Let's build the Taldot Sector!

By Concise Locket, in Game Masters

If you followed a megathread I started two years ago, you know I'm into building out a set region of the Star Wars Galaxy for my players to run around in. The intention is to give my players a set territory where they can do what they want without interfering in the canonical main story line and for me to engage in a bit of world building. I'm in the pre-campaign prep phase for a Star Wars game that will start in a few months so now is the time to map out a new territory.

I've decided to develop a Mid Rim sector from scratch for a couple of reasons. First, the Mid Rim always feels overlooked. The Core is more cosmopolitan and the Outer Rim has most of the cool alien home worlds and this makes the Mid Rim feel like the "flyover country" of the SW Galaxy. And as a native of Indiana, I find that offensive. 😉 Second, I like the idea of the Rebellion's Mid Rim Offensive and Mid Rim Retreat, which was introduced in Alexander Freed's Battlefront: Twilight Company . A year of conventional ground warfare, in the Star Wars sense, is a great story hook. Because a lot of the planets mentioned in the novels aren't assigned a specific sector, and because Freed's writing style is minimalist, I can grab some of these locations and flesh them out.

After skimming around the map of the SW Galaxy, I settled on the Taldot Sector because so much of it works for what I want. First, it's a huge regions of space and it's, canonically, an industrial and agricultural powerhouse. Second, it's been the location of outside invasions across the millennia, from pirates to the Sith and Mandalorians to the Separatists and the Republic, which means it could have a lot of interesting cultural and historical traditions. Third, it has some native alien species and has plenty of room for a couple more.

The biggest mistake I made with my Tion Cluster campaign is that I ended up fleshing out too many planets that never ended up getting used. For this campaign, I'm going to scale it back to the number of planets you would find in a book like Suns of Fortune or Lords of Nal Hutta . Because I'm going to write these locations from the ground up (with the help of Wookieepedia), rather than cribbing old West End Games material, I want to keep the number of planets reasonable. Let's say 18 with 9 or 10 getting full write-ups and 8 or 9 getting a single large paragraph.

I also want to flesh out some of the background aliens introduced in the newer movies. After skimming through the Visual Dictionaries for suitable species with little-to-no backstory, I've opted to bring in the Britaro and Octero, flesh out the Xi Charrians and Togorians, and situate the Coyerti home world (from Twilight Company ) in the Taldot Sector.

According to Wookieepedia's Legends section, the Taldot Sector has the following planets of note: Balamak, Charros, Masposhani, Nauton, Persavi, Rathalay, Rearqu, Togoria, and Stronghold. Stronghold was featured in an old WEG module and the rest barely have any relevant information attached to them other than stuff like "Vasp Vaspar's cape symbolizes the Battle of Balamak." So they're basically blank slates.

From Twilight Company, I'm grabbing Coyerti, Phorsa Gedd, Redhurne, Bamayar, Allst Prime, Haidoral Prime, and Nakadia. Some of the planets popped up in other recent Star Wars novels so there is a little bit of pre-existing setting material to work with.

I'm also bringing in Britaxis Minor, the home world of Britar which has no official region in canon (yet).

Splitting these into two groups, one for full write-ups, and one for briefs, this will be the break down based on nothing more than my personal interest :

  • Full Write-Ups:
    • Bamayar
    • Balamak
    • Charros
    • Persavi
    • Rathalay
    • Redhurne
    • Rearqu
    • Togoria
    • Britaxis Minor
    • Phorsa Gedd
  • Briefs
    • Coyerti
    • Allst Prime
    • Haidoral Prime
    • Nakadia
    • Masposhani
    • Nauton
    • Stronghold
    • Octero

Before we start writing up planets, we need to piece together a working history of the Taldot Sector. So that's coming up next.

Even though it probably won't matter to the PCs, I find it a good idea to condense regional Galactic history into a short essay. That way, I'm always keeping in mind that the SW Galaxy is a very large and very old place. It's also nice to have a bit of history from various sources (Wookieepedia, the Star Wars Atlas ) in one, easy-to-reference document if the players ask questions or if I want to flesh out some odd piece of historical trivia. My SW knowledge is good but it's not infallible. It's also nice to see what I can introduce from Legends that doesn't conflict with canon.

EDIT: Apologies for any grammatical errors now and in the future. I'm not good at self-editing.

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History of the Mid Rim
The Mid Rim region is the outermost range of the Galactic Empire’s direct governance. The Imperial presence is felt in occupation or cooperative governance on Outer Rim worlds like Lothal, Mon Cala, and Arkanis, but the Outer Rim territories are too wild and large for anything other than piecemeal rule. However, the Empire can be found in every sector of the Mid Rim. The Mid Rim territories are the home of the Empire’s low-cost manufacturing, mining, and agricultural concerns, which makes them are an important resource.

The Mid- and Outer Rim territories were settled by the Old Republic during ancient times. The first pioneers of these regions were divided into two groups: those seeking economic prosperity and those fleeing the government. The latter eventually colonized the Outer Rim, as its extreme distance from Coruscant provided an escape from the law. The former spread out across the Mid Rim at a leisurely pace. By the end of the historical Subterra Period, the Mid Rim was home to both affable and productive Republic colonist. New non-Human societies joined the galactic government within decades of initial contact.

Corporations preferred to develop their Expansion and other Coreward holdings which allowed Mid Rim worlds to prosper independently. With that prosperity came external threats. Piracy was an issue for those sectors that bordered Hutt-controlled territories, but Mid Rim residents quickly learned to protect their families and property. The greatest danger the Mid Rim faced was military conquest from the Outer Rim, first from the Mandalorians and then the Sith.

Armor-clad and bearing swords, the Mandalorians streamed Coreward from their holdings in the Outer Rim, marking the beginning of the end of the Old Republic era. Their crusaders laid waste to those worlds that dared challenge them. When the Mandalorians reached the Inner Rim, they met the Jedi Order for the first time. The martial expansionists were halted in their tracks when they could not counter the Jedi’s Force-driven abilities. The Mandalorians were driven back but returned with improved technologies and new fighting styles. They were defeated once more, and centuries of cyclical warfare began.

Contemporary to the Mandalorian crusades were the invasions of the Sith Empire. The Sith expansion, fueled by slave species such as the now-extinct Massassi, was coordinated by powerful lords and witches. According to legend, both the Republic and the Sith utilized kyber crystal fueled superweapons that could destroy entire planets. The physical scars left by these weapons can still be seen across the Mid Rim. Tales of the Mandalorian and Sith invasions are a common source of local folklore.

These tales hint that in the final years of the Old Republic, the Jedi took advantage of infighting within the Sith Order and destroyed the Sith home world of Moraband. Those Sith that survived eventually destroyed themselves. Elsewhere, Mandalore was scorched into a desert by civil war. The surviving Mandalorians turned their back on violence and exiled their warrior caste. Though the Jedi were victorious, the Old Republic collapsed after having long suffered from warfare. But with peace finally assured, the Old Republic rebuilt itself as a Galactic Republic and ushered in a thousand-year-long Golden Age. Centuries of darkness were swept away and forgotten.

Edited by Concise Locket

Always enjoy your world/campaign building posts Mr Locket.... looking forward to seeing where u go with this one 👍

Let's get into detail with history specific to the Taldot Sector. This will give us some baseline themes and historical trends to build a setting around. The information below is condensed from or was inspired by Wookieepedia entries.

The Taldot Sector
The Taldot Sector was an industrial powerhouse prior to the Clone Wars. The largest sector in the Mid Rim, it features hundreds of inhabited planets. It is also the location of a dozen different species’ home worlds. Because no single planet included a sufficient population or enough economic, social, or political clout to justify individual representation, the Taldot Sector was spoken for in the Republic Senate by a single senator. The sector’s political arrangement was primarily driven by bureaucratic convenience. As a result, individual worlds often found their requests to the Senate ignored.

After Count Dooku of Serenno publicized the hypocrisies, corruption, and ineffectiveness of the Senate, the Taldot Sector became one of many to fracture during the Separatist Crisis. Most the sector’s non-Human worlds agitated for independence. The planets that had been settled by Human colonists either voiced their support for the Republic or later aligned themselves with Duchess Satine Kryze of Mandalore’s Council of Neutral Systems.

Like many nearby Mid-and-Outer Rim sectors, the Taldot Sector became a front line in the Clone Wars. The first few weeks of fighting and negotiation were limited to the Outer Rim but the Battle of Abragado Rae and the Battle of Malastare demonstrated that the new Confederacy of Independent Systems’ military could take on the Grand Army of the Republic on its home turf.

In defiance of history, several Separatist-allied worlds of the Taldot Sector fought alongside the Mandalorian warrior clans of Death Watch. Taldot Sector Separatists, which only had small systems armies prior to the Clone Wars, were primarily responsible for material support or simple anti-Republic sabotage missions. However, after Death Watch failed in its attempted coup against the New Mandalorian government, it severed ties with the Confederacy.

When the Mid Rim world of Umbara separated from the Republic, prompting an invasion from the GAR, the Republic- and Separatist-aligned planets of the Taldot Sector turned their various systems’ militaries on one another. The Separatists staged an invasion of Togoria under the command of General Grievous. When Jedi General Waldan Bridger landed his clone troopers on Togoria, he was shocked to discover that the Togorians had voluntarily joined the Confederacy. Bridger’s troopers were massacred by the skilled Togorian military nobility while he was slain by Grievous. Historical records revealed that the Togorians had assisted the Death Watch Mandalorians in their sabotage missions.

The Persavi system, inspired by Antar, Ando, and Sy Myrth, aligned itself with the Separatists before the start of the Clone Wars and benefited from – at the time – a state-of-the-art army and navy that was superior even to the pre-war Republic Judicial Forces. When the Clone Wars began, the Confederacy leaned heavily on the Persavi’s army and ship fleets which often supplemented the Separatists’ battle droids. The system was heavily defended and was never breached by the Jedi or GAR forces.

Nauton IV had publicly declared itself neutral in the war and a member of the Council of Neutral Systems. Jedi Master Ruati was dispatched from Coruscant to open a dialogue with the Nautonese and with hopes of convincing the metals-rich planet to support the Republic. The Jedi’s efforts were sabotaged by a Separatist and Ruati was eventually found beheaded in a back alley in Nauton’s capital city. The Jedi accused Separatist military commander Asajj Ventress of assassinating their agent.

The planet Charros was another important world for the Separatists. The Haor Chall Engineering company, on behalf of the insectoid Xi Charrians, were the primary manufacturer of the Vulture Droid, the Hailfire-class droid tank, the Sheathipede transport shuttle and C-9979 landing craft.

Not every noteworthy world supported the Separatists. Planets like Balamak remained staunch Republic loyalists. Balamak was a key food production world for the GAR’s Mid Rim armies as well as a Republic HoloNet node. During the height of the war, a Separatist flotilla formed a blockade of Balamak and attempted to jam its node. Their efforts were smashed by a Republic fleet led by the Jedi and the Confederacy retreated from the system.

Following the Battle of Coruscant, which saw the death of Count Dooku, the Separatist’s fortunes quickly evaporated. Over the course of a few months, Separatist worlds surrendered as Republic clone armies scored win after win between the Colonies and Wild Space. With the surrender of the Xi Charrians, the Taldot Sector Separatists recognized that their days were numbered and immediately sued for peace. The Persavi agreed to dramatically scale back their military and limit their fleet to their home system. The Taldot Separatists’ willingness to lay down arms without terms and assist in rebuilding Republic-loyalist worlds in their sector saved them from later Imperial reprisals. Shortly after the death of General Grievous, the Clone Wars ended.

The Taldot Sector and the Empire
In the early years of the Empire, the Taldot Sector resumed its former mantle as the Mid Rim’s industrial leader. Ill-feelings between neighbors were forgotten as the Empire’s military build-up brought in a rapid influx of new capital. Several former Confederacy enterprises were absorbed by Imperial corporations, such as Haor Chall Engineering’s purchase by Sienar Fleet Systems. Life was peaceful and prosperous for a time.

While the new Empire brought the factories and massive farms of the Taldot Sector into full productivity, it cut financial compensation and threatened Imperialization of any business that did not meet its quotas. Civilian travel to the neighboring Mytaranor Sector was curtailed with the subjugation of Kashyyyk and enslavement of the Wookiees.

Vasp Vaspar was sent to the Galactic Senate as the Taldot Sector representative in the final decade of the Republic. Vaspar was an ally of Senator Mon Mothma of Chandrila and had joined the Delegation of 2000 which called for the return of the Supreme Chancellor’s emergency powers to the Senate. After 63 Senators from the Delegation were arrested after the Clone Wars, he publicly professed his loyalty to now-Emperor Palpatine. Behind the scenes, he continued working with Mothma, Bail Organa of Alderaan, and other opposition Senators. Raised in a family-run agribusiness combine on Balamak, Vaspar was instrumental in hiding the burgeoning rebellion’s financial support of resistance groups. He used his authority to launder credits and material and helped the Persavian Defense Force set up a hidden safe world called Stronghold for any local rebel recruits.

Following the Ghorman Massacre, Mothma denounced the Emperor, resigned from the Imperial Senate, and fled to Dantooine where she broadcast the Declaration of the Rebel Alliance. Vaspar secretly joined the Alliance Cabinet as its Minister for Industry but remained in the Senate. Like Bail Organa, he used his public persona as a cover for rebel activity. Vaspar had a risk-averse reputation as he recognized that the Alliance’s finances and economic engine were quite limited. However, he favored of direct armed conflict with the Empire. Vaspar fled to Stronghold after the Battle of Scarif and the Emperor’s dissolution of the Senate before joining Mon Mothma and the other members of the Alliance Civil Government.

Bolstered by their victory at Yavin IV, the Alliance began what would become a nine-month offensive into the Mid Rim. The Taldot Sector Force assisted both the Alliance Fleet in strikes against Imperial-held worlds. Phorsa Gedd and the Ducal Palace of Bamayar IX were captured by the Alliance military. Just as it had been two decades prior, the sector became a mixed scrum of divided loyalties. Unlike the Clone Wars, those worlds that were loyal to the Empire and those that supported the Rebels were not easily discerned. Financial ties, local cultures, and histories determined allegiances. For example, Togoria, a non-Human world, opted to remain with the Empire as it respected the Empire’s authoritarianism and military prowess. Balamak was a Human-dominated world but it had suffered under Imperial economic policies and so threw in its lot with the Rebellion.

The Alliance Fleet was overstretched by the end of the offensive and Alliance High Command ordered their forces to a halt. Imperial counterattacks began driving the Rebels out of the Mid Rim and the Alliance military began evacuating bases it had helped set up. Rumors began to circulate about the Alliance falling apart. Some revolutionary groups chose to leave with the Rebels, but most stayed behind to harass the Empire. Planets like Charros were left to their own devices but Alliance victories took place during the slow retreat. The Imperial governor of Rearqu 10 was captured while an Alliance mobile infantry company both destroyed a biochemical factory at Coyerti and protected the natives during their breeding season.

Shortly after the Mid Rim Retreat, the Rebel Alliance lost its main base at Hoth. Though a blow to the Rebellion it was also a blessing for the Taldot Sector. The hunt for the Alliance’s leadership in the Outer Rim has spread local Imperial forces thin. The Taldot Sector Force has held onto several key worlds but if the Rebellion does not deliver a decisive victory and soon, these fortifications will fall.

Edited by Concise Locket

First planet write-up! I hate the idea that every farm planet in the Star Wars Galaxy is populated by space rednecks. Most of the farms I've visited in my life have been sophisticated operations and I wanted a planet that reflected the idea of a world that has been growing food for consumption for tens of thousands of years and knows what it's doing .

