Ralltiir...........................................................97
Planets Starting with "G".........................52 Raxus Prime..................................................98
Gamorr..........................................................53 Rodia.............................................................99
Geonosis.......................................................54 Ruusan..........................................................100
Giaca............................................................55 Ryloth...........................................................101
Glee Anselm.................................................56

Version 1.0

4
Planets Starting with "S".........................101 Vehicles.......................................................125
Salliche.........................................................102 Transports.....................................................125
Sembla..........................................................103 NPC's...........................................................127
Skako............................................................104 Creatures....................................................129
Socorro.........................................................105
Sriluur...........................................................106
Sullust...........................................................107
Planets Starting with "T".........................107
Taris..............................................................108
Tatooine........................................................109
Telerath.........................................................110
Telos IV..........................................................111
Telti...............................................................112
Teth...............................................................113
Thyferra........................................................114
Tirahnn.........................................................115 Don't be too
Toydaria........................................................116 proud of this
Trandosha.....................................................117 technological
Planets Starting With "U"........................117
Utapau..........................................................118
Planets Starting with "V".........................119 terror you've
Vaynai...........................................................119 constructed.
Veroleem.......................................................120 The ability to
Volik..............................................................121 destroy a
Planets Starting with "Y".........................121
Yavin 4..........................................................122
planet is
Zeltros..........................................................123 insignificant
Planets Starting with "Z".........................123 next to the
Zonama Sekot...............................................124 power of the
Force.

5
New Hindrances Shield Mechanic
Requirements: Seasoned, Mr Fix-It, Electronics d8+
This Character adds +2 to Electronics rolls and is highly skilled
Zero-G Sickness (Major)
at keeping shields activated they may spend a Benny to grant
The lack of gravity makes this spacer hurl. He becomes dizzy
any ship they are on 5 Temporary Shield Tokens (These can
and throws up intermittently, causing an automatic level of
not exceed the normal Maxium of allowed Shield Tokens for
Fatigue when in zero-g and not restrained in some way. Zero-g
the ship they are on, and must be used first before any
Fatigue can cause Incapacitation but not death, and is
regular Shield Tokens)
recovered after one hour in any other type of gravity.

Vehicle Mechanic
Zero-G Worlder (Major)
Requirements: Novice, Mr Fix-It
The character was born on a world with no gravity. He
This Character is able to perform what seem like miracles
subtracts 2 from all Strength rolls (including damage). This
when working on a Vehicle. With a Successful Repair roll they
stacks with the Negative Racial Ability Attribute Limit if the
can bypass the effects of certain results (Guidance/Traction,
character happens to have both.
Locomotion, Weapon, System) caused by Critical Hits for a
short while. This doesn't actually repair the Wound that
caused the effect, if any. It just bypasses the effect caused by
New Edges it for a short time. Each Success and Raise bypasses one
current effect for a number of rounds equal to the Characters
Astrogator Smarts. A Failure means the character can not bypass any
Requirements: Novice, Astrogation d6+ current Effects, even if they succeed with a raise at a later

Either through natural talent or study this spacer understands attempt to bypass Effects caused by any new Critical Hits

traveling in Hyperspace better then most.


They add a +1 to all rolls they make having to deal with
entering, exiting or traveling thru Hyperspace.

Improved Astrogator
Requirements: Seasoned, Astrogator
As above but the bonus increases to +2

Atmospheric Acclimation
Requirements: Novice
Travelers who have spent substantial time in Thin or Dense
Atmosphere can learn breathing techniques to negate its
ill effects. This Edge may be taken twice, once for each kind of
atmosphere. Doing so allows the character to operate
normally in that environment—he doesn’t have to make Vigor
rolls.

Gravitic Acclimation
Requirements: Novice, Agility d6+
The spacer knows how to operate in different gravities. He
ignores the typical –2 penalty for operating in a gravity other
than his own.

6
New Rules
Atmosphere pressure is too low) must make a Vigor roll every round
Most major life forms breathe nitrogen, oxygen, or a (or minute or hour for less toxic environments, as
mixture of the two. Knowing what kind of atmosphere determined by the GM) or suffer a Fatigue level that
a planet contains and whether or not the air is can lead to death. Recovery is only possible when the
breathable is literally a matter of life and death. character receives air at standard pressure and one
Atmospheres are divided into five categories: Vacuum, Fatigue level is recovered every 10 minutes.
Thin, Normal, Dense, and Hazardous.
Vacuum: Vacuums contain little or no air or Gravity
atmosphere, meaning most organic beings must Space-based parties may visit everything from high-
breathe through artificial means (such as spacesuits). gravity worlds to drifting space hulks. Below are the
The lack of atmosphere also means pressure is game effects of traveling to these various
extremely low or nonexistent. This causes blood environments. All individuals suffer some physical
vessels to burst and lungs to rupture. If a character disorientation in gravities different than what they’re
doesn’t have a sealed suit (or it’s breached), he must used to. This inflicts a –2 penalty to Agility and Agility-
make a Vigor roll every round or suffer a wound from based skill rolls unless the character has the Gravitic
decompression. Acclimation Edge.
Thin: Thin atmospheres have little breathable oxygen, Characters also experience a higher Strength die,
and the pressure can cause physical trauma as blood speed, and jumping ability on planets with lower
vessels expand and rupture. Characters require gravity, and the reverse on those with higher gravity,
pressurized spacesuits to operate safely in Thin as shown on the Gravitational Effects Table.
atmosphere. Any breach of the suit forces the
individual to make a Vigor roll every minute to avoid Gravitational Effects

gaining a level of Fatigue (assuming there is at least Gravity Jump Str Pace
some breathable air). This can lead to death. The Super Heavy ×.5 –2 –4
victim recovers a Fatigue level every 10 minutes if Heavy ×.5 –1 –2
returned to standard atmospheric pressure. Normal — — —
Normal: Earth-like atmospheres are said to be Low ×2 +2 +2
“normal” and have no special effects. Atmospheres
Zero-G See Below +2 +4
between Normal and Thin or Dense may also exist. Use
whatever condition is closest, but failed Vigor rolls Zero-G Effects:
cannot lead to Incapacitation. Movement and combat in zero-g is tricky due to
Dense: Dense atmospheres have a higher pressure momentum and disorientation. Characters who roll a 1
than Earth and are almost as difficult to breathe in as on a physical Trait die while operating in zero-g lose
thin atmospheres. A being must wear some sort of control and tumble (–2 to all Trait rolls). They may
breathing apparatus or make a Vigor roll every 30 recover by making an Agility roll as a free action on
minutes. Failure results in a level of Fatigue that can any subsequent turn— assuming they have some way
lead to Incapacitation but not death. Victims recover a to stabilize.
Fatigue level every 10 minutes if returned to standard Characters who jump from a stable platform propel
atmospheric pressure. themselves at a Pace equal to their Strength in inches
Hazardous: The gaseous content of a Hazardous per round until they contact a larger object or apply
atmosphere does not support human life, regardless of thrust from another source. Physical attacks and shots
pressure. It may be high in carbon dioxide or made up from firearms (except lasers) push the attacker
of more primeval gases like methane, hydrogen, and backward 1” away from the target (2” with large
ammonia, as with Jupiter and other gas giants. caliber weapons or high melee damage rolls, GM’s
A character without a rebreather (or spacesuit, if the call).

7
Hyperspace Travel your ship and everything and everyone on it is simply

Traveling through Space ain’t like dussting crops. It takes time vaporized. Most ships are equipped with proximity sensors

and Energy and a good Navicomputer doesn’t hurt either. and alerts that will revert a ship back to real space before any

This supplement uses the following system and maps to figure collision can occur. In the result of an unplanned reversion to

out Space Travel. As you can see on the Map each Quadrant or real space the pilot must make a Maneuvering roll at -4 to

square is 1,500 Parsecs along each side. As would be travel avoid hitting the object. On a Success the object is avoided

from the center of a Quadrant to the center of the next resulting in no damage to the ship. On a Failure the Pilot must

Quadrant. Each Parsec takes just over 2 minutes (2.083333 to roll on the Out of Control Table (pg 119 of The Swade Core

be exact) to travel. Each Quadrant takes roughly 12 hours to Book) On a Critical Failure the ship collides with the Object. If

travel across. As the Galaxy is divided into a 28 x 28 grid it this occurs treat it as a Ramming Action (pg 116 of the Swade

would take roughly 2 weeks to travel from one side to the Core Book) except speed always does 8d6 damage. This

other in a straight line assuming you have a clear path. damage is applied directly to the Ship and circumvents any

However this is rarely if ever the case. Due to the fact that all Shields the ship may have. Interdictor Star Destroyers or other

objects in real space create a gravity shadow in Hyperspace man made Gravity Wells do not require this Maneuvering Roll

which effects Hyperspace Travel these objects must be as they project the Well in an area they are not themselves in.

avoided as encountering a gravity well in Hyperspace is at the The Ship does still revert to Real Space.

minimum a jarring exit back to real space, at worst you and

8
9
10
11
Galactic Trade Commodities Value
During the course of their adventures, the heroes of the
campaign may find occasion to buy and sell goods or salvage
the wrecks of their enemies. Rules for both are found below.
Droid Parts: Vocabulators, gears, appendages, $4000
Salvage
chassis
Crews often come into salvage such as the weapons or ships
of defeated pirates, drifting hulks, or lost caches of alien
artifacts. A Streetwise roll in any sizeable settlement allows a Food: Fruits, vegetables, frozen meat, spices, $1000

seller to unload all his salvage for a quarter its listed price. A grains

raise finds a buyer who will take it all for half. The roll may
only be attempted once per week. Reduce the offer by 25% Fuel: Low tech fuels such as oil or groundcar fuel. $2000
for damaged equipment (GM’s call), or each wound on a Also covers common chemicals
captured vessel, walker, or vehicle. Wrecked craft are worth a
flat 10% of their list value.
Industrial Parts: Large industrial machinery or $1500
Trade
components, street lamps, generators, heating and
Trade goods are relatively mundane cargoes such as food, ore,
cooling units
timber, or raw materials. More exotic cargoes should be
customized by the Game Master. Trade goods are measured in Manufactured Goods: Low-end electronics, $800
“cargo spaces” of 5 tons each. The base value of each cargo furniture, books, housewares, sporting goods

space worth of goods depends on what kind of good it is, as


shown on the Commodities Table.
Medical Supplies: Bacta, Synthskin, medkits, $8000
Setting Rules
sanisprays
The actual value depends on local supply and demand, as
determined by the Supply and Demand Table. Successful
traders buy goods in plentiful supply and resell them Ore: Common ores such as coal, copper, lead, or $1400

where they are in high demand. When the group heads to a iron

new world, System, Sector, or Region the Game Master can


roll on the Demand Table to see the value of each category. Technology: High end consumer goods such as vid- $1800
Roll once for each type of commodity and record the result. screens, Com systems, computers, datapads,
Buying from a world with no demand and selling it on another music projectors
with high demand can be extremely profitable. A Planets
Timber: Pre-cut into various sheets and boards $800
Major Export will always have between None to Normal
demand on that planet. While its Major Imports are always
High to Desperate demand on that planet.
Vehicle Parts: Repulsor Units, engines, steering $5000
d20 Demand
units, internal components
1-2 None: The commodity is plentiful and worth half it's
listed value
3-5 Low: The commodity is worth 75% of its listed value Starship Parts: Hyperdrive components, $10000
6-12 Normal: The commodity is worth its listed value motovators, navicomputers, engine components

13-15 High: The commodity is worth 50% more than usual

16-18 Very High: The commodity is worth twice it's listed


Supply & Demand
value
Supply and demand in a particular settlement changes once
19 Extreme: The commodity is worth three times its
per month. It pays to find out what the demand for a
listed value
particular cargo is before venturing to the target system.
20 Desperate: The commodity is worth five times its
listed value

12
Services and Expenses
A brief listing of common Services and Expenses are given Transportation

below in their respective categories. The cost figures on the TRANSPORTATION SERVICE COST
tables are guidelines only; the cost of certain Services and
Expenses may be higher in isolated or primitive areas. Taxi, Local $10

Dining Passage, Steerage (Up to 5 $500


days)
DINING SERVICE (PER MEAL) COST
Passage, Average (Up to 5 $1,000
Luxurious $150 days)
Passage, Upscale (Up to 5 $2,000
Upscale $50
days)
Average $10 Passage, Luxurious (Up to 5 $5,000
days)
Budget $2
Chartered Space Transport $10,000
(Up to 5 days)

Lodging
Vehicle Rental
LODGING SERVICE (PER DAY) COST

Luxurious $200 VEHICLE RENTAL SERVICE COST


(PER DAY)
Upscale $100
Speeder Bike $20
Average $50
Landspeeder, Average $50
Budget $20

Landspeeder, Luxury $100

Medical Care Airspeeder $500

Shuttle, Interplanetary $1,000


MEDICAL SERVICE COST

Bacta Tank Treatment $300 Shuttle, Interstellar $2,000


(Per Hour)

Long-Term Care (Per Day) $300

Medpac Treatment $300

Surgery (Per Hour) $500

Treat Disease (Per Day) $500

Treat Poison (Per Hour) $100

Treat Radiation (Per Day) $1000

13
PLANETS
Manaan, Dac, and Kamino, to thick arboreal rainforests, such

The Star Wars Galaxy has thousands of Known Systems in it as Kashyyyk and Felucia. Some planets, such as Hoth, were

with Planets (With New Systems being Discovered as needed). completely frozen, while other planets, such as Nelvaan, were

A planet, often called a world, was a celestial body that was in experiencing an ice age. Some planets, like Geonosis,

orbit around a star, was neither a binary star nor a moon, and Korriban, and Tatooine, were completely barren and desolate,

had cleared out the area around its orbit as it formed by covered in little more than rock and sand; others, such as

causing all other smaller bodies in its orbit to accrete with it. Coruscant and Taris, became an ecumenopolis, in which the

As a consequence, it would not share its orbital region with entire planetary surface was covered by one gigantic city.

any other bodies of significant size, except for moons or those Many planets, like Dantooine, Naboo, Alderaan, and Corellia,

collected later under its gravitational influence. contained a mix of landscapes, with various continents,

Overview oceans, and mountains. Most life-bearing planets had

Two types of planets existed in the galaxy: gas giants and primarily nitrogen- and oxygen-based atmospheres, though

terrestrial rocky worlds. Moons orbiting gas giants and other some, such as Dorin, Gand, and Skako, had unique

rocky worlds were usually not considered planets, even atmospheres to which their native life forms had adapted. Gas

though they could be larger or more populated than other giants, planets made up of primarily gaseous layers, were

planets. However, Zonama Sekot was considered to be both at rarely inhabited, though they were sometimes used for

different time periods due to its unique mobile nature. resource collection (such as the Tibanna gas operations on

Some planets, like Balnab, were still going through stages of Bespin). Some planets had a large collection of space debris

organic development. Depending on the tilt of its axis, a orbiting them, referred to as "rings." These rings ranged from

planet might have had varied seasons with changing being thin to being expansive. The Following collection of

temperatures and weather, affecting its habitability. Planets Planets while incomplete provides a wide variety for use. New

were extremely varied in terms of environmental conditions Planets and Systems can be created and added to the Galaxy

and landscape, ranging from completely oceanic, such as Map as the GM requires.

14
244 Core
Region: The Unknown Regions Length of Year: 244 Local Days
Quadrant: H15 (Not Shown on Map) Sapient Species: 10% Human, 30% Near-
Climate: Arid Human, 60% Other Species
Atmosphere: Thin Government: Corporate
Gravity: Heavy Capital: Relaali Zone One
Common Hazards: Meteorite Storm, Major Exports: Precious Metals, Raw Ore
Meteor Shower Major Imports: Foodstuffs, Manufactured
Moons: 2 Moons, 3 Major Companion Items, Technology
Asteroid Clusters
Length of Day: 32 Standard Hours

Points of Interest Adventure Hooks


Eeookko You should review the effects of Heavy Gravity and Thin
Home to Eeook Corporation's southern regional office, Atmosphere environments. As well as the Heat and Thirst
Eeookko is one of the most productive mining centers in the Hazards when planning an adventure on the planet.
southern hemisphere. The city is located in Zone 210 in the Bad Timing
middle of an enormous crater. Because this region of the The heroes arrive just as one of the seasonal Meteor Showers
planet is struck by more meteorites than other locations, begins. While descending to the planet's surface, they are
Eeookko's most critical facilities and living quarters are surprised by incoming meteors and must dodge the fiery
located more than 5 kilometers underground. Only about 5 rocks. Alternatively, the heroes are in a meeting on the planet
percent of the city is located on the surface. when they are surprised by a strike smashing into the
Relaali building, or they must dodge meteorites while traveling across
Located near the equator in the northern hemisphere, in the the planet's surface. (These meteorites should be quite small
center of a massive island continent, It is the traditional (doing at most 2d6 to 4d6 Damage each)
capital of the world, home to the local offices of every major Industrial Espionage
corporation on 244Core. Relaali is a large city surrounded by Tor-Ro-Bo Industries hires the heroes to conduct espionage
industrial mining facilities, company-owned living quarters, against the Eeook Corporation and pays them to keep their
three major ground and speeder transportation hubs, and the employer's identity a secret. The heroes sneak into an Eeook
most sophisticated starport on the planet. The administrative research and development lab, where they discover that the
center, located deep under Relaali, is the hub of corporate corporation is plotting to deflect an upcoming Meteor Shower
politics. It is also the planet's primary cultural center. into the operations of its rivals, including Tor-Ro-Bo. Upon
Skyscan 6 delivering the information, the heroes are retained to help Tor-
Located in geosynchronous orbit directly above Eeookko, the Ro-Bo stop the scheme and expose Eeook.
small Space Station Skyscan 6 operates as part of the Skyscan Power Grab
early warning system, set up to detect meteorites and The heroes are hired by a Systino lieutenant to transport a
asteroids that threaten the planet's surface. Skyscan 6 is small number of mercenaries to Relaali. The lieutenant plans
operated by the Eeook Corporation and manned by 30 beings. to use the mercenaries to assassinate a rival in the syndicate
They keep a constant vigil on the sky, as well as on the so he can take the rival's place. If other syndicate leaders
operations of their neighbors. The station is lightly armed for learn of the plot, they send bounty hunters after the heroes. If
self-defense against pirates, but it also carries heavy missiles the heroes are captured but can convince the syndicate that
for destroying or altering the courses of incoming asteroids. they were duped into helping the lieutenant, they might strike
The Dump a deal with Systino to make up for their part in the Power
The Dump is located in a giant valley. Were the Corporations Grab. On the other hand, if the lieutenant's plot succeeds, the
dump abandoned compounds, derelict machinery, and heroes have a powerful ally in the crime syndicate. Of course,
hazardous waste into the valley. Usually from high-flying if their ally believes that the heroes might reveal his deeds,
speeders or cargo freighters. they find themselves pursued by silent assassins.

15
Alderaan
Region: The Core Government: Elected Monarchy (25053-
Quadrant: M12 3653 BBY), Self-Declared Monarchy (3653-
Climate: Temperate 3643 BBY), Constitutional Monarchy (3643-
Atmosphere: Normal 10 BBY)
Gravity: Normal Capital: Aldera
Moons: 1 Major Exports: Wine, Art, Luxury Goods
Length of Day: 24 Standard Hours Major Imports: Manufactured Goods,
Length of Year: 364 Standard Days Electronics
Sapient Species: 95% Human, 5% Other
Species (Killik population unknown)

Points of Interest Adventure Hooks


Keep in mind that Alderaan is Destroyed during 0BBY by the
Another Chance Death Star
Another Chance, is an immense armory ship loaded with the Into the Graveyard
planet's superweapons and defense ordnance, and programed The players intercept a message that tells of a new discovery
to perpetually jump through Hyperspace until recalled in some in the Alderaan system — in the ruins of the planet itself! The
time of future crisis. Royal Palace of Alderaan has been found within a huge
asteroid, still mostly intact, and its as-yet-unopened interior
The Castle Lands
may hold the fate of the Royal Household. However the
The Castle Lands, a popular site for meditation and
entire story has been staged by the Empire as a trap. But
inspiration, largely consist of the remaining burial mounds of
more than just the players are flying blindly into the
The Killik Colony from hundreds of years ago.
Graveyard. Others want the treasures rumored to be stored in

King's Pass the Palace, including a group of persistent salvagers.

King's Pass was a ravine located on the planet of Alderaan However, there is another secret waiting to be discovered in

that was the site of a decisive battle between the warring the depths of the Royal Palace.

families thousands of years prior to the noble houses creation


of the Alderaanian parliament. Another Chance Found
After the Clone Wars, after Alderaan accepted its new pacifist

Lerantha Dam policies, the Council of Elders had to decide what to do with

The Lerantha Dam was a dam located in the Kaamos Territory the stockpile of weapons Alderaan had built during the time of

on Alderaan that held back Lerantha Lake. conflict. While the public believed that the massive armament
was destroyed, the Elders feared that someday they would
The Graveyard again need to defend their world and their galaxy from some
The Graveyard was the leftover remnants of the planet of as-yet-unnamed evil. They reconstructed one of the huge
Alderaan after its destruction by the first Death Star. Alderaan war ships, turning much of its interior into an
Many Alderaanian Exiles perform a private ceremony called armory. Then they placed Droids within the vessel to maintain
the Returning, wherein they will shoot capsules filled with gifts it, and programmed its nav computers to constantly jump
for their friends and family. Some Alderaanians, who call through hyperspace until called to return to Alderaan. With
themselves the Guardians, patrol the Graveyard to prevent the Planets Destruction the Ship continues to jump randomly
pirates from stealing the capsules. These Alderaanians are waiting for a call that will never come.
held in rather high regard among the exiles. The Players either discover the control room in the Royal
In the months after the destruction of Alderaan, Imperial Palace or encounter the Ship randomly during a jump.
agents often lay in wait for ships performing a Returning
ritual. They boarded the ships and arrested the passengers
and crew.

16
Almas
Region: The Expansion Region Length of Year: 5,547 Local Days
Quadrant: P18 (Not Shown on Map, Near Sapient Species: 66% Human, 14%
Cularin) Tarasin, 20% Other Species
Climate: Desolate wasteland, temperate Government: None
kaluthin grasslands Capital: Forard (Abandoned)
Atmosphere: Thin (Wastelands) ; Dense Major Exports: None
(Grasslands) Major Imports: None
Gravity: Normal
Moons: 1 (Dorumaa)
Length of Day: 38 Standard Hours

Points of Interest Adventure Hooks


You should review the effects of Thin and Dense Atmosphere
Almas Academy environments when planning an adventure on the planet.
The Almas Academy on Almas was an unorthodox Jedi training
facility founded in 177 BBY and Destroyed near the end of the The Kaluthin Are Always Greener
Clone Wars. It was headed by the Almas Council. The academy The heroes save, a Duros trader, after he is attacked on
was an experimental one. They accepted adults to begin Cularin by some Dark Jedi. They then traveled with him to
training as Jedi, although those they accepted were carefully Almas, where they discover that someone is trying to kill off
screened. the kaluthin and so make Almas unable to sustain life.

Wastelands Desert Cries


On the opposite side of the planet from the city is a vast After a building on Almas, is attacked by terrorists. The Jedi
wasteland where no kaluthin has grown for two hundred years. Academy Headmaster orders all students to return, but one
This dead zone is cold and lifeless, and full Environment Suits group, on a camping trip, does not respond. A search party is
are required to survive in it. The area has grown steadily for assembled, but it too disappears. The characters are tasked
centuries and now has reached the academy's doorstep. with locating both the camping group and the first search
team and bringing them back. En route, they find the
Sith Fortress wreckage of the first rescue team's craft. Eventually move on
In the heart of the wasteland is an ancient Sith fortress, which to the campsite. They find a dead Jedi there but not much
was abandoned about a thousand years ago. The wasteland else. Eventually the sound of a lightsaber battle in the
has grown at an estimated radius of 1 meter per year, though distance compels the player characters to climb to higher
the death of kaluthin was further accelerated recently, Since ground to get a better view. They see The Campers being
the razing of the Almas Academy, The wasteland now attacked by a group of Belivers. Some of whom they find have
encompasses a radius of 5,000 kilometers, with a trail that been captured and taken to the Sith Fortress
leads straight to the ghost town of Forard.
A Dark Fortress
Kaluthin Grass The characters must rescue the Jedi Padawans and Students,
Over a thousand years ago, a plant named kaluthin took root who have been captured by the Believers and taken to the
on the icy, lifeless world, nourishing itself from large Almas Sith fortress. The 30-meter-tall fortress was completely
underground lakes. Over time, the kaluthin synthesized the black with no visible entrances or windows, and sensors are
planet's poisonous atmosphere (composed in large part of not able to probe it. They eventually can find a hidden
methane and phosphorus) into enough oxygen to sustain entrance through the caves a few Kilometers away. Both the
carbon-based life. Still, prolonged exposure can be hazardous caves and the Fortress are filled with mechanical traps, the
to one's health due to trace amounts of toxins, and breath fortress also dampens the ability to use the Lightside of the
masks or atmospheric regulators are strongly recommended. Force, inflicting a -4 to any Lightside attempts to access it.

17
Alpheridies
Region: The Expansion Region 7% Alpheridian (Native), 3% Other Species
Quadrant: O10 (Not Shown on Map, Near Government: Oligarchy
Cartao) Capital: None
Climate: Cool Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: None
Length of Day: 21 Standard Hours
Length of Year: 450 Local Days
Sapient Species: 90% Miraluka (Native),

Points of Interest Adventure Hooks


You should review the effects of Dim Light and the Cold
Culu Memorial Center Hazard when planning an adventure on this Planet.
Constructed, Post-3996 BBY ; Destroyed 19 BBY
The Culu Memorial Center was a Jedi academy on Alpheridies, The Way Through
established sometime after the Great Sith War. The Players find a steller map that seems to show a way to
History pass through the Veil from the Parlemian Trade Route near the
Roche Asteroids to the Daragon Trail. But along the way they
Red Dwarf Sun encounter several dangers perhaps even including an
Since the Abron system's red dwarf star emitted energy Exogarth.
mostly in the infrared spectrum, the Miraluka gradually lost
their ability to sense and process visible light waves. The
Miraluka's long dormant ability to "see" the Force grew
stronger, until they relied on this Force sight without conscious
effort. Due to this the entire planet is considered Dim for the
purposes of Illumination.

Oligarchic Government
The Miraluka followed an oligarchic form of government in
which all policies and laws were legislated by a council of
twenty three representatives, one from each of the planet's
provinces. State legal codes were enforced by local constables
- the need for a national force never came about. Few Miraluka
left Alpheridies. Most were content with their peaceful lives,
and had no desire to disrupt the equilibrium. Over the
centuries, however, many young Miraluka experienced an
irrepressible wanderlust that led them off planet. Those You See What?
Miraluka encountered away from Abron usually had a nomadic The Players encounter a Miraluka who is unlike any other. They
nature, settling in one area for only a short time before can see normally and are Force Blind. In fact they can't be
growing bored with the sights and routine. Some Miraluka, sensed by anyone using the Force at all. As such they are able
however, did eventually settle down elsewhere. to walk through their world like a ghost. Are they an ally or a
foe...

18
Altiria/Anarris
Region: The Unknown Regions Anarrian (Native), 2% Other Species
Quadrant: F16 (Not shown on Map) Government: Representative Democracy
Climate: Temperate (Altiri), Dictatorship (Anarrian)
Atmosphere: Normal Capital: Cerdana (Altiri), Rastar (Anarrian)
Gravity: Normal Major Exports: Foodstuffs, Medicine
Common Hazards: Forgotten Minefield Major Imports: Technology, Weapons
Moons: 2
Length of Day: 26 Standard Hours
Length of Year: 336 Local Days
Sapient Species: 49% Altiri (Native), 49%

Points of Interest Adventure Hooks


Cerdana For millennia, the Planet of Alteria/Anarris has been torn apart
The capital city Cerdana, on the eastern continent, has a by infighting between it's two native species, the Altiri and the
starport, it is also the seat of governmental power for the Anarrans.
Altiri. As adherents of representative democracy, the Altiri
govern themselves under the same ideals as those upon Objective I : Secure the Shipyards
which their society focuses: the development of the individual In orbit of Altiria/Anarris lies a Harbor-Class Mobile Space
and the advancement of the Altiri as the superior Species of Dock. Control of the Harbor-Class Mobile Space Dock will be
the planet. vital to secure victory on the surface. Infiltrate the Space Dock
and take control of it from those who currently are in control of
Rastar it.
Strategically placed at the back of a large harbor on the east
coast of the western continent, Rastar serves as the Anarrian Objective II : Urban Assault
capital. Rastar also houses the majority of the nation's armed With the arrival of Reinforcements, the Altiri have found
forces. Large areas of the city are dedicated to the training themselves on the backfoot, being forced back to the Altiri
and development of the army and the navy, and half of the Capital of Cerdana, where Anarran Forces make plans to storm
harbor is set aside to build ships and maintain the fleet. The the Capital and put an end to the stubborn resistance of the
Anarrians live in a totalitarian society under a solitary leader Altiri once and for all. However the Altiri have entrenched
who is the strongest, most capable warrior at the time. themselves throughout the devastated ruins of the Capital
prepared to engage their foes in a brutal urban battle for
Shanuk Island control of the Altiri Capital. Help repel the attack.
Shanuk Island is by far the largest island on the planet.
Located approximately midway between the two continents, Objective III: The Last Stand
the island used to be covered with lush tropical jungles. Now, While the Battle rages on throughout the Altiri Capital City of
it is a blasted wasteland because it is a place of strategic Cerdana, the players have been alerted to an attack directly
importance for both nations, which seek to use it as a staging against the Altiri Leadership in an attempt to bring a swift end
ground for assaults on their enemy's continent. The Altiri and to the War by depriving the Altiri of any proper command. Sure
the Anarrians have waged countless battles on the shores of enough, the Anarris send a strike team of their best Assassins
Shanuk Island, and ownership of the island passes back and to eliminate the Altiri Leadership but now they have to deal
forth on a regular basis. The claims over Shanuk Island are so with the Players, the only ones standing between them and
heavily contested that it has never been held by one the Altiri Leadership. They must repel the attackers at any
government for more than a few years at a time. The island is cost, for if the Altiri Leadership fall to their blades, the war is
home to structures that have been razed and rebuilt again and sure to be lost.
again, along with a harbor and a landing field where Starships
of up to Colossal size can take off and land.

19
Arkania
Region: The Colonies Government: Corporate Meritocracy
Quadrant: M11 Capital: Adascopolis
Climate: Frigid Major Exports: Diamonds and Raw
Atmosphere: Normal Materials, Medical Supplies, High Technology
Gravity: Normal Major Imports: Luxury Items
Moons: None
Length of Day: 18 Standard Hours
Length of Year: 277 Local Days
Sapient Species: 98% Arkanians/ Arkanian
Offshoots (Native), 2% Other Species

Points of Interest Adventure Hooks


You should review the effects of the Cold Hazard when
Veeshas Tuwan (destroyed 5,000 BBY) planning an adventure on this Planet.
Veeshas Tuwan was a sprawling library-temple and record hall
complex situated deep in the frozen wastes of Arkania. At its Arkanian Polar Drake
fullest extent, Veeshas Tuwan covered an area of more than A local community is dealing with several Drakes (see Drake in
five square kilometers and extended deep underground for the SWADE Core Book pg 182, changing Fiery Breath to Icy
many levels. As one of the few record halls of the old Sith Breath) raiding the livestock and store rooms. They enlist the
Empire, Veeshas Tuwan was home to an extensive collection of players to deal with them. This requires them to cross the
Sith artifacts and writings drawn from across the Empire. So surface to track the Drakes. Eventually locating their caverns
extensive was Veeshas Tuwan's collected contents that even and encountering multiple Polar Drakes.
the most experienced Sith Lords faced difficulty in locating
and retrieving the information they sought. Like many library- Veeshas Tuwan
temples, the complex likewise included a number of sealed While dealing with the Polar Drakes they discover a previously
chambers in which Sith sorcerers conducted dark-sided secret tunnel leading from the Drake Caverns into the remains
experiments and transcribed rituals of Sith magic. of Veeshas Tuwan and the Darkside tainted halls which has
begun to twist the Drakes making them even more aggressive
Arca Jeth's Praxeum then natural. Exploring it they eventually find a hidden
Arca Jeth's Praxeum, also known as Master Arca's Training chamber which contains an ancient Sith experiment that is still
Center, was an academy on Arkania used by the Jedi Order. going on.
Serving as the facility's administrator, Master Arca Jeth made
this place his home throughout the Old Sith Wars. The Terentatek
Established by Master Jeth deep within the Arkanian The players discover a diamond mine and as they explore it,
wilderness, the facility was far from the diamond mines that they inadvertently awaken a Terentatek (pg 185 of the Star
riddled the planet. The praxeum was equipped to train and Wars Companion) that until recently had been kept alive by
house many students at a time, sometime upwards of twenty. Sith Alchemy but in stasis until they opened the chamber it
Using ancient training droids and wild Arkanian dragons as was held inside either directly or by accidently triggering the
opponents, Jeth educated his students in the ways of chamber. It awakens after they leave the chamber it's hidden
Lightsaber combat, Force techniques, meditation, and inside and begins to hunt them. Stalking them, always just out
diplomacy. of sight or a large shadow disappering down the tunnel ahead.
Until it feels they are ready and it attacks.
Diamond Mines
Deep underground, the planet was filled with diamond stores
considered extremely valuable, resulting in the excavation of
extensive mines across the world.

20
Bakura
Region: Wild Space Government: Bakuran Senate
Quadrant: G21 Capital: Salis D'aar
Climate: Temperate Major Exports: Namana, Raw Materials,
Atmosphere: Normal Repulsorlifts
Gravity: Heavy Major Imports: Medicine, Technology
Moons: 2
Length of Day: 23 Standard Hours
Length of Year: 302 Local Days
Sapient Species: 95% Human, 5% Kurtzen
(Native)

Points of Interest Adventure Hooks


Salis D'aar You should review the effects of Heavy Gravity when planning
The planet's capital, located atop D'aarmont, a huge an adventure on this Planet.
outcropping of quartz three kilometers long and fifty
kilometers wide. The city is laid out in a roughly circular Black Hulk Down
design. The three districts are also concentric circles identified The heroes are hired to help investigate a rumor going around
by different-colored streetlights. The inner district is primarily Salis D'aar: a strange ship crashed in the Prytis forests a week
for public buildings and lit blue-white; the middle district is ago. When the heroes investigate, they find a kilometers-long
mostly divided between residential and commercial buildings furrow gouged in the soil; at the end of it is the wreckage of a
and lit pale yellow; and the outer circles is reserved for service strange alien ship. Their Employer identifies the wreck as one
buildings and light industry and lit deep red. Bakura's main of the alien ships he's seen prowling the Shiritoku. But as he's
spaceport sits just south of Salis D'aar, on D'aarmont. A mulling how to salvage the wreck, a strike team of
kilometer south of that is an Imperial garrison base identical to Stormtroopers arrives with urgent orders from Timora: secure
those found on countless worlds. the site and kill anyone who's discovered it.
(If the GM is playing in The Rise of the Empire Era or The New
Bakur Complex Jedi Order Era, the strike team is made up of rogues hired by a
Just southwest of Salis D'aar's central park sprawls the Bakur Bakuran collector. In The New Jedi Order Era, the wrecked ship
Memorial Building, Bakura's seat of government. The Complex will be easily identified as a Ssi-Ruuvi Fw'Sen-Class Picket
will surprise visitors used to drab government buildings. An Ship.)
intricate system of gutters feeds rain into transparent pillars,
wall tubes, and floor panels, many enhanced by colored What Goes Up...
lighting. This system runs throughout the Complex's maze of A saboteur claims he's tampered with recent models of Bakur
rooms and corridors, which are variously of smooth white RepuslorCorp's Tinok-F Patrol Cloud Cars and Kishh'tih
stone or polished namana wood, with high arched ceilings and Airspeeders. If his demands aren't met, he will send a signal to
ever-present greenery. the planet's vehicles that will burn out their repulsorlift coils,
possibly killing thousands. Bakur could ground all its vehicles,
Arden Repulsorlift Plant but that might ruin the company, so it hires the heroes to
This vast plant is located just north of D'aarmont. The visible crack the case. They're meeting with Bakur officials at the
parts of the complex are rolling lawns and small, tidy research Arden plant when the saboteur makes contact again. A Bakur
labs and officers; most assembly is done in automated tech traces the signal to somewhere in the automated
factories built underground in an old mine. The Arden plant factories below the planet.
produces nearly fifty million repulsorlift drives a year. Two- The heroes must find the saboteur, but they don't know he's
thirds of these are shipped to Timora, the nearest major taken control of the factories and can turn the very machinery
system within the formal boundaries of the Empire, and sent against his would-be captors.
from there to Imperial-allied manufacturers.

21
Bastion
Region: The Outer Rim Government: Local Warlords (before 18
Quadrant: M3 BBY) ; The Inquisitors "Bastion
Climate: Temperate Templars" (from 4 ABY - 137 ABY) ; The Fel
Atmosphere: Normal Empire (After 137 ABY)
Gravity: Normal Capital: Sartinaynian City
Moons: 3 Major Exports: Military Supplies
Length of Day: 24 Standard Hours Major Imports: Foodstuffs, High
Length of Year: 363 Local Days Technology, Luxury Goods
Sapient Species: 94% Human, 6% Other
Species

Points of Interest Adventure Hooks

Ravelin Smuggler her Where..


Ravelin was the capital city on the Imperial Remnant capital The players are contacted by an associate that asks them to
world Bastion. It contained the Disra's palace, Imperial Library, smuggle a Jedi onto the Imperial Stronghold in secret so that
and the Moff Assembly Hall. she can carry out a Rescue Mission and help her evacuate one
of the Moffs who has been secretly feeding the New Republic
Disra's Palace information.
Disra's palace was an ornate palace on Bastion in the capital
city Ravelin, originally built for the Moff of the Braxant sector The Vong are Here...
during the days of the Galactic Empire. It was much larger and The players receive a distress beacon from near Bastion, as
more luxurious than the typical headquarters of a moff, they arrive at the postion of the beacons signal they are
including ivory coral furniture. By 19 ABY, in addition to attacked by Coral Skippers, and see a large Imperial Cruiser
housing the personal offices and quarters of Moff Vilim Disra, it has been disabled and border by Yuzhan Vong.
also housed the meeting area of the Council of Moffs. Fifty After defeating the Coral Skippers attacking them, they
meters below the main building was a torture/dungeon area, recieve a message from the Cruiser itself. Asking for their aid.
as well as a secret escape tunnel to the hills to the north of the The Imperial cruiser was transporting the families and children
complex. Disra had lined the palace with holocams accessible of the local Moffs and the defenders have been able to stop
from his office. the Vong from breaking into the upper decks and control
areas, So far.
The Imperial Library They know that eventually they will, But if the players are able
The Imperial Library was an archive of information that was to join forces and help them repel the borders it would
run by the Galactic Empire and later by the Imperial Remnant. certainly be to their benfit to rescue the Moffs Familes and
It was located on the capital world of Bastion. Children.

The Moff Assembly Hall


The Moff Assembly Hall was the headquarters of the Moff
Council in the years following the Yuuzhan Vong War. The
Assembly Hall was located in the city of Ravelin on the planet
Bastion.

22
Belnar
Region: The Colonies Other Species
Quadrant: M12 (Not Shown on Map, Near Government: Colonial Democracy
Hok) Capital: Belnar City
Climate: Temperate Major Exports: Luxury Items
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: None
Length of Day: 23 Standard Hours
Length of Year: 347 Local Days
Sapient Species: 98% Khil (Native), 2%

Points of Interest Adventure Hooks

Belnar City Down on the Farm


The planet isn't known to be very accommodating. However, A small village on the outskirts of the populated zone between
the capital, Belnar City, is known for having an exciting two provinces has been out of communication for several days
nightlife with music and dancing. During the day, different now.
land and sea races are held on naturally occurring courses Due to trade disputes between the provinces neither of them
through forests and in the seas. can be seen openly breaking the disputed borders. As such
the heros are hired unofficially by one of them to go in and
The Khillian Sea find out whats been going on. When they arrive they discover
This sea, is located far out in the Sakolan Ocean. It's boundries that the town is being attacked by armed thugs. Who ride in to
shift with the currents but it it is roughly defined on the West town on their swoop bikes and raid and pillage the local food
by the Gulffy Stream, to the North by the Northern Sakolan stores. Just before the hero's arrive the local constable was
Current, to the East by the Canlaery Current, and to the South even shot down in the street. They must deal with the local
by the Southern Sakolan Current. gang, as well as learn how sent them and collect evidence to
This sea contains the largest known naturally occuring patch be able to prove their claims.
of Sargassumlin in the known galaxy. This patch is sacred to
the Khil and most Khil will make at least one pilgrimage to You will be Punished
spend time swimming through it. Damaging it in any way is The players have been hired to transport a Rodian named
considered a capital crime on Belnar. Bharn-Teake to Belnar City. He intends to take part in the
upcoming Bel-Sak race. and he will pay them a huge sum to
help him crew the Hydro-speeder.
Participants start at a hidden landing feild near Belnar City and
must traverse the entire continent to the far coast in a
Hydrospeeder. The trip takes several days to reach the coast.
They must then leave the coast and cross the Sakolan Ocean
to reach the Khillian Sea after several more days travel. Where
they must trip the Beacon located at the edge of the sea, then
make their way back to Belnar City.
Unfortunatly for the party he neglected to tell them that they
would be stealing some of the Sargassumlin under cover of
the race for a Hutt.

23
Bespin
Region: The Outer Rim Ugnaught, 6% Lutrillian, 18% other Species
Quadrant: K25, XII Government: Guild
Climate: Temperate (in the Life Zone) Capital: Cloud City
Atmosphere: Normal (in the Life Zone), Major Exports: Tibanna Gas, Tourism,
Hazardous (outside the Life Zone) Cloud Cars
Gravity: Normal Major Imports: Foodstuffs, Technology
Moons: 2
Length of Day: 12 Standard Hours
Length of Year: 5,110 Standard Days
Sapient Species: 68% Human, 8%

Points of Interest Adventure Hooks


You should review the effects of Hazardous Atmosphere when
Cloud City planning an adventure on this Planet outside of the Life Zone.
An outpost and a tibanna gas mining colony above the planet
Bespin, named as such because it was perpetually surrounded Join the Guild
by giant clouds. The city floated 60,000 kilometers above the The Administrator of Cloud City has been invited to join the
core of the gas giant. It contained a large and famous luxury Mining Guild. He hires the party as bodyguards. They must
resort district on its upper levels, complete with hotels and escort him to one of the other Platforms. Along they way they
casinos. are attacked mid-flight only to be rescued by Mining Guild
Cloud Cars who then escort them to the Guild Platform. After
leaving the landing pad they learn that there is a power
struggle between the two largest groups in the Guild. One
which is willing to use force to get it's way and one that
prefers to use diplomacy when it can. They must keep their
client alive and help to decide which of the groups take control
of the Guild itself.

