Fleshing out Nabat

By bladerunner_35, in Star Wars: Edge of the Empire RPG

I cobbled together this because I needed to flesh out Nabat for my campaign. It's a mish-mash of my own writing added to text from wookiepedia and various sources as noted in Sources at the end of the text. I share it here in the hope that someone else might find it useful.

Nabat

A small and relatively insignificant city on Ryloth, known for its independency and openness towards none-Twi'leks.

Before the war an estimated 20 000 Twi'leks, humans and a mix of other sentients lived in Nabat. It was never very politically or strategically important. None of the major clans had a staked interest in the city and it was run by a city council which also included sentients other than Twi'leks.

Today Nabat is still a small city with a population of roughly 15,000 though there isn’t anything like an official number. Like many settlements on that planet, a large portion of Nabat is underground, in order to seek shelter from the harsh environment and wild lyleks or gutkurrs. The city is situated in the terminator zone close to the Bright Lands.

The upper levels consist mainly of landing pads, slums and a cantina. Contrary to the other cities on Ryloth the slums spread out over a large and somewhat chaotic area on the surface. This makes Nabat unique and it is viewed as something of a free and unregulated city, independent (relatively speaking) from the petty politics and intrigues of the major clan cities on Ryloth. This freedom comes at a heavy cost as the population have had to endure many slave raids from stronger clans and pirates.

This culminated during the Clone Wars when the entire population of Nabat was captured by the Confederacy of Independent Systems. When the Galactic Republic responded by sending a strike force to retake the planet the droid forces used the captured Twi'leks as a living shield, knowing the Jedi would not endanger the hostages by mounting a direct bombardment and risking their lives.

Nabat has still not recovered from the war and is not a wealthy settlement. However, the clan council is pushing hard for Nabat to become the go-to trading port on Ryloth for non-Twi’leks and smugglers that are fed up with the paranoia and hostility of the major clan cities.

Because of this Nabat has a greater mix of non-Twi’leks than any other city on Ryloth and the population is considerably more friendly, or at least keep an open mind, towards visitors. While Nabat is far from being able to compete with the major clans and their lucrative ryll trading the city is slowly making a name for itself as a rough and ready starport welcoming any and all spacers with open arms and very little restrictions. It is steadily attracting dissidents, idealists, smugglers, scoundrels and free thinkers from all over Ryloth and surrounding space. As such Nabat’s underground districts are all open to non-Twi’leks and there are a number of local merchants, off-world corporations and more or less criminal organisations vying for space.

This is not only a boon as the city is also attracting the interest of the major players in the region who won’t readily give up power and influence. At the moment the major clans are happy to get rid of their malcontents and rebels but the Nabat clan council knows very well that they are balancing on a razor’s edge and have very little with which to resist any overt or covert attacks. Currently they are busy both keeping a low profile and making allies wherever they can. So far Nabat is simply not big enough to present any real threat and there haven’t been any real threats against the peace in a long time.

· The Nabat Starport is considered a Limited services Port; for all but the heaviest freighters there are virtually unlimited landing space on the outskirts of the city where there are large areas of duracrete landing fields. There are a few locals who have specialised in delivering limited services (foodstuffs, light repairs, auxiliary power (generally only capable of charging a ships engines at a trickle) etc.) to starships that set down here but otherwise there’s very little service to be found.

o Basic landing fee is generally 10 - 30 credits which is paid directly to whichever entrepreneur reach the ship first or have the closest stall. The actual prices often vary depending on how much the crew look willing and capable to pay. These entrepreneurs are in turn taxed by the city through the purchase of a necessary “ship service permit” but many ignore this, especially since the price for the permit more than doubled recently to 59 credits per month.

o There is generally no daily berthing fee for staying on the landing fields.

· There are also a few actual landing bays where crews can make repairs and recharge their engines but the services they provide are very basic (one of the priorities of the city council is to upgrade their ship services).

o The landing fee for a landing bay is based on the ship’s class and light freighters (like the Corellian YT series) costs 44.55 credits (medium freighters pay 66.35 credits) and an additional berthing fee per day of 10 credits regardless of the ship’s class.

· There are no custom fees (or custom at all really) but ships and crews are forbidden to use any weapons except in self-defence. Breach of this generally means a hefty fine and or confiscation of the weapon or ship.

o Only military weapons and armour and any “indiscriminate” weapons are forbidden to carry into the city. Examples of restricted weapons would be any types of grenades (including stun grenades), heavy battle or laminate armour and any ranged heavy weapons.

