Elaborations and Additions to the setting. Tell us about your Galaxy!

By RodianClone, in Star Wars: Edge of the Empire RPG

A few eamples:...

My Tatooine has a western feel to it, as I personally think it has in the movies to and most things I have seen about the Other Rim has.
- Mos Kydon: a tiny Tatooine town with a docking bay, a sheriff`s station and a cantina...

- Slave town/Tanka`s Mansion: the moisture farms owned by Tanka the Hutt and worked by his/her/it`s(?) slaves.
- Sand-Duros-A: not the Ponderosa, but a Dew-back ranch run by Duros.

- The Heavy Moist Factory: It appears to be an imperial explosives factory...

My Nar Shaddaa is very gang orientated and I have been inspired by The Warriors(1979)
- Steam City: My homebrew part of Nar Shadda, the sector where it all happens, It has different parts, ran by different gangs, from Calamaritown and Aquarium to Hutt`s Kitchen and more...

My Nal Hutta
Not that explored yet, but outside a slave-town called B`loub, of Gamorreans and Twi`leks, is a mysterious and gritty swamp-jungle of a ship graveyard. The Force is at play here...

My Kwenn Space Station
Working on this one now.... I think I might say that up and down depends on perspective. If you are in the Mirrsteel Heights, that is "up". If you are in Kwenn Central, I still think Mirrsteel Heights would be above you.

But if you are all the way on the other side, in or on the Dry Docks, that would be up to you, and from your perspective, both Kwenn Central and Mirrsteel Heights would be far under you. Don`t know, I just find that aspect of space interesting and always picture different ships meeting eachother in space not being turned the same way up, since there really is no way "up" outside the ship.
Other than that, I think I`ll use Tallifax Inn, but make it my own, since I can`t find much info about it(and because it is fun to be creative).

What have you added to the Galaxy or elaborated on?

The Holy Church of the Instrumentality (name admittedly cribbed from Jim Starlin's classic comic Dreadstar)

A devout religious order that worships the Twelve Gods of the Instrumentality. They find full AI to be an abomination, as they mimic sentient beings, but are not presences within the Instrumentality (aka the Force). The Church's leader, the Lord High Papal, is a dark Force user (who, in what is now Legends canon, may or may not have been the offspring of a native of the SW Galaxy and an early Yuzzhan Vong scout). The Instrumentality has its own decent slice of autonomous space between the Correllian Trade Spine and the Modell Sector, as well as a major hyperspace route that bisects their space, parallel to the CTS, called the Path of the Righteous. The Church is officially neutral in the Galactic Civil War, but the Lord High Papal stokes additional conflict between the Empire and Alliance, because he has his own plans for galactic domination. Rather than engage in the existing conflict, however, his plan is to conserve the Church's not-insignificant military resources until the war is over, anticipating that, whoever the victor is, their resources will be diminished enough to increase the Church's chances against them.

I brought the Church in as a side-adversary in our old campaign to facilitate a running enemy that, while posing a threat similar to the Empire, would allow the group significant victories up to and including eliminating the threat entirely should events go that direction. I chose a religious foundation to make it different and distinct from the Empire in terms of tone and flavor. Stats for unique ships, locations, individuals and minion-level NPCs were generated.

I'm going to be bringing the Church over to my upcoming campaign just to place yet another obstacle in the path of our raggedy group of fringers.

Seriously, how long have you got? :)

How long do you want to spend typing it all up? ;)

As far as mine, Come monday I will start a new campaign, incorporating all three core books. Called it "Dark Age of the Republic". Set about 600 years after Star Wars The Old Republic, so I could do just whatever I wanted with the setting. And having had a war between the Republic and the Sith first, then the war with the Eternal Throne, I could most easily reduce the number of Force users to a manageable level. The players can expect the Sith army and navy, with a smattering of spiteful apprentices, and far fewer Darths. The training halls of Tython echo with emptiness, where a few students train while once the academy housed hundreds. And then there are plenty other factions, such as a rise of the Mandalorians, a status quo for the Hutt Cartel and several crime syndicates.

That would be our galaxy from monday and forward.

How long do you want to spend typing it all up? ;)

That sounds pretty unique, Xcapobl - nice to see something different.

Our campaign has been running for two years, but it was extensively rewritten to focus on the PCs (4, maybe 5 different groups across all the books).

But in brief... Anakin is killed very early on, Palpatine is killed just before Order 66. The Jedi & Sith leave for the Far Rim to combat some unknown threat that is probably the Vong. Luke is no longer a Skywalker, he never joins the Alliance so the Death Star is never destroyed. Han fakes his own death to raise his twins with his wife, Breha Organa. Kenobi joins the Alliance to prepare them for fighting the Jedi on their return.

20 years after Alderaan, the Empire is torn asunder by a brutal civil war. The Alliance of Independence Systems (essentially the Seperatists) has been steadily winning the Galactic Civil War but cannot quite finish it. The 'Fringe' factions form an unstable but powerful alliance comprising of both good and sinister independent groups, from Talon Karrde's smugglers to the Mandalorians to the Hutt kajidics. The Jedi and Sith return victorious to find the Old Republic gone and are widely hated by everyone else.