BesGas Three
A floating tibanna gas refinery that was located above the
Cloud City consisted of 392 levels, in addition to level zero, a Outer Rim world of Bespin, built shortly before the outbreak of
top-side surface-level plaza concourse. The level- the Clone Wars. Fearing rebuke by the decidedly anti-droid
arrangements were as follows: citizens of the Galactic Republic during the Clone Wars, the
Level 1–50: The Tourist District, consisting of luxury hotels and droid workers of BesGas Three hijacked the refinery, taking it
casinos which made the city famous throughout parts of the into the depths of Bespin's life zone, and erasing it from all
Outer Rim. data registries. It has recently been re-discovered and the
Level 51–100: Upscale housing areas. heros have been hired to make first contact.
Level 101–120: Administrative offices.
Level 121–160: Privately owned industrial areas with an Ugnorgrad
infamous reputation, known as Port Town. The City of the Ugnaughts, a floating colony built by the
Level 161–220: General housing of the facility's workers. Ugnaughts in orbit around the planet Bespin. Included the
Level 221–280: Industrial Levels. Ugnorgrad Performance Hall, Action Tidings Tower, Union Hall,
Level 281–370: Gas refineries and miners' quarters. and the start of the Ugnorgrad Swampway skimmer race
Level 371–392: Contained the 36,000 repulsorlift engines and course. The heros have been asked to take part in the
tractor beam generators that kept the city afloat and in Skimmer race as cover to investigate a stringe of sabatoges
position. occuring to Ugnorgrad.

24
Bestine IV
Region: The Inner Rim Government: Informal Council
Quadrant: L18 Capital: Barlata
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: Raw Materials, Technology
Gravity: Normal
Moons: 2
Length of Day: 26 Standard Hours
Length of Year: 680 Local Days
Sapient Species: 97% Human, 3% Other
Species

Points of Interest Adventure Hooks

Island Spires Transport no more


The Island Spires of Bestine IV were large rock formations that A major Imperial naval base called Juggerhead was located in
thrust out of the planet-wide ocean. These were the homes of Jahnae on the planet Bestine IV. Serving as a shipyard, it was
the residents of Bestine IV, who struggled for years to turn constructed by the Empire to quell rebel incursions in the
them into island paradises. Inner Rim after the region saw much Separatist Alliance
activity during the Clone Wars. It was rumored to be a
Barlata research and development facility where weapons of war were
Barlata was a settlement built inside an algae-rimmed lava made.
tube on the planet Bestine IV At some point the criminal syndicate Crimson Dawn learned
that the outpost was barely keeping peace over its local
Gasha populace, which according to a contact for the group, did not
Gasha was a settlement that floated upon the ocean surface of want the Galactic Empire there. The Contact later provided the
Bestine IV party, who was in need of credits with a job to intercept an
Imperial shipment of munitions that was being sent to the
Jahnae Camp base to use and crush a local insurrection, in the hopes it
Jahnae Camp was a settlement on Bestine IV that was perched would upend the fragile balance between the Empire and the
on a jutting island spire of rock that protruded out into Bestine population.
Bestine's primary ocean.
Make Sure you don't get Probed
Tusken (island) A scientist named Arond Riguez, is
Tusken was an island on Bestine IV. Fort Tusken on Tatooine pursuing a salvager who has been
was named after it. stealing sensor probes, from below the
planet-wide ocean. Meant to warn the
Juggerhead inhabitants of potential dangerous
Juggerhead was the code-name of the Imperial-owned naval underwater Tornados. Hiring the party
yards at Bestine IV which were the secret site of research and to locate the salvager and recover the
development on the TIE torpedo sensors. Will if recovered also lead to
them being hired to put them back
where they were taken from, Hopefully
before any of the Underwater Tornados
cause any damage to the inhabitants.

25
Bothawui
Region: The Mid Rim Government: Bothan Council
Quadrant: R18 Capital: Drev'starn
Climate: Temperate Major Exports: Information, Technology
Atmosphere: Normal Major Imports: Technology
Gravity: Normal
Moons: 3
Length of Day: 27 Standard Hours
Length of Year: 351 Local Days
Sapient Species: 98% Bothan (Native), 1%
Human, 1% Other Species

Points of Interest Adventure Hooks

Institute for Quantitative Studies Would a Bothan lie??


The Institute for Quantitative Studies was a school of higher A Bothan named Warda needs someone to hunt down and
learning located at the gas giant Bothawui. Merei Spanjaf put destroy a a spy robot robot. The information it has stored in
in an application to attend this school before ultimately it;s memory banks could help the Empire find several of the
deciding to attend the Vocational School for Institutional spies the Bothans have inside their ranks. However, the job is
Security instead. Palal Seedia, who later rose to rank of a trap, in reality Warda is a double agent who was hired to
lieutenant in the Galactic Empire's 204th Imperial Fighter help the Empire capture and destroy the droid, who actually
Wing, studied at the Institute for Quantitative Studies has important information on a secret project the Empire is
running.
Fervse'dra asteroid belt
The Fervse'dra asteroid belt was located within Bothan Space Lost Treasure
of the regions known as the Mid Rim Territories and the Slice. An explorer named Suan Karte needs someone to recover an
Located around the planet Bothawui, the asteroid belt was object from the ruins of an old temple located on an Asteroid
situated in grid square R-18 and retained several passable in the Fervse'dra Belt. What he forgets to mention is that the
zones, such as zones six, five, four and three. ruins are actually a data storage compound ran by a rival
Bothan spy ring.
Zone six
Zone six was an expanse of the asteroid field that surrounded Here there be Pirates
the planet Bothawui in the Mid Rim. Zone six was located next A derelict private yacht was found recently in Zone 5. It seems
to zone five. to have been deliberately stripped of equipment. The party is
hired to go and retrieve the yacht and if possiable find out
Zone five what happened to it.
Zone five was a part of the Fervse'dra asteroid belt around the As they draw close to the ship half buried in the Asteroid they
planet of Bothawui. are shot at by several AT-TE walkers that a group of Pirates
found abandonded on the asteroid after the clone wars. Using
Zone four the same plan used in that battle, they wait for ships to pass
Zone four was a portion of an asteroid field, which surrounded and then fire on them from the surrounding asteroids all at
the Mid Rim world of Bothawui, located between zone five and once.
zone three.

Zone three
Zone three was an expanse of the Mid Rim planet Bothawui's
asteroid belt, being located next to zone four.

26
Cadomai Prime
Region: The Outer Rim 1% Other Species
Quadrant: S3 (Not Shown on Map, Near Government: Republic
Bonadan) Capital: Brella
Climate: Tundra Major Exports: Art
Atmosphere: Normal Major Imports: Foodstuffs, Raw Materials
Gravity: Normal
Moons: 1
Length of Day: 27 Standard Hours
Length of Year: 405 Local Days
Sapient Species: 99% Snivvians (Native),

Points of Interest Adventure Hooks


You should review the effects of the Cold Hazard when
Brella planning an adventure on this Planet.
Brella was the capital city of the planet Cadomai Prime
And Action!
Chevram The team is requested to visit the world to rescue a famous
The Chevram was the ruling council on the planet Cadomai Snivvian Transnovel director under COMPNOR house arrest.
Prime, as part of the world's participatory democracy. A new The director has been of great help to the Rebellion in
Chevram was elected every twelve years, with a new propagandizing against the Empire, but neither COMPNOR nor
executive officer, chosen purely on artistic skill, being the ISB will be eager to let him escape (alive). To make
appointed every year. matters more difficult the Snivvian has been including a coded
rebel message in his holovid shows which the imperials have
Cadomai Art Institute not yet detected, and he doesnt want to leave because the
The Cadomai Art Institute was an institution on Cadomai Prime next episode will air a very crucial hidden message.
where the painter and sculptor Janyor of Bith graduated.
Two Days to Stardust
University of Cadomai A wrecked passenger liner has dropped out of hyperspace at
The University of Cadomai was a university on the planet the edge of the system and is drifting towards the Planets
Cadomai Prime. moon. It's distress beacon is still active, but sending only
incoherent screams. All attempts to hail the ship have failed.
Transnovels The hero's have been contacted to investigate by the
Transnovels were written by the Snivvians of Cadomai Prime Company that owns the Passenger Liner, hoping they can
and were renowned throughout the galaxy. Artistic discover what happened to the crew and repair the ship and
combinations of words and images that told a story while bring it back under power.
being displayed, which the Snivvians usually created during That and of course the fate of the passengers onboard.... if
their periods underground every winter During the reign of the they have the time to do so.
Galactic Empire, they were monitored by the COMPNOR The Company has notified the appropriate people claiming it is
Coalition for Progress' Art group simply an "engine malfuntion" and has been given two days to
look into the matter and get the ship repaired.

27
Caamas
Region: The Core 14% Ithorian, 6% other
Quadrant: L12 None (After Imperial Orbital Bombardment)
Climate: Temperate to Arctic Government: Representative Democracy,
Atmosphere: Normal, Thin (After Imperial None (After Imperial Bombardment)
Bombardment) Capital: None
Gravity: Normal Major Exports: Foodstuffs, None (After
Moons: 0 Imperial Bombardment)
Length of Day: 25 Standard Hours Major Imports: None
Length of Year: 375 Local Days
Sapient Species: 80% Caamasi (Native),

Points of Interest Adventure Hooks


Caamas was a highly populated and marsh-covered Core You should review the effects of Thin Atmosphere when
World in the Cirius system, the second planet orbiting the star planning an adventure on this Planet after the Bombardment.
Cirius. It was notable for the devastation it suffered during an
Imperial orbital bombardment which destroyed its ecosystem Walking among the Thornsniper
and nearly wiped out the native Caamasi. The heros over hear some old Spacers talking in the corner of
the local dive they are in about the rumours of an old Jedi
Refuge City temple location found on Caamas. Noticing their intrest One of
Refuge City was a city established by a Caamasi Remnant the spacers offers to sell the coordinates to them. After
community on Caamas during the time of the New Republic. In haggling with them and being payed or convinced to give
a large crater 70 miles south of the city was a Bothan salvage them the location he transmits the information to them.
operation, Bothan Debris, Incorporated, which worked to Upon arriving they land at the closest clearing and must travel
recover any equipment or materials that might have survived through the Jungle avoiding hazards and Thornsiper plants.
the destruction of the planet. However it's a trap and the Empire is waiting for any potential
Force sensitives or Jedi to come to the site.
Thornsniper plant
The thornsniper plant was a carnivorous plant that evolved in
the mutated wilderness of Caamas' alien jungle. Thornsnipers
were shrubs with woody branches and broad leaves radiating
off a short, thick trunk. The leaves were covered with
thousands of long thorns. The plant's extensive but shallow
root system surrounded the trunk in a rough circle and could
reach up to 10 meters in diameter. The roots were sensitive to
vibration. When the plant sensed footfalls within its root
radius, it fired volleys of thorns in the direction of the
vibrations. The thorns were not poisonous, but in large
numbers could be lethal or at least incapacitating, and the
plant's volleys lasted for several seconds to maximize the
chances of killing its prey. Creatures killed over the roots
nourished the plant as they decomposed. Perversely,
thornsniper plants often preyed on predators, as one
decomposing creature would often attract scavengers.

28
Callos
Region: The Outer Rim Sapient Species: 98% Callosians, 2% other
Quadrant: M23 (Not Shown on Map, Near None (After Imperial Orbital Bombardment)
Sullust) Government: None
Climate: Tropical, Arctic (After Imperial Capital: None
Bombardment) Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: 3
Length of Day: 29 Standard Hours
Length of Year: 296 Local Days

Points of Interest Adventure Hooks


Callos was a planet of the Brema sector in the Outer Rim You should review the effects of the Cold Hazard when
Territories. It was once teeming with animal and plant life, planning an adventure on this Planet after Bombardment.
until it was devastated by the Galactic Empire in 3 BBY.
Look that Away
Clawfish Roaming Auction of Illicit and Illegal Weaponry The group gets hired for a smuggling run that pays a little too
"Ladies, gentlemen, womp rats, bounty hunters, tyrants, kings well, and even get transponder codes for their ship in order to
and worse! The Clawfish Roaming Auction of Illicit and Illegal get them into their destination smoothly. Allowing them to
Weaponry is proud to present… the Venomator!" land just outside the Roaming Auction.
―Clawfish It's all a set-up. The transponder codes identify the ship as
The Clawfish Roaming Auction of Illicit and Illegal Weaponry belonging to that of some no-name smuggler who just
was a black market operation run by outlaw tech Clawfish. happens to have made it onto a watchlist. The destination
In around 20 BBY, the organization tried to sell the Venomator planet's customs authorities ID the ship and proceed to
to the highest bidder on the planet Callos. intercept the players before they make it onworld. The Jawa
who hired them used them as a distraction to draw away the
Bombing of Callos Authorities so he could slip onto the planet and make the real
"Callos was like this [Felucia]: overgrown, teeming with life. delivery.
And we razed the planet. It's a dead world now."
―Juno Eclipse remembering her role in the event Salvage the Ship
The Bombing of Callos, also known as the Battle of Callos, was There's a ship long lost to the Ice of the planet's surface. It's
fought early in the history of the Galactic Empire. rumoured to be a Clone Wars era ship, but its allegiance is
Once the military objective had been neutralized, Captain Juno unknown.
Eclipse was ordered to continue the assault. Eclipse protested, The ship ends up being a Confederacy Recusant-class
saying that maintaining the bombardment would amount to Destroyer, but a malfunctioning (and strangely independent)
genocide, since Callos was already defenseless. Vader offered droid mind has taken control of the ship and all its internal
her an alternative, stating that if she disabled Callos's security systems. As well as the entire compliment of Droids
planetary reactor, he would consider the mission complete. onboard.
The destruction of this reactor unit started a catastrophic
chain reaction, which destroyed the ecosystem of the entire
planet. Though the atmosphere remained breathable,
incessant ice storms and sub-freezing temperatures prevented
any further permanent habitation.

29
Cathar
Region: The Expansion Region Other Species
Quadrant: N8 (Not Shown on Map, Near Government: Tribal
Dathomir) Capital: None
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: Luxury Goods. Technology
Gravity: Normal
Moons: 1
Length of Day: 24 Standard Hours
Length of Year: 259 Local Days
Sapient Species: 99% Cathar (Native), 1%

Points of Interest Adventure Hooks

The Cathar species had two subspecies, known as the Juhani Mandalorian Wars
and the Myr Rho. Both of these were notably less catlike than The heroes find themselves on Cathar just as The
mainline Cathar. Mandalorians began their assault on the planet. Although
repelling The Mandalorians is impossible, the heroes could
Cathar Ecology help to get some of the Cathar safely off the planet- as long as
Cathar is a temperate planet dominated by vast savannahs, they can get back to their ship without getting blown up.
open plains, and low, rough mountains. Instead of oceans,
Cathar has two huge, shallow seas and numerous ponds, Kiltik Hive
lakes, and marshlands. The largest of these plains is the Vast After being framed for a crime he didn’t commit, the son of a
Veldt, a barren wasteland created by the appetites of beasts rich and powerful Cathar noble heads into the Vast Veldt on a
called the Kiltik. blood hunt to exterminate a hive of Kiltik and regain his honor.
Scattered throughout the savannahs are strange and After a week, his father asks the heroes to investigate and find
enormous trees that rise hundreds of meters into the air. out what happened to his son- a horrible breach of the Cathar
These trees are large and sturdy enough to be hollowed out by code of honor. Is it possible that the young Cathar slipped off
the Cathar and used as dwellings. Cathar settlements are the planet? Regardless, the heroes find themselves in the
usually found where the city-trees are denser than normal, middle of a Kiltik hive of angry drones.
often near the edges of the plains, and follow along the routes
of underground rivers. These trees are covered in elaborate Kidnapped??
friezes and bas relief etchings that depict important figures Cathar have reportedly kidnapped the son of a Tapani noble
and moments of Cathar history. Every Cathar strives for the and taken him to Cathar. The heroes are contacted by the
day when his own life will be immortalized on one of the city- Tapani noble house in question and asked to infiltrate the tribe
trees. to locate the boy. If they do, they learn that the boy has gone
with the natives willingly to marry the daughter of a native
Society and culture elder.
On their homeworld, Cathar lived in cities built into giant trees,
and were organized into clans governed by "Elders." The
Cathar mated for life, to the extent that when one mate died,
the survivor never had a relationship with another. Cathar clan
society included great pageants and celebrations, especially
for their heroes. Their religion included a ritual known as the
"Blood Hunt," in which Cathar warriors individually engaged in
combat against entire nests of Kiltik in order to gain honor and
purge themselves of inner darkness.

30
Cato Neimoidia
Region: The Colonies Capital: Zarra
Quadrant: L14 Major Exports: Droids, Foodstuffs,
Climate: Temperate and Moist Technology
Atmosphere: Normal Major Imports: Labor, Ore
Gravity: Normal
Moons: 2
Length of Day: 25 Standard Hours
Length of Year: 278 Local Days
Sapient Species: 100% Neimoidian
Government: Federation

Points of Interest Adventure Hooks

Zarra Gems are Us


Zarra was the capital city of the planet Cato Neimoidia. During A mysterious client has asked you to investigate the rumour of
the Imperial Era, Bandit Billie stole the contents of Tobias a Kyber crystal in the possession of a local Hutt crime lord.
Beckett's pack, including the Smuggler's Guide, from him in Who has a Vault in Reya's Palace. If it does indeed exist, the
Zarra. payment will be greater if the crystal can be stolen and given
to the client.
Bridge cities
However the rumour is a ruse. The crystal is fake and an ISB
Bridge cities were opulent, gilded cities suspended above of
agent lies in wait the hope of luring out jedi. The Players have
the surface of Cato Neimoidia, a Neimoidian colony world, by
no idea if the client is or isn't a jedi, but they paid well.
massive rock formations which were home to the jeweled
palaces of the Trade Federation's barons
Guard it with your Life
An ancient artifact ends up being on display at an exhibition
Great Vaults of Cato Neimoidia
and the client hires needs it to be guarded in case a rumoured
The Great Vaults of Cato Neimoidia, formerly known as Lott
heist eventuates. So he is bringing in extra guards and is
Dod's palace. It was located on a bridge city on Cato
paying very well.
Neimoidia. Following Dod's death during the Clone Wars, the
Well on duty the artifact begins emitting some kind of
palace was turned into a vault where individuals from all
radiation that forces everyone to leave the building. Could this
sectors across the galaxy kept some of their most precious
be the start of a heist?
possessions for safekeeping. Lor San Tekka was arrested after
attempting to steal an artifact from one House Maccon's
Pay up or get Out
vaults.
Hired to stop a gang extorting "protection" money from local
business owners in Zarra. While searching for the hideout, the
Reya's palace
gang boss comes by to collect and kills/maims the Neimoidian
A palace was owned by Baron Reya on the planet Cato
who hired them. This causes the rest of the business owners
Neimoidia. It was located next to the Great Vaults of Cato
to withdraw their offer. Everyone except the child of the
Neimoidia, formerly the palace of Lott Dod. General Leia
Neimoidian who hired them. She swears to track the boss
Organa traveled to the palace to place old clothing that
down and make them pay and begs the players to help her do
belonged to her mother, Padmé Amidala, in Reya's vaults for
so.
safekeeping.

Tarko-se
Tarko-se was a city on the planet Cato Neimoidia. Bride's Talon
was a mountain located outside the city. It shared its name
with Baron Tarko.

31
Cerea
Region: The Mid Rim Population: 450 Million
Quadrant: I21 Government: Council of Elders
Climate: Temperate Capital: Tecave
Atmosphere: Normal Technology Level: Interplanetary
Gravity: Normal (Industrial)
Moons: 1 Major Exports: Foodstuffs
Length of Day: 27 Standard Hours Major Imports: Technology
Length of Year: 386 Standard Days
Sapient Species: 98% Cerean (Native), 1%
Human, 1% Other Species

Points of Interest Adventure Hooks

Tecave City Tech is a Crime?


Tecave City (pronounced /tɛ'kɑve/) was the capital city of The party while docking at one of the Citadel's landing pads
Cerea. Notable for its ornamented, architecturally distinctive they are bumped into by a another group. The other group
buildings, Tecave City shared its name with the Tecave plant. apoligies and even offers them money if the players become
The one deviation from the semi-tall buildings that aggressive. After the two groups part ways, the party sees
characterized the city was the structure that housed the them again a few minutes later as they follow them through
Council of Elders; a massive, metallic edifice seemingly the inspection area. While doing so the Party is detained for
overgrown with vegetation. carrying contraband. The authorities suspect (incorrectly) that
the party are smugglers due to finding a piece of flimsiplast
Outsider Citadel with directions to drop the shipment off at coordinates where
As part of an agreement with the Galactic Republic and the the technology described is not allowed. As a result, they can't
Council of Elders, several Outsider Citadels were built to house leave the planet. Their ship is impounded to ensure this.
non-Cerean immigrants and visitors. The Citadels were There only hope is to find the criminals who framed them.
enormous buildings that each housed an entire city, and were Doing so requires them to explore the ghettos of the Citadel.
among the few locations where non-Cerean technology was Eventually the party finds out that the criminals are working
allowed. They featured high density housing such as the for a local politician who is trying to implicate one of the
Restwell Sleep Station where sentients were packed into Council of Elders, by planting the Technology in his district.
sleeping boxes much like a contemporary morgue. The With the intention of claiming his seat once he is removed.
concentration of polluting technology and the relative lack of
space caused some Citadels to devolve into environmentally Swoop at your own Risk
contaminating and overpopulated ghettos. Jedi Master Ki-Adi- There's an illegal swoop bike race and the Players have
Mundi was strongly opposed to these citadels, because of their somehow acquired a stock bike (as per the competition rules)
low quality environment. He felt that they were out of which they're allowed to modify with any tech they are able to
harmony with nature, as opposed to the Cerean capital Tecave get their hands on (This will require Networking or scrounging
City. Crime was rampant, despite the supervision of Cerean for junk and repairing it) . There's a massive cash prize and
police forces. the prospect of fame and future races.
There's a third party that really wants the Players bike and are
prepared to take it by force either during or after the race.

32
Champala
Region: The Inner Rim Species
Quadrant: M11 (Not Shown on Map, Near Government: "Democracy" (Under Imperial
Bogden) Rule)
Climate: Temperate Capital: Tidros
Atmosphere: Normal Major Exports: Luxury Goods
Gravity: Normal Major Imports: Technology
Moons: 3
Length of Day: 27 Standard Hours
Length of Year: 318 Local Days
Sapient Species: 99% Chagrian, 1% Other

Points of Interest Adventure Hooks

History Bacta Heist


Civilization on Champala originated in these long strips of There’s a rumoured unescorted cargo vessel shipping bacta
coastline, where sea levels fluctuated wildly with the tides. between systems. Seizing the cargo could be very lucrative
Buildings in these ancient cities were entirely submerged at and helpful to the Rebellion.
high tide, and Chagrians swam between them. Some multi- What they don't know is that a distress signal was sent and an
story buildings were not equipped with staircases or elevators Imperial patrol is close by. They'll arrive before the party has
at all; inhabitants simply waited until high tide, then swam to fully loaded and seized the cargo.
higher floors. Many cities on Champala are built both on land This results in a chase as they attempt to flee from the
and under the oceans, with the two connected by tunnels and Imperials as they close in on them.
sealed tubes. Those who cannot breathe in water must be
careful not to go to submerged zones without a proper Crash Landing
breathing apparatus. Some Chagrian cities on Champala are Either from failing to escape the chase in "Bact Heist" or for
nearly fully submerged during high tides. Once the Chagrians some other reason. The players ship is chased down by
made contact with other species, they constructed starports Imperial Forces and is shot down over the planet and crash
and trade cities on high plateaus accessible by aircar. lands far from any civilized areas. At first this seems to be a
blessing as they have crashed in a small grotto along the
Tidros coastline hiding them from view.
Tidros was the capital city of the planet Champala, homeworld Then the tide begins to rise, due to the ruptures in the haul
of the sentient Chagrian species. Like all Chagrian they must either rush against time to patch the hull or
settlements, it was built within a tidal zone of one of the abandon the ship itself. (If they were involved in the "Bacta
planet's oceans, meaning it was regularly entirely submerged Heist" they must also decide what to do with the Bacta, do
by rising tides. The only part of the city designed to remain they abandon it or do they try and take it with them if they do
above water at all times was its spaceport. decide to abandon ship)

Logue Rock Too Hot to Handle


Logue Rock was a sacred site on Champala, from which many The party is in possession of some cargo (Perhaps the Bacta
Chagrians believed their revered deity-ruler Aram Acheron from "Bacta Heist" if they escaped the Chase) that’s gotten
would emerge to lead his people to victory over their enemies. too hot (the authorities are after it). The party needs to find
someone to take it off their hands, preferably for a profit.
The only close buyers that will take the cargo. Will only do so
for cheap. Better prices are in Hutt space.

33
Chandrila
Region: The Core Government: Chandrilian House
Quadrant: L12, III Capital: Hanna City
Climate: Temperate Major Exports: Foodstuffs
Atmosphere: Normal Major Imports: High Technology
Gravity: Normal
Moons: 2
Length of Day: 20 Standard Hours
Length of Year: 368 Standard Days
Sapient Species: 96% Human, 4% Other
Species

Points of Interest Adventure Hooks

Brionelle Memorial Military Academy Escort Service


The Brionelle Memorial Military Academy was established to Hired to escort a local historian from the Hanna Institute of
supplement the planet Chandrila's Defense Fleet, and was Antiquities and an ancient document that is believed by the
responsible for training nearly all of the fleet's officers. historian to reveal the location of the long lost Jedi Temple on
Chandrila. Maybe even the burial site of the Barsen'thor itself.
Crystal Canyons A claim that the establishment dismisses due to arguments
The Crystal Canyons of Chandrila were an enormous gallery of about the historians translations of the text.
natural formations made out of rock and crystals, which Regardless the historian has been invited to present their
formed a tight trench, with an abyss below it. The caverns findings to the Brionelle Memorial Military Academy.
were the site of the burial of the third Barsen'thor of the Jedi The team must escort the historian across the city from the
Order. Institute to the Academy, at street level as the historian is
Some bridges and gaps were made to connect the two sides of afraid to fly.
the trench, and statues had also been made there. However the client is being targeted by a local crime boss who
believes the claims may be true. He wants to locate the Jedi
Gladean State Parks Temple and steal any riches for himself. As such they must
The Gladean State Parks were a group of parks on the planet avoid his hired thugs who chase them everywhere they go.
Chandrila known for their beautiful gardens, which were
beloved throughout the galaxy. Change of Plans
Just as it seems they have shaken off the last group chasing
Hanna Institute of Antiquities them. They recieve a communication from the Academy.
The Hanna Institute of Antiquities was a museum and Informing them that the destination of the meeting has been
university located in Chandrila's capital, Hanna City. changed while they were en-route. To an auxiliary academy
outpost just outside the city near the Hanna Wild Game
Hanna City Reserve. Do they change course? Do they continue on towards
Originally founded as a fishing village, the city was located on the Academy? Is one or the other a trap? Do they decide to
the edge of the Silver Sea and contained the Hanna Institute take the document for themselves and try to find the hidden
of Antiquities. On the city's north side was the Brionelle Temple? Does it even still exist?
Memorial Military Academy. Just outside the city was the
Hanna Wild Game Reserve.

34
Cona
Region: The Inner Rim 40% Other Species
Quadrant: O14 (Not Shown on Map, Near Government: Hive Collective
Manaan) Capital: Tylcarros
Climate: Arid/Jungle Major Exports: Chemicals, Metals, Minerals
Atmosphere: Hazardous Major Imports: Water
Gravity: Normal
Moons: 1
Length of Day: 28 Standard Hours
Length of Year: 298 Local Days
Sapient Species: 60% Arcona (Native),

Points of Interest Adventure Hooks


You should review the effects of Hazardous Atmosphere when
Description planning an adventure on this Planet.
Cona was a world with a lush, tropical environment. Thanks to
the lack of planetary axial tilt and temperature-distributing air Smugglers? Who? Us?
currents, the climate remained effectively constant across the Although the laws that prevent salt from being smuggled into
entire planet—hot and dense. The atmosphere had a high the system are some of the harshest in the galaxy, some still
concentration of ammonia, which permeated the planet's try it, and they come up with creative ways to get the stuff
jungles. Oxygen was found in Cona's bedrock, and was only through customs. The heroes are asked by a patron to pilot a
brought to the surface through highly complex plant life that ship to Cona for a particular errand. Once there, technicians
stored it in gastric pods. Water was hard to find on Cona, and (Working for local smugglers) begin removing panels within
what little there was on the world was collected and stored by the ship, revealing a secret stash of salt. A particularly greedy
native plant life. The Arcona, living in small, low-tech Arcona trade official then blackmails the heroes- bring more
communities on Cona, harvested the water from plant pods. salt, or he'll reveal the smuggling operation and implicate the
Because of the atmosphere's high concentration of ammonia, heroes and their patron.
most non-Arcona species were forced to don breath masks
when on the planet. While most non-native species dwelt in Mining is Dangerous
massive colonial cities, legends persisted that a colony of Nemlor Minerals, a small upstart mining company, has
Duinuogwuins made their home in the ammonia-filled jungles received a lucrative lease from the Cona government for
of the world. exploratory digging deep in one of the untouched jungles.
When workers go missing, the heroes are brought in to
History investigate. The jungles are full of dangerous fauna, but
A low-tech world located on the galaxy's Inner Rim, Cona was another mining company recently set up shop nearby, so the
home to the reptilian Arcona species. Discovered by scouts heroes have a lot of ground to cover to discover the truth.
from the Galactic Republic during the settling of the Slice,
Cona's natives were quick to venture from the world aboard Star Daragons
starships developed by other cultures to explore the greater Myths persist of a Species called the Duinuogwuin, otherwise
galaxy and bring back technologies of other species to Cona. known as Star Dragons. This enigmatic Species has been seen
As non-Arcona began exploring Cona, entrepreneurs on other planets and even in the cold Vacuum of space. A
discovered the rich mineral resources of the world and traded wealthy and eccentric Arcona has set up a safari into the
mass shipments of water in exchange for mining rights. Cona depths of the jungle to hunt for evidence of the Star Dragons,
swiftly became home to many of the galaxy's largest mining taking the heroes along as guides and protection. Although
companies, and some smaller ones like Nemlor Minerals; the the hunt eventually becomes fruitless, the Arcona insists that
world gained a seat in the Galactic Senate as its importance in they continue, making more and more demands and requiring
the mining industry increased. the heroes to take more dangerous risks.

35
Corellia
Region: The Core Government: Monarchy (25200-312 BBY),
Quadrant: M15, VIII Constitutional Monarchy (312-150 BBY),
Climate: Temperate Corporate Diktat (150 BBY-12 ABY),
Atmosphere: Normal Democratic New Republic Governorship (12-
Gravity: Normal 33 ABY)
Moons: 3 Capital: Coronet City
Length of Day: 25 Standard Hours Major Exports: Alcohol, Starships,
Length of Year: 329 Standard Days Agricultural Goods
Sapient Species: 60% Human, 20% Major Imports: Luxury Items, Raw
Selonian, 20% Drall Materials,Weaponry

Points of Interest Adventure Hooks

Corellian Security Force Academy Groola's Place


The Corellian Security Force Academy, often called just CorSec The hero's are hired to liberate a stolen item from the Storage
Academy, was the training facility for new recruits to the area of Groola's Place. The must do so without drawing
Corellian Security Force. Remotes played a large part in the attention to the data inside. The players should approach this
Academy's blaster training. as a heist. Just as they reach the Storage area though, Alarms
blar, alerting everyone to their presence. Betrayed by the
Agrilat Region Afarathu (who hired them thinking they would make great fall
The Agrilat Region, also known as the Agrilat Swamp, the guys). Can they escape and locate the Afarathu Cave and stop
Crystal Swamps or simply Agrilat, was a region located on the them from using the data inside to manufacture a virus that
northern continent of the planet Corellia. Situated between the affects only Dralls and Humans.
northern sea and the Orik's Spine mountain range, the region
was largely composed of swamps filled with crystalline plants
like razor grass. It was a hot spot for illegal swoop races, such
as the Agrilat Swamp Circuit. The Dragonbane circuit was also
located in this region.

Groola's Place
Groola's Place was an establishment on Corellia owned by
Groola the Hutt. It was located in the city of Tyrena near the
city spaceport.

Bindreg Hills
The Bindreg Hills was a region on the planet of Corellia. It was
located on the foothills of the Rhaler's Bastion mountain and
bordered the Riverlands, near the city of Tyrena

Afarathu Cave
The Afarathu Cave was a cave on the planet Corellia, located
near the city of Doaba Guerfel. The cave served as
headquarters for the Afarathu, a Selonian terrorist sect which
aimed to drive the Dralls and the Humans from the worlds of
the Corellian system.

36
Corulag
Region: The Core Government: House of Citizens
Quadrant: L12, III Capital: Curamelle
Climate: Temperate Major Exports: High Technology, Luxury
Atmosphere: Normal Goods, Foodstuffs
Gravity: Normal Major Imports: Raw Materials
Moons: 3
Length of Day: 25 Standard Hours
Length of Year: 371 Standard Days
Sapient Species: 98% Human, 2% Other
Species

Points of Interest Adventure Hooks

North Kallis Stealth is better then gunfire


North Kallis was a small continent that was located in the A high-ranking Imperial officer is taking an extended vacation
southern hemisphere of the planet of Corulag. The continent on Corulag. Local Alliance cells recognize a prime opportunity
was covered in impenetrable forests of Corulag bamboo. North to hurt the Empire by taking out one of its most experienced
Kallis contained a number of enclaves that were home to officers. The heroes are tasked with gaining entrance to
Corulag's few non-Human communities. Curamelle so that they can either assassinate or capture the
officer.
Curamelle
Curamelle was the capital city of Corulag. It was home to the Sienar Prototypes
Corulag Academy, an Imperial military academy. If they players can get access to the code cylinder of a high
A wing of TIE Fighters was based here to protect the Sienar ranking official perhaps they can infiltrate the Advanced
Advanced Research Division, just North of the city. Research Division and discover the plans for a new TIE
Prototype or shuttle before it is released
Sienar Advanced Research Division
The Sienar Advanced Research Division was a sprawling Room 718
installation located several kilometers north of Curamelle, the The players must deliver some secret plans (perhaps the ones
capital city of Corulag. Sienar Fleet Systems used this stolen during the "Sienar Prototypes" adventure above) to the
installation to design, build, and test TIE prototypes. Security local Alliance Cell at the Royal Galaxy Hotel in room 718.
at this location was tight, and a wing of TIE/LN starfighters Doing so however proves to be more difficult then they
based out of Curamelle guarded the airspace above it. thought it would be. When they arrive the room is trashed, as
Residents of the area occasionally saw odd-looking starfighters if it had just been searched. They also hear the tell tale sound
flying from this installation. Students of the nearby Dammon of Imperial Stormtroopers heading their way. They must
University who were foolish enough to describe these strange escape their pursuers, who seem to be everywhere with more
sightings on the galaxywide newsnet disappeared soon after constantly appearing to hound them on every floor.
making their reports. Even if they can escape the building they must also escape
the city of Curamelle with it now on high alert and their
Royal Galaxy Hotel descriptions plastered everywhere. Their ship is also under
The Royal Galaxy Hotel was a hotel in Curamelle on Corulag. lock down, so if they get to it, they will need to disable the
Located in Curamelle's tallest building. docking clamps as well as the tractor beams, just to take off.
Then avoid or fight their way past a wing of TIE fighters.

37
Coruscant
Region: The Core Government: Republic or Dictatorship
Quadrant: K12, II (Depending on Era)
Climate: Temperate (Urban) Capital: None
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: Foodstuffs, Medical Goods
Moons: 4
Length of Day: 24 Standard Hours
Length of Year: 368 Local Days
Sapient Species: 78% Human (Native),
22% Other Species

Points of Interest Adventure Hooks

Jedi Temple Jedi Temple


The Jedi Temple (also known as the Palace of the Jedi) was the Working to gain support for the Rebellion, a dignitary
headquarters of the Jedi Order from the conclusion of the representing a prominent Outer Rim world promises to join the
Great Sith War to the Great Jedi Purge and during that time Rebel cause if a prominent artifact from his planet's past is
was home to its major training, bureaucratic and dormitory returned. The artifact was last reported to be stored in a secret
facilities. Jointly operated by the Order and the Galactic vault in the central spire of the Jedi Temple on Coruscant.
Republic, the Temple was sealed to all but the Jedi and their Heroes must obtain the artifact and return it safely home while
allies, with very few public areas. dodging Imperial agents.

Sector 943 And None Shall Pass


Sector 943, colloquially known as the Works or the Flats, was a Typically, archaeology is a peaceful endeavor, one in which the
large industrial area of Coruscant. It was located southwest of dangers can be boredom and fatigue rather than death or
the Senate District and next to the Fobosi District. Sector 943 enslavement. Of course, well-documented exceptions speak of
had been an immense manufacturing center for many archaeologists fighting for their survival among hostile
companies, who would later abandon the planet for cheap natives, foiling traps set by long extinct-Species, and avoiding
labor and off-world facilities. Prospective urban developers great pit-Beasts left to guard ancient tombs. The hero's are
released stone mites, duracrete slugs, and conduit worms into dispatched by the Archaeology Corps and the Jedi Knights to
the Works, in an attempt to clear the area out so it could be investigate rumors that the Sith are looking to unearth secrets
purchased and refurbished. about the Jedi.

Great Western Sea Outbreak


The Great Western Sea was the only body of water left visible A viral outbreak has created a pandemic within the population
on Coruscant, not far from the Manarai Mountains. It was an of a heavily populated planet in The Outer Rim, and
artificial reservoir made during the construction of Galactic knowledge of the cure is believed to be held within one of the
City for the enjoyment of natives and tourists, and had many Holocrons stored in the Chamber of Antiquities at the Great
artificially created islands floating on it, used by tourists on Library of Ossus. The heroes must race against time to Ossus
holidays. Darth Vader had a meditation retreat along the shore and obtain the cure from the Holocron. However, they soon
that was later used by his son, Luke Skywalker. The Emperor's learn that someone has removed it from its rightful place.
Villa was also located along the shore.

38
Csilla
Region: The Unknown Regions Government: Oligarchy (The Chiss
Quadrant: G11 Ascendancy)
Climate: Frozen Capital: Csaplar
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: Foodstuffs, Luxury Goods
Moons: 3
Length of Day: 25 Standard Hours
Length of Year: 462 Local Days
Sapient Species: 99% Chiss (Native), 1%
Other Species

Points of Interest Adventure Hooks


You should review the effects of the Cold Hazard when
Csaplar planning an adventure on this Planet.
Csaplar was the capital city of the planet Csilla and the Chiss
Ascendancy. Csaplar was the center of the Chiss government, Cool reception
containing House Palace, the Expeditionary Library, the The players ship has an unexpected hiccup during hyperspace—
parliament, the headquarters for the Chiss Expansionary while navigating in the Outer Rim or Unknown Regions—
Defense Force, and the four ruling families. Csaplar was accidentally exiting in the Csilla System. They must quickly
connected to every location of Csilla through an underground repair or quietly leave the system before the Ascendancy’s
system of tubes. militaristic and isolationist regime intervenes imposing tariffs,
fines, or even impounding their ship.
Expeditionary Library
The Expeditionary Library was a massive underground library Although the Chiss don’t blast unauthorized spacecraft on
located under the ice of the Chiss Ascendancy's capital planet sight, unannounced visitors are one slipup away from being
of Csilla. The library contained the documents and works fired upon as hostile. During their time in the Csilla System
produced from the Chiss Expansionary Defense Force's alien species must follow strict flight plans exactly as
exploration of the Unknown Regions transmitted by the Ascendancy under heavy escort to ensure
compliance. Additionally, social protocols, transit papers, and
Ac'siel city sector area restrictions must be strictly adhered too,
Ac'siel was a city on the planet Csilla and the Chiss under threat of lethal force. Groups allowed to land on Csilla,
Ascendancy. It was one of the largest cities found under the are limited to a certain number of planetary areas—connected
ice on Csilla. by high-speed, subterranean, planet-spanning transit tubes
that connect cities—this form of travel requires specific
Chiss Expansionary Defense Fleet headquarters Ascendancy administration permits.
The Chiss Expansionary Defense Fleet had a headquarters in
Csaplar, the capital city of the planet Csilla, itself the capital of However, clever groups allowed to land may gain access to
the Chiss Ascendancy. extensive and rare star charts from the Chiss extensive
Expeditionary Library, ancient or lost lore. Possibly even
Convocate Hall purchase rare technology and luxury goods not easily found in
The Convocate Hall was a structure located in Csaplar, the the universe.
capital of the Chiss Ascendancy that was used for meetings of
the Chiss Syndicure. The March of Silence was located in the
Convocate Hall, and was so named because the Hall's design
made it difficult for more than five people to hear a
conversation at one time

39
Dagobah
Region: The Outer Rim Government: None
Quadrant: N25 Capital: None
Climate: Swamp Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: 1
Length of Day: 23 Standard Hours
Length of Year: 341 Local Days
Sapient Species: 99% Hepsalum Tash
(Native), 1% Other Species

Points of Interest Adventure Hooks


You should review the effects of Dim Illumination when
Dark Side Cave planning an adventure on this Planet.
The Dark Side Cave was located deep in the equatorial
swamps and contained a vergence in the Force as well as the Hunters
apparition of a dark jedi. A focal point for the dark side of the Duanna Falos has developed a reputation as a fearless hunter-
Force, the cave challenged the perceptions of anyone who no creature is too intimidating for her. She sees the terrible
entered into its depths. Drawing visitors in, they often beasts of Dagobah as a true challenge to her skill and hires
experienced visions of the past, future, or possible futures. the heroes to take her on a hunt. However, accidents plague
Any Force User who enters the cave, must make a Use Force the expedition from the start. The heroes soon realize that
roll at -2, with an additional -1 per Darkside Point they have. someone within Duanna's entourage is trying to kill her. Is it
On a Success they resist the Darkside and suffer no ill effects her put-upon Mon Calamari servant? Her bodyguard, who
from being in the Cave but recieve no Vision. Success with a happens to be a jealous former lover? Her current lover, who
Raise grants them a single Vision. also happens to be her political rival? Can the heroes keep
On a Failure they suffer from Darkside Sickness (A Chronic Duanna alive long enough to receive the extravagant sum
Disease Pg 126 in the SWADE Core book), on a Crit Failure they were promised? Or will the murderer arrange for
they also 1d4 wounds as well. accidents to befall everyone on the expedition to ensure their
silence?
Visions: Draw a Card
Clubs: The Players vision is dark and negative and not clear at Swamp Hunt
all and offers no useful information. There’s a big game hunting competition planetside. Rumours
Diamonds: The Players vision is cloudy but does offer minor of massive rampaging elephoth, a quadrupedal creature with
useful information. a pair of tusks, green and thick hide, small red eyes, and two
Hearts: The Players vision is clear and offers major useful greenish trunks, covered with moss and vines. The AT-AT's
information. used by the Galactic Empire were described by some to bear a
Spades: The Players vision is about something completly resemblance to steel elephoths on stilts, with laser cannons
different then what they entered the cave to learn about. instead of tusks.
The legs of an adult elephoth were said to be as thick as the
Yoda's hut trunk of a hornbeam (A type of Tree). A prize is on offer for the
Yoda's hut was both the home and final resting place of Yoda, the party that is able to capture or kill it.
Grand Master of the Jedi Order. The conditions of the swamp are making the party's
equipment corrode and malfunction however.