· There are really no types of goods that are illegal in Nabat but the city council strictly enforce a ban against goods with an obvious military purpose or which otherwise is Imperial “in nature”, for fear of reprisals. This one of very few laws that is actively and meticulously enforced by the Nabat Militia and they board every ship together with a “customs officer”.

o Heavily armed crewmen needn’t worry though since personal arms are exempt.

o If they find any offending goods they simply ask the ship to leave then and there or be fired upon.

o In order to avoid Imperial entanglements the customs officer is also keeping a weathered eye out for any obvious Alliance ties which if found are treated the same or even sterner, as military or Imperial goods.

o They will also turn away any ship that risk upsetting the political balance (such as having made enemies of the major clans) on a case-by-case basis.

· The city is protected by a “security force” which until recently was only a well-equipped and disciplined street gang but has since become the Nabat Militia paid by the city council. They offer to post guards at any ships willing to pay their fee: 20 credits per guard and day for a ship parked on the open landing fields (a minimum of two guards) or 15 per guard and day for a ship in a landing bay.

o The Nabat Militia also provides guard escorts for the price of 35 credits per guard and day

· Any sentient being wishing to enter Nabat proper (going into the underground), and who isn’t a registered citizen, must pay a 5 credits visitation fee when moving through a city entrance.

· Items worth more than 500 credits cannot be readily purchased here. Items from the Rulebook worth 500 credits or less can be found for their listed price without a Negotiate check.

o Every other purchase requires a Negotiate (or possibly Streetwise) check with a total Rarity modifier of +1 (+2 Outer Rim, -2 for Free Port, +1 for Small Port)

Sources

http://starwars.wikia.com/wiki/Nabat

The Long Arm of the Hutt (free adventure): http://www.fantasyflightgames.com/ffg_content/StarWarsRPG/edge-of-the-empire/beginner-game/Support/Bonus%20Adventure/Low%20Rez/Long_Arm_of_the_Hutt_LR.pdf

West End Games Star Wars Platt’s Starport Guide (WEG 40107): http://d6holocron.com/downloads/books/WEG40107.pdf

Edge of the Empire Rulebook

Nice writeup, thanks!

I went in a different direction, making it a megalopolis inside a mesa, home to several million inhabitants, and several levels of habitation. The rich live in the edges of the interior (so they get a view), the less wealthy live in the interior, and in levels that descend below the ground level. There is a ring of star ports and pads about 1/3rd of the way up the mesa, and considerable smuggler traffic using and "abandoned" subway system below ground level that leads to tunnels and ravines away from the mesa.

It's not remotely canon, but I wanted a big city after running the beginner box, and these players don't know anything about Star Wars other than the movies.

Double-post, sorry.

Edited by bladerunner_35

Nice writeup, thanks!

I went in a different direction, making it a megalopolis inside a mesa, home to several million inhabitants, and several levels of habitation. The rich live in the edges of the interior (so they get a view), the less wealthy live in the interior, and in levels that descend below the ground level. There is a ring of star ports and pads about 1/3rd of the way up the mesa, and considerable smuggler traffic using and "abandoned" subway system below ground level that leads to tunnels and ravines away from the mesa.

It's not remotely canon, but I wanted a big city after running the beginner box, and these players don't know anything about Star Wars other than the movies.

Interesting! I dare say my writeup isn't remotly canon either even though I try to stick close to whatever sources can be had. In general I prefer to keep things small as I find it hard to convey humungousness in a credible way (40K is a nightmare to GM in that respect).

I plan for IsoTech to have a dingy office somewhere in the Undergrounds and hope that Nabat together with Mos Shuuta will become recurring places in our campaign. Perhaps even feeling like home with time...

bladerunner, I really dig what you wrote! It's a great description of Nabat and very useful for future encounters that might come up there.

Thanks!

I like it. We had Nabat see a growth spurt after the war, and it became a spice trade hub. Something akin to a Ryloth Mos Eisley. The game describes an under-city of sorts, and that it was pretty expansive, so I just took it that the Clone Wars only showed a smaller outlying area.

I love this....we need a database or more for information like this that can be stored and people can quickly access. Wookieepedia can only do so much, this sets a very particular mood as well as explaining various facilities available as well as their cost.

Great job.