BALAMAK
Astronavigation Data: Balamak system, Taldot Sector, Mid Rim region
Orbital Metrics: 214 days per year / 30 hours per day
Government: business guild
Population: 280 million (Human 65%, other 35%)
Languages: Basic
Terrain: plains, forests
Major Cities: Dorum (capital), Lamari, Klophan
Areas of Interest: Great Palama Forests
Major Exports: foodstuffs
Major Imports: technology
Trade Routes: Great Kashyyyk Branch
Special Conditions: none
Background: With its temperate climate and rich soil, Balamak was one of the first planets in the Taldot Sector to be colonized by Old Republic settlers. Balamak attracted farmers from Core Worlds with strong farming traditions, like Chandrila, Nubia, and Esselles, but who were looking for new challenges and opportunities. Over the centuries, Balamak developed into a powerful agriworld with a culture that balanced the frontier spirit of a Rim world with the more cosmopolitan attitude of the Core.

Careful land management practices have limited the sprawl of cities to boundaries determined centuries ago. Because the cities cannot grow outwards, they have only grown upwards and downwards, creating perfectly circular and artificial forests of durasteel and glass which jut out from Balamak’s plains. Unlike many ecumenopolitan worlds, the cities’ lower levels are clean and well-lit with captured sunlight piped through mirror-polished argendium conduits. Outside of the cities, habitable land is dedicated to massive corporate farms and ranches. The rest of the population is scattered among towns built around the planet’s far-flung network of harvest depots and harvester-droid stations.

The top tier of Balamak’s government is a local guild consisting of members of the planet’s three major agribusiness employers: the Corellian-owned Arcon Multinode Agricorp, which purchases thirty percent of the crops grown by independent farmers in the Outer Rim (and owns Flangth-2-Go, the second-largest fast food chain in the Empire); Imperial Meats and Produce, a member of the Corporate Sector; and the Balamak Agriculture Combine. The agri-guild sets planetary policy, leaving implementation to local trustee councils.

In order to keep pace with its megacorporate competitors, Imperial Meats and Produce has begun importing cloned Kaminoan-vat grown laborers. This practice has led to several civil disturbances in small farming towns as laborers have seen their wages decrease.

MID RIM NODE
Due to its proximity to strategic Mid Rim resources, Balamak is home to the Mid Rim Node branch of the HoloNet News Agency. During the Clone Wars, the Mid Rim Node served as an information source for the Galactic Republic. Today, the MRN is responsible for both disseminating propaganda through the Empire’s state-run news agency and serving as a signal amplifier for authorized HoloNet communications from neighboring sectors. Mid Rim Node’s headquarters is located in the Coalition for Progress Tower in Balamak’s capital city of Dorum. The CPT is an Imperial facility operating under the auspices of the Empire’s COMPNOR organization. Easily distinguished by its array of transmitters and rectentennas, the CPT is a priority target for Rebel operatives as well as underworld slicers who piggy-back on Imperial broadcast infrastructure.

CITY AND FARM
“If it can be grown, it’s grown on Balamak” is the planet’s unofficial motto. What began as an experiment in xenocrop transplantation by an eccentric Balamak university professor has turned into a cornerstone of the planet’s economy. Fully one-third of the planet’s farm output is dedicated to boutique crops and raising rare consumable meat-animals. Where Balamak’s other agri-businesses focus on standard processed food staples, the Husbandry Combine of Balamak exports everything from Thune rakmelons to Corellian traladon.

PLANETARY INFORMATION
Balamak’s naturally temperate climate and fertile soil was responsible for a short-term colonization rush during the Subterra Period. Only minimum adaptations were needed before the first settlers were producing bountiful harvests. Over the centuries, the planet’s agricultural industry made Balamak a target for invasion by the Mandalorians and the Sith of the Old Republic.

DORUM
The capital city of Dorum is typical of Balamak’s metropolises. A desire to avoid over-industrialization in the planet’s distant past resulted in extreme limitations for urban growth. Dorum occupies a perfect 128 square-kilometer circle at the intersection of the Yolanth and Tarlanth Rivers. The city’s towers reach 1000 meters into the air and are interlinked by skybridges, aerial hovertrains, and turboelevators while air speeder traffic tightly threads the close spaces.

Unlike packed urban areas elsewhere in the Empire, the wealthy conglomerate at the base of or below Dorum’s towers, leaving the upper reaches to working class residences, offices, spaceport landing pads, warehousing, and processing facilities. It’s believed that this practice is a hold-over from the Old Republic, when the elite were granted priority-access to shelter from aerial attacks, but no one knows exactly when this tradition began. The brightly lit subterranean levels are home to the city’s upper class and wealthy residences, commercial shopping districts, cultural venues, and government facilities. The towers themselves are typically mixed-use spaces that are adjusted depending on the economic and residential needs of the times.

The Balamak University of Agronomic Science is in Dorum and is the sector’s premiere institution for the technology, management, and business of farming and ranching. BUAS students have a reputation for good-natured rowdiness.

Reaching across the mid-levels of three towers, the Circus Balamak is Dorum’s largest mass entertainment venue. Home to Bescat Offdurmin’s Circo-Menagerie, the Circus Balamak displays exotic animal species from around the galaxy as well as features sentients who perform tricks, comedic entertainments, and feats of athletic prowess. The Circus Balamak is also home to the Dorum Rodeo, which pits both amateur and professionals alike in competitions involving herding livestock as well as riding pulgas or bordoks.

In the upper reaches of the city’s towers, near the spaceport levels, is the Dorum Stockyard. Ranchers cut deals for their prize animals, which are then tagged and shipped elsewhere in the Galaxy. The aerial stockyard is a maze and the barking and braying of animals, the shouts of bidding merchants, and the constant movement of ranchers and beasts give it a chaotic feeling.

Edited by Concise Locket

My second planet write-up is the home world for these guys . I like the pre-Republic history presented in Legends materials and wanted a location that directly ties into that extremely ancient time. At first I thought Britarro might be aquatic but the more I looked at that makeup, the more it made me think of a "plant person."

I haven't created a map of this sector yet so any Trade Route marked with a xxx will be figured out later.

BRITAXIS MINOR
Astronavigation Data: Britaxis Minor system, Taldot Sector, Mid Rim region
Orbital Metrics: 240 days per year / 24 hours per day
Government: participatory democracy
Population: 610 million (Britarro 95%, Other 5%)
Languages: Britangi, Basic
Terrain: wetlands, rivers, crater fields, hills
Major Cities: Hilissax (capital), Distorro, Asagaxis
Areas of Interest: Star Temple of Carborr
Major Exports: agricultural products (fuels, fibers, raw and processed fuels), low-tech manufactured goods
Major Imports: high technology, metals and ores
Trade Routes: xxx
Special Conditions: none
Background: Britaxis Minor is the home world of the Britarro species. Its blue giant star is the companion to a second, slightly larger blue giant called Britaxis Major. The system is cosmologically old and both stars quickly rotate while violently throwing off material to form discs of stellar material around them. Scientists have theorized that the Britaxis companions will go supernova within a few million years, creating black holes after their cores collapse.

Britaxis Minor has been home to complex lifeforms for over twice the time of any other world in the Taldot Sector. The planet’s mountain ranges have all been worn down to hills by natural erosion. All minerals and ores were extracted eons ago and so the native population relies upon imports to supplement local high-tech industry. The planet is dominated by wetlands and fast-moving rivers. Its grid-like river system is clearly artificial in nature, the result of long departed intelligent designers. Other evidence of outside builders are the massive structures, viewable only from orbit, that are buried beneath the planet’s topsoil.

Scholars theorize that the Britarro are not the first civilization to have lived on Britaxis Minor. Archaeological and geological evidence points to the planet having been an outpost in the Kwa holdings some 100,000 years ago but by 35,000 years ago the Kwa had departed. Today, the only evidence that remains are buried and strangely alien marvels of millennia past.

During the era of the Old Republic, Britaxis Minor was the site of a major battle between the Sith and the Jedi. Which party utilized a superweapon is unknown, but the conflict resulted in a massive explosion which destroyed the planet’s smallest moon. The planet’s surface was peppered with meteors for years after, resulting in fields of craters that littered the landscape.

HAUNTED RINGS
The orbit slot for Britaxis Minor’s third moon, Zerphaxis, is now a small ring-system comprised of particles of dust and rocks smaller than a meter in length. The planet’s two other moons have pushed large gaps in the rings and their surfaces are peppered with recent meteorite impacts. The rings are only a minor hazard for spacers, but freighter crews prefer to avoid lingering in them. Long ago, Zerphaxis was a lush moon and home to a thriving colony. After its destruction, the Living Force spirits of the inhabitants weren’t killed but rather trapped in the newly formed rings. Freighter captains who have both had too many drinks in a spaceport cantina and traveled to Britaxis Minor’s moons, will claim they’ve heard the ancient ghosts crying through their ships’ hulls.

MYSTERY AND ARTIFACTS
Britaxis Minor’s reputation for mystery has been amplified for centuries by the Britarro’s preference for silence. The Britarro are neither xenophobic nor isolationist and many can be found in the larger Galaxy. They simply prefer to not talk about themselves. Britaxis Minor is special as it is one of the few worlds in the Mid Rim to both have been a part of an ancient pre-Republic civilization and to have standing artifacts from that time.

BRITAXIS MINOR’S HISTORY
Untold millennia ago, areas that correspond with the Trans-Hydian Borderlands, the Northern Dependencies, and the western regions of the Slice were controlled by the Kwa. The Kwa were a three-meter-tall, cobalt-blue-skinned saurian species that has since vanished from the Galaxy. According to ancient legends, the Kwa originated from somewhere in the Outer Rim and utilized a system known as the Infinity Gates to instantly travel between various interstellar locations. Housed within vast structures called Star Temples, this technology enabled them to carve up a benevolent regional empire that eventually reached into the Unknown Regions.

One-hundred thousand years ago, the Kwa arrived on Britaxis Minor and proceeded to uplift the native Britarro. At the time, the Britarro were a species of pre-language humanoids only a few thousand years into their evolution from an earlier, more primitive species. It is believed that during this time, the Kwa became a client species to a mythical civilization known as the Ancient Masters or the Celestials. According to the ancient grimoires of the Gree, the Ancient Masters fell victim to the “Hollowers of Being” which also drove the Kwa from their colonies back to their home world. By 35,000 years ago, the Britarro had been left with the failing technology that the Kwa left behind. Because the Infinity Gates functioned only for Force sensitives, they fell into non-use and disrepair and became victims of the elements.

Britaxis Minor was contacted by Old Republic explorers during the galactic government’s Great Manifest. After a means for communication was discovered, the Britarro agreed to trade and peaceful cooperation but declined invitations to create formal ties.

Unfortunately, the Britarro’s desire for privacy was ignored by the Sith. Four-thousand years ago, Britaxis Minor was invaded by the Massassi, slave-warriors in thrall to the Sith. Britaxis Minor was pressed into service for the Sith Empire. Many Britarro were raised and trained as warriors by the Massassi, serving as front-line soldiers in campaigns against the Jedi and the Old Republic. The Sith studied and rebuilt many of the ancient Kwa ruins on Britaxis Minor though they were never successful in reactivating the Infinity Gates. When the Sith were defeated by the Jedi, the Britarro managed to avoid the extinction level events that destroyed the Massassi though Britaxis Minor lost one of its moons to a superweapon.

Britaxis Minor eventually joined the Republic and during the Clone Wars it remained a loyalist power.

PEOPLE AND CULTURE
The Britarro are a humanoid species that evolved from motile plants rather than animals. Britarro have blue-to-green skins, flat noses, black eyes, and hairless bodies. They exhale oxygen and require regular exposure to sunlight to maintain their health. Unaffected by heat, Britarro explorers are often drawn to planetary equatorial regions, be they desert or tropical climates. Unlike most plants, Britarro ingest plant and animal matter for food. Britarro have extremely poor hearing compared to most species and many have cybernetic constructs to assist in listening and communication. However, their olfactory and vision capabilities are quite superior and a Britarro tracker can follow a target for kilometers by smell alone. Their Britarro language, Britangi, is both audio and scent based and is impossible for non-Britarro to communicate in.

Britarro have an extremely individualistic society and they are incredibly self-centered. To outsiders, Britarro appear sociopathic but for the Britarro, self-interest, even ignoring familial bonds, is the norm. Britarro culture operates by personal reputation. Trustworthiness is judged by an individual’s history and action, not by association. Going into business with a Britarro requires every member of the business to prove themselves.

Britarro are known for being extremely loud. The Britarro’s reduced auditory capabilities have resulted in the spoken portions of their language being spoken at shouting levels in order to be audible. A group of conversing Britarros is a cacophony to an outsider and traditional Britarro music can cause hearing damage. Despite their isolationism, many Britarro have a fondness for Core Drive music.

POINTS OF INTEREST
Britaxis Minor is a world with intense hydrology, but the waterways are highly regulated. Systems of lock controls the flow of water and the planet’s power needs are met by highly sophisticated, water-turned turbines. Outside of the cities and wetlands, Britaxis Minor’s landscape is made up of natural green fields that cover the ancient ruins of the Kwa and the circular craters of war from the Dark Ages. It’s from Britaxis Minor’s array of large hills that the headwaters of the powerful rivers form.

HILISSAX
Hilissax, the capital of Britaxis Minor and located near the equator on the planet’s largest continent, is a typical example of the Britarro’s urban design. Because so much of the planet’s economy is driven by the artificial river system, most Britarro want to live and work as close to the waterways as they can. Hilissax tightly straddles both banks of the Essox River System for several hundred kilometers. A millennium of different architectural styles jostles for space and grand bridges that span the river have shops and houses built along them. Droid-driven barges deliver raw agricultural goods from farms up and down river to the various processing plants in the city.

Voting Guarantee Trust Arcology
The government of Britaxis Minor is a participatory democracy. For a law to pass or be repealed, at least 51 percent of the voting population must vote on a measure and at least 51 percent of the voters must approve the new law. All voting must be in-person and supervised at local precincts. In order to facilitate this process, the Voting Guarantee Trust ensures that each Britarro’s right to vote is never infringed upon. The VGT Arcology is located at Hilissax’s mid-point and is the largest single structure in the city, dwarfing even the Government House. As there are always new issues to be voted upon, the VGT staffs polling stations across the planet, day and night.

Soppho Industrial Fluids
For centuries, the Britarro have distilled crop residue into industrial lubricants which are used in everything from oil baths at droid spas to moving vehicle and starship components. Soppho Industrial Fluids maintains several profitable contracts with the Corporate Sector Alliance and various Mid Rim- and Colonies-based manufacturing concerns. Located on the north end of Hilissax, the Soppho plant is a large, sprawling industrial complex with extensive piping running throughout. Streams of organic liquid are carried between large, columnar processing units. The final product is stored in massive domes before being shipped off-world. The Britarro find the smell of the processing plant repulsive and, except for the workers, they avoid the industrial area whenever possible. Off-worlders, especially Humans, find the odor pleasant, comparing it to dessert confections, and make up a large percentage of Soppho’s local workforce.

STAR TEMPLE OF CARBORR
Located amidst the Carborr Crater Fields, the Star Temple is situated within the ruins of a stone city. Originally unearthed over 1000 years ago by the Sith, the Star Temple was a major draw for university-sponsored archaeologists until the Imperial Archaeological Division declared it off-limits to anyone other than the Empire’s hand-picked specialists.

The Star Temple is a massive, pyramid-shaped building this is believed to have been constructed by the Kwa. Archaeologists have noted the architectural similarities between these temples and those built millennia later by the Massassi. Constructed from white stone pulled from Britaxis Minor’s crust, the Star Temple has been weathered a dull gray. When the structure was abandoned, the original builders left behind a series of traps to discourage exploration, but the traps were defeated long ago. Inside the temple, Imperial archaeologists have discovered the skeletal remains of a colossal worm creature known as a whuffa which is native to a handful of worlds in the far-off Quelli sector. Another recent discovery has revealed that the Star Temple has more structure buried beneath the planet’s surface though the mystery of accessing it has yet to be solved.

Edited by Concise Locket

Third write-up.