40
Daluuj
Region: The Outer Rim Vong, 6% Other Species
Quadrant: T15 (Not Shown on Map, Near Government: The Galactic Empire
Barab 1 ) Capital: Oldranai
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: Foodstuffs, Luxury Goods,
Gravity: Normal Technology
Moons: 2
Length of Day: 28 Standard Hours
Length of Year: 391 Local Days
Sapient Species: 88% Human, 6% Yuuzhan

Points of Interest Adventure Hooks

Imperial Training Center Fish out of Water


The Imperial Training Center was an Imperial military fort A Mon Calamari Admiral crashed on the planet while en route
stationed on the remote Outer Rim Territories planet Daluuj. In from Mon Calamari to Yavin 4 around 0 ABY.
0 ABY, during the Galactic Civil War, Commander Orlok was in Following the trail of the Admiral's escape pod to Daluuj, the
charge of the facility. group managed to enter the planet's storm-wracked
atmosphere, narrowly missing the gun turret of an Imperial
Description fort in the process. Setting down on what appeared at first to
Daluuj was located within a star system in the Albanin sector be an ordinary mud plain, only to find out too late that it was
of the Outer Rim Territories region of the galaxy. It was a in fact a lake occupied by two giant worms that quickly twist
temperate planet with a breathable atmosphere, standard themselves about the stricken ship, dragging it to the bottom
gravity, and two moons. Its surface was covered with barren of the lake.
canyons and muddy slopes. Its rotational period lasted 28 Only with the assistance of the Admiral and his fellow Mon
standard hours and its orbital period lasted 391 local days. Calamari are they able to raise their ship and evade the
Imperial forces led by Commander Orlok. In doing so, they
History must lure Orlok's ground-skimmers across the mud lake,
Early history trapping him and his stormtroopers in the coils of the giant
Daluuj was originally colonized by humans at some point after mud-worms that had previously held their own ship, and thus
1000 BBY. By the time of the Clone Wars, the planet was make their escape.
considered to be within Hutt Space.
Eraser
Rebellion era The party is approached by a woman who requests their help
The Rebel Alliance suffered a defeat here sometime prior to in “disappearing" of the planet. She is afraid for her life and
the Battle of Hoth. offers to pay them very well for transport to anywhere else.

Legacy era Unknown to them, she is a one of a kind, near perfect android,
After the Yuuzhan Vong War, many Yuuzhan Vong relocated to and her creator wants her back. He also has been able to
Daluuj, taking advantage of its breathable atmosphere. The gather enough information about them. That even if they don't
Empire of Darth Krayt maintained only a small presence on the help her, he thinks they did. So he hires bounty hunters to
planet. track them down and force them to give him the information
on where they helped her escape to.

41
Despayre
Region: The Outer Rim Calamari, 10% Human, 10% Other Species
Quadrant: M7 (Not Shown on Map, Near Government: Imperial Governor
Generis ) Capital: None
Climate: Tropical Major Exports: Starships
Atmosphere: Normal Major Imports: Slaves, Starship
Gravity: Normal Components
Moons: 1
Length of Day: 26 Standard Hours
Length of Year: 368 Local Days
Sapient Species: 60% Wookiee, 20% Mon

Points of Interest Adventure Hooks


Despayre, originally Horuz, was a penal/slave world in the
Horuz system and the place where the first Death Star was Malfunction
constructed and completed, after being relocated many times While traveling in Hyperspace the players ship is pulled into
to avoid Rebel saboteurs and Intelligence. Real Space when a rogue asteroid passes across their flight
path. upon exiting hyperspace they are forced to take evasive
History action to avoid the asteroid. Which causes their ship to blow
Early history out several systems. The players must crash land on the
The planet was first colonized between 15,000 BBY to 8000 planet and locate the parts they need to repair their ship,
BBY, sometime between the Kymoodon Era and Rianitus without being caught by one of the many patrols that travel all
Period. around the prision planet (This is made extra difficult if they
The shipyard that created the Galactic Empire's ultimate have any Wookiee or Mon Calamari among them).
weapon became the center of the Imperial war machine when
construction was moved from Geonosis to Despayre. Jawa here? - Part I
Components from almost all major corporations of the galaxy (See also Jawa Here? - Part II Socorro)
were sent to this planet, and labor was found on the penal and (See also Teemo's Palace, Jawa Here? - Part III)
slave colonies below. Grand Moff Wilhuff Tarkin visited the In need of very specific parts while having to avoid Imperial
system on many occasions to oversee the construction, Patrols the players eventually find their way to the back alley
bringing with him Imperial enslaved Wookiees from Kashyyyk and dark corners of the large city complex that supports the
of the Kashyyyk system, shortly after the Empire's formation. penal colony. In doing so they eventually encounter the Jawa
crime syndicate "Mombay m'bwa" who have the parts they
The Destruction of Despayre need. They must convince the syndicate to give them the
Despayre itself would also be, in a sense, "executed." Tarkin parts. Unfortunatly for them if none of them speak Jawaese,
decided to celebrate the completion of his battle station by their translator droid or device is mafunctioning at the worst
testing its superlaser weapon on Despayre, destroying the possible time.
planet, shortly before they destroyed Alderaan, which took Even worse the only thing the Jawa will take in trade is a debt
three waves. One of his close advisers and officers, Admiral that will be paid to the Mombay m'bwa Syndicate at a later
Conan Antonio Motti, attempted to point out the potential time. The players must agree to perform a delivery for them
political fallout from such an action. Tarkin refused to hear it; once their ship is fixed to the planet Socorro of Droids. With
to him, the population of the planet consisted of nothing more the understanding that failure to contact them will result in the
than numerous Imperial alien slaves and condemned criminals Syndicate turning over all their information to the Imperials
sentenced for life, none of whom would ever be returning to and implying that the hero's stole top secret information.
civilization, and all of whom constituted an unnecessary
burden on Imperial troops and resources.

42
Devaron
Region: The Colonies Capital: Montellian Serat
Quadrant: M17 Major Exports: Hyperdrive Technology
Climate: Temperate Major Imports: High Technology, Luxury
Atmosphere: Normal Items
Gravity: Normal
Moons: 2
Length of Day: 24 Standard Hours
Length of Year: 390 Local Days
Sapient Species: Devaronians
Government: Matriarchy

Points of Interest Adventure Hooks


Blue Mountains
The Blue Mountains was the collective name for a range on Salvage in the Blue Mountains
Devaron, just outside the city of Montellian Serat. Hired by one of their contacts, who has recently been sold the
The Eyes of Laqasa were rumored to be stored in a hunting location of a salvage ship recently. It's located in the
lodge deep within the Blue Mountains. These Force-imbued mountains. The players will need to confirm the location
electrobinoculars featured in a popular Devaronian legends through the growing vegetation of the planet's surface. It's
about Jedi Knight Laqasa Trill. rumoured to be a Clone Wars era ship, but its allegiance is
unknown. Their buyer is willing to cut them in on any profits
Wanderer's Path they make from the equipment ot data they are able to
The Wanderer's Path was a road that ran through the thick recover. Upon arriving and finding the ship they discover it is
vine jungles of the planet Devaron. A formal rite of passage a Republic Venator-Class Star Destroyer, but it's internals
was established during the planet's history, where adolescents structure is unstable, there are reactor leaks, highly volatile
would accompany experienced Wanderers on expeditions out substances; the place is like a death trap. The Ship is also
into the dense jungles. beyond repair with out months if not years of work.

Point of Parting
The Point of Parting was a structure in the city of Plaeree on
the planet Devaron. Attached to the city's spaceport, the
structure served as a plaza where explorers leaving the planet
could meet with their families before departing. Over time,
major spaceports on the planet incorporated their own Point of
Parting into their facilities. A cultural trend that the residents
of Plaeree began in their city's ancient past, the validity of this
assertion was never established as anything more than a local
legend.

Temple of Eedit
The Temple of Eedit, also known as the Eedit Temple, was a
temple of the Jedi Order that was located on the jungle planet
Devaron. The temple had two towers that borrowed the
architectural styles of Coruscant's Jedi Temple. A hub of Jedi
training in the Devaron system, the facility was built around a
vergence in the Force. It was used as the Republic base for
Devaron Space during the Clone Wars.

43
Dorin
Region: The Expansion Region Capital: Dor'shan
Quadrant: K11 Major Exports: None
Climate: Temperate Major Imports: Technology
Atmosphere: Hazardous
Gravity: Normal
Moons: 1
Length of Day: 22 Standard Hours
Length of Year: 409 Standard Days
Sapient Species: 100% Kel Dor (Native)
Government: Representative Republic

Points of Interest Adventure Hooks


You should review the effects of Hazardous Atmosphere when
Baran Do temple planning an adventure on this Planet.
The Baran Do temple was a temple in Dor'shan, capital of the
planet Dorin, where Baran Do Sages lived and trained in the Book Burning
Force. It was not too far from the Dor'shan spaceport. News of an attack on the Great Library of Ossus reaches the
heroes, and they take steps to thwart the attack or warn The
Caverns of the Hidden One Jedi before the assault happens.
The Caverns of the Hidden One were a system of caverns deep
below the surface of the planet Dorin. They were home to the What a Find
Hidden Ones, a secret sect of the Baran Do—a Force-based There are some mothballed Z-95s on an abandoned
organization on Dorin—dedicated to preserving the order's warehouse on Dorin. They've long been forgotten about; lost
knowledge. in clerical red tape. Sure, they're old, but if you can get them
going, they could be worth a bit.
Jedi Enclave (Dorin) There are 13 of them! What a cache! However, each has its
The Jedi Enclave was a Jedi facility on the planet Dorin own idiosyncrasies even after corroded parts are replaced.
established prior to the Jedi Civil War. The Republic funded the Some have uneven acceleration, some have jamming
enclave because of the many Force-sensitive Kel Dor coming weapons system, one has the fuel light on all the time. Will the
from the planet. While the Kel Dor Jedi Masters taught PCs know this before they try and sell them, or will it result in
exceptional Force abilities, Dorin's isolation and unique unhappy customers? Will it affect the price?
atmosphere made it nearly impossible for any offworld species
to study regularly at the enclave. However, many Jedi visited Hired Mechanics
the facility to study under the masters with the use of breath The players have been hired to do on-site repairs on a Nubian
masks. Following the Jedi Civil War, most of the Jedi at the starship. The typically over-engineered craft requires
enclave were killed by Sith assassins. investigation to find the exact fault, so part requirements will
only be known once the players are on site. It's currently
Throne chamber docked at a star port in a different system, but the client is
The Throne Chamber was a chamber in the Caverns of the willing for the Players to fly there, get it space worthy, and
Hidden One where the leader of the Hidden Ones would sit. A deliver it back.
duel took place here in 43.5 ABY between Koro Ziil and Luke Unfortunatly for the players members of the Mombay m'bwa
Skywalker. Crime Syndicate are lying in wait to steal the ship from them,
once they figure out how to get is space worthy again.
The real question is how the heck did Jawa get a gravity well
generator and all these Fighters.

44
Draethos
Region: The Outer Rim Government: Military Dictatorship
Quadrant: R4 (Not Shown on Map, In the Capital: Avadrei
Wyl Sector ) Major Exports: None
Climate: Arid Major Imports: None
Atmosphere: Normal
Gravity: Normal
Moons: 2
Length of Day: 19 Standard Hours
Length of Year: 426 Local Days
Sapient Species: 100% Draethos (Native)

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazards
Thosa, known to the rest of the galaxy as Draethos, was the when planning an adventure on this Planet.
home planet of the Draethos species, located in the Wyl sector
of the Outer Rim Territories. It had jagged, windswept Draethos Only
mountains and deep caves. It was an isolated world of Hired to deliver a package the party has to smuggle it onto the
xenophobic people. During the Jedi Civil War, Thosa was planet avoiding detection by the planetary patrols, the
located within the space controlled by the Sith Empire, contents cannot be declared to the planetary import officials.
returning to its isolation after Darth Malak's death. It’s in a crate the size of a land speeder but the party has no
idea of the contents. Unfortunatly for them they eventually get
The Draethos Species hails from this mysterious Outer Rim spotted as they travel around the furthest moon from the
world, which few outsiders have ever seen or visited. planet. As they are chased around the moon the see several
capitol ships waiting to arrest them.
The planet is covered in barren mountain ranges and deep Unknown to them the border officials that intercept them are
caves, and the world is known to be a hostile place for non- fake and are after the package.
Draethos to visit.
The Draethos homeworld is called "Draethos" by the galaxy at Let's Fight
large, but its secret name is Thosa. The Players enter a local cage fight to earn some cash. The
No non-Draethos are allowed to settle on Thosa by the natives, event organizer can get one of the PCs into the card (bout
and only a select few may visit for short periods. line-up), for a fee. The match was supposed to be rigged! The
event organizer who added the Player to the fight-night was
Draethos society is extremely warlike, and the most powerful under instruction from the local mob boss how the fight was
Draethos warriors on the planet rule the world with an iron fist. supposed to go. Now he's in trouble, and by extension. The
Draethos who do not follow the path of the warrior are exiled Players are in trouble...
and forbidden to ever return to their homeworld.
•If the PC won by knockout: "You were meant to just jab for
points, not clean the guy out!" The match was supposed to be
Avadrei rigged for a points based win, not a KO.
Avadrei was the capital city of the planet Draethos, the
•If the PC won by points: "I thought you were some big time
fighter! The other guys was paid to take it out the chin and
homeworld of the Draethos species. take a dive!"
•If the PC loses: "I've seen Jawas fight better than that! So
much for reputation."

No matter how the fight goes, it was rigged to go differently.


As such trouble should follow the PCs out of this one. How do
they make it right?

45
Durace
Region: The Unknown Regions Length of Year: 314 Local Days
Quadrant: H8 (Not Shown on Map) Sapient Species: None
Climate: Toxic and Barren Government: None
Atmosphere: Normal Capital: None
Gravity: Normal Major Exports: None
Common Hazards: Acidic Storm, Deadly Major Imports: None
Carnivorous Plants, Jagged Sinkhole,
Scavenged Supplies
Moons: 0
Length of Day: 32 Standard Hours

Points of Interest Adventure Hooks

The Pictograph Caverns A Deadly Discovery


One of the few clues to life on Durace before the disaster Images of the pictographs in Durace's caverns make their way
comes from a series of caverns found in the mountains near into the processors of GB-3PO, a Protocol Droid from House
the equator. Primitive carvings on the walls of these caves Bolleon. Lord Bolleon, a collector of artifacts and primitive art,
depict a society that lived on the world long before the sets his Droid to translating the pictographs. The Droid makes
calamity. The carvings that have been discovered so far offer a breakthrough but becomes a fugitive when Lord Bolleon
little information about the disaster itself, but scholars are turns up dead. GB-3PO ends up on the heroes' doorstep,
hopeful that more revealing pictographs exist elsewhere on begging for protection so it has time to complete the
the planet. translation. Something is hunting the Droid- something that
does not want the secret of Durace to be discovered.
The Diamond Desert
The strange geothermal forces of Durace have turned this Fields of Promise
desert into a pressure cooker, compressing the black sand into The only plants that grow on the world are just as hazardous
rare jewels that fetch impressive prices on the galactic market. as the planet itself- all except one. A small field of rare alparas
Travelers can literally find diamonds scattered among the flowers, which bloom once every 100 years, has been sighted
dunes. These gems range in size from the diameter of a small on Durace (Or so claims a scientist recently returned from an
stone to that of a Wookiee's fist. Some of the intelligent expedition to the world). The flowers hold the key to a cure for
predators of the desert use these diamonds as bait. The a mysterious disease contracted by one of the heroes. The
creatures lurk below the dunes until a jewel lures unsuspecting alparas flowers bloom in only one place on the planet: a small
explorers out of safe cover, then thrust up through the sands island in the middle of the Alkaline Sea. Landing a ship there is
to devour the foolish intruders. next to impossible, so the heroes must traverse ground, sea,
and air to reach the plants.
The Forest of Broken Glass
This forest has no trees. Its name comes from the silicate rock For You, Half Price
formations that jut up from the ground in strange colors and A Devaronian is selling rare gems that she claims come from
jagged shapes. The formations reflect blaster bolts and are the Diamond Desert on Durace. A wealthy noble known to the
highly resistant to damage and to the dramatic weather heroes buys one for his wife. Before long, however, the noble
systems that rush across Durace. Travelers caught without and his wife turn up missing. The heroes learn that others who
shelter sometimes take cover in the forest, but they must be bought diamonds have also quietly disappeared, and before
extremely careful. The fierce windstorms that wrack the planet they vanished, several of them were heard to be preparing for
can shatter the taller rock formations, sending a rain of shards a hastily arranged trip to Durace. Are the jewels somehow
down onto a camp of unwary explorers. drawing their owners to the hostile world, and if so, what will
the heroes find there when they investigate?

46
Duro
Region: The Core Duros, 9% Other Species (Orbital Cities)
Quadrant: M16 Government: Corporate
Climate: Temperate (Polluted) Capital: None
Atmosphere: Dense Major Exports: Starships, Technology
Gravity: Normal Major Imports: Foodstuffs, Ore, Labor
Moons: 0
Length of Day: 33 Standard Hours
Length of Year: 420 Local Days
Sapient Species: 53% Duros (Native), 36%
Human, 11% Other Species (On World); 91%

Points of Interest Adventure Hooks


You should review the effects of Dense Atmosphere when
Pri-Andylan shipyards planning an adventure on this Planet.
The Pri-Andylan shipyards were construction docks that were
taken by the CorDuro Shipping corporation in 13 ABY. Event Horizon (Duro)
The Event Horizon was a cantina buried deep within the
Rrudobar Rrudobar orbital city over the planet Duro, established by
Rrudobar was one of the smaller of the twenty orbital cities of Clawfish, a Quarren criminal. It was well-known among
Duro. It contained the Event Horizon cantina. smugglers, gunrunners, and outlaw techs working the
Corellian Trade Spine as a source of illicit information or a
Duro Starshipwright Shipyards good brawl.
Duro Starshipwright Shipyards were a number of orbital The cantina's most distinguishing feature was its dual-
shipyards over the planet of Duro. They were very large environment layout; half was reserved as a typical (if humid)
stations, capable of accommodating a wide variety of cantina for terrestrial patrons, while the other half contained
starships. spas and wading pools for aquatic species. The two halves
were divided by the bar, which faced in both directions. There
Tiercam Dam was a concealed escape tunnel leading to the street, which
Tiercam Dam was a dam that was built on Duro, named after exited from the bar and a false crate in the storage area.
its Imperial designer. 780 meters tall and 2km wide, it was Placards on the walls warned Neimoidians, droids, and repo
visible for miles. Before vacating the planet, the Imperials agents to stay away.
stripped the dam of its exterior plating. Since this time, it has The players are hired to meet an informant at the Event
on occasion served as a haven for criminals. It burst in 5 ABY Horizion, then deliver the package he gives them to the
and flooded the Valley of Royalty with toxic waste. rebellion.

Valley of Royalty
The Valley of Royalty was an ancient valley on Duro where the
Duros buried many of their most celebrated rulers, including
Rana Mas Trehalt. There were many secret catacombs and
caves in the Valley, hiding a wealth of both historical
information and valuables. The Valley was flooded with toxic
waste when the Tiercam Dam broke, almost killing several
Duros archaeologists.

47
Dxun, Onderon Moon
Region: The Inner Rim Capital: None
Quadrant: O12 Major Exports: None
Climate: Temperate Major Imports: None
Atmosphere: Normal
Gravity: Normal
Moons: N/A
Length of Day: 26 Standard Hours
Length of Year: 298 Local Days
Sapient Species: None
Government: None

Points of Interest Adventure Hooks

Freedon Nadd's Tomb Ghost Camp


Freedon Nadd, Dark Lord of the Sith and last king of Onderon, The heroes are sent to relieve a survey team on Dxun,
were relocated to Dxun shortly after his death to prevent his bringing fresh supplies and giving the outpost's crew some
dark essence from being used by others seeking to gain power much-needed time offworld. But as soon as the heroes drop
through The Dark Side of The Force. His tomb, made from out of Hyperspace, they realize that something has gone
nearly indestructible Mandalorian iron, stands as the only wrong. The outpost's distress transmitter fades in and out
artificial structure on the planet. weakly, and the small settlement has been left open to the
caustic elements. The only recoverable log entries are half-
Nadd's tomb, a black and dark gray spire that starkly contrasts mad rantings about ghosts and betrayal. Did the harsh
the green jungles and lighter gray mountains that surrounds it, conditions on Dxun cause one of the scientists to turn on the
stands atop a hill that looks over the entire valley in which it others, or did an outside force tear through the camp and
rests. A large landing pad extends from the tomb's foundation, make off with the team?
providing plenty of space for a transport to set down. Much to
the surprise of archeologists and scholars across the galaxy, Rescue on the Dark Moon
no vegetation has touched any part of the structure, let alone A transport carrying an important dignitary crashes on Dxun.
grown over it, in over four thousand years. Though the The heroes are sent to locate and rescue him before he falls
scientists have not speculated an answer to why, many Jedi prey to the local fauna and deliver him to an important
scholars explain that Freedon Nadd's spirit has tainted the summit on some other world.
area and destroyed the local flora.
Bad Moon Rising
Within the tomb lie several rooms, including the burial A new Dark Sider has threatened to gain power on Dxun and
chamber and the Sith repository. The burial chamber, simply use it to destroy the Republic. In confronting him, the heroes
put, houses the sarcophagus where Nadd's remains are learn that the Dark Sider is being aided by a powerful Dark
stored. The walls remain largely unadorned, while the platform Side Spirit and has the backing of an equally powerful criminal
on which the sarcophagus sits includes a large statue of Nadd syndicate.
and two lesser statues that also serve as lamp posts to light
the cavernous chamber. Dark Moon Sitting
The Jedi Council sends the heroes to Dxun to investigate
The Sith repository holds many of the Sith Artifacts owned or stories of a dark entity that exists there and is changing the
used by Nadd during his tyrannical reign over Onderon, many moon for its own nefarious purposes.
of which have been permanently deactivated or destroyed by
The Jedi. Over the years, several of the artifacts regain their
power and are able to be used by the likes of Exar Kun.

48 Planets Start
Endor, The Forest Moon of
Region: The Outer Rim Government: The Native Tribes
Quadrant: H21, VI Capital: None
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: N/A
Length of Day: 18 Standard Hours
Length of Year: 402 Local Days
Sapient Species: 95% Ewok (Native), 4%
Yuzzum (Native), 1% Other Species

Points of Interest Adventure Hooks

Death Star ruins Darkside Nexus


The Death Star ruins were formed from the remains of the Recently travelers have been found to have suffered blackouts
second Death Star when the battle station was destroyed by and even internal bleeding when traveling through a section of
the Alliance to Restore the Republic during the Battle of Endor the Forest. Even those lucky enough to not do so, still
in the year 4 ABY, which filled the Forest Moon of Endor's orbit experienced a vague tingling of dread.
with thousands of tons of debris, ranging from pebble-sized The agony of Emperor Palpatine's death aboard the second
bits to 100-meter sections of space station.Though the Death Star manifested itself as an angry clot of dark side
Alliance Fleet deployed shields and tractor beams to deflect energy staining the fabric of the Force. When in proximity to
falling debris away from their strike team on the Endor moon, the battle station's wreckage.
a few chunks were still able to fall to the moon's surface. The Players must discover these effects are caused by the
However, Endor was spared any significant environmental wreckage and then help to remove them from the moons
damage and the second Death Star's remains were left to surface. Where the New Republic will see to their destruction.
decay in the moon's vast forests, attracting historic sightseers
and souvenir hunters by 6 ABY. When an adventurer comes within range (determined by their
Spirit Die converted to inchs, D4 = 4 inchs for example)
Death Star's shield generator he must make an immediate Spirit Roll. Force Sensitive
The Death Star's shield generator was an Imperial Military Characters have a -2 to this roll. Failure means the character is
installation on Endor during the Galactic Civil War. The facility Distracted in addition to any specific effects listed below. Roll a
housed the generator that powered the SLD-26 planetary D4 and see the result below.
shield generator protecting the DS-2 Death Star II Mobile
Battle Station, which was being constructed in orbit of the
(1) KNOCKOUT: The victim is knocked out (Incapacitated
and unconscious) for 2d6 hours (twice that with a Critical
forest moon. The base was guarded by a garrison of Failure).
stormtroopers, scout troopers, Imperial Navy Troopers and
other Imperial officers, along with a complement of All Terrain
(2) LETHAL: The victim is Stunned, takes a Wound (two with
a Critical Failure), perishes in 2d6 rounds.
Scout Transports and All Terrain Armored Transports.
(3) MILD: The victim suffers Fatigue, or Exhaustion with a
Critical Failure. This cannot cause Incapacitation.
Lightning Forest
The Lightning Forest was a dangerous location on the Forest
(4) PARALYZING: Treat as Stunned. If a Duration is listed,
Moon of Endor. The Ewok shaman Logray owned a globe of the victim cannot attempt to recover from being Stunned until
that amount of time has passed. Otherwise, she may attempt
Endor that depicted the Lightning Forest as a cluster of trees
to recover from paralysis on her next turn as usual.
that crackled with electricity.

ting with "E" 49


Eriadu
Region: The Outer Rim Government: Governorship
Quadrant: N13 Capital: Eriadu City
Climate: Temperate Major Exports: Droids, Technology, Textiles
Atmosphere: Normal Major Imports: Foodstuffs, Medicine, Raw
Gravity: Normal Materials
Moons: 1
Length of Day: 24 Standard Hours
Length of Year: 360 Local Days
Sapient Species: 86% Human, 14% Other
Species

Points of Interest Adventure Hooks

Eriadu Manufacturing Shipyards Maybe it's not Worth it


The Eriadu Manufacturing Shipyards were the facilities The client’s prized ship has been boosted without trace. A
operated by Eriadu Manufacturing, on the planet Eriadu. The bounty has gone out to find it. Offering 20% of the Ships Value
shipyards were situated near Phelar Port, alongside the if found undamaged and the theives are brought back alive to
eastern banks of the Phelar Floe. The shipyards' main product face justice. With only 10% being paid if either of those
was civilian repulsorlift and interstellar craft. conditions are not meet.
Eventually the ship is located abandoned and floating in
Eriadu Spaceport space, but it's engine is burned out an requires a critical part
Eriadu Spaceport was the spaceport serving Eriadu City on the to get it moving. The part can be located on Eriadu by
planet of Eriadu. New arrivals were required to pass through Networking (Persuasion) with the local Blackmarket.
Eriadu Customs and Immigration, and many vessels were They players may also investigate the ship thieves and locate
subject to search by customs and immigration officials. them as well by Networking (Intimidation) among the criminal
elements of Eriadu Spaceport.
Phelar Port
Phelar Port was a spaceport located in the city of Phelar, on For The Client's Eyes Only
the planet Eriadu situated alongside the Phelar Floe. It The party has been entrusted with communications so secret
contained the Eriadu Planetary Security Launchport and the that the encrypted data card must be delivered, in person, to
main facilities of Eriadu Manufacturing. Phelar Port was the the recipient.
most notable spaceport on Eriadu and in the entirety of the
Seswenna sector. Like most inhabited regions of Eriadu, Phelar Needless to say, There's someone else after the datacard and
Port was a gloomy, heavily industrialized region that featured they will stop at nothing to get it before they party delivers it.
blocky, utilitarian architecture and buildings.
Droid Loving??
Seswenna Hall A badly damaged astromech droid is discovered in a back
Seswenna Hall was a large civic center in Eriadu City. It was alleyway of Phelar Port. It will need some work to get running
built to look similar to the Senate Building on Coruscant. again, but it seems very salvagable and should be worth the
work.
Seswenna Sector Bank However the droid has a "broken" personality matrix and falls
The Seswenna Sector Bank was a bank headquartered in in love, to the point of obsession, with one of the crew. It's so
Eriadu City on the planet Eriadu. extreme the droid will actualy escape from anyone they sell it
to and track them down anywhere in the galaxy, over and over
again.

50
Felucia
Region: The Outer Rim Government: Imperial Governor
Quadrant: R7 Capital: Kway Teow
Climate: Tropical Major Exports: Slaves, Biotoxins, Medicine
Atmosphere: Normal Major Imports: High-Tech Goods, Foodstuffs
Gravity: Low
Moons: 2
Length of Day: 27 Standard Hours
Length of Year: 232 Local Days
Sapient Species: 75% Felucian (Native),
10% Gossam, 5% Twi'lek, 10% Human

Points of Interest Adventure Hooks


You should review the effects of Low Gravity when planning an
Nigkoe Detention Facility adventure on this Planet.
The Nigkoe Detention Facility was a Separatist detention
center on Felucia. Barriss Offee and Padawan Zonder were Imperial Patrol
held hostage here until Aayla Secura and Commander Bly While approaching Felucia, the heroes draw the attention of an
rescued them and took out most of the staff. Imperial patrol. This might occur when the Imperials are
blockading the planet or when the heroes venture too close to
Vanishing Place an Imperial ship or outpost. The heroes are ordered to set
The Vanishing Place was a prison established by the Galactic down at the Imperial Base. If they do, the Imperials interrogate
Empire on Felucia shortly after the end of the Clone Wars. them until satisfied that the characters have no intention of
Gilder Varth was interned there before being rescued by the causing trouble. If the heroes fight back or give the Imperials a
Alderaanian Resistance. Captain Vischera worked there. reason to dislike them, they are escorted out of the system. If
the heroes escape, the Imperials pursue them relentlessly,
Ancient Abyss dispatching scouts via Airspeeder and Starship as needed. The
The Ancient Abyss was a sacred sarlacc pit on the planet heroes might find refuge with criminals, locate their own
Felucia, the largest known sarlacc specimen in the galaxy. At hiding spot in the wilds of the planet, or receive help from the
the time of the Galactic Civil War, a Felucian city existed Felucians.
between the teeth and gums that stretched four kilometers
around its maw. The tendrils of the sarlacc were so large that Surviving Felucia
they were capable of dragging large beasts such as rancors The heroes' ship sustains major damage during the approach
into the creature's mouth. to Felucia. Although they arrive in the system, they have little
control over their craft and crash-land on the planet's surface.
Rancor Graveyard Their ship skips through the forested surface and becomes
Felucia was home to an ancient rancor graveyard, a site wedged between a pair of basaltic columns, high above the
primarily where the innumerable remains of rancors were beach of a long coastline or island. The heroes discover they
gathered together in one location—although the skeletons of are on their own, far from any civilized area. They must
other creatures were also present. Situated toward the center escape their damaged craft, salvage what they can, and erect
of the graveyard was an enclosure made entirely of bones. a temporary shelter. Whether by search or by sensor, the
The interior of the structure was a maze of passages and heroes detect a small outpost hundreds of kilometers away.
irregularly shaped rooms. Salvaging what they can, they set off overland. Along the way,
the heroes encounter long-abandoned equipment, the remains
of campsites or survey teams, and local wildlife. When the
heroes arrive at the outpost, they must negotiate for aid and
transport to their intended location.

51
Flashpoint
Region: The Outer Rim Species
Quadrant: N9 (Not Shown on Map, Near Government: None (Affiliated with Old
Wayland ) Republic and Mandalorians)
Climate: Barren Capital: Flashpoint Station
Atmosphere: Vacuum Major Exports: None
Gravity: Normal Major Imports: Foodstuffs, Raw Materials,
Moons: None Medical Supplies, Scientific Technology
Length of Day: 1 Standard Hour
Length of Year: 1776 Local Days
Sapient Species: 99% Human, 1% Other

Points of Interest Adventure Hooks


You should review the effects of Vacuum Atnosphere when
Located in the Meerian sector of the Outer Rim Territories,
planning an adventure on this Planet.
Flashpoint was a planet that orbited very close to its star and
had no orbiting moons. Flashpoint was a relatively new arrival
Plague? Who has the Plague
in its star system and subsequently had a year that was 1,776
The Stellar Research Station has stopped responding to the
local days long, with each day lasting only one standard hour.
Republic transmissions. Making their way to the Facility, they
The proximity to its star also meant that the surface of the
must break in. Oddly enough they don't find anyone. In fact
planet—constantly bombarded by stellar radiation—was
the hallways are silent and empty with the lights flickering off
extremely arid and lacked an atmosphere of any kind, leaving
and on. As they reach the center of the facility they hear a
it void of life.
haunting scream. Which is when the find out that everyone
A small area of Flashpoint was made habitable when a
that was stationed in the facilty are now Rakghouls.
magnetic field was set up on the surface by scientists of the
One of the researchers was infected by accident, then quickly
Galactic Republic. The scientists also established a research
succumbed and infected the rest or worse.
station on the planet to study stars. Surface travel was
impossible outside this field due to the solar radiation clinging
Rakghoul
to the planet. The short nighttime had no effect on the
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d8,
radiation, and Flashpoint would cool only slightly during this
Vigor d8
time.
Skills: Athletics d4, Fighting d10, Intimidation d8, Notice d4,
Stealth d6
Flashpoint Stellar Research Station
Pace 8; Parry 7; Toughness 6
Flashpoint Stellar Research Station was a Galactic Republic
Special Abilities: Bite/Claw (Str+d6) On a successful bite
scientific research station on the Outer Rim planet of
attack the target must make a Vigor roll at -2 or be infected by
Flashpoint that was captured by the Mandalorian warrior clans
Rakghoul Disease.
in 3964 BBY. Originally intended for the study of stars and
This is a Chronic Disease as such at the start of every game
related phenomena, Flashpoint Station was located inside a
session the character must make a Vigor roll at -2.
powerful magnetic shield—the planet Flashpoint was located
extremely close to its star, and organic life usually could not
•Failure means they are Exhausted from fits and spasms for
survive on the world's barren surface. In the beginning stages the entire session.
of the Mandalorian Neo-Crusaders' war with the Republic,
•Critical Failure means they have succumbed to the Disease
and will become a Rakghoul if not cured by the end of the
Flashpoint Station was taken by the marauders and turned session
into the operating base for the notorious Mandalorian biologist
•Success he is Fatigued for the game session,
•Success with a Raise means he gets a second wind and
Demagol. From Flashpoint Station, Demagol furthered suffers no ill effects this session.
research into the source of the powers of Jedi Knights,
conducting brutal live experiments on Jedi captured near the
front lines.

52
Gamorr
Region: The Outer Rim Government: Feudal Clans
Quadrant: T17 Capital: None
Climate: Temperate Major Exports: Warriors, Slaves
Atmosphere: Normal Major Imports: Foodstuffs, Technology
Gravity: Normal
Moons: 1
Length of Day: 28 Standard Hours
Length of Year: 380 Local Days
Sapient Species: 100% Gamorrean
(Native)

Points of Interest Adventure Hooks

Jugsmuk Station Bacta Delivery


Jugsmuk Station was a spaceport located adjacent to the The players are hired to deliver a shipment of Bacta to
settlement of Jugsmuk on Gamorr. Constructed of Gamorr. However along the way they have a strange
prefabricated buildings, Jugsmuk Station included the malfunction that drops them out of Hyperspace right in the
Irrational Number cantina, Sheebareevadee's Emporium of middle of an asteroid field and an ambush of small fighters,
Interstellar Goods, and Momma Reseros' Diner. they must fend off the ambushers while getting the
Hyperdrive repaired, plot another course to Gamorr and
Carnuss Gorgull escape.
Carnuss Gorgull was a complex of ruins on Gamorr in the
depths of the planet's forests, with temples and statuary Carnuss Run
dominating much of the area. It was used as a podracing Jugsmul Station has a medical emergency and is in need of an
course. urgent medical evac for several wounded and hurt podracers
near Carnuss Gorgull as the ship they normally use is currently
Field of Legend mulfunctioning. The client will provide a portable bacta tank
Field of Legend was a historical site on Gamorr, where many that can be stored in your Starship’s hold. It's only when they
bloody battles were fought. It was located next to the Citadel. arrive that they find out that the bacta has been diluted. Only
During the Rise of the Empire era, a podracing course went granting a +1 on any Healing rolls, instead of the usual +4.
through this field, as well as the Citadel.
Bacta Blame
Ruins of Carnuss Gorgull A recent shipment of Bacta that was delivered by ship ended
The Ruins of Carnuss Gorgull was a Podracing track located on up being diluted and the authorities want to locate and either
the planet Gamorr. arrest them for the crime of fraud or get reimbursment for the
lost value of the Bacta. The players are either contracted to
Watchtower Run locate and capture the criminals responsible. Assuming they
Watchtower Run was a Podracing course in the dense jungles themselves aren't the criminals. If they are they are arrested
of the planet Gamorr. It was located around the Tower of Eyes, and must either escape or be sold into Slavery and have all
Fortress Mountain Arena and the Clutter Junkyard. they own sold to pay their debts.
If they are able to somehow avoid being arrested and sold,
Sith Academy (Gamorr) they must find who has caused all the issues with the Bacta
The Sith academy of Gamorr was established by the shipment. Then bring them to justice to clear their names.
Brotherhood of Darkness, and was active near the end of the
New Sith Wars. It was used to train Sith Warriors and
Marauders.

53
Geonosis
Region: The Outer Rim Capital: Stalgasin Hive
Quadrant: R22 Major Exports: Droids, Technology
Climate: Arid Major Imports: Raw Materials
Atmosphere: Normal
Gravity: Low
Moons: 15
Length of Day: 30 Standard Hours
Length of Year: 256 Local Days
Sapient Species: 100% Geonosian (Native)
Government: Feudal Hives

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazard as
Geonosis droid foundries well as Low Gravity when planning an adventure on this
The Geonosis droid foundries were massive subterranean Planet.
droid factories, located on the planet of Geonosis.
Old Battle Droids Anyone
Petranaki arena
The Petranaki arena, also known as the Arena of Justice and There are some mothballed battledroids in an abandoned
commonly referred to as the Geonosian execution arena, was warehouse. They've long been forgotten about; perhaps
brought about by both a need for entertainment in the rigid abandoned in a hurry or something. Sure, they're old, but if
Geonosian society, and an efficient way of disposing of you can get them going, they could be worth a bit.
otherwise resource-draining prisoners. There are ton of them! What a cache! However, each has its
own idiosyncrasies even after corroded parts are replaced.
Geonosian eastern barrier fortress Some have uneven mobility, some have jamming weapons
The Geonosian eastern barrier fortress was a massive system, one has the malfunction light on all the time.
Geonosian defensive position located on Geonosis. It was one The real issue happens once the players try and get them to
of the primary defensive positions of the Geonosian army, leave the shielded facility they are stored in.. Doing so allows
guarding the Geonosis droid foundries.The Fortress was them to connect to an old transmitter that activates their
equipped with several blaster emplacements and several units previous commands... Which tells them the Clone Wars are
of B1-Series battle droids, B2 super battle droids and still happening and to attack anyone who is listed as hostile...
Droidekas. Which unfortunatly for the team includes them and anyone
else who isn't a droid... Even if the players escape they are
E'Y-Akh Desert now responsible for unleashing hundreds of hostile battle
The E'Y-Akh Desert was located on the planet of Geonosis, droids into the city.
close to the main battlefields of the First Battle of Geonosis.
The Stalgasin hive was located within the boundaries of the The players will need to first determine the location of the
desert. Every year, heavy rainfall swept across the desert and signal ( the Stalgasin hive in the E'y-akh Desert) and where
overflowed the underground aquifers. This worked out to the exactly it's coming from. They will then need to figure out how
Geonosians' advantage, as the subsequent flood killed herds to destroy it. All of which is made harder by it being flood
of merdeths which they could then use for food. Merdeth season. Oh did I mention that while doing so all the battle
shells littered the desert and polished the sand. droids are still rampaging through the streets?

