Klatooinian Time of Wandering questions

By Flintlock Jazz, in Star Wars: Edge of the Empire RPG

Hey everybody! Due to the way the game I am running has gone, my players are potentially getting involved in a Klatooinian Time of Wandering next game. I have one problem though: aside from it being mentioned in one paragraph in Lord of Nal Hutta, there seems to be virtually no information anywhere even mentioning it. Checked Wookieepedia and anything else I could get my hands on, nada not even a mention. It's like Lords of Nal Hutta is the first place anyone even thought it up. So my question is, is there any information about it anywhere? I know I can just make it up myself obviously but if there is already information out there then it would make things easier for me preparing the adventure. All I know so far is that the best Klatooinians get sent to wander their desert for a time before being sent off to serve the Hutts. The kind of stuff I want to know is:

How long do they wander? Is like just a month or are we talking years here?

At what age do they start? They mention ten years old, is this when they actually start serving or do they go through training first?

Are they allowed to interact with anyone they meet while out there, to talk or trade?

Is it a specific region of the Derelkoos desert? Or can they wander the whole thing?

What is the criteria for 'winning' the wandering? Surviving a set period of time? Or do they need to get somewhere?

What do they get to take with them on this wander?

If there is no information on this then what are people's thoughts on this? Thanks for any responses in advance.

This sounds an ideal opportunity for some world-building to me. Particularly if you want to base your campaign around it. Talk it through with your players, see what sort of stuff they’d like to do. Work out some details that seem cool, and more importantly, would make for fun adventures. There's a wealth of post-apocalypse stories that might help you create what you're after.

Wookiepedia is great, but it can’t tell you everything.

I had a chat with RodianClone about this, when he asked me about the reasons some smugglers might set up a colony on a certain planet. We brainstormed a bit as to the reasons, thinking it though because there wasn’t an ‘official’ source for it.

I think there’s two types of players/GMs – some like everything to be detailed and explained, others prefer to make stuff up. I probably lean towards the latter – I like stuff that’s already provided for me, saves me a lot of work... but I’m not afraid to change it or make stuff up out of whole cloth if needs be.

Some fans dislike certain campaign worlds because there’s too much information, and no room to do their own world-building. I think the EU ended up a bit like this. Personally I preferred Star Wars when I didn’t know what ‘Dark Lord of the Sith’ meant or what the Clone Wars were, or the names of all the weird creatures in the cantina.

Edited by Maelora

Yeah, I'm just trying to establish what there is around first to work from. I'm happy to break from canon if I think something works better, but I like to see what is already there as it can be better than what I come up with or give me something to think on. Plus, I'm lazy. :P I've already been making changes to things, such as making a growing resistance movement forming on Klatooine against the Hutts as the player Klatooinian we have in the party is keen on that.