CHARROS IV
Astronavigation Data: Charros system, Taldot Sector, Mid Rim region
Orbital Metrics: 315 days per year / 31 hours per day
Government: theocracy
Population: 330 million (Xi Charrian 75%, Other 25%)
Languages: Xi Charrian, Basic
Terrain: plateaus, mountains, glaciers, lakes
Major Cities: t’lath-t’chak’tak (capital), s’alak-t’lath, a’laksatath-t’lath-a’tak
Areas of Interest: factory-cathedral
Major Exports: fuels, starships, technology
Major Imports: raw materials
Trade Routes: Great Kashyyyk Branch, Lesser Lantillian Route
Special Conditions: none
Background: Charros IV sits at the intersection of two significant hyperspace pathways, the Great Kashyyyk Branch and the Lesser Lantillian Route. Its location made it a key trade world for the Taldot Sector which boosted its economic fortunes centuries ago. Charros IV is a chilly, arid world of high-plateaus, snow-capped mountains, and black-water lakes. It is also the home world of the Xi Charrians, a hive-based insectoid species.

The Xi Charrians have a well-deserved reputation for engineering prowess, much like other insectoid species such as the Geonosians and the Verpine. The Xi Charrian religion, known as Xi Char, is practiced by crafting and perfecting usable tools and technologies. In order to capitalize on their high-precision manufacturing techniques, the Xi Char Prelates founded Haor Chall Engineering, the planet’s sole public-facing company. During the final decades of the Republic, Haor Chall was a premiere manufacturer of podracing lubricants and even sponsored a team.

The Xi Charrians were strictly apolitical and offered their services to any paying entity. When the Emir of the Techno Union offered an arrangement that would give Haor Chall greater market penetration, the Xi Charrians eagerly joined the Techno Union’s family of companies. Prior to the Invasion of Naboo, the Trade Federation contracted the Xi Charrians to develop the C-9979 landing craft and to manufacture parts for the Baktoid Armor Workshop on Geonosis. During the Clone Wars, Haor Chall received a lucrative offer, on behalf of the Confederacy of Independent Systems, to build droid tanks and droid starfighters.

Because it was a key Separatist arms manufacturing location, Charros IV was targeted by the Jedi and eventually invaded and subjugated by Republic clone troopers. Following the end of the war and the subsequent rise of the Empire, Haor Chall’s assets were absorbed by Sienar Fleet Systems.

VULTURE DROIDS
Xi Charrians rarely leave their home world but their forms are known among Clone Wars veterans. The Variable Geometry Self-Propelled Battle Droid was a unique asset for the Droid Army. Designed as a starfighter, the Vulture droid was capable of both space/atmospheric flight and ground walking. While in walking configuration, the droid was an imitation of the Xi Charrian’s natural form: quadrupedal with scissor-like feet, short-bodied, and covered in chitinous plates with tear-drop shaped heads atop a long neck with red eye-slits. The vulture droid design went on to influence later Clone Wars-era fighter droids such as the Hyena bomber. Years later, Imperial Grand Admiral Thrawn would note that the Vulture droid was reflective of the Xi Charrian psychology, notable for its short and quick answers to questions and problems.

RELIGION AND MANUFACTURING
Even among the more progressive sentients of the Galaxy, species who evolved from insects make them uncomfortable. Individual liberty and democracy were cornerstones of the Republic and are philosophies that the Rebel Alliance is fighting to restore. A hive-mentality is more reminiscent of the strictly ordered and authoritarian Galactic Empire. However, unlike the Geonosians, roles within Xi Charrian hives are not dictated by queens but by interpretations of the writings of Xi Char, the founder of modern Xi Charrian society and the Xi Charrian who canonized the idea of holy manufacturing. Each Xi Charrian is genetically identical, like a clone, but its experiences are unique. The Prelates, the leaders of Charros IV, are religious authorities who organize the activities of their respective factory-cathedrals. The more capable Xi Charrians are appointed to supervisory roles by the Prelates who, in turn, organize lower Primates who then organize the workers in their tasks.

The polytheistic Xi Char religion is the cornerstone of Xi Charrian life. The Xi Charrians believe that their existence is transitory and a pale imitation of what lies beyond after death. Xi Char believed that machines were how the living could see into the afterlife. Prayer for the Xi Char takes the form of hard work and injury is cause for removal. “The deity is in the details,” is a common religious refrain.

PLANETARY INFORMATION
Charros IV is both chilly and dry with most of its water frozen in glaciers, atop mountain peaks in the form of snow, or in liquid form in black-water lakes. Plant life is typically in the form of short grasses and lichens which are grazed upon by hearty avian lifeforms that have evolved to breath thin air and long-legged mammals. The Xi Charrians are a subterranean species that build their settlements inside artificial caves and tunnels that have been carved through mountains and plateaus.

t’lath-t’chak’tak is the de facto capital of Charros IV due to Imperial dictate. It is the only location on the planet where non-Xi Charrian can be found in great numbers. The city is built in a system of concentric ring tunnels and connecting spoke corridors. The hub of t’lath-t’chak’tak is the location of Workshop Xcan, the largest factory-cathedral on the planet.

Workshop Xcan is a wholly owned subsidiary of Sienar Fleet Systems and Prelate t’laalak-s’lalak-t’th’ak reports directly to the local Sienar senior manager. The Prelate is offended by Sienar’s presence. Fifty years ago, the late-Raith Sienar, then a prominent starship engineer, posed as a convert to Xi Char in order to steal technical schematics on behalf of his family’s company. When his betrayal was discovered, the Xi Charrians refused to take any more outside converts to the faith and issued an edict calling for Sienar’s death. After two failed assassination attempts, the second of which resulted in the death of Raith’s father Narro, the Xi Charrians gave up.

Edited by Concise Locket

Fourth write-up. I like city-planets but it's tough coming up with a concept that isn't just "Coruscant, But Not." Claudia Gray's Master and Apprentice novel reintroduced the nefarious Czerka Corporation to the SW Universe and I found a lot of the background ideas she presented to be intriguing. I bet that they have literal "office slaves."

REARQU 10
Astronavigation Data: Rearqu system, Taldot Sector, Mid Rim region
Orbital Metrics: 370 days per year / 22 hours per day
Government: Imperial governor
Population: 250 billion (Human 50%, Other 50%)
Languages: Basic, High Galactic
Terrain: urban, plains, mountains, seas
Major Cities: New Archais
Areas of Interest: Challat Station, Czerka Arms Manufacturing Plant, Imperial Administration Center, Previl Castle
Major Exports: entertainment, manufactured goods
Major Imports: foodstuffs
Trade Routes: Lesser Lantillian Route
Special Conditions: none
Background: The Rearqu system is a twelve-planet star system located along the Lesser Lantillian Route and near the astronomical center of the Taldot Sector. Rearqu 10 is a temperate and highly urbanized world while Rearqu 11 is a lightly populated ice planet popular with smugglers. Originally settled by Alsakani colonists, Rearqu 10 was a fully industrialized ecumenopolis within only a few millennia. Nearby systems, referred to as the Rearqu Cluster, were settled by farmers who produced crops for Rearqu 10’s consumption.

As the Taldot Sector coalesced into a regional administrative body under the Republic, Rearqu 10’s ruling monarchs volunteered their world as the sector capital. The planet’s centralized location and its natives’ aptitude for navigating complex bureaucracies made it an ideal administrative center. Rearqu 10 engaged in other trades but by the Clone Wars its largest industry was the orderly management of the sector. Representatives from the sector’s various business and governments as well as powerful entities like the Czerka Corporation and the Corellian Merchants’ Guild had offices and chapter houses in New Archais, the planet’s principal megacity.

Rearqu 10’s royal family were Loyalists and the Grand Army of the Republic utilized their planet as its primary base in the Taldot Sector. The Confederacy of Independent Systems-aligned Persavi system launched several attacks against it during the Clone Wars. Persavi forces eventually broke through Republic lines and landed several waves of troops. The planet was held by the Separatists for weeks until Jedi and clone trooper reinforcements drove them off. Prior to the end of the wars, the Persavi independently sued for peace and, as a condition of the accord, funded the rebuilding of Rearqu 10.

With the coming of the Empire, power in the Taldot Sector was shifted away from the local governments and into the hands of the military and the sector moff. When Grand Duke Previl protested, he was dethroned and replaced with an Imperial governor.

DEPOSED MONARCH
The Elder House of Previl traces its roots back numerous millennia to the Kingdom of Archais on the Core World of Alsakan. According to legend, the Prime Abseiler Saml Previl rode against the Dukes of the Ten Valleys and defeated them to unite the Alsakan tribes under a single ruler. Today, the Elder House arrangement serves as a social club for the Galaxy’s royal dynasties and the Rearqu 10 ruling family holds close kinship to its distant Alsakan cousins. After being deposed, Grand Duke Henron Previl and his family fled to Ord Pardron, an Alliance safe world in the Mid Rim. There, he, his wife, and their adult children utilize their Elder House connections to borrow, funnel, and steal whatever resources they can acquire from other royals towards the Rebellion.

MANAGERS AND BUREAUCRATS
The efficient administration of a large region of space like the Taldot Sector requires a local bureaucracy capable of handling the task. The Imperial government is the largest employer on Rearqu 10 and every facet of the Empire’s civil and legal affairs ministries can be found there. Operating in parallel to the Imperials are the two entities that most benefit from the corruption of Imperial rule: the monopolistic megacorporations and the opportunity-driven criminal syndicates.

REARQU 10’S HISTORY
The great waves of Alsakani emigration corresponded with two ancient struggles: the Tionese War and the seventeen wars that made up the Alsakan Conflicts. Though Alsakan was a founding world of the Old Republic, it was more aristocratic and independent than neighboring Coruscant, and sought to block the authority of the Old Republic’s great trading companies. These tensions erupted into on-and-off wars that lasted 14,000 years, according to some scholars of ancient history. The beginning of the Alsakan Conflicts coincides with the initial settlement of Rearqu 10 by the passengers of the colony ship Rucapar Voyager.

Records indicate that within the first 5000 years of Rearqu 10’s settlement, a civil war broke out between the two ruling factions: House Previl and House Hirken. The Hirken name predated the Old Republic and the family was one of the first sleeper-ship colonists to arrive at Alsakan from Coruscant. The Previls strictly opposed engaging Coruscant, justifying their position by pointing out that the first colonists came to Rearqu 10 to escape the Conflicts. The Hirkens, proud spacers, could not stand by as Coruscant attacked Alsakan holdings along the Perlemian Trade route and deny Alsakan its rightful place as capital of the Republic. House Hirken attempted to seize the Previl’s family stronghold but Previl allies in Czerka Corporation warned them of the sneak attack, providing Previl time to mount an effective defense. The ensuing war lasted 30 years, ending with the imprisonment of the Hirken matriarch, the marriage of the eldest Hirken son to the youngest Previl daughter, and House Previl absorbing Hirken’s Rearqu 10 assets. Known as the War of the Hai-ka, for the floral symbol shared by both Houses, this conflict is a source of inspiration for local authors and playwrights.

When the Mandalorian Crusaders began their incursions against the Old Republic, the leaders of Rearqu 10 recognized that they were outmatched and surrendered. For centuries, Rearqu 10 was used as a staging ground by the Mandalorians for their Coreward assaults. Reminders of this time of occupation can be seen today in the form of Mandalorian-influenced cube architecture and the school uniforms of children. The liberation of Rearqu 10 came during the Dark Age, when the forces of legendary Wookiee warrior chief Kaapauku and the Jedi pushed the Mandalorians out of the Mid Rim. Today, many natives recognize the life debt their world owes the Wookiees and protest the enslavement of Kashyyyk.

PEOPLE AND CULTURE
The average citizens of Rearqu 10 are the workers that staff the various offices and factories that serve the Empire’s interests in the Taldot Sector. Residing and laboring in self-contained building complexes referred to as monads, life on Rearqu 10 would be very recognizable to a citizen of Coruscant or Taris. Some natural preserves remain, and the planet’s scant beaches offer vacation spots for those who can temporarily escape the industrial monotony of New Archais, the planet’s primary megacity.

The upper crust – senior Imperial officials, corporate executives, and feckless nobles – live in floating estates, supported by repulsorlift generators that hover above the mountains, tranquil seas, or the cities, signifying their dominance over the lower-class groundlings. Onai Kull, the regional Black Sun vigo, owns one of these soaring manors. Called the Forbidden Garden in homage to Xim the Despot’s royal retreat, it is guarded by Kull’s private army.

The Czerka Corporation is another major employer on Rearqu 10. The ancient, cryptic, and powerful megacorporation has influenced galactic politics for thousands of years and it maintains both a regional office and manufacturing facilities on the planet’s surface. It is an open secret that Czerka has utilized slave labor since the Republic and the Empire’s eventual repeal of slavery laws has made the practice even more profitable. Sector Supervisor Gekk Gekkorro oversees the Czerka facilities in person when he isn’t travelling the Taldot Sector in his Branch-class cruiser, the Free Market .

POINTS OF INTEREST
NEW ARCHAIS
New Archais fills most of the planet’s surface with buildings, factories, and roads. The megacity hub is located within location within a massive mountain valley. The city center, known as “The Crown,” is located just above the equator with neighborhoods and districts, “The Girdles,” radiating outwards. The areas of Rearqu 10 that are not directly attached to the megacity are referred to as “The Pavilions.”

Czerka Arms
Czerka Corporation’s arms-manufacturing subsidiary occupies a monad in the Culet District. The Culet District is also occupied by other megacorporate interests including Rossum Droidworks, Chiewab Amalgamated, and Kroeskin Fabrications. The Czerka Arms Monad is a self-contained factory and living space for its workforce of slave workers. Locals give the monad a wide berth and particularly cruel parents will threaten to sell their disobedient children there. Czerka slaves – official corporate policy handbooks refer to them as “permanently indentured laborers” – are adequately fed and kept reasonably healthy but little else is provided for them. All slaves are implanted with a monitoring chip in the hand and its removal results in permanent scarring. Czerka employs an organic security force but most slave monitoring is overseen by droids; EV-series droids are used as supervisors and LM-series “crab droids” are used to catch runaways.

Valley Eleven District
Squeezed between the New Archais Starport and the Atgier Light Industrial Zone, the Valley Eleven District is one of the poorest areas of Rearqu 10 and is primarily controlled by street-level criminal organizations. Primarily a maze of pollution-stained apartment building, storefronts, and under-maintained public infrastructure projects, Valley Eleven’s population is a mixture of people struggling to get by and others hiding from the authorities. Local gangs maintain some sense of order though regular, low-intensity turf wars often dethrone the local gang boss. Some police and Imperial patrols pass through on rare occasion but for the most part, the unstated government policy focuses on containment rather than elimination. Black market goods pass through Valley Eleven on a regular basis and catering to smugglers keeps what little economy there is limping along.

Imperial Administration Center
The Imperial Administration Center is the largest monad in New Archais. Formerly the Taldot Sector Commissioners Building, it currently houses the sector offices of the Galactic Empire. One-part government building, one-part military headquarters, levels of offices are available for every facet of the Imperial civil and military leadership in the sector. The monad’s upper-most levels house shuttle and landing-craft hangars and TIE fighter bays. The lower levels serve as barracks and vehicle bays for Imperial troopers.

Imperial ships can always be seen in the skies above the Administration Center. On occasion, the IAC plays host to the crew of a docked Imperial-class Star Destroyer.

Previl Castle
According to local legend, Previl Castle, located in The Crown of New Archais, has stood since the planet was first settled. The archaeological reality is that most of the castle is no more than 2000 years old, corresponding with the Draggulch Period of Mandalorian expansion into the Mid Rim. Built from multiple metric tons of crystalline-infused stone, Previl Castle combines the features of a fort, a palace, and a small town. At the center is a 30 meter-high and cylindrical keep which is flanked by two cantons. The castle’s high canton is home to the royal apartments and ceremonial state rooms and the low canton features a chapel of the Sacred Way, the royal mausoleums, the palace guard barracks, and the formal offices of various ministers and their support staff. The low canton is also the location of Rucapar Tower, below which are the castle’s dungeon complex. Rucapar Tower is the oldest structure on Rearqu 10 and portions of it may have been built from the original Alkasani settler ship.

Previl Castle is the current home of Sector Moff Doelsor Triggant. Its walls are decorated with Imperial banners and Imperial troops provide a heavily armed guard.