54
Giaca
Region: The Unknown Regions Other Species
Quadrant: I9 (Not Shown on Map, Near Government: None
Ansion) Capital: Station 3Z3 (Largest Outpost)
Climate: Temperate Major Exports: Exotic Flora and Fauna,
Atmosphere: Normal Scientific Research
Gravity: Normal Major Imports: Foodstuffs, Manufactured
Moons: 2 Goods, Technology
Length of Day: 22 Standard Hours
Length of Year: 414 Local Days
Sapient Species: 50% Near-Human, 50%

Points of Interest Adventure Hooks


Station 3Z3
Station 3Z3 is Giaca's largest outpost and the one most likely Initial Approach
to attract the attention of newcomers. The station consists of If the heroes are flying their own ship to Giaca, the
prefabricated, interconnected shelters atop a series of tall, Hyperspace approach is difficult on their first visit. The heroes
concentric columns of basalt that decrease sharply in height to must make a Piloting roll. A failure drops the ship out of
the forest floor. A few outlying buildings serve as hangars for Hyperspace somewhere between the system's edge and
private ships, atop their own basaltic columns and connected several light years outside the system. Regular visitors to
to the station by metal bridges. Giaca have their own exit points scattered throughout the
system. Most of the better-known routes drop a ship about 2
Maruuk's Nook
hours out of orbit.
Maruuk's Nook is a well-hidden bolthole that has been
occupied over the centuries by hermits, criminals, outlaws,
Glasspoint Meeting
and refugees. Approaching the hideout is very difficult, since it
An underworld contact arranges to meet the heroes at the
lies deep within a long, narrow, angular canyon bordered by
neutral site of Glasspoint on Giaca, or the heroes might pursue
the sheer vertical faces of 140-meter-tall hexagonal basaltic
a target to the area. When they finally arrive at the
columns. The nook is 60 meters above the canyon floor and 80
coordinates on Giaca, a weather front hundreds of kilometers
meters from the canyon rim, and it consists of a small network
long obscures Glasspoint. The heroes must approach in a
of caves, the largest of which can house a small light
heavy thunderstorm and land on a short basaltic column
freighter.
adjoining the taller, windswept column where their contact
The location of the nook is known to very few beings, who
waits. Negotiations go poorly, and blaster fire erupts as the
share the secret only with those they feel need it the most.
heroes are ambushed from attackers scrambling up from lower
columns all around them.
Glasspoint
One of the better-known locations on Giaca is Glasspoint, a
neutral meeting spot for criminals, faction leaders, and others.
It sits atop a hexagonal basaltic column that has a black,
glasslike appearance. The giant column is 1 kilometer across
and half a kilometer tall, and it stands 2 kilometers from the
coast of a great inland sea. All approaches from the air and
the water are plainly visible to anyone at Glasspoint. A few
smaller basaltic columns clustered around the main column
provide landing zones for small craft, although most visitors
simply land on the main column. The skeletal remains of
several wrecked Starships and speeders bear witness to the
outcome of past confrontations.

55
Glee Anselm
Region: The Mid Rim Government: Republic Council
Quadrant: J10 Capital: Anselom (Anselmi), Pieralos
Climate: Tropical to Temperate (Nautolan)
Atmosphere: Normal Major Exports: Foodstuffs, Medicine, Water
Gravity: Normal Major Imports: Technology
Moons: 1
Length of Day: 33 Standard Hours
Length of Year: 206 Local Days
Sapient Species: 53% Anselmi (Native),
45% Nautolan (Native), 2% Other Species

Points of Interest Adventure Hooks

Glee Anselm was located within a star system in the Jalor Recovery Mission
sector of the Mid Rim region of the galaxy, on the Namadii
Corridor between Vaced and Ord Varee. It was a mostly The players encounter someone who is willing to sell them the
oceanic planet with one moon and few large landmasses. Most coordinates to an a wrecked ship from the time of the Clone
of its other islands and archipelagos were little more than Wars. It seems that during the Battle of Glee Anselm one of
swamps. It had a mild climate, ranging from tropical to the Republics destroyers went down in the vast oceans of the
temperate, but intense storms and hurricanes were common. planet and it's locator signal never activated resulting in the
Most of the planet's aquatic life, which survived in the high- death of everyone on board except the Mon Calamari
pressure oceanic depths, had not been catalogued. mechanic who was lucky enough to be near and open hatch
when it sunk beneath the waves. Feed up with all the war and
Anselom death he deserted and built a new life for himself in the fringe
Anselom was a city located on the Mid Rim planet Glee Anselm systems. However recent attrocities by the Empire have
that served as the capital of the terrestrial Anselmi sentient caused him to rethink his position. He is willing to lead the
species, one of the two native to the planet. players to the location and guide them down to the ship and
use his iris code clearance to open the access doors. Which
Pieralos should allow them to reach most of the areas of the ship.
Pieralos was a city located on the Mid Rim planet Glee Anselm While he won't come with them into the hull as he has no
that served as the capital of the Nautolans, one of the two desire to see the floating corpses of his previous comrades. He
sentient species native to the planet. hopes they will be able to somehow recover the ship or
salavage enough weapons and armor to aid the Rebellion
Council of Elders (Glee Anselm) against the Empire.
The Council of Elders was the governing body of the planet
Glee Anselm. It consisted of representatives from each of the The ship is a Republic Venator-Class Star Destroyer, but it's
planet's settlements. Each representative had the title of internals structure is unstable, there are reactor leaks, highly
"elder," though they were not necessarily of advanced age. volatile substances; the place is like a death trap. To make
matters even worse the Mon Calamari was an ISB agent who
Sabilon has lead them into a trap designed to catch Rebel
Sabilon was a region on the planet Glee Anselm. The Jedi sympathisers. Once they get inside Aqua Troopers arrive to
Master Kit Fisto hailed from this territory. arrest them.

56
Hoth
Region: Outer Rim Government: None
Quadrant: K25, XII Capital: None
Climate: Frigid Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: 3
Length of Day: 23 Standard Hours
Length of Year: 549 Local Days
Sapient Species: 98% Skel (Native), 2%
Other Species

Points of Interest Adventure Hooks


You should review the effects of the Cold Hazard when
Wampa Valley planning an adventure on this Planet.
Wampa Valley was a valley on Hoth that was home to a large
number of wampas, including the giant wampa, Unkajo. It was Echo Base
linked to Echo Base via a tunnel, which was blocked off by the Two large bay doors provided main entrances at the north and
Rebel Alliance, but was reopened during the Battle of Hoth. At south ends of the mountain range. The facility included
the end of the valley, there was an abandoned Rebel Base. perimeter defense trenches, static anti-infantry, vehicle
emplacements, a v-150 Planet Defender ion cannon, an OrC-
During the Battle of Hoth, the Rebel researcher, Professor 19 planetary com-scan unit, a planetary shield, a medical
Blainekie, traveled to the valley, to study the wampas. He facility and a command center. At one location inside the base,
hired some spacers to help him with killing some of them. several bridges were over a deep chasm.

Sadow'een Temple The group is hired to retrieve some hidden objects that were
The Sadow'een Temple was an ancient temple of the left behind in a hidden bunker deep inside the base. Before
Sadow'een that was located in the Glacial Fissure of the planet the Empire discovers them. They must make their way back
Hoth. onto Hoth and brave the freezing cold and wandering
Wampas. Either sneak by or fight the remaining Imperials left
Glacial Fissure behind. Discover the hidden bunker, retrieve the objects in
The Glacial Fissure was the name applied to the region question, then escape back to their ship with the Imperials hot
surrounding a volcanic rift on the planet Hoth whose proper on their trails.
name was White Maw Pass. The term "Glacial Fissure" applied
to the region between the Tromper Crags, the eastern border
of Highmount Ridge, and the Starship Graveyard to the west.
The Crystal Wastes to the south of White Maw Pass was also
considered part of the area.

Starship Graveyard (Hoth)


The Starship Graveyard was a region on the planet Hoth that
was home to the remains of dozens of ships that had been
shot down during the Battle of Hoth in 3665 BBY. Two ships in
the area were the Vehement Sword, which had broken in half
and was referred to as the "Broken Blade" and the Star of
Coruscant, a massive Republic dreadnought that remained
intact after it crashed to the surface.

57
Iego
Region: The Outer Rim unknown)
Quadrant: S9 Government: Tribal
Climate: Temperate/Tropical Capital: None
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: None
Moons: 42
Length of Day: N/A
Length of Year: N/A
Sapient Species: 60% Human, 40% Other
Species (Diathim and Maelibus populations

Points of Interest Adventure Hooks

The Scatter Out of Nowhere


A shallow valley many kilometers wide where all Starships are The heroes find their Starship dropped into the strange Iego
intentionally crashed. Among the thousands of shredded System. When a multitude of Diathim flocks from the
wrecks are many functional components and other parts that moonlets , the heroes will surmise that they've reached the
can be repaired with a little effort. planet of spacer legend. The Diathim will try to mesmerise the
ship's Pilot, as well as anyone who takes the controls. They
The Boneyard can also drain the ship's power or fire cones of destructive
Curious heaps of bones litter the face of Iego. The largest pile, energy. The attacks will not cease until the ship escapes to the
known to the castaways as The Boneyard, lies north of The outside of the pocket nebula or is brought down on Iego's
Scatter. Most of the bones here are gigantic and unidentifiable, surface.
and immense rib cages are positioned directly over holes in
the planet's crust. Peering down through the ribs, one can see Into the Fire
distant flickerings of flame deep underground and hear the The heroes are hired to retrieve a lost treasure or a missing
distant, dulcet tones of the Maelibus. person from Iego. If the heroes survive the Diathim long
enough to reach Iego's surface intact, they must locate their
The Choir Alignment quarry while fending off hordes of desperate castaways and
The Diathim of Iego spend their lives on the system's the Maelibus that prowl near their landing site.
moonlets and in the rarefied space within the Extrictarium
Nebula. There is one place, however, where the Diathim Stranded!
regularly touch down on the planet for reasons known only to Through a series of mishaps (Including failure at either of the
themselves. previous adventure hooks), the heroes are stranded on Iego
Between The Scatter and The Boneyard is a geologic feature with a damaged Starship. They must salvage Starship parts
too angular to be natural. Sunken into the rock in a miniature from the junk piles in The Scatter, but the more vicious
valley 100 meters across, carved into the shape of a nine- castaway tribes will try to kill the heroes and seize anything
pointed star. Those who have stood in the center of the they find.
structure report that the moonlets visible from that vantage An alliance with a Tribe may be the heroes' best hope. If
point seem aligned in elegant geometric patterns. Diathim persuaded, the tribe may help the heroes journey past the
frequently congregate in the area, forming a column of light Maelibus to fight the other tribes for control of The Scatter.
stretching from the star valley to a point far overhead in The tribe may have even been assembling its own transport in
space. secret- if the heroes find parts for a second vessel, they can
rescue dozens of castaways from permanent exile.

58
Iktotch
Region: The Expansion Region Government: Representative Democracy
Quadrant: O18, X Capital: Ankhela
Climate: Arid, Rocky, and Windy Major Exports: Minerals, Ore
Atmosphere: Normal Major Imports: Technology
Gravity: Normal
Moons: N/A
Length of Day: 22 Standard Hours
Length of Year: 481 Local Days
Sapient Species: 97% Iktotchi (Native), 2%
Human, 1% Other Species

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazard
The satellite of the gas giant Iktotchon, Iktotch is the rocky when planning an adventure on this Planet.
moon upon which the hardy Iktotchi Species evolved and
developed their society. The moon itself is considered Taken
inhospitable by galactic standards, due to the strong sand- Hired to deliver some imports to the planet. As they land they
and-gravel windstorms that buffet the barren landscape. are greeted by an Ikotachi ambassador who welcomes them to
the planet. Informing them that the unloading would take
Republic Seal Mountain several hours, and they would need to process it before they
The Republic Seal Mountain was a mountain on the moon can transfer payment to their account for the product they
Iktotch. When the citizens of the moon predicted the arrival of delivered. Due to regulations they must stay in the city as the
the scouts sent out by the Galactic Republic, the Iktotchi ship must be decontaminated before it could be cleared for
realized that cementing their position in the galactic departure to ensure it isn't infested with Ikotchan mites. As
community would benefit their own position in the galaxy. such the have the night to enjoy themselves in the city, the
Carving the Republic crest into the face of the mountain, the ambassador says they will meet them in the morning at the
Iktotchi knew that the Republic ambassadors would be Docking area and then bids them goodnight and walks away
intrigued and pleased by the act of welcome and invited the down the street.
Iktotchi to join the Republic. However just as the party is about to enter wherever they
decide to go party is witness to the Ambassador being
Shelter against the Oncoming Storm dragged into an air speeder. Does the party give chase?
The Shelter against the Oncoming Storm was a facility erected
on Iktotch. Chase on Iktotch
As they give chase, they are suprised to see a second group
Jedi Temple (Iktotch) join the chase. Their identity is unknown. will they be friend or
The Jedi Temple was a facility built by the Jedi Order on Iktotch foes.
after the discovery of the moon by the Galactic Republic.

Ankhela
Ankhela was the Capital city on the Iktotchi homeworld
Iktotch, the third moon of Iktotchon.

Lonalaka
Lonalaka was a city on the Iktotchi homeworld Iktotch, the
third moon of Iktotchon.

59
Iol
Region: The Unknown Regions Sapient Species: 56% Human and Near-
Quadrant: I11 Human, 44% Other Species
Climate: None Government: Corporate State
Atmosphere: Vacuum Capital: Haven
Gravity: Zero-G Major Exports: Minerals
Common Hazards: Building Major Imports: Foodstuffs, Medicine,
Decompression, Floating Away Technology
Moons: 0
Length of Day: 21 Standard Hours
Length of Year: 416 Local Days

Points of Interest Adventure Hooks


Haven You should review the effects of Vacuum Atmosphere and
The oldest and largest complex of domed structures on Iol is Zero-G Gravity when planning an adventure on this Planet.
known as Haven the colony's capital city. Haven also houses
the planet's sole starport in a dome dedicated entirely to its Buried Alive
operation. Docking fees are reasonable, and fuel and A rockslide at Ralak Canyon has buried a group of miners from
maintenance are offered for the standard costs found Haven in a recently opened cavern. Those trapped in the cave
elsewhere in the galaxy. All services that cater to the starport will run out of air if they are not rescued in time, and the
are found within its dome. Anyone that visits Iol must go heroes are asked to help other miners in the canyon free the
through Haven's security and customs stations before victims. However, the other miners are from Menelath, and
disembarking at the docking bay, and they must pass through due to recent conflicts, they are in no hurry to help
another checkpoint if they wish to travel anywhere in the city Power Play
beyond the starport dome. The starport dome is also the hub The heroes learn of an assassination plot against Elexia
for all repulsortrain movement. Two repulsortrain tunnels Nis'tar. They must stop the assassin before Haven's
connect the dome to the cities of Menelath and Shirkel. administrator is killed. If the heroes succeed, Elexia asks them
to investigate and determine who hired the assassin. She
Menelath suspects the involvement of one or more of the colony's other
The second largest city of Iol Menelath consists of a primary leaders, since many of them resent her status as head of the
dome that handles most of the city's functions and two colony.
additional domes, linked to the main dome by tunnels, that are A Simple Errand
used mainly as residential zones. Kin Thalin, the owner of a small cantina in Haven, claims to
have found a remote cavern that holds large deposits of rare
Ralak Canyon and valuable crystals. Thalin is willing to pay handsomely for a
Because lol's highest concentrations of ore are located in this group of heroes to fill a crate with crystals from the cavern
area, this formation is created artificially through centuries of and deliver it to him. Does he want the crystals for his own
mining. Ralak Canyon extends 7 kilometers across the planet's purposes, or is he acting on behalf of visitors from offworld?
surface and has been measured at 1 kilometer deep in places. Revolution
All communications with the city of Shirkel cease. Elexia
Shirkel Nis'tar worries that The Miners' Union is leading a revolt in the
Shirkel is the newest city to appear on lol's landscape, built dome in an attempt to take over the city. She hires the heroes
about fifty years before the Battle of Yavin. In fact, much of the to infiltrate Shirkel and investigate. The city's administrator
outer hull of the dome structure still has some of its original seems willing to negotiate with the protestors, but the miners
sheen, giving observers an idea of what the other cities looked appear unwilling to listen to what they disparage as more
like from the outside in their younger days. corporate lies. The tension in Shirkel is building, and it won't
take much provocation for things to turn ugly.

60
Iridonia
Region: The Mid Rim Government: Dictatorship
Quadrant: K9 Capital: Malidris
Climate: Arid (Hot) Major Exports: None
Atmosphere: Normal Major Imports: Foodstuffs, Technology
Gravity: Normal
Moons: 2
Length of Day: 29 Standard Hours
Length of Year: 413 Local Days
Sapient Species: 99% Zabrak (Native), 1%
Other Species

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazards
As a Mid Rim world situated near important hyperspace lanes, when planning an adventure on this Planet.
Iridonia was one of the key worlds that connected the Inner
Rim to the Outer Rim. As such, it was often one of the first Payback!
planets to be pulled into a war. It's a good time to be a bounty hunter. The signing of the
Galactic Concordance means the end of a war, but the New
Malidris Republic doesn't want to lose track of the many Imperials
Malidris was the city that served as capital of Iridonia. charged with war crimes. It's paying teams of bounty hunters
and mercenaries to extract high-value targets from the
Capital Square fortresses and fiefdoms they've made for themselves. For
Capital Square was a location in Iridonia's capital city of most of the PCs it's a solid paycheck, but for at least one it's
Malidris. the chance at some personal revenge. Drell Kahmf has the
body of one of their relatives in his labratory.
Laboratory of Drell Kahmf
The laboratory of Drell Kahmf was run by the Zabrak scientist Diplomatic Mission to Iridonia
Drell Kahmf, and located on the planet Iridonia. He had the In the wake of the Battle of Endor, the nascent New Republic is
remains of several Force Users hidden there. A device in the scrambling to pull together a viable civilian government and
laboratory concealed the laboratory behind a holographic wall, convince the galaxy it's ready to lead. The PCs are a
while another was used to project essence of the remains he diplomatic team sent to earn the support of allies, sway
held there, as a solid-state hologram which he could control to systems to join the New Republic, and convince Imperial
some extent, issuing them commands which they would carry holdouts to surrender. But the Empire's not out of the picture
out. yet, and its agents know the best way to hurt the New
Republic is to target its diplomats.
Sith Academy (Iridonia)
The Sith academy of Iridonia was established by the We are the Darkness!
Brotherhood of Darkness near the end of the New Sith Wars. The PCs are a group of ISB agents and Inquisitors specifically
They used it to train Sith Acolytes. Trainees here were chosen by Darth Vader to hunt down an individual called
apprenticed to Sith Masters. The skills learned here equipped Skywalker. However, the greatest threat to their mission isn't
adepts with abilities on par with Jedi Knights. These warriors the Rebel Alliance but the political maneuvering and
made up the bulk of the Brotherhood's armies. backstabbing happening in the Empire. One Grand Admiral will
stop at nothing to see Vader fail so she can become the
Emperor's favorite instrument.

61
Ithor
Region: The Mid Rim Government: Herds
Quadrant: L8 Capital: None
Climate: Tropical Major Exports: Foodstuffs, Medicine, Spices
Atmosphere: Normal Major Imports: Technology
Gravity: Normal
Moons: 1
Length of Day: 41 Standard Hours
Length of Year: 422 Standard Days
Sapient Species: 99% Ithorian (Native),
1% Other Species

Points of Interest Adventure Hooks


Tafanda Bay
Tafanda Bay was the name of a floating herdship city above Cure Mother Jungle
the planet of Ithor. Vital medical supplies against an impending plague have been
shipped in from offworld, but the craft that was due to deliver
Ithorian Herdship them misjumped, and has arrived in-system as a lifeless wreck
Ithorian Herdships were spacecraft designed by the Ithorians transmitting a blind distress signal. Whoever gets there first
at the Ithorian SkyYards to transport all manner of items can hold the whole planet hostage, and a group of Pirates
across the galaxy, providing the Ithorians a home away from means to do just that.
home by simulating the jungles of their native Ithor.
Along for the Ride
Unkown to the players the brother of the Ithorian Pilot who is
transporting them from one Herdship to another seeks the
death of his brother, by arranging the failure of his grav flyer
or shuttlecraft in dangerous terrain while the party is
coincidentally aboard. This means they must crash into the
Jungle below. The party must survive the environment and
bring proof of the crime out with them. To prove that they
didn't violate the sanctity of the planet on purpose.. not doing
so means they may be stuck their permanently.

Land the Herdships


A new religion is being preached by a a small sect is preaching
that the Ithorian should leave the Herdships and recolonize
the planet itself. Existing faith leaders are not amused, and
Mother Jungle someone among the hierarchy is provoking the people to
The Mother Jungle was the world spanning jungle which persecute the new believers, hoping for things to get out of
covered the Ithorian homeworld of Ithor. It was a goddess in hand
the Ithorian religion. Entry upon the surface was forbidden, The Players must locate who is trying to stir up hatred towards
unless one stayed there permanently. Some Ithorians such as the new group, While also locating the new group and figuring
the Oracle were compelled to go down to the planet surface out who leads them. Eventually to their suprise after finding
however, as they "heard the call" of Mother Jungle. The out the Cult leader is a front, they discover the person stiring
surface of the planet of Ithor played host to numerous plants, up the hatred and the cult is the same person. A low level
including the bafforr tree, which possessed telepathic Ithorian political figure.
capabilities.

62
Kalee
Region: Wild Space 1% Other Species
Quadrant: K5 Government: Warring Tribes
Climate: Arid, Temperate, Tropical, and Capital: Kaleela
Arctic Major Exports: Exotic Animals, Mercenaries
Atmosphere: Normal Major Imports: Medicine, Weapons,
Gravity: Normal Technology
Moons: 1
Length of Day: 23 Standard Hours
Length of Year: 378 Local Days
Sapient Species: 99% Kaleesh (Native),

Points of Interest Adventure Hooks

Abesmi Lovers Collide


Abesmi was an "island-monolith" located in the Jenuwaa Sea While conducting business on the planet they players
on Kalee. It was believed to be the point from which the native encounter a local couple who is being chased by several
gods ascended to heaven. The native species took it to be a thugs. If the party helps the couple, sometime before the
sacred place, and it was an important altar of worship. interaction ends (if it's social have it get revealed that one
member of the couple is related to the leader of the thugs
Grendaju during the Discussion), If' it's physical let the party take down
Grendaju was an icy landmass at the southern extreme of the the thugs and then have a second wave show up with the
planet Kalee. Leader, and have the relative jump between the party and the
It was believed that Grendaju was the last land where the second wave). Which ever method the Party uses to resolve
karabbac were known to roam the issue have the Leader of the Thugs eventually leave, but
with a dire warning for his sibiling, that the couples has
Jenuwaa Sea engaged in a socially unacceptable affair with a member of a
The Jenuwaa Sea was a small body of water located on Kalee, rival gang. He gives them 48 hours to get off the planet, if not
which was the site of a battle between the Kaleesh and Yam'rii the gangs mean to kill both of them unless stopped by the
during the Huk War. party.
So not only will the Players have to take on one Gang but two
Kunbal jungle Gangs, if they can't help the couple escape the planet.
The Kunbal jungle was an area on the planet of Kalee.
Prior to the Huk War, Qymaen jai Sheelal dreamt that he slew Grounded
a wild mumuu beast in the Kunbal jungle with a Lig sword, and All the Spaceports in the city are suddenly closed down for the
set out to fulfill this vision. However, upon arrival, Sheelal next 48 hours due to a a sudden alert. It seems several
found no mumuu, only a fierce Kaleesh woman wearing a outbreaks of Yelmarian Flu have been detected and now all
mumuu mask and carrying twin Lig swords: Ronderu lij ships are grounded during the contagious period of the virus..
Kummar. Local authorities have sub contracted with several groups to
enforce the travel embargo.. Upon investigation of the
Shrupak embargo, several odd things are discovered during the first
Shrupak was the most sacred Kaleesh temple on Kalee, and day, It seems no-one really knows what the Yelmarian Flu
was defended by the legendary Kaleesh warriors Qymaen jai actually is, They also learn that the "groups" are actually local
Sheelal and Ronderu lij Kummar when it was assaulted by gangs.. who seem to be working together to locate a couple.
Yam'rii invaders during the Huk War. It was located at the Can the players locate and help the couple avoid the gangs?
gateway to the Ausez Steppes.

63
Kamino
Region: Wild Space Government: Ruling Council
Quadrant: S19 Capital: Tipoca City
Climate: Temperate Major Exports: Clones, Fish, Military
Atmosphere: Normal Hardware, Technology, Weapons
Gravity: Normal Major Imports: Droids, Foodstuffs
Moons: 3
Length of Day: 27 Standard Hours
Length of Year: 463 Local Days
Sapient Species: 98% Kaminoan (Native),
1% Republic Clone, 1% Other Species

Points of Interest Adventure Hooks


Tipoca City
Home to Kamino's largest and most prestigious cloning and Not Suitable For Cloning
training facilities, Tipoca City is the world's capital and its hub One of the more exotic specimens in the Malio Preserve Units
for production of off-world orders. The city consists of a is an odd snakelike staff known to have come from "The Far
network of stilt structures and is considered by most to be the Outsiders"- a mysterious extragalactic Species better known
heart of Kaminoan society. as the Yuuzhan Vong. And when the aggressive invaders learn
that one of their Amphistaffs has fallen into the hands of the
Military Education Complex Kaminoans, they're determined to recover the organic weapon
The Complex accommodates every aspect of the training before it can be examined in detail, much less cloned.
necessary for the various clone orders the Kaminoans fill, be Through a third party, the Yuuzhan Vong hire the heroes to
they for miners destined for Subterrel or Clone Troopers bound retrieve the Amphistaff from the stormy world, claiming it to
for Republic battlegrounds. be an ancient Sith weapon with terrible Dark Side potential. Of
As is the case in other cities on Kamino, the Complex in course, the Kaminoans are reluctant to let the heroes into the
Tipoca City is patrolled by Observation Ships staffed by dangerous Malio Preserve Units, and even more unwilling to
Kaminoan scientists. The scientists are quick to respond to any relinquish such a fascinating sample. The matter might even
potentially problematic development; any marginally arouse the interest of Kina Ha, a rogue Force-using Kaminoan
dangerous situations are tended to by KE-8 Enforcer Crafts. who seeks to protect her homeworld from an incursion by The
Dark Side she saw in a vision.
Malio Preserve Units
No matter how good the template and no matter how good the Deep Research- Part II
clone, it was a matter of old-fashioned Kaminoan foresight that See also: Deep Research- Part I on Ossus
the Malio Preserve Units were established. The Units maintain
various alpha, beta, secondary, and tertiary templates of just Coming from Ossus, the heroes must access Derem City and
about every being and creature the Kaminoans have ever ward off the dangerous creatures that have taken residence in
cloned or bred. the former capital. There, deep within the glascretia warrens,
The Preserve Units occupy a trio of peripheral platforms on are not just relics but tomes of preserved Jedi lore, including a
Tipoca City, ones that can easily be isolated from the rest of beautiful ser-crystal Holocron, into which ancient Jedi Master
the city in the event of a breakout or other undesirable Qalsneek the Bull (Of Dellalt) imparted his knowledge to future
activity. Though each unit is internally isolated from another, generations.
the Kaminoans take every precaution- especially given the
damage that some of the more vicious samples are capable of Be they Jedi or xenoarchaeologists, this discovery is likely the
inflicting not only on other samples, but also on the greatest of the heroes' careers, which makes it all the more
Kaminoans themselves. frustrating when a posse of Quarren tomb raiders appears,
intent on taking the Holocron.

64
Kashyyyk
Region: The Mid Rim Capital: Rwookrrorro
Quadrant: P12 Major Exports: Technology, Natural
Climate: Temperate Resources
Atmosphere: Normal Major Imports: Medicines
Gravity: Normal
Moons: 1
Length of Day: 26 Standard Hours
Length of Year: 381 Local Days
Sapient Species: 100% Wookiee (Native)
Government: Representative Tribal

Points of Interest Adventure Hooks

Kkowir Forest Ancient Evil


Literally meaning "Dead Forest" in the Wookiee tongue, Kkowir A Wookiee Historian has discovered a partially-complete
Forest was an area on Kashyyyk, The Myyydril Caverns lay in schematic for an ancient refinery unit that produces vast
the northern parts of the forest. amounts of edible compounds, or the like. Several remote
Places on the planet are indicated as having the necessary
Myyydril Caverns parts required to build the device. When finally assembled,
The Myyydril Caverns were a huge system of subterranean embedded self-modification software in the refinery modifies
caves located northwest of the town of Kachirho on the itself into combat bots. The bots begin to build other bots to
Wookiee homeworld Kashyyyk. proccess any living being they encounter into food.

Shadowlands Kkowir Deadlands


The Shadowlands, also known as the Shadow Forest and the The Forest has few living creatures left in it. As the players
Nother World, was the dark ground level of the forests of the investigate the area and the caverns within it.. They begin to
planet Kashyyyk. It was dark since the sunlight could not reach encounter see less and less of them as they reach the
it through the tall trees and the rich foliage. Caverns, Once they go into the caverns they find several
Wookies inside that have gone feral and mad. They attack
Wawaatt Archipelago anyone who comes near them with their climbing claws for
Wawaatt Archipelago was the system of islands that contained Str+d6 when they do so. The players must find their way to
the Wookiee cities of Palsaang, Kahiyuk, Warralokk, Grunnrurr, the deepest part of the Myyydril Caverns. Where they find an
Rowrakruk, and Kachirho on Kashyyyk. ancient device hidden in a secret chamber that has been
transmitting a signal into deep space for thousands of years
Wartaki Islands with no response. That is until today.
The Wartaki Islands were an archipelago located near the
coastline on Kashyyyk. The Wookiees native to the islands
were the planet's primary speakers of Xaczik. It was a rare
Wookiee languages with the primary one being Shyriiwook.

Kashyyyk Royal City


The Kashyyyk Royal City was an important center on the
Wookiee homeworld of Kashyyyk, located near the Western
Forest. It was in the Royal City that a Wookiee council met at
the onset of the Clone Wars, to discuss what course of action
the planet should take in the conflict.

65
Kerkoidia
Region: The Expansion Region 1% Other Species
Quadrant: O20, X (Not Shown on Map, Near Government: Oligarchy
Vondarc ) Capital: Maldinian City
Climate: Temperate Major Exports: None
Armosphere: Normal Major Imports: High Technology, Luxury
Gravity: Normal Goods
Moons: 3
Length of Day: 26 Standard Hours
Length of Year: 324 Local Days
Sapient Species: 99% Kerkoiden (Native),

Points of Interest Adventure Hooks

Maldinian City Missing Natives


Maldinian City was the capital city of the Expansion Region Several natives have vanished, and scouts sent to find them
planet Kerkoidia, homeworld of the Kerkoiden species. disappear as well. The heroes are contacted by a native
delegation that wants to locate its missing people without
Retail Caucus stirring up trouble. They suspect that the missing natives are
The Retail Caucus, also known as the Retail Clan, was a being held in a near by facility, perhaps against their will.
conglomerate of hundreds of corporations that specialized in
creating commercial goods for public consumption. When the Retail Caucus
Retail Caucus came into the Confederacy of Independent During the Clone Wars the players are sent to the planet to try
Systems, it also brought with it its own private droid army, and locate a cell loyal to the Rebuplic. This is a trap however,
adding its distinctive battle droids into the swelling ranks of and as they approach the hidden base in the mountains
the military commanded by General Grievous. Retail Caucus outside of Maldinian City, they inadvertently stumble into a
droids were towering brutes with barrel shaped bodies and minefield of LR-57 battle droids, several of the droids brake
spindly limbs that participated in battles from Christophsis to through the ground where they had been waiting and attack
Malastare. them as they spring the trap.
Prior to the Battle of Naboo, the Retail Caucus was largely a
financial institution, managing the money and investments of LR-57 Battle Droid (4th )
its component companies and relying on the Trade Federation Attributes: Agility d8, Smarts d6,
to ship and protect its goods. When Count Dooku approached Spirit d4, Strength d6, Vigor d8
it for financial backing, the Caucus joined what later would Skills: Fighting d8, Intimidation d6,
become the Confederacy of Independent Systems. It fronted Notice d8, Persuasion d10-4,
the credits to fund dozens of battle droid and starship Shooting d8+2, Stealth d6
manufacturing plants across the galaxy in exchange for 10% Pace 4; Parry 6; Toughness 10(4)
of all produced equipment and, as a result, became a military Hindrances: --
power almost overnight. Edges: --
In 22 BBY, the first year of the Clone Wars, the Retail Caucus, Gear: Battle armor, light +4, Quad
with their LR-57 combat droids, assaulted the planet Linked Mini-Blaster Cannons (Range 30/60/120, Damage
Christophsis under the command of General Whorm 2d8+4, RoF 1, AP 2), internal comlink
Loathsom. They were eventually defeated in combat by the Special Abilities:
Republic forces sent to liberate the planet. •Construct: They add +2 to recover from being
shaken.

66
Kessel
Region: The Outer Rim Government: Military Administration
Quadrant: S12 Capital: Kessendra
Climate: Barren Major Exports: Glitterstim
Atmosphere: Thin Major Imports: Foodstuffs, Machinery
Gravity: Low
Moons: 1
Length of Day: 26 Standard Hours
Length of Year: 322 Local Days
Sapient Species: 22% Humans, 78% Other
Species

Points of Interest Adventure Hooks


You should review the effects of Thin Atmosphere and Low
Unidentified Kessel spice mine Gravity when planning an adventure on this Planet.
A spice mine on Kessel that was abandoned by the time of the
Galactic Empire. It was the location of the Conclave on Kessel, Spice
a gathering of Jedi and an ill-fated attempt to lure the Sith into A package has been requested to be delivered, but its
the open. contents cannot be declared to planet border officials. It’s in a
crate the size of a speeder bike but the party has no idea of
Detention Centers A, B, and C the contents.
Detention Centers were the Galactic Empire's prisons on the
planet Kessel. The camps each consisted of five Imperial The players must sneak past the Imperial patrols and then
Fortresses and other military buildings. After the Empire lost activate the transmitter they were given. When they meet up
the Battle of Endor in 4 ABY, it was decided to abandon Kessel with the seller they find out that they have a problem. The
and the atmosphere factories were shut down. The slaves from seller is an Imperial Security Guard who will only supply them
the Detention Centers were forced to keep working in the with the package if they rescue his lover from Detention
thinning air. Center B.

Calrissian-Nunb Mines
The Calrissian-Nunb Mines were a highly profitable spice
mining company located on Kessel and owned by Lando
Calrissian; his wife, Tendra Calrissian; and Sullustan Nien
Nunb. They were founded by Lando in approximately 13 ABY
when he owned the Spice Mines of Kessel.

Spice Mines of Kessel


The Spice Mines of Kessel were known as a Galactic Republic
prison and later as the Galactic Empire's slave camp.
It was filled with dangerous energy spiders that constantly
attacked the workers who mined the precious spice. It was
known as a form of torture, as the work was so difficult and
the conditions so poor. The mines were extremely cold, so
much so that thermal suits had to be worn to keep the workers
alive. Because of the weak atmosphere, essential gases such
as oxygen were constantly escaping. Oxygen generators were
stationed around the planet.

67
Klatooine
Region: The Outer Rim Government: Aristocracy (Under Hutt Rule)
Quadrant: R11, IX Capital: Veneron
Climate: Arid Major Exports: Labor
Atmosphere: Normal Major Imports: Luxury Goods, Technology
Gravity: Normal
Moons: 1
Length of Day: 26 Standard Hours
Length of Year: 286 Local Days
Sapient Species: 99% Klatooinians
(Native), 1% Other Species

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazard
Derelkoos Desert when planning an adventure on this Planet.
The Derelkoos Desert was a desert on the planet Klatooine. It
was notable for the Fountain of Ancients, a naturally evolving Docking Bay Lockdown
glass sculpture revered as a holy site by the Klatooinian The local authority who controls landing and takeoff permits,
people. has a prejudice against one or more of the party members. He
demands that they bring him a 3 dimensional scan of the
Fountain of Ancients Fountian of Ancients current configuration before he’ll give
The Fountain of Ancients was a spectacular natural formation them the clearence they need to depart. This will require them
in the Derelkoos Desert of Klatooine. It was considered to be a to violate the one kilometer embargo against technology near
holy site by the Klatooinian people, who saw it as a symbol of the fountain and would be a dramatic task while avoiding
strength through age, as well as proof of the need for tenacity detection if they attempt it.
and patience. In Klatooinian religion, it was considered a gift They may also decide instead to turn the controller in and try
from their deities, the Ancients. and convince his superiors of his guilt with a Social Challange.
After the Klatooinians became servants of the Hutts, the
Fountain of Ancients was sometimes called the Fountain of 3 Dimensional Scanner
Hutt Ancients, to honor the people most Klatooinians believed Hired to take a scan of the Fountain of Ancients by a Hutt, the
were the Ancients. players must hand deliver a signed scroll from the Hutt. Which
The Fountain was situated in a bowl-shaped depression, with a holds his special exemption to allow them to do so. Do to the
fissure at the crater's center cutting into Klatooine's crust. nature of the Embargo against modern technology. They must
Liquid wintrium seeped from this fissure, where it was exposed meet up with a local supplier of ancient technology. He has a
to the desert air. After 10,000 years, the wintrium would cool, scanner that won't violate the Embargo. However he has sold
and add to a continually evolving glass "sculpture" which the party an expensive but worthlessly flawed piece of
resembled a plume of water frozen in time. The Fountain was equipment which stops functioning after it takes just a few
considered to be a truly beautiful sight, even by the most moments of the over two hour scan of the Fountain. The seller
jaded spacers. has already disappeared out into the Derelkoos Desert. He and
The Fountain of Ancients was the center of both religion and his plunder are holed up at a remote Place. They only have
politics for Klatooine, as the Klatooinian Council of Elders ruled two days before their special permit expires.
from a palace near the Fountain. Since it was a holy site Do they track down the Seller? Try to find repair parts for the
dedicated to the Ancients, they decreed that everything near Scanner and someone who can even fix it? Do they go back to
the Fountain had to be exactly as it was in the early days. This the Hutt without the Scan and without the money they payed
meant that modern technology was prohibited within one the Seller?
kilometer of the Fountain.

68
Korriban
Region: The Outer Rim Government: The Sith Empire
Quadrant: Q5 Capital: None/Dreshdae
Climate: Arid Major Exports: None
Atmosphere: Normal Major Imports: Foodstuffs, High
Gravity: Super Heavy Technology, Raw Materials, Weapons
Moons: 7
Length of Day: 28 Standard Hours
Length of Year: 780 Local Days
Sapient Species: 1% Kissai (Native), 1%
Massassi (Native), 98% Other Species

Points of Interest Adventure Hooks


You should review the effects of the Heat Hazard and Super
Dreshdae Heavy Gravity when planning an adventure on this Planet.
When Korriban was populated, its capital was Dreshdae, a
violent and despicable place where survival of the fittest held Jedi Shadows
sway. After The Great Sith War, mercenaries were common in During The Old Republic Era, The Sith reestablish an academy
Dreshdae, in addition to smugglers and bounty hunters who on Korriban. After a student expedition uncovers a tomb from
found the lawless nature of the place suitable to their taste. a previously unknown Sith Lord, members of the Jedi High
Council begin receiving strange visions of planets in flame.
The Sith Training Academy The heroes are sent by the Jedi Council to infiltrate the
Located on the outskirts of Dreshdae, close to the Valley of the academy and join the expedition in hopes of discovering what
Dark Lords. It was a place where Sith were trained in a similar secrets this new tomb might hold and find a way to prevent its
manner as The Jedi, with hundreds of students receiving evil from escaping. To succeed, the heroes must also maintain
instruction from Sith Masters. However, training was their cover as cruel students of The Sith philosophy.
exceedingly dangerous; cheating, subterfuge, and elimination
of rivals was not only accepted but highly encouraged. Terentatek
The Jedi Council authorizes a number of hunting expeditions to
The Valley of the Dark Lords Korriban to eliminate the Terentatek from the galaxy. The
Closely located to the Sith Training Academy and the capital, heroes are part of one such hunting expedition and must
Dreshdae, the valley is filled with huge, ominous statues and traverse through the labyrinth-like catacombs of the Valley of
cyclopean tombs, many of which are partially buried in the the Dark Lords to find their prey. The massive creatures they
sand. Known tombs include those of the Sith Lords Tulak Hord, are sent to hunt might become the least of their problems.
Ludo Kressh, Ajunta Pall, Marka Ragnos, and Naga Sadow. A
tomb was even created for Darth Vader, although it was never Power can be Yours!
used and was offered instead to Emperor Palpatine. These During an adventure, one of the heroes comes across an
tombs are filled with all manner of traps, dangerous beasts, unique amulet that once belonged to a Sith Lord interred on
and the spirits of Sith Lords who take tremendous umbrage Korriban. The amulet begins to whispering to the hero,
with tomb raiders. The Valley of the Dark Lords is a Minor Dark alternating between maddening words and tempting thoughts-
Side Site (-1 to use Lightside Powers); however, the actual power could be had if the hero goes to Korriban and returns
tombs themselves are Major Dark Side Sites (-2 to use the amulet to its resting spot.
Lightside Powers), or in the case of Naga Sadow's tomb, an
Extreme Dark Side Site (-4 to use Lightside Powers).

69
Kuat
Region: The Core Government: Aristocracy
Quadrant: M13, V Capital: Kuat City
Climate: Temperate Major Exports: Alcohol, Art, Luxury Goods,
Atmosphere: Normal Starships
Gravity: Normal Major Imports: Electronics, Raw Materials,
Moons: 2 Technology
Length of Day: 20 Standard Hours
Length of Year: 322 Local Days
Sapient Species: 80% Human, 20% Other
Species

Points of Interest Adventure Hooks

Kuat City Healing Touch?


Kuat City was the capital city of the planet of Kuat. It contained A reclusive psychiatrist is offering treatment for violent
the Nebula Orchid diner, and at least part of the city consisted mentally ill patients at a small Clinic. His treatments seem to
of elegant towers and spires that echoed Kuat's famous orbital work, calming the subjects and returning them to rationality,
shipyards, as well as rows of shops. though major memory loss is involved and some severe social
clumsiness ensues. In actuality, he’s removed large portions of
Kuat Drive Yards their brains to fit them with remote-control units slaved to an
Kuat Drive Yards, KDY, or Kuat Engineering was the largest AI in his laboratory. He intends to use them as drones to
military shipbuilding corporation in the galaxy at the time of acquire more “subjects”, and eventual control of Kuat City.
the Galactic Civil War. Kuat Drive Yards mainly sold its products The players encounter several "Cured" individuals as they
to the Galactic Empire, and the Galactic Republic previously. travel and do other things on the planet. Eventually either one
Kuat Drive Yards did not sell only to the Imperials, however; of them or one of their contacts is "Taken" to be "Cured".
many planetary governments purchased its weapons for the They need to track down the Clinic, defeat the "cured" but
purposes of defending their planet from the war. innocent subjects, and rescue the person who was taken,
before they are "cured"
Gardens of Tralala
The Gardens of Tralala were gardens on Kuat. They were Kuat Yards Collision
naturally fertilized by drebin compost. A fragment of orbital debris clips a shuttle on the way in,
causing debris to rain down on the spaceport which is
Nebula Orchid seriously damaged in the crash. The player’s ship or the only
The Nebula Orchid was a popular diner in Kuat City on Kuat vessel capable of getting them off-planet will be destroyed
during the early years of the New Republic. unless the players can organize a response to the dangerous
chemical fires and radioactives contaminating the port. An ally
Tekshar Falls of the party is trapped somewhere in the control tower
Tekshar Falls was a five-hundred-meter high, man-made wreckage.
waterfall located on the Core World of Kuat. Created by
diverting a natural river through the entertainment center. The
Tekshar Falls Casino that was built within the waterfall.
Automated force fields prevented any water from reaching the
casino itself. To reach the casino entrance, gamblers were
required to pass through a stretch of the Tekshar Falls, which
would part upon detecting incoming guests via a motion
sensor

70
Lehon / Rakata Prime
Region: The Unknown Regions Government: Tribal
Quadrant: H14 (Lehon is also known as Capital: None
Rakata Prime) Major Exports: None
Climate: Tropical Major Imports: None
Atmosphere: Normal
Gravity: Normal
Moons: 2
Length of Day: 24 Standard Hours
Length of Year: 370 Local Days
Sapient Species: 100% Rakata (Native)

Points of Interest Adventure Hooks


Deactive the Disruptor Field
Temple of the Ancients Forced down onto the planet by the Disruptor field. They party
The Temple of the Ancients, also called the Temple of the must perform repairs and piloting and electronic checks to
Elders, was a temple on Lehon that was said to hold the accomplish a Dramatic Task to avoid crashing. One down on
secrets of the Star Forge. The temple's doors were blocked by the surface they will need to find the Temple of the Ancients
a mysterious force field that only Rakata could bring down by and deactivate the Disruptor Field and find any ship parts they
performing a special ritual or by using an ancient tome, and may need to repair their ship.
even then, the force field would not stay down for long.
The structure itself was twenty meters tall. Located on the top
of the Temple of the Ancients was the summit. It contained an
elevator to the main floor, as well as a disruptor field that
forced starships to land, either controlled or not, on the planet.