That's the first two years. In our second arc, the PCs are discovering a mysterious pro-droid cybernetic faction that is abducting colonies, led by a former Sith. There are four main PC groups:

1) The Krayt Dragons Free Trade Without Borders Consortium: a purely independent group of smugglers and runaways who are good-natured rogues like the 'Guardians of the Galaxy' and have Han as a mentor

2) Crimson Phoenix SpecForce squad: an elite squad of fiercely loyal Alliance experts, who range from high-minded idealists to outright terrorists, and include some graduates from the Emergent Project, Force-sensitive military operatives trained to fight Sith and Jedi.

3) another group of 'scum and villainy' working for Black Sun at the very heart of the Fringe faction. Much darker than the other EoE group, ranging from world-weary, blackmailed mercs to complete psychopaths.

4) The 'Followers of the Temple' - the students of NotLukeSkywalker (I called him 'Lucas Lars') who are essentially similar to what the New Jedi Order might have looked like if Order 66 didn't occur and the Jedi were slowly corrupted by hubris and their extermination of the Vong. A tiny but vitally important and influential faction, mostly working under the radar. Master Lars isn't a Jedi; now in his forties, he's more of a guru or a shaman, looking to the earliest Jedi traditions or other Force groups to bring sanity to a war-torn world.

5) An overseas player who plays by email, with a GMPC sidekick. They ignore the GCW entirely, and have lighter-hearted misadventures and explorations in the vein of Indiana Jones.

The second arc got derailed a bit when the PCs started a mini-GCW after Mask of the Pirate Queen, so we are going to resolve that before we go back to the creepy droid stuff.

The final story arc will involve the return of some sort of Greater Old One (Ableoth?) and trying to ally all the factions against it.

There's a lot of other stuff, but my design notes ran for about 20 pages. What was I trying to do? In short, make the PCs the centre of the game, so the villains were killed off so the players would have their own significant enemies. The movie heroes were moved to mentor roles where they could still be awesome but not do the PCs work for them. I wanted to keep iconic things like the original Death Star, as well as remove the good/evil axis while keeping a strong element of 'karma' in the game. Above all I wanted to avoid 'all the good guys on one side and all the bad guys on the other', so the factions were made more or less equal, with different strengths and weaknesses, and I think it made the Galactic Civil War less binary. The Jedi want to restore the old order, with them as the power behind the throne. The Alliance want a new order that is less supremacist. The Empire wants human dominance, and the Fringe faction wants independence for good or ill. The other factions are smaller, but can be vital to how things play out. The PCs have a lot of choices and all of them can change the course of the war, or what emerges from it afterwards. As far as possible I tried to keep the original themes of friendship, sacrifice and 'doing the right thing' despite the dangers.

Edited by Maelora

Yeah, Ill sound in with the others up above. We've played only three sessions and Ive got tons of additional material. Quellor, Cona and Gizer have all been pretty dramatically fleshed out, a syndicate set up and a whole host of vehicles, droids and equipment statted for the various security forces, industrial complexes and the like, not to mention... dang, dozens of NPCs with personality notes, backgrounds etc.

Its kind of funny, I use Legend material and anything I can get my hands on but the galaxy is so huge it doesn't matter. First game found me working up entirely new stuff.

So, I've tried to make the Chiss a major player while still emphasizing their greatest attributes of being impossible to locate and way more patient than everyone else.

Less idealistic than the Alliance to Restore the Republic and less deathgrip than the Galactic Empire, the Chiss are the supposed middle of the road option. After being plagued by them from the shadows (and sometimes not) it finally reached Yavin IV.

I told the players that one major change happened from the beginning of the movies: R2 and 3P0 don't make it to Tattooine. No one rescues Leia. She eventually succumbs to the torture and just as she's about to break, Vader feels their connection through the Force. He hides her away and claims she died. He broke her down and makes her his apprentice to the Dark Side. Her intel, strategic mind, and general badassery, he makes her an assassin.

She reveals the base on Yavin, and it blows up. The Alliance is in tatters, but some escaped to fight on from the shadows. This is when the Chiss realize they can't let this pass so they ramp up their projects and expand into their surrounding space a bit more.

After a year of playing this game, finally the Chiss reveal themselves. They saved one Jedi, and have been recruiting Force Sensitives from within and without Chiss society and formed a new Jedi order that is loyal to the Chiss as it once was to the Republic.

Armed with silver lightsabers, the Chiss army, navy, and this new Jedi Order strike at both sides. Many have begun to rally to their cause and they seem to be the galaxy's heroes to the general populace.

Probably all an act, though. They wound up, very early on, with a super weapon. They know how to strip the Force from anyone they wish, and the Chiss Hegemony hasn't even shown their new Jedi Order.

I have a tendency to go overboard with new info though. Ive been known, for example, to write in the military, cultural and governmental history of a new race who is represented only by a bit character in the game. The player's probably wont even learn of it but I know its there backing the character up, making them more real somehow.

This sort of needless background generation has become a habit of mine through the years. Sometimes it takes prep time away from the game at hand and delays a session but it also lends a feeling that there is a real world out there beyond the influence of the players. This helps me present the environment and characters in a realistic manner and when it sometimes becomes revealed to the players, its a great moment.

In our recent game the PCs were looking for a place to hide out and randomly picked a small mining community on the planet map. (Cona) When they got there they found an interesting cohabitation of human and other off world miners and a reclusive but tolerant Arcona community. I had become interested in this particular place when I placed it on the map and had put a couple hours into it. Man did it pay off.

No Mandalorians. They'ze a lost warrior culture.