CHALLAT STATION
Originally built three-thousand-years ago by a long-forgotten enemy of the Old Republic, the ancient Challat Station is a recreation facility in orbit of Rearqu 10. By being physically removed from the planet’s surface, the facility advertises all the amenities of a resort with the controlled safety and security of a battle station.

Challat Station offers the wealthy and well-connected of Rearqu 10 the opportunity to rest and relax at a facility on par with a Core world retreat or a luxury liner. Accommodations include nightclubs, fifteen health spas, a zero-g sauna, various sport courts, two casinos, two shopping arcades, a massive theater, five luxury restaurants, eateries, day care, an observation deck/meditation chamber, and 1100 high-priced staterooms.

Edited by Concise Locket

Fifth write-up. My original idea for Persavi was an anti-Alderaan: rather than a planet of peaceniks and diplomats, it would be a non-Imperial but Human dictatorship with a heavy emphasis on military service. As I was reading the old Wanted by Cracken sourcebook from WEG, I remembered the Tharsus Sun Guards were a thing. I fell down a rabbit hole, became intrigued by the Echani, and decided to make Persavi an independent Echani world.

PERSAVI
Astronavigation Data: Persavi system, Taldot Sector, Mid Rim region
Orbital Metrics: 285 days per year / 31 hours per day
Government: matriarchal military dictatorship
Population: 1.8 billion (Echani 52%, Human 20%, Other 28%)
Languages: Eshan, Basic
Terrain: forests, plateaus, mountains, rivers, oceans
Major Cities: Citadel Lunate (capital), Hiraldi
Areas of Interest: Sanctuary of the Blade-Maker
Major Exports: art, luxury goods, foodstuffs, weapons, wood
Major Imports: high technology, starships, weapons
Trade Routes: xxx
Special Conditions: none
Background: The third planet in a twelve-world star system, the fortress world of Persavi was settled over one-thousand years ago by Echani dissidents from the Inner Rim confederacy known as the Six Sisters. Though the conflict with Echani Command was settled a few decades later, most of the settlers opted to stay on Persavi and build a new society independent of Eshar. As it was one of the few systems to repel both Mandalorian and Sith invasion, Persavi attracted colonists from other species across the Republic. The only condition for their acceptance into Echani society was a stint of military service.

Persavi is a clean and beautiful planet protected by extremely capable warriors and a small but deadly fleet. The natives are known for both their artistic sensibilities and their traditional military lifestyle. Persavi cities heavy emphasize green spaces as they curve through the planet’s forests like rivers, blending nature and modern urban living in a unique way. Master armorers work in traditional forges atop soaring mountain peaks, crafting the traditional, cortosis-woven double-bladed vibrosword for which the Echani are most well-known. Schools of Fire Dancers practice their deadly martial arts in one of the planet’s many war colleges.

A key term of their surrender at the end of the Clone Wars was for the Persavi to dismantle 75% of their fleet and limit its activities to the home system as a self-defense force. Many of their Corellian Engineering- and SoroSuub-built ships and fighters were scrapped or sold to the highest bidder. Others were disarmed and put into storage. However, the authoritarian power-grab of Emperor Palpatine confirmed that the former-Republic could not be trusted to govern justly. The Echani assisted the Rebellion in setting up Stronghold Base in the Taldot System and have re-armed their formerly decommissioned ships.

ARKANIAN MANIPULATION
The Echani are a Near-Human species from the Inner Rim planet of Eshan. They are physically distinct from Humans due to their near-white skin, white hair, and silver eyes. They exhibit a remarkable similarity to each other in their body type and facial features, with close family members often appearing indistinguishable. It is not unusual for children of the same parents to be born so completely identical that the only method for distinguishing them is through body movement. It is believed that the Echani are a result of Arkanian experimentation conducted long ago. These offshoots were bred for specific tasks such as mechanical or technical work in order to relieve pure-blooded Arkanians of physical labor. It is believed the Echani were bred into existence approximately 4000 years ago to serve as a warrior caste.

WARRIORS AND ARTISANS
The Echani of Persavi are a martial culture like the Six Sisters confederacy. If they were in possession of a stronger fleet and more pilots, they might be a threat to Imperial operations in the Taldot Sector. Instead, they are contained to their system, though they are highly protected from invasion by an orbital defense network like Courscant’s and an army of citizen-soldiers whose martial traditions are imitated by the elites of the Imperial military.

PERSAVI’S HISTORY
One-thousand five-hundred years ago, the Echani were respected warrior culture that had sided with the Republic against Mandalorian crusaders. Echani Jedi had fought against the Sith and legendary General Yusanis had survived the Great Scourge of Malachor V. However, the Six Sisters confederacy suffered from constant political instability. During the Dark Age, tensions between the ruling council of Echani Command and the Six Sisters’ planets of Bengali and Thyrsus led to a revolt known as the Bengali Uprising. Bengali rejoined the confederacy less than a century later but the Thyrsians continued a string of crusades against the matriarchal leaders until Thyrsus was recognized as independent with the Pact of Almera.

An independence group known as the Lunate Sentinels opted to flee the Bengali Uprising, rather than participate in civil war, and settled Persavi in the Mid Rim. Rather than engaging in the industrialization common to Coreward territories, the Persavi engaged in an ecological symbiosis with their untamed world. Wherever possible, building would not disrupt the natural landscape and if it was unavoidable, changes would be made elsewhere to offset the environmental damage. And though the Echani had fled the Six Sisters, the Old Republic had retracted into near impotence, leaving most Outer Rim worlds to fend for themselves. The Persavi continued their traditional martial culture which was led by a matriarchal military dictatorship. This tradition allowed the Persavi to fight off repeated invasion attempts by the Mandalorians during the later centuries of Mandalorian crusades.

During the lead up to the Separatist Crisis, the Persavi began agitating for independent representation in the Senate. The Persavi military had been shouldering the burden of hunting pirates in the Taldot Sector and rightfully believed that their request for assistance and compensation from the Republic Judicial Forces had been ignored.

After joining the Separatists, Persavi became a major Mid Rim Separatist stronghold. The planet served as an early forward operating base and for months it was a staging point for Droid Army forces before moving on towards Malastare and the Hydian Way. While the system was never overrun by the Jedi or the Grand Army of the Republic, Persavi Command recognized that with the loss of the Xi Charrian manufacturing facilities and the death of Count Dooku, the future of the Confederacy of Independent Systems in the Taldot Sector was in doubt. The Persavi convinced the other members of the local Separatist factions to lay down their arms and immediately approached the local Republic loyalists with an offer of surrender.

Though the Persavi assisted in the rebuilding efforts and drastically reduced their military standing, Persavi Command recognized the threat that Palpatine’s new Empire presented to the non-Human species of the Galaxy. Many ex-Separatist worlds, most of who were “alien” Outer Rim planets, suffered crippling oppression due to economic sanctions as well as straight-forward occupation by Imperial troops. Non-Human worlds that had remained loyal to the Republic, like Mon Cala, were invaded and the Wookiees of the nearby Mytarnor Sector were enslaved; their planet’s name replaced with an Imperial numerical designation on official star charts. Persavi Command assisted Rebel Senator Vasp Vaspar in establishing a secret base in the nearby Taldot System, known as Stronghold.

With the destruction of the Death Star, the Persavi immediately began pulling their ships from storage and rebuilding or purchasing what had not been scrapped or sold. Unfortunately, rebuilding takes time and the Corellian and Sullustan-built fighters the Persavi were familiar with became difficult to purchase due to strict Imperial controls. Until the Persavi can close the gap, they will be solely on a defensive footing.

POINTS OF INTEREST
CITADEL LUNATE
The Citadel Lunate is the administrative capital and military command center for the Persavi system. Located 3,600 meters above sea-level, most of the modern buildings are pressurized but off-worlders who go outside often make use of rebreathers in order to breathe comfortably. The Lsu River runs through the southern part of the city and flows through the peaks and gullies of the Fenni Mountains and forms an area of scenic beauty. Most travelers approach the city via air but rough roads wind through the mountain approaches and a speeder train line connects it to the various settlements.

While the Citadel Lunate is a military city, over half of the population engages in some form of agriculture. High-altitude grains are planted which are then harvested for breads or fermented into alcohol. The Handmaiden Brewery employs hundreds of workers and is responsible for producing high-quality ales, such as the Atris Stout, known for its distinctive blue foam. Elsewhere, craftsmen produce hand-woven textiles; Persavi is the Taldot Sector’s largest producer of unique and expensive rugs many of which can be found on the home floors of the Galaxy’s elite.

The Citadel is a 14-story, 400-meter by 350-meter structure consisting of 3-meter-thick sloping stone walls that contain over 1000 rooms. With its flat roofs at various levels, there is no mistaking it for anything other than a fortification. Comms arrays dot the roofs along with turbolaser turrets and missile launchers. The Citadel also controls the city’s defensive shields and the V-150 Planetary Defender ion-turret that is nestled in the tip of the nearby Yusanis Peak.

The Citadel houses the offices of General Tayma Ganangi, the planet’s military dictator. By Echani tradition, the post is always held by a female. Other offices are available for support staff and the administrators of the various agencies that make up the Persavi government. The Persavi Self-Defense Command Center is in the center of the complex and is staffed with technicians and officers who monitor all activity within the system. The Citadel is also home to the Command War College, the system’s institute for government and military leadership. Cadets march daily through the narrow, cobblestone streets from the Citadel to the Lunate Column in Zaid Square where they drill before the public.

HIRALDI
From high in the air, the city of Hiraldi resembles molten silver that was spilled among the base of the Dologab Forests and then shaped into buildings. Rather than cutting large swaths of trees to construct the city, Hiraldi’s founders placed their streets and buildings amidst the soaring Cavara Trees. Covering 600 square kilometers and located in a temperate zone on the Persavi’s largest continent, the form of Hiraldi is shaped by the land. For those without a map, this can lead to quite a bit of confusion when trying to navigate its curving streets. On the ground, the city is always shady and cool. Most buildings are no taller than 10 stories and have organic shapes as they deliberately wrap around the base of the trees.

While Hiraldi offers most modern amenities including offices, apartment buildings, and a small spaceport, it is primarily known for being a massive refugee artist’s colony. The majority of the planet’s non-Echani residents reside in Hiraldi, physically and metaphorically sheltering themselves from the war with the Empire behind the planet’s orbital defenses and under the trees. Streams of off-world art buyers visit Hiraldi to purchase arts and crafts made from local materials and sell them to collectors and museums elsewhere in the Galaxy.

SANCTUARY OF THE BLADE-MAKER
The Echani were not the first sentients to live on Persavi. Some 20,000 years ago, a series of shrines were built across numerous worlds in the Mid and Outer Rim Territories. All of the shrines follow the same plan: three levels with the lower two enclosed and an upper level open with columns supporting the roof. The enclosed chambers have untranslated hieroglyphics and, in a 100-meter perimeter around the shrine stand obelisks and standing stones. Centuries ago, the Fellowship of Kooroo, a religion based on the Outer Rim planet of Qalydon, claimed these shrines were built to honor their spiritual leader but there is no archaeological evidence to support this. When the Echani arrived on Persavi, many of their most respected weapon-smiths felt spiritually drawn to the site which was situated deep in the Grazi Woods and covered in centuries of vines and roots. After the shrine was cleared of detritus, it was a simple matter to set up a traditional wood-burning forge on the upper level. It has been here that Echani blade-makers have been shaping ultrasonic vibroswords by hand, using acid to etch each blade with distinctive patterns that can only be seen when the blade is deactivated.

Sixth write-up. Never throw anything away; much of what I wrote below was for a previous campaign but it never ended up being used.

PHORSA GEDD
Astronavigation Data: Phorsa Gedd system, Taldot Sector, Mid Rim region
Orbital Metrics: 285 days per year / 31 hours per day
Government: oligarchy
Population: 27,000,000 (Human 71%, Other 29%)
Languages: Basic
Terrain: desert, mountains, urban
Major Cities: Harmonia (capital), Accordia
Areas of Interest: Phorsa Gedd Exchange, Great Colosseum, Phorsa Gedd Shipyards, factory-deserts
Major Exports: low-to-medium-tech goods, trade goods
Major Imports: raw materials, foodstuffs, luxury goods, trade goods
Trade Routes: Lesser Lantillian Route
Special Conditions: none
Background: Phorsa Gedd is an important trade hub, linking Charros IV and other planets of the Taldot Sector with the Outer Rim, including Hutt Space. A world of black sands and howling winds, Phorsa Gedd had long been known both for its mineral wealth and as the site of numerous historical and contemporary battles. Today, Phorsa Gedd is a wealthy port world that has greatly benefited from the increased trade and economic production under the Empire.

Phorsa Gedd is not a natural desert planet. Archaeological records tell of a world that was once lush with large oceans and a world-spanning jungle, inhabited by a stone-age sentient species. When Human settlers arrived in the distant past, excessive industrialization introduced silica into the soil which then broke up over time into sand. Centuries of exploitation led to drastic climactic change and the extinction of all but the hardiest life forms on the planet. Desperate for income, the Oligarchs leased their land and their workforces at incredibly low costs to the megacorporations. As a result, the infamous factory-deserts of Phorsa Gedd now occupy much of the arid landscape, churning out consumable goods.

Scattered in the wastes of Phorsa Gedd are the ruins of ancestral civilizations. Its modern population is concentrated in gloomy, sharp-featured cities that self-consciously evoke the distant past. Phorsa Gedd was also ringed with orbital shipyards during the Dark Ages. Centuries of war and decay have left most of the yards derelict, but fitful industry still struggles along here and there. Many of the ancient docks are now the lairs of smugglers and outlaws.

Phorsa Gedd’s modern gladiatorial arenas attract spectators from across the Taldot Sector and even the Galaxy. It’s rumored the Imperial military pays the indentured contracts of the best Human fighters and recruits them into special forces units.

BLOOD AND CREDITS
Snooty Core worlders often compare the Phorsa Geddi to the Hutts, which the Phorsa Geddi find extremely offensive. It is also objectively untrue. While the Cadinithi will agree that they’re greedy, they will argue that their success is based on their mercantile acumen and shrewd business deals, not by smuggling contraband or spice trafficking, though both have been known to illegally pass through their ports. They will also point out that the gladiators who fight in their arenas are athletes, not the desperate and terrified slaves that Hutts use to amuse themselves. And while, yes, Phorsa Geddi gladiators are technically indentured servants, contract holders view their gladiators as investments , providing them the finest available food, training, and medical care. The purses a gladiator can win are often enough to purchase their liberty and become free agents. Most of the bouts are non-lethal and those that are not are either legal executions of criminals conducted on behalf of the Oligarchs with the Empire’s blessings or are illegal pit fights.

INTRO
Perhaps the most arrogant people in the Taldot Sector, the Phorsa Geddi consider their neighbors with will ill-concealed contempt. Most will never pass off an opportunity to remind their neighbors that Phorsa Gedd was one of the first worlds to be settled in the Mid Rim. Phorsa Gedd’s castes are ancient and stunningly rigid, with many on the grim trade world performing the same duties their distant ancestors did.

PEOPLE AND CULTURE
While they technically hold no legal authority, the Merchants are considered the highest caste in Phorsa Geddi society. Trade is the economic lifeblood of Phorsa Gedd and without trade, the planet would have little to offer. Members of the Merchant class are afforded a great deal of latitude though in recent years their activities have been monitored by an Imperial adviser. Some fear that one bad report from the adviser could lead to Imperialization of Phorsa Gedd by the Empire.

The Oligarchs are the ruling caste of Phorsa Gedd. Led by the Prime Oligarch, the rulers mutually agree upon the rules by which life is lived on Phorsa Gedd and represent Phorsa Gedd to the Empire at large. The Oligarchy is a very ancient body with a lineage and traditions that rival those of any of the Galaxy’s aristocratic Great Houses.

Below the Oligarchs are the Manager caste. Managers are elevated former members of the Worker caste who have acquired enough credits to purchase their contracts of indentured servitude. They are the day-to-day leaders of Phorsa Gedd’s society and oversee everything from planetary security to hospitality services for off-world traders and visitors. While it is rare for a Manager to be elevated to the Oligarchy, shrewd Managers can extract enough surplus value from the Worker caste’s labors to make their own lives very comfortable.