Black Rakatan Settlement


The Black Rakatan Settlement was the enclave of the Black
Rakata on Lehon.

Elder Rakatan Settlement


The Elder Rakatan Settlement was the enclave of the Rakatan
Elders on Lehon. Keeper Orsaa was one of the leading
members of the settlement. 1 - Entrance to the Temple Main Floor. Your goal is to reach the
computer at area #4 to shut down the planetary disruptor
Star Forge field and temple energy shield, but you'll have one major
The Star Forge was a giant automated shipyard, designed to encounter blocking your way.
create the most powerful army of all time. It was constructed 2 - Tyrant Rancor
by the Rakatan Infinite Empire in 30,000 BBY, five thousand You encounter a Rakata riding a giant Tyrant Rancor, She
years before the rise of the Galactic Republic. The Star Forge urges it forward to attack you, as several other Rakata rush in
drew energy and matter from a nearby star which, when from area #3,
combined with the power of the Force, was capable of creating If they can reach area #4 and use the computer to "shut down
an endless supply of ships, droids, and other war material. planetary disruptor field". Then they can head back to their
The Star Forge, now a fusion of technology and dark side ship, They can fix the Hyperdrive stabilizers with the ship
energies, began corrupting the Rakata in order to gain the parts found on the planet if they need to do so.
immense power it required to operate itself and ultimately
caused the collapse of the Rakata Empire.

71
Lok
Region: The Outer Rim Government: None
Quadrant: Q22 Capital: None
Climate: Arid Major Exports: None
Atmosphere: Normal Major Imports: Foodstuffs, Luxury Goods,
Gravity: Normal Technology
Moons: 2
Length of Day: 24 Standard Hours
Length of Year: 316 Local Days
Sapient Species: 20% Human, 80% Other
Species

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazard
Brogar's Safe House and Cantina when planning an adventure on this Planet.
Brogar's Cantina and Safe House, also known as simply
Brogar's, was a combination of a cantina and safe house Lok Marathon
operated by Brogar on the planet Lok. He provided his patrons This is one of the
with security that included bouncers, Z95 patrol guard droids, longest and most
and at least one Gotal door attendant; he always had a door arduous races in
attendant monitoring the electronic eye and entry intercom. the galaxy. Don't
bother with it
Nym's Factory Compound unless you have the
Nym's Factory Compound was building on Lok that was used time and stamina.
by the pirate Nym to hide his treasure. In 1 ABY, the droid The Empire doesn't
bounty hunter IG-88 began production of droids in the come here often, so
compound for its droid army, it gets a lot of use
from swoopers
Imperial Outpost (Lok) looking for an
The Imperial Outpost on Lok was a massive stronghold illegal race. The
Race Waypoints
established by the Galactic Empire as part of their plan to trouble is most of
Leg 0 Start / Finish
extend their control over less developed worlds. them do not
Leg 1 Corsair Flow
complete the
Leg 2 Mosseru Run
Secret Laboratory marathon. Beware
Leg 3 The Labyrinth
A secret laboratory was owned by the scientist Derg Prantis on of dangerous Leg 4 The Old Great Wall
the planet Lok during the Galactic Civil War. beasts, pirates, Leg 5 Base of Mount Chaolt
confusing mazes Leg 6 Mouth of the Beast
Kedarin Highlands and a very large Leg 7 East Rim

The Kedarin Highlands were a region on the planet Lok. It was and active volcano. Leg 8 South Rim

used as a racetrack for the Lok Marathon. Each leg of the race Leg 9 West Rim
Leg 10 Keldarin Highlands
should be run as a
Leg 11 Spine Snake River
Lok Marathon seperate chase.
Leg 12 Perlek Patch
The Lok Marathon was a swoop racing competition held on the Designing unique
Leg 13 Nine Day Island
planet Lok. The race began just outside of the city of Nym's complications for
Leg 14 Grendin River
Stronghold, and continued on through various obstacles, such each leg. Leg 15 Smuggler's Bend
as the Great Maze of Lok and Mount Chaolt, for a very long Leg 16 Stronghold Boundary
distance. Leg 17 West Gate

72
Malachor V
Region: The Outer Rim Length of Year: 271 Local Days
Quadrant: R4 (Not Shown on Map, Near Sapient Species: 99% Human, 1% Other
Almania) Species
Climate: Arid Government: Dictatorship
Atmosphere: Normal (Thin after the Capital: None
Cataclysm) Major Exports: None
Gravity: Normal (Variable after the Major Imports: None
cataclysm)
Moons: 1
Length of Day: 31 Standard Hours

Points of Interest Adventure Hooks


You should review the effects of Thin Atmosphere as well as all
Variable Gravity the various effects of Gravity when planning an adventure on
Malachor's Cataclysm happened 3960 BBY after this time the this Planet.
Gravity shifts randomly all over the surface of the planet. To
determine the gravity of an area at any time. Roll a d6 and a Alone in the Dark
d10. A result onthe d6 of 1 the area has Zero-Gravity, 2 it is An unanticipated solar storm blocks communications and
Low, 3-4 it is normal, 5 it is Heavy, 6 it is Super Heavy. grounds the poorly-shielded grav vehicle that brought the
The d10 result determines the amount of time in hours the group to this remote Place. Then people start turning up dead;
gravity remains stable. the storm has awoken a dangerous Terentatek which had been
dormant deep inside the Trayus Core. Awake and freed, It is on
Trayus Academy a rampage attacking everyone it encounters.
The Trayus Academy was an ancient Sith academy located on
the planet Malachor V. The entrance of the Trayus Academy Sith-R-Us
from the Malachor Depths opened onto an antechamber that Sent to explore the ancient Trayus Academy by the Jedi Order
connected to the eastern and western halls of the complex. to locate any artifacts or texts they can find. They encounter
The Trayus Crescent, located to the west, was a hall with many another group as they do so, who are also there to find
alcoves that were frequented by Sith commandos. To the east, anything they can. At first they seem friendly and even offer to
the Trayus Proving Grounds was a warren of small and join forces and share in anything they find. Eventually though
cramped rooms in which many Dark Jedi and Sith commandos they turn on the party. This may be an attempt to steal their
could be found. The northern point of both wings led to the ship, kill them, or just keep certain artifacts they find.
Academy's central area, the last bit of open space before the
innermost sanctum of the Trayus Academy was known as the Zero-Gravity Area
Trayus Core. While exploring the planet the players encounter a zero-
gravity area very briefly as they enter one of the chambers. As
Trayus Core they float towards the ceiling they see several tentacles of a
The Trayus Core was the innermost sanctum of the Sith Trayus Sarlacc reaching down for them. As the chamber doors slam
Academy on Malachor V. The core was a claw-like altar— shut below them. Just before the tentacles reach them the
suspended above a massive geyser of dark side energy— gravity shifts and the drop to the ground of the chamber. They
stabilized by three bridges that connected to the rest of the must find out how to get the chamber doors open before the
Trayus Academy. It was created by the mysterious Sith Empire. gravity shifts in the area again. Unlike most areas of the planet
The Trayus Core survived the Battle of Malachor V and reduce the shifts from hours to miniutes inside this chamber.
remained unused until a later time.

73
Malastare
Region: The Mid Rim Government: Gran Protectorate
Quadrant: N22 Capital: Port Pixelito
Climate: Arid, Temperate, and Tropical Major Exports: Podracing
Atmosphere: Normal Major Imports: Foodstuffs, Luxury Items
Gravity: Super Heavy
Moons: 2
Length of Day: 26 Standard Hours
Length of Year: 201 Local Days
Sapient Species: 51% Gran, 44% Dug
(Native), 4% Human, 1% Other Species

Points of Interest Adventure Hooks


You should review the effects of Super Heavy Gravity when
Doge's Palace planning an adventure on this Planet.
The Doge's Palace on Malastare, also known as the Imperial
palace, was the residence of Doge Nakha Urus, leader of the Set the Dugs Free
Malastarian council. A Friend of one of the players is a follower of a zealous
The palace overlooked a large, open plain where fuel refineries ideologue who plans to make a violent demonstration of the
were maintained by the Dugs. righteousness of his cause, in Pixelito causing a riot to break
out. The Friend will surely be killed in the aftermath if not
Pixelito rescued or protected by the party.
Pixelito was the capital city of the planet Malastare. It was
home to most of the planet's native Dugs, because they were Rescue the Daughter
banished from elsewhere on the planet by the Grans. Pixelito Contacted by a Gran ally of one of the Party members who has
was the staging ground of the Vinta Harvest Classic podrace. been kidnapped and taken to Doge's Palace and is being
Its spaceport was Port Pixelito. forced to enter into a loveless marriage She seeks escape to
be with her beloved, and has her father contact the party to
Port Pixelito snatch them from her guards at a prearranged place.
Port Pixelito was the spaceport of Pixelito, the capital city of
Malastare.

Vinta Harvest Classic


The Vinta Harvest Classic was a podracing circuit held shortly
after the Boonta Eve Classic. It was sponsored by Vinta
Harvest Ale.
Many of the podracers that entered the Vinta Harvest Classic
also raced in the earlier Boonta Eve Classic.
The Phoebos Memorial Run, a race named after the mechanic
who invented the sport, was part of this circuit.

Malastare Narrows
The Malastare Narrows were a location in regards to the planet
Malastare.

74
Manaan
Region: The Inner Rim Government: Tribal
Quadrant: O14 Capital: Ahto City
Climate: Temperate Major Exports: Foodstuffs, Kolto
Atmosphere: Normal Major Imports: Foodstuffs, Raw Materials,
Gravity: Heavy Technology
Moons: None
Length of Day: 26 Standard Hours
Length of Year: 422 Local Days
Sapient Species: 99% Selkath (Native), 1%
Other Species

Points of Interest Adventure Hooks


You should review the effects of Heavy Gravity when planning
Ahto City swoop track an adventure on this Planet.
The Ahto City swoop track was a swoop racing venue in the
center of Ahto City on the planet Manaan. The design was Kolto Harvest
such that vehicles would hover over the surface of the water. Do to a recent shortage of Bacta, the need for Kolto has begun
Registration for the race could be done in Ahto East. to increase. The players are hired to go and work out a deal
with the Tribal Council. Unfortunatly for them their employer
Ahto Luxury Resorts booked them rooms in the Ahto Luxury Resorts. Sometime
Ahto Luxury Resorts was a hotel in East Ahto during the during their stay, they find out their rooms have been broken
Imperial era. It was run by Olodondo Berzix, and was into while they are gone. Several valuable items have been
advertised in the Guide to Beautiful Manaan. However, the stolen. The players will no doubt want to find those
descriptions bore little semblance to the reality: bad food, responsiable and recover their items. They eventually track
polluted water, cheating sabacc dealers, decrepit facilities, the gang who committed the theft in a seedy apartment.
and a large criminal population.

Kolto
Kolto was a liquid known for its healing abilities. It was found
in the water of the oceanic planet Manaan, with a significant
concentration near the Hrakert Rift along with other
underwater chasms. It was considered a valuable commodity
during the Jedi Civil War, but its significance was lost over
time, being replaced in favor of bacta. A Bacta Tank can be
filled with Kolto instead of Bacta. When doing so it functions
and is used as if it was a Kolta Tank Instead
Kolta Tanks only heal all current Wounds If the Healing check is
successful. A Kolta Tank can also only be used to treat
Radiation in a creature. In this case, the Kolta Tank grants a +2
Equipment bonus on the Healing check. Each hour of
treatment consumes one liter of Kolta, which costs 75 credits.
A typical Kolta Tank holds up to 300 liters of Kolta, and the
Kolta Tank must hold at least 150 liters at all times to provide
any benefit. Only one creature can be immersed in the tank at
any given time. Kolta and Bacta may not be mixed, doing so
causes both liquids to cease to work.

75
Mechis III
Region: The Inner Rim Species
Quadrant: L18 (Not Shown on Map, Near Government: Corporate
Bestine ) Capital: Mechis City
Climate: Arid (Industrial) Major Exports: Droids, Technology
Atmosphere: Normal Major Imports: Industrial Raw Materials,
Gravity: Normal Foodstuffs
Moons: 0
Length of Day: 20 Standard Hours
Length of Year: 298 Local Days
Sapient Species: 99% Droids, 1% Other

Points of Interest Adventure Hooks


You should review the effects of Radiation (Low) when
Mechis III was a rocky, smoky and volcanic planet which planning an adventure on this Planet.
served as one of the prime droid manufacturers in the galaxy.
Covered in automated droid building facilities, it provided the
galaxy with all manner of droids for generations. Many of the
galaxy's largest droid designers subcontracted the
construction work to the plants on Mechis III, where the
automated systems were highly efficient.

History
In the days of the Old Republic it served as one of the many
droid foundries of the Techno Union, Arakyd Industries,
Genetech Corporation, SoroSuub Corporation and Veril Line
Systems. It was also the headquarters of Trilon, Inc., a ship
producing company.
During the reign of the Galactic Empire, Arakyd Industries had
complete control of the planet after the dissolution of the
Techno Union.
Sometime before 15 BBY the planet's central computer was
electronically sliced into by the droid bounty hunter IG-88A Repairs are Us
and their sentience was uploaded. By taking control of Mechis The Players have been hired to do on-site repairs on a Nubian
III, the IG-88 assassin droids planned to use the planet as a starship. The typically over-engineered craft requires
base for the planned droid revolution. The plot involved killing investigation to find the exact fault, so part requirements will
all the 73 living Arakyd employees on the planet, while only be known once the PCs are on site. It's currently docked
concurrently assuming control of the company, continuing to on Mechis III, but the client is willing for the Players to fly
fill the standard droid orders with every droid manufactured by there, get it space worthy, and deliver it back.
the foundry being modified to be similarly self-aware like IG-88 What they don't know is that a group is lying in wait to steal
and ready to rebel against the 'biologicals' when triggered. the ship from Players, once they figure out how to get it space
worthy again.
Mechis City While at it they fully intend to also take their ship as well. After
Mechis City was a city on the Inner Rim planet of Mechis III. all thats why they had their front man hire them in the first
place. They have pulled this scame several times. Finding old
ships, hiring a crew to fly out and fix it for them. Then the
pirates steal the ship and the crews ship.

76
Mon Calamari
Region: The Outer Rim Species
Quadrant: T8 Government: Representative Council
Climate: Temperate Capital: Foamwater City
Atmosphere: Normal Major Exports: Warships, Weapons
Gravity: Normal Major Imports: Foodstuffs, Medicine,
Moons: 3 Technology
Length of Day: 21 Standard Hours
Length of Year: 398 Local Days
Sapient Species: 39% Mon Calamari
(Native), 60% Quarren (Native), 1% Other

Points of Interest Adventure Hooks

Great Ungeness Trench It's a Trap!


The Great Ungeness Trench was an underwater trench on the The Players get hired for a smuggling run that pays a little too
ocean-world well, and even get transponder codes for their ship in order to
get them into their destination smoothly. They just have to
Knowledge Bank deliver the Mon Calamari sitting in the passenger area safly to
The Knowledge Bank. also known as Pakoukou, was a sentient Coral City.
native to Mon Calamari that was aware of all events that It's all a set-up. The transponder codes identify the ship as
happened on the ocean world. Consisting of a cluster of belonging to that of some no-name smuggler who just
mollusks, the Knowledge Bank used telepathy to gain happens to have made it onto a watchlist. The Mon Calamari
information on events all across the planet as well as from the customs authorities ID the ship and proceed to intercept the
minds of those who visited it. It would then relay that players as soon as the land. Things get even more
information to those who could communicate with it, either complicated when the passenger they were sent to deliver is
telepathically or with the special ritual language other no where to be found.
denizens of Mon Calamari used.
The Bank was sacred to the native Mon Calamari and Quarren, Here there be Sith
and its existence was kept a closely guarded secret. It has been discovered that recently a Sith operative found a
way to smuggle themselves onto the planet. This Dark Jedi
Mon Calamari Shipyards was at one time a Keeper of the Knowledge Bank and it is
The Mon Calamari Shipyards were a Dac-based manufacturer feared that they intend to do it harm somehow. The Players
of numerous space transports and warships. Over four are asked to try and locate and capture or if they must kill this
thousand years old by the time of the Galactic Civil War, the Dark Jedi before they can excape from Coral City. This is made
shipyards were renowned for their elegant, streamlined ship more difficult because the Mon Calamari are very vague and
designs, characterised by bespoke production, unique secretive about what the Dark Jedi's target may be as they will
engineering, and a sculpted, organic hullform. try to keep the Bank's existence a secret unless they are
forced to reveal it. The players will need to try and track the
Coral City Dark Jedi from the smugglers ship he docked on, deep into the
Is one example of the many Cities on Mon Cal comprising a City sections below the surface. Eventually locating them near
floating city that hovered above the world's endless oceans, an underwater docking area about to jump into a vessel and
and a city located below the ocean's surface. head to the Knowledge Bank. The players may be able to trap
and fight them in the docking bay or they may need to chase
them in a vessel of their own. But they need to prevent them
from reaching the Knowledge Bank.

77
Munto Codru
Region: The Outer Rim Government: Tribal (Currently under
Quadrant: T7 Imperial Rule)
Climate: Temperate Capital: Capital Codru
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: Luxury Goods, Technology
Moons: 1
Length of Day: 26 Standard Hours
Length of Year: 368 Local Days
Sapient Species: 99% Codru-Ji (Native),
1% Other Species

Points of Interest Adventure Hooks

Capital Codru Smuggling Run


Capital Codru was the capital city of Munto Codru. The city Hired by the Rebellion to deliver weapons and muntions to the
was home to a spaceport and the Forbidden Castle. Codru-ji rebel cell. The players must avoid the Imperial Patrol
ships as they make their way down to the planetary surface to
Munto Codru Spaceport meet up with their contact at one of the many castles hidden
Munto Codru Spaceport was the primary spaceport of the deep in the mountains of Munto Codru. However as they begin
remote Outer Rim world of Munto Codru. to unload the munitions they are ambushed by Imperials. The
Codru-Ji beg them to deliver information about the Imperial
Forbidden Castle garrison to their leader in the Forbidden Castle. While they
The Forbidden Castle was an ancient castle on Munto Codru handle the attacking Imperials.
near the planetary capital Capital Codru which was built by a
long-extinct alien civilization prior to the arrival of the planet's Dogfight in the Skys
sapient species the Codru-Ji. It was filled with a long network While flying to deliver a message to a Rebel Leader on Munto
of mazes and corridors. Its rock walls which were decorated Codru. The party is forced into a dogfight over the mountains
with symbols and petroglyphs were carved so thinly that they of the planet. Lay out a 6x6 grid and place 6 TIE Fighters on it.
appeared to be translucent. Where the "T"s are in the Example below and place the
Most Codru-Ji avoided the castle as they considered it be the Players ship at "P". They must either destroy all the Enemy
domain of evil spirits. Fighters or end the round at least 2 Squares away from all
Enemy Fighters to Escape.
Geography XXXTXX
Much of the planet's landmass was covered by rugged TXXXXX
mountains which were interlocked by large forests. A large XXPXXT
proportion of Munto Codru also appeared to be covered by XXTXXX
oceans. A series of ornate stone castles were scattered across XXXXXT
Munto Codru. These castles were produced not by the Codru- XXTXXX.
Ji, but by an unknown extinct civilization. Their thin rock walls
appeared to most visitors to be translucent and were Rescue Mission
decorated with mysterious symbols and arcane petroglyphs, The Codru-Ji leader has been located and has asked you to
causing a sense of mystery and awe to many offworld visitors. help them free several rebels who were captured in an
Despite these wonders, many Codru-Ji avoided these castles ambush previously. She has been able to break the encryption
as they considered them to be haunted. However, they were codes the Imperials are using on Munto Codru and has
sometimes used as provincial capitals. discovered the route they are being brought to the Capital. It's
time to return the Favor and Ambush them on the way.

78
Mustafar
Region: The Outer Rim 2% Other Species
Quadrant: L25 Government: Techno Union
Climate: Hot (Volcanic) Capital: Fralideja
Atmosphere: Dense Major Exports: Minerals, Ore
Gravity: Normal Major Imports: Foodstuffs, Technology
Moons: None
Length of Day: 36 Standard Hours
Length of Year: 412 Local Days
Sapient Species: 95% Southern and
Northern Mustafarian (Native), 3% Skakoan,

Points of Interest Adventure Hooks


You should review the effects of the Heat and Fire (Lava)
Klegger Corp Mining Facility Hazard when planning an adventure on this Planet.
The Klegger Corp Mining Facility, also known simply as the
Klegger Mining Facility, was a mining facility on Mustafar built Local Wildlife
on the side of a mountain, overlooking a lava river. It was A number of miners have gone missing, and local wildlife is
owned by Klegger Corporation, a subsidiary of the Techno thought to be behind the disappearances. A group of locals
Union. approaches the heroes about tracking down the beast or
beasts responsible. In truth, the missing miners have been
Damask Holdings Mustafar accounting facility killed by claim jumpers who are looking to sell their mines to
Damask Holdings maintained an accounting facility on the The Mining Guild. Alternatively, the claim jumpers might be
volcanic world of Mustafar in the Outer Rim Territories. Mining Guild employees disguised as criminals.

Tulrus Nesting Grounds Whistleblower


The Tulrus Nesting Grounds, also known as the Tulrus Isle, was A Mining Guild whistleblower is looking for someone to escort
a landmass on the volcanic planet of Mustafar. him off Mustafar in exchange for a large amount of
The main inhabitants of the island were the large beasts information on The Mining Guild's operations there. The
known as tulruses, whom tended to roam in packs for mutual heroes are contacted, either by the whistleblower or a third
protection. Furthermore, it was rumored that a Sher Kar, a party, to facilitate the extraction. Even after the whistleblower
dangerous predator, lived further inland. Found near the is found and removed, the information given in exchange
Mensix Mining Facility, it was surrounded by tall mountains exposes anyone involved with its release to a great deal of
connected by a small land mass near the old ruins to the east hostile attention from Mining Guild operatives.
of the planet.
Droid Foundry
Mensix Mining Facility The Party is hired to help a local businessman working at the
The Mensix Mining Facility, also known as mining facility AG3- Mensix Mining Facility who is desperately seeking to hide
T, was a mining installation on Mustafar built by Mensix Corp evidence of some past crime that will ruin his life should it
near the Klegger Corp Mining Facility. come to light. The head of the Klegger Corporation holds the
evidence that proves his involvement, and blackmails him
Gizor Dellso's droid foundry ruthlessly.
Gizor Dellso's droid foundry was a droid manufacturing facility
on the volcanic planet of Mustafar built on the side of a
mountain nearby the Klegger Corp Mining Facility. It was
owned by Klegger Corporation, which in turn served the
interests of the Techno Union.

79
Muunilinst
Region: The Outer Rim Government: Clans
Quadrant: L5 Capital: Harnaidan
Climate: Temperate Major Exports: Metals
Atmosphere: Normal Major Imports: Consumer Goods,
Gravity: Normal Foodstuffs
Moons: 2
Length of Day: 28 Standard Hours
Length of Year: 412 Local Days
Sapient Species: 99% Muun (Native), 1%
Other Species

Points of Interest Adventure Hooks

Harnaidan High Port Space Center


Harnaidan was the capital of and one of the largest cities on High Port was a sprawling orbital city located in
Muunilinst, and served as the headquarters of the geosynchronous orbit over the city of Harnaidan on the planet
InterGalactic Banking Clan. Its towers anchored a skyhook to Muunilinst. A resilient skyhook extended from the towers of
the orbital city of High Port. Harnaidan to tether the station in place and allow for cheap
travel up from the planet's surface.
InterGalactic Banking Clan
The InterGalactic Banking Clan (also known as the
InterGalactic Bank Clan, Galactic Banking Clan, Banking Clan,
or the IG Banking Clan and often abbreviated to IGBC or IBC)
was one of the Republic's most powerful and influential
commerce guilds. It was a union of Muunilinst's ruling Council
of Banking Clans and several other banking powers. Its name
likely referred to its extragalactic influence—it was known that
the Banking Clan controlled assets as far as halfway between
the galaxy and its nearest satellite galaxy. The clan was based
at the command tower on Muunilinst.

Damask Holdings superspire


The Damask Holdings superspire was the headquarters of
Damask Holdings, the clandestine financial group founded by
Hego Damask, a Muun. Located in the city of Harnaidan, the Hired to deliver a package to the Station, their contact meets
skyscraper, one of Harnaidan's most magnificent. them in the Cargo Ship Dock. While enjoying some downtime
Although smaller than the superspires used by the the Station goes into lockdown as their faces are suddenly on
InterGalactic Banking Clan, the Damask superspire was every holovid display along with their contacts face.
constructed close to the largest geothermal lake in Harnaidan, He claims to have planted several bombs through out the
which had been incorporated into the property as an exclusive station and is threatening to detonate them and drop the
spa. The boardroom used by Damask Holdings for its twice- entire station down on the planet below. The hero's must
weekly board meetings was located on a setback of the two- evade capture or convince the athourities they are innocent.
hundredth floor. From there, the chief officers and executives Locate the contractor. Convince him to tell them where the
of Damask Holdings had a view of the lake and surrounding bombs are, then disable them. All to clear their names and
hot springs hopefully not be charged with bringing the explosives to the
station in the first place.

80
Naboo
Region: The Mid Rim Government: Democratic Monarchy
Quadrant: O21 (Human), Council (Gungan)
Climate: Temperate Capital: Theed (Human), Otoh Gunga
Atmosphere: Normal (Gungan)
Gravity: Normal Major Exports: Grains, Art, Cultural Items
Moons: 3 Major Imports: Technology, Processed
Length of Day: 26 Standard Hours Foods
Length of Year: 312 Local Days
Sapient Species: 72% Gungan (Native),
27% Human, 1% Other Species

Points of Interest Adventure Hooks

Theed Royal Palace Gungan Caves


The Theed Royal Palace of the Royal House of Naboo was a The Gungan Caves were a maze of underground tunnels,
magnificent edifice located on the edge of a cliff in the partially under water. At the center of the caves system, a
planet's capital city, Theed. Serving as the residence of the circular area featured four sealed doors leading to the sacred
planetary monarch and the nerve center of the government, statues. Each door was to be opened with the help of ten
the ancient palace stood through the Galactic Republic's jewelled keys that had been scattered throughout the caves.
collapse and the birth of the New Republic several decades Carving on the doors depicted animals from the wildlife of
later. Naboo, namely a shaak, a kaadu, a opee sea killer and a peko-
peko.
Lake Paonga The party is hired to locate the keys while avoiding thugs hired
Lake Paonga was a lake on the edge of Lianorm Swamp on by a Hutt crimelord who also wants the treasures.
Naboo, lying east of Otoh Sancture, that served as the If they can locate all ten keys they must figure out which keys
entrance to the Gungan city of Otoh Gunga. go to which door and unseal them. They must then evade
The Paonga Strait connected Otoh Gunga to the Gungan more Hutt hired thugs to escape the caves and reach Otoh
Sacred Place, at the foot of the Gallo Mountains. Gunga to give them to their Patron.

Otoh Gunga Gungans have what I want


Otoh Gunga, also known as Gunga City, was the largest The party’s comm gear picks up a chance transmission from
Gungan city on Naboo, and the seat of their government. the local government and automatically descrambles the
primitive encryption key. The document is proof that an
Caves of Eleuabad someone in the Naboo government intends to commit an
The Caves of Eleuabad were a system of submerged atrocity against a local Gungan village with a group of
underground catacombs near the city of Theed on Naboo. It “deniable” renegades in order to steal an anient Relic kept in
was known as an area where sando aqua monster encounters the village. The players will need to intercept the renegades, if
were common. they can and prevent the theft. Or track them down and
recover the Relic. Either way the Gungans will begin to
Imperial Weapon Research Facility prepear for war with the Naboo, unless the party can figure
The Imperial Weapon Research Facility, also known as the out which official hired the renagades and prove they were
Weapon Development Facility, was an Imperial military acting alone.
research facility on the planet Naboo during the Galactic Civil
War.

81
Nagi
Region: The Unknown Regions Other Species
Quadrant: D11 (Not Shown on Map, In the Government: Dictatorship
Firefist Dwarf Galaxy) Capital: Kotokai
Climate: Arid Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: 0
Length of Day: 24 Standard Hours
Length of Year: 348 Local Days
Sapient Species: 99% Nagai (Native), 1%

Firefist, also known as Companion Besh within the Galactic Adventure Hooks
Republic, was a distant dwarf galaxy considered as part of the
Unknown Regions by the Galactic Empire. Firefirst contained Lost in Space
the homeworlds of the Faruun, Maccabree, Nagai and Tof
Due to a mishap or a Critical Failure when rolling Astrogation
species, and was considered unexplored, as only probe droids
or some other issue. The players find themselves in the Dwarf
visited it.
Galaxy. Their Astrogational Charts and Navicomputer is unable
to plot a course of return. They will need to travel around the
Points of Interest
Dwarf Galaxy. Creating a Hyperspace Map while they do so.
Eventually they will locate the Planet Nagi.
History
Nagi was a planet located in Firefist of the Unknown Regions. It
Ancient Hyperspace Route
was the homeworld of the Nagai.
Nagi was a planet in the Unknown Regions, located in the Lost in the Firefist Galaxy, the players have located the planet
dwarf galaxy known as Firefist that orbited the known galaxy. Nagi. While there they find out that the Nagi know of the main
Even by 130 ABY, few non-Nagai knew the world's location. It Galaxy and have several Probe Droids in a secure location that
was one of five planets in its solar system. contain the Hyperspace routes they need to find their way
Nagi was an arid world, and quite mountainous, characterized back to the main galaxy. The players find that the Nagi are
by very high mountain peaks separated by deep, wide valleys. unwilling to grant them access to the Probe droids so they will
The thin upper atmosphere was relatively ineffective at have to gain access to them using less then diplomatic means.
blocking solar radiation, and the high peaks of the world were
bathed in it. As a result, the deep valleys, which were often Kotokai Escape
cast in shadow by the towering mountains, were the site of the
The players have upset the Nagi by accessing information
Nagai's cities. At the height of their civilization just prior to the
they consider government secrets. They must escape the
Tof invasion, Nagai cities were composed of wire and crystal,
system and avoid the Nagi forces chasing them until they
and were perceived as beautiful.
reach the coordinates near the edge of the Firefist Dwarf
Galaxy. Where they will have to hold of the Nagi ships while
Kotokai
they plot the course which will require a Dramatic Task
Kotokai was the capital city of the extra-galactic planet Nagi
focusing on Electronics and Astrogation skills to accomplish it.

82
Nar Shaddaa
Region: The Mid Rim Government: Hutt Crime Lords
Quadrant: R15 Capital: None
Climate: Temperate (Urban) Major Exports: Illegal Goods, Narcotics,
Atmosphere: Normal Weapons
Gravity: Normal Major Imports: Foodstuffs, Illegal Goods,
Moons: N/A Medicine, Technology
Length of Day: 87 Standard Hours
Length of Year: 419 Local Days
Sapient Species: 20% Human, 1% Evocii,
79% Other Species

Points of Interest Adventure Hooks

The Burning Deck, the Meltdown Café, and The Slag Pit
Sluming it
These cantina on Nar Shaddaa in the Corellian Sector. Are the
While wandering through the lower levels, the heroes might
moon's three most popular bounty hunter hangouts.
notice a group of youths of varying Species shadowing them.
The youths are members of a slum gang, and they have been
Orange Lady
tailing the group and waiting for an opening. Though
The Orange Lady , also known simply as The Lady, was a
desperate, they won't stick around if the heroes put up a
cantina located in the Corellian Sector of Nar Shaddaa. It was
concerted fight.
owned by the Besadii kajidic and tended by Hopper.

Everyone likes a good plot


Rimmer's Rest
One or more of the heroes overhear a conversation between
Rimmer's Rest, also known as Smuggler's Bar, was a well-
two shady individuals who seem to be planning to assassinate
stocked cantina on the urbanized moon Nar Shaddaa. A place
one of Nar Shaddaa's criminal overlords. If followed, the
for seedy people to hang out and do business.
would-be assassins manage to make their way easily past the
security. If the assassination is genuine, this could be a good
Refugee Sector
chance for the players to make an in-road with one of Nar
The Refugee Sector was an area delegated to millions of
Shaddaa's leaders.
refugees. It was mostly a construct of cargo containers and
prefabricated structures.
Prove your Value
Word on the street is that a small-time crime lord is looking to
Nar Shaddaa's Undercity
hire a handful of mercenaries and thugs for a short-term
Nar Shaddaa's Undercity, also known as the lower levels of
contract in an Outer Rim system. The hiring individual is
Nar Shaddaa or simply Lower Nar Shaddaa. Resting deep
hosting "Auditions" at the Deepest Cut, one of Nar Shaddaa's
below the towering structures comprising Nar Shaddaa's
most infamous cantinas. Individuals who are interested in the
ecumenopolis, the Undercity was home to shipyards owned by
job must prove their skill by sparring with other candidates
the Hutt Cartel.

TIE Fighter Construction Facility Watch your Pockets

These factories were constructed throughout the galaxy to A gang of pickpockets attempts to relieve one of the heroes of

maintain and build up the Empire's massive war machine and a valuable item- a weapon, a credit chip, or something else of

typically hung in low orbit above a planet. They were owned value. The item is covertly swapped between four or five of

and operated by Sienar Fleet Systems, though ultimate the pickpockets, making it difficult to reliably track the item. If

ownership laid with the Empire. It was protected by several he is not in possession of the item, the original pickpocket

squadrons of well trained Imperial Navy commandos. This makes a fuss when confronted, causing further distraction so

facility was one of the first of its type. that his friends can more easily make off with the item.

83
Nelvaan
Region: The Outer Rim Government: None
Quadrant: Q21 Capital: None
Climate: Frigid Major Exports: Water
Atmosphere: Normal Major Imports: None
Gravity: Low
Moons: 3
Length of Day: 24 Standard Hours
Length of Year: 349 Local Days
Sapient Species: 96% Nelvaanian (Native),
3% Skakoan, 1% Other Species

Points of Interest Adventure Hooks


You should review the effects of the Cold Hazard and Low
Nelvaan was a frozen planet in the Outer Rim Territories' Gravity when planning an adventure on this Planet.
Savareen sector, which was located within the Trailing Sectors,
at grid coordinates Q-21. It was connected to the planets Meeting the Locals
Tatooine, Geonosis, and Llanic via the Triellus Trade Route and A character or group of characters is mistaken for someone
was the homeworld of the hairy white bantha and the hostile else by a less-than-sober locals. They might be perceived as
reptilian horax. enemies, or as old friends that have not been seen in years.
Either way the local just knows they owe him a debt.
Rokrul
Rokrul was a village on the planet Nelvaan in the Outer Rim Ice Pirates
Territories' Koobi system. It was built within an indention on There's a ship long lost to the Ice Fields of a planet's surface.
the side of a cliff and was populated by the local Nelvaanians. It's rumoured to be a Clone Wars era ship, but its allegiance is
unknown.
Techno Union laboratory The ship is a Confederacy Providence-class Dreadnaught, but
This Techno Union facility was a laboratory on Nelvaan. It was a malfunctioning (and strangely independent) droid mind has
used by the Techno Union to mutate male Nelvaanian warriors. taken control of the ship and all its internal security systems.
These mutated warriors had a blaster grafted to their arm and
some form of control device on their chest. These experiments Hired Bounty
were based around a siphon generator that drained thermal The players are hired as transport by a client that needs to
energy from the surrounding area, resulting in the endless travel Nelvaan and requires an escort in case of complications.
winter experienced all over the planet. There's a bounty on the client and they intercept the party in
the orbit of the planet. They must evade them while making
Siphon generator their way down to the surface. The client needs them to
A siphon generator was a type of generator that sucked life protect them from the hunters until they reach Rokrul. After
out of planets, outputting large amounts of electricity. Because which he will double the promised payment. Unfortunatly for
they were harmful to their environments, siphon generators them, this causes any surviving bounty hunters to become
were often used on isolated worlds in extreme situations. enemies of the players who will continue to track them and
During the Clone Wars, the Techno Union constructed a base punish them for their actions against the Bounty Hunters
on Nelvaan powered by a siphon generator, which fed off a Guild as well as collect the Bounties that are now on their
geothermal crystal. While the generator was active, the heads. It seems the client stole from a Hutt Crimelord and he
planet's thermal energy was lessened, keeping it in a wintry wants to punish anyone who has helped the thief escape.
state.

84
New Plympto
Region: The Core Government: Imperial Governor
Quadrant: M15, VIII Capital: Phemiss
Climate: Temperate to Tropical Major Exports: Narcotics, Raw Materials
Atmosphere: Normal Major Imports: High Technology, Weapons
Gravity: Normal
Moons: 1
Length of Day: 18 Standard Hours
Length of Year: 244 Local Days
Sapient Species: 95% Nosaurian (Native),
4% Human, 1% Other Species

Points of Interest Adventure Hooks

Cadgel Meadows Bridge 242


Cadgel Meadows was a stretch of open grassland on the Giving the bridge its numerical designation, the Republic
planet New Plympto, and the site of the world's largest civilian unsuccessfully attempted to destroy or capture it several
spaceport. It was located close to Half-Axe Pass. times, by both ground assault and aerial bombardment - the
latter of which demolished most of Rhigar's inhabited
Half-Axe Pass structures.
Half-Axe Pass was an area of New Plympto located close to A small Republic-allied strike force was called in to sneak into
Cadgel Meadows. Separatist territory in order to infiltrate the bridge's southern
guard post and destroy the shield generator, allowing for a
Hajial Chase large convoy of clone troopers to overtake it. Whether or not
The Hajial Chase was a primeval hiakk tree forest, roughly four the team is successful will depend on how well the team plans
hundred kilometers inland from Phemiss. The Chase was more and executes the attack.
a section of forest than a forest itself; it was a flat, heavily
wooded area separated by the surrounding forest by steep
cliffs. Rikknits were abundant in the high trees, and the forest
floor was home to unique creatures, such as striders and
foragers.

Rhigar (settlement)
Rhigar was a small settlement that was located on the planet
New Plympto. It was inhabited by Nosaurians and the main
conduit into it was Bridge 242.

Bridge 242
At some point during the Clone Wars, during the conflict, the
town of Rhigar was evacuated, and the bridge became one of
several supply lines used by the Separatist Droid Army. A
shield generator was installed to defend it against Republic
attacks, and a squad of battle droids including B1-Series battle
droids and B2 super battle droids were stationed by the
bridge.

85
Nizon
Region: The Outer Rim Government: Tribal
Quadrant: Q9 (Not Shown on Map, Near Capital: Ahdjok
New Holstice) Major Exports: Metals, Minerals, Slaves
Climate: Arid Major Imports: Technology, Foodstuffs,
Atmosphere: Normal Water
Gravity: Normal
Moons: 2
Length of Day: 28 Standard Hours
Length of Year: 398 Local Days
Sapient Species: Nazren (Native)

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazard
Checkpoint Gamma when planning an adventure on this Planet.
Checkpoint Gamma was an Imperial checkpoint that was set
up in Ahdjok, the capital city of Nizon, by the Galactic Empire. Misfires are Us
Large numbers of Blaster Carbines, ostensibly for hunting use,
Martyr's Plaza have recently been sold to Nazren natives. Many of the
Martyr's Plaza was a plaza, that was built by the Nazren and carbines, however, have been rigged to explode when fired,
located in Ahdjok, on Nizon. leading the natives who purchased them to seek out the seller
A 9-meter wide ornate stone dome was constructed in the and repay his treachery in kind. Unfortunately, the seller is
center of the plaza and three large statues of ancient nowhere to be found. The heroes are contacted to locate the
martyred heroes of the Nazren surrounded it. When the merchant who sold the carbines to the natives. Alternatively,
Galactic Empire came to Nizon, they set up three defensive the heroes are contracted to sell the sabotaged weapons to
turrets between the statues and the plaza became the sight of the natives, but are not told of the deadly nature of the
some fighting during the Battle of Nizon, when the Nazren rose product.
up against the Empire.
Checkpoint
Mount Antas The Imperials set up a checkpoint across a wide street. They
Mount Antas was a mountain on the planet Nizon. Shortly after built two 1.5 meter high ferroconcrete barricades, with a gap
the formation of the Galactic Empire, Imperial forces began to in the middle that was guarded by three AT-RTs. It is a serious
construct a turbolaser battery named Point Gold on the obstacle to the Nizon resistance, as it preventes their two
mountain. largest groups from connecting. Working for the Resistance
the team must attack it, to try and help them break through.
Point Gold
Point Gold was an under-construction turbolaser battery, that
was located on the planet Nizon.
When the Galactic Empire arrived on Nizon shortly after the
end of the Clone Wars, they began constrution of Point Gold,
which they planned to use to shoot rogue asteroids out of the
sky.