The Worker caste makes up the majority of Phorsa Gedd’s population. Workers do not receive direct compensation for their labor. Rather, they are obligated to sell their persons to an Oligarch in the form of contract of indentured servitude. In return, the Oligarch provides food, shelter, clothing, medical care, and other basic amenities required to keep a Worker healthy for the duration of the contract. Gladiators are also considered Workers though they receive personal amenities equal to that of most Managers.

The Outcaste are at the bottom rung of Phorsa Gedd’s society. The Outcaste are made up of Phorsa Gedd’s undesirables: criminals, the unskilled, the stranded, and the otherwise unwanted. Their daily lives are focused on surviving in the city’s slums, utility corridors, and anywhere else they can avoid the eyes of the security police. Some have even formed small tribes that survive in the planet’s factory-deserts where they hunt for food and water.

POINTS OF INTEREST
Outside of mining bases and the skeleton crews that run the factory-deserts, the population of Phorsa Gedd shelters itself in one of the planet’s massive trading cities. The black desert sands are deadly to those untrained to living in them: sand or gravel storms can flay the flesh from most organics and many deadly predators survive just beneath the shifting surfaces. Some hearty flora still survives, tucked in the crags of the planet’s jagged rockfaces. The sands are only broken by mountain ranges and the massive crystalline features that have resulted from the centuries long weathering of massive subterranean geodes.

HARMONIA
Harmonia is the capital of Phorsa Gedd and is its largest city with 10 million residents. Located just south of the equator in a band of large hills, it is situated atop an escarpment overlooking the Great Tharr of Okanagan. The city reflects its surroundings, dark and sharp as a blade. Without the riot of lights and holograms common to commerce-driven settlements, it would blend seamlessly into the rocks and sand. Its architectural style has changed little over the millennia, both due to tradition and the unforgiving environment of Phorsa Gedd. The principal style for larger buildings is that of the non-right triangular pyramid which minimizes wind-driven sand abrasion. From a distance, Harmonia resembles a massive silhouetted fleet of ancient sailing vessels grouped into a tight formation. Surrounding the city for kilometers are concentric half-rings of rounded breaker walls topped with electrostatic repellers. At night, from inside the city, the horizon is a riot of flickering sparks as sand is vaporized against the barriers.

Phorsa Gedd Exchange
The Phorsa Gedd Exchange is the tallest structure in Harmonia. The ground floor is an open-air public bazar that spills out into the surrounding plaza. In contrast to the black ferrocrete and sandstone buildings, an array of fabrics dyed in bright colors shelter the local merchants and shoppers from the sun. A vast assortment of goods is available for purchase from small traders which can then be taken on to other worlds and sold at a profit. While the bazaar is far from the largest facility of its type in the galaxy, it is impressive to those who travel from throughout the sector to visit here. It is open day and night, year-round, though the smaller businesses shut down for the night. Aside from shops, the bazaar contains restaurants for every income level, vehicle and animal mount rentals, and a culture park focusing on the history of the planet. The Oligarch’s Cracian Thumper Guards patrol the Exchange from their mounts.

The upper levels are where the true wealth of the planet is found, the Mid Rim Stock Exchange. Speculators franticly arrange for better investment prices on goods from across the galactic region. The interior of the building is garishly decorated with sculptures, holo-art, and treasures of every description. Luxury airspeeders arrive and depart at all times and richly dressed merchants, with assistants to attend to their desires, are constantly on the go. Visitors without an invitation from an executive are escorted from the premises.

Great Colosseum
The Great Colosseum is a 250,000-seat amphitheater and the site of the immensely popular gladiatorial games of Phorsa Gedd. Since these events are viewed as sport, they are not to the death unless the loser is unwilling to submit. Of course, most bouts last until one of the recipients receives a very serious injury.

There are games every night, and during holidays, such as Empire Day, day-long contests and championships are held. As a rule, contenders from outside the sector are not featured in these combats. Phorsa Geddi view participation in these games as an honor and many young Worker caste focus their dreams on being named Champion.

Most of these contests are brawling or melee bouts, though there are target shooting contents for archaic slugthrowers, blasters, and bows. Each game is played in a series of elimination round. The arena itself is climate controlled and equipped with a holo projection system so that each patron has a perfect view of the action.

Great Fortress of the Oligarchs
The Great Fortress is actually a large collection of buildings that make up the diplomatic and government facilities of Phorsa Gedd. The sights and sounds of the Great Fortress are overwhelming, with business and government representatives always on the go and always trying to be first, best, and most noticed. Fashion and attitudes are taken to obnoxious extremes. Luxury speeders are the rule, and everyone is dressed in the latest styles. Mounted Cracian Thumper Guards keep a vigilant eye, always willing to intervene on behalf of “important people” should disputes arise. Street-level businesses in the surrounding neighborhoods are a conglomeration of shops, restaurants, clothing stores, luxury good shops and service industries geared directly for the well-to-do. Open displays of weaponry are considered very rude.

PHORSA GEDD SHIPYARDS
Today some fitful industry remains among the cluttered platforms, gantries, construction spars, space stations, and incomplete starship hulls. However, two-hundred generations of war and decay have left the yards mostly derelict, darkened by radiation and pitted by an eternity of micrometeorites.

The yards are a draw for archaeologists specializing in Old Republic starflight. Partially completed civilian and warship hulls tumble slowly in lunar orbit. Scattered among the structures are warehouses and construction frames used by the ancient shipbuilders. Apart from a handful of faint energy signatures, the yards are as quiet as an abandoned tomb.

Seventh write-up.

REDHURNE
Astronavigation Data: Redhurne system, Taldot Sector, Mid Rim region
Orbital Metrics: 415 days per year / 12 hours per day
Government: military
Population: 5000 (Human 90%, Other 10%)
Languages: Basic
Terrain: barren
Major Cities: none
Areas of Interest: Imperial refineries, Mining Guild base, TaggeCo base, Columi ruins
Major Exports: fuel
Major Imports: foodstuffs, high technology
Trade Routes: Redhurne Trace
Special Conditions: No atmosphere, EVA suit required. Areas near exposed planetary core are radioactive and instantly lethal without shielded vehicle.
Background: The namesake of the Redhurne Trace, the hazards of the Redhurne System made it unappealing for development and mining until the Republic began a shipbuilding boom in its final years. The broken and desiccated state of Redurne is due to its system’s primary having gone nova millennia ago. When the star exploded, the atmospheres of the system’s terrestrial worlds were ripped off. Redhurne was struck with a piece of stellar matter that blasted open the planet’s crust, leaving a chasm that reached the planet’s core. The exposed core was irradiated, and that process formed the chemical building blocks of hypermatter. What was left of the system’s star became a white dwarf.

The Redhurne System nova occurred recently, cosmologically speaking, perhaps only tens of thousands of years ago. A safe hyperspace approach to the system was only discovered within the past few centuries. Prior to that time, the Redhurne System had simply served as a marker on astrogation charts. When it was surveyed by scouts in the final years of the Republic, ancient Columi ruins were discovered on Dreena, a formerly terrestrial world in the Redhurne System. Redhurne itself had become a breeding ground for purrgil, a species of massive, whale-like creatures that live in deep space, travelling from star system to star system. It was believed that the existence of coaxium was drawing the purrgil to its orbit.

By the rise of the Empire, a massive military shipbuilding effort demanded new fuel sources. Orbital refineries were constructed in the Redhurne System and travel was restricted to the Imperial Navy and authorized transports. The system is patrolled by a battle squadron, centered on the Imperial Star Destroyer Thunderflare . While the system is secured, unauthorized coaxium shipments often make their way into the hands of pirates, smugglers, and Rebel agents.

COAXIUM
Coaxium is a refined form of hypermatter, an exotic and energy intensive fuel source that forms in places with strong interstellar energy like Kessel and is used in starships to power hyperdrives. Coaxium-coated hyperdrive reaction chambers allow ships to travel through hyperspace. When used as a fuel, only a small amount is necessary to power the hyperdrives of an entire fleet. This makes this form of hypermatter both extremely expensive and extremely rare. When shipped, the Empire utilizes high-security measures and it is a goal of the Imperial military to secure every source of coaxium production. Coaxium, in its raw and unrefined state, is a very volatile and highly explosive substance and must be refined in order to be safely stored. Unrefined coaxium gradually begins to destabilize before exploding violently.

FUEL AND RUINS
Archaeologists believe that the Redhurne System was an outpost for one of the Galaxy’s earliest space-traveling species, earlier even than the Kwa. Whatever scientific value the Columi ruins offer the academic community, it is dwarfed by the financial and strategic value of the Empire’s coaxium production facility. The Redhurne System is one of the most heavily guarded in the Taldot Sector. Entering the system without clearance promises the lethal attentions of an Imperial Navy patrol.

PLANETARY INFORMATION
When the Redhurne System’s star went nova, the resulting pressure waves stripped the atmospheres of its terrestrial worlds. Most of the star’s mass was blown into interstellar space but a mass of fused hydrogen struck the surface of Redhurne. A 4000-kilometer-long canyon was blasted into the surface, cracking the planet’s mantel and exposing its molten core. Radioactive energies from the nova bathed the core, bonding with the liquefied metals and creating new transition element that form the basic building blocks of hypermatter. Because these elements are fused into incredibly radioactive substances, the physical act of mining coaxium on Redhurne is handled by droids. Any temporary oversight by organics takes place in heavily shielded vehicles.

The center of mining activity on Redhurne are the Imperial Fuel Processing and Storage Depots. Located in orbit of the various shattered worlds of the system, the depots are manned by skeleton crews. The stations feature rows of fuel storage tanks and kilometer-long transfer masts that pump coaxium and other valuable fuels to transport ships.

The Imperial Fuel Depots are a depressing array of corridors, machinery, pipes, and conduits as well as the spartan living quarters of the depot’s staff of engineers, technicians, and guards. The Imperial Security Bureau has placed minders among the depot personnel to ensure productivity and security are maintained. Despite the ISB’s best efforts, coaxium still goes missing.

Because a system secured by the Empire saves the Galaxy’s megacorporations on defense, both the Mining Guild and TaggeCo have negotiated resource extraction agreements with the Empire. Both institutions have limited strip-mining operations in the system. The Mining Guild has established a small magnite mining base near Redhurne’s south pole and consults with the Empire on culling purrgil when their pods interfere with local ship traffic. TaggeCo has a sizable bezoite mining operation on Dreena.

IMPERIAL FUEL FLEET
Ships visit the system regularly, but all tasks are set aside to fill the Field Secured Container Vessel that visits once per month. A single FSCV stretches the length of five Imperial-class Star Destroyers and carries approximately 1 billion metric tons of starship fuel, over a year’s worth of fuel for a full battle fleet. A single FSCV is so valuable that is it always accompanied through hyperspace by a security force of eight frigates. The FSCV Pride of Tepasi is the centerpiece of Replenishment Fleet FX-690, which includes 12 other vessels and serves all the Imperial ships in the Taldot Sector.

Many of the other ships in the replenishment fleet are holdovers from the Clone Wars. The spacer’s axiom “ships run until they break” describes old Venator-class attack cruisers that have been converted into tanker duty.

Eighth write-up. Vacation planet!

RATHALAY
Astronavigation Data: Rathalay system, Taldot Sector, Mid Rim region
Orbital Metrics: 105 days per year / 20 hours per day
Government: representative democracy
Population: 5 million (39% Human, 10% Octeroid, 2% Hutt, 48% Other)
Languages: Basic
Terrain: oceans, tropical islands, reefs
Major Cities: Illafian Point (capital)
Areas of Interest: Lumini Pirate Base
Major Exports: gems, foodstuffs, low-technology goods
Major Imports: tourists, manufactured goods
Trade Routes: xxx
Special Conditions: none
Background: Rathalay is the second of three planets that orbit the star, Akloh. Covered in shallow cerulean blue oceans it features large island chains that are ringed with white beaches of soil, sand, rocks, and shells. Rathalay is orbited by three moons which are responsible for limited sessions of intense tides and waves, known as High Water by the local population. Temperatures range from tropical to temperate and most landmasses are heavily forested, with deep root systems, and are home to a variety of lifeforms.

The geological and magnetic pressures of Rathalay are responsible for producing the famous Rathalayan firestones. Akin to geodes in size and shape, firestones vibrate when placed in close proximity to one another, eventually creating heat. Other gemstones – including sasho gems, kuggerags, rubixes, diamonds, and jasse hearts – can be mined on almost every island.

Animal life ranges from harmless seamotes, whose shells wash up on shore and are turned into jewelry, to predatory narkaa. The planet’s reefs are the territory of the eel-like drugon which is not only famous for its size but its swiftness and crushing jaws. Big game hunters looking to capture and sell a drugon to a zoo or wealthy patron who underestimate the creature’s speed end up meeting their final fate in Rathalay’s waters.

Rathalay was charted during the Old Republic’s Kymoodon era but due to a lack of exploitable natural resources and arable land, it remained an outpost world for centuries, little more than a navigation point and refueling stop. By the time of the Empire, it has become a popular tourist destination. Rathalay is a subject of popular songs in the Taldot Sector and purchasing a home on one of the planet’s many islands is a goal for many of the sector’s business and criminal elite.

GANGSTER MOON
Rathalay’s second moon, Nar Gusha (formerly Nedatt) is the personal estate of Jelasi the Hutt. Terraformed at great expense, Nar Gusha is a replica of the Hutt home world in miniature. Primarily swamps, bogs, and marshes, the moon has been stocked with chemilizards, toops, and other lifeforms found on Nal Hutta. Jelasi is a member of Gorensla kajidic and an outside ally to Jabba the Hutt of Desilijic kajidic. Jelasi is known for operating within the Imperial system and has worked to legitimize Jabba’s Mid Rim enterprises. A shrewd operator, he also oversees several smaller syndicates including those affiliated with Black Sun. Jelasi’s sprawling palace contains of an assortment of guest quarters, landing pads, vehicle garages, muddy pleasure gardens, fountains, fighting beast pens, and sentry towers. Uninvited visitors are met by heavily armed security droids.

SUN AND FUN
Rathalay is primarily known as a tourist world, offering delights for middle-class visitors and isolated retreats for the Galaxy’s upper crust. As one moves away from Illafian Point, the planetary capital, the resort complexes are replaced with nature preserves and private villas. Many Core World nobles and even Imperial governors and moffs own an island on Rathalay. Rebel intelligence operatives looking to score information or kidnap a high-value target keep a close eye on the planet, an assignment that many a stressed and haggard Alliance spy consider a working vacation.

RATHALAY’S HISTORY
The Old Republic’s historical Post-Manderon Period is occasionally referred to by historians as the Golden Age of Galactic Piracy. The wealth and productivity of the Mid Rim made the Taldot Sector, among others, a tempting target for the pirate groups based in the unincorporated Outer Rim. Many of these raiders were made up of dispossessed aliens who had freed themselves from the Hutts. Others were Humans from the Tion Cluster, specifically Argai, Algor, and Stalimur, all worlds with pirate traditions that stretched back into the Republic’s pre-history. Because what eventually became the Mid Rim was the furthest limit of the Old Republic’s influence at the time, the region’s settlers were forced to become adept at self-defense or lose their livelihoods – and possibly their lives – in a pirate raid.

According to legend, Rathalay was settled by a group led by an aging Black Sun underboss named Ino Sarta. Sarta wanted to use decades of ill-gotten gains to set up a safe and hospitable world for any member of an underworld organization who agreed to pay a “modest” fee and live by two simple rules: no criminal business conducted in the system and no violence. Residents were free to come and go so long as they did not bring outside trouble. The system worked and despite the heavy criminal presence, Rathalay gained a reputation for being one of the safest planets in the Taldot Sector. The population’s character combined with its tropical beaches and the exciting possibility of being neighbors with an ex-gangster led to Rathalay attracting a sizable population of wealthy residents, ranging from business executives to nobles. Other the centuries, Rathalay society split into two disparate classes: those who came to visit and live on Rathalay for the climate and culture and pirates who used it as a safe harbor.

By the final years of the Republic, Rathalay was a tourist destination and popular with families. Despite the veneer of innocence and decadence, the planet was still used as a base for smuggler-barons and the most successful pirate-kings. During the Imperial era, the most successful outlaw on Rathalay was Kaerobani, a Human from the Tion Cluster and a known collector of rare antiques and objects of infamy. Kaerobani, leading the Lumini Pirates, had become wealthy by smuggling contraband and stealing precious goods from the Galaxy’s elite. By the Battle of Yavin, Kaerobani had set up a pirate haven that often serves as a meeting place for the Mid Rim’s pirate lords.

POINTS OF INTEREST
ILLAFIAN POINT
The planetary capital of Illafian Point is located on the southeast tip of Rathalay’s largest island mass. Eight-hundred years ago, Ino Sarta hired Mon Cala and Alderannian architects to bring his vision of a bustling metropolis to life. Originally a fishing village, Illafian Point is now an efficiently organized cluster of shell white towers spilling into the ocean. Half of the city is situated atop mighty pylons, many hundreds of meters thick. These pylons are linked with a latticework of durasteel, which has been filled with stone blocks to make a great and slowly expanding tabletop that inches its way into the surf.

Illafian Point is a cavalcade of lights and activity, day and night. Parades, performers, and musicians intermingle with pedestrians as luxury land speeders and animal-drawn hackneys wind their way through the busy streets.

Silver Cay Hotel & Casino
In a city of large and lavish resorts, the Silver Cay Hotel & Casino is the largest and most lavish. The Silver Cay floats a half-kilometer from the shoreline and is accessed by aqua speeder, air speeder, or by foot across a pedestrian bridge that links to Illafian Point. Essentially a disk supporting the curving structures occupied by the casino, shops, spa, and hotel, the resort is a Black Sun front and is often used by sector bosses as a meeting place. Its outer ring is lined with colorful gardens and paths lead visitors into the various facilities. The casino is a massive, two-story affair featuring an assortment of games and those not dressed to impress are put under immediate surveillance by security. The staff is strictly organic and much of its labor force are indentured servants.

Imperial Hotel
In a city of dazzling organic and swooping architecture, the Imperial Hotel is a black and cubic eyesore. Utilizing a pre-designed construction template, it is identical in layout to Imperial Hotels found on thousands of settled world. Imperial government and military officials make use of the facility when travelling as do business-minded Humans who are more concerned with security and a predictable menu of food and offerings than a unique experience.

Waveside
Illafian Point’s public beaches are found in the Waveside District. Protected from the tides by an artificial water break, Waveside’s main thoroughfare is lined with beach-facing cafes, restaurants, cantinas, gift shops, and other small attractions. Families of sentients in warm-weather and swim wear stroll through the district on their way to and from the waterfront. Aquatic vehicle traffic is strictly prohibited in this area and local police patrols chase down and heavily fine violators.

Illafian Marina
Illafian Marina is primarily the domain of high society watercraft owners and their admirers. The Marina Clubhouse is a large, pastel-and-blue-tiled-roof facility overlooking the docks. Some eccentric residents live aboard house-sized aqua-speeders that are moored at the marina while other watercraft sit owned but unused by mega-wealthy off-worlders. The marina hosts the annual Illafian Point Regatta, a spectacle in wind-powered watercraft racing that has a niche following on worlds that feature oceans or large lakes. The sponsor winners of the event typically fund crews from worlds with strong maritime traditions or sentient aquatic natives.

LUMINI PIRATE BASE
Located opposite Illafian Point sits the fortress stronghold of the Lumini Pirates. While local authorities strongly discourage tourists from visiting the area, it’s still a draw for those who want a taste of the outlaw life. Not far from the main fortress gates is a veritable pirate village, complete with a large market where stolen – but low valuable – goods are sold and traded. For his part, the local smuggler baron, Kaerobani, keeps his followers on their most sociable behavior as they part the gullible with their credits.

Inside the fortress is a different matter. Behind thick duracrete walls bristling with hidden anti-air turbolaser batteries sits a vast complex. Kaerobani is a strong proponent of artistry and has incorporated flowing water and reflecting pools inside his base. At the heart of the fortress is a massive aquarium housing his three prized drugons. Elsewhere, conveyors and lift-claws carry cargo from the hangar to vaults. The hangar itself houses the Lumini Pirates’ fleet consisting of a wing of stolen R-41 Starchaser starfighters and several transports.

Kaerobani’s pride and joy is his personal artifact gallery which is the most secure room in the base. He has a proclivity for rare, outlaw technology as well as historical oddities. The pride of his collection is a stolen Jedi holocron.

RATHALAY STARPORT
In order to preserve the “natural” experience for its tourist population, a euphemism for noise pollution control, the Rathalayan government does not allow ships or shuttles to land on the planet or even enter the lower atmosphere. The Rathalay Starport is positioned in the upper atmosphere and is attached to the planet’s surface by a thin elevator spire. The spire terminates at a small equatorial island known as Downside. From there, aqua-craft shuttle passengers to their destination islands.

Upside consists of a massive hemisphere. It features several docking arms for large starships – mostly passenger liners – which carry passengers and their luggage as well as refueling and supplies. It also has docking bays for smaller craft, including personal yachts, shuttles, and freighters carrying passengers. The wealthy are granted priority docking clearances. Inside the dome, tubeways carry passengers to and from the elevators as they are bombarded with advertisements for Rathalay’s many natural features. Upside also features dining establishments, stores, and lodgings for passengers waiting for ships.

The banks of elevators which run along the spire will carry a passenger from the starport to the surface in approximately 10 minutes. Each elevator pod is three levels and features a panoramic view. The spire’s center is dedicated to moving cargo and luggage.

Ninth write-up. I wanted some sort of holy site in my version of the sector. If Jedha is the Star Wars version of Judea for Force users, I thought it would be neat to have a sacred place for the other religious traditions that occupy the Galaxy.

It's hard to come up with a gas giant setting that isn't just "Cloud-City-but-not." If my vision of this location was put to film, the air below the floating cities would be filled with psychedelic colors, pink lightning, and black clouds.

BAMAYAR IX
Astronavigation Data: Bamayar system, Taldot Sector, Mid Rim region
Orbital Metrics: 435 days per year / 24 hours per day
Government: constitutional monarchy
Population: 32 million (52% Human, 48% Other)
Languages: Basic
Terrain: gaseous
Major Cities: Chenodra (capital), Sif-Alulan, New Jordir
Areas of Interest: Ducal Palace
Major Exports: clouzon-36, kesium, iroluun gas, beskium
Major Imports: foodstuffs, luxury goods, high technology
Trade Routes: xxx
Special Conditions: Bamayar IX is a gas giant without a solid surface. All settlements are floating habitats.
Background: Bamayar IX is a black, violet, and green gas giant with a breathable atmosphere layer. While it is the ninth planet in the Bamayar system, it is located close enough to the system primary to provide adequate temperatures for life. As a result, Bamayar I – VIII are all hot-to-searing rocks. Bamayar I is a molten orb held together by gravity and, while Bamayar VIII has a barely-breathable atmosphere, it features temperatures nearing 45 degrees Celsius at the poles, making it an uninhabitable oven of baking rocks and red sands.

Bamayar IX’s first colonists were monks of the B’omarr Order who were drawn to the gas giant during the Kymoodon Era for occultic reasons. It was there that they constructed the first floating platforms in the planet’s breathable atmosphere layer. During the Pius Dea Era, the planet was conquered by Old Republic crusaders who used it as a refueling and staging ground for incursions into Hutt Space. By the Ductavis Era, Bamayar IX was a holy site for many faith traditions including the Sacred Way and the Sisters of the Machinesmith, all of who maintain floating temples and chapels to this day.

During the Imperial era, Bamayar IX was a series of independent floating territories who are under the control of the Holy Duke of Bamayar IX. On paper, the various city-states acknowledge the Duke’s sovereign rule from Chenodra, but in practice they have governed their own affairs since the Republic’s Golden Age. The Holy Council is the planet’s representative body and each acknowledged religion sends a representative to the capital.

The planet hosts a variety of faith traditions, including some only found on Bamayar IX. The planet has primarily been a draw to non-Force related religions but with the destruction of Jedha, many of those spiritualists who worshiped the Force have found refuge here.

BLACK GAS GIANT
The unusual coloration of Bamayar IX’s gas zones and belts and is a result of the unique chemical properties of its lower atmosphere interacting with the planet’s liquid metallic hydrogen layer. Around 50 kilometers down, where wind speeds can reach up to 360 kilometers per hour and pink lightning flashes are almost constant, kesium and beskium’s component elements begin upwelling. By the time they reach a point where they are exposed to the radiation of the system’s star, the elements have fused into their final gaseous compounds and are racing into their component bands. The predominance of kesium, and related compounds, is responsible for the gas-giant’s nearly black hue though lighter gases, like clouzon-36, streak it with green. The resulting violet glow of these gases is responsible for the eerie atmospheric effects that take place in the breathable layer and the spectacle is worshiped by some local sects.

SKY AND RELIGION
Bamayar IX is a unique world both in the Taldot Sector and in the Galaxy. A common complaint among visitors and reluctant residents of gas giant worlds is that there is little to do and little to see. Bamayar IX defies that tradition with its incredible diversity of floating cities, each home to representatives of almost every faith tradition in the Galaxy. Why all these religions have flocked to Bamayar IX is a cause for academic debate. Some scholars believe that the coordinate location of the system is reflected in scriptural numerology. Others believe that the planet’s unusual chemical makeup creates a sense of divine other-worldliness, even in a Galaxy of infinitely strange sites. Whatever the reason, it is a place that many feel safe in a Galaxy at war.

BAMAYAR IX’S HISTORY
Despite the proliferation of their monasteries throughout the Galaxy, the B’Omarr are extremely insular. Due to their practice of shedding their use of speech and eventually transferring their brains to isolated, fluid-filled jars in order to achieve “perfect enlightenment,” they are also notoriously capable of ignoring questions from nosy sentientologists. As best as historians can understand, what would eventually become the Taldot Sector “tugged” at the isolated minds of the B’Omarr monks. Whether this is through the Force or some other phenomena, no one knows. Centuries of meditation pinpointed Bamayar IX as a site of great importance for the B’Omarr. After loading a colony ship and departing the Order’s temple in the Colavas system, the B’Omarr constructed the first floating temple at Bamayar IX some 12,000 years ago.

During the Pius Dea Era, the Old Republic had become a dynastic theocracy. Over the course of 1000 years, the Republic would launch thirty bloody wars against non-Humans in the Outer Rim as well as alien sympathizers. It was during the Third Crusade against the Hutts that Republic scouts discovered Bamayar IX, citing it as an ideal location to build a Clouzon-36 refinery and refueling station. Republic Crusaders discovered the B’Omarr monastery by accident. While the monotheistic Pius Dea religion recognized worship of the Goddess as the sole true faith and non-Humans as chaotic heretics, the B’Omarr Order did not fit within any philosophical framework that the Crusaders knew. While the B’Omarr were no longer Human, they could not be defined as alien either. The local Republic governor was progressive for the times and issued an edict proclaiming: “From the day the Republic took Bamayar IX, the B’Omarr inhabited it.” After the collapse of the Pius Dea, many Goddess worshipers remained at Bamayar IX and quietly continued to practice their religion, passing its traditions down through the generations.

The Sisters of the Machinesmith, a semi-religious group that had been influenced by the writings of Xi Char and thus worshiped technology, re-discovered Bamayar IX and its inhabitants 7000 years ago. Originating in the Inner Rim planet of Waymancy, the Sisters of the Machinesmith had been driven from the area following the short, brutal war known as the Waymancy Storm. The Sisters declared Bamayar IX a holy site but were frustrated by the existing colonists’ efforts at blocking their access. Two centuries of attacks resulted in failure after failure. Republic mediators eventually negotiated a peaceful accord and as a term of the agreement, the administration of the planet would be overseen by an appointed Jedi councilor.

During the Dark Age preceding the fall of the Old Republic, the Jedi retreated from Bamayar IX. Custody of the planet’s disparate religious communities fell to House Marelle, a family of Alderaanian immigrants who had acted as diplomatic intercessors for centuries. Duke Alarik Marelle was declared the first to rule the Holy Dukedom and the title has passed to Holy Dukes and Duchesses for centuries.

Following the Jedi Purge and the destruction of Jedha after the rise of the Galactic Empire, Force-worshipers have come to Bamayar IX for shelter. However, their practices are kept secret for fear of reprisal.

BAMAYAR IX NOW
The floating principalities of Bamayar IX are as diverse as the faith traditions that dominate them. However, only a third of each population is directly affiliated with the priesthoods and clergy of their host cities. The majority are workers, either gas miners, maintenance technicians and engineers, or service industry staff.

CHENODRA
The official capital of Bamayar IX, Chendora is home to the Holy Ducal Throne which is currently occupied by Duke Dovin Marelle. It’s believed that the Alderaanian architect Nyrconnel was influenced by Chenodra when he was designing Bespin’s Cloud City. Though Cloud City is an order of magnitude larger than Chenodra, Chenodra remains a uniquely beautiful floating metropolis with architectural elements influenced by the ancient cultures of the Old Republic’s founders.

One quarter of Chenodra is occupied by its city-within-a-city, the Ducal Palace. The Ducal Palace is both the ancestral home of the Marelle Family and the civic forum by which public policy is determined. Each principality on Bamayar IX appoints a group of representatives and, with the approval of the Holy Throne, they join the Sodality, the group of ministers that create the regulations which govern the planet. It is the duty of the Marelle Family to ensure that the needs of all the citizens of Bamayar IX are met by the Sodality.

Chenodra has its own police force and is headquarters of the planetary militia, but it is also home to the Ka’ra Guard, the protectors of the Marelle Family. The Ka’ra Guard is made up of Mandalorian expatriates who belong to a religious order that exists outside of Mandalore’s society. During the invasions of the Dark Ages, Duchess Careese Marelle struck an alliance with Mandalorian General Hern Kregg, who was a quietly religious man in an era of rising secularism. Marelle promised that if Kregg spared Bamayar IX, her people would offer any Mandalorian shelter who requested it. Kregg agreed and when the first religious refugees arrived from Mandalore, the Marelle family personally sheltered them. The Mandalorians pledged their loyalty in thanks.

The Imperial military has recently installed a garrison in Chenodra and jumptroopers are a common sight. The official explanation is that the Empire wants to keep the gas mining operations secure but, unofficially, the garrison keeps watch on the religious communities and roots out Rebel sympathizers.

SIF-ALULAN
Sif-Alulan is home to the largest gathering of the Sisters of the Machinesmith in the Galaxy. A massive steel-grey snowflake, the floating city of Sif-Alulan is a temple of industry. The exhaust vents and pipes that ring the platform constantly expel steam, fire, and smoke. The main platform is a sphere with six spars connecting to smaller, satellite spheres.

Sif-Alulan is a popular destination for outlaw technicians and cyberneticists looking to commission one-of-a-kind pieces of engineering. Many of the technological marvels, especially weaponry and shields, of the current era are due to the engineering breakthroughs of the Sisters and their reputation precedes them. If the Sisters deem a petitioner’s request worthy, they tackle the project with a religious fervor. They also guard their secrets with deadly force using battle droids and assassins. The Sisters also practice a variation of Matukai pole-fighting and those in the prime of their life are expected to fight when called upon.

The B’Omarr Order occupies one of the satellite spheres. While B’Omarr monks are skilled healers, the precise relationship between the two groups is unknown to outsiders and neither party is sharing.

NEW JORDIR
Centuries ago, Chalactan Adepts purchased an old gas mining platform from TaggeCo and renamed it New Jordir. Today, the floating city is a massive parkland, protected animal preserve, and sanctuary of tranquility. A microcosm of peace and spirituality in a Galaxy at war, the central district is home to the local Temple of Illumination. The temple itself is built from stone that was imported at great expense atop a perfectly circular hill. The structure is a rectangle of two stacked squares that contains a sanctum with a towering superstructure, and halls dedicated to meditation, community, and general gatherings. The exterior of the temple is carved with inscriptions, frescoes, and sculptures related to Chalactan Adept traditions.