86
Nyriaan
Region: The Mid Rim Nyriaanan (Native), 2% Other Species
Quadrant: N10 (Not Shown on Map, Near Government: Various
Ploo) Capital: Locus
Climate: Tropical Major Exports: Madilon, Radioactive
Atmosphere: Normal Components
Gravity: Normal Major Imports: Equipment, Foodstuffs,
Moons: 2 Luxury Items
Length of Day: 22.25 Standard Hours
Length of Year: 226 Standard Days
Sapient Species: 98% Human and

Points of Interest Adventure Hooks

Nyriaan is rich with a rare mineral called Madilon. Madilon,


Mad about Madilon
valuable even in small quantities, is a mineral that allows
A Corporate Sector employee contacts the heroes, asking for
Hyperdrives to be miniaturized enough to fit into smaller
aid. He possesses information concerning a valuable shipment
ships, such as Space Transports and Starfighters.
of Madilon (Or another commodity) that is scheduled to leave
and he is looking for a party to sabotage the CSA Laser
Nyriaan is covered in a cloud layer that blocks
Transport Arrays, causing the transport carrying the shipment
communications and makes unaided landing on the planet
to crash. In reality, the shipment is part of an off-world
almost impossible. Communications, sensors, and other
personnel transfer, and the mission is actually an attempt at
methods of broadcasting and receiving information are
an internal CSA assassination.
ineffective when trying to penetrate the planet's atmosphere.
Nyriaan's cloud layer enables conflicting groups to use the
Pa'lowick Fugitive
world as neutral ground.
A recent violator of a Corporate Sector labor contract is in
hiding. A Pa'lowick with unusual Force abilities, the fugitive is
Nyriaan holds many secrets. Nyriaan is home to a Sith Lord in
considered blessed by her fellow Pa'lowicks. The Corporate
stasis, a cache of ancient Mandalorian weapons, and other
Sector Authority knows of the fugitive's powers and has been
mysteries that have yet to be uncovered. From time to time,
using her as an organic divining rod to locate Madilon deposits
scavengers and other treasure hunters come to Nyriaan,
in the mines. The heroes are approached by the Pa'lowick
hoping to plunder the planet of its secret riches. Some of
underground and asked to escort the fugitive away from
these treasure hunters are sponsored by major factions on
Nyriaan. Conversely, the CSA might contact the players and
Nyriaan.
ask them to track down and capture the wayward worker.

Assume that any Force ability used by an individual on


Madilon Sabatoge
Nyriaan's surface against a target outside Nyriaan's
The CSA is experimenting with new mining technology in one
atmosphere automatically fails, and vice versa, Nyriaan's
of its nearby mines, and Madilon output has increased by
atmosphere is considered to be Force Null. Use of The Force on
nearly two hundred percent. This rate of productivity, if
the planet is somewhat less restricted, although still difficult,
sustained, might undermine the efforts of other interests on
and is dependant largely on atmospheric conditions. Whatever
Nyriaan. The heroes are contacted to find out what the new
causes this interference, it makes no distinction between
mining technology is and, if possible, to sabotage it.
[Light Side] and [Dark Side] Force Powers; all are penalized
equally. During calm weather conditions, which are rare during
most of the planetary year, Force Powers can be used on
Nyriaan with no penalty. During inclement weather, which is
common throughout the year, there is a -4 penalty to use any
Force Power.

87
Odryn
Region: The Outer Rim Species
Quadrant: N9 (Not Shown On Map, Near Government: Tribal
Null) Capital: None
Climate: Temperature Major Exports: None
Atmosphere: Normal Major Imports: Luxury Items, Technology
Gravity: Normal
Moons: 2
Length of Day: 41 Standard Hours
Length of Year: 303 Local Days
Sapient Species: 99% Feeorin, 1% Other

Points of Interest Adventure Hooks

History X Marks the Spot


An isolated planet in the Outer Rim Noonian sector, Odryn was (Part I see "X Marks the Spot" on Polis Massa for part II and "X
the chief colony world of the warlike Feeorin species. Known as Marks the Spot" on Teth for Part III )
a world of climatic extremes, Odryn was covered in jungles
and mountains, into the sides of which the Feeorin built their While shopping, a wandering Jawa (A member of the "Mombay
settlements. Although commonly believed to be the Feeorin m'bwa" crime syndicate, though the players may not know
homeworld, the Feeorin's original home was lost—by the time about them yet) tries to sell the players a bunch of old Junk. If
of the Mandalorian Wars, more Feeorin lived on Odryn than anyone is interested in looking at his wares, have them make
anywhere else in the galaxy, and developed an extremely a notice roll, on a success they see an old device amongst the
traditionalistic and insular society. Feeorin life on Odryn was junk that reminds them of a toy viewfinder they had as a child.
largely tribal until the legendary warrior Feln unified the With a raise they notice it has an odd lever on the side that
warring villages under his banner, becoming the hallowed seems to release a panel under which they see some ancient
Exalted in the process. Feln later left Odryn to train with the script The Jawa will haggle up the value as much as they can,
Jedi Order, and eventually returned to his homeworld as a Jedi before selling the entire box to them.
Master and a member of the shadowy Jedi cabal known as the If they aren't interested in looking at his junk, have another
Jedi Covenant. Jawa get caught trying to pick-pocket a player who then runs
away, only to find out later the Jawa has planted the small toy
Sanctum of the Exalted in their pouch.
The Sanctum of the Exalted was the holiest place on the Upon further examination they discover that the small toy
planet Odryn, where the dead elders of the Feeorin were opens up in the back and has written in "Ellayin" a language
believed to reside, forging Odryn's seasons. Access to the none of them probably speak the phrase "The Green Light
Sanctum was only permitted to the Exalted, the oldest and shines the way thru the Darkness" They will need to locate
strongest of the Feeorin, and any person he invited. Anyone someone who speaks the language or a droid who does to
else who went in couldn't be harmed by bludgeon, only translate this.
physical force. This changed, however, when the Jedi Feln was The Toy is hallow and has several reflective surfaces inside it.
the Exalted. A member of a secret cabal known as the Jedi If you shine a green filtered light into the back of the ship. It
Covenant, Feln opened up the Sanctum to the Covenant so will project a small set of coordinates. These Coordinates led
they could use it for storage and study of ancient Sith to a small hidden temple on the planet. that has another
artifacts, even though other Feeorin were not permitted to varation of an ancient toy setting on an alter there.
enter. The artifacts, such as Ludo Kressh's pedicure set, were This Toy also requires them to shine the Green Light through a
encased in a nullification resin to prevent their corruption from hidden hatch. Which will project more coordinates out another
escaping. All such artifacts were marked with microtags to side. These coordinates lead to an asteroid near Polis Massa.
display information on what they were.

88
Onderon
Region: The Inner Rim Government: Monarchy
Quadrant: O12 Capital: Iziz
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: High Technology, Weapons
Gravity: Normal
Moons: 4
Length of Day: 28 Standard Hours
Length of Year: 405 Local Days
Sapient Species: 99% Human, 1% Other
Species

Points of Interest Adventure Hooks

Hunting lodge of the Beast Riders Ommin's subterranean fortress


The Hunting lodge of the Beast Riders was the gathering point Deep beneath the surface of Onderon's capital city of Iziz was
for the Clazca, a Beast Riders clan on Onderon during the the subterranean fortress of King Ommin. The fortress was
Galactic Civil War. inadvertently discovered by Beast Rider commander Gobee
and another soldier during a reconnaissance mission through
Iziz Royal Palace Iziz's undercity. The party is hired to explore the fortress.
The Royal Palace of Iziz was the home of the Royal Family of
Onderon throughout the city's history, serving many regimes Kira Crash
as the city changed hands over the millennia. Destroyed and Rumor has it that a transport loaded with valuable cargo
rebuilt many times after war and strife, the Palace was always recently crashed near the Kira Fortress. Though the specific
found at the center of the city upon a hill overlooking the cargo remains a mystery, Small parties of treasure-hunters
homes and squares that made up Iziz. have attempted to explore the area around the Fortress
against the Monarchy's orders, but nothing of value has been
Kira Fortress found as of yet.
The Kira Fortress was a fortress in the wilderness of Onderon
owned by the House of Kira. It was located far from Iziz and Hush Money
one hundred kilometers from the Shatoon Monastery. As the heroes pass a small Droid repair shop, they notice
several large aliens attempting to strong-arm the owner. They
Malgan Market are obviously looking to make a mess if the shop owner does
The Malgan Market was a market on Onderon where many not pay the hush money they demand.
merchants and pedestrians walked.
Invited to Lunch
Shatoon Monastery An ally of the Party has been lost in hostile wilderness due to a
The Shatoon Monastery was a religious building on Onderon, vehicle crash, and the party must go into the Onderon Wilds to
far from Iziz and one hundred kilometers from Kira Fortress. rescue them before the beasts are able to reach them. Their
last known signal location has been provided to you and help
Royal Hunting Lodge won't be far behind you. When you reach the crash site, you
The Royal Hunting Lodge was the Onderon Royal Family see tracks leading away from the site, being hunted by several
residence in the Onderon's wilds. large predators. If you want to save your friends you can't wait
around for the help to arrive, you need to get moving now.
Due to the large tree canopy though you will need to track
them on the surface.

89
Ord Adinorr
Region: The Outer Rim Species
Quadrant: Q8, IV (Not Shown on Maps, Government: Imperial Governor
Near Nam Chorios) Capital: None
Climate: Frigid Major Exports: None
Atmosphere: Normal Major Imports: High Technology, Weapons
Gravity: Normal
Moons: 2
Length of Day: 32 Standard Hours
Length of Year: 534 Local Days
Sapient Species: 99% Human, 1% Other

Points of Interest Adventure Hooks


You should review the effects of the Cold Hazard when
Ord Adinorr is a world covered in snow and ice; snow falls on a planning an adventure on this Planet.
daily basis, evaporating in the noonday sun only to condense
and fall again overnight. The Humans who have settled there
build their homes deep in the thick snow banks that blanket
the planet, reinforcing them with plasteel. Most such homes
are accessible only by tunnels connecting covered central
courtyards, though a few of the wealthier inhabitants have
built covered landing pads and docking bays through which
they can come and go as they please.

The Moff's Estate


Moff Zerex's estate on Ord Adinorr is expansive, but he mainly I hate this Music
stays in his mansion near the northern glacier fields. The A concert of offworld music is being held on planet, and a
upper level of his mansion extends twenty feet above the Friend of one of the players is slated to be the star performer
snowline, while the lower level is entirely covered in snow and has sent them tickets and requested their protection.
(With the exception of his private landing bay to the east). Reactionary elements led by a local Anti-Alien group are
Aside from transparisteel windows on the upper level, the plotting to ruin the “corrupting noise” with sabotage that risks
landing bay is the only entrance to the Moff's home. getting performers killed. Meanwhile, a crowd of ignorant
offworlder fans have landed and are infuriating the locals.

One of Us
By coincidence, one of the party members is wearing clothing
indicative of membership in a violent anti- alien political
group, and thus the party is treated in friendly fashion by a
local group for no obvious reason. The group assumes that the
party will go along with some vicious crime without complaint,
and the group isn’t informed of what’s in the offing until
they’re in deep.

90
O'reen
Region: The Unknown Regions Sapient Species: 98% O'reenian (Native),
Quadrant: H17 (Not Shown on Map) 2% Other Species
Climate: Temperate Government: The O'reenian Imperium
Atmosphere: Normal Capital: Fort Maximus
Gravity: Heavy Major Exports: None
Common Hazards: Heavy Fog, Orbital Major Imports: Military Weapons
Defense Mines
Moons: 2
Length of Day: 34 Standard Hours
Length of Year: 355 Local Days

Points of Interest Adventure Hooks


Fort Maximus You should review the effects of Heavy Gravity and the
By far one of the most heavily fortified settlements on the Illumination Dark Penalty (For Heavy Fog) when planning an
planet, Fort Maximus serves as both capital and primary adventure on this Planet.
military headquarters. The estate of the ruling Magnus is
A Crateful of Smoking Blasters
located in the city's center. Multiple defenses make it possible
The characters are hired to transport a large amount of
for Fort Maximus to withstand a siege for years, if necessary.
"Various sundries and luxury goods" to a contact on O'reen. If
the heroes open the storage containers in transit, they find
Orbital Deployment Center
cutting-edge military-grade weapons and armor. They do not
One of the oldest garrison-cities in existence, Orbital
have the proper permits for such items and would be in a lot
Deployment Center is the closest thing to a spaceport on
of trouble if caught. If the heroes attempt to deliver the cargo,
O'reen. Its primary purpose is to monitor activity throughout
they drop out of Hyperspace, and are hailed by ground control,
the system by means of numerous satellites that were put in
which demands they identify themselves and transmit the
place during the colonization of the world. The satellites were
proper ID codes. If the heroes convince ground control to let
intended to help the colony fulfill its mission as an early
them land, their ship is boarded for inspection by people who
warning outpost. These days, they are used to assess nearby
look like members of the same Species as their employer. The
sectors for viable targets for raiding actions, and as a hub for
cargo is confiscated as "Evidence of treason against The
storing and analyzing offworld technology that is taken into
Magnus," but if the characters tell the truth convincingly, they
O'reenian custody. Captured technology is dismantled and
are judged as dupes of the real traitors and allowed to leave
studied for new military advancements the O'reenians can
provided they lead the O'reenians to their contact.
adopt, such as more efficient blaster weapons, faster sublight
drives, and improved shield generators. O'reenian Hospitality
A miscalculated trajectory causes the heroes' ship to dump
Epsilon Garrison them suddenly out of Hyperspace and results in enough
A prime example of the military attitude that pervades system failures to require a bumpy landing on the nearest
O'reenian life, Epsilon Garrison is one of the many cities that available world- O'reen. Through a mix of luck and skill, the
dot the surface of the world. Although not as heavily fortified heroes manage to land away from the larger garrison-cities
as the capital, Epsilon Garrison still looks like a military base. and avoid capture, but a local patrol takes away their
However, the city also has a strong agricultural industry, damaged ship. The characters must break into Orbital
producing a substantial portion of the crops used to feed many Deployment Center to steal back their vessel, along with the
of the neighboring garrisons as well as supporting the parts needed to make repairs, without being blasted. After
standing armed forces stationed at Fort Maximus. they fix the ship and make the jump to lightspeed, they
discover that a few guests have snuck aboard and intend to
steal the ship, even if they have to do so over the heroes'
dead bodies.

91
Ossus
Region: The Outer Rim Government: Tribal (Ysanna); Jedi Rule
Quadrant: R8 Capital: Knossa
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: Technology
Gravity: Normal
Moons: 2
Length of Day: 31 Standard Hours
Length of Year: 231 Local Days
Sapient Species: 15% Ysanna (Native),
10% Human, 75% Other Species

Points of Interest Adventure Hooks

Knossa Spaceport Deep Research- Part I

Located in the far southern latitudes of Ossus against the See also: Deep Research- Part II on Kamino

Eocho Mountain range, the spaceport is patrolled by several Before The Great Sith War, a contingent of Jedi stored artifacts

Jedi Guardians specifically assigned to the security of all those and recordings in the survey offices. Jedi records indicate that

who visit Ossus. In addition to the docking bays, repair ports, Master Anstak has long been something of an outcast among

and other typical facilities and services available at most his own kind. It is generally assumed that this was due to his

spaceports, Knossa Spaceport offers lodging, dining, and Force abilities, something perhaps frowned upon in light of the

several research branches for those visiting the world to general disdain for The Jedi on some worlds in the Hapes

conduct academic research. Cluster. Master Anstak's offices were situated deep in the
caverns, and the small collection was eventually considered

The Great Jedi Library an unofficial annex to The Great Library. The artifacts were

The Jedi Library of Ossus was a revered center of knowledge aquatic in nature, relics from Drexel, Issor, Iskalon, and other

for a thousand years before its destruction by the Cron obscure water-dominated worlds with sentient inhabitants.

supernova. The library's construction was initiated by Odan- The survey offices were left undamaged by the nova, but the

Urr shortly after he helped Empress Teta unify the planet resulting landslides buried the facilities, trapping the

Kirrek to her system, and it quickly became a repository of obstinate Master Anstak in a watery tomb. Only with modern

knowledge of all sorts and a training facility for Jedi Knights technology were they detected, and the heroes have been

from across the Republic. sent to investigate.

The expansive library contains four above-ground levels, all


While exploring these submerged archives, the heroes make
with soaring ceilings and utilitarian, thick-walled stone
three major discoveries. First is Master Anstak's skeleton.
architecture. Within are the reading and instruction rooms
Second is the holorecording he made for those who would
(Level 1), the data card and reader tape stacks (Level 2), and
ultimately find him. In the recording- which the heroes will
the Archives that occupy Levels 3 and 4. Four primary towers
need a Protocol Droid or translator to understand- the heroes
jut from Level 4, containing materials that are stored based on
learn of the third item: a map of an underwater city, and
the dating catalog devised by Master Odan-Urr: Pre-
records showing that several relics were relocated to a remote
Hyperdrive, Pre-Republic, Early Republic, and Mature Republic.
world called Kamino. This "Kamino" is said to be the site of
Three sublevels house oft-discussed but seldom-viewed
ancient submerged cities deemed ideal for the storage of
treasures of the library. The Chamber of Antiquities, especially,
certain files and artifacts.
contains material that would thrill any Jedi academic, but
much of it is Sith and Dark Side lore, to which access is To complete their quest, the heroes must travel to Kamino and
restricted. A researcher seeking to learn of The Dark Side must locate the Derem City ruins and the archives therein. The ease
have the permission of both The Jedi Council and Master with which the heroes can locate and travel to Kamino will
Odan-Urr himself. vary, depending on their Era of Play.

92
Peragus II
Region: The Outer Rim Government: None
Quadrant: Q4 (Not Shown on Map, Near Capital: None/Peragus Mining Facility
Ruuria) Major Exports: Fuel
Climate: Uninhabitable Major Imports: Foodstuffs, Technology
Atmosphere: Vacuum
Gravity: Normal
Moons: None
Length of Day: 14 Standard Hours
Length of Year: 417 Local Days
Sapient Species: None

Points of Interest Adventure Hooks


You should review the effects of Vacuum when planning an
Peragus II was a planet in the Peragus system of the Outer Rim adventure on this Planet.
Territories' Xappyh sector. A major source of low-grade engine
fuel, Peragus II was originally a terrestrial world, but it was Lost Miners
nearly destroyed hundreds of years before 3959 BBY by the A Mining Exec asks the players if they would be willing to
early attempts of miners to siphon off fuel from the planet. explore the Mines on his behalf (one of his reletives was lost a
few days before). The shopkeeper is happy to pay up if the
Peragus asteroid field heroes agree to help him.
The Peragus asteroid field was a formation of fuel-rich
asteroids that was created after the first attempt to set up a Remember to set the Brakes
mining station on Peragus II. The heroes' vessel is involved in a minor accident when its
In the process of drilling for fuel when the first station was set moorings snap and it drifts into a nearby freighter that is also
up, the mining crew accidentally discovered just how moored in the Asteroids. Depending on the damage, which is
flammable and unstable Peragian fuel could be. The resulting mostly cosmetic, the other ship's owner might demand that
explosion shattered the surface of Peragus II, sending vast the heroes provide compensation.
quantities of the planet's crust and upper mantle into space.
The cooling-down of the blown planetary material created the No Honor among Miners
asteroid field, which hung in geosynchronous orbit over the The heroes are offered an afternoon of work helping a
original blast site. Further mining was halted until the merchant unload his cargo and transport it to a warehouse in
beginning of the Telosian Restoration Project on the nearby the Trade District. The apparently simple job turns complicated
planet of Telos IV, which required large amounts of fuel to keep when the merchant and the heroes are ambushed by a crew of
Citadel Station in orbit. The Peragus Mining Facility was thugs looking to claim the cargo for themselves.
established inside one of the largest asteroids in the field and
would supply Citadel Station with mined material. Deep Mine Nine
Someone is willing to sell you the coordinates to an asteroid
32-19K orbiting a system that is rich in high value minerals. What
32-19K was an asteroid in the Peragus asteroid field. they forgot to mention is that Something is alive in the
asteroid belt. It's actually a breeding ground for Exogarths .
Peragus Mining Facility
The Peragus Mining Facility was the only supplier of shipping-
grade engine fuel to the Kwymar sector. It was installed in the
Peragus asteroid field as a second attempt at siphoning
Peragian fuel after the first one resulted in the near-
destruction of the planet Peragus II and was itself an Asteroid.

93
Phindar
Region: The Outer Rim Government: Crime Syndicat (Pre-44 BBY),
Quadrant: O8 Democracy (Pre-Dark Times)
Climate: Tropical Capital: Laressa
Atmosphere: Normal Major Exports: Technology, Illegal
Gravity: Normal Technology (Pre-Dark Times)
Moons: 0 Major Imports: Foodstuffs, Medicine,
Length of Day: 28 Standard Hours Weapons
Length of Year: 401 Local Days
Sapient Species: 95% Phindian (Native),
3% Human, 2% other Species

Points of Interest Adventure Hooks


Here are some ways to incorporate Phindar into your
Phindar was a planet in the Outer Rim Territories, near the adventures.
Mandalore sector. It was controlled by a criminal organization,
the Syndicat, until 44 BBY, when it was overthrown. The The Syndicat
Phindians then elected a Governor. The planet was orbited by The Syndicat is a good mid-level criminal enterprise to throw
Phindar Station. at the heroes without resorting to the usual suspects like Black
Sun or The Hutt Kajidics. Because of their mastery of Renewal
Laressa technology, thugs from The Syndicat are less likely to kill
Laressa was the capital of Phindar. As of 44 BBY, the planet someone as punishment. Instead, they prefer to wipe a
was controlled by the Syndicat, and Laressa took the brunt of victim's mind and consign them to permanent slavery.
the blow. Under the Syndicat, the main marketplace barely
carried enough supplies to maintain the health of the people. Gun Runners are Us
Furthermore, the Syndicat's headquarters was located in Although rebellion is rare on Phindar, small cells of resistance
Laressa, making the criminal-level security of the capital fighters exist. The heroes could be tasked with bringing
considerably higher than the rest of the planet. weapons to these rebels. The only way to effectively move
such items on Phindar is to act as if you are working directly
Phindar Station for The Syndicat.
Phindar Station was a major spaceport on Phindar.
There, was placed the headquarters of the Sentient Property Bacta or Death
Crime Bureau, and Captain Quecks was the maximum The Syndicat's main source of power is its control over medical
authority in the station. supplies coming to the planet, especially bacta. This proves to
be a problem when the heroes are serving as bodyguards for a
Sentient Property Crime Bureau diplomatic mission to Phindar. An accident seriously injures
The Sentient Property Crime Bureau was a special division of their client, and bacta is the only thing that can save them.
the police force on Phindar. The task of the organization was The heroes must deal directly with The Syndicat to gain access
that of stopping the theft and resale of "personality-bearing to a medical facility that contains the life-saving material. The
artifacts", also known as droids. thugs demand outrageous fees or unsavory favors in
exchange for saving the diplomat's life. If the heroes fail to
strike a deal, they risk their client's death, bringing them all
manner of hardships.

94
Point Nadir
Region: The Outer Rim Population: Approximately 4,000
Quadrant: O16 (Not Shown on Map) Sapient Species: 40% Human, 8% Twi'lek,
Climate: Temperate/Controlled 6% Toydarian, 4% Rodian, 2% Houk, 40%
Atmosphere: Thin (Surface) / Normal Other Species
(Artificial Interior) Government: Point Nadir Council
Gravity: Low (Surface), Normal (Artificial Capital: Point Nadir
Interior) Major Exports: Illegal Goods, Information,
Moons: N/A Narcotics, Slaves, Weapons
Length of Day: 24 Standard Hours Major Imports: Foodstuffs, Illegal Goods,
Length of Year: 7,241 Local Days Information, Medicines, Technology

Points of Interest Adventure Hooks


You should review the effects of Thin Atmosphere and Low
The Arcade: Gravity when planning an adventure on this Planet.
Point Nadir's entertainment and red-light district is best known
as the Arcade. Mynock Bounty
Fische's Cove: Point Nadir's council has recently enacted an initiative that
Fische's Cove is a massive cavern encompassing much of the awards hunters 10 credits for every Mynock they kill. With
comet's rear quarter. thousands of Mynocks living throughout the comet, the city's
The Fissure District: poor see the potential for an easy pay-off.
Point Nadir's slums are known as the Fissure District.
The Jackrab Hole:
The Jackrab Hole is the entrance to Point Nadir
The Mines:
Though off-limits, the mines continue to see a large number of
visitors and residents.
The Ministry Precinct:
The Ministry Precinct is where the government, convenes.
The Nest:
The mercenary district. Made up of narrow, twisting corridors.
The Slips:
The Slips abut Fische's Cove and extend inward for two
hundred yards before they give way to other districts.
Salovan's Souk:
The central marketplace and, therefore, the heart of the
shadowport.
The Tethers:
Ad hoc docking facilities by visitors who aren't willing to pay
for a more comfortable dock in the Slips.
The Trade District:
A large amount of the bulk shipping that enters and leaves
Point Nadir is typically stored here.
Utility Ward
Massive power generators, gravity controls, and life support
systems are kept and maintained within Point Nadir's Utility
Ward.

95
Polis Massa
Region: The Outer Rim Government: Ruling Council
Quadrant: M26 Capital: Polis Massa Base
Climate: None (Asteroid) Major Exports: None
Atmosphere: Vacuum Major Imports: Foodstuffs, Heavy
Gravity: Low Machinery, Water
Moons: N/A
Length of Day: 24 Standard Hours
Length of Year: 590 Local Days
Sapient Species: 99% Polis Massan, 1%
Other Species

Points of Interest Adventure Hooks


You should review the effects of Vacuum and Low Gravity
Polis Massa Research Base when planning an adventure on this Planet.
The Polis Massa Research Base, also known simply as Polis
Massa Base, was a facility set up by the Kallidahin people on Kill the Power
the largest of the asteroid fragments of the former planet Polis An explosion in the causes the loss of power to Topside Dome.
Massa. The Kallidahin archaeologists hoped to uncover an The parts needed to repair the damage are not available in the
evolutionary link between their species and the extinct natives port, and hundreds of lives might be lost if the life-support
of Polis Massa, the Eellayin. systems cannot be brought back online. The players are asked
to procure the parts from a nearby star system. What might
Eellayin appear to be a cut-and-dried assignment is complicated when
The Eellayin were an ancient species from the planet Polis the agents behind the explosion attempt to stop the heroes
Massa before it was destroyed in a mysterious cataclysm, from leaving the port alive.
leaving an asteroid belt behind and the Ellayin all but extinct.
The few details about the Eellayin or the disaster that X Marks the Spot
destroyed their homeworld caused them to vanish from most (Part II see "X Marks the Spot" on Odryn for part I and "X
known history. Marks the Spot" on Teth for Part III )
Long after their homeworld was destroyed, another species
from the Subterrel sector investigated the remains of Polis As they players make their way towards coordinates for an
Massa. These people, the Kallidahin, became so strongly asteroid near Polis Massa. They are hailed by a coded
associated with the archaeological investigation of Polis Massa communication when they reach them.
that they became known as Polis Massans. The Polis Massans' "The Green Light shines the way thru the Darkness" they then
main concern was uncovering what connection they may have see a small green light far off in the distance on another
had with the ancient Eellayin. asteroid. As they follow these briefly flickering lights thru the
field of asteroids they eventually find themselves far away
Topside Dome from the research base deep in the field. There they locate a
The Topside Dome was part of the Polis Massa Base. It was small cavern inside a large asteroid light by green light. Upon
located directly above the ruins of Wiyentaah and contained landing they bay doors close behind them. Then thousands of
the elevator to the dig site. The facility also provided food and Jawas appear around their ship.
rest to the base's archaeologists and included an equipment They are then approached by a represenative of the "Mombay
store, artifact documentation facilities, a basic laboratory, and m'bwa" crime syndicate, who explains they need to transport
an analysis center. a large group of Jawa to Teth (As many as Double the usual
amount of passangers they could normally haul) Where they
will be exploring the Grave of Ziro Desilijic Tiure's father.

96
Ralltiir
Region: The Core Government: High Council
Quadrant: L12, III Capital: Cambriele
Climate: Temperate Major Exports: Financial Services, Marble
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: 28
Length of Day: 19 Standard Hours
Length of Year: 255 Standard Days
Sapient Species: 96% Human, 4% Other
Species

Points of Interest Adventure Hooks

Salibury
Cambriele
Salibury was a city on the planet Ralltiir.
Cambrielle was the capital of Ralltiir. The city included the
Imperial Governor Dennix Graeber has cracked a Rebel
famed Cambriele Exploration Auditorium, and was home to
Alliance spy ring with an armory in the center of Salibury's
Cambriele Solid State and the popular Dusky Sky Café.
commercial district. Graeber seized three hundred tons of
weaponry, and authorities captured thirty-five Rebels on-site,
Cambriele Exploration Auditorium
leading to the capture of roughly another hundred through
The Cambriele Exploration Auditorium was a museum on
interrogations and examination of documents captured in the
Ralltiir in the city of Cambriele.
raid.
You have been hired to break into the Imperial compound and
Grallia
rescue one of the Rebels who so far has resisted interrogation,
Grallia was a city on the planet Ralltiir. It was well-known for its
this particular rebel knows names higher up the chain who are
enormous spaceport.
off planet as well. Whish would put the entire Sector Cell at
risk. not just the Ralltiir Cell which has already been broken. If
Grallia Spaceport
you can rescue others as well, while secondary, there would
Grallia Spaceport was an enormous spaceport located in the
be no argument against your doing so,
city of Grallia on Ralltiir.

High Ontis
The High Ontis was a mountain chain that was located in the
equatorial region of the planet Ralltiir. The remote canyons of
the High Ontis contained a number of marble quarries. A
number of alpine lakes were also located within the mountain
chain.

Ettam
Ettam was a city on Ralltiir that contained several farms.
Imperial forces under Commander Akobi assaulted the town
once, resulting in many unintentional deaths when the Empire
thought a medical center was a Rebel outpost.

97
Raxus Prime
Region: The Outer Rim Government: Imperial Governor
Quadrant: S6 (Shown on Map as Raxus) Capital: Central Station
Climate: Poisonous Major Exports: Industrial Machinery, Raw
Atmosphere: Hazardous Materials, Starships, Starship Components
Gravity: Normal Major Imports: Foodstuffs, High Technology
Moons: 1
Length of Day: 22 Standard Hours
Length of Year: 388 Local Days
Sapient Species: 40% Human, 37% Jawa,
20% Rodian, 2% Other Species

Points of Interest Adventure Hooks


You should review the effects of Hazardous and Poisonous
Raxus Prime, was a waste-covered planet in the Raxus system Atmosphere when planning an adventure on this Planet.
in the Tion Hegemony sector of the Outer Rim Territories. Once
a beautiful world of lagoons and islands, over many centuries Lost Child
it became heavily-industrialized, until by the time of the Clone A small group of child has been lost in the Sewer system after
Wars it had become totally covered with toxic debris and had a a recent cave in collapsed the school building they were in
poisonous surface. below the surface. While most of the children were rescued
this group were frightened and ran into the tunnels to escape
Central Station further collapses. So it's all hands on deck to try and locate
Central Station was the capital of Raxus Prime, and was them. While a large part of the system has been mapped,
contained within an orbital facility. there are large sections that have not been fully explored yet.
More importantly there have recently been reports of several
Raxus Sewer System large Dianoga being spotted in the sewers in the last few
The Raxus Sewer System was a massive sewer located on the months, and they have grown more and more aggressive.
planet Raxus Prime. Researchers with Sienar Fleet Systems There is also the fact that while the children have access to
were unsure of the species that created the system, but antitoxin patches and Breath Masks, their resistence to the
believed that it was thousands of years old and was originally atmosphere will eventually run out as well adding to the
used to collect pools of waste for recycling. urgency to find them.

Sienar Refinery
Around the time of the Clone Wars, the Sienar Refinery was an The Non-Trade Union
industrial recycling center operated by Sienar Fleet Systems A grasping political party in local government seizes the
on the planet Raxus Prime. It was constructed from the hull of party’s ship for some trifling offense. The party wants to end
an old space station. offworld trade, and is trying to scare other trade unions away.
The parties starship as well as many others are being held
Junk Temple within a military cordon just outside the Central Station facility
The Junk Temple was a crude makeshift replica of the Jedi in a seprate dome, and the Party is confident that by the time
Temple on Coruscant, erected on the planet Raxus Prime. It other elements of the government countermand the order, the
was constructed by fugitive Jedi Master Kazdan Paratus, who other trade unions will have been spooked off.
was on the run from the Galactic Empire.

Dooku's headquarters
At one time the Sith Lord Count Dooku had headquarters on
the planet Raxus Prime.

98
Rodia
Region: The Mid Rim Government: Rodian Grand Protector
Quadrant: Q20 Capital: Equator City
Climate: Tropical and Arid (Hot) Major Exports: Bounty Hunters, Foodstuffs,
Atmosphere: Normal Exotic Animals, Weaponry
Gravity: Normal Major Imports: Technology, Agricultural
Moons: 4 Goods, Weapons
Length of Day: 29 Standard Hours
Length of Year: 305 Local Days
Sapient Species: 99% Rodian (Native), 1%
Other Species

Points of Interest Adventure Hooks

Equator City How do we help?


Equator City was the capital city of Rodia located on the A Friend or Ally of one of the Party members seeks to slip word
equator. It had a gambling complex operated by the part of to the daughter of an executive of Rodmark Weapons and she
the cartel that was dedicated to money laundering, controlled is also being courted by a higher ranked executives son. Due
by Black Sun. The Flip of the Credit casino was also based to many issues with her family if she doesn't except the others
there. The city was also home to the prestigious concert hall offer her father may lose his postion within the company. The
known as the Holosseum party needs to help them somehow.

Iskaayuma
Flip of the Credit
Located on the Sika Peninsula on the continent of Encheeko.
The Flip of the Credit was a casino owned by the Rodian Avaro
The Rodmark Weapons Plant was a factory in the industrial
Sookcool. It was located in Equator City on the Rodian
zone of the city. Iskaayuma was a sprawling city with
homeworld and served as a front for money laundering
omnipresent thick smog from hundreds of weapons factories.
conducted by Black Sun. Recently the hero's have been hired
Industry and government were the primary employers.
to work as muscle, but they didn't know it was a front for Black
Tourists only came to visit the Guild Hall or attend the
Sun until it's to late.
occasional performances of the Rodian Galactic Drama
Troupe.

An'yettu Islands
The An'yettu Islands was an archipelago from which the
An'yettu clan of Rodians hailed. Located west of Betu in the
Wesessa Sea on Rodia, The An'yettu were prevented from
expanding beyond this chain of islands.

Chekkoo Enclave
It was protected by a strong wall and contained three other
walled sections, meant to protect the clan tower. This building
was situated on top of a rocky outcropping. The oldest walls
were built of stone, but newer walls were constructed of
synthcrete, metal and advanced alloys. Residences and
businesses lay within the walls, though the newest portions of
the city stretched out around the Enclave. The outermost
perimeter of the city was marked by an aging power fence
that was more often down for repairs than not.

99
Ruusan
Region: The Mid Rim Other Species
Quadrant: P14 Government: None
Climate: Temperate Capital: Olmondo
Atmosphere: Normal Major Exports: Ore
Gravity: Normal Major Imports: Foodstuffs, Technology
Moons: 3
Length of Day: 23 Standard Hours
Length of Year: 335 Local Days
Sapient Species: 60% Bouncer (Native),
25% Ruusanian (Native), 10% Human, 5%

Points of Interest Adventure Hooks

Katarn's Hill Digging up the Darkside


Katarn's Hill was a hill on Ruusan located near Fort Nowhere. It Sith agents seek to reclaim some ancient lore or technology
gained its name from the Sulonese settlements established hidden within the Sith base on Ruusan. The Jedi Order catches
there in 1 BBY by Morgan Katarn. Those settlements were wind of this and sends the heroes to intercept them.
destroyed in the Battle of Fort Nowhere in 5 ABY.
Lost Hyperspace
Valley of the Jedi During the early days of the Empire, the heroes are hired to
The Valley of the Jedi or the Valley of the Souls was the site of search for the lost planet of Ruusan and plot a Hyperspace
the Seventh Battle of Ruusan, the last battle of the New Sith course, not knowing that their benefactor is an Imperial agent.
Wars and a thousand years before the Battle of Yavin.
There, Lord Kaan's thought bomb trapped the souls of over
one-hundred Jedi and Sith until the Jedi were finally freed by
Kyle Katarn. The Valley of the Jedi then became a concentrated
area of Force energy called a Force nexus, and is widely
believed to be the most powerful Force nexus in the entire
galaxy.
(When Activating a Force Power within the Valley, a Successful
Result activates the Power as if the Result was a Raise)

Fort Nowhere
Fort Nowhere was a Class Two military installation located on
Ruusan. It contained the Smuggler's Rest, and it was located
near Katarn's Hill and a series of caverns. Fort Nowhere was
shaped like a six-pointed star, with a spherical blaster cannon
at each point to ensure that anyone, pirates or natives, Spirits of the Valley
attempting to force entry would face covering fire. It was also From the Jedi Academy on Yavin 4, Luke Skywalker sends the
equipped with subsurface missile batteries, and defenses heroes to the Valley of the Jedi to investigate rumors that Jedi
included rammed-earth walls. However it would not withstand and Sith spirits roam the area.
any full-scale Imperial assault.
Dark Recharge
A new Dark Sider emerges and seeks out the valley to tap into
the ambient Force power there, intent on strengthening their
power.

100
Ryloth
Region: The Outer Rim Government: Feudal Meritocracy
Quadrant: R22 Capital: Kala'uun
Climate: Varied Major Exports: Ryll Spice, Slaves
Atmosphere: Normal Major Imports: Foodstuffs, Medicine,
Gravity: Normal Technology
Moons: 5
Length of Day: 30 Standard Hours
Length of Year: 305 Standard Days
Sapient Species: 76% Twi'lek (Native),
24% Other Species

Points of Interest Adventure Hooks

Bright Lands Hunvar's Spire


The Bright Lands was the name given to the side of Ryloth that Hunvar's Spire was the headquarters of the Hutt slaver
was baked in constant sunlight during the daytime. Hunvar, based in Kala'uun on Ryloth. The floor of the dining
Traditionally, Twi'lek clan leaders were sent here to die if one hall had a hole through which spectators could watch slaves
of their fellow clan leaders had died, either from natural engaged in combat for their entertainment. The upper floors
causes or in some cases, assassination. This tradition was contained Hunvar's living suite, personal treasury, and a well-
instrumental in the changing of hands within the planetary stocked armory for his guards and jailers.
government. The Spire was rumored to contain a lost Jedi holocron, but this
was in fact a hoax promulgated by slavery opponents in an
Nightlands attempt to lure Jedi or treasure-seekers to raid the Spire and
The Nightlands, also known as the Darkside, were the half of publicize the plight of enslaved Twi'lek females.
the tidally-locked planet Ryloth in perpetual night. They were
the counterpart to the Bright Lands, which were in perpetual
day.
During the Great Peace of the Republic, the Nightlands were
the site of a podracing course.

Floating Rock Gardens of Ryloth


The Floating Rock Gardens of Ryloth were a tourist attraction
on the Twi'lek homeworld of Ryloth, well known throughout the
Outer Rim Territories. However, because of their proximity to
the Bright Lands, very few people usually saw them. There
was a small entry fee. A unique atmospheric effect directed
the winds blowing through its cavernous tunnels and allowed
rocks to float on the wind, like solid clouds. There were
thousands of small, colorful and unique stones left by previous
visitors, as well as a few large boulders. Visitors could
rearrange the floating rocks to any formation they chose, but
were encouraged to simply let the wind move them naturally.
Watching the natural configurations of the stones without
interfering was a tenet of Twi'lek philosophy.

101
Salliche
Region: The Core Species
Quadrant: K13 (Not Shown on Map, Near Government: Parliament
Metellos) Capital: Netassa
Climate: Temperate Major Exports: Foodstuffs
Atmosphere: Normal Major Imports: Manufactured Goods,
Gravity: Normal Technology
Moons: 1
Length of Day: 23 Standard Hours
Length of Year: 355 Local Days
Sapient Species: 91% Human, 9% Other

Points of Interest Adventure Hooks

Salliche was an agricultural world in the Core Worlds region. It The Rebel Training Camp
was the headquarters of the Salliche Agricultural Corporation. The party is recruited by the Rebel Alliance to help establish a
The planet was one of 18 planets on the Agricultural Circuit. secret training camp for new recruits in a remote area of
Salliche. They must secure the area, set up defenses, and
Netassa train the eager but inexperienced rebels.
The city of Netassa was the capital of the planet Salliche and However, Imperial forces catch wind of the operation and
the site of an Imperial outpost during years before and during launch an assault. The party must rally the recruits, lead them
the Galactic Civil War. in battle, and defend the camp against overwhelming odds
until the Alliance transport ship can get there and they can
Salliche Agricultural Corporation escape.
The Salliche Agricultural Corporation, or Salliche Ag, was an
Imperial agricultural concern headquartered on Salliche, an The Smuggler's Run
agricultural world also home to the Vaults of Narner. Coruscant Lady Selnia Harbright hires the party to smuggle a valuable
was its primary customer, due to the proximity of many of its cargo through Imperial-controlled space. The cargo is highly
agriworlds to the capital. However, it likely had other sought after by various criminal syndicates and Imperial
customers in the Inner Core due to the high population density forces, making the journey perilous. They must navigate
of the region, especially along the first part of the Corellian asteroid fields, elude Star Destroyers, and outmaneuver
Run. relentless bounty hunters. Along the way, they discover the
idenity of the group who broke into and robbed the Vaults of
Vaults of Narner Nerner.
The Vaults of Narner were robbed by a marauding band of
raiders wearing imposing battle armor bristling with blasters The Rebel Spy
and equipped with jetpacks. The party is contacted by a high-ranking Rebel operative who
has vital information on an impending Imperial operation.
House Harbright They must extract the operative from a heavily fortified
House Harbright was a wealthy family influential in the Imperial facility and transport them safely to the Rebel
Salliche Ag Corporation. In 25 ABY its leader was Count Borert Alliance base on Salliche.
Harbright. Other members were Lady Selnia Harbright and The mission becomes more complicated when them doing so
Dees Harbright. The family had served the Old Republic for draws unwelcome attention to the hidden training facility. Now
three centuries. they must rush back to the planet and try and sneak by the
Imperial Patrols and transport any survivors of the planet and
get them to safety.