The majority of the city’s upper platform is dedicated to tightly managed greenery with the population living on the levels below. New Jordir is popular with local tourists who want an experience of terrestrial nature, which is a rare opportunity on a gas giant. The city permits peaceful, herbivorous animals to wander about on this level and some of these creatures make up an informal petting zoo. New Jordir is also home to a colony of Bothan birds, extinct on their home world, that live and feed upon gankto trees.

Tenth and final of the big write-ups. This one is 50% information I pulled from Wookieepedia and old WEG materials and 50% stuff I made up. I have no idea if Timothy Zahn meant for Yinchom to be a location on Coruscant, the proper name of a dojo, or a martial arts style. I'm assuming it's a martial arts style and I ran with it.

TOGORIA
Astronavigation Data: Thanos system, Taldot Sector, Mid Rim region
Orbital Metrics: 180 days per year / 22 hours per day
Government: monarchy
Population: 300 million (Togorian 80%, Other 20%)
Languages: Basic
Terrain: savannah, forest, canyons, swamps
Major Cities: Caross (capital)
Areas of Interest: Red Canyons, Swamp of Vapors
Major Exports: trade goods, foodstuffs, low- and medium-technology goods
Major Imports: trade goods, high-technology, droids
Trade Routes: Lesser Lantillian Route
Special Conditions: none
Background: Togoria, the home world of the Togorian species, orbits Thanos, a large blue-white star. Togoria is a tectonically stable world and so any mountains that existed in its geological past have long since eroded into low, rolling hills. Predominantly featuring grassy plains, Togoria is also home to a few large forests, canyons, and swampy lowlands where river deltas meet the sea.

The native Togorians are a felinoid species with strong sexual dimorphism. Males average around three meters in height while females stand between 1.6 and 2.2 meters tall. Togorian bodies are covered in fur in a variety of colors and patterns, ranging from solid jet black to orange to grey-white with stripes. Each of their fingers and toes feature retractable claws. Clearly evolved from nocturnal hunters, their whiskered faces feature slit-pupiled eyes, triangular ears, and needle-sharp teeth.

Togoria’s first contact with Humans was not through the Republic but by Mandalorian crusaders. During the wars of the Old Republic’s Dark Age, the Mandalorians fought for control of what would become the hyperspace corridor called the Lesser Lantiallian Route. Though the Togorians were savage fighters – a trait the Mandalorians respected – their expertise had just developed the steam engine and they could not stop the technologically superior invaders. The Togorians were enslaved for the duration of the invasion and it was this historical event that created the anti-Human bias that continues to this day.

Over 1000 years, Togoria became more technologically sophisticated but it continued to lag behind other Republic worlds. Requests to the Senate for access to newer technologies and trade opportunities were ignored. When Count Dooku announced the formation of the Confederacy of Independent Systems, Togoria eagerly joined, eager to teach the greedy worlds of the Core a lesson. However, after the defeat of the Separatists and the rise of the Empire, Togoria came to greatly respect the military capabilities of the Empire and the planet’s monarch pledged both his loyalty and the lives of his fighters to Emperor Palpatine should he ever call upon them.

UNARMED FIGHTERS
Following the Mandalorian invasion during the era of the Old Republic, Mandalorians forbade any Togorian from owning a weapon, be it a blaster or a traditional scimitar. The result of this confiscation was the development of the Togorian martial arts style yinchom. Roughly translated from Togorian as “5000 small cuts,” yinchom fighting focuses on a rapid flurry of quick strikes, primarily punches and claw swipes. Unlike marital arts styles like teras kasi that teach fighters to disable an opponent with limited, broad, and high-powered movements, yinchom teaches its proponents to hit the same spot in quick succession in order to wound a target. While much of yinchom is unarmed, it also developed techniques for using simple melee weapons, most of which are derived from simple farming tools. Stick-fighting is very popular with tonfa-like hand weapons used as clubs.

Yinchom has been exported to the Empire and Togorian instructors teach Imperial bodyguards and soldiers in dojos across the Core and Inner Rim.

SPEARS AND STARSHIPS
With the exception of those Imperial officials who an negotiate a big game hunting expedition, the Togorians continue to restrict access to the world to the city of Caross. Togoria is a world of cultural extremes: male Togorians continue to live their lives as they have for thousands of years, tracking and hunting prey across the savannahs using simple weapons and flying mounts. Meanwhile, the females of Togoria, already accustomed to the convenience of town life, work with the Empire to upgrade their standing with the Galactic community by negotiating trade agreements and attracting outside investment.

PEOPLE AND CULTURE
Togorians evolved from nomadic, nocturnal hunters that preyed upon large herbivores while hiding from larger carnivores. Realizing that they shared common interests, ancient Togorians began protecting the nests of large, native flying lizards known as mosgoths and the mosgoths began nesting in Togorian camps. The Togorians domesticated these beasts and use them as flying mounts to this day.

With the domestication of the mosgoths came the sexual split in Togorian culture. The smaller females became accustomed to village life while the males yearned to return to their nomadic hunter-gathering ways. As neither was willing to negotiate, the males returned to roaming the plains in bands of 50 – 100 and riding mosgoths, while the females continued to live in villages and later cities where they herded native herbivores for meat and developed industry. Even today, males, who are monogamous, only return home to mate with and visit their spouse once a year. Children are raised by the females and young males nearing adulthood join their fathers on the plains.

The Togorian people are led by a male monarch known as the margrave . The margrave is a hereditary office held by males and the officeholder lives with a large tribe of other males on the plains. It is considered a special honor to camp with the margrave’s hunting party. Day-to-day affairs are conducted by the margrave’s most trusted female relative through the royal palace in Caross.

What industry that takes place on Togoria takes place in the cities, but the natives are careful to curb pollutants. Female Togorians are naturally curious about technology and the galaxy at large. Almost all Togorians encountered off the home world are female and all of the Togorians who were selected to become Jedi were female. Many Togorian females who lose their spouses permanently leave Togoria to tour the Galaxy.

Togorians inherently distrust Humans who visit their world and any Human found outside of Caross is quickly returned to the city for punishment. A second occurrence results in an execution.

Culturally, Togorians are amiable and enjoy the company of others so long as they are treated with respect. Males tend to be more emotional than their female counterparts, who, in turn, a very calculating and do not act without considerable deliberation. Males are known to be more violent but also form personal friendships much more easily. Males find advanced forms of technology difficult to deal with while females wholeheartedly embrace everything the Galaxy has to offer. It is the female population of Togoria that continues to advance trade and development of their world.

The Togorians are among a handful of non-Human species who have pledged loyalty to the Empire. While the Empire’s Humanocentrism keeps the Togorian people from achieving their full potential, there is still a place in the Empire for servile but skilled aliens like the fanatical Ailon and the Togorians.

TOGORIA NOW
CAROSS
With a population of 26 million, over half of which is non-native, Caross is the largest city on Togoria. Situated on the shore of Lake Julo and emerging from the equatorial savannah, the capital and sole spaceport serves as a trading center for merchants coming from the Lantillian Sector. It is also the only location where non-Togorians are permitted freedom of movement.

Most buildings in Caross are modest two-story dwellings, built from plasteel, ferrocrete and sun-dried bricks. Outside of the spaceport, the streets, crowded with both sentients and herd animals, are unpaved and turn to mud during the rainy season. Total or partially underground foundations provide shelter from the sun.

Caross is the planet’s political center but outside of the margrave’s palace, the city is a cosmopolitan blend of off-worlders of all species. Though Humans are technically allowed to operate within Caross, and unless they are Imperial officials, they are kept under strict watch by the local guards.

Imperial Section
Considering the Empire’s authoritarian nature, Togoria is one of the few planets in the Galaxy to host an Imperial embassy. The sector moff has decided that the image of cordial relations with an allied species is more useful than completely conquering and subsuming the Togorians. The embassy building itself is a hard edged, 8-story structure of black obsidian draped with flags. Behind a five-meter-high wall, the grassy lawn is complete with venerating statues dedicated to Emperor Palpatine and the New Order. The embassy grounds are heavily guarded by stormtroopers and the scandocs of every visitor are checked by patrols.

Elsewhere in the Imperial Section are spaceport facilities, troop barracks, ammo dumps, and armories for the full army battlegroup stationed on Togoria. If the natives decide to break with their Imperial allegiance, the military will be on hand to suppress any uprisings.

Margrave’s Palace
The margrave’s palace is a walled facility and an independent small town inside the larger metropolitan area. While the walls appear primitive, recent upgrades to the palace’s security have introduced angled blaster-resistant paneling. Ancient turrets are faced and reinforced with durasteel and contain laser batteries and missile launchers. Both gatehouses feature heavily armored durasteel doors and smaller turrets. The most recent upgrade is a planetary defender ion cannon and a shield generator that can protect the facility from aerial and orbital bombardment.

The palace faces Lake Julo and openings allow water to pass through the palace walls. While seeming like a prime location for infiltration, the openings are set with metal grilles and sensors alert palace guards to anyone approaching them.

A hospital is fully staffed and available to the margrave’s family and allies. Nearby, a cluster of smaller buildings host the various shops, services and houses of the palace workers.

The margrave’s sister is responsible for organizing Togoria’s first starfighter squadron which is based out of the palace’s landing field and hangar. Consisting of 12 MandalMotors Fang Fighters, the squadron is being trained by two Mandalorian aces under the direction of the Imperial Viceroy of Mandalore.

Spaceport Section
Caross Spaceport is the largest piece of galactic modernity on an otherwise rustic world. Daily, hundreds of trade company ships based out of the Taldot Sector arrive carrying goods from other sector worlds. Hundreds of other galactic trade company ships also arrive to carry those goods into the Coreward territories. The sprawling spaceport itself caters to the needs of traders, pilots, and technicians with the usual gamut of food, drink, entertainment, warehousing, and supply vendors. It is a major employer of local Togorian laborers and is the center of the local economy.

The spaceport can accommodate up to 2000 small ships and has space for up to 500 bulk freighters. Docking fees range from 30 credits a day for a standard bay, up to 1500 a day for high security and priority access privileges.

THE RED CANYONS
Cut into the ground over the eons by the Kra’ake River, the Red Canyons are a series of narrow chasms that stretch half a continent. Their walls are stained red by the iron-rich minerals that line them. The waters of the Kra’ake are also red and play host to a variety of carnivorous fish, poisonous snakes, stinging insects, and predatory lizards. The Red Canyons are home to Togoria’s vast mineral deposits. Local patrols often catch illegal prospectors panning for aurodium.

SWAMP OF VAPORS
The largest and most prominent wetlands of Togoria, the Swamp of Vapors possess an extensive, warm, and slow-moving river system. Its collision with the cold waters of the Boali Ocean is what creates the mists that cover the region. The interior of the region is poorly mapped, and the mists are too thick for aerial surveys. Millennia ago, during lean hunting times, elderly and sick Togorians would voluntarily leave their tribes and walk into the swamp where they would perish. The natives believe the area is haunted by the spirits of their ancestors. It is considered a great offense for anyone, let alone off-worlders, to enter the Swamp.

The swamp is bordered by the Howling Forests, named for the constantly echoing calls of birds and other animals.

And here's a bunch of quick write-ups to round out the sector. I'm a fan of the Defiant Core entry in Strongholds of Rebellion, thus its inclusion.

COYERTI
Coyerti is the only habitable world in a six-planet system. It is a wet and tropical world of high humidity. Much of the planet is covered in a green, brown, and yellow jungle of broad-leafed trees. A heavy, vegetable aroma fills the air and the scent becomes acrid after a rainfall, which is often. Slow-moving rivers are broken up by bogs and swamps and it’s difficult to determine the depth of any standing body of water. In many places, the rich soil is so saturated that sinking while travelling on foot is a major risk.

Coyerti is the home world of a hearty, sentient species of the same name. Though roughly humanoid, the Coyerti evolved from an avian species and still carry many of the biological imperatives of their genetic ancestors. This includes a one-month mating season that – while it can be planned for – cannot be avoided and thus shuts down the entirety of Coyerti society.

When the planet was discovered by the Republic, the natives had a low technological prowess and little desire to interact with the Galaxy at large. This changed when the Empire established a military research outpost on Coyerti. The planet had incredibly rich plant and animal diversity, thus making it a perfect testing ground for biological weapons. Everything from neurotoxins and defoliants were tested and built on and shipped from Coyerti for deployment by the Imperial military. The manufacturing facility that creates these horrific weapons has been nicknamed “The Distillery” and is responsible for destroying a great deal of the planet’s wildlife.

The Empire did not anticipate how this would enrage the natives and they have been dealing with regular and repeated attacks from a determined local enemy.

HAIDORAL PRIME
Like thousands of similar worlds in the Empire, Haidoral Prime is a colonial backwater. It is a terrestrial planet with a slight axial tilt. Its land masses consist of two large continents and many small islands. Ostensibly a temperate agriworld, noteworthy for exporting fruits and locally distilled brandy, it primarily serves as a stopover for star pilots plying the Perlemian Trade Route. The planet’s capital, the insipidly named Haidoral Administrative Center One, is a large cluster of curved, molded, and modular industrial buildings. Nicknamed “Glitter” by the locals, a reference to the crystalline mountains that fill the city’s horizons, it is litter-strewn and polluted by vinegar-smelling acid rain. The city offers little in the way of culture and primarily features residential, low-tech manufacturing, and commercial sectors along with a standard spaceport.

Being posted to Haidoral Prime is considered a punishment duty for Imperial governors. Yet, the governor’s mansion, a compound of multi-tiered domes, is located outside the city limits and offers a pleasing view of the nearby mountains.

MASPOSHANI
Masposhani is the only planet in its system; originally, there were three inner worlds, but they were all consumed when the star expanded to form a red giant. Only Masposhani survived. Though that event occurred millions of years ago, the results on Masposhani were dramatic, as seas were scorched, great tectonic shifts occurred, and most life forms were killed. Broken and scarred from constant volcanic upheaval, huge mountains and deep gorges scar the planet’s surface. Water is rare and rain is often acidic. Most plants are stunted trees and brown grasses. Temperatures fluctuate between hot during the day and chilling during the night.

Masposhani is rich with precious ores. Surveyed and settled during the Subterra Period, it has been administered by various mining conglomerates including Trigdale Metallurgy and Karflo Corporation.

Masposhani features an extensive network of subterranean caves. According to legends from the era of the Old Republic, the caves had a strong connection to the Force and these vergences were used for training Jedi padawans. During the era of the Galactic Empire, the caves were converted into an Imperial black site prison by the order of the Grand Inquisitor.

NAKADIA
Nakadia is a pristine agriworld, covered in broad fields, orchards, and pastures. With two moons and light violet skies, it has warm air and an incredibly rich and unique soil system that it allows it to grow massive numbers of a variety of vital crops. Invasive plant species are a constant concern so the Imperial Office of Customs and the Nakadians scan each arriving vessel for banned agricultural products.

Despite its importance as a crop producer, Nakadia offers little else of interest. Its cities are small, and its villages are smaller. What high technology exists is devoted to crop cultivation. The capital city, Quarrow, has a population of only a few thousand and little crime. No building is higher than three stories and its fibercrete streets are restricted to foot and animal traffic only. It offers a handful of restaurants and taverns and a single poma-club, where customers are massaged by music while being submerged in tanks of poma-drupe fruit juice.

Since their invasion and occupation by the Confederation of Independent Systems, Nakadians are notorious for their anti-droid bias. They are used on occasion but most Nakadians work the soil by hand. Droids are only found in large numbers in the Imperial plastics factories, where farm crops are made into armor-grade polymers and synthetic resins.

NAUTON IV
The Nauton System is the center of the Taldot Sector’s industrial efforts. The system’s inner worlds – Nauton I is a harsh, hot rock and Nauton II and III have thin atmospheres – are rich in ores. After being mined, crude materials are transported to Nauton IV, a heavily industrialized terrestrial planet. From there, orbital refineries and smelting plants produce the raw materials which are utilized in the massive manufacturing facilities on Nauton IV’s surface.