102
Sembla
Region: The Outer Rim Government: None (Nomadic Tribes)
Quadrant: R5 (Not Shown on Map, Near Capital: None
Almania) Major Exports: Foodstuffs, Water
Climate: Temperate Major Imports: Technology
Atmosphere: Normal
Gravity: Normal
Moons: 4
Length of Day: 32 Standard Hours
Length of Year: 274 Local Days
Sapient Species: 100% Vurk (Native)
Points of Interest Adventure Hooks
Sembla, was an oceanic Outer Rim planet that was the
homeworld of the nomadic Vurk. It was in the Outer Rim The Hutt's Heist
Territories near the Tion Hegemony, at the far end of the Jabba the Hutt hires the players to carry out a daring heist on
Perlemian Trade Route. There were vast gardens of coral and the heavily fortified Imperial Navy Deep dock. They must
valuable crystal in the hottest of Sembla's oceans, and these assemble a crew, plan the operation, and overcome numerous
were often targeted by off-world miners. Due to the nomadic obstacles, including security systems, stormtroopers, and rival
nature of its indigenous species, the Vurks, there were few gangs. Success could earn them a fortune, but failure may
permanent settlements on Sembla. Ancient subaquatic ruins result in a lifetime of servitude to the Hutt crime syndicate.
were known to exist along the planet's equator. These ruins
did not appear to be Vurk creations, nor did the Vurks have
any memories of having established permanent settlements.

Semblan eel
The Semblan eel was a species of eel native to the planet
Sembla, which featured enormous coral reefs in its oceans.
During the Cold War between the Galactic Republic and the
Sith Empire, the Semblan eel was discovered among the reefs
for the first time by explorers.

R/M Facility Number Four


The Clone Wars Echo
R/M Facility Number Four was the largest Imperial Navy
Following the events of the Clone Wars, a forgotten clone
deepdock in operation during the Galactic Civil War.
trooper resurfaces, claiming to possess crucial information
Located in the Mahrusha sector near Sembla and produced by
about secret Imperial projects. The players must protect the
Rendili StarDrive, it had 125 modular work bays, all of which
clone trooper from Imperial forces, uncover the truth behind
were large enough to hold a Strike-class cruiser. Four
the experiments, and decide whether to trust their former
workbays could be combined to fit a Victory-class Star
enemy or turn them over to the Rebellion.
Destroyer, fifteen for an Imperial-class Star Destroyer, and
eighteen for a Torpedo Sphere. The modules were connected
The Space Race
by Akinetic fields produced by Voorson power generators, and
A prestigious galactic competition attracts participants from
new modules were constantly being added to the existing
across the galaxy, including the players. They must build and
infrastructure. They were equipped with tractor-beam
pilot their own starships to compete in various challenges.
generators that could hold up to eight damaged ships at a
However, dark forces lurk in the shadows, attempting to
time. All deepdocks could travel through hyperspace, thus
sabotage the race and use it for their sinister purposes.
shortening repair time and avoiding Rebel attacks more easily.

103
Skako
Region: The Core Government: Corporate
Quadrant: L13, II (Not Shown on Map, Near Capital: None (Planetwide)
Vulpter) Major Exports: Technology
Climate: Temperate (Urban) Major Imports: Foodstuffs, Medicinical
Atmosphere: Hazardous (Methane) Goods
Gravity: Normal
Moons: 2
Length of Day: 27 Standard Hours
Length of Year: 384 Local Days
Sapient Species: 100% Skakoan (Native)

Points of Interest Adventure Hooks


You should review the effects of Hazardous and Poisonous
Skako is a rich and heavily populated planet in The Core. A Atmosphere when planning an adventure on this Planet.
world-spanning city covers it's surface, and the planet is a
major source of microelectronics, starship engineering, and Breathing isn't always Easy
cutting-edge manufacturing techniques. Visitors to Skako find The heroes are sent to Skako to meet with key officials about
a highly efficient, if joyless, world with technology that is the Techno Union's ties to the burgeoning Separatist
slightly ahead of the galactic norm. Movement. After the Skakoans do their best to reassure the
Skako, and thus the Skakoans, are among the most influential heroes of their intention to remain within the Republic, the
members of the Techno Union, a huge megacorporation with heroes return to their quarters. An hour later, their pressure
several well-known subsidiaries such as Baktoid Armor regulators and atmospheric scrubbers seemingly "fail," and
Workshop, Hoersch-Kessel Driveworks, Inc., and Balmorran the heroes must escape before they are crushed and/or
Arms. asphyxiated.

Power Mounds of the Elders Children are our Future


The Power Mounds of the Elders, also known simply as the After the Empire fell, the Skakoans barred entry to the planet
Power Mounds, were an exclusive site located in the Clouds of to outsiders. However, word reaches back to the Jedi Council
Cormelish on the planet Skako where the Elders, the ruling about a non-Skakoan child on the world who bears the signs of
body of the Skakoans, would gather. The Skakoan homeworld's a powerful connection to The Force. Unfortunately, the child
most sacred site, it factored heavily into their complex religion and her parents are trapped in one of the many sublevels of
and was the resting place of the Book of the Boolmide, which the city-planet and can neither leave nor reveal their presence
was kept and read by the Elders. Few were invited to the to the Skakoans. The heroes must somehow find a way onto
mounds; chosen individuals who travelled there and read from the planet, survive the toxic and crushing atmosphere, and
the book could open the Gates of Grontessiant, a supposedly rescue the child and her parents.
mythical realm.
My Mistake
Skako City A local Bounty Hunter mistakes the party for the kind of
Skako is an ecumenopolis- a planet completely covered by a offworlders who will murder innocents for pay- assuming they
single worldwide city. Comparisons have been made to aren’t that kind, at least. He’s sloppy with the contact and
Coruscant, though Skako lacks much of the aesthetics, art, unwittingly identifies himself, letting the players know that
and vibrancy of that world. Most of the buildings are drab and one of their allies will shortly die unless the actual assassin is
functional, akin to the Skakoans themselves. The unique stopped.
atmosphere also means that few sentients visit the planet and
thus bring fewer influences, leaving a single monolithic
culture.

104
Socorro
Region: The Outer Rim Species
Quadrant: R22 (Not Shown on Map, Near Government: Organized Crime/Tribal
Ryloth) Capital: Vakeyya
Climate: Arid Major Exports: Water, Nether Ice
Atmosphere: Normal Major Imports: Metals, High Technology
Gravity: Normal
Moons: 0
Length of Day: 20 Standard Hours
Length of Year: 326 Local Days
Sapient Species: 90% Human, 10% Other

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazard
Doaba Badlands when planning an adventure on this Planet.
The Doaba Badlands was a vast desert on Socorro, covering
almost three-quarters of the planet's surface. During late Jawa Here? - Part II
dawn and early dusk, mysterious lights were visible at the (See also Jawa Here? - Part I Despayre)
edge of the desert. (See also Teemo's Palace Jawa Here - Part III Tatooine)

Judges of the Dead Contracted by the Mombay m'bwa Syndicate to deliever a hold
Judges of the Dead was a landmark located on the planet of full of droids here to the coordinates given to them in the
Socorro, between Vakeyya and the Rym Mountains. At fifty Doaba Badlands. The find out that the Syndicate has several
meters tall each, its four rock formations were seen by the Sandcrawlers traveling around the badlands during late dawn
locals as resembling hooded women with faces hidden in and early dusk. Thinking they had finished their contract with
sorrowful contemplation. The Socorrans believed that when the Syndicate the hero's are suprised to find out that they
someone died, their soul would travel from anywhere on the aren't free just yet. The Syndicate has one more mission for
planet and be judged by the four women before which would them. They must travel to Teemo's palace on Tatooine and
allow them to go to the afterlife. Because of this, the plant a listening device for them.
Socorrans considered the area to be a shrine. Only then will the hero's be truely free of their debt to the
Mombay m'bwa Syndicate.
Cjaalysce'I
Cjaalysce'I was a city on the planet of Socorro. It had walls to Untrained!
prevent the winds of Jyalma, the Socorran windy season, from A Friend’s sibling is an untrained Force User, and has been
destroying the city. secretly using his or her powers to protect their Sibling from a
crime syndicate by bending their leader's will time after time.
Nether ice The leader figured out what was happening and they are now
Nether ice was a major export from the planet Neftali. It was controling the Force User, they’ve now kidnapped the parties
mined from Neftali's ice fields and could remain in a frozen Friend to keep and hidden them away, with the guards
state for a long period of time due to unusual compounds in its requiring commands from four seperate leaders all at once to
structure. Small pieces of nether ice could remain frozen for free them. The Leader of the syndicate is taking this
up to a month, and smugglers had been known to use nether opportunity to make sure the Force User is now having to use
ice to cool engines during emergencies. Although generally their powers to work for the Syndicate and make their
sold in bulk, nether ice could be bought as souvenirs and even enemies kill themselves, This is driving the Force user slowly
customized into jewelry. insane.

105
Sriluur
Region: The Outer Rim Government: Clans (Currently under
Quadrant: R11, IX Imperial Rule)
Climate: Temperate/Arid Capital: Meirm City
Atmosphere: Normal Major Exports: Gems, Minerals
Gravity: Normal Major Imports: None
Moons: 5
Length of Day: 22 Standard Hours
Length of Year: 295 Local Days
Sapient Species: 82% Weequay (Native),
8% Houk, 10% Other Species

Points of Interest Adventure Hooks

Al-Campur Shadows of the Hutt Cartel


Al-Campur was the administrative center of Sriluur, and home The Hutt Cartel, notorious gangsters in the Outer Rim, are
to a monastery devoted to Am-Shak, the Weequay god of expanding their criminal empire. The heroes find themselves
thunder. The criminal underground of the city hosted several caught in the middle of a power struggle between rival Hutt
battle arenas. It was the capital of Sriluur for several years, families. Operating through the Various Weequay Clans as
but was replaced by Meirm City in this capacity by 137 ABY. they attemopt to rest control of different sectors of the planet
from each other.
Dnalvec The players must navigate treacherous alliances, engage in
Dnalvec was the main trading port of Sriluur, and home to high-stakes smuggling operations, and ultimately even take
three of the planet's four large-scale spaceports. It was also part in one of the Underground battle arenas.
the site of the Bureau of Ships and Services office responsible
for the entire Sisar Run hyperlane, and had the most Houk The Bounty Hunter's Gambit
inhabitants of all the Weequay cities. The heroes find themselves pursued by a relentless bounty
hunter who has mistaken one of them for a high-value target.
Meirm City To clear their names and survive, the heroes must unravel a
The capital of Sriluur since approximately 137 ABY, Meirm City conspiracy that reaches deep into the criminal underworld,
was situated along the shores of the copper-rich Meirm Sea. leading them from seedy cantinas to dangerous gladiatorial
This proximity caused the city to constantly be covered in a arenas.
layer of copper sand which, coupled with the constant acidic
fog drifting in from the ocean, made erosion a big problem. Operation Crimson Dawn
The city was considered the heart of Weequay culture, and The criminal syndicate known as Crimson Dawn has been
was littered with statues of the various Weequay gods, running an illegal operation in the city of Meirm, exploiting its
especially Quay. Tension between the Houk and Weequay resources and enslaving the local population by endebting
ensured it was a necessity to separate the city into distinct them to the Gricul Salvage Yards. The heroes are recruited by
enclaves for each species. Meirm City was home to the Xizor a Hutt to disrupt Crimson Dawn's activities, destroy the
Transport Systems-owned Gricul Salvage Yards, one of the best records of any debts that may be owed, and strike a blow
known repair yards in the Outer Rim. against the syndicate's leadership. More importantly though
their employer wishs to know who is running Xizor Transport
Systems, and if they are involved in anyway with Crimson
Dawns actions here in Hutt Controlled space.

106
Sullust
Region: The Outer Rim Government: Corporation
Quadrant: M13 Capital: Byllurun
Climate: Superheated Major Exports: Starships, Computers,
Atmosphere: Dense Droids, Hyperspace and Astrogation
Gravity: Normal Technology
Moons: 2 Major Imports: Foodstuffs, Water
Length of Day: 20 Standard Hours
Length of Year: 263 Local Days
Sapient Species: 96% Sullustan (Native),
2% Human, 1% Bith, 1% Other Species

Points of Interest Adventure Hooks


You should review the effects of Dense Atmosphere when
Keff Base
planning an adventure on this Planet.
Keff Base was a Rebel base in the Sullust system. It was on
this base that the Alliance High Command received the Death
Rescue Mission
Star II plans from the Deep Ear faction of the Bothan Spynet.
A group of Rebel Alliance operatives crash-land on Sullust
LavaRide while on a critical mission. The players must navigate the
LavaRide was a thrill ride operated by LavaRide Enterprises on treacherous volcanic landscapes, evade Imperial forces, and
Sullust which placed customers into transparent, heat- find a way to locate and extract their allies.
resistant bubbles and dropped them into active volcanoes.
Once inside the volcanoes the customers would then float Industrial Espionage
along the oozing lava or slide down the volcanoes, The players are hired by a corporate rival of the SoroSuub
occasionally launched into the air by bursts of steam. The ride Corporation, the major manufacturing company on Sullust, to
was considered to be very safe, the bubbles well-constructed infiltrate their facilities and steal valuable trade secrets. They
and transport ships with tractor beams stood by to rescue must navigate the corporation's security systems, outsmart
anyone who managed to get into trouble. There was also a rival agents, and deal with unexpected moral dilemmas along
sport created around LavaRide, putting several riders in the way.
bubbles around the caldera and releasing an empty bubble for
the riders to knock between goal posts on either end of the Rebellion among the Sullustans
field. Tensions rise on Sullust as the native Sullustan population
grows discontented with the Empire's occupation. The players
Sullustan shrine
are recruited by a Sullustan resistance movement to carry out
A shrine depicting their gods was built by the Sullustan
covert operations, sabotage Imperial installations, and rally
species was located on the planet Sullust. The shrine
support from other oppressed species on the planet.
contained technology designed to "speak" to the planet's
volcanoes.
Geothermal Crisis
Sullust is known for its geothermal energy resources, which
SoroSuub Facility
the Empire exploits to fuel its war machine. The players find
SoroSuub Facility was a manufacturing plant on the planet, it
themselves caught in a race against time as they must stop
also served as a Podracing circuit as part of SoroSuub's
the Empire's reckless mining practices before they trigger
sponsorship of the Galactic Trials.
catastrophic volcanic eruptions that could devastate the
The atmosphere on Sullust did not provide breathable air, so
planet and its inhabitants.
the facility was built underground with a manufactured oxygen
supply. The Podrace track wound through the facility and into
glass tubes protruding from the exterior. SoroSuub was the
first of Sullust's two Podracing circuits.

107
Taris
Region: The Outer Rim Government: Republic
Quadrant: N9 Capital: None (Ecumenopolis)
Climate: Temperate Major Exports: Luxury Items, Technology
Atmosphere: Normal Major Imports: Food, Raw Materials
Gravity: Normal
Moons: 4
Length of Day: 24 Standard Hours
Length of Year: 314 Local Days
Sapient Species: 30% Human, 70% Other
Species

Points of Interest Adventure Hooks

Upper City A Plea for Help


The Upper City was a beautiful area inhabited by the rich and The characters encounter a group of refugees or a distressed
powerful people. Although access to the Upper City was individual who asks for their assistance. They reveal that their
restricted, notable non-Humans found in the Upper City loved ones have been kidnapped by a local criminal syndicate
included a Twi'lek droid merchant Janice Nall, Ajuur the Hutt, operating in the lower levels. As the characters venture into
and a Rodian duelist named Twitch. the lower levels of Taris, a dangerous and chaotic undercity
filled with criminals, scavengers, and mutated creatures. They
Middle City navigate through dilapidated buildings, dark alleys, and
The Middle City was the most populous level of Taris. The sewers, gathering information and encountering various
middle class and working citizens of the planet's Human challenges along the way.
population lived there. Many small business owners lived As the characters dig deeper, they discover the true extent of
there, and most average people came to the Middle City to the criminal syndicate's operations. They uncover a web of
conduct business. corruption involving both local gangs and corrupt officials who
profit from the chaos. The characters must gather evidence
Lower City and build alliances with other resistance groups to take down
The Lower City was home to the lower class people who had the syndicate. They must locate the syndicate's hideout and
not been born into the privileged classes of Tarisian society. plan a daring rescue mission to save the kidnapped
Aliens were common there, as it was one of the few areas on individuals. They face off against well-armed criminals,
Taris where they were legally allowed to live. navigate traps, and engage in intense combat encounters.
Depending on the characters' choices, they may also have the
Undercity option to negotiate or infiltrate instead of resorting to
The Undercity was a dark, wild area inhabited by the Outcasts, violence.
people who were, or whose predecessors had been, banished They eventually must have a showdown with the mastermind
for their crimes. behind the syndicate's operations. This could be a powerful
crime lord, a corrupt official, or even a Sith agent using Taris
The Promised Land as a base. With the syndicate defeated and the kidnapped
The Promised Land was a underground city located beneath individuals rescued, the characters have made a significant
the Undercity of Taris. It was where the Tarisians first settled impact on Taris. They can choose to stay on the planet and
on the planet back when the world was still forest and help in its rebuilding efforts, inspiring hope and catalyzing
oceans.Once someone entered the colony, they were unable change among the people. Alternatively, they may continue
to exit, thus protecting the Promised Land's secret. It could their journey, knowing that they made a difference in the lives
take weeks or even months to reach the entrance and you of those they saved.
would have to cross many rakghoul infested areas.

108
Tatooine
Region: The Outer Rim Other Species
Quadrant: R21 Government: Hutt Crime Lords
Climate: Arid Capital: Bestine
Atmosphere: Normal Major Exports: Illegal Weapons, Minerals,
Gravity: Normal Narcotics
Moons: 3 Major Imports: Foodstuffs, Medicine,
Length of Day: 23 Standard Hours Technology
Length of Year: 304 Local Days
Sapient Species: 70% Human, 5% Jawa
(Native), 5% Tusken Raider (Native), 20%

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazard
Mos Espa Grand Arena
when planning an adventure on this Planet.
The Mos Espa Grand Arena on Tatooine was located just
outside the city of Mos Espa on its Northern Dune Sea side. It
Teemo's Palace
was the home to one of the most famous Podracing tracks in
(See also Jawa Here? - Part I Despayre)
the Outer Rim Territories.
(See also Jawa Here? - Part II Socorro)
A breathtaking palace was Teemo the Hutt's residence in Mos
Jabba's Palace
Shuuta on Tatooine. It was protected by Gamorreans and
A large sandrock and durasteel complex located at the fringes
security droids. Hired to sneak into the palace by the Mombay
of the Northern Dune Sea on the planet of Tatooine. Originally
m'bwa Syndicate and plant a listening device into the
erected as a monastery of the B'omarr Order.
Communication Hub without being caught, the team must
Chalmun's Spaceport Cantina formulate a plan and execute it, which will allow them to do
Also known as Chalmun's, the Mos Eisley Cantina or simply so. Do they disguise themselves? Sneak in? Cause a huge
The Cantina, was a popular drinking and dining establishment distraction in another area?
located in the city of Mos Eisley on the desert world of
Tatooine.

Mochot Steep
A popular Jawa trading site on the planet Tatooine.
Tusken Raiders eventually took over, and the steep remained
under their control for many years. It was not until a large
gang of troublemakers attempted to wrest control of the Steep
back from the Tuskens, resulting in a turf war that lasted for
some time and had a negative impact on the surrounding
cities.

Sunfire Outpost
Sunfire Outpost was a remote settlement on Tatooine lying
between the sand dunes and isolated rocky outcroppings that
bordered the desert. The outpost was often empty and
unused, serving only as a temporary refuge for desert
travelers, or a meeting site for illicit bargains and criminal
deals. Occasionally, Imperial sandtroopers would use the
Outpost as a base of operations during long desert patrol
operations.

109
Telerath
Region: The Inner Rim Arkanians and Arkanian Offshoots, 60%
Quadrant: N10 (Not Shown on Map, Near Other Species
Ploo ) Government: Corporate Meritocracy
Climate: Tropical Capital: None
Atmosphere: Normal Major Exports: Business Goods
Gravity: Normal Major Imports: Foodstuffs, Luxury Items,
Moons: 2 Raw Materials, Technology
Length of Day: 26 Standard Hours
Length of Year: 374 Local Days
Sapient Species: 30% Human, 10%

Points of Interest Adventure Hooks

Telerath was an Inner Rim banking world, the home of the Rescuing Jolee
Telerath Interstellar Banking Initiative. Customers were Master Jae'ol is willing to take on new students, but he does
guaranteed to meet with living bank representatives, did not not teach in a manner that a traditional Jedi would find
need to make scheduled appointments, and were offered a familiar. He believes that The Force is evident in many things,
fantastic variety of comforting recreational activities and and that the hard work required to build and maintain the new
accommodations. Telerath was a bank and a vacation resort settlement of Force-sensitives is an allegory for the discipline
where every night was like a festival. Security was only required to become a Jedi. But now he has a problem. His
present to protect the money, not the people. They thought young daughter Jolee boarded a merchant vessel that stopped
that visible guards would break the ambiance. briefly on Telerath, and Jae'ol sent a trusted group of students
to retrieve her. He has not heard from them since, He hires the
Sword law Hero's to try and find her and his missing students. The locate
The Sword law was a law on the planet Telerath during the the merchant vessel, but when the heroes drop out of
Rise of the Empire era. According to this law, all disputes had Hyperspace, they find themselves in the middle of a pirate
to be settled in a duel with a solid edged weapon. This law attack on the merchant vessel, it becomes downright
prohibited the use of blasters in almost any situation, except dangerous.
when an opponent violated the law with a blaster first, thereby
ensuring that honor and a relative form of peace were Ember's Fire
preserved on the planet. Visitors to the planet were expected Ember's Fire was a club owned by Ember Chankeli, offering
to abide by the Sword Law. female companionship to paying customers, which operated
on Telerath. Chankeli claimed that her business was suffering
Noua from a slaver gang operating in the city to convince the party
Noua was an archipelago located on the Inner Rim planet to help clean the slaver gang out.
Telerath. Noua was home to the Ember's Fire club, and had a
large population of slavers and spice runners. Poisoned
The party encounters someone who was bitten by a poisonous
Telerath eel local animal while on a remote island. The only antidote is
A species of blue-skinned eel could be found in the waters of back at civilization, the group runs into several issues that
the planet Telerath. They had eight eyes, sharp teeth, and at arise as they transport the injured person back to Manala
least three fins, one of which was a dorsal fin. island from one of the smaller islands.

Manala
Manala was a high-end island resort on the planet Telerath. It
was home to the planet's most infamous judge, Mazzum Onas.

110
Telos IV
Region: The Outer Rim Government: Republic
Quadrant: P4 (Telos) Capital: Thani
Climate: Temperate Major Exports: Foodstuffs
Atmosphere: Normal Major Imports: Luxury Items
Gravity: Normal
Moons: None
Length of Day: 24 Standard Hours
Length of Year: 422 Local Days
Sapient Species: 35% Human, 65% Other
Species

Points of Interest Adventure Hooks

Anglebay Station Telosian Jedi Academy


Anglebay Station was a neutral, unaligned medical station. The Telosian Jedi Academy, also known as the Telos Polar
Academy, was founded during the Jedi Civil War. Hidden inside
Citadel Station a mesa in the polar region of the planet Telos IV that housed
Citadel Station was an immense orbital space station the abandoned Telos Polar Irrigation System, the Jedi Academy
was afforded secrecy and security. The building also hosted
Mirror Caverns numerous Sith holocrons that the Jedi had collected, along
The Mirror Caverns was a global park comprised of a number with other relics. Among the collection was various materials
of caverns on Telos. It was located near the Sacred Pools and of learning that had been saved from Dantooine's Jedi Enclave.
named for the malab stone that created a reflective surface on The party is hired to investigate the fact that all contact has
the caverns' walls. been lost with the Academy. The Jedi will be sending a
contingent eventually, but it will take them at least a week to
Park of Sacred Pools get there. Until then they need the group to scout it out first.
Once pristine, the Park of Sacred Pools was one of the sacred
sites of natural beauty that were (ostensibly) protected by the Rebuilding Telos
Telosian government. Offworld Mining Corporation proceeded After the devastation caused by the Sith, Telos IV is in the
to mine and destroy many of Telos's most sacred sites, process of being rebuilt. The characters get involved in the
including the Sacred Pools. The Telosian government resolved planet's restoration efforts, assisting the locals and working to
to clean up the harm done to the sacred sites, but not before rebuild cities, infrastructure, or important facilities. They
the Sacred Pools became heavily polluted by the mining effort. encounter resistance from criminal organizations or factions
The pools were bubbling, blackish and highly toxic, capable of opposed to the planet's recovery.
stripping flesh from the bone in seconds. They constantly Characters could also become embroiled in political conflicts,
seeped yellowish, toxic vapors. The area surrounding the pools dealing with rival factions vying for control or negotiating
was actively volcanic, and characterized by areas of hardened diplomatic disputes. They might navigate a web of alliances,
lava and fissures which erupted periodically with large bursts uncover corruption, or protect key figures from assassination
of steam. attempts.
Eventually they may even become involved in smuggling
RZ-0031 operations, trying to evade local authorities and criminal
RZ-0031 was a Restoration Zone established on Telos IV during syndicates while navigating the planet's security systems.
the Telosian Restoration Project. It was contained by massive They might even uncover a larger conspiracy or be hired for
generators that projected protective force-fields, preventing espionage missions.
the corrosive atmsophere from further damaging the
grasslands and beaches within RZ-0031.

111
Telti
Region: The Inner Rim Species
Quadrant: N12 Government: Corporate
Climate: Arid (Industrial) Capital: Dome 01
Atmosphere: Vacuum (Outside of Major Exports: Droids, Technology
Protective Domes) / Normal (Inside Domes) Major Imports: Industrial Raw Materials
Gravity: Normal
Moons: N/A
Length of Day: 22 Standard Hours
Length of Year: 309 Local Days
Sapient Species: 99% Droids, 1% Other

Points of Interest Adventure Hooks

Telti was a moon located in the Inner Rim. Oxygen Robbers


An Enemy spikes the oxygen supply of the station or
Characteristics unbreathable-atmosphere hab dome with hallucinogens as
It was the location of a major droid construction facility, which cover for a theft. Most victims are merely confused and
covered nearly the entire surface of the moon. The moon had disoriented, but some become violent in their delusions. By
no atmosphere, and all the manufacturing facilities were chance, the party’s air supply was not contaminated. However
located in domed structures connected via air-tight tunnels during the heist the air supply generator was damaged when
and overland corridors. It was guarded by a wide range of they hooked their device to it. The party has very limited time
battle droids and guard droids. to repair the generator before the atmosphere will be
depleated.
History
Prior to the Clone Wars, Telti was the site of one of the Techno The Rogue Droid
Union factories which produced B1-Series battle droids. This A renegade droid with advanced intelligence has started a
factory and others across the galaxy were shut down prior to rebellion among the droid population, seeking equal rights and
the outbreak of war, leading to 12.5 million employees being freedom from slavery. The players must navigate the ethical
laid off. While business reasons were cited, in reality, the complexities of the situation, choosing whether to support the
Techno Union had joined forces with the Separatists, and had droids' cause or side with the Empire, which seeks to suppress
moved production lines to worlds in the Outer Rim Territories, the uprising and maintain control.
far from the prying eyes of Republic inspectors.
Recent Discovery
After the Battle of Endor the moon joined the New Republic. A decommisioned factory long forgotten in a sealed up tunnel
These droids were used to decimate Almania, Pydyr, has recently come back online and begun drawing power. The
Auyemesh, and Smuggler's Run, as well as bomb the New players are called in to investigate the facility and find out
Republic Senate. what is drawing the power and shut it back down. As they
explore deeper into the caverns and tunnels they must
navigate their way to the source of the power drain.
Eventually they find the entrance to the factory itself. As they
make their way inside they will eventually figure out that the
factory has begun to produce B1 series battle droids again.
Unfortunatly for them it's been busy and the people behind it
don't want them to report back with their findings.

112
Teth
Region: Wild Space Government: Democracy
Quadrant: S10 Capital: Inner Teth
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: Foodstuffs, High
Gravity: Normal Technology, Luxury Goods
Moons: 2
Length of Day: 27 Standard Hours
Length of Year: 298 Local Days
Sapient Species: 94% Human, 6% Other
Species

Points of Interest Adventure Hooks

Teth was the third planet orbiting the star of the same name X marks the Spot
and had two moons that orbited the planet itself. It was (Part III see "X Marks the Spot" on Odryn for part I and "X
located within the Teth system of the Baxel sector in the outer Marks the Spot" on PolIs Massa for Part II )
border of the Outer Rim region of the galaxy that crossed over
into the Wild Space region. Hired by the Jawa Crime Syndicate Mombay m'bwa to deliver a
contingent of Jawa reasearchers to the Grave of Ziro Desilijic
History Tiure's father and provide security for them as they explore
Once a prominent vacation world for the Hutts, Teth suffered the site. While at first it may seem like they are there to look
an economic crisis when the Galactic Republic began to crack through the Hutt grave site. They seem to ignore it in favor of
down upon the criminals housed on-planet. a small alcove off to the right of the grave site. Eventually the
open a hidden panel with much joy and excitment followed by
Inner Teth hush whispers and looks. They then rush the players down
Inner Teth was the capital city of the Outer Rim Territories inside the tunnel beyond the panel. What do they find below
planet Teth during the Clone Wars. The Galactic Empire the Tomb? What is hidden in the caverns there. Do the players
eventually replaced Inner Teth with a newly built capital, help them or do they turn on them?
Peroon.

B'omarr Monastery
The B'omarr Monastery was a structure on Teth that bore
similar design to Jabba's Palace on Tatooine. The monastery
stood atop a large mesa in the Teth jungle. The castle
consisted of lower levels where the prisoners were kept, a
throne room, a monster pit underneath the throne room that
contained a jungle rancor, and a back door landing pad.

Grave of Ziro Desilijic Tiure's father


Ziro Desilijic Tiure's father was buried in a grave on the planet
Teth. It was a secret location in which Ziro hid the Hutt diary,
which contained critical information on the Hutt Grand
Council.

1137-4265
1137-4265 was a sector on Teth.

113
Thyferra
Region: The Inner Rim Government: Representative Democracy
Quadrant: L19 Capital: Xozhixi
Climate: Temperate Major Exports: Bacta
Atmosphere: Normal Major Imports: Foodstuffs, Technology
Gravity: Normal
Moons: 2
Length of Day: 21 Standard Hours
Length of Year: 479 Local Days
Sapient Species: 84% Vratix (Native), 12%
Human, 4% Other Species

Points of Interest Adventure Hooks

Plastoid Pitt Shadows of the Bacta Cartel


The Plastoid Pitt was a cantina in Xucphra City on Thyferra. A group of intrepid adventurers finds themselves on Thyferra,
Many beings who entered the cantina were abducted, and drawn to the planet by rumors of a new, powerful bacta
later sold as slaves. variant that has emerged. However, they quickly discover that
the production and distribution of this new bacta is controlled
Morbo's Place by a ruthless cartel. The cartel has a monopoly on bacta trade,
Morbo's Place was a cantina in Zalxuc City on Thyferra. and they employ a private army to protect their interests.
They must navigate the dangerous underbelly of Thyferra,
Xucphra City filled with rival gangs, smugglers, and corrupt officials.
Xucphra City was the site of Thyferra's primary starport and Along the way, they encounter a diverse cast of characters,
served as the planet's capital. Established as Zalxuc City at such as an exiled bacta researcher with vital information, a
the height of the New Order to house the Human population of skilled slicer with ties to the criminal underworld, and a
the planet, the residents were responsible almost solely for the sympathetic local resistance group fighting against the cartel's
production of bacta even though they numbered just 10,000. oppression.
When Ysanne Isard took control of Xucphra and bacta As they delve deeper into the conspiracy, they uncover a plot
production, many Zaltin families fled the planet. The city was that goes beyond bacta trade. The cartel is secretly
then renamed Xucphra City. collaborating with a fringe group of Sith sympathizers who
seek to use the new bacta variant to enhance their dark side
Xucphra Corporation abilities. They must not only stop the cartel from exploiting the
The Xucphra Corporation, known simply as Xucphra, was one bacta supply but also prevent the Sith sympathizers from
of two bacta-producing and distributing corporations in the gaining access to the powerful healing substance.
galaxy. The Human-controlled company was based on the Ultimately, they must dismantle the cartel's control over bacta
planet Thyferra. production and distribution, while ensuring that the new bacta
variant is safeguarded from falling into the wrong hands. Their
Vrelnid actions could have far-reaching consequences for the galaxy,
Vrelnid was an area on the planet Thyferra with vast fields of as Thyferra's bacta supply plays a vital role in supporting the
alazhi plants at the base of a small mountain range. A Rebellion against the oppressive Galactic Empire.
processing plant and a small Vratix village were also located
nearby.

114
Tirahnn
Region: The Mid Rim Government: Mercantile Oligarchy
Quadrant: N11 Capital: Tirahnn
Climate: Warm Major Exports: Luxury Items, Agricultural
Atmosphere: Normal Goods
Gravity: Normal Major Imports: Technology
Moons: 9
Length of Day: 28 Standard Hours
Length of Year: 172 Local Days
Sapient Species: 60% Human, 40% Other
Species

Points of Interest Adventure Hooks

A major trade world along the Perlemian Trade Route, Tirahnn Race for a Starship
served as the sector capital of the Inner Rim's Zeemacht The players learn of a legendary starship hidden on a distant
Cluster. Tirahnn's landscape was characterized by vast plains, and dangerous planet. The coordinates for it will be sold at a
forests and mountains. The planet's weather was mild year- secret Auction in the Great Fair. However, they are not the only
round, and much of Tirahnn remained pastoral millennia after ones interested in claiming the vessel. A ruthless crime
civilization became widespread. Tirahnn's fields were filled syndicate, rival treasure hunters, and even Imperial forces are
with native wildlife, although the disruption caused by the all after the same prize. The players must race against time to
Separatist conquest of the world during the Clone Wars find out the location of the Auction, get an invite or sneak their
introduced non-native creatures like roggwarts to the way in. Either outbid the other interested parties, or steal the
environment. Still, Tirahnn was most well-known for its large, information before or even after it is sold to the highest bidder.
multi-tiered cities, the largest of which—also named Tirahnn— Make their way to the cordinates while avoiding the rival
stretched for hundreds of miles in all directions. factions and recover it for their employer, or perhaps double
cross them and keep the ship for themselves.
Tirahnn, Capital City
The capital city of Tirahnn, also called Tirahnn, is a place full of Space Hikers' Dilemma
towering skyscrapers and wide, broad bazaars throughout the On their way to Tirahnn the players ship encounters a rogue
city. Little that happens in the Galaxy can stop the bazaars asteroid or space junk. It causes enough damage they are
from operating, although the populace does at times seem a forced to make an emergency landing on one of the moons. As
bit subdued. their coms are damaged and they are stranded on after their
Most of the inhabitants of Tirahnn seem to be going about ship malfunctions. With limited resources and hostile creatures
their business as usual, though there are occasionally signs of lurking, they must find a way to survive and repair their ship.
trouble.
Clone Wars Legacy
Great Fair The Clone Wars have long ended, but remnants of the conflict
The Great Fair was a gigantic bazaar located on the planet remain scattered across the galaxy. The players stumble upon
Tirahnn. Nestled in the city of the same name, the fair catered a forgotten base or cache of Clone Wars-era weapons and
to the entire world but was also well known throughout the ships on one of the 9 moons that still pose a threat if they fall
galaxy, drawing huge crowds. into the wrong hands. They must decide whether to destroy
the remnants or repurpose them for a just cause.
The Heights
The Heights was the name of the most upscale neighborhood
in Tirahnn. Its residents, lived in grand towers.

115
Toydaria
Region: The Mid Rim Government: Hutt Crime Lords
Quadrant: R14 Capital: Toydor
Climate: Temperate Swamps Major Exports: Labor
Atmosphere: Normal Major Imports: Foodstuffs
Gravity: Normal
Moons: 3
Length of Day: 21 Standard Hours
Length of Year: 184 Local Days
Sapient Species: 79% Toydarian (Native),
18% Hutt, 3% Other Species

Points of Interest Adventure Hooks

Toydaria was a large, muddy planet located in the Toydaria The Word of the Elders
system of Hutt Space, and home to the mind trick-resistant During the heroes' much-needed downtime, a young Human
Toydarians. man arrives suddenly and with great fanfare, accompanied by
The Toydarian homeworld was covered with nutrient-rich a number of other young and healthy followers. The Human
muck-lakes, which supported clouds of bugs and mats of algae begins to preach about the drain that greed and ambition put
and a number of predators including dangerous grabworms. on the body, and espouses a philosophy that eschews material
Monsoons and fungal diseases ravage the planet, and can wealth. To the amazement of those gathered, the man claims
often kill off growing stocks of agriculture. Sustenance for the to be over 300 years old, kept young via monastic practices.
food on Toydaria was so great that on average every 30 The man extends an invitation to those who have gathered to
standard years depending on weather cycles, shortages would hear him speak, offering them berths on his spaceship and a
occur and the Toydarians would steal or even poison their new life on a world far from the pain and misfortunes of the
neighbor's food supply, under the belief that if they couldn't galaxy.
have it, no one should. Before this young proselytizer can depart, the heroes learn
Toydarians considered other planets to be bland and odorless. that the others who accompanied him have been slipping
away during his speeches and selling a powerful narcotic
Toydor called Kryotin to the local criminal organizations (Perhaps even
Toydor was the capital city of the Toydarian homeworld of meeting with The Hutt Kajidics to arrange a larger delivery).
Toydaria. The heroes have the chance to trace this dangerous narcotic
to its mysterious source by allowing themselves to be taken as
Toydarian palace new recruits, only to find themselves on the world of Veroleem
The Toydarian palace was a large palace located on the in The Unknown Regions, scheduled to have their bodies
Toydarian homeworld of Toydaria, and was only accessible harvested to prolong the lives of the planet's elders.
through flight.
Sith Cult Unveiled
Toydarian ministry council The players stumble upon a secretive cult dedicated to
The Toydarian ministry council was a body of Toydarian resurrecting the Sith Order. As they delve deeper into the
bureaucrats that advised the King of Toydaria on matters of cult's plans, they uncover a plot to unleash a powerful Sith
state. entity on the planet Veroleem in the Unknown Region that
could plunge the galaxy into darkness. The players must
gather allies, foil the cult's schemes, and prevent the Sith's
return.

116
Trandosha
Region: The Mid Rim Population: 42 Million
Quadrant: P12 Government: Tribal
Climate: Arid Capital: Hsskhor
Atmosphere: Normal Major Exports: Slaves, Mercenaries
Gravity: Low Major Imports: Technology
Moons: 1
Length of Day: 25 Standard Hours
Length of Year: 371 Local Days
Sapient Species: 99% Trandoshan
(Native), 1% Other Species

Points of Interest Adventure Hooks


You should review the effects of Low Gravity when planning an
Also known simply as Dosh, Trandosha was a planet located in adventure on this Planet.
the Kashyyyk system, a single-star system positioned in the
Mid Rim's Mytaranor sector. Trandosha was orbited by Desperation's Call
Wasskah, a verdant moon, and neighbored the planet As the heroes are getting ready to board their ship for their
Kashyyyk, which shared the same system. A temperate world next destination, a haggard-looking male Human runs toward
of thick jungles and forests and plains. Trandosha was the them and collapses, a datacard tumbling from his fingers. The
homeworld of a species of hound known as the Trandoshan man appears to have died from recently inflicted injuries. A
hunting hound, which had a squarish muzzle, as well as a recording on his Datacard contains astrogation data to reach
species of jellyfish known as the Doshian jellyfish. Trandosha, the coordinates of a makeshift landing pad there,
and a plea from the man (Who calls himself Vorli) to help
Hsskhor prevent a massacre on the planet.
Hsskhor was the capital city of the planet Trandosha. At the If the heroes travel to Trandosha, they are greeted by Joll
end of the New Sith Wars, it was the site of the Battle of Kohan, a grizzled man with a military bearing. Vorli's mission
Hsskhor, after the battle the city was razed to the ground. was to find spacers willing to help The Trandoshan
Over time it would be rebuilt and it would be the location of Underground smuggle recently rescued victims of the Slavers
the Hsskhor Tally-house Meeting Halls, within which peace offworld. However, the heroes' arrival compromises the site's
talks between the Trandoshans and the Wookiees were held location, and Kohan learns that the slavers have mustered
prior to the outbreak of the Clone Wars. Hsskhor was also the their forces and are en route to wipe out The Trandoshan
location of the magnificent Warlord's Palace. Underground.

Warlord's Palace Let us Hunt


The Warlord's Palace was a magnificent palace on Trandosha Suicide bombers detonate an explosive, chemical, or biological
in the capital city of Hsskhor. weapon in a Hunt Museum occupied by the party who is there
to steal a wookiee artifact that is stored there. The players
Forak must escape before the Museum collapses on top of them,
Forak was the capital city of the planet of Trandosha. In navigating throngs of terrified people in the process and
downtown Forak, there was an Imperial repair center located saving the Wookiee Artifact if possible.
on Banir Avenue.

The Scorch
The Scorch was an area of sunbaked plains on the planet
Trandosha.

117
Utapau
Region: The Outer Rim Government: Utapaun Committee
Quadrant: O26 Capital: Pau City
Climate: Arid and Rocky Sinkholes Major Exports: Water
Atmosphere: Normal Major Imports: Medicine, Technology
Gravity: Normal
Moons: 9
Length of Day: 27 Standard Hours
Length of Year: 351 Local Days
Sapient Species: 70% Utai (Native), 30%
Pau'an (Native)

Points of Interest Adventure Hooks

Utapau was an arid sinkhole world in the Utapau system of the Journey to Utapau
Tarabba sector in the Outer Rim Territories. Utapau was the There has been a distress signal originating from Utapau,
homeworld of the Pau'ans and the Utai, more commonly drawing the attention of the Galactic Republic. You are part of
referred to collectively as Utapauns. These species lived in the the team of intrepid heroes, assembled to investigate the
many giant sinkholes that dotted the planet's scrub-covered source of the signal and aid the locals. As you arrive on
surface. Utapau, you quickly discover that the planet is facing a severe
crisis.
Killik hive mound The native Pau'ans and Utai are caught in the middle of a
Killik hive mounds were towering, organic-looking monoliths conflict between rival factions. The Separatist remnants, led
that made up the hives of the Killiks. Their mounds were by a cunning warlord seeking to establish a new power base,
located on the worlds throughout the galaxy, such as have been exploiting the planet's resources and terrorizing its
Alderaan, Alsakan, Utapau, and their capital world of Yoggoy in inhabitants. On the other hand, a group of freedom fighters,
the Unknown Regions. composed of Pau'ans and Utai who oppose the warlord's
tyranny, are determined to protect their homeworld.
Promenade of Seven Guilds Your mission is to unite the scattered resistance fighters, forge
The Promenade of Seven Guilds was the main thoroughfare in alliances, and liberate Utapau from the oppressive forces.
Pau City on the planet Utapau. It was located in the city's Civic Along the way, you will encounter memorable characters such
Level, and also served as a ceremonial avenue. as Tion Medon, the port administrator of Pau City, who plays a
crucial role in the resistance movement.
Pau City To succeed, you must navigate treacherous landscapes, from
Pau City was a large sinkhole sanctuary plunging deep into the the towering sinkholes of the Sinkhole City to the expansive
surface of the planet Utapau. Serving as Utapau's spaceport, desert plains. Utilize your skills in diplomacy, combat, and
Pau City ushered the planet's few visitors into the depths of problem-solving to win the trust of the locals, gain vital
the sinkholes. intelligence, and outmaneuver your enemies.
Unravel the mysteries of Utapau's underground cities, ancient
Pahum Cultural Center temples, and hidden caverns, uncovering artifacts and
The Pahum Cultural Center was a building located in the heart knowledge that could turn the tide of the conflict. Encounter
of Pau City on the planet of Utapau. A home to many of the unique creatures and droids that call Utapau home, including
city's exhibitions, it was also a performance venue. the agile varactyls and the skilled Utapaun artisans.
In the final climactic showdown, you'll face the warlord and
their powerful forces head-on, leading the united resistance in
a battle for the future of Utapau. The fate of the planet rests in
your hands.