Nauton IV hosts dozens of local and megacorporate entities as well as a Corporate Sector Authority embassy. In the public eye, these various businesses behave in a cordial fashion. Behind the scenes, Nauton IV is rife with backbiting, sabotage, industrial espionage, and theft. COMPNOR’s Commerce agencies monitor the situation but they are understaffed and overworked.

The sprawling cities of Nauton IV house the service industry and spaceport workers that support the factories. Recreation, dining, and other establishments are plentiful but are typically Empire-wide chains owned by the manufacturing parent companies.

OCTERO IV
Octero IV is a larger-than-average water world and is home to the Octeroids, a low-technology aquatic species. Octeroids are towering, cyclopean humanoids that stand over three-and-a-half meters tall. With scaly, blue-green skin and a single, unblinking yellow eye, Octeroids come across as intimidating but have a reputation as gentle giants. They require water to breathe and, outside of their preferred environment, they utilize a heavy-duty rebreather system.

The landmass of Octero IV consists of a single small continent and several chains of islands that spin away from it. The Octeroids live in large and peacefully coexisting tribes in the shallow waters just off the coasts. While submerged, Octeroid structures float near the water’s surface where hunting and seagrass are plentiful. The tribes themselves are quite traditional and individuals stay with the tribe they were born and raised with. There is very little individuality in their society and Octeroids who leave Octero IV are the very rare exception.

When Octero IV was first discovered by the Republic, the natives were still using spears to hunt. More and more technology has been introduced over the centuries but the Octeroids have opted to freeze their technological progress to the equivalent of the steam-engine. While more advanced aquatic species, like the Mon Calamari, have offered to share their high technology, the Octeroids have politely declined. Though some exceptional members of their species do leave the planet, the majority have such a strong bond with the home world that even the thought of leaving rarely occurs. The Octeroids do welcome guests on their world and the continent’s rocky western coast is home to a small colony of non-natives.

STRONGHOLD
Located in the Taldot System, the sector’s namesake and hosting a red supergiant star, the world of Stronghold is the location of the Alliance’s Taldot Sector Force headquarters. At some point in the distant past, it may have held life but during its star’s expansion, much of the surface water was boiled into a thick cloud cover which covered the planet and blocked all the light. Today, Stronghold is cold, dark, rainy, and mountainous. No sunlight reaches the surface and pilots must rely on sensors and their wits to navigate the treacherous terrain. The thick, soupy cloud cover reflects all but the most powerful sensors which makes it the perfect location for a hidden rebel base.

While the air is breathable, the lack of vegetation, animals, and sunlight and the constant, unending rain can cause psychological distress in some soldiers who are posted to Stronghold for too long a rotation. Though the Rebel Alliance base at Hoth is frozen and uncomfortable and nighttime temperatures can kill a living creature, the sun still comes up. This is not the case at Stronghold and the darkness can be maddening. When possible, Stronghold draws upon naval personnel, current-and-former marines, and other space-based military officers who are used to long periods of isolation, to post on the planet.

The base is located just inside a large cave system which provides another measure of protection. The command center and living quarters are built from the salvaged remains of a Recusant-class Commerce Guild destroyer. The Nova Defiant crashed on Stronghold at the end of the Clone Wars, though only senior members of the Persavi military were aware of its existence. When the Rebel Alliance was formed, the Persavi tipped off the location to local resistance fighters who converted it into a base. Known as Defiant Core, the base is warm, dry, and comfortable and houses both a starfighter wing and several hundred soldiers and support staff.

VIR APHSHIRE
Vir Aphshire is a small planet boasting a pleasant climate of light breezes, perfumed air, and moderate temperatures. Summers are warm and calm; winters are cool with minimal snow. During the spring and summer, insects spin gossamer strands everywhere. The planet boasts a number of large towns, mostly engaged in agriculture. The world is a paradise in many ways, with a prosperous economy, an enlightened government and a high standard of living with much personal freedom.

Vir Aphshire is known for two major exports: the fruits grown in its many, many orchards, and the honey formed in its expansive honey fields. Vir Aphshire honey is produced by a species of the planet’s native insect lifeforms, known as apidactyls. Similar to the apidactyls of Vashka, Vir Aphshiri apidactyls are the size of a small humanoid, sporting armor-like chitinous exoskeletons and two sets of wings. While they do have venomous stingers, the apidactyls of Vir Aphshire are not aggressive towards intruders.

Dubbed “bug wranglers” by off-worlders, local honey ranchers use airspeeders to “herd” apidactyls into their fields of tempting, nectar-filled flowers. There, the apidactyls begin to secrete a heavy golden wax and form hives. Apidactyl hives are always a temporary affair and after the “waxing” season, the insects depart for other territories. Apiculturalists then race against the melting sun to harvest the massive hives for their honey and wax.

map-taldot-sector.png.191f08006ab624404e6fb1e0d05b3e72.png

Whipped up a map of the sector.

I think I've built out everything I need for a functioning setting. Is there anything that any of you would like to see added or discuss?

I really like this. Am fleshing out the Phelleem Sector of the Outer Rim for my new campaign starting up at the end of the month. I thought I had done a good job but this makes me a little envious.

Great work dude.

Really liking what you’ve done... again! Your write ups for worlds put mine to shame.

I kinda come up with an outline for a world then they grow if/when my players ever visit them as I add new locations, NPCs & organisations. There’s times where I totally scrap what I had planned for a world before the players even get there 🤣

So, having done a great job with the sector write up... what kind of campaign have you got planned this time?

On 8/12/2019 at 10:04 PM, Concise Locket said:

map-taldot-sector.png.191f08006ab624404e6fb1e0d05b3e72.png

Whipped up a map of the sector.

Hi, I just spent around 90min reading various planet flavor text and it's really awesome, you give me some nice ideas really! great job.

Just as a side note, I would like to create maps like your for known specifics regions, actually to zoom in for more details. Could you please tell me how you did such a nice map, seems like the same we could find in source books like Lords of Nal Hutta etc. Thanks a lot for tips !!

On 8/15/2019 at 6:33 PM, Rosco74 said:

Hi, I just spent around 90min reading various planet flavor text and it's really awesome, you give me some nice ideas really! great job.

Just as a side note, I would like to create maps like your for known specifics regions, actually to zoom in for more details. Could you please tell me how you did such a nice map, seems like the same we could find in source books like Lords of Nal Hutta etc. Thanks a lot for tips !!

I used Adobe Illustrator and Photoshop. The freeware equivalents will work for you too.

  1. Figure out the scale you want for your map. I like to print my maps out at a large scale so I can lay them on the gaming table. Something like 42" x 25" is nice and readable.
  2. Find a clean stock image of a star field and crop and scale it in Photoshop to fit your map.
  3. In Photoshop, create a new layer and use the Noise Filter function to create the illusion of space dust. There are tutorials out there on the process but it's really easy.
  4. Create another layer and fill it with a dark reddish-brown hue and adjust the opacity so that you can barely see the stars and dust. You just want a warm texture for the map's background, not something that will compete with the foreground images.
  5. Take your Photoshop image into Illustrator.
  6. In Illustrator, create a semi-translucent grid using the pen tool. I try to match the colors so that it's a more subtle effect. Again, you don't want competition between the foreground and background.
  7. On another layer, use the shape tool to create white circles for relevant star systems. Try to arrange the circles in a way that looks visually interesting (this is more art than science).
  8. Use your pen tool to create lines that represent hyperspace lanes. Since space is three-dimensional, and hyperspace lanes are dictated by gravity and other factors, give your lanes varying degrees of curves to hint at this.
  9. Label all your planets on another layer in Illustrator. I use the Google typeface Roboto but any free and sans-seriff font will work.

I met a couple of professional freelance artists at GenCon (they turned out to be friends of friends) and we chatted about their process. While they were primarily illustrators on Android , they did a number of maps and character and setting paintings for the Star Wars RPG. Their process was pretty similar to my own so it's not terribly difficult to create something for your group that imitates what a pro can do, if you're comfortable with the software.

On 8/15/2019 at 5:08 PM, AceSolo5 said:

So, having done a great job with the sector write up... what kind of campaign have you got planned this time?

Another Age of Rebellion campaign. I toyed with Force & Destiny and Edge of the Empire but the grand spectacle of the Galactic Civil War is more engaging. Since this will be a different group of players, I can revisit some of the same themes I used in my Tion Cluster campaign.

At the moment, I don't have a grand story arc in mind but the following are my self-imposed criteria for this campaign:

  1. Use the "seasons" framework discussed in Dawn of Rebellion . Every player character gets 1 adventure to shine and 1 to be the backup. Since I have 4 steady players, that's about 6 adventures per season. Each season will take place over 9 - 12 months in the game.
  2. The player who often has conflicts won't get spotlight stories but he can start with extra XP and have his character pop in and out, like Ahsoka in Rebels .
  3. Parallel the events of the Mid Rim Offensive and the Mid Rim Retreat/Battle of Hoth from Battlefront: Twilight Company and the post-ROTJ setting of Alphabet Squadron . If Season 1 begins with the Mid Rim Offensive, Season 4 will end with the Battle of Jakku, which seems appropriate. Twenty-four adventures is the average length of one of my longer campaigns.
  4. Have a more interesting Big Bad than "generic Moff."
    1. Rather than a single baddie, have a triumvirate which allows for the possibility of infighting that PCs can take advantage of.
    2. Have the triumvirate symbolize the immorality of the military-industrial complex with each member representing an aspect of it: the military, the state, and big business.
    3. Rather than having a token female or no female, flip the script and have two of the triumvirate be women.

The first adventure will be an espionage mission where the PCs learn that the Taldot Sector moff isn't the one with his hands on the levers of power.

--------------------

IMPERIAL OPPOSITION
While supreme governance of the Taldot Sector technically falls to Moff Jaccun Pereez, he is an aging puppet who serves as the public face of a trio of powerful individuals, a group whose subordinates have nicknamed “The Firm.”

General Romolo Kahdah, Imperial Army, 212th Attack Battalion
Description: Human female, dark-skinned with curly and graying black hair. Dark eyed with a hard stare. Short and stocky build.
History: Romolo Kahdah was born on the Inner Rim world of Iseno. Highly educated with an aptitude for both analysis and leadership, Kahdah began her career with the Sector Rangers where she led raids against pirates and investigated corporate corruption. When she successfully linked Denon-Ardru Mutual, a powerful mining and refinery company, with price-fixing and labor violations, her professional star began to rise. When the Clone Wars began, Kahdah became a major in the Grand Army of the Republic. She served as a military adjutant in Jedi General Obi-Wan Kenobi’s 212th Attack Battalion, liaising with Coruscant as Kenobi and his clone forces directly engaged with the Separatists. Immediate after Order 66 and the Jedi Purge, Kahdah was promoted to General and given command of the 212th. With Palpatine’s Declaration of the New Order, several worlds, including Kashyyyk, immediately revolted. General Kahdah led the 212th in a successful campaign to pacify the Wookiees.

General Kahdah personally oversaw the transition of the battalion’s aging clone troopers to human stormtrooper recruits. Because the Outer Rim had not been completely pacified following the end of the Clone Wars, and because the Mandalorians had not been completely pacified, even under the brutal rule of Imperial Viceroy Gar Saxon, she anticipated that threats to the Empire – in the form of rebellion, organized crime, and piracy – would come from that region. She moved the battalion’s headquarters from Coruscant to Rearqu 10, capital of the strategically important Taldot Sector.

Romolo Kahdah is currently one of the Empire’s most able tacticians when it comes to utilizing infantry forces in order to achieve a military objective. She is known as a woman of few words and icy determination and maintains the respect of the soldiers under her command.

Observer Festus Paine, COMPNOR, CompForce
Description: Human male, pale-skinned with short and straight brown-blonde hair. Blue-green eyes with a darting and slightly manic expression. Tall and thin build.
History: Twenty years ago, Festus Paine, a troubled youth from the Core world of Ganthel, was one of the last graduates of the populist Commission for the Preservation of the Republic (COMPOR)’s Sub-Adult Group. Following the rise of Emperor Palpatine, he was one of the first members of the Commission for the Preservation of the New Order (COMPNOR). He was too young – and some would say, too unstable – to hold a position of authority within the fledgling government agency, but his determination, zeal, and unquestioning loyalty to Emperor Palpatine, made him the perfect candidate for CompForce, COMPNOR’s military branch. CompForce, the brainchild of Director Armand Isard who had served as then-Chancellor Palpatine’s personal intelligence chief, would serve as a check on the Imperial Army and Navy by preventing their monopolization of military resources and by staffing their ranks with loyalty officers. Having survived CompForce’s legendarily fatal training regiment, Festus Paine spent a short stint with CompForce’s Assault subdivision, settling scores on behalf of the various senior intelligence and security officers that occupy the COMPNOR arcology. While he was capable of physical brutality, his superiors recognized that Paine’s primary strength was in his loyalty and ideological bearing and thus he was transferred to Observation.

While COMPNOR is home to some of the most terrifying members of the Empire’s professional security apparatus, from the Death Troopers of Imperial Intelligence to the interrogators of the ISB, agents of CompForce are the most unquestioningly loyal to the Emperor. Members of the ISB have, on rare occasion, defected to the Rebel Alliance but no member of CompForce has ever intentionally committed treason. Observer Paine commands a 471-man detachment assigned to the Taldot Sector Army. The man himself is a nightmare, uncompromising and fanatical in a manner that’s borderline religious.

Liaison Dayana Dante, Corporate Sector Authority, Legal Division
Description: Near-Human (Zeltron) female, light red-skinned with long and straight purple hair, either worn straight or pinned up in an ornate braid. Violet eyes. Average height and slightly curvy build.
History: Dayana Dante was born on Mall’ordian in the Corporate Sector. Dante’s father sat on the Sector Authority’s Direx Board as a representative of the Plexgrove Combine, a mid-tier financial conglomerate that also oversees the CSA’s internal currency. Wanting for nothing, young Dayana was a double jocimer prodigy. When she lost her seat at a competitive music academy to an even more talented musician, she entered the Corporate Sector’s Junior Leadership Institute and turned her music-honed gift for math logic into a career in law. Excelling at oratory and debate, she quickly found a position within the CSA’s Legal Division. Legal is one of the larger divisions within the Authority and is tied to the Media Division. Legal takes great pains to avoid antagonizing Imperial Moffs and its most important job is representing the CSA’s interests in Imperial courts. Dante’s role, and the role of those who hold similar positions, is to represent the Authority’s interest to the Empire and smooth out any disagreements. With major Imperial military contractors, like Merr-Sonn, Kuat Drive Yards, and Sienar, as members of the Corporate Sector, keeping the interests of both the Imperial government and the CSA aligned and running smoothly is necessary for the continued function of the Empire.

If Dante had been born in a previous era, she would have been a Republic Senator. Charming, attractive, and with a hint of glamor, she has the airs of someone used to getting what she wants. With her species’ pheromonal ability to affect and calm the minds of organic beings, she is in the perfect career path to accumulate personal power. The greatest threat to her in the Taldot Sector is not the Rebel Alliance or even an angry Imperial governor but Czerka Corporation and its Taldot Sector Supervisor, Gekk Gekkorro. Czerka is so ancient and so entrenched in the fabric of Galactic society that it has ignored every invitation to join the CSA.

This is sounding like a good solid start to a campaign! I love the idea of taking it up to the battle of Jakku as well. Having just finished Alphabet Squadron myself it’s got me thinking about running something that’s post RotJ... unusual for me as I’ve always favoured the Rebels period prior to the start of AnH, mainly because I’m free to make up a lot of stuff for that era without touching on too much canon.

I’ve been running a AoR campaign for just over a year now... felt like I struggled with it at first but it’s picked up the pace & the players have started to find out what’s really going on in the Bortelle Sector.

Really impressed with what u do man... you’ve got some lucky players 👍

Thanks a lot Concise Locket for the info, I ll try my own maps :)