118
Vaynai
Region: The Outer Rim Sapient Species: Mon Calamari 60%,
Quadrant: S5 Quarren 20%, Humans 10%, Other Species
Climate: Tropical marine; monsoon 10%
Atmosphere: Normal Government: Mock republic; plutocracy
Gravity: Normal Capital: Streysal Island (Vaynai Spaceport)
Common Hazards: Boiling Seas, Sea Major Exports: Aquatic foods, dyes, and
creatures exotic seaweed “Slick”
Moons: 0 Major Imports: Tourism, Technology
Length of Day: 29 Standard Hours
Length of Year: 336 Local Days

Points of Interest Adventure Hooks

Vaynai is almost totally covered in one vast, shallow ocean Topside Infiltration
with the exception of a chain of island mesas upon which the The heroes must pose as pilgrims wishing to tour the Shrine of
planet's starport was constructed. Kooroo to pull off a job at an aristocrat’s estate. Slipping away
from their guide and guards to infiltrate the villa and extricate
Vaynai Archipelago themselves before being discovered. Or perhaps they need to
The main landmass, made up of a series of large mesas, the explore the ancient temple, seeking forgotten lore or
island chain included Streysel Island. While the rich businesses knowledge and must perform a less than ethical mission for
and resorts were built on top of the mesa-islands themselves, the aristocracy before they can utilize the shrine.
the poor were relegated to a series of artificially-created
caverns that were carved throughout the high outcroppings.

Harvester Mutiny
Shrine of Kooroo One of the Ocean Harvesters vessels has a mutiny at sea, and
The Shrines were all constructed according to the same basic the company hires the heroes to retake the ship and return it
plan. They had three levels, the lower two enclosed, and the intact. They must fly out to the ship near the distant peaks
upper open, with stone pillars supporting a roof. The enclosed board it and take control. The heroes do not know that the
chambers were accessible through doors. Around the Shrine, mutiny occurred among the ships officers, upset that several
as much as 100 meters, were obelisks arranged in a regular of their comrades recently received sentences of exile to the
pattern. distant peaks for vocally opposing oppressive policies of the
topside aristocrats. The crew mutinied when they discovered
Boiling Sea (Vaynai) they were heading into hazardous waters. With the only
The Boiling Sea was a mildly-acidic sea The gasses filtering weapons on board—and recently rescued exiles—the officers
through the water transform it into a mild acid. Immersion in quickly put down the worker uprising, but now face the
the water inflicts damage to humanoids on contact. Those quandary of how to get off the planet and escape the anger of
inhaling the acidic steam without protective gear may similarly the corporate office. The heroes must decide whether to carry
suffer illness or injury for each hour exposed to the gas. out their original mission or to help the wayward officers.

119
Veroleem
Region: The Unknown Regions Sapient Species: 80% Human, 20% Other
Quadrant: J8 (Not Shown on Map, Near Species
Esfandia) Government: Theocracy
Climate: Arid Capital: New Promise
Atmosphere: Normal Major Exports: Lommite, Narcotics
Gravity: Normal Major Imports: Disciples
Common Hazards: Kryotin
Moons: 0
Length of Day: 20 Standard Hours
Length of Year: 307 Local Days

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazard
New Promise when planning an adventure on this Planet.
The only major city on the planet and the location of
Veroleem's main starport, New Promise is a far cry from the Secret Harvest
bustling metropolis that most planetary capitals become, New During a routine Hyperspace jump, the heroes stop to change
Promise still shows a great deal of activity, since it is home to directions and discover a derelict spice freighter drifting
the vast majority of the world's inhabitants. The city also hosts nearby. A closer examination reveals that the ship recently
the Council of Enlightened Elders, which has led the cult since traveled from coordinates deep in The Unknown Regions, well
Veroleem was colonized. Constable Girath is the head of local beyond where spice freighters normally ply their trade. A
law enforcement. Maintenance Droid, which has dutifully kept the freighter in
working order for some months now, explains to the heroes
Coreesh Mountains that the ship departed from Veroleem with a full crew
The Coreesh Mountains are an expansive range located complement and a cargo hold full of a new kind of spice found
several dozen kilometers to the east of New Promise. The only in The Unknown Regions. Following a Hyperspace
major structure is a temple of the Veroleem cult, which sees miscalculation, the crew was forced to abandon ship, leaving
an unusual amount of traffic given its remote location. The the ship to drift aimlessly.
temple is the secret manufacturing site of the addictive However, during this discussion, a beacon on the freighter
narcotic Kryotin. Entrances to the production areas are known activates, and the ship jumps to Lightspeed, headed for
to very few and heavily guarded at all times. Veroleem and carrying the heroes with it. When the freighter
drops out of Hyperspace above Veroleem, cult leaders
Desperation's Refuge welcome the heroes and thank them for returning their stolen
Not every initiate to The Cult of Veroleem is a willing convert. property- the medicinal narcotic known as Kryotin. The cultists
For some time, a small resistance has operated in the offer to reward the heroes lavishly in order to keep them on
shadows, founded by slaves who managed to break their the planet, fearing that the heroes might reveal their
addiction to Kryotin and escape into the wilderness. Poorly operation to the known galaxy. The harder the heroes try to
equipped and barely eking out an existence, The Veroleem leave Veroleem, the more effort the cultists put into keeping
Resistance establishes a small encampment called them there, resorting to violence (possibly driving them into
Desperation's Refuge, keeping the exact location hidden from Veroleem's desert). The heroes must find a way to get off-
the cult's enforcers and scouts. The reason for their success world before the cultists make them permanent residents of
over the centuries is that Desperation's Refuge has no fixed The Unknown Regions.
location- it is a tent city, capable of being packed up and
moved at a moment's notice. The current leaders of The
Veroleem Resistance make the mobile township their main
base of operations.

120
Volik
Region: The Unknown Regions Sapient Species: 95% Human, 5% Other
Quadrant: I9 (Not Shown on Map, Near Species
Ilum) Government: Anarchy
Climate: Temperate Capital: The Colony
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: Foodstuffs, Luxury Goods
Common Hazards: Flash Flood
Moons: 2
Length of Day: 26 Standard Hours
Length of Year: 410 Local Days

Points of Interest Adventure Hooks

The Colony The Fix Is In


The original resort colony was built in the shadow of Mount The canyons of Volik hold an allure for swoop racers. They are
Vorena. The buildings still stand, despite being repurposed by natural routes with fast straightaways, deadly turns, and
smugglers and other inhabitants of Volik. Rooms in the main sudden bottlenecks. A profitable and illegal swoop race is
resort building range from small, economy dorms on the lower going to be held on Volik, and if the heroes win, they could
floors to sprawling penthouses near the roof. At any given payoff a large debt they owe to a crime lord. However, the
time, the most successful smuggler band on Volik usually crime lord would rather keep the heroes on the hook, so he
occupies the building, although gangs have also used it as a secretly bribes several other swoop racers to make sure the
warehouse, a prison, and more. The penthouses are reserved characters lose.
for the smuggler leaders- or are set up to seem that way to
mislead enemies. The Trial of the Sky
A starport was under construction, but the colony was Jedi heroes are sent to climb Mount Vorena as part of their
abandoned before it could be completed. Quite a few landing training. During the ascent, the heroes are allowed nothing
bays are merely sand pits surrounded by construction but their Lightsabers- no climbing gear, food, or medpacs.
materials. They must complete the climb within seven days. If they do
not return in that time, a rescue party will be sent, and the
Mount Vorena climbers will have to wait a year before making another
The highest peak on Volik, this mountain is named after the attempt. In addition to the perils of mountain climbing, the Jedi
wife of Dorin Se'ol. The Jedi Master climbs to the top of the must fend off wild animals, hunt for food, and find shelter from
mountain after her death to meditate, since the arduous the harsh winds. The climb also tests their mental resilience.
ascent leads to a magnificent view. The mountain has since
become a destination for Jedi, who climb Mount Vorena to Brothers
make contact with the Force Spirits of their mentors and Two gangs of pirates have settled on Volik, looking to make
comrades. their reputations. The Crimson Stars are led by Vallkos, and
One of the mountain's distinguishing features is a river made The Ebon Strikers are led by Mallikhan. The two leaders are
of the melting ice caps. It cascades down the rockface and brothers who were part of a larger gang but split apart over a
ends in a spectacular waterfall known as Jolee Falls, named for female. The rivalry between the groups is ready to boil over
the only child of Dorin and Vorena. into a war that could result in carnage across Volik as the
pirates battle each other and any ship that appears out of
Hyperspace. The heroes must find the female that came
between the brothers and recruit her to help prevent the
imminent conflict.

121
Yavin 4
Region: The Outer Rim Capital: None
Quadrant: P7 (Yavin) Major Exports: None
Climate: Temperate to Tropical Major Imports: None
Atmosphere: Normal
Gravity: Normal
Moons: N/A
Length of Day: 24 Standard Hours
Length of Year: 4,818 Local Days
Sapient Species: Varies
Government: None

Points of Interest Adventure Hooks

Ersham Ridge Massassi Unhappy


The Ersham Ridge was a mountainous jungle region on Yavin The heroes are asked to investigate some Massassi ruins near
4. It was separated from the Wayward Jungle and the Taurin the Jedi Temple on Yavin 4. Rumors are that these ruins are
Delta by the Unnh River. The Great Massassi Temple and the haunted by dangerous creatures, including some Massassi
Labor Outpost were located in this region. Abominations left behind by the ancient Sith.

Great Temple Temple of the Blueleaf Cluster


The Great Temple, commonly referred to as the Massassi The Temple of the Blueleaf Cluster, also known as the Blueleaf
Temple, was built on Yavin 4 by the Massassi to worship Naga Temple, was a temple on Yavin 4 located on the Taurin Delta,
Sadow, a Sith Lord who had enslaved and mutated the just downstream the Unnh River from the Great Temple.
Massassi using Sith alchemy. The Temple later housed the Its name came from the fact that images of blueleaf shrub
Rebel Alliance base, known as Massassi Base, and the Jedi leaves were carved into the outer surface of the temple. The
Praxeum. Blueleaf Temple was half as tall as the Massassi Temple, but
had a proportionately wider base. The majority of the temple
Isle of Kun was taken up by a single vast opening, with stairs leading up
The Isle of Kun was a jungle region on the moon Yavin 4. It was and down to levels of alcoves carved into the walls. Hired to
separated from the Wayward Jungle, the Val'Arnos Jungle and explore the Temple, the party must avoid the traps and
from the Swamp of Fallen Stars by the Unnh River. The Temple creatures living inside.
of Exar Kun was built on a small island in the middle of a lake
located in the depths of the jungle of the Isle of Kun. Temple of Exar Kun
The temple on the Isle of Kun it could only be reached on foot
Massassi Arena by stepping stones. These were set a few centimeters beneath
The Massassi Arena, located on Yavin 4, was once a great the surface of the water, which forced all who crossed them to
fighting arena. The Arena was multi-leveled stone structure, approach the temple with their heads bowed, so they could
with boxes on the top level at its east and west. A pyramidal watch their feet.
altar was to its north, and a gate to its south. Inside, the temple had just one chamber with catacombs
beneath it. These consisted of a number of chambers,
Swamp of Fallen Stars interlinked by tunnels. The last chamber contained the
The Swamp of Fallen Stars was a swamp region on the moon sarcophagus of Exar Kun, where presumably his body was
Yavin 4. It was located between the Val'Arnos Jungle and the intended to be placed after his death, although it is unknown if
Nicolo Peak. Many pieces of the first Death Star fell into this this actually happened.
swamp after its destruction during the Battle of Yavin, forming
craters and burning large areas of vegetation.

122
Zeltros
Region: The Inner Rim Government: Popular Monarchy
Quadrant: O13 Capital: Zeltros
Climate: Temperate Major Exports: Art Objects, Entertainment,
Atmosphere: Normal Luxury Goods, Technology
Gravity: Low Major Imports: Gourmet Consumables
Moons: 2
Length of Day: 25 Standard Hours
Length of Year: 312 Local Days
Sapient Species: 91% Zeltron (Native), 9%
Other Species

Points of Interest Adventure Hooks


You should review the effects of Low Gravity when planning an
Zeltros is an Inner Rim planet, and the homeworld of the adventure on this Planet.
Zeltron. An opulent world, hedonism is the doctrine
encouraged by the empathetic Zeltrons, and Zeltros is The Cantina Heist
continuously in a state of never ending revelry. The Zeltrons' Zeltros is home to the Paradise Cantina. Your team finds
appreciation of beauty in its many forms leads to luxurious art themselves embroiled in an elaborate heist as they attempt to
and architecture covering the world, and the galaxy's most steal valuable artifacts or credits from the notorious crime
wealthy favored Zeltros as a vacation destination. lord's vault beneath Paradise cantina. This adventure would
require careful planning, resourcefulness, and maybe a bit of
Zeltros (city) luck.
Zeltros was the capital city of the Inner Rim planet Zeltros.
The Ancient Temple
Northern Province Beneath the surface of Zeltros lies a hidden ancient temple,
The Northern Province was a region of the planet Zeltros. In 4 rumored to hold mystical artifacts and guarded by dangerous
ABY it was ruled by Governor Vertag. At some other point, it creatures. Your group is asked to undertake an expedition to
was ruled by Governor Heigren. explore the temple's depths, solving puzzles, battling foes,
and unraveling the secrets within its walls.
Southern Province
The Southern Province was a region of the planet Zeltros The Zeltron Rebellion
Despite the planet's reputation for hedonism, not all Zeltrons
Paradise (cantina) are content with a life of endless pleasure. You have joined a
Paradise was a luxurious cantina located on the planet Zeltros, group of Zeltron rebels fighting against the Empire. You would
owned by the wealthy Hutt known as Queen Jool. Jool was engage in covert operations, gather intelligence, and spark a
obtaining more profits thanks to the scarceness of legal revolution to liberate Zeltros from tyranny.
supplies during the Second Imperial Civil War and had decided
to expand her business, starting with Zeltros. A number of Diplomatic Intrigue
attractive Zeltron males and females became frequent patrons Zeltros serves as a hub for diplomatic meetings and
of the cantina, as did Jool herself. negotiations. Your team has been tasked with mediating a
True to its name, the cantina consisted of a lush oasis. It was delicate conflict between two warring factions or negotiating a
very large, with abundant natural vegetation, and a number of crucial trade agreement. Along the way, you must navigate
several story-high waterfalls that poured more water in. While the complex politics of Zeltros, deal with influential power
Zeltrons and a number of other species could dive off them, it players, and try to maintain peace and stability on the planet.
was considered too high to be safe for the average Human.

123
Zonama Sekot
Region: The Unknown Regions Species
Quadrant: O1, H18 (130 ABY) Government: Autocracy (Sekot)
Climate: Temperate Capital: None
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: None
Moons: 0
Length of Day: 23 Standard Hours
Length of Year: 380 Local Days
Sapient Species: 44% Ferroan, 20%
Langhesi, 32% Yuuzhan Vong, 4% Other

Points of Interest Adventure Hooks

Zonama Sekot (Ferroan for "World of Body and Mind") is a The Secrets of Zonama Sekot
living, sentient world capable of traveling through Hyperspace. A group of intrepid explorers embark on a perilous journey to
Zonama is the planet itself, while Sekot is the planet's living unlock the secrets of this enigmatic planet. Led by a wise and
intelligence. experienced Jedi Master, the team consists of a diverse group
of individuals with unique skills and backgrounds as well as
Dragon Cave the Players.
Dragon Cave was located on Zonama Sekot near the As they delve deeper into Zonama Sekot, they encounter
Magister's Palace. Next to an underground glacier, it was various challenges, including indigenous creatures and rival
steam-filled. factions vying for control over the planet. The explorers must
navigate treacherous landscapes, and unravel ancient
Far Distance mysteries as they strive to uncover the truth behind Zonama
Far Distance was the area on Zonama Sekot where clients Sekot's origins and purpose.
were bonded with their prospective seed-ships. The Northern Along the way, the team learns about the symbiotic
Sea was located there. relationship between Zonama Sekot and the Force, discovering
that the planet is deeply connected to the Force itself. They
La'okio also encounter powerful Force-wielders who have sought
La'okio was a village on Zonama Sekot, founded by the refuge on the planet, forging alliances and facing off against
Yuuzhan Vong after the Yuuzhan Vong War. Despite the adversaries in thrilling lightsaber duels and epic battles.
Yuuzhan Vong's intentions to move beyond their caste system As the adventure progresses, the explorers begin to
progress was rather slow. comprehend the true potential of Zonama Sekot and its
significance in the ongoing conflict between the light and dark
Magister's Palace sides of the Force. They must decide whether to protect this
The Magister's Palace was a collection of smaller buildings extraordinary living world or exploit its powers for their own
located on top of a mountain on Zonama Sekot. agendas.
Ultimately, the adventure culminates in a climactic showdown,
Middle Distance where the fate of Zonama Sekot hangs in the balance. The
Middle Distance was the valley on Zonama Sekot where the explorers must confront their own inner conflicts and make
Ferroans first settled choices that will shape not only their own destinies but also
the destiny of the galaxy itself.

124
Vehicles
TRAIN
A train was a ground vehicle that moved along rails or magnetic guides. One type of train were
railspeeders, which were used outside of the Citadel Tower on Scarif. Another type of train was the
20-T Railcrawler conveyex transport used by the Galactic Empire to transport high-value cargo
along the surface of various frontier planets. Additionally, the Pyke Syndicate utilized a hovering
train on Tatooine for the purpose of transporting spice, until it was hijacked by a clan of Tusken
Raiders alongside Boba Fett.
Size Scale Wounds Toughness Handling Pace Crew Energy Mods Cost
Mod
11 +4 5 41(22) -1 9(vs) 4 to 8 - 11(11) $3,000,000
($725,000 Used)

Notes: The Stats given are for the locomotive of the train. Individual cars may be enclosed cargo, passenger, service, or any
other type. They may have open flatbed cars, troop emplacments, or even Weapon mounts.
Cargo: Variable
Passengers: Variable

Transports
INDULGENT-CLASS LUXURY STARLINER
The Indulgent-class luxury starliner was a one the most luxury model of passenger liner during
the Galactic Civil War. It was manufactured by Leonore Luxury Liners Incorporated.
Size Scale Wounds Toughness Handling Pace Crew Energy Mods Cost
Mod
20 +6 6 25(6) -4 6(vs) 2(ss) 850 1000 20(3) $25,500,000
($5,125,000 Used)

Notes: CP, Hyperdrive x3 (Nav Computer +4 to Astrogation Rolls ), Backup Hyperdrive x12), HA, Shields (4), Atmospheric
Cargo: 19,545 Tons
Passengers: 1,500
Weapons:
• 4x Medium Lasers (Dual Linked, Turret, +1 to Shooting) (3d10+2, AP 10, HW, 150/300/600)
• 4x Medium Ion Cannon (Turret) (3d10, AP 10, HW, 150/300/600)

125
StarSpeeder 1000
The StarSpeeder 1000 was a model of transport starship once operated by the interstellar
spaceline Star Tours and the five other travel agencies that made up the Galactic Tourist Bureau.
They could accommodate forty seated passengers and required a crew of only three to operate
effectively. While all StarSpeeder 1000s bore the Star Tours logo, the color and markings of an
individual craft varied according to its destination.
Size Scale Wounds Toughness Handling Pace Crew Energy Mods Cost
Mod
9 +4 5 25(6) -1 9(vs) 3(ss) 1 150 9(0) $175,000
($125,000 Used)

Notes: Hyperdrive x.75 (An Astromech Droid grants +2 on Astrogation Rolls and +4 on Repair Rolls), Backup Hyperdrive x12),
HA, Shields (2)
Cargo: 45 Tons
Passengers: 40
Weapons:
• Light Laser Cannons (Dual Linked, Front, +1 to Shooting) (2d10+2, AP 5 HW, 150/300/600)
• Medium Laser (Dual Linked, Fixed Front, +1 to Shooting) (3d10+2, AP 10, HW, 150/300/600)

Starspeeder 3000
The StarSpeeder 3000 was a transport spacecraft used by the Star Tours travel agency. It had
room to carry up to 40 passengers. The craft were produced sometime around 4 ABY, when Star
Tours referred to them as "new.
Size Scale Wounds Toughness Handling Pace Crew Energy Mods Cost
Mod
9 +4 5 16(3) -1 9(vs) 3(ss) 1 150 9(3) $75,000
($25,000 Used)

Notes: Hyperdrive x2 (An Astromech Droid grants +2 on Astrogation Rolls and +4 on Repair Rolls), Backup Hyperdrive x12),
HA, Shields (1)
Cargo: 45 Tons
Passengers: 40
Weapons:
• Light Laser Cannons (Dual Linked, Front, +1 to Shooting) (2d10+2, AP 5 HW, 150/300/600)
Star Commuter 2000 Shuttle
The Star Commuter 2000 was a model of unarmed hyperdrive-equipped shuttle . The
shuttles, small ferry craft which were piloted by RX-Series droids, were used to transport
travelers on short trips between nearby planets. They featured two rows of double
seating and a seatbelt for each seat. Directly behind the seats was the rear area of the
craft, where the passengers' droids were to stand according to Imperial regulations.
Size Scale Wounds Toughness Handling Pace Crew Energy Mods Cost
Mod
9 +4 5 16(3) -1 9(vs) 3(ss) 1 150 9(4) $75,000
($25,000 Used)

Notes: Hyperdrive x4 (An Astromech Droid grants +2 on Astrogation Rolls and +4 on Repair Rolls), HA, Shields (3)
Crew: RX-Series pilot droid
Cargo: 10 Tons
Passengers: 24

126
NPC's

IMPERIALS(# Wild Cards) Spaarti Trooper


Attributes: Agility d6, Smarts d6, Spirit d6,
Aqua Trooper Strength d6, Vigor d6
Attributes: Agility d6, Smarts d6, Spirit d6, Skills: Athletics d6, Common Knowledge d6,
Strength d6, Vigor d6 Driving d6, Fighting d8, Intimidation d6, Notice d6,
Skills: Athletics, d10, Boating d8, Driving d6, Fighting d6, Persuasion d6, Shooting d8, Stealth d4
Intimidation d6, Notice d8, Shooting d6, Stealth d4 Pace 6; Parry 6; Toughness 11(6)
Pace 8 Swimming 8; Parry 5; Toughness 9(4) Hindrances: Loyal, Suspicious (Major)
Hindrances: Loyal Edges: Block
Edges: Fleet Footed (Running/Swimming die d8) Gear: Stormtrooper Armor (+6, Trooper Armor),
Gear: Aqua trooper Armor (+4) equipped with the Advanced Blaster rifle (Range 30/60/120, Damage 2d8, RoF
Aquatic Adaptation: This Armor Upgrade (Cost $2000, Mod 3, AP 2), Vibrodagger (Str+d4+2, AP 2), 2x frag
points 2) seals your Armor against the pressure of deep ocean grenades, utility belt with 8-2A Medical Bundle
travel, allows you to filter breathable air out of water
indefinitely, and uses fins and small jets to allow swift and CompForce Trooper
easy motion through liquids. When wearing this Armor, you Attributes: Agility d6, Smarts d6, Spirit d8,
gain a swim speed equal to your Pace and can breathe in Strength d6, Vigor d6
water. Skills: Athletics d4, Common Knowledge d4,
Blaster rifle/Spear Gun: (Range 30/60/120, Damage 2d8, RoF Driving d6, Fighting d6, Intimidation d6, Notice d6,
3, AP 2) / Spear Gun Harpoon: (Range 40/80/- , Damage Persuasion d4, Shooting d6, Stealth d4
Str+d6, RoF 1). Reloading a missed shot with the Harpoon Pace 6; Parry 5; Toughness 11(6)
takes one round or 3 Actions. On a Success if a victim suffers Hindrances: Loyal
a Shaken or wound result, he must make a Strength roll. The Edges: Arcane Resistance
harpooner drags the victim 4" on a failure (8" on a Crit Fail), Gear: Battle armor, powered (+6,Trooper Armor ),
2" on a Success and only 1" with a raise. The connecting wire Blaster rifle (Range 30/60/120, Damage 2d8, RoF
has Toughness 10, Vibrodagger (Str+d4+2, AP 2), 4 3, AP 2), Vibrodagger (Str+d4+2, AP 2), 2x frag
Harpoons, Comlink, utility belt with 8-2A Medical Bundle. grenades, utility belt with 8-2A Medical Bundle

Blackhole Stormtrooper CompForce Heavy Trooper


Attributes: Agility d6, Smarts d6, Spirit d6, Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d6, Vigor d6 Strength d10, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Skills: Athletics d4, Common Knowledge d4,
Driving d6, Fighting d6, Intimidation d6, Notice d6, Driving d6, Fighting d6, Intimidation d6, Notice d6,
Persuasion d4, Shooting d6, Stealth d8+1 Persuasion d4, Shooting d6, Stealth d4
Pace 6; Parry 5; Toughness 11(6) Pace 6; Parry 5; Toughness 13(8)
Hindrances: Loyal Hindrances: Loyal
Edges: Dodge, Improved Dodge, Improved Rapid Fire Edges: Improved Arcane Resistance
Gear: Stygian-Triprismatic Polymer Stormtrooper Armor Gear: Battle armor, heavy powered (+8,Trooper Armor ),
(+6,Trooper Armor, +1 Stealth, -2 AP to Blaster rifle (Range 30/60/120, Damage 2d8, RoF
Lightsabers and energy weapons.), 3, AP 2), Vibrodagger (Str+d4+2, AP 2), 2x frag
Blaster rifle (Range 30/60/120, Damage 2d8, RoF grenades, utility belt with 8-2A Medical Bundle
3, AP 2), Vibrodagger (Str+d4+2, AP 2), 2x frag
grenades, utility belt with 8-2A Medical Bundle

127
REBEL/REPUBLIC ($ Wild Cards) Commando Pathfinder
Attributes: Agility d8, Smarts d6, Spirit d6,
Clone SubTrooper Strength d6, Vigor d6
Attributes: Agility d6, Smarts d6, Spirit d6, Skills: Athletics d6, Common Knowledge d6,
Strength d6, Vigor d6 Piloting d8, Fighting d6, Intimidation d6, Notice d6+2,
Skills: Athletics, d10, Boating d8, Driving d6, Fighting d6, Persuasion d6, Shooting d4, Stealth d4
Intimidation d6, Notice d8, Shooting d6, Stealth d4 Pace 8; Parry 5; Toughness 9(4)
Pace 8 Swimming 8; Parry 5; Toughness 9(4) Hindrances: --
Hindrances: Loyal Edges: Alertness, Fleet-Footed, Improved Extraction
Edges: Fleet Footed (Running/Swimming die d8) Gear: Armored Flight Suit (+4, Body Armor),
Gear: Clone Subtrooper Armor (+4) equipped with the Blaster pistol (Range 15/30/60, Damage 2d6, RoF
Advanced Aquatic Adaptation: This Armor Upgrade (Cost 1, AP 2)
$2000, Mod points 2) seals your Armor against the pressure of
deep ocean travel, allows you to filter breathable air out of Jedi Healer
water indefinitely, and uses fins and small jets to allow swift Attributes: Agility d8, Smarts d10, Spirit d8,
and easy motion through liquids. When wearing this Armor, Strength d6, Vigor d8
you gain a swim speed equal to your Pace and can breathe in Skills: Athletics d8, Common Knowledge d6,
water. Fighting d8, Intimidation d8, Notice d6,
Blaster rifle: (Range 30/60/120, Damage 2d8, RoF 3, AP 2), Persuasion d6, Shooting d4, Stealth d6,
Vibrodagger (Str+d4+2, AP 2), Comlink, utility belt with 8-2A Use Force d10
Medical Bundle. Pace 6; Parry 6; Toughness 6(0)
Hindrances: Code of Honor (Major)
$ Clone Assassin Edges: Force Sensitive, Trademark Weapon
Attributes: Agility d8, Smarts d6, Spirit d8, (Lightsaber), Jedi Knight, Battle Meditation
Strength d6, Vigor d6 Powers: Force Detect/ Conceal, Force Barrier,
Skills: Athletics d10, Common Knowledge d8, Damage Resistance, Move Object, Force Shield,
Driving d6, Fighting d8, Intimidation d6, Notice d6, Surge, Mind Trick, Vital Transfer, Relief
Persuasion d6, Piloting d6, Shooting d8, Stealth d10 Power Points: 30
Pace 6; Parry 8; Toughness 11(6) Gear: Lightsaber (Damage Str+d6+8 AP 12)
Hindrances: Loyal
Edges: Arcane Resistance, Improved Block, First Strike Jedi Instructor

Gear: Clonetrooper Armor (+6, Trooper Armor), Blaster Attributes: Agility d8, Smarts d10, Spirit d8,

rifle (Range 30/60/120, Damage 2d8, RoF 3, AP 2), Strength d6, Vigor d8

Blaster pistol (Range 15/30/60, Damage 2d6, Skills: Athletics d8, Common Knowledge d10,

RoF 1, AP 2),Vibrodagger (Str+d4+2, AP 2), 2x frag Fighting d8, Intimidation d8, Notice d6,

grenades Persuasion d6, Shooting d4, Stealth d6,


Use Force d10
Pace 6; Parry 6; Toughness 6(0)
Hindrances: Code of Honor (Major)
Edges: Force Sensitive, Trademark Weapon
(Lightsaber), Jedi Knight, Jedi Master, Artificer, Jedi Artificer
Powers: Force Detect/ Conceal, Farseeing, Force Astrogation,
Damage Resistance, Move Object, Force Shield, Surge, Mind
Trick, Technometry
Power Points: 30
Gear: Lightsaber (Damage Str+d6+8 AP 12)

128
NON-AFFILIATED (% Wild Cards) Droid Companion:
Medical Droid (1st )

Consortium Technician Attributes: Agility d8, Smarts d8, Spirit d4, Strength d6-2,

Attributes: Agility d6, Smarts d4, Spirit d6, Vigor d6

Strength d6, Vigor d6 Skills: Athletics d4, Common Knowledge d8, Fighting d6,

Skills: Athletics d4, Common Knowledge d4, Notice d6, Healing d12+2, Persuasion d10-2, Stealth d4

Driving d6, Electronics d10, Fighting d6, Pace 6; Parry 4; Toughness 5

Intimidation d4, Notice d6, Persuasion d4, Hindrances: --

Repair d10, Shooting d4, Stealth d4 Edge: Healer, Dodge

Pace 4; Parry 4; Toughness 5 Gear: Comlink, 4x 8-2A Medical Bundle, Bioscanner, Scalpel

Hindrances: -- (Vibrodagger: Str+d4+2, AP 2), Heuristic Processor

Edges: -- Special Abilities:

Gear: Datapad, Technician clothes, comlink, tool •Construct: They add +2 to recover from being shaken

pack •Environmental Weakness (Electricity): They are -4 to Resist


Electrical Effects and take +4 Damage from Electrical Attacks
•Data Jack: Droids tap directly into the system via a datajack
Field Medic
This adds +2 to all Hacking and Electronic rolls.
Attributes: Agility d6, Smarts d6, Spirit d6,
•Dependency: All droids need to recharge.
Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d6,
Jawa Scavanger
Driving d6, Fighting d6, Electronics d6, Notice d6,
Persuaion d4, Shooting d6, Stealth d4, Healing d6 Attributes: Agility d8, Smarts d6, Spirit d6,

Pace 6; Parry 5; Toughness 7(2) Strength d4, Vigor d4

Hindrances: -- Skills: Athletics d4, Common Knowledge d8, Driving d6,

Edges: Healer Notice d8, Repair d8, Shooting d4, Stealth d6, Thievery d6,

Gear: Blast helmet and vest( +2), Blaster pistol (Range Persuasion d10

15/30/60, Damage 2d6, RoF 1, AP 2), Comlink, 4x 8-2A Pace 4; Parry 2; Toughness 5

Medical Bundle, Bioscanner, Scalpel (Vibrodagger: Str+d4+2, Hindrances: --

AP 2), Datapad, Fusion Lantern 6" radius, First Aid Kit (4), Edges: Dodge, Mr. Fix It, McGyver, Thief

Medical Kit Gear: assorted junk, Ion pistol (Range 5/10/20, Damage 2d6,
RoF 1)

% Field Doctor
Krath Warrior
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6 Attributes: Agility d8, Smarts d4, Spirit d6,

Skills: Athletics d4, Common Knowledge d6, Strength d6, Vigor d6

Driving d6, Fighting d6, Electronics d6, Notice d6, Repair d6 Skills: Athletics d4, Common Knowledge d4,

Persuaion d4, Shooting d6, Stealth d4, Healing d8 Fighting d6, Intimidation d6, Notice d6,

Pace 6; Parry 5; Toughness 7(2) Persuasion d4, Piloting d6, Repair d4, Shooting d6,

Hindrances: -- Stealth d6

Edges: Healer, Droid Master(x4) Pace 6; Parry 6; Toughness 7(2)

Gear: Blast helmet and vest( +2), Blaster pistol (Range Hindrances: Loyal

15/30/60, Damage 2d6, RoF 1, AP 2), Comlink, 4x 8-2A Edges: Two-Fisted, Two-Gun Kid

Medical Bundle, Bioscanner, Scalpel (Vibrodagger: Str+d4+2, Gear: Blaster pistol (Range 15/30/60, Damage

AP 2), Datapad, Fusion Lantern 6" radius, First Aid Kit (4), 2d6, RoF 1, AP 2), Vibrospear (Str+d6+2, AP 4, Reach 1, Parry

Medical Kit, Medical Droid Companion +1 if used two-handed), Vibrorapier (Str+d4+2, AP 2, +1


Parry “included”), Krath Battle Armor (+2),
Comlink (Short-Range), Various Trophies of Battle

129
DROIDS (^ Wild Cards) BD Explorer Droid (2nd)

The cost of a non-combat droid is based upon the number of Attributes: Agility d4, Smarts d6, Spirit d4,

Attribute Die it has. Add them up then multiply that by 1,000. Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d8, Repair d8,
For a Combat Droid the Cost is Double that amount. Unless
Notice d6, Stealth d6, Electronics d6, Persuasion d8-2
otherwise noted all droids have Basic Processors.
Pace 6; Parry 2; Toughness 5
Hindrances: --
CA­B2 Cold Assault Battle Droid (4th)
Edges:--
Attributes: Agility d4, Smarts d6, Spirit d6, Gear: Automap, Heuristic Processor
Strength d10, Vigor d10 Special Abilities:
Skills: Athletics d6, Common Knowledge d4, Fighting d8, •Construct: They add +2 to recover from being shaken
Intimidation d8, Notice d6, Persuasion d6-4, Shooting d8, •Dependency: All droids need to recharge.
Stealth d4 •Wall Walker: Can move on wall and ceilings at Pace.
Pace 6; Parry 6; Toughness 12(4) •Size -2: attacks made against it are at -2

Hindrances: --
Edges: -- ^ EG­6 Power Droid (2nd)
Gear: Gatling laser rifle (Range 50/100/200, Damage 3d6+4, Attributes: Agility d4, Smarts d6, Spirit d6,

RoF 4, AP 2), Duravlex armor plating +4 Strength d6, Vigor d10


Skills: Athletics d4, Common Knowledge d4, Electronics d4,
Special Abilities:
Fighting d4, Notice d6, Persuasion d6-2, Stealth d4
•Construct: They add +2 to recover from being shaken
Pace 6; Parry 6; Toughness 17(10)
•Size 1: Built For Combat
Hindrances: --
•Energy Skin: reduce damage from lasers by 4
Edges: --
•Very Resilient: They take two wounds before they're
Gear: Crystadurium Plating +10
Incapacitated.
Special Abilities:
•Environmental Resistance (Cold): They are +4 to •Construct: They add +2 to recover from being shaken
Resist Cold Effects and take -4 Damage from Cold •Power Generator: A reactor that provides power for Heavy
Attacks Weapons, Vehicles, structures, and machinery. It can power
anything up to a Large Vehicle or structure indefinitely, a
R7­Series Astromech Droid (2nd) Huge Vehicle or structure for 1 day, and a Vehicle or structure

Attributes: Agility d4, Smarts d6, Spirit d4, of Gargantuan size for 1 hour. After that, it is Disabled and

Strength d6, Vigor d6 must be replaced. If destroyed while in use, it overloads and
explodes, doing 8d6 damage to all characters within a SBT
Skills: Astrogation d8+2, Athletics d6, Common Knowledge
(May be evaded).
d8, Repair d8, Notice d6, Stealth d6, Electronics d6, Piloting
d6, Persuasion d8-2
BD­3000 Luxury Droid (3rd)
Pace 6; Parry 2; Toughness 5
Attributes: Agility d6-1 , Smarts d10, Spirit d8,
Hindrances: -- Strength d6, Vigor d6
Edges: Mr Fix-It, Improved Astrogator Skills: Athletics d4, Common Knowledge d12, Notice d6,
Gear: 1 Tool Arm, Fire Extinguisher, Heuristic Processor Language (All Common Races) d8, Language (Non-Common
Special Abilities: Races) d6, Persuasion d12, Stealth d4
•Construct: They add +2 to recover from being shaken Pace 5; Parry 3; Toughness 5
•Data Jack: Droids tap directly into the system via a datajack Hindrances: --

This adds +2 to all Hacking and Electronic rolls. Edges: Charismatic, Jack-Of-All-Trades

•Dependency: All droids need to recharge. Gear: Comlink, Heuristic Processor


Special Abilities:
•Construct: They add +2 to recover from being shaken
•Dependency: All droids need to recharge.
•Linguist: The Droid knows as many Languages as needed

130
Creatures
Creature Specific Rules (* Wild Cards )
Pack Tactics: Packs gain a +2 bonus to melee attack rolls for each adjacent allied Pack. In all other ways packs function as if
they are swarms.
Dianoga Kiltik

Attributes: Agility d4, Smarts d6(A), Attributes: Agility d10, Smarts d8 (A),
Spirit d8, Strength d10, Vigor d8 Spirit d10, Strength d12, Vigor d12
Skills: Fighting d8, Intimidation d6, Skills: Athletics d10, Fighting d12,
Notice d8, Stealth d10 Intimidation d12, Notice d12, Stealth d8
Pace 6; Parry 6; Toughness 6 Pace 8; Parry 10; Toughness 14(6)
Special Abilities: Special Abilities:
•Bite: Str+d6 •Bite: Str+d10
•Tremorsense: It automatically senses the location of anything •Wall Walker
that is in contact with the ground and within 10” •Smash: Str+d10, Non-Rigid armor offers no protection
•Tentacles x7: see Tentacles (pg 178 SWADE Core Book) against the smash
•Very Resilient: They take two extra wounds before they're
* Exogarth Incapacitated

Attributes: Agility d6, Smarts d6(A), •Armor +6: chitinous plating

Spirit d8, Strength d12+22, Vigor d12


Skills: Fighting d10, Notice d8 Storm Beast

Pace: 10; Parry: 7; Toughness: 32 Attributes: Agility d6, Smarts d6


Special Abilities: (A), Spirit d6,
• Crush: An Exogarth makes a single attack each round by Strength d8, Vigor d8
pitting its Fighting against a target spacecraft’s Piloting (or Skills: Athletics d4, Focus d8,
Agility if the target is a creature big enough to catch the Fighting d10, Intimidation d8, Notice
monster’s attention). If successful against a creature, the d4, Stealth d6
Exogarth surges out with its massive Bite attack for Strength Pace 8; Parry 7; Toughness 6
+d12 damage. Against ships and the like, a successful hit Special Abilities:
allows it to grapple its prey. It automatically inflicts a Critical •Bite/Claw: Str+d6
Hit each round as its teeth and jaws seek out and crush parts •Force Storm: The Beast can create a dangerous field of
of the ship. Once grappled, the target vessel continues to energy around it, that harms foes foolish enough to get to
move at –4 to its Piloting rolls, and may only attack the close. As an action, by rolling Focus it can project lightning in a
creature with Reaction Fire weapons, or by crew members LBT for 2d6 damage.
exiting the ship to attack from outside. (Of course other ships
may attack it normally.) Thornsniper plant
• Flight: Exogarth can’t fly faster than light, but can match all Attributes: Agility d4-2, Smarts d6(A),
but the fastest in-system ships with a Space Speed of 3. Spirit d4, Strength d10, Vigor d8
• Gargantuan: Heavy Armor. Attacks against the Exogarth are Skills: Fighting d4, Notice d8,
+6. An Eogarth's teeth are Heavy Weapons. Shooting d12
• Hardy: A second Shaken result does not cause a wound. Pace - ; Parry 4; Toughness 6
• Size +24: Exogarth are 1000’ in length. Special Abilities:
• Unstoppable: The creature has great mass. It takes a •Thorn Volley: Range 3/6/12, Damage Str+d8, RoF 3, AP 4
maximum of one Wound per attack no matter how many •Very Resilient: Thornsniper Trees take two wounds before
Wounds would normally be caused (after Soak rolls are made). they're Incapacitated.
If an attacker’s Action Card is a Joker, he may ignore. its •Tremorsense: It automatically senses the location of anything
Unstoppable ability. that is in contact with the ground and within 12”

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